Roving refugees or raiders will take over abandoned settlements
AI settlements will repair and rebuild damaged and destroyed buildings
You can hide the action menu while browsing your inventory
Traders will stock better items the more you trade with them
If throwing a pipe bomb or molotov at a neutral character, damage others nearby
Make Cooks respect crafting limits set via Community tab
Added another combat music track
Made music a bit quieter
Made zombies slightly more likely to dodge leg attacks
Made people use the toilet less often
Made sprint togglable and work more consistently on AI states
Show a message when a settlement (that you know the name of) has been wiped out
Pit traps can be reset for free a few times before they need wood
Fixes for pit trap rendering glitches
Fix for crafters getting stuck depositing crafted items sometimes
Fix for targeting reticule sometimes showing zombies as crippled when they aren't
Fix for archers not restocking ammo from arrows stuck in corpses
Fix for people forgetting what they are doing after chopping down a tree
Fix for character sometimes getting stuck in Aim mode after assassinating someone
Crash fix
I believe that repopulating dead communities was the last major thing I wanted to get in before early access launch, so it's getting pretty close! What follows now is a period of smaller tweaks and bug fixing.
Released a quick patch as I found one of my recent patches was causing out of sync errors for people in multiplayer. But also Alexandre the composer has added a couple of new music tracks for when you visit AI camps. Here's the changelist:
Looter and Neutral Camp Music
Fix for raiders getting stuck trying attack an inaccessible zombie
Fix for combat AI sometimes getting stuck when inside a fence attacking a zombie outside it
Fix for farmer AI getting stuck going into and out of a building repeatedly
Fix for farmer AI not being getting water from bottles in nearby buildings
Just to say that over the weekend I released a patch that adds music to the game! Unlike in the original Survivalist, it'll play different types of music depending on what you're doing - whether you're in combat, or sneaking up on some zombies, or exploring, or managing your base, or whatever. It's a first pass, hopefully I'll expand the library over time to add some more variation.
Got another new patch out, this one's mostly just a bunch of fixes for various issues people reported while I was working on traps. But I've also toned down the raiders a bit so hopefully they'll be less annoying, let me know if you think I went too far, or not far enough :) Here's the list of changes:
Reduced amount of raiders/hordes (when community presence score is lower), and reduced probability of them having helmets and bullet-resistant vests
Made burning campfires contribute to community presence score
Force a 10 second delay between AI using molotovs to attack something
Some fixes to raider AI
Don't allow joining an online co-op game if their story folders have been edited to be different from yours
Fix for prices being incorrectly rounded down when shown in speech text
Fix for invisible strain map colors
Fix for changing allow join mode having no effect in mid-game
Fix for menu bug when you switch character while placing buildings
Fix for being able to plant crops in rivers
Fix for NPCs sometimes mining for stone
Fix for character weapons and molotovs being visible in fog of war
Fix for characters set to take over a building sometimes harvesting crops when they should
chopping wood
Fix for characters sometimes retrieving water from river when they should get a bottle and fill it from a nearby well
Don't damage your own buildings when throwing molotovs or explosives
Made map and sidebar colors of corpses retain a tint of their original color so you can still tell if they were hostile etc
Made looted corpses lighter on map
Some small tweaks to fatigue and zombie combat (zombat)
Flipped arrow direction showing doors when you are placing a building - is it less or more confusing this way?
Hello, I've put out another new patch today. This one's a bit low key compared to the last one:
Added Delete and Open Folder buttons on savegame menu
Don't spawn so many workbenches in towns
Added more equipment descriptions
Make the leg damage 'crippled' threshold the same as the threshold beyond which we can't do further damage with leg attacks
Fix for characters skin not returning to normal after infection is cured
Fix for Rivalry quest not failing when quest giver dies
Crash fixes and logging
Please note the executable has changed from Survivalist2.exe to Survivalist Invisible Strain.exe, and the folder that the mods go in has changed from Survivalist2_Data/StreamingAssets to Survivalist Invisible Strain_Data/StreamingAssets. You may need to restart Steam for it to recognize the new executable name. And if you made any mods you'll need to copy them to the new directory.
Now I'm going to go through my emails backlog and give out those beta key requests that have been piling up :)
I've released a patch with some cool new features:
Pit Traps
Pipe Bombs
Workbenches in towns
Made pipes craftable, gunpowder extractable from bullets, fixed various crafting AI issues (probably created a few more!)
Reduced number of equipment points needed for axe, shovel and backpack at start, so you can play as a trapper more easily
Made melee weapons stackable in inventory (so that pipes can be easily mass-manufactured for pipe bombs)
Rejigged the amount of gunpowder produced and used by crafting so it's more realistic (but still not realistic)
Chopping down trees and mining rocks can be heard by AI
EDIT - also released a hotfix v51 to fix a bug in savegames caused by the above patch
I think the pit traps might be a bit OP so I might have to make some changes later but see what you think. The idea is to give more options for creatively dealing with enemies particularly at the beginning, and for people specializing in construction.
P.S. I've got a backlog of emails from people asking for beta codes, I was intending to wait for this patch before giving more out so I could see how fresh players found it. I think I may have to wait a little longer before handing out those codes as I need this changelist to settle in, make sure there's no major issues etc first. So, apologies if you are waiting!