New Beta and Demo Builds: Mac and Linux Clients, and Bug Fixes

I just finished uploading new beta and demo builds v0.952b and 0.952d. And today, for the first time, there are Mac and Linux downloadable versions!

NEO Scavenger for Mac and Linux!

IMAGE(http://www.bluebottlegames.com/img/btnDownloadMac2.png) IMAGE(http://www.bluebottlegames.com/img/btnDownloadLinux2.png) Look for these badges on the bottom of the demo and beta pages to try them out!

Thanks to the last bit of publicity on Greenlight and Desura, I was able to invest in a used MacBook. After a weekend of wrangling, I've got it dual-booting both OSX and Linux, and can create binaries for Mac and Linux now. Yay!

Of course, since I'm still pretty new to both OSX and Linux, I'll probably make some mistakes along the way. So if you have any troubles running either version, let me know.

Major Fixes

One of the main updates in v0.952 is a range of bug fixes. NEO Scavenger's been acting pretty weird lately, mostly due to some memory-related bugs in combat. All kinds of crazy things were happening as a result, including endless turns, empty combat options, mixed-up status messages, not being able to leave combat, etc.

Basically, if you've been seeing weird behavior in 0.951, there's a good chance it's fixed in 0.952.

Also, combat now has some UI updates:

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2012-09-17.png) Last move info, and ordered move options.

It's now possible to see what each combatant did last turn (if visible), as well as who they were targeting. Furthermore, available moves will be listed in order of offensiveness. Retreat and run away appear first in the list, while attacks appear at the end.

The UI could still use some improving, but hopefully these changes will make combat a bit smoother for players. Thanks for the feedback!

Complete list of changes include:

  • Added last move and target info to combatants in battle screen.
  • Changed combat moves sorting from least to most offensive.
  • Fixed a bug where AI would loot camp fixtures.
  • Added code to stop resting if a wound's infection increases significantly.
  • Spacebar can now be used to stop resting.
  • Adjusted loot tables so lighter is more common in civilized locales, and less in shacks.
  • Fixed bugs when retreating from one battle to next.
  • Fixed bug that allowed scavenge locales, camp fixtures, and terrain resources to be deleted.
  • Fixed a bug that allowed scavenging with 0 turns left.
  • Fixed a bug making it impossible to sleep if rested bar was over 3/4 full.
  • Wound infection growth now limited by cut severity.
  • Wound pain now affected by infection too.
  • Reduced infection amount from applying dirty rags to wounds.
  • Prevent dirty rags from infecting wounds where there's no cut.
  • Fixed a bug that caused dirty rags to re-infect wounds on load.
  • Added message log alerts when wound infections get worse.
  • Fixed bug where crafting would duplicate items if stack was found in both input and output.
  • Fixed endless looping when player unconscious in battle.
  • Fixed missing/extra log messages when assailant/target unseen.
  • Fixed null pointer in CanSeeCreature when creature wounded on spawn.
  • Fixed non-offensive log messages showing up when actor is unseen and target is player.
  • Changed "Delete item" to "Destroy item" for better immersion.
  • Changed endturn timing so creature and player both update at the same time (creature was updating before time advanced).
  • Changed message log to use player-centric messages for creature names (visible or unknown).
  • Fixed a bug that broke spy cursor.
  • Added code to ensure threat scores of 0 aren't ignored by AI.
  • Rewrote combat code for more stable bookkeeping.
  • Reduced food intake penalty/bonus for fast/slow metabolism.
  • Fixed a bug when AI loots a hex after player retreats.
  • Fixed a bug causing crash when creature spawned wounded.
  • Fixed ally/enemy count bug in AI.
  • Fixed bug in prev/next combatant UI (was not showing more than 2 at a time).
  • Added code to prevent AI from moving when battle in current hex.

Again, it's a pretty big collection of fixes and changes, so if you've been experiencing issues in 0.951, they may be better in 0.952. And if anything new has cropped up, let me know!

Comments

drakcothedark's picture
drakcothedark

Wow... you were still able to get all this done even with a broken video card!? I'm throughly impressed! This game is turning out better and better.

LeJay's picture
LeJay

Yay a mac version !! Hooray ! :D

Vindelle_Pounze's picture
Vindelle_Pounze

Very nice to see the linux build being out this soon!
I just wanted to confirm this running fine on Archlinux x86_64, but it did not do so out of the box.
After some searching for the displayed errors -with not much success-, I tried to get Machinarium to start as it might tell me what was missing.
Well, it sort of did, after installing libcurl(32bit) it worked for me.
Maybe this helps others having trouble to get it to run.

dcfedor's picture
dcfedor

Thanks guys!

@Vindelle_Pounze - I wonder if it's specific to your distro? I installed Lubuntu (12.04) to create the binary, and was able to launch it without any errors or missing libraries.

The main issue I ran into with the Linux binary was that launching it created a downscaled window, causing some pretty bad scaling of the graphics.

Either way, thanks for the tip. If any folks ask, at least I can point them to your post!

Dan Fedor - Founder, Blue Bottle Games