It's patch time! There's a lot of new dialog in this patch. It's a lot of little things, but probably the biggest addition is that when you ask people "What's up?" they will gossip about the skills of their other community members, telling you how bad someone is at archery or how great they are at construction, for example.
To help you keep track of all this I've introduced the Character Notes/Brain Scan screen. This was a feature in the original Survivalist - if you had a brain scanner, you could see a screen showing people's personality and opinions. I've reintroduced it, but you don't need a brain scanner. Their personality, relationships and skills are revealed as you discover them by talking to people. (If you have a brain scanner, everything is revealed automatically.) It's easiest to explain with a picture:
You can show that screen by highlighting a character and pressing B. I've also tried to make less likely that people will keep repeating the same lines in response to "What's up?", e.g. if you already know someone likes chili, they won't keep telling you that.
Another big dialog change is I rewrote the questions you ask to determine if someone has invisible strain. I wasn't very happy with the writing before. There are more of them now, and they're less waffly, and the responses are more varied so they help you discover people's personalities as well as if they have Invisible Strain. Speaking of Invisible Strain, infected characters can sometimes just silently kill people in your community now instead of biting them and spreading the infection.
Other notable additions
I've tried to increase the difficulty of fighting NPC communities by making looter settlements hire mercenaries from outside the map to come and attack you, if you are at war with them.
You can make people run when doing tasks for you, by ticking an Urgent checkbox on the Role display on the Inventory screen. They'll also take less time to craft and build stuff. There's a trade-off - they'll get unhappy that you're overworking them. But they will also respect you a little bit. You can also toggle this Urgent setting on and off by pressing the Sprint button as they are going about their task.
Here's the full list:
Added Notes/Brain Scan screen showing the personality, skills, relationships and memories of the person you are talking to, if they are known
Added dialog in reply to What's Up where people tell you about the skills of others in their community
Rewrote the Invisible Strain interrogation dialog, and added the option to accuse someone of having Invisible Strain (available once that interrogation dialog is discovered)
Characters with Invisible Strain can sometimes just silently kill people instead of infecting them
When you are at war with a looter settlement, they will hire mercenaries to attack you
When recruiting people from AI settlements, if more than one would be joining you they will ask if that's okay first
Added surrender dialog for if you carry an unconscious enemy back to your base and bandage them and look after them until they revive
Dialog for if you try to make an alliance with a community whose leader is dead
Ask someone who's drunk what's up, they might say something drunk. Ask someone who's bleeding/infected how they're feeling, they should say 'I need bandages/antigen!'
Added some other bits of gossip dialog, and tweaked some of the existing lines
Added personality type for liking snacks/sweet food, which you can gift cookies to
Extortion squads will demand to be let into your gates instead of just overriding the permission state
Made it possible to open gates of an enemy community if they are all unconscious
Some tweaks to LeadershipDefeated memory to give morale boosts when you defeat raiders
Some tweaks to how roles are displayed on the Community screen
Added Urgent checkbox to roles, which makes them run when they go about the task. Using this makes them dislike you but slightly respect you a bit over time.
People chopping wood etc to take over a building can take more than one piece at a time
Fix for refugees having a negative 'LeftCommunity' memory of others from the group after they all join you
Fix for bandaging sound not playing in multiplayer
Fix for it being possible to throw things outside the terrain boundaries, which could then cause a crash
Allow depressed characters to be controlled if there is no leader, so you can choose a new one
Fix for characters being able to repair or capture buildings outside of their zone
Fix for glitch when you go unconscious in a building and NPCs rescue you, where you teleport back to the building
Fix for NPCs declaring war on you when you throw a single snowball at them
Fix for Stop Role: Supplies command not working
Fix for an odd bug where you sometimes can't speak to people after an Invisible Strain character is deleted somewhere
Fix for some Cyrillic characters not displaying correctly
Fix for same turf war/rebellion/intimidation quest being given twice after change of leader
Possible fix for multithreading crash
Made game less likely to crash if a quest in a mod is deleted
What's this publicbeta thing?
v172 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".
Hi everyone, I've released a new patch in the publicbeta branch. The main addition in this one is that when you are recruiting people, they won't join you if they have a family member or a friend or lover in the community they would leave behind, and that other person doesn't want to join. This means you can sometimes recruit a little chain of people at once, as someone brings all their relatives with them. Or sometimes you can't recruit someone because their spouse doesn't want to. That's just how the cookie crumbles. (Speaking of cookies, I stopped them from being used for gifts for now as they could be mass produced and given to anyone and so felt a bit too overpowered.)
When people leave your community they'll also take their friends/lovers/family with them. But they'll only leave if they all want to (or you kick one of them out). So I guess it's a little less likely that people will leave you when things go wrong. When recruiting from a group of refugees, they will all join you at once (regardless of whether they are related etc), as I felt it didn't really make sense for only one to join, when they are all looking for a home. Lastly, none of this applies if you threaten people to recruit them.
There has been a mod out for some time called Relationships Matter which did something similar to the above, but I've implemented it differently. So this should supersede that mod, but thank you to the mod author for filling in the gaps there while I worked on other things, I think it was one of the most commonly used mods and I greatly appreciated its existence. (If you are using the mod, remember v171 is still just in publicbeta, so don't stop using it until it gets into the main branch).
Here's the full changelist:
Relationships matter when asking people to join your community
Increased probability of guns on some of the mid-game raiders
Fix for followers not depositing wood and minerals that they mine while following someone
Slowed down limping non-zombie characters a little
Fix for fleeing NPCs sometimes stopping and turning round while you are right behind them
NPCs rescuing their teammates give up a little more easily when you shoot them
Fix for trees sometimes being deleted when multiple lumberjacks chop them
Fix for organizers dropping off clothes and backpacks after you set them to wear them
Past tense versions of some memory speeches, for eulogies
Fix for occasional crash when placing crops in multiplayer
Fix for arrows and bullets bouncing off invisible buildings that are under construction
Some new hints and tooltips introducing skills, bandages, shovels, assassinations and white strain
Fix for characters getting into an infinite loop auto-depositing sealed containers which they were try to use to get water
Fix for one of a stackable item being seen as insanely valuable gift when you have multiple of them in your inventory
Fix for war breaking out between your community and NPCs if someone got zombified and someone else accidentally hurt a human while trying to shoot the zombie
Stopped cookies from being used as gifts for now, they were too overpowered
Reduced range at which you can hear footsteps, and added sliders for footstep sound range and volume in the Sound Debug menu
Added SetSkill and SetPersonality events to script editor
Editor crash fix
Allow you to continue Turf War, Rebellion and Intimidation quests if they wanted the body of the leader, but they were buried, by just returning any other body from the community
Fix for NPCs taking unconscious people to their base if enemies are currently in the base
Fix for a case where NPCs sometimes got stuck forever in combat or just died of their wounds
Fix for zombies sometimes running when the targeting display shows them as crippled (after you hit them with a molotov)
I'm also moving v170, which I released to publicbeta a couple of weeks ago, to the main branch. Here's what's in that:
Sounds for footsteps, bushes, wind in leaves
Fix for fleeing algorithm that meant rabbits etc would often run towards you instead of actually fleeing
Fix for everyone in your community hating you if you destroy a snowman with molotovs
Fix for blood loss recovering when you have unbandaged wounds from a blunt object
Lumberjacks won't chop down baby trees
Fix for big performance drop when a character is set on fire
A few fixes for speeches characters say when finding resources
What's this publicbeta thing?
v171 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, it's finally time for that big main branch update - the last one was in May, so all the work that's been in beta testing since then is now live for everyone ːsteamhappyː That's a lot of changes, so I'll just summarize some of the bigger new features here:
Save tokens are much more rare, instead the game saves automatically when you open the menu, overwriting your previous save so if something tragic happens you have to commit to it instead of reloading, and it becomes part of the story (but you can still turn this off, as is the case in the Slightly Easier difficulty mode)
There's a Constitution skill which lets you fall unconscious instead of dying of blood loss, if it's greater than 0. Food choices matters more since better food improves your constitution.
If you fall unconscious and have no community members to revive you, other communities will 'rescue' you - this reduces your constitution. NPCs will try to rescue each other if they fall unconscious.
Looter communities will send squads out to extort gold and other things from you
You can make alliances with other communities
You can assign multiple roles to the same person
You can queue up multiple types of building, and multiple people can work on the same building
You can choose where you want different types of equipment to be stored, and there's an Organizer role and Auto Deposit policy to do it
There are new quests for stealing chickens, and giving NPCs food for the winter
You can try to surrender to enemy settlements if you started a war with them
I've also released a new patch in the publicbeta branch, v170. The biggest addition is your character makes footstep sounds when they walk, with different sounds for the terrain type and weather of course! There's also new sounds for wind in the grass and trees, when the wind is strong.
Sounds for footsteps, bushes, wind in leaves
Fix for fleeing algorithm that meant rabbits etc would often run towards you instead of actually fleeing
Fix for everyone in your community hating you if you destroy a snowman with molotovs
Fix for blood loss recovering when you have unbandaged wounds from a blunt object
Lumberjacks won't chop down baby trees
Fix for big performance drop when a character is set on fire
A few fixes for speeches characters say when finding resources
What's this publicbeta thing?
v170 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".
Another small patch as I try to get a solid build to take all the publicbeta work from the last few months into the main branch. This is mostly fixing bugs where NPCs were a bit too keen to blame you for something bad that happened nearby, and trying to stop AI settlements from being destroyed too easily by random events without your input. Plus a crash fix. Fingers crossed this is the one.
Fix for FEMA helicopters setting area ownership so the player can't chop wood near where they landed
Fix for two people with one water bottle getting into a loop of swapping it between them instead of filling it and drinking
Fix for NPCs with invisible strain passing it on when there are onlookers around
Fix for NPCs blaming you for killing someone who activates invisible strain
Fix for NPCs blaming you for the death of someone who died after feuding with someone else
Fix for NPCs sometimes not burying people from other communities who died near their base
Some small tweaks to try and stop looter communities getting into a doom loop of depression
Fix for rare crash when someone gives supplies to someone else in extortion or similar scenarios
EDIT - I added a few more fixes in v168, and updated translations:
Fix for occasional crash when NPCs remove items from a corpse they are going to bury
Fix for extortion squads starting a war with you if your conversation gets interrupted by a zombie or raider attack
Some fixes for traders building fires
Updated French, Lithuanian, Brazilian Portuguese and Latin American Spanish translations
EDIT - v169, crash fix
What's this publicbeta thing?
v169 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 another patch that's mostly bug fixes, mixed with a few gameplay tweaks. I'm hoping to be able to move all this publicbeta work to the main branch soon, maybe this will be the one :)
After the last patch I got a bit worried that the extortion squads wandering all over the map were dying too often and leaving too much free loot around, so I've tried to address that by making them extort from each other a bit less. I've also made NPCs who bury people take their equipment from their corpses first, so it's not so easy to get rich by just grave robbing after a battle.
I've been playing the game on Hard mode and enjoying it a lot! Hardly any save tokens, less loot and fewer deer makes it feel closest to the survival experience I was aiming for. I'd say it's the recommended way to play, at least once you understand the mechanics.
Here are the patch notes:
Fix for NPCs sometimes being able to detect if you knock someone out when you are not visible to them
Possible fix for molotovs not damaging people when they hit a hillside
Fix for traveller groups being created to occupy bases that the player has started taking over already
Fix for NPCs not eating or drinking if you go into a building and stay in stealth mode, and there is food in the building or on their person
Fix being able to bandage yourself, eat food etc from your inventory when you are unconscious
Fix for white strain towns being created even if you set them to 0%
Fix for builder teleporting sometimes if you start walking when inside a frame
Probable fix for traders stealing food and getting themselves killed
When NPCs bury someone they will remove their possessions first, so they aren't leaving so much free loot around the map
Looters will extort other AI settlements less, as they were getting themselves killed too often. Also, increased the rent.
Some fixes for extorters
Some combat AI fixes
What's this publicbeta thing?
v166 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".
Another small patch in the publicbeta branch (v163), fixing a crash and some other bits and bobs:
Fix for crafters making stew or curry not marking it to be stored in a building, and so getting their inventory filled up with it
Fix for builders (and others) not getting resources that were kept in motel rooms
Possible fix for unconscious or sleeping characters shouting Stop Thief! when you steal something
Fixes for some graphical glitches on the character info screen and map screen when you switch between characters
Fix for crash when one builder completed a building while another was working on it
Fix for animal feeders collecting more and more water bottles over time
Tried to make NPC communities a little less likely to all get killed fighting each other
Fix for NPCs having a negative memory of themselves winning a feud
EDIT - I've released another patch in response to comments below, v164, with a couple more fixes:
Fix for lots of NPCs in AI settlements being assigned the lumberjack role
Fix for NPCs not starting conversations in some situations where they should
If an NPC wins a feud with their own community leader in an AI settlement, they'll become the leader
EDIT - and another, v165, with a crash fix.
What's this publicbeta thing?
v164 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 smaller patch with a bunch of miscellaneous fixes and some translation updates. I'm trying to work on small stuff at the moment so that I don't introduce new bugs, so I can get the latest publicbeta build into the main branch. Feels like it should be possible soon!
Hungarian, Brazilian Portuguese and Latin American Spanish updated
Remove under construction buildings when a community is defeated
Fix for infoscreen staying open if you quickload a game
Fix for character sometimes not coming out of a building to reply to someone, if there's a zombie on the periphery
Stop traders inventories from getting filled up with minerals
You have to hold the Clear Crops button
Allies bandage you for free
Set default amount on equipment transfer dialog to 1 instead of the maximum, since we have the right-click shortcut to transfer all now
Reinstated text that shows what someone said when you are choosing a reply, seems to have gotten broken a while back
Fix for builders getting stuck if the next building in the queue can't be built due to lack of resources, but others after it would still be possible
Fix for builders not working on a building if the builder who is set to do it is sleeping
Fix for crafters sometimes not eating or sleeping
Fix for people sleeping in buildings they just popped into temporarily to get some supplies
Fix for lighting glitch in river water
Crash fixes
EDIT - and I've released another one, v162, with a fix for the game fading to black and triggering the player rescue sequence if a player with no other community members falls unconscious from drinking too much alcohol.
What's this publicbeta thing?
v162 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 have a done another patch in the publicbeta branch! The main thing in this one is that I overhauled the Builder role to make the queue "global" for all your builders, let you queue up to 100 buildings of any type, and to allow multiple builders to work on the same building at a time.
I also changed the Repair role so it will just keep repairing anything instead of having to be told what to repair. And I've added a gate for picket fences, and a "Block Animals" option, so you can make a nice enclosure for your chickens without them constantly escaping.
Then there's some more translation updates of the new text from v155, many thanks to all the translators again! That's the main stuff, the rest is just a lot of small tweaks and fixes that I got from people's bug reports and from starting another playthrough myself. Here's the full list:
Updated Simplified Chinese, Korean, German, French, Hungarian and Latin American Spanish translations
Multiple people can work on the same building, and you can queue up to 100 buildings of different types
When you assign someone the Repair role they will stay in it and repair any building, not just the one you told them to
Added picket fence gate
Added Block Animals option to gates, so you can stop chickens escaping
Added a world setting for whether traders often have save tokens, turned it off in Hard mode
After going to a well or river for a drink, people will fill up their water bottle or watering can
Made some speeches from other communities less likely to show in the PiP
Show on action menu when mining or chopping wood near another community's base is classed as stealing. Stopped AI from automatically mining those areas.
Reinstated old values for assassination and choke hold strength, they were right all along
Made allies blue on minimap
Fix for exploit in food for winter quest, where you can just keep buying the food back and selling it again for double the price
Fix for infected tag not transferring when you transfer part of a stack of infected human meat
Fix for equipment policy setting for Can Feed To Animals not being saved
Fix for NPCs getting into a loop trying to bandage someone
Fix for looter barricades glitching out and never disappearing when destroyed
Fix for characters following the direct controlled player not being able to follow them through gates they opened, if the gates were set to Always Closed
Fix for stealth XP being granted for killing chickens
Fix for outhouses getting filled really quickly
Fix for meat from animals that were bitten being infected (animals don't get infected, so nor does their meat)
Fix for right-click to Buy button not working on traders
Fix for being able to exploit following to get someone to stop feuding
Fix for traders levelling up without trading with you
Fix for flickering when game is paused in multiplayer
Some fixes for character getting into loops with auto-deposit
You can't restrain someone from another community if they are fighting someone from your community (it would be seen as hostile, you have to restrain your guy)
Fix for crash in script editor when saving translated text if a translation sheet doesn't exist yet
Fix for translations in script editor not being saved if they are on newly created speeches
Reinstated mining of stone from mines if there are deposits there, and you can now see when stamping a mine which deposits are there
Made animal feeders more likely to take more than one item at a time to the trough
When you demolish a trap it will return the carrot or pipe bomb, unless the trap has been sprung
Fix for occasional crash when character injects themselves with antigen, if you already did it from the UI
EDIT - released a quick follow-up patch, v160, to fix a bug I introduced where traders were getting stone in their inventories.
What's this publicbeta thing?
v159 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".
It's patch time! As with the last couple, this one is mainly about dealing with issues with v155, but it's a bit bigger. There's also a bunch of general miscellaneous bug fixes.
Perhaps the main change is that extortion squads can stock up on food and water for their journey and light fires to keep themselves warm along the way, so they're less likely to get distracted and wander all over the map.
I decided, a bit arbitrarily, that you need pumpkins if you want to make veggie stew and curry (but not the meaty ones). I felt that pumpkins didn't really serve much purpose before - now ..almost.. every plantable crop has a unique gameplay purpose:
cabbage is needed in stews and curries, which improve morale and constitution
pumpkin is needed in veggie stews and curries
carrots can be used in rabbit traps and are needed in stews and curries
chili is needed for curries which, greatly improve the morale of people who like spicy food
beet can be used to make sugar, which can be used to make cookies, which greatly improve morale, and vodka, which is needed for bandages and molotovs and also helps improve morale.
corn can be boiled for a simple but tasty meal, and is also needed to to make vodka and cookies.
sunflower seeds can make sunflower oil, which can be used in molotovs. (This one still seems a bit redundant tbh).
cucumber is needed along with cabbage, beet, carrot and corn to make salads, which improve morale and constitution. (I'm also not too sure about the need for this one)
Here's the full change list:
Updated Korean, Japanese and Brazilian Portuguese translations
NPCs can light fires to keep warm
NPC extortion squads will stock up with food and water for their journey
Stop NPCs from trying to rescue their friends if someone gets hurt attempting it
Made NPCs move unconscious friends to a nearby fire, if they are already inside their base but not near a fire, even if they are not cold, because it's more likely to get them out of vulnerable locations
Made Veggie Stew and Curry require Pumpkins
Made Organizer role able to take multiple items at once, if they are going from and to the same buildings
Changed level up/down notification to a status bar message that doesn't pause gameplay
In the winter food supplies quest, the recipient will deposit it after you give it to them, so their inventory doesn't stay filled
Added some responses to What's Up for someone who has recent bad memories of you (i.e. raiders who surrendered after you killed others in their community)
Some fixes to make it easier to evict raiders who hide in cars
Some fixes for doing the fort building quest out of order
Allow a player who hasn't recruited anyone yet to take over buildings that belonged to defeated communities
If you refuse the quest to lower someone's morale, they won't keep giving it
Stop Organizers from taking stuff from rabbit traps
Fix for being able to sell rotting meat in food quest (and game crashing when you do)
Fix for deer dying of thirst
Fix for crash when extortion squad executes someone
Fix for the word I being set to lowercase in some dialog
Fix for stolen chickens keeping reverting back to their old community if they stay in the area even if all the humans are dead
Fix for being able to eat a full container of stew when you're not hungry, by clicking Eat twice when the game is paused
Fix for action menu showing options for Skin and Pick Up on someone in their grave while you perform a eulogy
Fix for NPCs saying 'some people' killed their friend when it was a zombie that did it
Fix for people getting into a loop auto-depositing ammo then restocking it again because they have a gun
Fix for being able to set crop zone on an unsuitable tile
Crash fix
What's this publicbeta thing?
v158 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".
I've just put out a mini update with a few bug fixes for the recent big patch in publicbeta. Here's the change list:
Fix for Dark Past quests failing immediately
Fix for physics slowdown when mods include colliders on weapons
Fix for being able to right click to transfer gifts
Fix for crash that sometimes happened when zombies eat a corpse
Fix for Out Of Sync error
In script editor, when language is set to something other than English, show the translation in that language as well
EDIT - as mentioned in the comments, this introduced some new bugs, which are now fixed in v157. Here's the change list for that:
Fix for funeral squads getting stuck in the AttackThreat state
Fix for crash when zombies eat a thrown item
Fix for thrown objects not bouncing properly
What's this publicbeta thing?
v157 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".