Hello, it's patch time! This is mostly a quality of life and bug fixing patch. The main change is that your community members who you've assigned roles to can deposit more items in buildings to free up space.
Previously anything accumulated as part of the role would be marked with a little icon of a guy with a backpack, and those marked items could be deposited to free up space. That still happens, and if they need to free up space they will prefer to drop those marked items over anything else, but now if they don't have any marked items they will be able to drop other things as well. They'll try to be smart about it, avoiding dropping their best melee weapon, and any ranged weapon unless they have more than one of it. They'll prefer not to drop bandages, antigen, throwable weapons and skill books. They'll prefer to drop heavier stuff first. If you want to ensure they don't drop something, set the Carry Amount on the equipment policy dialog (which is populated automatically for ammo).
Hopefully it balances the possibility of being annoying because they dropped something you wanted them to hang on to, with the nuisance of them constantly running out of inventory space for their roles (which seemed to be happening a lot before).
Among other things I added are a Select All items option when assigning someone a supply run to a building, which should make that a bit less fiddly. I added a recipe to cook 5 ears of corn at once, and chefs will prefer that if that have enough corn, which makes them a lot more efficient. I made characters with "urgent" roles not sleep or eat for a bit longer.
You can now use a forge to make glass bottles from flint, so there's finally a way to make as many molotovs as you want to, plus it makes flint mines more useful. I always thought you'd need sand to make glass, but wasn't keen on adding another resource that had limited value - this is perhaps a bit of a fudge and I'm not too sure of the science behind it but flint is silica, like sand, and there's also a such a thing as "flint glass" although technically it isn't made of flint itself but rather lead deposits found in flint. So I don't know, but maybe it makes sense.
Here's the full list:
Made it possible for AI to dump more excess inventory items if they don't have enough space to carry out a role.
Option to Select All items in a building when setting a character to do a supply run.
Added recipe to boil 5 ears of corn at the same time (or fry 3)
Added forge recipe to make glass bottles from flint
Show greyed out option to refuel vehicles even if they are not repaired, so you can see what fuel they take.
When roles are set to Urgent, characters will go for longer before eating/drinking/sleeping etc
New recipe unlock notifications show when you complete construction on a building, not when you first stamp it down
Show equipment notifications when taking and depositing stuff
New icons for repairing and taking over stuff, to distinguish it from building
Allies who have been told to follow you will stop and seek food/water/sleep/warmth if they get very desperate
Characters switch to jogging if they're running somewhere a long way away, they're getting tired, and are not under attack
If you have followers and you move a significant distance outside of their zones, a warning message will show
Dialog to intimidate extorters doesn't work so well on nemesis communities. Dialog to beg extorters to let you off is a little more likely to succeed.
Fix for Cabin People fighting each other
Fix for hungry characters taking food from allies that you have a Don't Eat policy on, so filling up their inventory because they can't eat it.
Fix for being able to steal from allies by letting them follow you into a building then taking their stuff
Fix for Emma not being able to sleep.
Fix for Emma and Kelly's introduction repeating.
Fix for Joe not actually giving you the key if you persuade him.
Fix for Malachi accidentally locking himself in quarantine
Fix for characters still holding equipped item while in repair armor animation.
Fix for way to get to Ritzville without passing through Guardians.
Fix for characters being able to capture buildings from infinitely far away
Fix for NPCs building graves in inaccessible places
Crash fixes
Translations updated - French, Hungarian, Italian, Korean, Russian, Simplified Chinese
What's this publicbeta thing?
v199 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, happy 2024 :) I've released a new patch in publicbeta. This one is mainly about fixing bugs and addressing feedback for story mode, though there's a few little experiments in there as well.
There's also a lot of new translations, including for story mode which now appears to be complete in Simplified Chinese and Traditional Chinese. It's close to complete in Korean, Italian, Russian, and Lithuanian. Big thank you to all the translators!
One experiment: If you have a top medical skill, you can make something called a biohazard cocktail, which is like a molotov cocktail but instead of burning it infects nearby people. Might be a bit OP, I'm not sure.
Another: when you assassinate or choke hold someone, it makes a sound in a small radius which NPCs can hear (though zombies ignore it). This makes it harder to assassinate extortion squads as they walk home with your gold. Sorry I know a lot of people use that tactic but it felt too easy. I've also added dialog options to beg them to let your off (if they like you), or to intimidate them into leaving you alone (helps if you have a larger community).
I've tweaked the combat AI to make characters with ranged weapons able to aim for the head or legs (previously they could only hit them by chance). Ranged and melee characters will be more likely to attack the legs of zombies who haven't been crippled, and don't have leg armor. Not sure how noticeable it'll be - maybe they'll seem a little smarter. There's still an element of randomness.
Here's the full list:
Dialog for if you find out the mystery guy has gone before you talk to Carter
Dialog for interrogating Tim in later game
Dialog for interrogating Charlie if you got him out after already finding the treasure
Dialog for ending an alliance
Various small dialog tweaks and fixes
Kelly introduces everyone as assholes
Fix for Tim's group not walking around together in story mode
Fix for quest to talk to Martin not progressing if he dies before you meet him
Stop Cameron Hines from joining the player's community while he still has his helicopter
Made it possible to stash dead or unconscious bodies in vehicles and buildings
Recipe for infected pipe bombs and biohazard cocktails
Tweaked throw trajectory calculation so you can't throw absurdly high to get over walls
Gave Ritz Creek Gang and Guardians wells so they can survive if the river freezes
Stop FEMA from changing leadership away from Malachi due to feuds
Stop people from starting dialog that disables character controls while there are enemies around, unless it's critical
Stop farmers from watering crops if it's raining heavily
Attempted fixes for things that can go wrong with Liam Franks
Increased crops and seeds for AI settlements in story mode
Allowed AI settlements in new Sandbox mode maps to plant sunflower seeds so they're a bit easier to find
Tweaked the way Carry Amount policy works for ammo to try to make it clearer
Some tweaks to combat AI that make NPCs more likely to aim for head and legs of zombies, and make enemies less likely to dodge if you have a high hand 2 hand skill
Fix for rare case where someone could get stuck vaulting over a rock next to a tree and a wall
Possible fix for Kelly sometimes getting inside the highway patrol compound
Possible fix for Carter sometimes not killing all the highway patrol zombies
Fix for stone mines not being available in story mode
Made fences that block entrance and exit roads invulnerable
If an inventory is large, wait till you scroll down before creating icons for everything in it, so it doesn't stall for so long on opening
Fix for lumberjacks trying to chop trees that are inaccessible
Added recipes to melt down tools such as axes or knives for steel, added a 'Disassemble...' section of the action menu for them to be less cluttered
Gates of active (non-hostile) communities open automatically as vehicles approach
Wishkey Falls Militia won't shake you down for a while after asking for your help
NPCs (but not zombies) can hear choke sounds within a small radius, so it's not so easy to assassinate extortion squads on their way home
You can try to intimidate or beg extorters using dialog checks to avoid paying
Increased firearms skill of FEMA guards and others, and gave them better guns
Crash fix
Updated Brazilian Portuguese, Hungarian, Italian, Korean, Latin American Spanish, Lithuanian, Russian, Simplified & Traditional Chinese and Ukrainian translations
What's this publicbeta thing?
v197 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 small patch to fix some of the bigger issues people have been reporting to me in story mode, especially some bugs that block quests from progressing. Hopefully I got all of those now, and hopefully the next patch will be about more than just hotfixes, but we'll see... Thanks again for reporting them! Merry Christmas!
Slightly nerfed the infected raiders who appear after 2 weeks
Fix for Ava sometimes never giving you the information in the drinking game, also added more dialog options to make it clearer how to get it (you both need to get drunk)
Fixes for Carter Moreno's squad not taking over the Long Patrol base properly
Possible fix for Tim Arnold quest not proceeding
Fix for dialog not triggering when you enter the cabin
Fix for Joe not giving you a key if you threaten him
Fix for White Hills Gang not having enough outhouses
Fix for backpacks not being auto-worn in mods that have other worn items that increase your carry weight
Fix for not being able to get reward for betraying Paul
Possible fixes for excessive internal fighting in area gangs
Crash fixes
What's this publicbeta thing?
v196 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".
People have been finding that certain character won't talk to you at a critical moment in story mode, this should now be fixed. I've also tried to fix some issues with NPCs getting overly hungry or thirsty due to pathfinding failures.
Thanks for all the feedback on story mode! This was the most egregious bug so far but I think this will not be the last of the hotfixes. Looks like there might be some more bugs that are stopping quests from progressing sometimes, and a lot more general issues - that's what I'll be working on this week.
Here's the change list:
Fix for characters sometimes going hungry or thirsty when they shouldn't
Fix for a character not talking to you at critical moment
Set limit on wood needed for story mode communities
Crash fixes
What's this publicbeta thing?
v195 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 follow-up patch to v193 which added a first pass of Story Mode to publicbeta. Thanks to everyone who gave me bug reports! Some of them haven't been addressed yet, but this fixes a few crashes that have so far been discovered so I thought I better get it out asap.
Tried to make automatic player surrendering more robust during the bit where someone in Story Mode decides you need to be neutralized
Fix for Kelly getting stuck in an animation if you try to assassinate her at the beginning
Fix for characters going repeatedly into attack state then out again when enemies are visible but inaccessible
Fix for characters hovering in mid air for a second after the watchtower they are in explodes
Fix for character not shooting a zombie because one of the zombie's former team mates was surrendering
Stop characters retreating inside picket gates when attacked
Added more outhouses to Tent City
Out of sync fix
Crash fixes
What's this publicbeta thing?
v194 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".
For the last few months I've mainly been working on Story Mode, and I've now finished and done a full playthrough of it! - or at last what I'll call a "first pass" of it. If you want to play story mode as a completed final product I wouldn't recommend playing this just yet, but if you want to play an early draft and help out with testing, here it is! :) I'm not quite sure how much I'll add or change of story mode in future, we'll see how it goes.
Reading people's comments about the game, I see a bit of a split between people saying "When is Story Mode coming?" and people saying "It doesn't need a Story Mode!" When I first started making the game I thought Story Mode would be the main thing and I just added Sandbox Mode as a quick way to playtest the game mechanics without having to write a full story. Over time, however, I got to be more interested in procedurally generated storytelling and decided I wanted to spend more time developing Sandbox Mode. Part of the early access pitch was that I would do a Story Mode though, so I figured after 3 years it is Time! But I would say now that I no longer think of Story Mode as the "main" mode - they have about equal status in my mind.
There's been a bit of a blurring between them anyway - you'll see a lot of the procedural quests from Sandbox mode such as the relationship/friendship quests showing up in Story Mode as well. But having a defined map does allow for more realistic and interesting locations, and more complex plots. I also threw in a fun little special feature for Story Mode that would have probably been too unbalanced on a Sandbox map :)
Besides Story Mode I also got stuck for a while trying to do some optimizations. I'm not sure how much difference it will make to the average player in the end but there's quite a few new CPU-side improvements under the hood now, hope it helps. And as usual I've fixed a bunch of bugs. Here's the change list:
Story Mode first pass
Optimizations
Decreased the amount of time and corn needed to make enough biofuel to fill a vehicle's tank, but made sunflower oil take longer so they are more similar to each other. Also increased the beet sugar yield.
Added Steel Lockbox
World maps and geological maps will be deleted from your inventory if you take them on Hit The Road, so they don't remove the fog of war immediately from the new map!
Another fix for chefs getting stuck sometimes
Reducing Raiders slider (et al) in the difficulty settings will affect their cooldown time, previously it didn't
Made it possible to hold down button when stamping fences instead of clicking for each tile individually
AI allies can take food from the player without it being considered stealing, unless it has a Don't Share policy set. But it's still stealing if the player takes equipment from allies without them, as that's too much open to exploits.
Chefs pick at random between most tasty and most healthy recipe instead of just any available recipe
Fix for thousands of raider instances being created on the map sidebar possibly due to mod configuration
Fix for character getting stuck in loop between surrendering and rescuing someone
Fix for changing names on the character creation screen having no effect unless you press Enter
Fix for not being able to use the dialog to finish the Rebellion quest if you kill everyone and bring the body of the leader back
Fix for skill caps not being transferred when you take people to a new map using Hit The Road
Fix for not being able to manually pour water into an animal feeder bowl
Fix for farmers not going for the nearest crops, and issues when you have different bases and Always Closed gates
Fix for hungry chef sometimes not eating the food they just cooked and just staying there continuing to stir it
Fix for NPCs knowing you skinned a team mate's corpse even if none of them saw it
Fix for characters getting stuck in a loop auto collecting arrows if they don't have space for them in their inventory
Fix for characters being able to get into, or repair, vehicles from a long way away if they are moving
Fix for not being able to bind scroll wheel to target head/legs
Possible crash fixes and out of sync fixes
Translation updates to French, Hungarian, Japanese, Korean, Latin American Spanish, Lithuanian, Russian, Simplified Chinese, and Ukrainian
Note for mod-makers and translators: I have taken a bunch of quests from the "Sandbox" mod and put them in a new mod called "Common" which is used by both "Sandbox" and "MainStory" (which is story mode of course). So there are two new mod folders, "Common" and "MainStory". Old savegames and mods should still load fine.
Looking ahead to the next patch(es), the two things I want to focus on are (1) that annoying habit crafters have of stopping crafting because they filled up their inventories with random stuff they can't dump, and (2) morale and opinion balancing.
What's this publicbeta thing?
v193 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".
Two months ago I introduced drivable vehicles to the publicbeta testing branch. Aftera fewmorepatches they seem pretty well behaved so today I've made them live for everyone on the main branch!
To recap, you can now find "car parts" around the world, particularly in gas stations and other vehicles. With a toolbox and sufficient Construction skill you can use them to fix up a vehicle. They're useful for running over zombies and other critters, and transporting large quantities of loot from a town back to your base. For more details read the original patch notes.
(note - that video is a bit old, some audio bugs have been fixed since then)
They'll have a small amount of fuel still in their tank but most of it will have expired, more can be found in jerry cans around the world but again only in small amounts. Some use gas and others use diesel. To make more you'll have to grow maize (to make biofuel for those that take gasoline) or sunflowers (to make sunflower oil for those that take diesel).
If you fill a tank and drive to where a road enters the map, you can Hit the Road, which is a kind of New Game Plus option - start a new map with just the characters and equipment in your vehicle, leaving everyone else behind for good. For more details on that, read these patch notes.
For those that make mods, I also recently added a little section to the guide for importing models, explaining how to add your own vehicles.
Also, the game now has a green tick for the Steam Deck! That has been shown for the last month or so, but it was actually tested on the publicbeta build which is now live.
This is a small follow-up patch to fix some bugs in v190:
Some fixes for Hit The Road - remember interrogation dialogue and morale from memories about characters you left behind, also timestamps or retained memories will take into account your travel time
Fix for Asian characters not showing on debug menus due to the Unity upgrade
Fix for crash in multiplayer when someone throws a molotov at a moving vehicle
Fix for vehicle not showing in pip in multiplayer
What's this publicbeta thing?
v192 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, it's patch time! This past month I've mostly been concentrating on the upcoming Story mode but I managed to get in a few new features as well. The biggest is called "Hit the Road". If you have a working vehicle with a full tank of fuel, you can drive to one of the places where roads exit the map and use the Hit the Road option that will appear on the action menu. This means you leave the map behind for good, taking with you just the vehicle and any characters and equipment you have in it, and move to a newly generated map.
Different roads out have different traits - some will have more towns, some more survivors, and some more infected.
Think of it as sort of a New Game Plus feature. People have often asked me for the ability to take their characters to a new map, since they get attached to them but run out of things to do with them once they've taken over a map. Having added vehicles now I thought it would be interesting and logical to tie the feature to them. In order to use it you'll have to fix up a vehicle and get enough fuel, which means growing either maize or sunflowers and building a Still to convert them into large enough quantities of gas or diesel - in other words, you'll have to have progressed pretty far. I will probably also use it as one ending for story mode, where you drive off into a generated sandbox map.
On the new map you won't get the tutorial quests telling to find an axe, etc, but other than that you'll be starting from scratch. The characters you take with you will retain their stats and memories of, and relationships with, each other, but forget stuff relating to people you left behind. They won't go with you if it means leaving their friends and family behind. It'll be the same time of year, plus approx one day. You'll be low on fuel, so if you want to hit the road again you'll need to grow some more crops and build another Still (unless you thought to bring a few full jerry cans with you).
Besides that I've added a horn to the vehicles (press space bar), so you can drive through a town beeping and wake up all the zombies :) I increased your sight range in vehicles so you can see more of what's in front of you, and I increased the draw distance for grass which often looked bad for longer sight ranges. I've upgraded to a more recent version of Unity, which is always a bit nerve-wracking - hope it doesn't cause any weird problems. Based on user feedback I made arrow crafting more generous and lower level zombies a bit less likely to dodge melee attacks, and vehicles can now carry 50% more equipment.
I've made it so you have to go into a building at least once to see what equipment is inside it - always felt a bit weird that you could see everything just by standing near the building and highlighting it. Now the building will say "Not Yet Investigated" and you won't be able to "Take All" until you've entered it at least once. I didn't do this with vehicles or most other props though as I felt that would be making you do too much busywork. And I fixed a bunch of bugs.
Here's the full change list:
Added Hit the Road feature which allows you to drive to another map, leaving the current one behind forever and just taking the people and supplies you can fit in your vehicle
Added vehicle horn
Added Excavator prop (not drivable sorry)
Added selection box in script editor (hold rmb and drag)
You have to enter a town building at least once to be able to see what's in it and use the Take All and Scavenge actions
If an enemy community sees you have pit traps, they will still not be able to avoid tripwires, and vice versa
Increased sight range a little when in vehicles, also increased the amount of equipment they can carry by 50%
Increased the default distance grass is drawn to stop the unsightly effect where hillsides on the periphery of your vision are bare, but added a slider in Graphics settings in case you need to reduce it for performance
Made ammo crafting more generous
Made zombies a little less likely to dodge melee attacks, especially the lower strains and if you attack their torso or legs. Made NPCs less likely to dodge if you attack them from behind (zombies already never did).
Updated German, Hungarian, Latin American Spanish, Lithuanian, and Ukrainian translations
Upgraded to Unity 2023.1.7f
Fix for chefs getting stuck sometimes
Fix for NPCs not rebuilding outhouses if portable toilets are destroyed
Fix for snow on moving vehicles
Fix for characters involved in repairing a vehicle or capturing a building sometimes wandering miles away to get resources they have in their inventory
Fix for character briefly standing up after leaving a building crouching
Fix for not being able to repair wooden chests
Crash fix
What's this publicbeta thing?
v190 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 released a small-ish update in publicbeta, this one has a few different fixes for vehicle physics, crashing into things and driving vehicles in online co-op, some general fixes for crashes etc, and updated translations. As I mentioned I would in the original vehicles patch, I've now reinstated sunflowers which you can use to make sunflower oil, and I've changed a few of the larger vehicles to take diesel instead of gasoline, for which you can substitute sunflower oil. Because I like it when items have multiple uses, I've introduce the concept of "frying" with the frying pan. It works similar to boiling in the pot, you can fry ears of corn or eggs (which is better for morale but worse for constitution than boiling them) and you can make omelets. Sunflower seeds are a bit rare and the AI communities won't grow them, but you should be able to find them here in there, especially in gardening stores or I would expect traders to carry them.
Reinstated sunflowers, which you can use to grow sunflower seeds and make sunflower oil, which you can use as fuel for diesel vehicles or to make fried eggs/corn/omelettes using the frying pan
Updated French, Hungarian, Japanese, Korean, Latin American Spanish, Lithuanian, Polish, and Russian translations
Increased some font sizes
Some fixes for vehicle physics
Fixes for answers to Who's in charge here?
Fix for Organizers who are building multiple fences returning all their resources to a building between each fence post
Fix for communities having no name when they take over an empty base
Fix for crash sometimes when vehicles go outside map bounds
Fix for occasional crash when driving vehicles in co-op
Fix for occasional crash when surrendering
What's this publicbeta thing?
v189 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".