NEO Scavenger is now officially updated to v0.9937b! Since the test builds have been relatively stable, I've just finished updating the default builds to 0.9937b on all sites. The "test" links are no longer necessary, and have been removed for now.

This updates the following builds:

The changes included since 0.9922b are pretty numerous, so I've wrapped them in spoiler tags to save space:

Spoiler: Highlight to view

Added ability to spy on hexes in addition to creatures, which can be used to reveal hidden creatures before entering.

Changed creature detection stat to be fixed instead of varying per-turn.

Changed full meal benefits to have higher hydration value.

Fixed a bug that caused running moves left to restore during battle.

Fixed a bug that caused previously visible creatures to sometimes start battle invisible.

Fixed typos in Hatter and Looter encounters.

Fixed a bug that caused stacked conditions to have wrong start date in save games.

Fixed null pointer bug when creature's tile was null during visibility check.

Fixed a bug that caused King Eli to offer to talk without any talk encounter happening.

Removed ability to wear Blue Frog sash on face (was causing too many bugs).

Added recipe for lit smudge stick.

Added code to prevent AI looting important hex objects.

Changed "Search" move to start weak, and to stack effects over time.

Changed UVDs to degrade silently.

Changed "Reveal Self" move to require AI Intelligence, so animals don't do it.

Changed confiscation box to have more space and arrange items largest-first, to reduce lost items.

Fixed a bug that caused Blue Rot 2 recursion.

Fixed a bug that prevented bags from going into travois.

Fixed a bug in Creature.DropItem that re-added same object instead of remainder.

Fixed a bug that caused overflowing item stacks to sometimes be missing overflow item sprite.

Fixed typos in Merga Wraith/Realm encounters.

Added ability to wear rags and sashes over face, to help block airborne diseases.

Added ambush screen before battles where player is unseen.

Added Hiya Poopy children's backpack to game.

Added penalty of ATN exile if trying to sell human meat there.

Added vision penalties to gas mask.

Added camp benefits to AI creatures when entering hexes.

Added innoculation to Blue Rot if player survives phase 3.

Added code to make sneak attacks always successful.

Added code to make sneak attacks do extra damage.

Added m_fMoveCost property to creatures to control cost per hex modifiers via conditions.

Added new ChainCondition property on creatures to allow new conditions to trigger other conditions/removal.

Changed hiding to remain active while moving, but costs double moves per hex.

Changed Blue Rot to transmit at different ranges depending on stage.

Changed SetImmunity to support more than one ID per call.

Changed "duffle" to more traditional "duffel".

Changed skilled and unskilled hiding bonuses to be better.

Changed penalties to visibility and awareness for movement to apply to all creatures instead of just player.

Changed battle moves to remove hiding condition if flagrant.

Changed random container loot table to have higher chance of better options.

Changed scavenge locale spawn rates to be 10% of old rate.

Changed "Search" to occur after sneak and movement battle moves, so their effects are active when search happens.

Fixed a bug that caused hex scavenge sites to update too often.

Fixed bug that caused electric charges to be confiscated at Zom Zom's.

Fixed a bug that caused moves/turn tooltip to misreport stacked conditions.

Fixed a blank encounter node when refusing right of Trial with Liza at Saginaw.

Fixed a bug that caused null pointer when exiting Saginaw after accusing Liza (trying to undo null locker).

Fixed a bug that caused dead-end in Saginaw encounter after refusing Liza's offer.

Fixed a bug that allowed infinite backpack recursion.

Fixed a bug that caused seen creatures to become unseen in combat.

Fixed missing hiding penalties for failing certain battle moves.

Fixed a bug that caused campsites to ignore alertness benefit.

Fixed a bug that caused game to increment total recipe count when overriding recipes.

Fixed a bug that prevented C-Store from refunding money on items that were picked up and put back down again.

Fixed bug in random weapon loot table that left 4% chance of nothing.

Removed code that temporarily altered creature visibility and checked detection after each move was executed.

Fixed a bug that caused RTG power cell to be replaced by other battery type.

Fixed a bug that caused campsites to double-count stats from stacked items.

Fixed a bug that caused blisters to increase movement instead of decrease.

Fixed a bug that caused resolution-switching to mess up when switching between 4:3 and Small GUI.

Fixed a bug that caused head slot container space to be visible in top left corner.

Fixed a bug that caused conditions to be ignored if queued. (E.g. some items like DMC bracelet stop working over time.)

Fixed a bug that caused quick recipe button to sometimes fail, even if appropriate ingredients are present.

Changed "glass shiv" to "shiv" since it can be made via plastic now.

Added new DMC SkyCorps Drone to replace DMC Sniper as support for DMC Guards.

Added new items and recipes for players with mechanic and electrician.

Added new field to recipes for controlling how output degrades based on consumed inputs. (e.g. allowing modders to create repair recipes)

Added Paul's new sounds for items.

Added new "Player" creature type, from which player stats are derived. (For modding.)

Added blisters when wearing footwear on wrong foot.

Added missing Saginaw encounter choices if player talks to Liza.

Changed fire and shard recipes to always output 100% items.

Fixed confiscated item locker to disappear after one turn, leaving items on the ground.

Fixed a bug that caused items to overlap in containers sometimes (e.g. after container was discharged and refilled).

Fixed immunities to also ignore status messaged, not just effects of conditions.

Fixed Saginaw encounter to prevent player conversing with Liza again after agreeing to help her.

Fixed a bug that caused previous target image to change incorrectly when current target cycled.

Fixed a bug that caused attackmode discharges to deduct wrong amount if charge profile required more than one charge per attack.

Fixed a bug that caused Blue Rot to infinitely recur instead of passing naturally.

Fixed a bug that caused software to get stuck on screen if swapped with a battery in a charged hardware item.

Fixed typo in ATN encounter.

Fixed a bug that caused container contents to rotate if inside an item being crafted.

Fixed a bug that caused Hatter encounter to fail triggering after using Trapping or Tracking.

Fixed a bug that made SetImmunity only add immunities, not remove them.

Fixed a bug that caused gas mask filters to not fit in most containers.

Fixed a null-pointer bug that occasionally happened when game finishing and changing to title screen.

Fixed a bug that allowed treasures to be duplicated in Merga's Realm.

Fixed a bug that caused North wing to be a dead-end/exit encounter.

Fixed a missing exit bug in Rollo's chambers after revisiting him

Removed ItmHuntingRifle.png, as it was unused (strapless rifle across back).

Added new item property 88 to ignore subgroups when stacking items. (e.g. like recipes and headlines)

Added code to make chance of disease transfer in battle depend on ratio of current range to transfer range.

Changed creature spawning rates to be weighted by new "fWeight" field in game data.

Changed creature spawning rates to reduce skewing towards creatures with variants (e.g. Blue Frogs).

Fixed Blue Rot, Smallpox, Pneumonia, and Hepatitis from stacking multiple stages on same creature.

Fixed a bug that caused override data to be ignored when applied to template-based items (e.g. camps, data).

Fixed a bug that caused craft confirm button tooltip on non-crafting pages sometimes.

Fixed a bug that caused crafted output items to be missing software sometimes.

Fixed a bug that caused "SetImmunity" to ignore ID namespaces in mods.

Fixed a bug that caused return to Zom Zom's to delete confiscated items.

Fixed a bug that caused confiscate to throw null pointer error if used a second time during a play session. (e.g. Zom Zom's stuck bug)

Fixed typo in Zom Zom's.

Fixed a bug that caused gas mask cartridges to not fit on ground.

Added new location and plot encounters.

Added Blue Frog preacher and cultist to replace old generic Blue Frog.

Added new Hatter encounters for some player choices.

Added new queries to two NPCs, ATN, and GPS.

Added player crosshairs to minimap.

Added hex fading to minimap.

Added giizhik smudge stick effects to some situations.

Added ability to confiscate items in encounters, and give them back later.

Added lockbox item to game.

Added confiscate items to Zom Zom's and one other encounter.

Added system object property to system objects in game (e.g. GUI containers) to avoid confiscation.

Added new "SetWaypoint" property to AI so conditions can set and queue waypoints.

Added "TriggerEncounter" to AI so AI can have conditions applied when reaching waypoint.

Added AI waypoint code to support encounter trigger at end of each waypoint.

Added "Player" precondition to all plot encounters, so only player can trigger them (now that AI can trigger, too).

Added condition to allow crafting during some encounters.

Added custom AI hex looting algorithm, so AI prefers better loot.

Added code to prevent AI overloading self when looting.

Added method on AICreature to add and remove conditions to player (for plot flags).

Added PassTime method to creatures for condition use (e.g. pass 2 hours in encounter).

Added code to ignore talisman when surrendering in combat.

Added UVD items in 4 varieties, plus scratched.

Added recipe to break UVDs and cases into plastic shards.

Added swamp and forest crash site scavenge locations.

Added nasal allergy condition.

Added nasal allergy as accident to urban and brutish scavenging.

Added new rubble camp type.

Added new scavenge locale for Great Black Swamp.

Added code to auto-advance combat turns if player is asleep for more than 2 consecutive turns.

Added a new battle move to crawl away from battle if crippled and opponent is unconscious.

Added defoliant and exposure condition.

Added new field to conditions to set their transfer range to other creatures in combat.

Added gas mask item, and situations where it can be useful.

Added immunity field to creatures, so they can resist conditions.

Added code to round move reserve left UI to 2 digits.

Added code to remove "running" condition when entering combat.

Added new torso slot depth (3) for sash and other items worn outside armor/fur.

Changed map to have larger swamp area, with jagged boundary.

Changed Stoat to always appear if player wearing cryo wristband, and not otherwise.

Changed AI hex looting to use current lighting and detection level to check if camps are seen, instead of pure random number.

Changed items screen silhouette to have better hit areas (filled gaps).

Changed Merga Wraith AI to avoid charging in combat. Uses advance instead (to make escape possible).

Changed poison condition so that abdominal pains are a separate condition, so other conditions can share effect.

Changed poison condition to be invisible, and only symptoms visible.

Changed Blue Frog spawn coordinates.

Changed recipes to generate treasure items after game data is loaded, to avoid null pointer issues (cases with bNested=true).

Changed pistol ranges from 10 to 30.

Changed shotgun slug ranges to 60.

Changed dirty rags treasure from 3-5 units to 4.

Fixed a bug that prevented Hatter revisits from triggering.

Fixed a bug that caused all items to be use-degraded in encounters, even if use charges were set to 0.

Fixed several missing discharge values in scavenge encounters.

Fixed a bug that caused repeated death messages in Game Over screen's "Final Moments." bd

Fixed a bug that caused software to be missing in treasure that involved locked or uncharged hardware.

Fixed a bug in AI setting player conditions.

Fixed a bug that caused reverse recipes to generate extra tool in output.

Fixed a bug that caused jar of eyes to not work in web version.

Fixed bug that prevented crowbar use in locked storage shed if skilled in lockpicking.

Fixed a bug that allowed players to sleep and rest during encounters.

Fixed a bug that caused ATN to be unlabeled on map after visiting.

Fixed a bug that caused infinite loop during loading if player added more than one mod with the same name.

Fixed a bug that caused degrading discharges to stay active when charges completely spent.

Fixed a bug that caused null pointer error when loading a game that had NPC with container in slot without visible capacity (e.g. head).

Fixed a bug that caused item image overrides to be ignored if game is loaded in low-res mode.

Fixed a bug that caused mod remap ID to be off by one in some cases when overriding data.

Fixed a bug that caused mod battlemoves to have bad condition IDs, resulting in no effects.