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Genre: Role-playing (RPG), Turn-based strategy (TBS), Indie

NEO Scavenger

NEO Scavenger Update v1.13: Modding Clean-up, Bug Fixes

NEO Scavenger is now officially updated to v1.13! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.13 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Changed SampleMod to be self-contained in one folder.
  • Changed old _readme.txt about modding to be stored in SampleMod's folder.
  • Changed loading screen to only show last line of log, and to tell user how to see whole log.
  • Fixed a bug in treasures with a variable output that would return one less than the specified max.
  • Fixed a bug that allowed the dome light to be used in making noise traps.
  • Fixed a bug that caused 4-week pickup truck extension at St. James to be free.
  • Fixed a bug that deleted arrows/spears that stuck in wounds as a creature died.


The major changes here are the sample mod and loading screen. The sample mod is now stored neatly away inside its own folder, instead of having some files and other folders littering the game's main folder. And the loading screen now shows only the last line of the log messages, as well as a tip on how to see the rest. Both of these changes should help avoid confusion in new users, and prevent mod users from reporting harmless "file not found" log messages.

The bug fixes for loot will slightly increase some treasure amounts when a variable number was returned, and dying targets will no longer destroy ranged weapons impaled in their corpse. Also, the St. James parkade should behave better now.

As always, if there are any issues with the new build, let me know on the forums!

New Test Build 1.13: Modding Clean-up, Bug Fixes

I've just finished uploading new test build 1.13, which includes some changes to make modders' lives easier, and a few 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 1.13 includes the following changes:


  • Changed SampleMod to be self-contained in one folder.
  • Changed old _readme.txt about modding to be stored in SampleMod's folder.
  • Changed loading screen to only show last line of log, and to tell user how to see whole log.
  • Fixed a bug in treasures with a variable output that would return one less than the specified max.
  • Fixed a bug that allowed the dome light to be used in making noise traps.
  • Fixed a bug that caused 4-week pickup truck extension at St. James to be free.
  • Fixed a bug that deleted arrows/spears that stuck in wounds as a creature died.


The major changes here are the sample mod and loading screen. The sample mod is now stored neatly away inside its own folder, instead of having some files and other folders littering the game's main folder. And the loading screen now shows only the last line of the log messages, as well as a tip on how to see the rest. Both of these changes should help avoid confusion in new users, and prevent mod users from reporting harmless "file not found" log messages.

The bug fixes for loot will slightly increase some treasure amounts when a variable number was returned, and dying targets will no longer destroy ranged weapons impaled in their corpse. Also, the St. James parkade should behave better now.

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!

NEO Scavenger 50% Off During Halloween Sale!

Folks!

Last Chance to Get NEO Scavenger at -50% During GOG.com's Grande Finale!

Hey Folks! GOG.com is putting all game deals back on the table for their 24h Grande Finale!



So if you missed NEO Scavenger's 50% off deal last week, now's your chance! As before, NEO Scavenger will not appear in the Indie Piñata, just as a 50% discount.

The Grande Finale runs until 10am GMT tomorrow. So head on over!

NEO Scavenger 50% Off at GOG.com!

Hey Folks!

For the first time ever, NEO Scavenger is discounted 50%! And you can get it at GOG.com's Indie Pinata Sale.


NEO Scavenger 50% off deal at GOG.com

For a limited time, you can get NEO Scavenger for half of it's normal list price. And while you're there, check out the many other games featured with up to 80% discounts!

Or, if you're feeling adventurous, try giving the piñata a whack! Every Indie Piñata costs $3 (or your local equivalent) and includes a random indie game that GOG.com thinks you should play. The Piñata can include games anywhere from ~$9.99 to ~$44.99.

Note that NEO Scavenger is not inside the Indie Piñata, so if you want NEO Scavenger specifically, you'll have to purchase it directly. However, there are reports of some very cool games coming out of the Indie Piñata, and the selection changes regularly!

So head on over to GOG.com's Indie Pinata Sale, and take a look around!

NEO Scavenger -40% for the First Time on Coinplay!

Hey Folks! Just taking a quick break from new-dad-hood to alert you to a new NEO Scavenger sale. For the first time, NEO Scavenger is -40% at Coinplay!

Not only that, but you can use both traditional and cryptocurrencies like Bitcoin/Dogecoin to buy the game.

So if you're still awaiting a chance to buy NEO Scavenger, head on over!

As for me, back to changing diapers :)

NEO Scavenger Update v1.12: Mouse Enhancements and Bug Fixes

NEO Scavenger is now officially updated to v1.12! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.12 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Added code to drop only one item in dragged stack if right-click.
  • Added code to rotate dragged item if using mousewheel.
  • Added code to cleanup orphan quick recipe buttons on click.
  • Changed flashlights and NV goggles to deplete when "on" even if not equipped.
  • Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
  • Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
  • Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
  • Fixed a bug in locked/off iSlab that allowed telling time.
  • Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
  • Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
  • Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.
  • Fixed a bug in the SampleMod file structure that caused it to fail when loading.


The major change here is the mouse update. Based on some player feedback, I added the ability to rotate items and drop single items from stacks using only the mouse. This should go a long way towards making the game playable entirely with a mouse.

The bug fixes are mostly minor, though one major null-pointer fix to crafting may reduce some of the random bugs we've been seeing. I've also made a minor fix to the SampleMod to restore it to working order.

As always, if there are any issues with the new build, let me know on the forums!

New Test Build 1.12: Mouse Enhancements and Bug Fixes

I've just finished uploading new test build 1.12, which includes mouse 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 1.12 includes the following changes:


  • Added code to drop only one item in dragged stack if right-click.
  • Added code to rotate dragged item if using mousewheel.
  • Added code to cleanup orphan quick recipe buttons on click.
  • Changed flashlights and NV goggles to deplete when "on" even if not equipped.
  • Fixed a null-pointer bug in ConfirmCraft if no current recipe set.
  • Fixed a bug that caused random UVD loot to never spawn Hiya Poopy case.
  • Fixed a bug that caused crash site loot to spawn soup chunks instead of cans.
  • Fixed a bug in locked/off iSlab that allowed telling time.
  • Fixed a bug that caused "exit" option in Rollo conversation to be missing, and only available via spacebar.
  • Fixed a bug in the preloader that caused SWF version to fail transition into title screen when done loading.
  • Fixed a bug that caused whole item stacks to be identified on load if one in stack was identified on save.


The major change here is the mouse update. Based on some player feedback, I added the ability to rotate items and drop single items from stacks using only the mouse. This should go a long way towards making the game playable entirely with a mouse.

The bug fixes are mostly minor, though one major null-pointer fix to crafting may reduce some of the random bugs we've been seeing.

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!

NEO Scavenger Update v1.11: Modding Updates and Bug Fixes

NEO Scavenger is now officially updated to v1.11! Since the test builds have been relatively stable, I've just finished updating the default builds to 1.11 on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:



New changes include:


  • Game now looks in /data subfolder for xml data, instead of root game folder.
  • Game now loads data from either a single neogame.xml file or separate xml data files for each data type.
  • Game will try neogame.xml first, then separate files.
  • Base game data has been moved into separate data files, for easier reading.
  • Loading screen log messages are copied to the clipboard upon reaching the title screen.
  • Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
  • Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
  • Fixed a bug that caused Ginny to never give reward if all questions answered.
  • Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.


The main updates here are improvements to modding and bug fixes.

As always, if there are any issues with the new build, let me know on the forums!

New Test Build 1.11: Null Pointer Bug Fixes

I've just finished uploading new test build 1.11, which includes a few important 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 1.11 includes the following changes:


  • Fixed a null-pointer bug in wounding code that occurred if no valid wound chosen before modifying stats.
  • Fixed a null-pointer bug in HandleCombatResponse if player died in combat.
  • Fixed a bug that caused Ginny to never give reward if all questions answered.
  • Fixed a bug that incorrectly identified string ID request for sounds as item IDs, causing crashes.


The first two null-pointer bugs are "silent," meaning the game would keep running after they happen. However, they may have caused strange game behavior later on. Part of me is suspicious that bugs like broken Scavenge buttons and magically appearing NPCs could be due to this. But we'll have to wait to see if they still happen.

The last two bugs above are more straightforward, and only affect those in that encounter branch and mod situation, respectively.

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!