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Survivalist: Invisible Strain News

New patch in publicbeta (v261), previous patch in main (v260)

[p]Hello, I've got a patch with a few more bug fixes for you today:[/p]
  • [p]Added ability for modders to vary reload speed of weapons according skill[/p]
  • [p]Fix for being able to unbind critical menu navigation buttons[/p]
  • [p]Fix for crash in SIS Clean Trash mod[/p]
  • [p]Fix for error on XBox when saving very large savegames[/p]
  • [p]Fix for pressing Back button on gamepad backing out of menus when you have a drop-down open instead of closing the drop-down[/p]
  • [p]Fix for Charlie Gant not correctly triggering something as part of his quest if he isn't in your community at the time[/p]
  • [p]Fix for rare bug where Liam Franks attacks you at a weird time if he happened to notice some property damage you caused earlier[/p]
  • [p]Fix for approval and respect for giving people supplies or ripping them off in the winter food quest being way out of proportion[/p]
  • [p]Fix for windows cursor becoming visible and never going away if you open the NVidia recording overlay, then alt+tab out of game and back[/p]
  • [p]Fix for zombies getting into a loop of repeatedly starting the biting animation and failing when trying to bite you when you are assassinating someone[/p]
  • [p]Fix for characters referring to themselves in the third person in a few speeches[/p]
  • [p]Updated Brazilian Portuguese, Czech, Lithuanian, Japanese and Simplified Chinese translations[/p]
[p]The top one - ability for modders to vary reload speed for guns and bows - doesn't affect the base game but has been quite often requested by modders and should enable a bit more variety for guns in mods.[/p][p][/p][p]The previous patch, v260, is now in the main branch and live on XBox :)[/p][p][/p][p]Lastly I wanted to give a shout out to youtuber Brian Menard, who discovered the game recently and has been recording a great looking series on it, check it out![/p][p][/p][h3]What's this publicbeta thing?[/h3][p]v261 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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:[/p]
  • [p] Because it's the bleeding edge it could be less stable [/p]
  • [p] If you want to be able to play online co-op with someone you'll need to be on the same version as them [/p]
  • [p] If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".[/p]
[p]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".[/p]

New patch in publicbeta (v260), previous patch in main (v259)

[p]Hello, I've released a new patch today, it's a fairly small one with some bug fixes and a little quality of life improvement (I hope) - the overhead player name of the character you're controlling in multiplayer fades out a few seconds after you switch to that character, so it doesn't get in the way so much. This was something a few people requested.[/p][p]Also I added a sort of faded old paper texture to the menus, it doesn't change anything I just think it looks a bit better. Just a small thing I wanted to do earlier but I was too busy making the game :)[/p][p][/p][p]Here's the full change list:[/p]
  • [p]Fade out overhead player name of controlled character in multiplayer, if you don't switch for a while, so it gets in the way a bit less[/p]
  • [p]Reduced price of cooked suspicious meat piece (from 5 to 3) so it's less exploitable[/p]
  • [p]Dirty paper texture on menus[/p]
  • [p]Fix for actions like Attack being disabled in fly mode if the controlled character is unconscious, but you have other characters selected who are conscious[/p]
  • [p]Fix for reprisal raiders not being triggered by the Loyalty quest if let them take your friend but then kill the tracker squad to rescue them[/p]
  • [p]Fix for player doing a parry if using the gamepad to place a tent or campfire on top of themselves[/p]
  • [p]Fix for gate policy dialog being hard to use with gamepad due to incorrect navigation order of selectable elements[/p]
  • [p]Out of Sync Fix[/p]
  • [p]Editor crash fixes[/p]
  • [p]Updated Brazilian Portuguese, Czech, Italian, Japanese, Spanish and Latin American Spanish translations[/p]
[p]The previous patch (v257-259) has made it to the main branch, and XBox.[/p][p][/p][h3]What's this publicbeta thing?[/h3][p]v260 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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:[/p]
  • [p] Because it's the bleeding edge it could be less stable [/p]
  • [p] If you want to be able to play online co-op with someone you'll need to be on the same version as them [/p]
  • [p] If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".[/p]
[p]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".[/p]

New mini patch in publicbeta (v259)

[p]Hello, just a quick publicbeta patch today because the last one caused a mod to crash. This also has a fix for a longstanding bug in multiplayer where characters would occasionally stop animating for a few seconds. Always struggled to track that one down due to its intermittent nature but I'm pretty sure it's fixed now. Here's the changelist:[/p]
  • [p]Fix for crash in SIS Extended: Effects Framework mod[/p]
  • [p]Possible crash fix[/p]
  • [p]Possible fix for character animations occasionally freezing for a few seconds in multiplayer[/p]
  • [p]Updated Brazilian Portuguese, Czech and Japanese translations[/p]
[p][/p][h3]What's this publicbeta thing?[/h3][p]v259 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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:[/p]
  • [p] Because it's the bleeding edge it could be less stable [/p]
  • [p] If you want to be able to play online co-op with someone you'll need to be on the same version as them [/p]
  • [p] If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".[/p]
[p]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".[/p]

New patch in publicbeta (v257), previous patch moved to main branch (v256)

[p]Hey everyone it's patch day! This patch is mainly about trying to address the biggest problem I've heard about since the game launched - that it doesn't teach you enough about how to play, especially in Story Mode. Since launch I've watched a number of playthrough videos and read comments and I made a little list of things that went wrong or caused confusion, and this patch I've been going through the list and fixing all the things, and adding a bit more explanation of stuff people didn't know how to do. I was doing some of that in the previous patches too but this patch I've taken it a bit further and broken my rule about not adding new text to the game, and have added a number of new lines. (Normally I try to avoid that now because of the need for them to be translated, but I decided to make an exception).[/p][p][/p][p]The other thing I've done in this patch is taken the opportunity to try to better handle some situations I've seen where people make more rare, unexpected choices in Story Mode, like attacking or killing Carter Moreno, or not telling him about the infected meat in the cabin. I haven't added a huge amount here, but whereas previously the story just used to kind of trail off in those situations it will now react in some small ways, sometimes after a long period of time.[/p][p][/p][p][/p][p]I think I'm about done with Story Mode and tutorials after this patch though, so don't expect any more changes of this kind (I reached the end of my list). It's always possible I'll see something in another Let's Play video and think "Oh that really needs fixing" but hopefully not. As I've mentioned elsewhere, I'm not intending to keep adding more features to this game now it's out of early access, I want to move to another project which may be a sequel or may be something else. More info is in the FAQ here.[/p][p][/p][p]Here's the full change list:[/p]
  • [p]When first teaching the player to equip a weapon, aim and fire, show big button prompts for these so it's more visible[/p]
  • [p]After selecting a quest on the Quests page you can click again to view it on the map (if it has a map marker)[/p]
  • [p]Added hint messages to open the map screen, stay downwind when hunting, and that setting roles to Urgent worsens morale[/p]
  • [p]Added some more tutorial quests to Story Mode explaining how to assign roles and build your base a bit more[/p]
  • [p]Added an optional mini tutorial quest to Story Mode to surrender to FEMA if you chose to fight Carter at the beginning[/p]
  • [p]Some more small tweaks to the start of Story Mode[/p]
  • [p]A little extra dialog for some off-the-main-path choices Story Mode, such as if you kill Carter[/p]
  • [p]Hired mercs stop fighting you if you surrender to the community that hired them[/p]
  • [p]Made it possible to specify that you don't want particular types of liquid containers to be shared with other communities, e.g. don't give away large catering buckets[/p]
  • [p]Added the ability for modders to specify multiple extra equipment outputs for recipes, since the mod that did that, SIS Extended: Crafting Framework is incompatible with latest code and can't be fixed without breaking other mods[/p]
  • [p]When editing mods that don't have BaseStory as a dependency, just show the treeline in the menu backgrounds instead of semi-naked characters in weird poses[/p]
  • [p]If people press the dodge button while speaking to someone, don't dodge (fix for people pressing A on gamepad to try to skip conversation and cancelling it instead)[/p]
  • [p]Fix for not getting a dodge button prompt when armed with a ranged weapon or fists and facing an attacker[/p]
  • [p]Fix for message saying you need to remove cooked food when you try to grill meat on a fire with an empty pot on it[/p]
  • [p]Fix for script editor screen moving when you press up or down or + or - when editing speech text[/p]
  • [p]Fix for corpses sometimes flying a long way when exiting buildings[/p]
  • [p]Fix for a number sometimes shown on a new recipe notification in place of the recipe name[/p]
  • [p]Fix for action menu sometimes showing on wrong side of screen when using gamepad and inventory is open[/p]
  • [p]Fix for people interrupting each other during feuds, to start their own feuds[/p]
  • [p]Fix for situation where it becomes impossible to talk to Kelly just after passing the Highway Patrol camp that has been overrun[/p]
  • [p]Fix for terrain generation sometimes creating sharp bends where roads or rivers join, which tends to cause glitches[/p]
  • [p]Fix for reload sounds continuing to play when you get grabbed by a zombie in the middle of reloading[/p]
  • [p]Fix for character full body icon sometimes showing incorrect clothes if you change them fast while other icons are generating too[/p]
  • [p]Fix for building name sometimes not displaying correctly on Storage Policy dialog[/p]
  • [p]Fix for Lost Item quest not failing if you eat the item[/p]
  • [p]Fix for crops sometimes being rendered lying on their sides[/p]
  • [p]Fix for SIS Fuel Overhaul often crashing when starting a new game[/p]
  • [p]Fixed some drinking game jank[/p]
  • [p]Fix for situation where Kelly had a positive opinion of Carter for threatening you, even though Carter was really threatening her too, due to her having a low opinion of the player[/p]
  • [p]Stop Kelly from leaving your community generally even if she has a low opinion of you, as it's often confusing for new players and doesn't fit with the story (she can still be kicked out though)[/p]
  • [p]Removed decimal points from Fahrenheit display on thermometer[/p]
  • [p]Possible fix for double outlines appearing around rabbits and deer[/p]
  • [p]Updated Brazilian Portuguese, Indonesian and Japanese translations[/p]
[p][/p][p]EDIT - Uploaded a hotfix to fix a crash when using the Policy dialog for liquids that aren't edible or drinkable, v258.[/p][p][/p][p]The previous patch, v256, has gone to the main branch and XBox.[/p][p][/p][h3]What's this publicbeta thing?[/h3][p]v258 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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:[/p]
  • [p] Because it's the bleeding edge it could be less stable [/p]
  • [p] If you want to be able to play online co-op with someone you'll need to be on the same version as them [/p]
  • [p] If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".[/p]
[p]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".[/p]

New patch in publicbeta (v256), previous patch in main branch (v254)

[p]Yo, it's patch day! Mostly bug and exploit fixes again but one small new feature - you can use the Set Policy dialog for ranged weapons as well as their ammo. So if you want people to automatically collect bows or pistols from corpses, you can do that now :) I always kind of didn't want to do that because I was worried about having too many menu options, making the UI look cluttered and confusing for new players. But I found it was something people asked for a lot, and it's not a huge change, so I figured maybe I was just overthinking that a bit too much.[/p][p][/p][p]Also I've slowed down the rate at which crops die from frost. I think I actually should have done that a long time ago but I only recently realized quite how fast they do die. It was ramping up very quickly with each extra degree below zero. I don't think I originally intended that one night of mild frost would be enough to kill them but that was very often what happened. Hopefully AI communities will be more likely to survive winter with this tweak, and it's a bit more forgiving for players. I also made a frost "healthbar" visible when you highlight crops so you can see what's going on.[/p][p][/p][p]Here's the full change list:[/p]
  • [p]Enabled Set Policy dialog for ranged weapons as well as their ammo[/p]
  • [p]Under-construction buildings only become impassable when at least one resource item has been spent on building them, so it's less exploitable (e.g. to build walls of under-construction barns)[/p]
  • [p]Made crops die of frost more slowly and people get warmer faster when near to fires. Show frost bar when highlighting crops, if they have been affected.[/p]
  • [p]If a building has enemies inside it you can't scavenge items from it[/p]
  • [p]Some small tweaks to when a few people's and communities' names are discovered in Story Mode[/p]
  • [p]Campfires created by NPCs disappear after not being used for a week, so the map doesn't fill up with them[/p]
  • [p]Added a checkbox in the debug menu F8/Graphics Debug/Show HUD to disable the minimap and healthbar HUD (e.g. for taking screenshots). Does nothing if sidebar layout is enabled.[/p]
  • [p]Added adjustable deadzone for triggers on gamepads[/p]
  • [p]Fix for AI building graves on top of farm zones with no current crops[/p]
  • [p]Fix for AI treating areas as enclosed if they have under-construction fences around them[/p]
  • [p]Fix for bunny and deer animation freezing if you target them in the PiP when they run away from you[/p]
  • [p]Fix for Charlie Gant staying rooted to his spot in the prison if you kill all the Survivalists and he surrenders to you and joins you[/p]
  • [p]Fix for infected icon not being shown on foods in action menu when feeding someone unconscious[/p]
  • [p]Fix for NPCs attacking you if you carry a friend to them and they say 'Hey, drop him/her right now!' and you drop them while they are saying that[/p]
  • [p]Fix for NPCs attacking you if they bump into your vehicle when it's moving too slowly to actually cause them damage[/p]
  • [p]Fix for roads and rivers sometimes looping over themselves in terrain generation[/p]
  • [p]Fix for people sometimes being able to pick up bodies through walls[/p]
  • [p]Fix for exploit where you can hide from enemies in roads leading out of play area in Story Mode, by driving vehicles over the rocks into them[/p]
  • [p]Fix for being able to break some Story Mode quests by molotoving the stranger at the start[/p]
  • [p]Fix for exploit where you can encumber NPCs by giving them items for free[/p]
  • [p]Fix for error message telling you you can't sell a backpack to an NPC because you'll be encumbered even if in the same trade you were selling them the heavy items that encumbered you[/p]
  • [p]Fix for AI settlements sometimes having crops on roads[/p]
  • [p]Possible mod crash fix[/p]
  • [p]Updated Brazilian Portuguese, German, Japanese and Lithuanian translations[/p]
[p]I've also promoted v254 to the main branch and XBox.[/p][p][/p][h3]What's this publicbeta thing?[/h3][p]v256 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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:[/p]
  • [p] Because it's the bleeding edge it could be less stable [/p]
  • [p] If you want to be able to play online co-op with someone you'll need to be on the same version as them [/p]
  • [p] If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".[/p]
[p]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".[/p]