We hope you're enjoying the first Summer Update! This update adds 8 new enemy units, new dungeon travel features, new visuals and a wealth of improvements.
We are happy to announce our commitment to another four (4) HD sex scenes
We can now confirm that work has begun on HDs for Orchid - with Sieger to follow!
Both characters will have a scene with Evan & Eve each
What can I expect in Summer Update part 2?
All Ability Skill Ranks for playable combat units
You can finally spend those skill points from levelling to improve your combat abilities
Monster Migration system replaces the Dungeon Reset system
This will become the framework that changes dungeon mobs & possibly more in the future
This first iteration add the new Holstaur & Wolf units throughout the dungeon based on migration schedules
When can we play the Summer Update part 2?
We hope to get this ready in a few weeks - with test builds appearing sooner
Ability ranks are in their final stages of internal review
Migration system development is > 50% complete
Was anything dropped from the roadmap? Not at this stage!
An overhaul of Tro's Lab and some early Savannah floors have been pushed back until after the Monster Migration feature update
We believe this is important to fix older dungeon content - especially visual & functional issues - and also provide a framework for using Katarina Station as a quest hub within the dungeons
The submissions have now ended for the “Create a Mod” contest.
Thank you so much to everyone who participated in our first “Create a Mod” contest. This was our first time trying something like this and we hope everyone has fun testing all the unique mods that were submitted.
It's really awesome to see many of creative individuals get around the contest and give it a crack. I'm going to have a lot of fun testing out all these mods.
You will find a list to all the submitted Mods at the bottom.
The Community Voting period officially begins at 2:00am GMT +1 today (Now), 6 July, 2023 and will last until Thursday, 13 July @ 11:59pm GMT+1.
How the Community Vote Will Work
The top 10 winners will be chosen via the community using the “likes” feature on mod.io (Dislikes will have no effect on the end result). This feature is also available via the official Mod Manager within Melvor Idle.
Voting officially begins at 2:00am GMT +1 today, 6 July, 2023 (now). Mod.io will reset the votes/like for all Competition Mods in order to make it fair for all those who enter.
Only “likes” after the reset date and time will count. Any votes/likes prior to this date do not count.
Submissions after 11:59pm GMT+1 on 5 July, 2023 are not included. This includes updates to your Mod. If your mod is updated after the submissions end date, then it will be disqualified from voting.
Voting officially ends on Thursday, 13 July @ 11:59pm GMT+1
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How to try the Mods
We recommend backing up your saves before trying Mods (See below point).
In Melvor Idle with Mods enabled from settings:
Select the Mod Manager
Select the orange Filter button next to the search box,
Select the "Mod Contest 2023" category to see all the mods.
Make Sure to Back-Up Your Game File While Testing the Mods
When testing the mods, it’s important to back up your game file, so none of your progress is lost while trying out the new mods.
The best way to do this is by either creating a “Shareable Save URL,” downloading your Save or Export your save from the Character Select screen (under the Settings dropdown for the respective character).
Key Dates
Community Voting Begins
Thursday, July 6 @ 2:00am GMT+1 (now)
Community Voting Ends
Thursday, July 13 @ 11:59pm GMT+1
Winners Officially Announced
Friday, July 14 @ 9:00am GMT+1
LINKS TO MODS SUBMITTED FOR THE MOD CONTEST (IN ALPHABETICAL ORDER)
[color=#fbb8ec]◆ The Revered Fox Spirit, Awakening Maegu, is here! ◆[/color]
Unfolding the fans in both hands, Maegu attacks her enemies in graceful and beautiful movements, swirling foxfire with each twirl, as if performing a classical dance. Experience the newfound power of the awakened Maegu!
[color=#c0f0c6]◆ New Boss, Imoogi ◆[/color]
Imoogi, a mythical being from Korean folktales, slithers onto the stage as the 10th Black Shrine Boss!
Cooking Live - Italian Kitchen Simulator - Victoria S.
Let's join in the festivities and celebrate a day of joy, lights, and fun together! Get a range of boosts to cook faster, serve customers with lightning speed, and grab rubies to elevate your kitchen and restaurant decorations to new heights of awesomeness.
Ever since I released the original Survivalist people have been asking if I could add drivable vehicles... I always figured it would be awesome but technically difficult and might unbalance the game in various ways, so it was better to focus on other things. Survivalist is primarily a game about people, and community building so I that's what I put most effort into. However recently I started to realize that, having ported the game to Unity and added physics for ragdolls and thrown objects, a lot of the technical issues with vehicles might be solved now.
So anyway I'm focusing on Story Mode mainly at the moment, but after doing that for about a month I wanted a break of sorts, and I decided to give drivable vehicles a try! It actually just took one fairly intense week, or so.
I haven't done extensive playthroughs with this, so I'm not sure of all the implications. You can't just get into any vehicle and drive it, of course. You have to find "Car Parts" scattered around the towns - garages are a good place to look, and other cars, and traders might stock them. (Note - you'll need to start a new Sandbox game for this loot to be spawned, so I recommend doing that!) You will probably find it takes a while before you can get together enough car parts to repair the vehicle you want. You also need a toolbox and high enough construction skill.
There seems to be a general consensus that petrol.. I mean gasoline would expire about a year into the zombie apocalypse as it breaks down into its component parts, though you can find examples of people saying they started a car or lawn mower after X years standing idle and it was still okay. I've added the ability to make fresh gasoline from maize using the Still, but I figured it would be a bit limiting if you had to get all that production up and running before driving any vehicle.
So, drawing on my deep knowledge of chemistry and mechanical engineering *cough* I decided maybe there would still be a small amount of usable gas in the tanks of these abandoned cars, and in jerry cans you might find in gas stations and houses, etc. (Currently everything runs on gasoline, but probably a few of them should use diesel, for which you can substitute vegetable oil, which could be a reason to bring back the sunflowers - I just didn't get round to that yet).
I was initially afraid that vehicles might be a super weapon, so as well as the above-mentioned need to find car parts to get them working I made them take a little damage from running over people (or zombies), and from bullets. People and zombies will also try to dodge out their way, so it's not all that easy to run over all your enemies. Zombies will be attracted to vehicles with running engines (but can't hurt you while you're inside them), while animals will flee. NPCs will shoot or chuck molotovs/pipe bombs at them. In practice I don't think they're a super weapon now, if anything I might have made them too fragile but let's see how it goes.
There are a few caveats: - The AI won't use them - The game takes place on a grid of 1x1 meter squares, and every prop or building (including vehicles) must be a rectangle on that grid. So if you park diagonally, it can make a rather ugly collision box around the vehicle. - You can drive any 4 wheeled vehicle if you get it working, but you can't drive the tank - You can't do fancy things that require nice animations that you often seen in games with vehicles like GTA, such as leaning out of the window and shooting, or sliding across the hood, or standing on the roof
Sometimes a vehicle will roll upside down or get stuck in a river or something. For those situations, if you get out and highlight the vehicle, there's a feature on the action menu called "Park" which will try to revert it to a more sensible location (and align it with the grid).
There's likely to be a lot of refinements needed, which I'll hopefully be able to add slowly over time. It could use some hud elements showing a speedometer, rev counter, etc. There should probably be a friendship quest where someone in your community wants you to help them fix up an old pickup truck or something. The engine should emit smoke when heavily damaged. The grass draw distance could be improved. Etc. But it's in, and it's fun!
One other new feature of note is an experiment where I made some of the zombies in towns start off lying on the floor, as if dead, only to rise up and start chasing you if you get very close to them, or make a noise. I thought it might add more variation to town encounters, give you more of a chance to use stealth and possibly give you a jump scare or two.
Here's the full list of stuff in this patch (v187):
Driveable vehicles
Incorporate code for the Revised Crop Safety mod code into the game for AI so they don't waste their seeds planting crops when it's likely to be too cold. For the player, this is still a manual decision to risk it or not.
Increased some font sizes to try to help Steam Deck compatibility.
Mapped Voice Chat Push to Talk to the Start button on Steam Deck and game pads by default - hold it to talk, or click it to open the title menu. (I am seriously running out of buttons)
New tent types (to make camps more varied in story mode, but also usable in Sandbox)
Various small bits of editor work for story mode
As an experiment, allow NPCs from AI communities to level up their skills the same as player community members do. So you have more incentive to help them survive.
Fix for characters who tried to flirt with you, but who you turned down, getting negative morale due to jealousy anytime you hug your partner, forever afterwards - that will now happen for one day only.
Moral and Prudish characters won't try to flirt with you if you are taken.
Fix for exploit where you can extract more gunpowder from shotgun shells than it takes to make them
Removed some old code that stops farmers from tending crops more than 64 meters from where they started, you can use zones for that now
Get fatigued a little less quickly when running
Some Zombies in towns play dead, so you can creep past them if you don't make any sound or get too close
Helicopter taking off animation
That's in publicbeta now, and I've moved the previous patch, v186, to the main branch! The main new thing in v186 is the art pass with the new style houses:
Anyway, back to working on Story Mode.
What's this publicbeta thing?
v187 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".
Howdy! This is a small update fixing a few pesky bugs and some balancing/gameplay changes.
Gameplay Changes: - Dynamite now spawns every 90 seconds. (Previously was 60 seconds) - Climbing too high on the outer walls of the map will now tank your grip strength, forcing you to fall faster. - You can no longer eat Cactus Fruits while at full health. - Cactus Fruits now spawn a flat amount. (Previously, it was based on the number of Pardners in the match) - Tweaked the values for the "Hard" worm escape mini-game. (It's slightly easier now) - You no longer see your own sand particles as a Worm, which was occasionally obscuring vision. - Added a version handler, which will make sure people on different builds won't accidentally connect to each other.
Bug Fixes; - The "anti-tunneling" mechanic with the Worm escape mini game is working again. (Accidentally goofed it last patch, my b!) - Fixed a rare issue where multiple levels were being generated and over-layed on top of each other. - Fixed a Worm only visual bug in multi-worm games. (no more invisible Worms!)
As always, feel free to leave any feedback below or in the Discord!
Completely reworked items system. All items are now physical, removing the side inventory HUD
Complete rework of towing system. You can now tow as many items as you want, but the more you tow the slower you swim. This also means you can drop items to speed up if you are low on air.
Navigation and disposable items are now purchased with a second currency: orbs.
New oxygen meter UI that makes your oxygen level more vague and requires more careful attention.
Added silt pockets that can be disturbed and make sections of the cave more difficult to navigate.
New item: Single use air tanks
New item: Dash. Press shift for a 3 second burst of speed.
Lots of changes to prices in the shop.
Guide lines can now be stopped and started.
Warning signs are now visible in the dark, making them more useful.
Lights are now less effective as you go deeper, so you need to upgrade them more.
Emergency Teleporter is now purchased in the shop, and you can buy up to 3 of them.
Air pocket added to level generation, where you can refill your air and dashes.
Reworked level generation for placing of chests.
Plasma torch now works by “using” the item to activate the flame.
Can now set music and SFX volume
Low motion option to remove camera spinning
New level art that gives the caves slightly more depth (more to come!)
New logo
This is a largely iterative update. More major changes to come!
Also, check out the full devlog video of this update!
Eternal Return will undergo temporary maintenance for an estimated time of 2 hours on July 5th (PT) to update Patch 0.88.0.
* The game will be unavailable during the maintenance period. * Please restart your client after the update. * Use of the event page may be limited during maintenance.
What we would like to introduce to you this time is a very powerful attack by the main character, Tsuru-chan (temporary), who manipulates a large number of weapons.
That's right, It's a
Special attack!!
This can be used as a finishing blow against enemies with low HP!
In the air, the special attack is different from the one on the ground!
These actions can be performed with a simple one-button operation, but there are many ways to make use of them in combat.
Even if only one enemy is low on HP, if you can successfully engage the surrounding enemies, you can round up all the enemies at once!
Special attacks can be freely interspersed with other attacks and actions, so you can deliver the finishing blow from your own combination!
Of course, the performance of the special attacks also changes with the growth and customization of TSURU-chan's (temporary) sword style, so it is up to the player to decide whether to emphasize the special moves or the other actions!
Well, this time we have reached a milestone in this news, the "10th" issue!
We are always encouraged by the reactions we receive from everyone who reads, likes, comments, and add to Wishlist!
Thank you so much for your continued support.
The game release is still a long way off, but we will continue to update this page so that you can enjoy the behind-the-scenes development and progress of the game as much as possible in the meantime!
Thank you again for reading to the end of this issue.
Finally. As a recurring request, please add to your Wishlist!