* Logistics technology Command Points base and per level bonus doubled, Starbase command points bonus factor added * Command Points cost for going negative is now exponential. Lowered the base cost of going negative (less costly until -10 points) * A Negative command points warning message has been added when a new ship is build and the balance is negative or if the empire treasury falls in the negative * Worker and Research production ratios are now affected by the game difficulty setting * The AI will now expand much faster at higher game difficulty settings * Total command points used by a task force is now shown on the task force info panels and on the fleet list * Command Points (icon with tooltip) are now available on the Ship Queue panel in colony view
FIXES
* Fixed a bug where Exterminating a colony population while the autobuild is turned on could cause building repair costs to repeat for multiple turns * Fixed damaged buildings sometimes not being repaired with the autobuild turned on * Fixed combat outcome predictor tooltip not showing a message when ratio was 100% in favor of one side * Har'kan race template modified to start with agriculture building * Pressing the Next Colony button will now cycle through colonies in the same system when no other systems are colonized * Trying to refit The Ghostship will no longer cause a crash * Fixed particle cannon displayed damage range in the tech description
MODDING
* Ship_design_stats.xml and tech_stats.xml now contain additional tech and ship details for modders * miscellaneous_stats.xml added for modding the available points for Race customization * Modifying race04 template will no longer default to the preset sol system for humans, if either the NumberOfPlanetsInSystem or PositionFromTheSun is changed
* Logistics technology Command Points base and per level bonus doubled, Starbase command points bonus factor added * Command Points cost for going negative is now exponential. Lowered the base cost of going negative (less costly until -10 points) * A Negative command points warning message has been added when a new ship is build and the balance is negative or if the empire treasury falls in the negative * Worker and Research production ratios are now affected by the game difficulty setting * The AI will now expand much faster at higher game difficulty settings * Total command points used by a task force is now shown on the task force info panels and on the fleet list * Command Points (icon with tooltip) are now available on the Ship Queue panel in colony view
FIXES
* Fixed a bug where Exterminating a colony population while the autobuild is turned on could cause building repair costs to repeat for multiple turns * Fixed damaged buildings sometimes not being repaired with the autobuild turned on * Fixed combat outcome predictor tooltip not showing a message when ratio was 100% in favor of one side * Har'kan race template modified to start with agriculture building * Pressing the Next Colony button will now cycle through colonies in the same system when no other systems are colonized * Trying to refit The Ghostship will no longer cause a crash * Fixed particle cannon displayed damage range in the tech description
MODDING
* Ship_design_stats.xml and tech_stats.xml now contain additional tech and ship details for modders * miscellaneous_stats.xml added for modding the available points for Race customization * Modifying race04 template will no longer default to the preset sol system for humans, if either the NumberOfPlanetsInSystem or PositionFromTheSun is changed
If you have any issue, problem, bug, you are stuck or simply you want to say us any thing that you don't like, please, add me as a friend and I'll let you personal attention.
This is a crowdfunding project, we want to build our game with our costumers help and opinions ^_^
If you have any issue, problem, bug, you are stuck or simply you want to say us any thing that you don't like, please, add me as a friend and I'll let you personal attention.
This is a crowdfunding project, we want to build our game with our costumers help and opinions ^_^
I've just finished uploading new test beta 0.9960, which includes new content, a disease overhaul, UI enhancements, and fixes.
New DMC Sprawl campsites, and mouse mode toggle.
The build is available to anyone who owns the beta at http://bluebottlegames.com/main/, 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.
Added new sprawl campsite to replace grassy plains.
Added new trash barrel fire.
Added conversational rumors to NPCs if player has right history.
Added new battle moves if player has right history.
Added losepine and L-thyroxine pills and bottles to game.
Added pill organizer item to game.
Added recipe to break large branch into smaller branches.
Added tooltip info to hexes on mouseover.
Added categories to quick recipe names, for better sorting.
Added gradual blood loss penalty when creatures have sepsis.
Added lockbox warning to Stoat conversation endings.
Added code to toggle cursor mode via mouse when clicking on cursor mode button (below stat bars).
Added extra text to DMC skyline first encounter to warn player of scarce scavenge loot near city.
Added intro encounter text to first Sprawl visit.
Added extra sleeping bag tutorial info to encounter where players receive first sleeping bag.
Changed random encounters to be more common.
Changed Blue Rot, Smallpox, and Hepatitis diseases to gradually decrease immune system strength instead of chance of killing based on time.
Changed cholera to kill indirectly via dehydration and sepsis, instead of instantly via timer.
Changed gastroenteritis to reduce immune system health slowly over time instead of all at once.
Changed poison to kill slowly through sepsis rather than suddenly through timing.
Changed death by infection to be called "Septicemia" for more clinical name.
Changed burning pain condition at Saginaw to have a duration, so effects disappear after 1 hour.
Changed crafting warning text to be more visible.
Changed health bar to say "Sick" when infection is lowest stat, instead of "Infection," since it's more of a layman's term.
Changed readme to include Linux help.
Changed hex camp icon to be higher so it doesn't get blocked by tall hexes.
Fixed bug that caused crafting next/prev buttons to show when confirm button invisible.
Fixed a bug that did not degrade tools used to enter locked storage sheds.
Fixed a bug that caused St. James expiration to be ignored if away from the hex when it happened.
Fixed a bug that sometimes caused game to crash/behave strangely if stat bar was near 0.
Fixed a bug that caused Forest Shack hexes to generate forest scavenge sites too quickly.
Fixed a bug that caused Item screen UI issues when manually changing game window size with AUTO UI set.
Fixed a bug that caused health bar to say "In Pain" when problem was something else like infection or blood loss.
Fixed a bug that caused the last defined headline to be missing from game.
Fixed bug that caused crafting yield items not to stack, resulting in sometimes lost items.
Fixed a massive number of typos/grammar errors. (Thanks, Tactless!)
Fixed a bug that caused Trapping quick recipes to be missing on new characters.
Fixed a bug that caused tile tracks to reset on save/load.
Fixed a bug that sometimes caused item to be lost if attached to cursor when switching to/from crafting screen.
Removed old cheat mode shortcut Shift Z.
Removed redundant map definition from game data.
UI enhancements, and more "shoes."
One of the big changes this build is the addition of new content that only shows up if the player does certain things. It's not easy to achieve, but it hints at some of the game lore, and may give players an edge against the wraith...
Another big change is a raft of new content. Previously difficult-to-reach random encounters are now more common, there are several new shoes, feral dogs, some new recipes, DMC Sprawl camps, and new pill types.
Diseases and poison have also been redesigned to be less of a surprise death. They are still deadly, but now they gradually whittle down creatures' immune systems (and sometimes thirst, pain, etc.). The diseases now only kill if those stats reach lethal levels (i.e. sepsis, dehydration), so it should be easier to see when things are going downhill. Basically, no more otherwise-healthy players dying if the disease timer reaches 0 with an unlucky chance roll.
And quite a few changes have made it into the UI, too. Mouse and touchscreen users can now toggle the cursor mode using the little UI widget, crafting recipes have better sorting, hexes have tooltips, and the "not enough moves left" crafting message should be more obvious. Overall, I'm hoping these tweaks make quality of life better for players.
The likelihood that this version of NEO Scavenger will work with previous saves is: likely. You'll miss some new content if you try, but it should work. 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!
I've just finished uploading new test beta 0.9960, which includes new content, a disease overhaul, UI enhancements, and fixes.
New DMC Sprawl campsites, and mouse mode toggle.
The build is available to anyone who owns the beta at http://bluebottlegames.com/main/, 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.
Added new sprawl campsite to replace grassy plains.
Added new trash barrel fire.
Added conversational rumors to NPCs if player has right history.
Added new battle moves if player has right history.
Added losepine and L-thyroxine pills and bottles to game.
Added pill organizer item to game.
Added recipe to break large branch into smaller branches.
Added tooltip info to hexes on mouseover.
Added categories to quick recipe names, for better sorting.
Added gradual blood loss penalty when creatures have sepsis.
Added lockbox warning to Stoat conversation endings.
Added code to toggle cursor mode via mouse when clicking on cursor mode button (below stat bars).
Added extra text to DMC skyline first encounter to warn player of scarce scavenge loot near city.
Added intro encounter text to first Sprawl visit.
Added extra sleeping bag tutorial info to encounter where players receive first sleeping bag.
Changed random encounters to be more common.
Changed Blue Rot, Smallpox, and Hepatitis diseases to gradually decrease immune system strength instead of chance of killing based on time.
Changed cholera to kill indirectly via dehydration and sepsis, instead of instantly via timer.
Changed gastroenteritis to reduce immune system health slowly over time instead of all at once.
Changed poison to kill slowly through sepsis rather than suddenly through timing.
Changed death by infection to be called "Septicemia" for more clinical name.
Changed burning pain condition at Saginaw to have a duration, so effects disappear after 1 hour.
Changed crafting warning text to be more visible.
Changed health bar to say "Sick" when infection is lowest stat, instead of "Infection," since it's more of a layman's term.
Changed readme to include Linux help.
Changed hex camp icon to be higher so it doesn't get blocked by tall hexes.
Fixed bug that caused crafting next/prev buttons to show when confirm button invisible.
Fixed a bug that did not degrade tools used to enter locked storage sheds.
Fixed a bug that caused St. James expiration to be ignored if away from the hex when it happened.
Fixed a bug that sometimes caused game to crash/behave strangely if stat bar was near 0.
Fixed a bug that caused Forest Shack hexes to generate forest scavenge sites too quickly.
Fixed a bug that caused Item screen UI issues when manually changing game window size with AUTO UI set.
Fixed a bug that caused health bar to say "In Pain" when problem was something else like infection or blood loss.
Fixed a bug that caused the last defined headline to be missing from game.
Fixed bug that caused crafting yield items not to stack, resulting in sometimes lost items.
Fixed a massive number of typos/grammar errors. (Thanks, Tactless!)
Fixed a bug that caused Trapping quick recipes to be missing on new characters.
Fixed a bug that caused tile tracks to reset on save/load.
Fixed a bug that sometimes caused item to be lost if attached to cursor when switching to/from crafting screen.
Removed old cheat mode shortcut Shift Z.
Removed redundant map definition from game data.
UI enhancements, and more "shoes."
One of the big changes this build is the addition of new content that only shows up if the player does certain things. It's not easy to achieve, but it hints at some of the game lore, and may give players an edge against the wraith...
Another big change is a raft of new content. Previously difficult-to-reach random encounters are now more common, there are several new shoes, feral dogs, some new recipes, DMC Sprawl camps, and new pill types.
Diseases and poison have also been redesigned to be less of a surprise death. They are still deadly, but now they gradually whittle down creatures' immune systems (and sometimes thirst, pain, etc.). The diseases now only kill if those stats reach lethal levels (i.e. sepsis, dehydration), so it should be easier to see when things are going downhill. Basically, no more otherwise-healthy players dying if the disease timer reaches 0 with an unlucky chance roll.
And quite a few changes have made it into the UI, too. Mouse and touchscreen users can now toggle the cursor mode using the little UI widget, crafting recipes have better sorting, hexes have tooltips, and the "not enough moves left" crafting message should be more obvious. Overall, I'm hoping these tweaks make quality of life better for players.
The likelihood that this version of NEO Scavenger will work with previous saves is: likely. You'll miss some new content if you try, but it should work. 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!
Letter Quest: Grimm's Journey - Bacon Bandit Games
Hi everyone!
So far it seems like everyone has really been enjoying Letter Quest, and that is so great to hear! A huge thank you to everyone that has helped out by pointing out issues, missing words/incorrect definitions, and helping to solve problems - you guys (and girls!) are awesome!
I just released an update, see below for details!
Changes:
Added over 200 new words to the dictionary
Updated incorrect/weird definitions of almost 300 words in the dictionary - thanks to everyone that pointed these out!
Whenever at the pile of gems at the end of each stage, the bottom-right panel explains that you earn more gems by spelling longer/better (more rare letters) words since this wasn't made clear before
Added details about the bronze, silver and gold icons on letters to the center tile's help icon
Grimm and Rose now flash colors much more slowly (and less harshly) when low on health, since the frequency of the flashing was causing issues for people with epilepsy (sorry about that, please let me know if it's better now!)
Changed description for "healing item" for the in-battle merchant to be "bacon" to avoid confusion
Changed the description for achievements and quests for merchant items to specify "merchant items in-battle" to avoid confusion - these items must be purchased from the merchant that is encountered during battle, not from the main shop in the menus
Lowered requirement for "spell 5000 words" achievement to "spell 3000 words" since 5000 was much too high - looked at global achievement stats and leaderboards to figure out what a fair value would be. Thank you to everyone that participated in the discussion that led to this decision!
As detailed at the end of the announcement, replaced two of the letter tiles with easier-to-read fonts
Bug fixes:
Fixed bug where sometimes toggling between windowed and fullscreen with the hot-key wouldn't properly update the in-game UI for the selected resolution
Fixed bug where attempting to equip a book when all unlocked slots were already filled would show a dark overlay that only covered part of the screen - now it correctly covers the entire screen
Fixed bug where the click handling for "click to continue" popups didn't cover the whole screen sometimes, so clicking near the screen edges wouldn't do anything
Fixed crash bug where leaving a battle while at the in-battle merchant and then pressing TAB, SPACE, or ENTER would cause the game to crash
Also, some people were having issues with the readability (or lack thereof) of a few of the letter tile sets, so two of them have been updated:
Letter Quest: Grimm's Journey - Bacon Bandit Games
Hi everyone!
So far it seems like everyone has really been enjoying Letter Quest, and that is so great to hear! A huge thank you to everyone that has helped out by pointing out issues, missing words/incorrect definitions, and helping to solve problems - you guys (and girls!) are awesome!
I just released an update, see below for details!
Changes:
Added over 200 new words to the dictionary
Updated incorrect/weird definitions of almost 300 words in the dictionary - thanks to everyone that pointed these out!
Whenever at the pile of gems at the end of each stage, the bottom-right panel explains that you earn more gems by spelling longer/better (more rare letters) words since this wasn't made clear before
Added details about the bronze, silver and gold icons on letters to the center tile's help icon
Grimm and Rose now flash colors much more slowly (and less harshly) when low on health, since the frequency of the flashing was causing issues for people with epilepsy (sorry about that, please let me know if it's better now!)
Changed description for "healing item" for the in-battle merchant to be "bacon" to avoid confusion
Changed the description for achievements and quests for merchant items to specify "merchant items in-battle" to avoid confusion - these items must be purchased from the merchant that is encountered during battle, not from the main shop in the menus
Lowered requirement for "spell 5000 words" achievement to "spell 3000 words" since 5000 was much too high - looked at global achievement stats and leaderboards to figure out what a fair value would be. Thank you to everyone that participated in the discussion that led to this decision!
As detailed at the end of the announcement, replaced two of the letter tiles with easier-to-read fonts
Bug fixes:
Fixed bug where sometimes toggling between windowed and fullscreen with the hot-key wouldn't properly update the in-game UI for the selected resolution
Fixed bug where attempting to equip a book when all unlocked slots were already filled would show a dark overlay that only covered part of the screen - now it correctly covers the entire screen
Fixed bug where the click handling for "click to continue" popups didn't cover the whole screen sometimes, so clicking near the screen edges wouldn't do anything
Fixed crash bug where leaving a battle while at the in-battle merchant and then pressing TAB, SPACE, or ENTER would cause the game to crash
Also, some people were having issues with the readability (or lack thereof) of a few of the letter tile sets, so two of them have been updated: