• Neo Scavenger - Post Apocalyptic Survival
    235 replies, posted
One time I was scavenging one of the city blocks around Zom Zom's and I came across a storage shed filled with raw human meat and loads of discarded clothing. Shit was fucked, even though I don't think that NPCs make stockpiles of their own, yet.
[QUOTE=Hamaflavian;43686157]One time I was scavenging one of the city blocks around Zom Zom's and I came across a storage shed filled with raw human meat and loads of discarded clothing. Shit was fucked, even though [B]I don't think that NPCs make stockpiles of their own, yet[/B].[/QUOTE] They actually do stockpile things, sometimes you can hide in a tile and spy on them and it will show "depositing loot" then you can wait a turn and go there to pick it up.
[QUOTE=Grindigo;43687313]They actually do stockpile things, sometimes you can hide in a tile and spy on them and it will show "depositing loot" then you can wait a turn and go there to pick it up.[/QUOTE] Those sneaky little fuckers. I never really did consider hiding long enough, for things to come by like that. At most, i only used it if i was getting chased down :v:
I kept coming back to Red Gnome because I thought I could pay the guy back after running away for not paying for the food. I couldn't so I kept trying and then [IMG]http://puu.sh/6Bs7j.png[/IMG]
[QUOTE=Kannata;43700958]I kept coming back to Red Gnome because I thought I could pay the guy back after running away for not paying for the food. I couldn't so I kept trying and then [IMG]http://puu.sh/6Bs7j.png[/IMG][/QUOTE] i did NOT know that was possible ...
[QUOTE=Kannata;43700958]I kept coming back to Red Gnome because I thought I could pay the guy back after running away for not paying for the food. I couldn't so I kept trying and then [IMG]http://puu.sh/6Bs7j.png[/IMG][/QUOTE] That beats the fact I survived for a very long time just to die to two bandits whom I used to bully often, fuckers found a metal pan and figured I will deserve beating, it's like I had no chances at all because they attacked me at the same time, any 2 versus 1 fight and if you have no gun, best if you leg it.
Oh god Daniel! [B]"Fixing AI so animals don't pull arrows out of wounds and wield them."[/B] [url]http://bluebottlegames.com/main/node/2544[/url]
[IMG]http://i.imgur.com/U5PLNEm.png[/IMG] (For some reason the image got cropped) Is it considered cheating if I backup my saves? [editline]30th January 2014[/editline] Oh fuck a so called Merga Wraith is one me. I'm so dead. [editline]30th January 2014[/editline] Yup I died. What the fuck. [editline]30th January 2014[/editline] How am I supposed to kill that motherfucker? [editline]30th January 2014[/editline] Oh so apparently he appears when I remove my necklace.
[QUOTE=Kannata;43723040]Oh so apparently he appears when I remove my necklace.[/QUOTE] Don't touch dat bling, bitch gun be mad. [editline]30th January 2014[/editline] Wikia: "it seems the only way to kill it is with a lucky firearm shot causing severe organ failure (traumatic brain injury or bleeding in the lungs status)."
Voluptuous patch! [url]http://bluebottlegames.com/main/node/2569[/url] [QUOTE]I've just finished uploading new beta test build 0.983b, which includes non-hostile NPC interactions, dynamic factions, armor, and new creature sprites. There are now two violent gangs roaming the map, DMC guards patrolling the sprawl, and looters caught in the middle. What's more, all of them are "strangers" until they do something that identifies them as friend or foe. Added DMC Guard faction to game. Guards patrol around DMC sprawl, slightly favorable to player, and attack any hostiles and monsters. Carry special equipment. Added armor to the game. New armor items added, and old clothing items now have armor values. Added new clothing types and a firearm to game. Added non-hostile NPCs to game. Some NPCs will ignore player, and even fight against common foes. Added factions and reputations to game. Creatures will remember good and bad experiences with other creatures, and will share this info with any allies they meet. Added ability to talk with wandering NPCs. Each has default greetings, and some have multiple conversations. Added ability to offer ceasefire to enemy at the penalty of one extra move. Can also accept enemy ceasefire. Added ability to right-click a creature in the same hex to re-engage after talks/ceasefire exits battle. Added crippling effects to arms and legs for severe cut damage. Added item damage when wound slots hit. Added Project Zomboid button to title screen. Added code to remove temporary battle conditions when exiting battle (recovering, stun, distracted, vulnerable, suppressed). Added code to prevent random creature spawns above global population cap. Added code to prevent too many creatures of the same faction from randomly spawning in a small area. Added code to limit melonheads calling reinforcements. Added new battle move for drawing attention to self when hidden (to help target that doesn't see you). Added code to make AI follow leader's example with passive vs. active moves in battle. Added ability to ditch vehicle in combat. Changed NPC names to be "Stranger" unless they attack or talk to player. Changed creature names to show "Leader" if that creature is followed by others nearby. Changed creature sprites on map to show what they are wearing and holding. Changed raiders and bandits to Bad Muthas and Blue Frogs gangs, to better match lore. Changed the attack and injury system mechanics for better consistency. Changed opening cryo encounter to remain in same hex when climbing out the window after dealing with dogman. Changed "water (any)" ingredient to require the "water" property, removing some liquids as potential ingredients. Changed main map button to have TAB as hotkey, rather than Q (since Q toggles Items screen). Changed wearable items to prefer slotting first, then carrying in hands. Changed melonheads so they are unable to equip helmets/headwear. Changed workboot and jeans art to be smoother, more consistent with other clothes. Changed noise traps to be worth $1.50 so they are not auto-picked as ingredients before pill bottles. Changed encounter question item image to match style of other items. Changed campsites to automatically slot even if cursor in drag mode (to prevent new user confusion). Changed scavenging locked storage shed to have lock bypass encounter to gain entrance. Changed creatures to have more variety in starting skills and traits. Fixed a bug that caused item-swapping to allow item overlap in containers. Fixed a bug that allowed a stack to be swapped into a slot which caused the stack to disappear. (E.g. swapping bandages in wounds) Fixed a bug that caused too many creatures to spawn in random spawns. Fixed a null pointer bug in AI looting code (null scentowner). Fixed all "small or medium" ingredients to not allow "very large" items. Fixed noise trap recipe to avoid recursive crafting. Fixed a bug that caused blunt damage to not be reported on arms and legs. Fixed a bug that caused cut wounds to be preferred over blunt wounds if weapon did both types of damage. Fixed a bug that caused getting up and advancing in combat to trigger passive moves from allies when inappropriate. Fixed a bug that caused AI to treat unconscious teammates as non-faction allies. Fixed a bug that caused cut damage to ignore bleeding and infection effects. Fixed a bug that caused AI to choose attack modes with no ammo. Fixed a bug that caused current camp to disappear from inventory when using hide. Fixed a bug that caused AI to carry items that they could equip instead. Fixed a bug that allowed stacking items in slots other than holding hand slots. Fixed a bug that allowed stacking object onto itself, causing infinite loop. Fixed a bug that sometimes caused items to slot into hands when already carrying something, causing a null pointer. Fixed animal AI so it doesn't wield arrows stuck in wounds. Fixed a bug in getwoundlocation that returns null if damage is 0 or less. Fixed a bug that prevented some reverse recipes from producing original components if they degraded. Fixed sprite alignment of creatures in hexes when more than one present, so player is always in middle. Fixed a bug that caused AI to double-count self as ally when calculating map movement. Fixed a bug that prevented weapon from discharging on successful ranged burst. Fixed a bug that prevented using NV goggles in locked storage shed scavenging. Fixed bug that allowed water tester to be used if no charges inside. Fixed inconsistent pricing on RF1:D software. Fixed Isotope Mine cistern encounter to accept all types of iSlabs and smartphones. Fixed a bug that caused camp items to get bugged/stuck when loading a game in a hex with non-default camp set. Fixed a bug that caused hex-based encounters to interrupt current encounter when loading a save game inside an encounter. Fixed Merga Wraith perishing of food/water/heat deficiency. Fixed a bug that caused player to get stuck in Radiation Bob encounter if they bought the RTG. Fixed a bug that forced player to buy RTG or get stuck if no items were able to be traded. Fixed a bug that caused Hatter not to take iSlabs that player offers. Fixed a bug that caused Zom Zom's not to take admission fees that player offers. Fixed typos in Hatter encounter, AI navigation text. [/QUOTE] [editline]5th February 2014[/editline] [IMG]http://i.imgur.com/R8CHhdX.png[/IMG] Come at me
[quote]Added DMC Guard faction to game. Guards patrol around DMC sprawl, slightly favorable to player, and attack any hostiles and monsters. Carry special equipment.[/quote] I know how I will farm my stuff now
[QUOTE=MuffinZerg;43799407]I know how I will farm my stuff now[/QUOTE] I don't know if it's just me who have this problem, but be careful with the balacavas. I can't seem to get mine off once they're on.
[QUOTE=lekkimsm;43799690]I don't know if it's just me who have this problem, but be careful with the balacavas. I can't seem to get mine off once they're on.[/QUOTE] This is thug life. There is no way back after you are in the game.
And now i've gone through almost 350+ items in the .EXE through Notepad++ to pretty much remove any decay, weight - And even making water, food, bandages and pills stay after you consumed it! ... And water, to show if it's safe to drink or not! ... And increasing overall capacity of alot of things ... including the guns, so they carry about four times as much ammo ... ... And increasing the ammo size stacks ... :v:
What engine does the game use anyway?
Whoa. I was around the Junk Market and I moved into an adjacent hex to sort out my inventory, laying there on the ground grid was a dead DMC guard with all his stuff lying around, including a half-condition tactical vest and two fully loaded weapons. dcfedor himself will have to confirm one way or the other, but I think that the AI for the DMC guards just has them patrol around the area without actively looking for food, and they just end up starving to death all over the place, leaving all their gear on the ground for types like me to pick up.
Yeah, that's a bug I'm addressing. The next version will have them despawn after shifts of 8 hours for refreshing. Most creatures aren't meant to live long enough to starve, but DMG Guards are tanks :) [QUOTE=MuffinZerg;43822237]What engine does the game use anyway?[/QUOTE] It uses Flixel as an engine, which is built in AS3/Flash. Re: balaclavas, thug life indeed :) This should be fixed in 0.984 and later.
-snip-
[QUOTE=manian112;43839845]Holy shit this game is amazing. I got exiled from the DMC said fuck it and went on a killing spree, chopping up all the DMC guards with a meat cleaver and butchering them into tasty meat chunks that I digest right on the spot.. After that I grab everything I can and sell the shit at the junk market, this far I got about 7000 dollars and counting. Edit: Welp, now 7 of them decided to rush me at once with shotguns.. Needless to say I was left there to rot with a bunch of holes riddled in my body.[/QUOTE] Sounds like you need more balaclavas
i finally figured out how to remove my balaclava--ripping it to shreds in the crafting menu
[QUOTE=Hamaflavian;43904914]i finally figured out how to remove my balaclava--ripping it to shreds in the crafting menu[/QUOTE] I can just imagine the theatricality of this guy, wearing one boot, a hospital gown and a hide goat, wielding a sauce pan, using both his hands to just TEAR a balaclava off his head!
[QUOTE=Hamaflavian;43904914]i finally figured out how to remove my balaclava--ripping it to shreds in the crafting menu[/QUOTE] That's actually quite clever!
I've been playing this for about 3 hours and I literatly cannot stop fucking dying of dehydration, its ridiculous there is no water ANYWHERE. What the hell am I supposed to do? I'm assuming you can even catch water in a tarp when it rains.
[QUOTE=Lone Wolf807;43947157]I've been playing this for about 3 hours and I literatly cannot stop fucking dying of dehydration, its ridiculous there is no water ANYWHERE. What the hell am I supposed to do? I'm assuming you can even catch water in a tarp when it rains.[/QUOTE] Find a spring/river/marsh tile and if you use the water source in the crafting menu you'll get water.
[QUOTE=dcfedor;43911686]That's actually quite clever![/QUOTE] I just imagine balanclavas being alive creatures that hatch on people like that [img]http://www.wallsave.com/wallpapers/1280x1024/asus-black/250689/asus-black-free-spiderman-250689.jpg[/img] And they have to rip it off or it consumes them and turns them into ethernal DMC gurads.
[QUOTE=MuffinZerg;43948764]I just imagine balanclavas being alive creatures that hatch on people like that [/QUOTE] Oooooooo.... you are [B]SO[/B] close! [sp]http://neoscavenger.wikia.com/wiki/Strangler%27s_Hood[/sp]
Dogman found me in my camp in the middle of the Night, luckily I have Insomnia. Managed to kill him and got a nice coat.
[IMG]http://i.imgur.com/AkuF3Nj.jpg[/IMG] [editline]1st March 2014[/editline] Another perfectly good reason to fill him up with lead. [editline]1st March 2014[/editline] Wow, things escalate fast. At first, i just unloaded .308 on him. First time i ever experienced this: He actually wants to talk! So i guess, sure, i'll talk with him. Ask him a question about the swamp, and he strolls away talking in his radio, being busy. Then move two hexes to get back to him and talk some more. This time, he shoots first. I guess that's only fair, but to be fair, i used 15 bullets more than he did ... Høhø
Sounds like the save/load AI bug got a hold of him. Or, you know, the evil balaclava spirits :)
I was rifling through the Wikia too... [img]http://i.imgur.com/b7E7n5v.png[/img] [editline]1st March 2014[/editline] Wait a fucking second ... [IMG]http://i.imgur.com/SZ1qDnm.png[/IMG]
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