How long can you survive the post-apocalyptic wastelands of NEO Scavenger? In the near-future, supernatural activity and human warfare have fragmented mankind into pockets of civilization struggling to survive in wild and dangerous lands. You awaken alone in an abandoned facility with no food nor water, and only a hospital gown and some mysterious items as clues to your identity.

NEO Scavenger is a game where you must survive in the wasteland long enough to figure out who you are. Each turn you must decide where to go, how to scavenge for supplies, and how to deal with anything and anyone you encounter. And with each passing minute, the pit in your stomach grows, your dehydration worsens, your muscles tire, and your body temperature drops in the cold autumn air. Choose your starting abilities carefully, because they and your wit are the only tools you have in the apocalypse!

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RSS Feed New Beta and Demo Builds: Crafting Overhaul, Random Skills, Item Identification

I've just finished uploading new beta build 0.971b and demo build 0.971d. These builds include the new property-based crafting system, random skill selection, item identification, and several other fixes.

Posted by dcfedor on Jun 4th, 2013

Updates to both the Beta and Demo

Both the beta and demo builds include the following changes:

  • Added multiple pages to crafting output, so player can choose intended outcome.
  • Added random skill/trait button on skill select page.
  • Added ability to scroll map using right-click (rubber-band-style).
  • Added ability to auto-identify items with appropriate skills/conditions (instead of crafting).
  • Added highlight to items on crafting page that are currently equipped/contain items.
  • Added ability to destroy ingredients on certain recipes.
  • Added ability to transfer ingredients' components to crafted output, rather than ingredients.
  • Added code to change label of crafting yield to reflect the item(s) being crafted if "Confirm" is pressed.
  • Added ability for encounters to support item and/or ingredients as input.
  • Added code to reduce durability of crafted output based on consumed input items.
  • Added code to degrade components within objects, so they degrade concurrently with parent.
  • Fixed a bug that caused meat to be a valid ingredient for rough splints.
  • Fixed a bug that caused newspaper to be unusable in recipes (Item.clone ignored properties).
  • Fixed a bug that prevented roasting meat on a stick.
  • Fixed recipe to stoke small fire into medium fire.
  • Fixed torch recipes to degrade into just handle.
  • Fixed item degrading so that it adds new conditions before removing old ones, to avoid campfire degrading blindness.
  • Fixed bug that prevented space from working as hotkey in crafting.
  • Fixed a bug that caused encounters to remove too few items when in stacks.
  • Fixed several stacking bugs caused by StackItem. Dropping parts onto stack in can in jeans pocket, arranging part stacks on ground, etc.
  • Fixed bug in quick recipes that caused some ingredients to be missing.
  • Fixed bug in recipes that allowed non-solid objects to be used as small/medium flexible ingredients.
  • Fixed a bug in the treasure generation code which produced extra loot.
  • Changed crafting system to use item properties as ingredients, instead of specific item names.
  • Changed crafting to deduct turns based on recipe, instead of always 1.0 turns.
  • Changed prescription pills to require medic skill for ID, and use real generic drug names.
  • Changed items to have lower monetary value when unidentified.
  • Changed unlit torch recipes to require unlit kindling, not just kindling.
  • Changed sleeping pill contents to be unidentified.
  • Changed squirrel pelt to small animal pelt, squirrel meat to small chunk of meat, squirrel pelt glove/tunic to patchwork fur glove/tunic.

The biggest change will be familiar to those beta users who had early access to the 0.970t test build: the new crafting system.


New Crafting System - based on item properties, and with caution highlighting.

In this new system, the recipes will accept any item that fulfills requirements, not just the ones I've specified by name. So if you're trying to make a torch, you can use more than just a stick and a dirty rag. Crowbars and wrenches will suffice for the handle, and any flexible, flammable sheet will work as a torch head. Similarly, fire can be kindled with plastic bags, paper, and even clothes, so you don't have to rely solely on twigs anymore.

Furthermore, the crafting UI will show you each possible outcome for your ingredients at the same time, and they can be seen using the arrow buttons above the yield box (similar to switching pages in the ingredients or quick recipe area). This way, ingredients with multiple outputs can be controlled by the player.

Another big difference is that items like berries, mushrooms, and pills are automatically identified by players with appropriate skills. Otherwise, they use generic names. No more crafting required to identify most objects.

Finally, the crafting system now has different crafting times for each recipe, so most crafting attempts should take less than one full move now.

Also, the skills page now has a "Random" button, which lets the game choose your starting skills and traits randomly.

Changes to the Beta

In addition to the above updates, the beta has the following changes:

  • Changed isotope mine shaft encounter to be abandoned and resumed at each stage of exploration.
  • Changed isotope mine shaft encounter to be closed after ladder breaks.
  • Fixed a bug causing camp conditions to be stuck on player after save/load.
  • Fixed several encounters that caused player to lose shoes and other items repeatedly instead of just once.
  • Fixed isotope mine optical zoom option to use any item with zoom.
  • Fixed bug that prevented lighter from being a valid response in isotope mine shaft.
  • Removed gelli bear reward from old lady encounter.

Most of these are fixes to encounters that should improve their flow and logic. There's also one bug fix which might solve issues with acid rain/heat stroke bugs after loading a saved game.

As always, if there are any issues that arise with the new builds, let me know on the forums. I'll do my best to fix bugs as they are discovered.Hope you enjoy the new builds!

Comments
Foof898
Foof898 Jun 5 2013, 12:42am said:

Not seeing the option to update my game on Desura

+2 votes     reply to
Foof898
Foof898 Jun 5 2013, 1:28am said:

nvrmind. Got it to update.

+2 votes     reply to
dcfedor
dcfedor Jun 5 2013, 10:20am said:

Yeah, the timing can sometimes be a bit laggy between news and new builds. Usually, they get sorted out within 24 hours, though!

+2 votes     reply to
Kitanode
Kitanode Jun 5 2013, 7:44pm said:

These are some great changes to the crafting part of the game. The way we can now use more than one type of item to fill a similar role sounds more realistic and i'm going to enjoy trying it out.

What bugged me about crafting was that if i ran out of turns while crafting i would have to go back to the map screen to 'end turn' before returning to the crafting screen to continue crafting items!
Is this affected by the new "Changed crafting to deduct turns based on recipe, instead of always 1.0 turns" fix?

One other thing i'd like you to consider is placing items in your campsite.
I'd like to be able to go : mapscreen -> campscreen -> drop items into camp, instead of mapscreen -> itemscreen -> drop items on ground -> campscreen -> move items from ground into camp.

+1 vote     reply to
dcfedor
dcfedor Jun 6 2013, 9:52am replied:

The crafting and running out of turns is still an issue, though the recipes take less time each, so it should happen less often. There still isn't a way to end turns from within the crafting screen.

Re: dropping items in camp, that's still an issue, too. Though, does that come up often? The situation that I can think of is when I first arrive to a camp. I usually want to drop my sleeping bag, noise traps, etc. But that's a once-per-night thing, so it never annoyed me. Are there other items you're frequently moving between camp and hands/backpack?

+1 vote     reply to
ethanethan
ethanethan Jun 5 2013, 10:15pm said:

awesome.

+1 vote     reply to
Foof898
Foof898 Jun 8 2013, 4:50am said:

What'd be nice is companions, or atleast some friendly NPC's. It's a bit hard to believe EVERYBODY is out to kill me.

+2 votes     reply to
dcfedor
dcfedor Jun 8 2013, 12:10pm replied:

I agree. They're actually on my wishlist, too. I'm not sure if I'll have time for a full companion system, but I do plan on adding some neutral and friendly wandering creatures. They may not offer much in terms of conversation, but at least they'll leave you alone, offer more targets to hostiles, and sometimes ally with you in a fight.

The other thing I'm looking into is non-lethal battle outcomes. Surrender, and looting unconscious creatures should change combat a bit, since it won't always be necessary to murder a creature to end the fight.

+1 vote     reply to
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