New patch in publicbeta (v201) with NPCs forming relationships

Survivalist: Invisible Strain

It's ten years since the infection started. Long-established settlements are collapsing, one by one, for unknown reasons. Survivors are running to the hills to escape, hoping for safety in remote places. As another refugee, you're here to carve out a new life for yourself - by any means necessary.

New patch! This introduces the ability for characters in your community to flirt with each other or hang out and make food or have snowball fights with each other, leading to them becoming friends or lovers. Of course they might also get jealous of each other if two people fall in love with the same person. [img]{STEAM_CLAN_IMAGE}/34839262/ee5e178bee46202dfb43ca11f41549fb55a9c08d.jpg[/img] Alongside this there's a new quest where two team members who have fallen out and had a fight can go on a bit of a journey and make up. (It might be quite rare to trigger it as it's quite a specific sequence of events, we'll see). I've also added more varied items for the fetch quests, so it's not always an "antique katana" or "gourmet cookbook" that someone lost. In general I've been trying to get in any new features I wanted that might need a lot of dialog, so the translators have time to translate it, with an eye to releasing the game out of early access hopefully a bit later this year. I'm also hoping to move Story Mode out of publicbeta pretty soon, though it'll continue to have an "Unfinished" tooltip in the menu for a while after that. Here's the full list:[list] [*] More varied items for lost item and fetch quests [*] More dialog possibilities in fetch quests [*] NPCs within your community can start relationships or become friends with each other [*] In the Track down the Stranger quest in Story Mode, NPCs will accuse community members they don't like of being infected [*] Added a new procedurally generated quest that can trigger after two of your community members have a fight [*] Added Turf War, Rebellion and Intimidation quests to Story Mode [*] You can't keep using the same lines to encourage depressed community members (cooldown of 3 weeks), you can threaten them or tell them to take some down time instead [*] Guards who run out of ammo while shooting enemies can run to get some more [*] Higher level raiders, and guards in settlements, have higher firearm/archery/hand2hand/fitness skills [*] Infected melee weapons run out of infection after 10 hits [*] If a character in your community would probably already know someone's name (e.g. because they came from the same original community) they don't say 'What's your name?' [*] Possible improvement to followers getting stuck a long way behind their group leader when the camera isn't near them [*] Some optimizations for slowdown when you aim a throwable weapon over a fence [*] Don't show notifications in savegame thumbnails (as they take over the whole screen), but do show dialog options (so you can see what you were about to say) [*] Seperated possessive and objective form of 'her' for translators [*] In Chinese, when showing someone's full name, put the surname before first name with no space between them, unless they are translated from the default English names [*] Some fixes for glitches in road generation in Sandbox mode [*] Updated Hungarian, Italian, Korean, Lithuanian, Simplified & Traditional Chinese, Latin American Spanish, Turkish and Ukrainian translations [*] Fix for you not getting credit for killing raiders in It Begins quest [*] Fix for infected melee weapons infecting people even if their attack is absorbed by armor [*] Fix for not being able to gift green passes in Sandbox mode [*] Fix for Pilot's Union buildings being capturable [*] Fix for grass not showing if you use the old style UI [*] Fix for grass sometimes appearing in mid-air after you dig a pit trap [*] Fix for NPCs not being able to sell you their favourite melee weapons even if they have more than one of them because the entire stack is hidden on the trade screen [*] Fix for Kelly continually trying to attack the zombies trapped in the patrol base [*] Fix for miners in a mine building stopping work if you have the info screen open [*] Fix for farmers not depositing seeds [*] Fix for freckles not being saved [*] Crash fixes [/list] [h3]What's this [b]publicbeta[/b] thing?[/h3] v201 will be in the "[b]publicbeta[/b]" 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:[list][*] 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 "[b]publicbeta[/b]" branch to the main branch you may not be able to load savegames created on "[b]publicbeta[/b]".[/list] To use [b]publicbeta[/b], just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".