Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
Hi everyone, I've released a new patch in the publicbeta branch. The main addition in this one is that when you are recruiting people, they won't join you if they have a family member or a friend or lover in the community they would leave behind, and that other person doesn't want to join. This means you can sometimes recruit a little chain of people at once, as someone brings all their relatives with them. Or sometimes you can't recruit someone because their spouse doesn't want to. That's just how the cookie crumbles. (Speaking of cookies, I stopped them from being used for gifts for now as they could be mass produced and given to anyone and so felt a bit too overpowered.)



When people leave your community they'll also take their friends/lovers/family with them. But they'll only leave if they all want to (or you kick one of them out). So I guess it's a little less likely that people will leave you when things go wrong. When recruiting from a group of refugees, they will all join you at once (regardless of whether they are related etc), as I felt it didn't really make sense for only one to join, when they are all looking for a home. Lastly, none of this applies if you threaten people to recruit them.

There has been a mod out for some time called Relationships Matter which did something similar to the above, but I've implemented it differently. So this should supersede that mod, but thank you to the mod author for filling in the gaps there while I worked on other things, I think it was one of the most commonly used mods and I greatly appreciated its existence. (If you are using the mod, remember v171 is still just in publicbeta, so don't stop using it until it gets into the main branch).

Here's the full changelist:
  • Relationships matter when asking people to join your community
  • Increased probability of guns on some of the mid-game raiders
  • Fix for followers not depositing wood and minerals that they mine while following someone
  • Slowed down limping non-zombie characters a little
  • Fix for fleeing NPCs sometimes stopping and turning round while you are right behind them
  • NPCs rescuing their teammates give up a little more easily when you shoot them
  • Fix for trees sometimes being deleted when multiple lumberjacks chop them
  • Fix for organizers dropping off clothes and backpacks after you set them to wear them
  • Past tense versions of some memory speeches, for eulogies
  • Fix for occasional crash when placing crops in multiplayer
  • Fix for arrows and bullets bouncing off invisible buildings that are under construction
  • Some new hints and tooltips introducing skills, bandages, shovels, assassinations and white strain
  • Fix for characters getting into an infinite loop auto-depositing sealed containers which they were try to use to get water
  • Fix for one of a stackable item being seen as insanely valuable gift when you have multiple of them in your inventory
  • Fix for war breaking out between your community and NPCs if someone got zombified and someone else accidentally hurt a human while trying to shoot the zombie
  • Stopped cookies from being used as gifts for now, they were too overpowered
  • Reduced range at which you can hear footsteps, and added sliders for footstep sound range and volume in the Sound Debug menu
  • Added SetSkill and SetPersonality events to script editor
  • Editor crash fix
  • Allow you to continue Turf War, Rebellion and Intimidation quests if they wanted the body of the leader, but they were buried, by just returning any other body from the community
  • Fix for NPCs taking unconscious people to their base if enemies are currently in the base
  • Fix for a case where NPCs sometimes got stuck forever in combat or just died of their wounds
  • Fix for zombies sometimes running when the targeting display shows them as crippled (after you hit them with a molotov)


I'm also moving v170, which I released to publicbeta a couple of weeks ago, to the main branch. Here's what's in that:
  • Sounds for footsteps, bushes, wind in leaves
  • Fix for fleeing algorithm that meant rabbits etc would often run towards you instead of actually fleeing
  • Fix for everyone in your community hating you if you destroy a snowman with molotovs
  • Fix for blood loss recovering when you have unbandaged wounds from a blunt object
  • Lumberjacks won't chop down baby trees
  • Fix for big performance drop when a character is set on fire
  • A few fixes for speeches characters say when finding resources


What's this publicbeta thing?

v171 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".
Windows 64-bit Survivalist: Invisible Strain Content Depot 1054511
  • Loading history…
Ad-free Steam data for everyone since 2012
Support SteamDB • Donate or contribute
Open link