Hello, it's patch time - this is one of those "fix random things" patches for publicbeta. I found there was an out of sync error in v150 so I still can't move it to the main branch, fingers crossed for next time. I also worked some more on the AI changes from last patch.
I've tried to make it so building stuff is a little bit faster, particularly fences. People have been asking me for a long time to make your characters get multiple resources at a time when putting up fences (e.g. get as much wood as you can before making the journey back, instead of just getting one piece of wood, returning to the fence and building one fence piece, then going back to get another piece of wood), so I've done that. Also I've just reduced the time it takes in the building animation for a lot of buildings.
There are some things in this game that I think are a bit too unforgiving, you might see me tweak those over time. One is how invisible strain converts everyone in your community before turning, I've changed it to only convert half of them, which is still pretty brutal ;)
Here's the full change list:
When building fences, characters will be able to collect the resources they need for multiple fence pieces (as long as they fit in their inventory) instead of just doing it one by one
Reduced time to build most buildings, and slightly lowered skill requirements to build Nitrary and pistol/shotgun ammo
Make vehicles capturable, damageable, and repairable, with steel ingots
Fix for crafters taking flint from cooks who need it to light fires
Fix up savegames that used mods where crop types were deleted
Changed invisible strain to activate when over half your community are converted, instead of all of them
Added some extra bits to the Lost Item quest
Fixes for AI often staying in your base when you order them to attack someone
Try to stop NPCs from being attracted too easily outside their bases by using dead comrades as bait
Added debug option in custom map editor to control infection type in town markers
Fix for not being able to see healthbars of damaged fences in command mode
Fix for animal feeders harvesting crops when policy is set to not feed to animals
Picking up drinking bowl always returns it to your inventory
Fix for angle slider not working in path editor
Fix for guards in watchtowers sometimes continually shooting the wall in front of them
Out of sync fix
EDIT: a quick follow-up patch, v153:
Fix for NPCs going to the edge of the map sometimes when alerted
Fix for stealth damage multiplier being applied when AI enemies damage the player
Fix for guards not reacting to arrows shot at them from stealth but missing and hitting their watchtower
Added Crafting Station Type field to recipes
Crash fix in edit story settings menu
What's this publicbeta thing?
v153 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
There's a lot of stuff in this patch but the biggest change is that I've been working on the AI to make characters run inside their bases when under attack, if the base is nearby. This applies to both the player's community and the AI settlements. (In the player's case, it obviously doesn't apply if you set the gates to Always Closed or Always Open). I also fixed some bugs that made the NPCs in the AI settlements run outside their bases to fight the enemy.
Along with some farming fixes, the aim is to try and make AI settlements less vulnerable to zombie attacks or dying of cold or hunger if you play for a long time. I'm not 100% sure if I've fixed it yet, but hopefully it helps. From my playthroughs, they seem to be managing so far, but let me know if you have a playthrough from v150 where you see a lot of AI communities dying.
Besides that there's a lot of fixes for various different glitches, particularly involving chickens and AI:
Added AI for characters in combat near their bases to run inside the gates, also fixed a bug that made NPCs run out of their settlements
Ensure AI Farmers have farming skill level 3
Fix for characters inside a base continually shouting 'we're under attack' because enemies are outside the gates
Stop NPCs with recurring crafting or cooking role from saying 'finished' each time, as it gets annoying
Korean, Hungarian and Brazilian Portuguese translations updated
Some fixes for chickens talking etc
Added an option to slaughter chickens
Made picking up and dropping living chickens less glitchy-looking
Made chickens cheaper, and improve NPC detection of you stealing them
Added policy option for whether food can be fed to animals
Delete roaming hordes if they get stuck for a long time
Fix for some roaming hordes spawning at any road junction instead of just map entrances
You can only pay respects at graves of characters whose name you knew
Made it possible to walk over grave so you can't use them as walls
When saving manually from the menus, don't allow overwriting of quicksave, autosave or token save slots
Fix for invisible strain NPCs attacking activated zombies
Allowing talking to characters who are walking somewhere to ask someone for food etc
When someone appears in the PiP who is not of your community, pressing Tab will control the person they are talking to if possible, or take you to them in fly mode if not
Re-equip previous equipment if you automatically changed equipment to skin a deer, chop down a tree, etc
Prefer to go round waist high walls instead of over them, if the path isn't too long
Stop playing panting sound when game is paused
Some grammar fixes
Added colored biohazard symbols to antigen icons to try to make them more easily distinguishable
Fix for crash when loading some pre-v146 savegames
I wanted to move v149 to the main branch but it turns out it had a crash when upgrading some pre-v146 savegames, so it'll have to wait. Chickens will have to stay out in publicbeta for a while longer :-P
What's this publicbeta thing?
v150 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Fix for leg armor on green strain zombies taking almost no damage
Fix for ambient zombies not spawning sometimes when you start, particularly when you have few settlements
Fix up old savegames so NPCs don't blame you for molotovs they threw at their own fences, before that was fixed in v148
Fix for chickens being assigned roles in AI settlements
If chickens in AI settlements die, the NPCs will skin them rather than burying them
Fix for enemies not surrendering if they have chickens
Fix for not being able to hit people with snowballs
Crash fix
What's this publicbeta thing?
v149 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
This is a small bug-fixing patch to tidy up some issues with the chickens, and fix a few of the causes of NPCs attacking you seemingly for no reason. Here's the changelist:
Fix for people not taking eggs from chicken coop
Fix for pumpkins still being plantable
Fix for case where farmers sometimes got into a loop trying to deposit harvest
Fix for NPC getting stuck digging grave
Stop NPCs from blaming you for the death of someone nearby who died of hunger/thirst/cold/sleep deprivation
Stop molotovs and pipe bombs thrown by AI from damaging friendly buildings even if splash damage is on
Fix for chickens in AI settlements dying of thirst
What's this publicbeta thing?
v148 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Hey everyone, I've added chickens to the game, in the publicbeta branch :) If you start a new map, some of the settlements will have chickens which you can buy, or possibly steal. They're kind of cute, the hens will lay eggs for you which you can boil, or they'll breed if you happen to have a rooster. You can build a chicken coop and a feeding trough and a water bowl, and assign someone to feed them. The roosters will crow in the mornings.
I realized last weekend that there was a bug introduced in v143 which is causing NPCs to attack you more often than they should do. Basically if anyone gets hurt, they'll start attacking you. This patch fixes that bug. But because I wanted to get the patch out and fix the bug, I haven't finished everything I wanted to do with the chickens yet - I just got them to a playable state. So they're in the game, but they don't serve much purpose yet. That will come.
Besides chickens there's a pretty major change to farming: corn, pumpkins, cucumber and chili peppers aren't plantable but have separate seeds which aren't edible, like the other crops. This just makes it simpler, I hope, because you don't have to tell people not to eat your corn so you can plant it. I also think it will make it simpler for the AI. I'm trying to fix some bugs where the AI communities often starve to death after a couple of winters, this patch has another possible fix for that as well. But I'm not sure it's fixed yet as it's a difficult thing to test. I'll be working some more on that problem in the coming weeks as well.
Loading old savegames will populate your inventory with some of the new seed types. This might be a good time to start a new savegame though, if you're in the publicbeta branch.
Here's the full change list:
Chickens
Separate seeds for maize, pumpkin, cucumber and chilli pepper
Fix for NPCs often blaming you for injuries where the culprit was actually known to them already (bug introduced in v143)
Fix for NPCs sometimes getting stuck on insides of your gates if you haven't given them permission to enter
Fix for traders not spawning in re-occupied bases
Possible fix for AI communities not having enough food to last the winter
Only add possessive suffix in English and German, and some other spelling and grammar fixes
Marked fetch and loyalty quest items as not destroyable
Characters can always sleep at night if they are in a building, even if they aren't tired
What's this publicbeta thing?
v146 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Hello, I've put a new patch into the publicbeta branch. The Turkish and Italian translations have been updated and improved, many thanks to those translators!
There's a major fix for the framerate when you fast-forward, and especially when you fast forward at x4 speed. I really should have realized this before now but it looks like it has never worked correctly since the beginning (of Survivalist: Invisible Strain). It has always caused a framerate spike, and in multiplayer it has always caused players to keep pausing and waiting for each other. With the fix it might feel a bit slower than what you're used to, but it's actually the correct speed - and the framerate is much smoother.
The rest of this patch is just various miscellaneous fixes:
Stop AI from throwing molotovs/pipe bombs if friendlies are in the way and unable to dodge (i.e. because they are grappling a zombie)
Fix for framerate being terrible and multiplayer being almost completely broken when you fast-forward
Fix for Paper Trail quest immediately failing
Fix for rogue FEMA raiders never having helmets
Fix for not being able to target enemies who activate invisible strain
Fix for NPC communities not rebuilding for a long time (if someone died)
Fix for Lost Item quests breaking if items are combined, and made friendship quests fail if the quest giver leaves your community
Fix for tracker squad in Loyalty quest sometimes feuding with quest giver
Some small AI fixes and translation fixes
Italian and Turkish translation updates
Crash fix
What's this publicbeta thing?
v144 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Hello, patch time again! This patch focuses on a few different things. Firstly I've always thought molotovs and the throwing code needed some love - it used to be impossible to throw them over walls, for example. Now you can, and you can see a graphic showing the arc of your throw when you do so:
I've also always thought it looked silly that you can throw a molotov or pipe bomb at someone directly in front of you, and any enemies nearby would die while you and any friendlies would be completely unaffected. This game has never had friendly fire for bullets because when I first got shooting working on the original Survivalist I immediately realised it was too chaotic to have to worry about not shooting your allies. And I think it looks okay when you shoot bullets through your friends, but for area of effect weapons it just looks a bit crap.
So I've added friendly fire for splash damage - you can however turn it off in the difficulty settings, and it's off by default on the easiest setting. Also, your community members will generally jump out of the way if you throw a molotov or pipe bomb at them. But they might not be able to if they're grappling with a zombie, or something. The hud will show the area of effect for the damage, and will go red if there are friendlies in it, or yellow for friendly buildings.
The other new feature is when you click Set Policy on an item of equipment, you can assign people to Auto Collect that type of equipment from bodies, so for example you can make them automatically collect gold from nearby corpses.
And on the crafting screen I've made it possible to assign someone to rip up clothes to make rags on a recurring basis (i.e. they'll go looking for clothes from corpses). This should make the process of making bandages or molotovs less labor intensive.
Lastly I've increased the amount you can carry without a backpack! That amount dates back from the original Survivalist, but in that game you never had to make campfires. As many people have pointed out, it's weird that you need a backpack to make a campfire, so this fixes that. (I also decreased the weight of a unit of wood slightly).
All of the above may need some refinement so let me know how it goes. It'll be in publicbeta for now. Here's the full list:
When throwing something you see a parabolic path displaying where it will go, and if not targeting someone you can aim the camera up to throw over walls. If targeting someone a higher angle will be used if the lower angle is blocked.
Molotovs and pipe bombs can deal damage to friendly characters and structures (if set by a difficulty setting). Characters will try to dodge out the way.
Increased the amount you can carry without a backpack and reduced the weight of wood a bit, so you can more easily make a fire without a backpack. Removed wood from the recipe for rabbit traps and tripwires.
You can now assign someone to rip up clothes without manually doing each one, same as other types of crafting
Added Auto Collect from bodies option to equipment policy dialog
Reduced the frequency of raider bands and hordes a little
If you destroy equipment that is stacked, you get a dialog asking how many you want to destroy
Fix for satphones being spawned in long-dead bodies whose graves have disappeared
Fix for character highlights not working in online co-op
Fix for deer taking too long to respawn
Fix for savegame screenshot sometimes being incorrect
Turkish translation (still work in progress)
Sledgehammer
Meanwhile I'm moving the previous patch, v142, to the main branch. This contains the friendship quests.
What's this publicbeta thing?
v143 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Hello, I've released a new patch in publicbeta. This is one of those "fixing bugs in the previous patch" patches, along with other miscellanea:
Stop graves with satphones in them from being deleted
Fix for hugs not working through locked gates when trying to bribe a guard with them
Don't say such and such are a great couple if one is dead. Say they *were* a great couple.
You have to hold the button when kicking someone from your community
Limit approval/disapproval gained from cannibalism
Fix for breakup speech triggering with the wrong people
Fix for farmers depositing gifted stew in buildings
Error message if you try to cook manually without emptying your pot first
Some tweaks and fixes to the friendship quests
Default to High graphics quality setting
Another action menu optimization
Gender option on equipment, for languages with gendered nouns
Korean and Brazilian Portuguese translation updates
Crash fix
What's this publicbeta thing?
v142 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Hey everyone, it's March - my first month of working full time on this! In this patch I'm introducing friendship quests. When you ask your community members "What's up?", and if they like you, they'll ask you to go on these little side missions with them. There's 3 types of quest so far, and once you've done them you'll become friends next time you ask what's up, and the time after that they'll suggest some future plans, the same as your romantic partners would. This means it's a bit easier to reach the end of the game (as you can do it either by 'romance' or 'friendship'), and also there's just more stuff to do that lets you get to know your community members :)
Here's the full change list:
Friendship quests
Some fixes for crafters saying they don't have enough space in their inventory to carry something, when they really do
Fix for traders starting a war by attacking our walls when trying to attack a passing enemy
Fix for crash that occurred when a remembered speech got deleted from a mod
Some usability improvements to the script editor - e.g. made different object types different colors, and use names like Speaker and Quest Giver depending on context instead of Actor, Target etc.
Some small fixes to the flirt quests
Show ellipses instead of going to more than 2 rows on Take All
Make Take All require hold if there's a large amount of stuff, as can be annoying if you take them all by accident
Some menu optimizations
Some new menu sounds
Hungarian translation update
What's this publicbeta thing?
v141 will be in the "publicbeta" branch for a while, before pushing it to the main game. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:
Because it's the bleeding edge it could be less stable
If you want to be able to play online co-op with someone you'll need to be on the same version as them
If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".
To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".
Just a quick note to say I've now moved my latest patch, v140, from publicbeta to the main branch, so everyone now has the latest fixes. Here are the change lists again:
v140:
Fix for crash when trader asked to be let into gates in online co-op
Fix for character getting stuck inside gates
Updated Japanese and Chinese translations
v139:
Fix for NPCs coming in gates without permission, if the gates are open
Fix for military zombies not spawning with armor or helmets
Fix for characters waiting 10 seconds to bandage themselves after an injury, if the player stops controlling them
Fix for watchtowers not counting towards Presence even though it says they are
If you selected multiple characters in Command Mode, deselect them on returning to Direct Control mode (it was too easy to forget you had selected them and order them all to do something by mistake)
Updated translations
Action menu text optimization
Memory leak fix!
v138:
Dialog options to set whether characters from other communities can come into your base (by default they won't enter gates now)
Fix for traders not moving on when you tell them to
More dialog variations when interrogating people to try and find out if they have invisible strain
Graves deteriorate and disappear over time, but you can keep them around by "paying respects" to them from time to time
AI communities bury bodies from other communities that die near their base (not zombies etc as those disappear anyway)
Make feuding less likely if people fear each other
Don't plummet morale because fences got destroyed
Some deer spawning fixes
Moss Effect on cars, rocks, old buildings etc
Hungarian and Brazilian Portuguese Updated
Fix for characters sometimes stealing stuff in non critical situations
Fix for crash when deer became infected (which isn't supposed to happen)
Fix for character circling around someone forever in MoveAdjacentTo goal
Fix for surrender dialog not working because the Alert goal was taking higher priority than the conversation goal
Fix for some towns being set to no infection when they should have been white strain
Fix for people being able to slide around when getting up after being depressed
Fix for dark past speech not playing after hug because another queued speech about approaching invaders was blocking it
Fix for zombies grappling with someone not being visible in pip
Fix for "subgoal not possible" error in FleeFromAllEnemies