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  3. New patch in publicbeta (v150)

New patch in publicbeta (v150)

There's a lot of stuff in this patch but the biggest change is that I've been working on the AI to make characters run inside their bases when under attack, if the base is nearby. This applies to both the player's community and the AI settlements. (In the player's case, it obviously doesn't apply if you set the gates to Always Closed or Always Open). I also fixed some bugs that made the NPCs in the AI settlements run outside their bases to fight the enemy.



Along with some farming fixes, the aim is to try and make AI settlements less vulnerable to zombie attacks or dying of cold or hunger if you play for a long time. I'm not 100% sure if I've fixed it yet, but hopefully it helps. From my playthroughs, they seem to be managing so far, but let me know if you have a playthrough from v150 where you see a lot of AI communities dying.

Besides that there's a lot of fixes for various different glitches, particularly involving chickens and AI:
  • Added AI for characters in combat near their bases to run inside the gates, also fixed a bug that made NPCs run out of their settlements
  • Ensure AI Farmers have farming skill level 3
  • Fix for characters inside a base continually shouting 'we're under attack' because enemies are outside the gates
  • Stop NPCs with recurring crafting or cooking role from saying 'finished' each time, as it gets annoying
  • Korean, Hungarian and Brazilian Portuguese translations updated
  • Some fixes for chickens talking etc
  • Added an option to slaughter chickens
  • Made picking up and dropping living chickens less glitchy-looking
  • Made chickens cheaper, and improve NPC detection of you stealing them
  • Added policy option for whether food can be fed to animals
  • Delete roaming hordes if they get stuck for a long time
  • Fix for some roaming hordes spawning at any road junction instead of just map entrances
  • You can only pay respects at graves of characters whose name you knew
  • Made it possible to walk over grave so you can't use them as walls
  • When saving manually from the menus, don't allow overwriting of quicksave, autosave or token save slots
  • Fix for invisible strain NPCs attacking activated zombies
  • Allowing talking to characters who are walking somewhere to ask someone for food etc
  • When someone appears in the PiP who is not of your community, pressing Tab will control the person they are talking to if possible, or take you to them in fly mode if not
  • Re-equip previous equipment if you automatically changed equipment to skin a deer, chop down a tree, etc
  • Prefer to go round waist high walls instead of over them, if the path isn't too long
  • Stop playing panting sound when game is paused
  • Some grammar fixes
  • Added colored biohazard symbols to antigen icons to try to make them more easily distinguishable
  • Fix for crash when loading some pre-v146 savegames

I wanted to move v149 to the main branch but it turns out it had a crash when upgrading some pre-v146 savegames, so it'll have to wait. Chickens will have to stay out in publicbeta for a while longer :-P

[h3]What's this publicbeta thing?[/h3]
v150 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".