New Test Build 0.9961b: Fixes and Play Balancing

I've just finished uploading new test beta 0.9961b, which fixes issues still found in v0.9960b.

Also, a reminder to check out the launch/price announcement from earlier today.

The build is available to anyone who owns the beta at bluebottlegames.com, 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.

Updates Included in the Test Beta

Test beta 0.9961b includes the following changes:

  • Added ability to right-click on a hex to toggle camp icon.
  • Changed feral dog spawn numbers to be lower.
  • Changed AI code to increase pack behavior in non-solo creature types.
  • Changed dogs to be unable to use special moves like kick, melee surge.
  • Changed hex info tooltip to be in corner of screen instead of floating tooltip.
  • Changed dog corpses to produce less meat and fur.
  • Fixed a bug that allowed rag shoes to be crafted from UVDs.
  • Fixed anachronism in random encounter.
  • Fixed a bug that caused all subsequent shoes to fall off after flip flop falls off.
  • Fixed a bug that caused endgame reputation skills to duplicate on save/load.
  • Fixed crafting yield title text wrapping UI issue.
  • Fixed a mirrored sprite bug in flip flop and gator "left" sprites.
  • Fixed missing dog faction in game data.
  • Fixed a bug that allowed barrel fires to be deleted.

Mostly bug fixes and balancing this time. Dogs were a big focus, as they upset the balance of risk vs. reward quite a bit. Some more UI tweaks in there, as well.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
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!

Comments

Banjo's picture
Banjo

Awesome (and very quick) update, mate! Very much appreciate it, especially the bug fixes (flying shoes!). No more being kicked by dogs is welcome, too! :)

The hex tooltip is WAY better now, I think personally. I find it very useful!

The toggling camp icon is one of those little things that is HUGELY useful! Actually, the ability to toggle a second "marker" (red "x"? exclamation mark?) icon would be also useful so you could "mark a spot on your map" to return to? I see it working exactly like the camp one, but having no effect other than being a "marker" for the player and nothing more ("Something is here I want but can't carry right now", for example). Just a thought, since this new addition is really cool!

Still loving the dogs, and the loot/meat/difficulty feels about right now, IMO.

Those new shoes are absolutely hideous-looking too... in a good way! :)

Quick question: now that you've added "fixed" hexes around the cryo to make the start more forgiving... should there be a "water" hex fixed nearby too, or would that be too unbalanced? Just something I noticed while testing my fishing mod was that sometimes there was no water for dozens of hexes in all directions!

Here's a "cheeky" suggestion/request: it kinda bugs me that the Sprawl is made up of not just tent city tiles, but also ruins tiles that look and act the same as the ones out in the wilderness... would a new hex type (I don't care if it has the same ruins graphics) ever be out of the question for non-"tent city" Sprawl tiles?

Finally, at the risk of being a pain, as we get close to final release (and the end of new content), for us modders, would you be willing to consider:
1) this minor GUI request (I posted it in the wrong place).
2) Allowing "rain" as a resource (when it's raining) the way "sun" works now.
3) The ability to add new "locations" inside the DMC (if it's not possible already, nobody seems to know).
4) Exposing and allowing modding of ambient temperatures.
5) Allowing us to change starting location (and/or starting items).

The last two are obviously bigger "sometime in the future" requests (and have been mentioned a few times by yourself as "maybe but no promises" in the past), but would the first three be very difficult or time consuming to implement? If so, forget 'em, but I just wanted to ask.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Cryovisitor's picture
Cryovisitor

Got to admit, those dogs were acting very un-doglike and were feeling like a cheap early hunting option more than anything else. Can't wait to see them using more pack tactics and less one on one scrapper tactics. (I feel like dogs should be a bit more dangerous than they are, maybe when I have to encounter them two or three at a time?) Oh well... Sounds good to me for the most part.

luciuskiller's picture
luciuskiller

HA ALL YOU LATE JOINER'ers, i payed about £4-5 for this amazing game, im a dude who was here from the BEGINING, wmahahaha, also great job on the game, we love it. :D

And oldie and I would say goodie but not particularly