Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Extended: Standalone Edition
Showing 11-20 of 23 entries
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Update: 21 May, 2022 @ 4:51am

v2.0.0
- added many new crafting stations with new assets
- added new assets for SISE-introduced building
- added tons of over-time effects (buffs/debuffs)
- expanded chemistry with potions that add buffs and bombs that can be used to damage, buff or debuff
- most of melee and bow weapons now scale from more than 1 skill (explained in description of items)
- majority of melee weapons and bows now have a probability to cause extra effects both on target and user (negative self effects like hit impact or self-harm are applied on player faction only)
- added reduced sight during nights
- made sure that AI does not enter building every time he wants to take or deposit item - instead they will do it the same way as player does
- add OnConsume OT effects with all possible extra effect
- added tons of new triggers for effects framework
- simplified chemistry recipes, removed purification step
- add sight OT effect
- add OnEnterCombat effects
- add generic probability to whole effect
- add generic checks to whole effect
- add community checks to whole effect and effect blocks
- substantially simplified the production of antigens
- add buffs/debuffs on health status (potions, screaming, etc.)
- add buffs/debuffs on enter combat
- add maladies (cold, headache, malnourished, parched)
- props no longer campfires/wells
- rare crash fix in Adaptive Combat
- fixed save bug on entering menu (Effects, Corpses, Crafting framework)
- clean the list of Corpses on save load if they no longer exist
- delete save if overwriting file (Effects, Corpses, Crafting framework)
- White and Red antigens are more frequent loots. White price reduced
- Fixed recipe for nitrary and end-game pillbox which were free due to some unknown reason (bug)
- Improved performance of Lukcy Chance code
- Added infection immunity when heath is over certain threshold
- enabled lucky chance by default for player faction as well
- reduced weight of charcoal, plank and cut stone
- added a lot new crafting benches
- advanced materials bench does some of the stuff that other benches do but better
- added comfortable bungalo
- added field hospital and medic tent
- add OnHit effects to weapons
- add damage scaling of weapons (by name...) based on extra skills or by % of base scaling...

Update: 3 May, 2022 @ 12:18pm

v11
- improved loader so effects/recipe extensions/building comfort definitions from several different mods can be loaded together and even overwrite each other correctly in case of clashes (higher priority wins)
- fixed effects framework SetCurrentStat that considered 1 as minimum "current" value instead of 0
- added health (blood) recovery rate improvement to comfortable buildings or penalty to uncomfortable ones

Update: 2 May, 2022 @ 2:00pm

Update: 2 May, 2022 @ 1:45pm

v10
- bugfix inherited from Adaptive Combat - some damage was not properly modified under certain circumstances

Update: 2 May, 2022 @ 9:06am

v9
- some hotfixes

Update: 2 May, 2022 @ 7:16am

v8
- NEW FEATURE: Chemistry - using new rare loots, 2 new and 1 existing crops and numerous other items you can produce a whole variety of injections raging from simple adrenaline shots and ending with powerful synapse enhancers and even panacea
- NEW FEATURE: Even more dangerous zeds. It's now progressively harder (based on strain) to knock zeds down and even harder to keep them down
- NEW FEATURE: Tough humans - same way as Zeds - humans are harder to knock and are much less willing to lie on a ground while you are beating them black and blue
- NEW FEATURE: Not all weapons are equal now. Now some are better at knocking your targets down (blunts) and some are just plain bad (bows), some do more consistent damage (bullets, sharps) while others are much more unpredictable (blunts, bows)
- OVERHAUL: Assassination is now completely overhauled making tougher targets much harder to kill
- NEW CROPS: coffee and ginseng plants for all of your alchemy and medicine needs
- NEW RARE LOOTS: cutting wood, mining surface stones, skinning animals and even skinning zeds can sometimes yield very potent chemistry ingredients used in most of the injections
- MORE REASONS TO HUNT ZEDS: zeds now yield some of those precious chemistry ingredients when skinned and while being extremely dangerous Whites are not a typical source of the top-tier chemistry ingredient - living heart
- REVAMPED TRAINING EXCERSISES: training now costs a bit less and yields experience based on skill level and yields it to the person finishing recipe and not the one starting it. It also does not require food/water items anymore but will make you tired and will inflict some hunger and thirst when completed
- VEGAN DYE SET: New recipe for dye set that comes from all natural ingredients
- SMALL RENAMES: Wood -> Log, Weird Goo -> Sticky Goo, Weird Flux -> Advanced Flux
- MINOR FEATURE: Added capability to scrap and melt upgraded weapons and armors. For scoped guns - detach scope first
- BUGFIX: New NPC camps should no longer spawn camp-trees instead of proper campfires (thx @Khryss*Canceran*Gaming for reporting)

Update: 27 Apr, 2022 @ 2:24am

v7
- NEW FEATURE: you can now craft saplings and plant trees that will grow over time and will slowly regrow once chopped. IMPORTANT: these are not crops but real trees
- NEW FEATURE: you can now use shovel to excavate stones so that you can mine them for resources even at the middle of your base
- NEW BUILDINGS: 3 new towers (variants of existing ones) two of which house 2 people each and one - 4. Their building cost is roughly 150% of their single-person variants
- BUGFIX: fixed incorrect recipe for one of the backpacks
- [inherited] rewrote mod injection points and approach from scratch. Now all integrated mods should load during save load and would not cause random hiccups the first time their features are used
- [inherited] taught crafting framework to save and load data
- [inherited] anti-looter to save and load data

Update: 24 Apr, 2022 @ 10:00pm

v6
- BUGFIX: cotton is now plantable
- BUGFIX: batch crafting of weird goo now takes proper time

Update: 23 Apr, 2022 @ 10:28am

v5
- Integrated "Don't Rob The Corpses" mod - now a good portion of the loot is disintegrated the moment character dies. No longer can you ambush random refugees to get you fully covered by items of all sorts
- This also insures that all infected junk and zed carapaces should disappear on kill
- Improved container crafting: add recipes for steel and plastic drums
- Rebalanced size of some containers. Plastic drum is the most weight-efficient one, while steel drum is the same size and easier to craft but less weight-efficient
- Added recipe to craft Pick Anchor - very heavy end-game weapon with significant base damage and very small skill scaling. Good for characters with low hand-to-hand and high fitness
- Some sharpened and weighted weapons were missing as components in certain recipes (you could use Sledgehammer to craft Maul but not Weighted Sledgehammer). I've added them
- Gluing together leather scraps now takes 1 glue per 15 scraps and produces 3 leather effectively reducing glue consumption 3 times
- Good-quality weapons became less rare so hopefully NPCs will be on average better armed. It won't really help the player since best equipment has the highest chance to disappear on death
- Improved backpack crafting: added recipes for all advanced backpacks except for traders one; now all backpacks are crated at the workbench
- Inherited from a new major update to "SIS Extended: Adaptive Combat": damage to Zeds modifiers can now be adjusted based on strain. Default values in SIS_Extended_Adaptive_Combat.xml keep overall difficulty progression from strain to strain but make it less steep for NPCs (fully configurable)
- Inherited from a new major update to "SIS Extended: Adaptive Combat": New "Lucky Chance" mechanics - NPCs (possible to configure to include player faction as well) have a chance of not being infected when bitten by Zeds. Also if NPC doesn't gain any new injuries for some period of time (default = 10 minutes) then single next injury from any strain except invisible will be cleansed of infection with 100% probability
- Added batch jobs for weird goo
- following main game v149 added skinned chicken to most of the recipes where skinned rabbit was used

Update: 21 Apr, 2022 @ 10:07am

v4
- fixed a critical issue that could cause game crashes when saving and loading during crating very specific extended recipes at workbenches
- did a number of very small recipe simplifications as a temporary workaround to the known limitation of crating framework