New patch in publicbeta - Sandbox Mode Long Term Progression!
Yes, it's a patch! For the last few months I've been working on something to try and give Sandbox Mode a better sense of long term progression. I've always felt - and I've seen comments saying the same - that Sandbox Mode starts well (though it can be tough for newbies, but that's a subject for another time) but once you've gotten to the stage of building a base and growing your community it's a bit perfunctory. You're just given a quest to take over the area, and that's it. That's what this update is trying to address.
Instead of just a quest to take over the area, you'll see a quest to get to know the members of your community and "ask them what's up". Asking the right community member (i.e. right age/gender for you, and with a good opinion of you) "what's up?" will trigger a bit of flirty dialog, doing this a few times will lead to some quests and - if you don't give them the brush off - eventually the start of a relationship. Following this thread will lead to bunch of missions that ultimately end in a new way to complete Sandbox Mode. The quests involved have some variation depending on personalities, the time of year, and RNG. Not everyone can be trusted.
In order to test the new stuff I also did a full playthrough, fixing up bugs and various annoyances as I went. That's partly why it took so long. I have to say, having played it through, that I don't think I'm "finished" with Sandbox Mode yet. These new quests give it a structure that was badly needed, but it still needs to be filled in a lot more. Plus there's a lot of Quality of Life improvements still needed, and I'm not happy with all of the gameplay.
Upcoming patches in the near future will be smaller and focused on the above, and shouldn't take nearly as long as this one just did. Later, when I'm working fully on Story Mode, I guess there might be some long patch-droughts. Don't worry though, I've been working on Survivalist since 2009, it might take a while but I'm not about to disappear.
Note that this patch is in the publicbeta branch for now, and probably will be for a long time! Also in order to get any of the above to trigger, you should start a new game in Sandbox Mode, don't use old saves.
[h3]What's this publicbeta thing?[/h3]
v117 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".
Here's my changelist (warning, this is a bit more SPOLIER-y than the above):

EDIT - released a new patch with some quick fixes (v118):
Instead of just a quest to take over the area, you'll see a quest to get to know the members of your community and "ask them what's up". Asking the right community member (i.e. right age/gender for you, and with a good opinion of you) "what's up?" will trigger a bit of flirty dialog, doing this a few times will lead to some quests and - if you don't give them the brush off - eventually the start of a relationship. Following this thread will lead to bunch of missions that ultimately end in a new way to complete Sandbox Mode. The quests involved have some variation depending on personalities, the time of year, and RNG. Not everyone can be trusted.
In order to test the new stuff I also did a full playthrough, fixing up bugs and various annoyances as I went. That's partly why it took so long. I have to say, having played it through, that I don't think I'm "finished" with Sandbox Mode yet. These new quests give it a structure that was badly needed, but it still needs to be filled in a lot more. Plus there's a lot of Quality of Life improvements still needed, and I'm not happy with all of the gameplay.
Upcoming patches in the near future will be smaller and focused on the above, and shouldn't take nearly as long as this one just did. Later, when I'm working fully on Story Mode, I guess there might be some long patch-droughts. Don't worry though, I've been working on Survivalist since 2009, it might take a while but I'm not about to disappear.
Note that this patch is in the publicbeta branch for now, and probably will be for a long time! Also in order to get any of the above to trigger, you should start a new game in Sandbox Mode, don't use old saves.
[h3]What's this publicbeta thing?[/h3]
v117 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".
Here's my changelist (warning, this is a bit more SPOLIER-y than the above):
- Rewrote how roaming hordes etc works to be driven by scripts and show which ones are currently active on the map screen
- Flirting, starting relationships with people in your community, triggered by asking them What's Up (if they like you enough, and are the right age, gender etc)
- If you get into a relationship with someone they will trigger a mission to contact FEMA and try to get a green pass into one of their bases, doing this questline is a new way to complete Sandbox mode
- Snowball fights and snowmen (can be part of the flirting questline)
- Feeding rabbits (can be part of the flirting questline)
- Raiders with pipe bombs
- A bunch of combat AI fixes
- Some balancing tweaks like making helmets reduce your sight while caps increase it more, being able to craft backpacks, not all zombies dropping loot, making some quests rarer
- Being able to pause/resume roles from the community screen
- Fix for chefs getting stuck and not cooking stuff sometimes
- Allow builders and crafters to go further when looking for resources (since you can limit them by setting a zone)
- Fix for pickaxe sounds not being played when mining inside the mine
- Forget places marked as inaccessible when setting movement zone or gate policy
- Added Hungarian! Updated Japanese and Spanish.
- Stop wandering groups from always spawning close to each other on maps with few roads
- Fix for error message when trying to play a mod if it depends on a mod that hasn't been downloaded
- Fix for miners sometimes getting stuck not going into the mine anymore
- Added & and | to speech formulas (for use by translators)
- Use new Unity input system for gamepads, in the hopes it fixes a bug where triggers didn't work on some XBox gamepads
- Crash fixes

EDIT - released a new patch with some quick fixes (v118):
- Insulation display fix
- Crash fixes
- Fix for crash when triggering a tripwire after exiting a building
- Fix for crash when crouching and needing to get a drink