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New Test Build 1.06: Mac Fullscreen, Modding Improvements, and Bug Fixes

I've just finished uploading new test build 1.06, which includes modding enhancements and several bug fixes.

The build is available to anyone who owns the game at bluebottlegames.com, 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 game page, and click any of the download links below the usual Windows, Mac, and Linux buttons (look for a red "Test" button).

Steam users can access the test build by opting into the beta for it.

Updates Included in the Test Build

Test build 1.06 includes the following changes:

  • Added ability to mod exempt certain recipes from having paper scrap loot. (New optional recipe property.)
  • Added code to trim spaces out of neogame.xml mod ID and data ID references before trying them.
  • Added code to display error message if file not found while loading game data and mods.
  • Added code to display error message if xml file is badly formed or has errors.
  • Added code to display error if getmods.php has a missing mod, wrong mod name, or wrong mod path.
  • Changed torches to degrade when used in recipes, so torch degrades at same rate as branch inside it.
  • Fixed a bug that caused fullscreen to exit when switching states on Macs.
  • Fixed a bug in ATN conversation that allowed asking same question twice.
  • Fixed a bug that caused player to see footprints everywhere after gaining legendary reputation w/tracking skill.
  • Fixed a bug in the ATN conversation that would exit if no choice was made.
  • Fixed a bug that allowed player to ask Hatter about Blue Rot before it makes sense.

Most of this update revolves around improving modders' experiences. Each recipes can now optionally forbid the game from generating a recipe paper scrap. This change should be backwards compatible, defaulting to the old behavior of generating paper scraps for each if no value is found.

I've also added several error checks when loading mod data to help users debug any problems. The game will now warn about missing files/folders, wrong mod names, bad XML data, or extra spaces.

I also finally figured out a way to bypass the Mac build exiting fullscreen between each game state. And the rest of the fixes are more minor gameplay issues that came up since the last patch.

The likelihood that this version of NEO Scavenger will work with previous saves is: likely.
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!