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!
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
Both the beta and demo builds include the following changes:
The biggest change will be familiar to those beta users who had early access to the 0.970t test build: the new crafting system.
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.
In addition to the above updates, the beta has the following changes:
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!