Hello, this is just a bug-fixing patch as I'm still trying to get the build in a satisfactory state so I can push the latest changes from publicbeta to the main branch. Some small fixes, some bigger ones. Here's the changelist:
Added a timeout and a distance from corpse check for NPCs blaming the player for leading zombies to a team-mate who was killed by zombies
Store empty containers that have a liquid contents policy set in the place you would store them if they were full
When looking for a container to store some liquid in, prefer those with a contents policy for that liquid even if they are in further away buildings
You can still get the Sole Survivor achievement if you have chickens
Tweaked looter camp probability on a new map when you hit the road
Stop community members from talking about camp hygiene and such if you don't have a camp, or if they are new
If someone is feuding with you they can chase you outside of their own gates, but not if you are in fisticuffs
Fix for Charlie Gant starting outside his prison
Fix for Kelly feuding with Carter just before he blows up the gate and stopping the Vanished quest from progressing
Fix for refugees sometimes joining you if their group is widely separated
Fix for fog of war remaining around an ally if they are buried soon after they die
Fixes for stuck character rescue code
Fix for being able to remotely Eat/Drink/Use items in buildings we aren't in by opening the building inventory in Command Mode
Possible fix for terrain cache issues
Crash fixes
Include list of active mods at bottom of crash reports
Added Age to speech param types and added uniqueID as a parameter to EvaluateSpeechParams for modders
Updated French, Hungarian, Japanese, Latin American Spanish, Russian and Simplified Chinese translations
What's this publicbeta thing?
v217 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 (v216)
Hey everyone, it's a small-ish new patch in publicbeta. I've added two-handed rifle animations for when crouching and walking or running:
I've moved Story Mode to the top item in the menu, for English and Japanese, which were the two languages with complete translations as of last week (though some others are close). I've noticed some people getting put off the game recently due to sandbox mode throwing them in at the deep end, getting surrounded by zombies without enough knowledge of the game mechanics to evade them. That's part of what Story Mode was intended to address, so I'm going to try this in the hopes newbies start with it, and see how that goes.
I've seen a few people wishing they could arm the NPCs by selling them weapons etc, without them selling them on next time they restock. So I've tried to ensure they won't sell their best ranged and melee weapon, or seeds or food if their community is short.
The rest is mostly bug fixes. Here's the full change list:
Added crouching idle/walk/run animations for rifles that hold it with two hands while not aiming
Made Story Mode top option when starting a new game in English and Japanese (i.e. languages where translation is complete)
Ensure settlement has at least one person prepared to do fisticuffs if it is the target of a chicken heist quest
Made it possible for NPCs in a relationship to hug when greeting sometimes (like the player can), thus getting the flirted successfully memory and keeping their approval high
Made selection and movement zone boxes thicker so they're more visible especially in supersampling mode
Include 'invaders approaching' speeches in log
Stop NPCs from selling on the best weapons, backpacks etc, or seeds and food if they need them, that you sell them
Stop NPCs from blaming other NPC communities if a team mate is killed by a zombie
If you stash a chicken in a car or building it becomes yours
Fix for the player not being able to say 'I love you too' if they don't like someone who wants to start a relationship with them
Fix for Superspreader achievement being unlocked when your community has 20 members regardless of if they are animals, or dead, or zombies
Fix for rifle walk/run animations not having footstep sounds
Fix for infection being lost if you pour infected stew from one container to another and in doing so empty the first container
Fix for target body location graphic not being shown if you start targeting someone while paused
Fix for chickens circling each other when trying to stand on the same tile to drink from a bowl
Fix for hit the road maps often not spawning a lot of baddies
Fix for snowball fights restarting due to snowball with high arc hitting opponent after they declared victory or conceded
Crash fixes
I won't move v215 to the main branch, due to having found a couple of crashes. Hopefully will do a main branch update soon though.
What's this publicbeta thing?
v216 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 (v214)
Yo it's patch day! This month I upgraded to the latest version of Unity, which was a pain as they made a lighting change that caused a lot of problems, but has to be done from time to time. Working on the rendering inspired me to try a new graphics option called Supersampling. This draws the entire scene at double the resolution, then shrinks it down and also does a little blurring on the black outlines. As you can imagine that's pretty intensive so only for higher end graphics cards - it's off by default but you can find in the Graphics Settings menu. The result of it all is that you get less aliasing and the black outlines appear smoother and less flickery. Here's a before and after screenshot for comparison (you'll probably need to open them in another tab and zoom in to see what I mean):
This screenshot also shows something else I added - walking and running animations where they actually hold the rifle in both hands!
The rest of the patch is a variety of different quality of life improvements, bug fixes optimizations and small tweaks. I've added a text search box to the mods list when you start the game, and I've moved My Recent Downloads to an option in the drop-down box instead of being a list you have to scroll past to get to the new and trending mods. So many great mods have been added recently, this should help you find them better!
I've changed the way weapon stats are shown so you can actually see which weapons are better than each other:
I've stopped NPCs from declaring war on you on behalf of their whole community, if their opinion of you drops below a certain level (If you start shooting them up they'll still declare war of course, I'm just talking about when they say "I've had about enough of you!" due to low approval from dialog or whatever). This was something I heard a few complaints about from time to time - people felt only the leader should be able to declare war so easily. Instead they'll start "feuding" with you (i.e. fighting with a melee weapon while others watch), which also means the player can be involved in feuds sometimes instead of just being a passive bystander.
This patch will go in publicbeta. I would have liked to move the previous one, v213, to the main branch but unfortunately it introduced a bug to the clothing screen which while not game-breaking feels a bit gross for new players, so I think I'll hold off.
Here's the full list of changes in v214:
Improved workshop mods list UI - moved My Recent Downloads into the dropdown menu, added text search and paging
Added a few memories for important events in Story Mode
Stopped Kelly saying 'at least Emma has my back' before she's joined you, instead she'll say 'I wish Emma was here'
Added two more soldiers to Carter Moreno's squad
Added achievement icons
Added difficulty slider for Survivor Repopulation time (i.e. how many days between new survivors spawning in NPC camps that have lost members)
Added button to randomize Community Name on character creation page
Added book model for reading animation
Added stand/walk/run animations holding rifle with both hands
Added Supersampling option in Graphics Settings, reducing aliasing in outlines particularly, for people with high end graphics cards
NPCs, who are not the leader of their community, just start feuding with the player character if they don't like them, instead of declaring war on behalf of their entire community
Changed weapon damage stats and food stats in action menu to be more readable
Changed the Eat action to Steal & Eat when stealing from someone else's campfire pot to make it clearer
Characters with the Moral personality type will not eat human meat unless they are very hungry (it seemed weird before that they would eat it themselves, but get annoyed at others for doing so)
Slightly reduced time before you can attack invisible strain zombies after they turn
Make lumberjack less likely to keep pulling their axe out and swapping it for another weapon while chopping trees
Chefs should replenish fire when fuel drops below 50% instead of waiting till it dies (don't worry it doesn't waste wood, just goes to 150%)
Don't show dialog option for letting people in your gates unless the gates actually enclose something, and they are near your base buildings (not including campfires)
Upgraded to Unity 6000.0.14f and fixed a lot of issues arising from the upgrade
Updated French, Hungarian, Italian, Japanese, Latin American Spanish, Turkish, Russian and Simplified Chinese translations
Possible fix for NPCs getting stuck making food for friends
Fix for roaming raiders/traders/refugees never having invisible strain (!)
Fix for mercenaries sometimes seeming to keep finding you even if you have no base and are hiding (they should be able to find you once but not keep doing it)
Fix for delay where nothing appears to happen for a while if you enter a building and start ripping up clothes
Fix for AI leaders who happen to be traders dumping their entire inventory after you give them food for the food quest
Fix for people on supply runs sometimes stopping after they collect the final items and staying there instead of returning to base
Fix for NPCs introducing themselves to you twice if you threaten them the first time
Fix for Organizers not depositing special (starred) equipment, brain scanners and knives even if they have the guy with backpack icon
Fix for Rebellion and Turf War quest givers not giving you the full reward if they told you to do it stealthily but you actually killed everyone
Fix for clothes not being visible on the character creation screen clothes page
Fix for neutral characters damaging you if you are in the crossfire when they are shooting a zombie who used to be your teammate
Fix for zombies getting trapped forever on flat bits in the middle of slopes
Fix for minimum delay between friendly snowfights not applying to all dialog paths
Fix for tooltip on trading screen showing original item amount, not amount after pending trades
Fix for overwork memories not fading
Added Infection setting for equipment spawned from templates in scripts (for modders)
Added setting for zombies to be crippled when spawned from templates in scripts (for modders)
Optimizations to memory and personality code
Crash fix
What's this publicbeta thing?
v214 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 (v213), main branch updated to v212
Hey, it's patch time! This is a small patch with another tweak to try and stop people fighting excessively, a few fixes for NPCs getting stuck auto-depositing things, fixes for fetch quests failing, and various other small fixes. And roving traders can now repopulate their guards.
v212 is now the main branch! Going forward I'm expecting to keep the main branch and publicbeta much closer together than they have been for the last year. Please note if you are on the main branch you may suddenly find your characters start fighting each other other in this patch - there was a bug which stopped them from doing that, which was fixed in publicbeta but that kind of opened the floodgates from all the pent up negative memories they had of each other. New memories will be more toned down now but they might still want to fight each other a lot because of the old memories, until a bit of time passes and the bad memories fade. (It will also help when v213 moves to the main branch, which hopefully won't take too long).
I've been doing a Sandbox mode playthrough with the latest settings to see how bad the fighting is now, and while there have been a few fights it didn't feel like it was happening constantly anymore. So I'm going to leave it to settle for a bit and then see if people are still finding it too much.
Here's the full change list for v213:
Capped approval debuff from Insulted memories
Roving traders can repopulate guards over time if they are killed
A couple more fixes for crafters getting stuck into a loop with auto depositing
Fix for fetch quests failing when the lost item is a stackable type and you transfer it one by one
Fix for characters who are following you while crouching sometimes standing up and attacking when leaving a building after you if enemies are around
Fix for NPCs using melee weapons when a gun would be better in some situations
Fix for chickens sometimes continuing to try to run away from zombies once they are dead
Added Crown hat type for modders who want a hat that keeps the normal hair
If a spawn template uses InheritFromParent it can inherit the location from an Invader that has a subject associated with it
Fix for debug menu not being fully scrollable on small screens
Fixed crash in debug menu
What's this publicbeta thing?
v213 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 small patch in publicbeta (v212)
Hello, this is a small patch with some tweaks to try and tone down the excessive flirting and subsequent fighting that's been going in survivalist communities of late. Firstly it limits the number of people an NPC can start flirting with at one time, secondly it reduces the approval/disapproval effects of some lines of dialog where people indicate who they fancy, and lastly fixes a case where characters stayed stuck for a while in the feuding state after one had been knocked out.
This won't change how people currently feel about it each other, so if have a community where everyone is mad at each other it won't change that immediately, but will hopefully reduce the new causes of friction going forward. Here's the change list:
Limit the number of people NPCs will try to flirt with at once (to 1 if they have the Loyal trait, 3 if they have the Fickle trait, 2 otherwise)
Reduced approval buff/debuff of DeclaredLove memory from 40% to 10%
Fix a case where speech that ends feuding or fisticuffs was delayed
In addition, last night I released v211 into publicbeta, here's that changelist:
Fix for two feuding characters getting stuck when close to each other but separated by the corner of a building
Fix for one situation where NPCs started feuding when they shouldn't have (after a coup)
Crash fix
What's this publicbeta thing?
v212 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 (v210), moved v209 to main branch!
Hey everyone, I've finally pushed the publicbeta branch into main! That includes Story Mode, plus everything else I've been working on since *checks notes* September last year. Story Mode is still marked as Work In Progress for now, and needs translations, but it's in the main branch at last.
The patch that went into main was v209. I've also put a new patch in publicbeta, v210. It's mainly just bug fixes and a translation update, here's the full list:
Combat AI for characters in player community who don't have ranged weapons will flee from enemies who have ranged weapons unless they outnumber them
Show max party members on games in Join Game screen
Updated Hungarian, Italian, Lithuanian, Russian, Latin American Spanish and Simplified Chinese translations
Fix for Turf War/Rebellion/Intimidation quests sometimes failing when you need to pick up body of leader who is buried
Fix for looters giving you fetch quests to get something from someone in their own community
Fix for steel being infected when infected weapons are disassembled
Fix for fights between community members not happening
Fix for crafters sometimes auto-depositing items they are supposed to be using (when the same item is in the recipe for another crafting role of theirs)
Fix for organizers not depositing weapons that have the auto-collected icon (man with backpack) on them
Crash fixes
What's this publicbeta thing?
v210 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 (v208)
Hey everyone I've released another patch in publicbeta. This one is a bunch more fixes for things people reported over the last week or so, in particular a couple of crashes. Still avoiding major changes while I try to make sure the publicbeta build is in good shape to be pushed to the main branch. Let me know if you see any more crashes - thanks!
AI in combat with zombies has a chance (based on hand to hand skill) to parry/dodge them when they come in for a bite
Possible fixes for FEMA and Pilot's Union declaring war on each other
Fix for achievements for story or sandbox mode being unlocked when not in the correct mode
Fix for chefs sometimes emptying cooking pots of valuable stew in order to cook something with them
Fix for red strain zombies spawning in white strain towns in Sandbox mode sometimes
Fix for characters with invisible strain who got kicked from their communities and then turned getting deleted very quickly
Fix for characters sometimes just saying What's up? as a 'true' memory in the drinking game
Fix for characters not having a Died memory if someone in their community dies of natural causes while not visible to anyone else in the community
Fix for crash that maybe happens when a vehicle goes off a bit the edge of the map
Fix for crash in online co-op when going into a building sometimes
What's this publicbeta thing?
v208 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 (v205)
Hello, I've got a new patch in publicbeta with a few small fixes, including one crash fix. Currently just trying to stamp on any remaining crash bugs so I can push the publicbeta build into main branch, so let me know if you see any more of those. Here's the patch list:
Fix for being able to see allies character screens (and therefore cancel/pause their roles) when they follow you into a building
Fix for feuding character continuing to hit their rival while they are saying the speech to stop the fight
Fix for achievement for recruiting a character being unlocked when you get a chicken
Fix for offscreen characters skipping over traps
Crash fix
EDIT - added another quick fix, so now it's v206.
Fix for crash when hitting the road with chickens for company
What's this publicbeta thing?
v206 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 (v204)
A couple of people reported a crash in the last build, so this is a patch to fix that. But it includes a few things I was working on in the meantime! Raiders will sometimes now spawn with infected weapons (melee weapons, bow with infected arrows, or pipe bombs). Higher level raiders can have higher level infections on their weapons. And I've added a handbrake to the vehicles.
On keyboard controls I moved handbrake to Space and horn to Shift, by default. I also played around with the tyre friction on the vehicles a little bit in hopes of improving the handling. Hopefully made it better and not worse, I think they brake faster now regardless of if it's handbrake or footbrake.
I've changed the targeting with throwing weapons so it doesn't lock on until your crosshair is a little closer to the enemy, this should make it easier to target the ground around them. Also if you do lock on you can nudge the mouse left or right to unlock, if there is no other enemy to the left or right. (This is only for throwing weapons.)
Here's the full list:
Some enemies spawn with infected melee weapons, arrows, and pipe bombs
Added HandBrake on vehicles
Increased tyre friction slightly
Made it slightly easier to target the ground near enemies when throwing molotovs etc
Slightly nerfed how much Constitution slows down the rate at which you bleed out
Made catering bucket and jerry can very slightly lighter so they are slightly more efficent carriers than the plastic bottle
Possible fix for AI settlements starving when you start in early spring, again
Fix for Field of View setting not being remembered
Crash fix
I'm currently trying to get a suitable release candidate to push everything from publicbeta into the main branch, but need to make sure there are no crashes to be able to do that. Let me know if you get any.
What's this publicbeta thing?
v204 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 (v202)
Hey everyone, there's a new patch out! This one's the result of me doing a playthrough of Story mode and sort of trying to fill in the gaps and finish up all the dialog and text. Also generally fixing bugs people reported to me. So there's a lot of smallish story stuff and bug fixes. Plus, I've added achievements! (But I haven't done the icons yet) I think story mode is basically done, I'm hoping to move it all to the main branch soon and not be adding a lot of new text from now on. Here's the change list:
A quest to get to know Cooper McClure (Emma's husband) a bit more
Added a dialog path for if Carter dies but you complete the Stranger quest anyway
Added a path for Liam to trigger some of the late game stuff instead of Kelly if she isn't around
Emma wants cookies mini-quest
Kelly directs you to Utopia Park to find more supplies
Invisible Strain percentage increases over time (except for the Sandbox Mode Easy difficulty level where it's always 0%)
Story Mode starts a bit later in the Spring so your crops don't die of frost
Reduced requirement to stock up on gasoline or vegetable oil at the end of Story Mode
Added achievements (placeholder icons, not fully tested)
Added hint for the first time a community member is unconscious and needs bandaging
Added hints for crops dying of frost
Added hints for drag-selecting and group assignment
Added hint message for when you assign someone to a role while they are taking a break
Added a minimum delay between friendly snowfights among community members
Added a quest when you first get to FEMA to take Kelly with you if you haven't already
Added a little extra dialog if you talk about hitting the road out of Moose Valley to someone who isn't in your community
Added threatening dialog used by more aggressive characters instead of begging when trying to get an item from someone
Added ability to make car parts using forge
In the rivalry quests you can kill the target, but the quest giver won't always thank you for it
Crafters can automatically pick up flint that's on the ground
Cap the number of times you can get fake FEMA helicopter teams in Sandbox Mode
Stop people from attacking people they are in love with if their opinion of them drops, instead they just get over them (via gossip dialog with a third person)
NPCs don't declare war on people if they just kicked them out of their community
Corpses are shown on the map in the fog of war if you have investigated them already
Prevent drinking caffeine if you aren't sleepy enough, as it's annoying to have to check how sleepy you are
Prevent Cameron Hines from declaring war on FEMA
Prevent hitting the road with corpses or zombies in the vehicle
Possible fix for refugees etc spawning behind the entrance gates to the map sometimes
Some fixes for Charlie in Ritzville
Updated Hungarian, Italian, Korean, Latin American Spanish, Russian and Simplified Chinese translations
Fix for characters with zones set getting stuck trying to make food for others using campfires that are out of their zones
Fix for NPCs getting stuck while vaulting while offscreen
Fix for bodies flying a long distance when dropped while offscreen
Fix for getting stuck in stream in Story Mode
Fix for getting stuck unable to use controls while trying to assassinate someone who is walking away at the same speed as you
Fix for red strain hordes getting stuck forever in Ritzville if the gates are closed
Fix for plantable crops models being perpendicular to the ground
Fix for radio/world map not being recognized immediately if you capture a building with them in it
Fix for a miner not depositing stone because they also had a lower priority crafting role that used it
Fix for characters in snowfights shooting each other with ranged weapons after they get interrupted by combat with real enemies
Fix for animation glitch when starting to chop wood or similar activities
Fix for glitch where hair goes bright yellow when by a campfire
Fix for people burying Martin Steele so you can't complete a quest
Fix for Emma getting stuck not reacting to anything while in labor
Fix for characters such as Kelly who aren't supposed to be able to join you doing it via a chain of their friends or relatives
Fix for Kaleb being able to join you which means his dialog involving the dump truck doesn't make sense
Fix for dialog option asking Kelly what she wants gold for not disappearing if she trusts you enough to tell you first time
Fix for communities not starting off with enough food if you start Sandbox Mode in late winter or early spring
Fix for people (or chickens) being able to get into buildings they are close to even if there is no allowable path
Fix for being able to teleport through walls by exiting from a car door next to them
Fix for being able to remotely open/close other communities gates from across the map in command mode (e.g. to let zombies in)
Fix for quest failing if Morgan Harding can't pathfind to your community, or if she dies
Fix for FEMA declaring war on Cameron Hines after Emma plants the bomb
Fix for homeless community occupying Pilot's Union helicopter
Fix for being able to demolish supposedly indestructible edge fences with tool boxes
Fix for sometimes not being able to give Cameron the valid green pass if you are evacuating yourself
Fix for Story Mode saves from different new games having the same id and overwriting each other (if you're using save tokens)
Fix for captives getting annoyed at you for attacking their captors (or their base)
Fix for exploit where you could view another community's Community tab by stashing a body in a building and viewing their inventory
Fix for equipment transfer amount dialog allowing you to transfer more items than an NPC wants to sell (e.g. if they have 2 molotovs but only want to sell 1)
Fix for bug in mods where builders need a pot to building something, and they would try to get other containers instead of getting a pot from a campfire
What's this publicbeta thing?
v202 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".