1. Survivalist: Invisible Strain
  2. News

Survivalist: Invisible Strain News

New HUD experiment in publicbeta, and moving v128 onto the main branch

Two major changes this weekend. First, I've moved all the changes I've been putting in the publicbeta branch for the last few months onto the main branch! I won't try to list it all out again here but the summary is it was about trying to give you more long term goals in Sandbox mode, and I'm still working on that, but it has been in publicbeta long enough.

Next, I took a break from that to work on optimization for a bit recently, and came to a shocking conclusion.. ;) the window in the top right where you can see your character and others talking (which I call the PiP - Picture in Picture) is quite costly to the framerate and would be hard to optimize. Unity just isn't really designed to draw the whole scene twice like that.

As it happens, I've noticed that people often complain about the PiP, or ask why it's necessary. There's even a mod to remove the sidebar. To me, I think it's important because it shows everyone's faces, and hopefully helps establish a bond with the characters. But that doesn't mean it needs to be visible all the time.

So I decided on an experiment. I've re-arranged the HUD, shrinking the minimap and putting it on the bottom left, and only showing the PiP when people are talking, or when you're targeting a person. When I do show the PiP, I just draw the character in a stylized comic-book way, without trying to draw the rest of the world (which was the most expensive part).

So, er, tell me what you think. This experiment is currently in the publicbeta branch, v129. Here's the basic view:



When you highlight stuff now the name is shown at the top of the action menu, so the PiP isn't needed:



When you highlight characters or corpses they are shown in the PiP in stylized form:



Or when someone talks:



I also show it when you target enemies in combat. I'm less sure about this, I like seeing them when I'm at a distance or stealthing around, but when I'm deep in combat I guess some might feel it gets in the way:



Anyway here's the full changelist:
  • Removed sidebar! Only show PiP when someone is talking or you're targeting someone. Don't try to draw the whole scene in the PiP, just use the stylised comic look. Moved the minimap to the bottom left.
  • A bunch of minor optimizations
  • Fix for radio sometimes not attracting zombies when you're hiding in a building
  • Reduce number of chops needed to mine trees or rocks
  • Made it possible to purchase mining rights from looter communities, they will stop shaking you down once you do this. Also changed the formula to make mineral deposits a bit more common.


EDIT - released some quick patches to fix bugs in the optimization work. Plus, the Japanese translation is all caught up now!:

v131
  • Japanese Update
  • Fix for crash when throwing something in multiplayer
  • Fix for crash after pausing and unpausing for a long time
  • Fix for characters sometimes getting stuck on camping chair props

v130
  • Fix for crash after someone recovers from being unconscious, related to optimizations in previous patch

[h3]What's this publicbeta thing?[/h3]
v129 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".

New patch in publicbeta (v128)

Patch time! I've been looking a bit into how I can optimize the game better, it's going to need more work but I found one thing that can shave a few milliseconds off how long it takes to draw the trees. Also the Brazilian Portuguese translation is now up to date! And there's some general bug fixing as usual - here's the changelist:

  • Upgraded Unity to v2021.1.22f1
  • Trees Optimization
  • Updated Brazilian Portuguese translation
  • Fixes for satellite phone refund bugs
  • Fixes for unknown characters in feuds appearing in PiP
  • Fix for character getting in a kind of stuck state if you go to scavenge a prop, then open your inventory before they reach it
  • Fixes for some bugs when NPCs take over a dead community
  • Crash fix

[h3]What's this publicbeta thing?[/h3]
v128 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".

New patch in publicbeta (v127)

This is a pretty small patch to fix a few crashes and work on translations. It does however have a fix for that annoying issue where you go into a building and open your inventory and your character immediately leaves the building because they've got a task to perform. No more reflexively pressing pause immediately after entering a building!

Here's the full changelist:
  • Stop characters from exiting a building immediately after you made them enter it (when they have a role)
  • Added debug tool for translators to print out all the speeches and how they would appear using different combinations of speaker and listener names
  • Updated Chinese and Korean translations
  • Fix for exploit where you could tell what's in a building by clicking Enter on it in command mode
  • Fix for crash when hovering over maps in character creation menu in mods
  • Various crash fixes


[h3]What's this publicbeta thing?[/h3]
v127 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".

New patch in publicbeta (v126) - the "Mining Rights" update

One thing I've been feeling in my playthroughs is there isn't a lot of strategy to the mining system - you generally just plonk down a mine in your base and you've got everything you need. This patch aims to make it more interesting by making the mineral deposits much more scarce and having a lot of them owned by friendly NPC settlements. You have a dialog option to buy (or sometimes acquire by force) rights to use their mines.

There are still patches of mineral deposits in the world outside of NPCs bases, so look out for the rocks with ore in them. You can also use the geological maps to find them. However, the world map and geological map items always felt overpowered to me as well, so I've split them into 4 quadrants - you need to collect 4 maps with different quadrants to see the whole world. (This only applies to the Large map size though btw).

In case it's a bit too scarce now, there are sliders in the world creation screen to make ore more common. Also btw this system only applies to newly started games, old savegames will continue to use their old geological map.

Here's the full changelist:
  • Made rich mineral deposits much more scarce and often owned by an NPC settlement - added mines to the settlements, and dialogue to negotiate mining rights
  • Various crafting tweaks - get less wood from trees, less minerals from 'poor' mines, can make arrows from steel as well as flint, iron ore and steel weigh less
  • Tweaks to the envy formula to make it slightly less likely NPCs will start fighting purely over gifts. Also when you give people gifts they will comment if others are getting jealous.
  • When feuding, characters will say the things they're angry about
  • Your community members will warn you as a group of raiders or zombies is approaching
  • Split world maps and geological maps into 4 quadrants, so you have to collect all 4 to see the whole area (on the Large map size only)
  • Fix for chef not fetching rabbits from traps if they're far away
  • Fix for being able to pour stew out of other community's pots without them detecting that you are stealing from them
  • Fix for characters sometimes getting into a loop of continually exchanging items with each other
  • Fix for characters sometimes getting into a loop of continually jumping over a tree stump




[h3]What's this publicbeta thing?[/h3]
v126 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".

New patch in publicbeta (v124)

This is primarily a quick patch to fix some bugs people have reported, but it also adds one sort-of new feature - the number of fences you can queue up while building has been increased to 32 (it used to be 8). It also makes them passable while under construction, i.e. you can walk through them, so you can't use it as an exploit, which was the original reason the limit was so low.

Ultimately the goal is to be able to queue up different types of buildings, so you could queue up some fencing and a gate and a shack or suchlike in one go and then leave them to it - this is just a stepping stone to that.

Here's the change list:
  • Fix to make it possible for modders to add bows
  • Increased maximum number of fences builders can queue up, made props under construction only become obstacles when resources start being used in them
  • Fix for community buildings being deleted after a dead community is re-occupied, and then that community also dies
  • Fix for rabbits and zombies saying 'hey!' when you throw a snowball at them
  • Fix for crash after using a mod with a story that contain the same asset bundle
  • Updated Chinese translation


EDIT - I've released another quick patch with a few more things, after someone reported a crash. So it's now v125:
  • Fix for zombies jittering sometimes when a pack of them is attacking you in online multiplayer
  • Updated Korean translation
  • Crash fix


[h3]What's this publicbeta thing?[/h3]
v125 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".