It was a tough one, the issue was not showing up in-engine and also some users did not face the issue in build. So it was a phantom bug and thus it took us to build and test the game multiple times over the last few days to actually solve the issue. We apologies for the delay to people who had faced this issue.
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
English ##########Content############ [TTS]You can now interrupt the TTS and make the reading stop before it ends. ##########System############# [TTS]TTS will now ignore all the escape characters. [TTS]Made TTS perform better when reading a sentence that occupies multiple lines in the game. [TTS]Changed the way to play TTS, they are now using async methods. Thus, the game no longer hangs up till it's done. (Hopefully no memory leaks/deadlocks in multi-threads.) [TTS]Exported more TTS-related functions from the C++ side to the Ruby script for better flow control. [TTS]When the system is unable to read a text, it will now time out after 0.5 seconds instead of making the game no longer respond indefinitely. ##########DEBUG############# [Egypt]]Fixed 3 tile bugs that allow players to move onto some roofs of the buildings in Baldat'Aten'Almaleuna [Oasis Teahouse]Fixed a bug that the option to rent a room misses its Chinese localization text. 简体中文 ##########Content############ 【对话语音播放功能】你现在可以打断语音的播放,在其阅读完成之前就终结掉播放的过程。 ##########System############# 【对话语音播放功能】在播放语音时现在会自动过滤掉游戏中一些不会显示的转义字符。 【对话语音播放功能】使朗读一句位于多行上的句子时更加顺畅。 【对话语音播放功能】语音朗读现在使用异步方式进行。游戏不会再在播放完语音前被挂起。(希望在多个线程之间不会发生死锁和内存泄露。) 【对话语音播放功能】将更多的C++侧的函数暴露给了RUBY侧的脚本,用于更好的进行流程控制。 【对话语音播放功能】当系统长期无法解析要阅读的文本,会在0.5秒后触发超时而非使游戏永远没有响应。 ##########DEBUG############# 【埃及】修复了三处导致玩家可以移动到巴达图'阿腾'阿玛拉乌那图城内一些房顶的bug 【绿洲茶馆】修复了租用房间的选项没有中文本地化的Bug。
We are also updating our demo to version 1.8.1. Based on feedback and observations of playing it content creators, we have made following improvements:
• Demonstrate button’s placement has been changed, for better visibility. • Clarification for second phase of Clash of Arguments’ tutorial. • We have added an indicator, when you are supposed to click an area on the map.
We also have added a link to our Kickstarter Campaign.
Hey everyone, a Devlog follow up on my progress for the next major update : - DLSS 2.0 - Footstep system - Melee fight - Inventory system - Farming system
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".