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Survivalist: Invisible Strain News

New patch (v53)

Got a bunch of new traps stuff today, plus some general fixes :)
  • Rabbit Traps
  • Trapper Role
  • Tripwire I.E.D.s
  • Warn other communities about your traps by talking to them or putting up signs. They will also detect them if they see someone killed by them.
  • Made zombies attack you in preference to eating fresh meat, if you are pretty close to them and they are aware of you
  • Changed zombie wander algorithm so they don't turn so sharply (so it's easier to sneak up on them)
  • Reduced defaults for mouse sensitivity sliders
  • Some tweaks to action menu to make it easier to plant crops in rows
  • Button on map screen to find the player
  • Fix for community members depositing stuff in graves
  • Fix for characters in watchtowers teleporting to floor level when a trap is dug next to them
  • Fix for bug that made it more likely you'd spawn in towns
  • Fix for melee attacks that you appeared to have blocked sometimes still causing damage, and fix for block prompt sometimes not appearing
  • Crash fix and suppressing some Unity errors

New patch (v52)

Hello, I've put out another new patch today. This one's a bit low key compared to the last one:
  • Added Delete and Open Folder buttons on savegame menu
  • Don't spawn so many workbenches in towns
  • Added more equipment descriptions
  • Make the leg damage 'crippled' threshold the same as the threshold beyond which we can't do further damage with leg attacks
  • Fix for characters skin not returning to normal after infection is cured
  • Fix for Rivalry quest not failing when quest giver dies
  • Crash fixes and logging

Please note the executable has changed from Survivalist2.exe to Survivalist Invisible Strain.exe, and the folder that the mods go in has changed from Survivalist2_Data/StreamingAssets to Survivalist Invisible Strain_Data/StreamingAssets. You may need to restart Steam for it to recognize the new executable name. And if you made any mods you'll need to copy them to the new directory.

Now I'm going to go through my emails backlog and give out those beta key requests that have been piling up :)

New patch (v50)

I've released a patch with some cool new features:
  • Pit Traps
  • Pipe Bombs
  • Workbenches in towns
  • Made pipes craftable, gunpowder extractable from bullets, fixed various crafting AI issues (probably created a few more!)
  • Reduced number of equipment points needed for axe, shovel and backpack at start, so you can play as a trapper more easily
  • Made melee weapons stackable in inventory (so that pipes can be easily mass-manufactured for pipe bombs)
  • Rejigged the amount of gunpowder produced and used by crafting so it's more realistic (but still not realistic)
  • Chopping down trees and mining rocks can be heard by AI


EDIT - also released a hotfix v51 to fix a bug in savegames caused by the above patch

I think the pit traps might be a bit OP so I might have to make some changes later but see what you think. The idea is to give more options for creatively dealing with enemies particularly at the beginning, and for people specializing in construction.

P.S. I've got a backlog of emails from people asking for beta codes, I was intending to wait for this patch before giving more out so I could see how fresh players found it. I think I may have to wait a little longer before handing out those codes as I need this changelist to settle in, make sure there's no major issues etc first. So, apologies if you are waiting!

New patch (v49)

New patch today! Here's the change list:
  • Stop AI from greeting each other so often
  • Stop zombies from eating other zombie corpses as it meant they bunch up together a lot making the game harder
  • Stop AI from digging graves so far away from where they started
  • Fix for not being able to transfer clothes you are wearing when you are encumbered
  • Fix for camouflage icon staying white when no one is around sometimes
  • Fix for campfire hint message
  • Allow crosshair to lock onto rabbits from same distance as humans (range limit is still shorter, so it's grey, but hopefully it's more understandable)
  • Rabbit death sound
  • Make it possible to throw carrots to attract rabbits
  • Fetch Quests - fix for fetched item not being given to quest giver at the end
  • Fix for bug where builders would get stuck if they couldn't pathfind to a tree
  • Increased starting equipment points to 4 and made carrots available as an option
  • Crash fixes and logging

New patches (v46 v47)

Today I released a patch with some new features:
  • Zombies eat corpses
  • Can use hunting knife to get meat from human corpses (but it's rancid if they've been zombies for a while)
  • Can throw meat or wind-up radio as a zombie distraction (they prefer fresh meat to rancid)
  • Cannibalism - can eat or make stew/curry with human meat
  • Meat from zombies is infected, so dishes made with that meat will also be infected. Eating infected food gives you the infection.
  • Some crash fixes

...and later a hotfix for that patch:
  • Stop AI from throwing radios or meat at enemies
  • Fix for bug where people stopped building anything
  • Fix for zombies preferring to eat other dead zombies instead of fresh corpses
  • Crash fixes

The main idea behind v46 was to give people some more tools to distract and manipulate zombies in the early stages of the game, which a lot of people report are too difficult. So the radio and rabbit meat are available as equipment options on the character creation screen when you start a Sandbox game. But as you might guess, you can also use them as a subtle way to assassinate people when you're a bit further on!

I haven't tested these extensively in gameplay yet so let me know if they feel under or overpowered.

If you want to participate in beta testing, I'm currently on round 3 of giving out keys so send me an email to this address and ask to be subscribed to the mailing list and get a key:



EDIT: released another patch, v48, to fix an issue where people's clothes started disappearing after they'd been infected and then bandaged.