NEO Scavenger: Post-Apocaliptic Survival RPG
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- nadia911
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Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Pues hay eventos que te permiten comerciar con los extraños que encuentras, o si logras desmayarlo puedes robarle las cosas, calculo que antes que termine el desarrollo se va a implementar el poder recorrer un trecho del camino acompañado
Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Este juego ha sido aprobado por el Green Light en Steam.


Re: NEO Scavenger: Post-Apocaliptic Survival RPG
se supone que darán keys a los que ya lo tenían en Desura

- nadia911
- Crack - Oberst
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Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Pues refloto para visar que ha salido una nueva versión, que trae lo siguiente:
I've just finished uploading new beta build 0.980b and demo build 0.980d, which includes a new area called The Great Black Swamp, cannibalism penalties, new items, and quick recipe improvements. Beta users also get a few new encounters, encounter updates, and new ways of getting electricity.
Updates Included in Both the Beta and Demo:
Added The Great Black Swamp to the south edge of map.
Added toxic water item to game, with aberrant wound healing cond.
Added code to quick recipes so they prefer junk before useful items.
Added code to reset end turn button after being pressed, and during UI update, to prevent end-turn misfires.
Added code to prevent running when pushing/pulling vehicle, or crippled.
Added code to deposit charges in items if the charge profile has negative rates.
Added new creature. Yukon customers will see a special effect from it.
Added resistance to cold weather to certain creatures, so they don't freeze as easily.
Added code to prefer unidentified ingredients first when using quick recipes.
Added water tester item and art.
Added generic water analyze quick recipe.
Added "no eyes" condition.
Added human meat cooking recipes.
Added new effects from eating human meat.
Fixed code which caused player money to be updated multiple times per turn, causing redundant UI updates.
Fixed a bug that caused encounters to remove wrong item if equipped and layered in a slot.
Fixed a bug that prevented items from discharging on their first turn after switching modes.
Fixed bark tea to count as a liquid in recipes, instead of solid.
Fixed bug that mislabeled encounter items in some cases.
Fixed a bug that caused blindness condition to pile-up and get stuck.
Fixed bug in enfield horror corpse image.
Fixed a null pointer bug on item initialization.
Changed quick recipes to support grouping so there are fewer duplicates. Some quick recipes will now try similar alternatives if first try fails.
Changed certain recipes and items to use more accurate terms (sterilized instead of pure) in prep for toxic water.
Changed some creatures to start wounded/tired and others not.
Changed yes/no encounter response items to match style of combat moves and others.
Changed loot mechanics to be less plentiful during large bonus drops.
Changed corpse spoiling rate to be faster than meat cuts.
Changed crafting to hide identified items until crafting finished.

Updates Only in the Beta
In addition to the above, the beta has the following updates:
Added two new, large encounters.
Added new, medium sized encounter.
Added bazaar encounter when trying to sell human meat.
Added Merga corpse item.
Added RTG "hot Brick" cell item.
Added RTG branches to Bob encounter.
Added power tap terrain resource item and art to game, for free power near DMC.
Added Concrete Forest DMC link and stub encounter.
Fixed a bug that caused hardware to discharge too much when software was installed.
Fixed a bug which misreported hardware prices in junk market.
Fixed a bug that allowed flashlights to work inside containers if switched on while holding container.
Fixed a bug that caused double nanobot repair kit charge removal in Bob encounter.
Fixed a bug that removed creatures from savegames if they were in unexplored hex.
Fixed DMC traffic VFX bug.
Changed shiv recipe to not allow corpses (causes deer to be allowed).
Changed augmented eyes purchase encounter to forbid surgery if no eyes.

Saludos
I've just finished uploading new beta build 0.980b and demo build 0.980d, which includes a new area called The Great Black Swamp, cannibalism penalties, new items, and quick recipe improvements. Beta users also get a few new encounters, encounter updates, and new ways of getting electricity.
Updates Included in Both the Beta and Demo:
Added The Great Black Swamp to the south edge of map.
Added toxic water item to game, with aberrant wound healing cond.
Added code to quick recipes so they prefer junk before useful items.
Added code to reset end turn button after being pressed, and during UI update, to prevent end-turn misfires.
Added code to prevent running when pushing/pulling vehicle, or crippled.
Added code to deposit charges in items if the charge profile has negative rates.
Added new creature. Yukon customers will see a special effect from it.
Added resistance to cold weather to certain creatures, so they don't freeze as easily.
Added code to prefer unidentified ingredients first when using quick recipes.
Added water tester item and art.
Added generic water analyze quick recipe.
Added "no eyes" condition.
Added human meat cooking recipes.
Added new effects from eating human meat.
Fixed code which caused player money to be updated multiple times per turn, causing redundant UI updates.
Fixed a bug that caused encounters to remove wrong item if equipped and layered in a slot.
Fixed a bug that prevented items from discharging on their first turn after switching modes.
Fixed bark tea to count as a liquid in recipes, instead of solid.
Fixed bug that mislabeled encounter items in some cases.
Fixed a bug that caused blindness condition to pile-up and get stuck.
Fixed bug in enfield horror corpse image.
Fixed a null pointer bug on item initialization.
Changed quick recipes to support grouping so there are fewer duplicates. Some quick recipes will now try similar alternatives if first try fails.
Changed certain recipes and items to use more accurate terms (sterilized instead of pure) in prep for toxic water.
Changed some creatures to start wounded/tired and others not.
Changed yes/no encounter response items to match style of combat moves and others.
Changed loot mechanics to be less plentiful during large bonus drops.
Changed corpse spoiling rate to be faster than meat cuts.
Changed crafting to hide identified items until crafting finished.

Updates Only in the Beta
In addition to the above, the beta has the following updates:
Added two new, large encounters.
Added new, medium sized encounter.
Added bazaar encounter when trying to sell human meat.
Added Merga corpse item.
Added RTG "hot Brick" cell item.
Added RTG branches to Bob encounter.
Added power tap terrain resource item and art to game, for free power near DMC.
Added Concrete Forest DMC link and stub encounter.
Fixed a bug that caused hardware to discharge too much when software was installed.
Fixed a bug which misreported hardware prices in junk market.
Fixed a bug that allowed flashlights to work inside containers if switched on while holding container.
Fixed a bug that caused double nanobot repair kit charge removal in Bob encounter.
Fixed a bug that removed creatures from savegames if they were in unexplored hex.
Fixed DMC traffic VFX bug.
Changed shiv recipe to not allow corpses (causes deer to be allowed).
Changed augmented eyes purchase encounter to forbid surgery if no eyes.

Saludos
Re: NEO Scavenger: Post-Apocaliptic Survival RPG
cuando sale en steam?
- nadia911
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Re: NEO Scavenger: Post-Apocaliptic Survival RPG
No tengo ni idea, fijate en la página a ver si dicen algoMaulet escribió:cuando sale en steam?
http://bluebottlegames.com/main/node/21
Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Lo compré hace bastante, cuando estaba en alpha. ¿Dan clave para Steam?
Hostes alienigeni me abducxerunt. Qui annus est?
- Ronin
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Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Merece la pena comprarlo ya? o esta demasiado verde aun. La clave es para Steam?
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!







Re: NEO Scavenger: Post-Apocaliptic Survival RPG
sí, dicen en su foro que sí. Que no saben aún como pero sí. Lo que no dice es la fecha de salida (o no lo sé ver).censor escribió:Lo compré hace bastante, cuando estaba en alpha. ¿Dan clave para Steam?
Re: NEO Scavenger: Post-Apocaliptic Survival RPG
En un post que le leí en Steam al desarrollador ponía que al menos un par de meses, yel post databa de mediados de Octubre creo, así que, quien sabe..Maulet escribió:sí, dicen en su foro que sí. Que no saben aún como pero sí. Lo que no dice es la fecha de salida (o no lo sé ver).censor escribió:Lo compré hace bastante, cuando estaba en alpha. ¿Dan clave para Steam?

Re: NEO Scavenger: Post-Apocaliptic Survival RPG
pues navidadesnmoral escribió:En un post que le leí en Steam al desarrollador ponía que al menos un par de meses, yel post databa de mediados de Octubre creo, así que, quien sabe..Maulet escribió:sí, dicen en su foro que sí. Que no saben aún como pero sí. Lo que no dice es la fecha de salida (o no lo sé ver).censor escribió:Lo compré hace bastante, cuando estaba en alpha. ¿Dan clave para Steam?

Re: NEO Scavenger: Post-Apocaliptic Survival RPG
enero 2014.
Re: NEO Scavenger: Post-Apocaliptic Survival RPG
ya en steam, early access.
- Nukle
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Re: NEO Scavenger: Post-Apocaliptic Survival RPG
Lo tengo fichado desde hace tiempo, gracias por comentarlo nadia!!
Enviado desde mi fnac 10 v2 mediante Tapatalk
Enviado desde mi fnac 10 v2 mediante Tapatalk

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