New patch in publicbeta (v143), and older patch moved to main branch (v142)
Hello, patch time again! This patch focuses on a few different things. Firstly I've always thought molotovs and the throwing code needed some love - it used to be impossible to throw them over walls, for example. Now you can, and you can see a graphic showing the arc of your throw when you do so:

I've also always thought it looked silly that you can throw a molotov or pipe bomb at someone directly in front of you, and any enemies nearby would die while you and any friendlies would be completely unaffected. This game has never had friendly fire for bullets because when I first got shooting working on the original Survivalist I immediately realised it was too chaotic to have to worry about not shooting your allies. And I think it looks okay when you shoot bullets through your friends, but for area of effect weapons it just looks a bit crap.
So I've added friendly fire for splash damage - you can however turn it off in the difficulty settings, and it's off by default on the easiest setting. Also, your community members will generally jump out of the way if you throw a molotov or pipe bomb at them. But they might not be able to if they're grappling with a zombie, or something. The hud will show the area of effect for the damage, and will go red if there are friendlies in it, or yellow for friendly buildings.

The other new feature is when you click Set Policy on an item of equipment, you can assign people to Auto Collect that type of equipment from bodies, so for example you can make them automatically collect gold from nearby corpses.

And on the crafting screen I've made it possible to assign someone to rip up clothes to make rags on a recurring basis (i.e. they'll go looking for clothes from corpses). This should make the process of making bandages or molotovs less labor intensive.
Lastly I've increased the amount you can carry without a backpack! That amount dates back from the original Survivalist, but in that game you never had to make campfires. As many people have pointed out, it's weird that you need a backpack to make a campfire, so this fixes that. (I also decreased the weight of a unit of wood slightly).
All of the above may need some refinement so let me know how it goes. It'll be in publicbeta for now. Here's the full list:
Meanwhile I'm moving the previous patch, v142, to the main branch. This contains the friendship quests.
[h3]What's this publicbeta thing?[/h3]
v143 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:
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 also always thought it looked silly that you can throw a molotov or pipe bomb at someone directly in front of you, and any enemies nearby would die while you and any friendlies would be completely unaffected. This game has never had friendly fire for bullets because when I first got shooting working on the original Survivalist I immediately realised it was too chaotic to have to worry about not shooting your allies. And I think it looks okay when you shoot bullets through your friends, but for area of effect weapons it just looks a bit crap.
So I've added friendly fire for splash damage - you can however turn it off in the difficulty settings, and it's off by default on the easiest setting. Also, your community members will generally jump out of the way if you throw a molotov or pipe bomb at them. But they might not be able to if they're grappling with a zombie, or something. The hud will show the area of effect for the damage, and will go red if there are friendlies in it, or yellow for friendly buildings.

The other new feature is when you click Set Policy on an item of equipment, you can assign people to Auto Collect that type of equipment from bodies, so for example you can make them automatically collect gold from nearby corpses.

And on the crafting screen I've made it possible to assign someone to rip up clothes to make rags on a recurring basis (i.e. they'll go looking for clothes from corpses). This should make the process of making bandages or molotovs less labor intensive.
Lastly I've increased the amount you can carry without a backpack! That amount dates back from the original Survivalist, but in that game you never had to make campfires. As many people have pointed out, it's weird that you need a backpack to make a campfire, so this fixes that. (I also decreased the weight of a unit of wood slightly).
All of the above may need some refinement so let me know how it goes. It'll be in publicbeta for now. Here's the full list:
- When throwing something you see a parabolic path displaying where it will go, and if not targeting someone you can aim the camera up to throw over walls. If targeting someone a higher angle will be used if the lower angle is blocked.
- Molotovs and pipe bombs can deal damage to friendly characters and structures (if set by a difficulty setting). Characters will try to dodge out the way.
- Increased the amount you can carry without a backpack and reduced the weight of wood a bit, so you can more easily make a fire without a backpack. Removed wood from the recipe for rabbit traps and tripwires.
- You can now assign someone to rip up clothes without manually doing each one, same as other types of crafting
- Added Auto Collect from bodies option to equipment policy dialog
- Reduced the frequency of raider bands and hordes a little
- If you destroy equipment that is stacked, you get a dialog asking how many you want to destroy
- Fix for satphones being spawned in long-dead bodies whose graves have disappeared
- Fix for character highlights not working in online co-op
- Fix for deer taking too long to respawn
- Fix for savegame screenshot sometimes being incorrect
- Turkish translation (still work in progress)
- Sledgehammer
Meanwhile I'm moving the previous patch, v142, to the main branch. This contains the friendship quests.
[h3]What's this publicbeta thing?[/h3]
v143 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".