New Beta and Demo Builds: Encounters and Music

I've just finished uploading new beta (0.954b) and demo (0.954d) builds. The update includes fixes and features for both the demo and beta, and new exclusive content for the beta.

New Features and Fixes: Demo and Beta

Both the demo an beta now feature a new inventory management tool:

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2012-10-11.png) Item sorting!

Certain containers will now have a little button at the top right corner (black and yellow dots icon, pictured above). Clicking this button will attempt to arrange all items in the container as close together as possible, starting at the top left, and moving right and downward.

This is a feature several players have asked for, as certain hexes and containers can get quite busy in late game play. It's not a perfect sorting algorithm, but hopefully it helps folks clear up space easier!

I also started fooling around with end-game stats:

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2012-10-11a.png) Can anybody beat that survival time? No, not longer. Shorter!

It shows the same cause of death as before, but now also shows the survival time, and "Disposition." Survival time is pretty self-explanatory, but the "Disposition" is a little more ambiguous. It's tied in with some of the newly added encounters in the beta, and is an experiment with tracking the player's moral compass. It'll show up on demo games too, though the demo doesn't really have encounters to change that rating.

Perhaps I'll add some more ratings and stats in the future, but for now, we'll see how these go.

The following additional fixes were also added to both the demo and beta:

  • Fixed a bug that caused stacked items to disappear when returned to their origin (e.g. misplacing an item in empty space).
  • Changed framerate cap from 30 to 60.
  • Added some new headlines.
  • Fixed sound playback bugs.

Beta-only Updates

The beta also got some exclusive updates this time.

First, there are now several random encounters spread across the map. They don't have custom artwork yet, and they're mostly pretty short. But they should add some local color from time-to-time.

There are also two larger, illustrated encounters in this build, roughly the same complexity as the cryo encounter and House at Seven Gables. They leave some loose ends, unfortunately, but that's the way it's gotta be until more content is ready :)

Big thanks to Cameron for helping to make the above encounters a reality!

The beta also now features music! Starting this build, one of three tracks will play at random intervals (about 5-10 minutes apart). Sort of like Dwarf Fortress and Minecraft, I wanted to see how it felt to have music only play occasionally. I thought this might alleviate burn-out from hearing the pieces too much.

Josh Culler did some excellent work on these, so let us know what you think! You might even recognize one of the pieces from the trailer!

Additionally, the beta has the following new fixes and features:

  • Added smallpox.
  • Fixed bug in date when loading game.
  • Added hepatitis and jaundice conditions.
  • Added ability to lose random items, specific item types, and slot-specific items in encounters.
  • Added The Blue Rot condition.
  • Fixed loadgame bug that caused doubling of camp conditions if game saved in non-default campsite (e.g. cryo overheating).

Whew, that's quite the update. Hopefully, I didn't break too much with all the new content and fixes. Be sure to let me know what you think once you've given them a shot!

Comments

taylynne's picture
taylynne

Sounds awesome! I can't wait to try the new beta out. :)

I am happy to see some stats up! I'll see if I can beat that time! I look forward to all the encounters and seeing how the effect me... also my play time! I know I spend a lot of time in my invo though :\ Hopefully that time will be cut back a bit with the auto sort!

I'd also like to see a way to open / take some things out of certain containers without putting them in your hands.. if possible. Or at least merge two of the same! I spend a lot of time taking my medicine out and putting them all together in one bottle (for each type ofc; painkillers in painkillers; antibacterial in antibacterial), as well as all my lighter fluids! To be honest, it took me ages to even figure out I could take stuff out of the containers if I put them in my hand. At first, I tried combining similar bottles down below, or just stacking them to see if they'd automatically fill up one of the bottles, but that didn't happen.. so for the longest time I went around with half a dozen bottles all half full, or less lol. I ended up leaving behind so much medicine cause I didn't have room!

This has taken up so much of my time in game since I've found out how to do it! I kind of wish I never learnt how to the way it eats up my time. Oh well! I spend a lot of time cleaning up invos in plenty of games, so it's not a huge bother. But it would be nice to see something like this at some point, as well.. if possible at least!

ANYWAY! To the update!

dcfedor's picture
dcfedor

I've been thinking about ways to do that (empty/transfer containers more easily), and so far, the best I can think of is some cursor mode like "A->B." When the user switches to AB cursor, they first click on a container (or somewhere inside the container). Then, they click on the destination container (or inside the destination container). And items from inside the first container start moving to the destination container until no more fit.

I think it would also be ideal for the cursor mode to automatically de-select itself when done, though maybe that's overthinking a bit.

It's definitely a common complaint, though, so I should think of something soon!

Dan Fedor - Founder, Blue Bottle Games

Dusky's picture
Dusky

SWEET!!!!! I can finally end this three day XCOM bender I've been on!!