Hey everyone, I have a done a patch :) This one is such a mishmash but I guess the biggest new feature is there can be multiple ammo types for the same weapon. For bows you have flint arrows (which are easiest to make), iron arrows (which do more damage), and steel arrows (which do more damage and are better at piercing armor). For assault rifles and sniper rifles I've also added armor piercing ammo. You need both lead and steel to make them, so there's more incentive now to get one of each of the different types of mines.
There's a lot of quality of life stuff, like you can demolish picnic tables and barricades, you can press Tab to switch to the person you're talking to, you can see who is currently assigned to a crafting prop, you can assign one person to make charcoal in multiple kilns, you can stop the minimap from rotating. I gave the character boxes more space on the community screen so it's easier to see people's roles now:
Besides that there's a bunch of bug fixes, and just doing stuff that felt unfinished, like making snowballs and snowmen melt, allowing multiple characters to occupy fire lookout towers, fixing glitches in the way terrain is modified and resetting it if you demolish a trap.
Several translations have been updated. There has been a longstanding effort to translate the game into Russian, which is now finished, so I've added it. I'm going to be sending any income I get from Russian Federation to the National Bank of Ukraine though.
Here's the full list of updates in v178:
Make it possible to demolish props like picnic tables or barricades using the toolbox
If you take over a defeated community's gate, or build a new one connected to their fences, the fences will become yours too
Some fixes to how buildings modify the terrain underneath them
Reset terrain height when you demolish a pit trap, or a building that construction hasn't started on
Looters can blow up uncovered traps, otherwise it's an exploit as you could surround your base with them and stop anyone from getting in
Allow up to 4 characters to occupy the fire lookout tower and weather radar, facing in 4 directions
Option to stop minimap from rotating
Stop your character from walking off while you're scrolling the action menu
Made the character icons on the community screen bigger with their roles always shown on a bottom row
Put cooking and crafting options for campfires, workbenches, etc on a submenu
On the action menu for a crafting prop, show all the workers currently assigned to it and allow you to select them
Allow you to assign someone to craft the same recipe at different crafting stations - e.g. make charcoal using 2 different kilns
Allow you to click Craft on crafting stations that someone is already using
Gunpowder is now made at a workbench, not a campfire
Disabled sunflowers and corrugated iron as they weren't serving much purpose
If you are facing someone in your own community, pressing Tab (or right stick click) switches control to them. Moved Brain Scan/Notes to RT on gamepads.
Support multiple ammo types for guns and bows, including armor piercing varieties
Blunt melee weapons do some damage to armor, some to body. Sharp ones mostly get absorbed by armor but do some damage to body
Different melee weapons have a different fatigue penalty when attacking, and bows cost some fatigue to aim
Recipes only become visible once their ingredients have been discovered, and/or you have someone with high enough skill and the required crafting station. You get notifications when this happens.
Made eating, drinking and opening gate sounds fall off more quickly with distance, so they're less obtrusive in large communities
Added sounds for planting, watering and harvesting crops
White markings on edges of roads
If you leave your damp clothes in a building they will dry over time
Snowmen, snowballs and snow in containers all melt
Added Russian, updated French, Italian, Latin American Spanish, Lithuanian, Turkish and Ukrainian
If you die and replace community leader with someone who is already married, sleeping with or friends with someone, you can trigger the satphone quest with them
NPCs won't abandon their settlement while their leader is still conscious, as doing so breaks Rebellion/Turf War/Intimidation quests that require you to kill the leader
Added a Spared Life memory type for when someone surrenders and you let them go without further consequences
Added a Started Fight memory so people will remember a feud even if they get restrained from hurting anyone
Added a Died memory type for when someone dies of zombie bites or natural causes like thirst etc
If you give someone a gift and they like/don't like it, you learn that aspect of their personality
Allow bunny feeding quest to be finished if either participant feeds the bunny
Fix for clothes getting wetter than they should while walking across frozen rivers
Fix for winter food stocks mission paying you too much for food
Fix for NPCs thanking you for bringing unconscious strangers to their base
Fix for controlled character often being slow to do things (like rip up clothes) when indoors
Fix for camouflage icon taking ages to go green when you move away from an AI settlement
Fix for your characters instantly joining an allied community if you declare war on them
Fix for biggest looter community extortion squad sometimes getting stuck trying to force other communities to ally with it
Fix for issue where people kept picking up and dropping bodies in older savegames with square bases, possible fix for bug where the bodies sometimes teleported to the edge of the map in multiplayer
Fix for situation where someone exited a watchtower surrounded by zombie, also if someone surrenders to you when you are in a watchtower you can answer them without leaving it
Fixes for opinion graph showing incorrectly on some speeches
Prevent player from starting war by accidentally punching a chicken to death during fisticuffs
About six months ago I made myself a list of all the stuff I felt Sandbox mode really needed if it wasn't to feel "unfinished". It wasn't the most glamorous new features, more like a lot of stuff I'd just been putting off like the Log screen, a lot of Quality of Life stuff and so on. Well, with this update I'd say I've now - pretty much - got through that list!
What that means is it's time for a new phase of Survivalist: Invisible Strain development. I need to start focusing more on Story Mode. I always said there'd be a Story Mode and the game won't get out of Early Access without it. It will serve as an introduction to the game (which is still pretty challenging for newcomers) as well as being the best showcase for the role-playing elements and letting me build some more clearly defined environments and characters. Sandbox Mode kind of grew to accommodate its own loose story and I think some of the missions I added (such as relationship quests) will also be side quests in Story Mode. Over the course of making it, I became a lot more interested in procedural story generation. But the intention was always to use Sandbox Mode to get the game mechanics straight and then use that accumulated knowledge to make Story Mode.
Now I say I "pretty much" got through the list, because I've been doing some playthroughs and there are still things that bug me, like the way your crafters can still sometimes end up full of unwanted containers and you have to sort their inventory out for them. The morale system needs some more tweaking, and I feel that your community members ought to do more emergent stuff, like start relationships and friendships with each other as well as "you", the player. I'll be working on those as I go.
There will probably always be more stuff like that cropping up. I haven't got Story Mode all planned out and I think as I work on it, I'm likely to still be adding more features that will be part of Sandbox Mode too. So you'll keep getting updates but they might be a bit further apart.
I also think once this v178 update has bedded down I'm going to be raising the price to $9.99 USD (that's ¥42, or €9,75, £8.50, according to Steam's pricing tool). People keep telling me it's too cheap, and we're living in inflationary times. And as I alluded earlier, Sandbox Mode has come a long way since launch. I'll give some more warning before I do though, so there'll be plenty of chance to buy it before that happens, if you haven't already. And of course there will always be Steam Sales and Weeklong Deals.
What's this publicbeta thing?
v178 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".
Pet are now on the main scene next to the Farmer when you equip them (can be turned off in setting).
Leaderboard got a way to inspect player (allowing to see some of their stats and cosmetic), i forgot this in the latest patch note.
5 Upgrades in the Cow Factory Shop unlimited page.
2 Expedition Slot are in the Cow Factory Shop.
3 Upgrades related to Charge Transfer Power (Whack Shop, Cow Shop & Expedition Shop).
Updated:
Cow Factory Shop Page have been slightly rebalanced.
Card weren't feeling too rewarding, and some of them had the level part being 95% of the bonus source, this is now reworked so the level only affect the actual bonus with no base. A Level doesn't reset upgrade will be added in the future.
Fixed:
Various fix around that i didn't wrote down sadly, we are also working on improving the Japanaese, Chinese, Korean & Rusian fonts, we are aware there is missing character and the longer you play, the more missing there is (we still have no idea what cause this, but we are always investigating and hopefully we will have a fix in a near future).
❓ When «Across the Wilds» is coming out? «Across the wilds» is currently in an early stage of development (as of March 2023). It is being developed by indie studio and planned to be released in 2025.
❓ When can I play this game? Are you planning to do a beta test? We will share our roadmap soon. Stay tuned!
❓ Will «Across the Wilds» be releasing on consoles? Yes, we are planning to release the game for PC and consoles.
❓ Will «Across the Wilds» support co-op? Yes, we want to add a co-op mode. In co-op mode, couriers will work under different contracts, get stuck and require the help of friends, without whom it will be problematic to pull out the transport, especially without the necessary tools, winches and strong ropes.
❓ What makes this game different from Snowrunner/Mudrunner? The main difference is that you can get out of the car. That adds a new layer to the well-known off-road gameplay. Also «Across the Wilds» has unique features such as more detailed tuning, character customization, and other interesting stuff, which we will share later!
❓ Will the game have survival elements? Yes, in the best traditions of survival games.
❓ Can you build your own base? Right now you can’t build your own base from scratch. But you can customize your garage in great detail – it is your base in some sense.
❓ Can you hunt? It is in plans.
❓ Will there be any type of enemy NPCs? Zombies? Hostile NPCs are planned but not finalized. There will be no zombies. (sorry, DayZ fans😅)
❓ Will there be trailers in the game? Yes!
❓ Does terrain deform when driven on or become harder to traverse with the changing weather? This feature is currently in discussion.
❓ Is there manual switching capability? (having to walk out and hook up) Yes.
❓ Is there going to be full controller support? Absolutely!
❓ How much will the game cost? We are now in an early stage of development, so it is too early to give a price for the game. We need to wait until we have more concrete information about our partnerships and financing before we can announce an approximate price.
❓ What languages «Across the Wilds» support? The game is being created in English, but more languages definitely will be added. We will propose new languages, prioritizing those of the nations that are most seen in our community.
If you have more questions for the team, feel free to ask! And don't forget to support the game by adding it in your wishlist on Steam!
Forza Horizon 5 Rally Adventure is almost here! Ahead of its March 29 release, we spoke to each of the Team Captains about their Rally Teams on route to Sierra Nueva. Here’s what they had to say:
Apex Predators (Asphalt Rally)
Hi festival drivers! This is Alejandra, the team captain of the Apex Predators.
We're getting ready to set the fastest times possible in Sierra Nueva – no, the world! Join us on the Asphalt for the fastest possible rally experience as we zip through the winding roads of Sierra Nueva.
Impress me and you'll get to compete in an epic head-to-head ambassador showdown. You’ll even have the chance to score some great cars along the way. See you there!
Hey, hey! It's your friend Rami. I recently started a Horizon Rally team over in Sierra Nueva, and I can’t wait for you to join us there.
We're bringing nature's unpredictability to Horizon Rally across Dirt, Asphalt and Mixed Surfaces. Join us at midnight for the greatest street-style Rally experience!
I hope that helicopter spotlight can keep up, because visibility will be low and we're anticipating several dark corners on these challenging trails.
Horizon Raptors (Dirt Rally)
Ready to feel the spirit of Baja with pure off-road performance? No strings attached, just a whole load of dunes and mud!
It’s Alex here, the team captain of the Horizon Raptors and I’m inviting YOU to join us and race through Dirt and Offroad Surfaces on the rugged offroad trails in Sierra Nueva. Get ready to send dust trails up in the air as you conquer off-camber roads.
How is that for a pitch!? So, you in? Great! Well, I’ll see you on March 29!
Rally Around Your Team
Once you complete the initial experience in Forza Horizon 5 Rally Adventure, you’ll have the opportunity to sign up for your first team.
Don’t worry, throughout your career, you’ll get to race for all 3 teams and prove your mastery of all facets of rally while unlocking sweet new cars and cosmetics on your journey.
For more details on Forza Horizon 5 Rally Adventure, check out the reveal blog featuring an in-depth look at each of the new off-road cars, buggies and trucks included in the expansion! You can also discover the map of Sierra Nueva with an ultra-high quality 8K download.
Pre-order Forza Horizon 5 Rally Adventure today or get it included with the Premium Edition, Premium Add-Ons Bundle and Expansions Bundle, all discounted in the Xbox Game Studios Spring Sale.
New players can also jump into Forza Horizon 5 with 40% off all versions of the game, including the Premium Edition.
Hey everyone! I'm starting to build a discord community for people who like Yuma Will Burn! It's a great place to ask questions and engage with the game!
Added E3M1 "War with the Newts", inspired by Karel Čapek's novel with Wolf3D references and with a functional spinning top, which sounds great as always.
In addition new experimental features: - You can deflect grenades with footkick - A bottle of wine can be thrown as a Molotov instead of a grenade - Zoom key, you can see how ugly it looks up close. But be careful if you already have Mouse3 button mapped to another function.
What next? Full game will be released on 21May (in case of speedrun dev) or 22Jun (more likely). This will be further specified. I wish you a nice Sunday!
(Almost all of my games work on the Steam deck, but so far only Absinthia and Knight Bewitched are verified)
In other fun news, I'm currently working on porting Absinthia and Knight Bewitched: Enhanced Edition to Android. Both games are in open testing and are available for purchase on the Google Play Store, but I want to make sure both games are fully tested and functional before officially releasing them, probably sometime mid-late April.
That's all for today! I don't monitor Steam discussions, so If you have any feedback or bug reports, feel free to comment here or email me: Jkweath (@) gmail.
Have a great day and don't forget to leave a review!