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  3. New patch in publicbeta (v102)

New patch in publicbeta (v102)

I got sucked into a couple of rabbit holes these last few weeks. First I spent some time trying to fix glitches in the terrain generation that would often result in some weird bits of terrain around houses that characters tend to get stuck on. Then I fixed a longstanding bug with stealth, where if you choke-hold someone without them detecting you, they would still somehow remember that you did it. In the process of testing that I kept uncovering and fixing more and more bugs with stealth and choke-holds, assassinations, etc. It should be much improved now, I think!

The behavior I've settled on when you choke-hold or assassinate someone, or attack them in some other way without being seen, is:
  • They investigate the body, or go into the alert state (generally running around looking for you with ? above their heads). If they find someone (either you, or pretty much anyone from a different community) while in this state, they'll attack them.
  • Once out of the alert state, if they see someone they don't like (including sometimes their own community members) they will get suspicious of them.
  • If they're very suspicious they might attack (this is influenced by their overall approval of you)
  • After about 10 minutes, they will no longer be suspicious of the next person they see, and you can go about your business as before.

It hasn't changed massively from before, but it should be more consistent and less buggy now.

Other major additions in this patch are the Lithuanian translation (thanks Audrius Vaidalauskis!), and all the sounds have been remastered (thanks to Gevin Campos!). And I've changed the click sounds to be less annoying... hopefully! ːsteamhappyː

Besides that there's also a bunch of other miscellaneous fixes.
  • Added Lithuanian, updated Chinese and Japanese
  • Remastered Sounds
  • New button click sounds
  • Options in debug menu (under Utils), and World tab when starting a game, to save/load world gen settings (this includes the seed, which means you can regenerate the same map you are on, if you lost your initial save)
  • Added an indicator of how much resources are needed to repair or capture something
  • Fix for not being able to repair or take over tents and wells
  • Fix for NPCs magically remembering you knocked them out even if they never saw you
  • Fix for not being able to choke hold/assassinate NPCs who are cooking or crafting
  • Lots of stealth fixes - if you attack/choke-hold someone without being detected, they will search for you and attack whoever they find. If they finish searching without finding anyone, they will be suspicious of the next stranger they see (but won't necessarily attack), for a while.
  • Stopped wandering hordes having white strain if it's turned off in the world settings
  • Fixes for various world generation issues that caused terrain glitches
  • Made loading screen backgrounds black as apparently the brightness gave some people migraine
  • Fix for limping zombies moving at run speed in some situations
  • Fix for crafters sometimes building up empty containers in their inventories
  • Crash fixes


This patch is in publicbeta and I'm not moving v101 the main branch, because I felt that the terrain glitches were exacerbated by the new buildings and sliders, so I needed to fix that before going mainstream with those features. Next time!

I know you might be wondering, "what's the long term plan, am I ever going to get to such-and-such?" My first aim right now is to make the editor usable to modders (enough so people who want to create content for the game aren't blocked on me). After that a couple of other big things that need to happen are optimization and fixes for out-of-sync bugs in online co-op. And then there's... everything else. I've just updated the very rough roadmap in the FAQ so take a look. That said, this patch is a pretty good example of how things may not always go according to plan, as I didn't expect to spend the last couple of weeks looking at terrain and stealth issues.

[h3]What's this publicbeta thing?[/h3]
v101 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".