New Test Build 0.9960b: New Content, Disease Overhaul, UI Enhancements, and Fixes

I've just finished uploading new test beta 0.9960, which includes new content, a disease overhaul, UI enhancements, and fixes.

IMAGE( New DMC Sprawl campsites, and mouse mode toggle.

The build is available to anyone who owns the beta at, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the beta page, and click any of the download links below the usual Windows, Mac, and Linux buttons.

Steam users can access the test build by opting into the beta for it.

IMAGE( New footwear and recipes, and feral dogs.

Updates Included in the Test Beta

Test beta 0.9960b includes the following changes:

  • Added feral dogs to game.
  • Added flip flops to game.
  • Added Gators shoe-sandals to game.
  • Added running shoe item to game.
  • Added makeshift rag shoe to game.
  • Added shoe sole item to game.
  • Added recipe for makeshift rag shoe.
  • Added new sprawl campsite to replace grassy plains.
  • Added new trash barrel fire.
  • Added conversational rumors to NPCs if player has right history.
  • Added new battle moves if player has right history.
  • Added losepine and L-thyroxine pills and bottles to game.
  • Added pill organizer item to game.
  • Added recipe to break large branch into smaller branches.
  • Added tooltip info to hexes on mouseover.
  • Added categories to quick recipe names, for better sorting.
  • Added gradual blood loss penalty when creatures have sepsis.
  • Added lockbox warning to Stoat conversation endings.
  • Added code to toggle cursor mode via mouse when clicking on cursor mode button (below stat bars).
  • Added extra text to DMC skyline first encounter to warn player of scarce scavenge loot near city.
  • Added intro encounter text to first Sprawl visit.
  • Added extra sleeping bag tutorial info to encounter where players receive first sleeping bag.
  • Changed random encounters to be more common.
  • Changed Blue Rot, Smallpox, and Hepatitis diseases to gradually decrease immune system strength instead of chance of killing based on time.
  • Changed cholera to kill indirectly via dehydration and sepsis, instead of instantly via timer.
  • Changed gastroenteritis to reduce immune system health slowly over time instead of all at once.
  • Changed poison to kill slowly through sepsis rather than suddenly through timing.
  • Changed death by infection to be called "Septicemia" for more clinical name.
  • Changed burning pain condition at Saginaw to have a duration, so effects disappear after 1 hour.
  • Changed crafting warning text to be more visible.
  • Changed health bar to say "Sick" when infection is lowest stat, instead of "Infection," since it's more of a layman's term.
  • Changed readme to include Linux help.
  • Changed hex camp icon to be higher so it doesn't get blocked by tall hexes.
  • Fixed bug that caused crafting next/prev buttons to show when confirm button invisible.
  • Fixed a bug that did not degrade tools used to enter locked storage sheds.
  • Fixed a bug that caused St. James expiration to be ignored if away from the hex when it happened.
  • Fixed a bug that sometimes caused game to crash/behave strangely if stat bar was near 0.
  • Fixed a bug that caused Forest Shack hexes to generate forest scavenge sites too quickly.
  • Fixed a bug that caused Item screen UI issues when manually changing game window size with AUTO UI set.
  • Fixed a bug that caused health bar to say "In Pain" when problem was something else like infection or blood loss.
  • Fixed a bug that caused the last defined headline to be missing from game.
  • Fixed bug that caused crafting yield items not to stack, resulting in sometimes lost items.
  • Fixed a massive number of typos/grammar errors. (Thanks, Tactless!)
  • Fixed a bug that caused Trapping quick recipes to be missing on new characters.
  • Fixed a bug that caused tile tracks to reset on save/load.
  • Fixed a bug that sometimes caused item to be lost if attached to cursor when switching to/from crafting screen.
  • Removed old cheat mode shortcut Shift Z.
  • Removed redundant map definition from game data.

IMAGE( UI enhancements, and more "shoes."

One of the big changes this build is the addition of new content that only shows up if the player does certain things. It's not easy to achieve, but it hints at some of the game lore, and may give players an edge against the wraith...

Another big change is a raft of new content. Previously difficult-to-reach random encounters are now more common, there are several new shoes, feral dogs, some new recipes, DMC Sprawl camps, and new pill types.

Diseases and poison have also been redesigned to be less of a surprise death. They are still deadly, but now they gradually whittle down creatures' immune systems (and sometimes thirst, pain, etc.). The diseases now only kill if those stats reach lethal levels (i.e. sepsis, dehydration), so it should be easier to see when things are going downhill. Basically, no more otherwise-healthy players dying if the disease timer reaches 0 with an unlucky chance roll.

And quite a few changes have made it into the UI, too. Mouse and touchscreen users can now toggle the cursor mode using the little UI widget, crafting recipes have better sorting, hexes have tooltips, and the "not enough moves left" crafting message should be more obvious. Overall, I'm hoping these tweaks make quality of life better for players.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
You'll miss some new content if you try, but it should work. As usual, the older the save game version, the less likely it is to work.

As always, let me know what you think of the changes, and if you notice any issues with the new build!


Tactless's picture

Since you did work on the hex camp icon, I want to send a relevant suggestion your way:

Dualists: one soul, two bodies.

Purplepanda1337's picture

I was hoping for more variety in clothing! Also, I'm very glad you delivered feral dogs, they look swag as fuck.

Banjo's picture

LOVE the new additions... flip-flops for that "Aussie" NeoScav feel!

But oh my god, that screenshot of the new (awesome!) feral dogs instantly made me remember this scene:
... from one of my all-time fave post-apocalypse shows.

Just how terrifying and threatening do those dogs look? :)

My Mods:SaveMan|Fishing|Shouldered|Bottles

kikendo's picture

Good One... im addicted to this game :(

Ivan Have mono on Neo scravenger :D

Buenos Aires, Argentina...

kikendo's picture

Also, Im dont know why, but all my icons in the desktop have change the names to neo (1), neo (2) etc.
Neo is the name of the folter where im put the neo scravenger game.


Buenos Aires, Argentina...

dcfedor's picture

@Tactless, that might actually be possible. At first, I was concerned about how the UI would work, but the right-click may make it low-risk. I've made a note to look into it, and if v0.9960b needs a bug fix patch, it could ride along.

Glad you guys like the dogs! I tried to choose a few that don't look like the traditional Mad Max/Fallout pups. Even though I love that iconic mutt, there are other breeds!

@kikendo, the neo (1), (2), etc. may be your OS trying to avoid overwriting folders and files. It may be safer to delete the old copy before extracting the new one, which should avoid this problem.

Dan Fedor - Founder, Blue Bottle Games

Banjo's picture

Absolutely LOVE the dogs, Dan! My only issue is how damn cute they look... I don't want to hurt them!

I also think this fixes a big issue I had on recent playthroughs, too, where "Bad Muthas" were far too common IMO near the starting area. The dogs make a MUCH better "introductory" enemy for the player to face right out of the cryo (so much so, that I wonder if it would be a good idea to force a "fight tutorial" with a wild dog not long after exiting, before the player encounters anything tougher? Just a thought, mate!

Also, a suggestion that I hesitate to make (more added difficulty!) but what if some dogs were randomly "rabid" and could give the player RABIES? I kinda like the idea of a "low level" enemy occasionally becoming a bigger threat and surprising you late game.

Adding rabies (or even just adding parasites to some dogs/dogmen/animals, "tainting" their meat) could also help if it was felt these cool new dogs now made finding food too easy... who'd want to eat a dog that might have RABIES? :)

My Mods:SaveMan|Fishing|Shouldered|Bottles

minorthreat777's picture

You put other developers to shame. I'm always impressed. I might have to buy this on my wifes steam too just to .....wait a minute co-OP!!!!

Rovlad's picture

Well, it's a hell of a lot easier to survive now, because dogs are abundant walking food (by the way, I think cooked meat shouldn't give that much of a thirst bonus as to make bottled water almost irrelevant), and most of them are weak/frail, so even a non-combat character wouldn't have any problems killing them. Perhaps they should travel in packs more often, because hey, that's what dogs do; strength in numbers and all that.
Also, I think player shouldn't be penalized by forcing him to wait for a turn when he tries to switch attack mode and only in fact has one (e.g. when you're barehanded, you can only "switch" from punch to punch, and still be forced to waste a combat turn). Could be not very safe to change that now though, so use your discretion on this one.

Scavenger's picture

I would agree with most of those points.

- wild canines rarely travel/hunt on their own, making dogs come in pairs/groups more often than as a single critter would make it both more believable and balance their limited combat potential well. Also, since they're feral, not allowing them to spawn too close to settlements like DMC would also make taking dogs for common, reliable, easily accessible source of food problematic.

- I wouldn't say that bottled water became even close to irrelevant but I guess some fine-tuning of edibles wouldn't do us harm. Some of the food in general, since a long, long time is somewhat suspicious with how well it keeps thirst at bay - in reality, even relatively 'juicy' meals increase thirst, as their water content, even if seemingly sufficient at first, is still rarely making it up to water needed to digest them.

- Changing attack 'modes', if adjusted, should be done on the basis of items one switches to. I'd agree that it shouldn't take much time to whip out some small, ready-to-deploy weapon like a shiv, or preparing to punch the enemy with the other fist yet taking a rifle off the back and shooting anything beyond small firearms like revolvers or pistols, even with minimal time for aiming, requires a second or a few, depending on how cramped the place and how much otherwise preoccupied the person is.
I cannot say that I ever was much bothered by this thing, though I rarely switch arms during combat.

Rovlad's picture

>I wouldn't say that bottled water became even close to irrelevant
That was a bit of exaggeration on my part. You still have to stock up on it just in case, and you can use it as an alternative to whiskey for cleaning wounds, but since cooked meat slakes thirst extremely well, I find myself not bothering with stockpiling water until I have a vehicle or a sizable backpack. You can't live off cooked meat without drinking anything in real life, but in the game, you theoretically can. And like I said, four-legged food is simply running amok now, you don't even have to look and hunt for it (like you had to with deer).

It's the same problem which led to human meat becoming dangerous to eat, simply because players were actively hunting bandits/looters and dining upon their flesh unremorsefully.

>should be done on the basis of items one switches to
Yes, that'd be ideal, but really it's a very minor thing and just something I've only noticed on my last playthrough, so definitely not something that requires immediate attention. Maybe put in on a checklist for the future game, I'd be totally content with that.