1. Survivalist: Invisible Strain
  2. News
  3. New patch in publicbeta (v137)

New patch in publicbeta (v137)

Hello, it's patch time! This one is mainly about addressing a bunch of bugs people have reported, and adding some small Quality of Life improvements.

The biggest change is that the tracks you leave in towns will time out after a while. Up until now after you entered a town you would be told you'd "left some tracks" there which resulted in hordes of zombies spawning from the town and coming to your base at intervals over the course of the rest of the game. Now those tracks will "disappear" after a while and the zombies will stop spawning.

I think having done this I also need more ways to attract you back to the towns after the tracks fade away, so there's an element of risk/reward. They do have resources you might need, but I probably need to add some quests or something that will make you keep wanting to return from time to time and brave the hordes again, but in a more controlled way. But the current rate of horde spawning was causing problems for some people in the late game so I've done this step for now. Hopefully it doesn't get too easy as a result, but in any case there are probably better ways of adding challenge. Let me know how it goes.

(P.S. for existing savegames the fade-out timer will just start from the moment you start playing with the new version, so it'll still take a while for them to fade. I didn't save the time you entered the town originally, so I wasn't able to base it on that)

Here's the full changelist:
  • Tracks in towns time out after a while
  • Stop characters from drinking water immediately after give them a direct order (such as chop a tree)
  • AI characters equip armor if you sell them it and they don't have any on already
  • Option to turn hints off (under Settings/Graphics, for now)
  • Set Farm Zone option is available in action menu when highlighting your crops, and now shows all crops you have already planted, not just the ones you currently have seeds for in your inventory
  • Only play the peeing sound for the currently controlled character
  • Fix for bug where tree stumps were cleared when a group were set to follow a lumberjack
  • Fix for invisible strain bites triggering a war if they come from someone in another community
  • Fix for a case where characters got stuck trying to deposit items they'd crafted, if the desired depot was inaccessible
  • Crash fixes


[h3]What's this publicbeta thing?[/h3]
v137 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".