Patch time! This one is mainly about two things - giving you some dialog options to control who comes into your gates (in case they have invisible strain), and stopping the map from being overrun by graves or corpses. Here's the changelist:
Dialog options to set whether characters from other communities can come into your base (by default they won't enter gates now)
Fix for traders not moving on when you tell them to
More dialog variations when interrogating people to try and find out if they have invisible strain
Graves deteriorate and disappear over time, but you can keep them around by "paying respects" to them from time to time
AI communities bury bodies from other communities that die near their base (not zombies etc as those disappear anyway)
Make feuding less likely if people fear each other
Don't plummet morale because fences got destroyed
Some deer spawning fixes
Moss Effect on cars, rocks, old buildings etc
Hungarian and Brazilian Portuguese Updated
Fix for characters sometimes stealing stuff in non critical situations
Fix for crash when deer became infected (which isn't supposed to happen)
Fix for character circling around someone forever in MoveAdjacentTo goal
Fix for surrender dialog not working because the Alert goal was taking higher priority than the conversation goal
Fix for some towns being set to no infection when they should have been white strain
Fix for people being able to slide around when getting up after being depressed
Fix for dark past speech not playing after hug because another queued speech about approaching invaders was blocking it
Fix for zombies grappling with someone not being visible in pip
Fix for "subgoal not possible" error in FleeFromAllEnemies
All this took rather longer than I would have liked. I did a bit of a playthrough to try and make sure it was having the desired effect, and found and fixed a number of bugs along the way.. but for that and other reasons it ended up being a bit of a time sink.
Having this game on Steam is something really special - one and a half years after the early access launch it has good reviews, people are still buying it, and there's a whole community of people waiting for updates and even making mods!
It's still gonna take time, and I don't have a specific completion date in mind or anything, I've just got a long wishlist of features including of course Story Mode, and this should really help me get through them properly :)
In the meantime, the above patch (v138) is now in the publicbeta branch, and I have moved the previous patch (v137) to the main branch.
What's this publicbeta thing?
v138 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".
