Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Extended: Zedmulate Edition
erikem  [developer] 17 Apr, 2022 @ 5:09am
Full list of features
Atcually the description lies. It's the original list I remmeber plus list of patchnotes. Compiling it all in one is a task a dread of.

Original features (the ones I remember):
  • Requires Zedmulate
  • Requires new game for most of the features to work properly
  • Zombies no longer wear proper clothes. Most of the times they will be in dirty unusable rags. Looting intact clothes from Zeds will be much harder. This also means that you will be having MUCH less rags as you play
  • Most of the vanilla props are now destructible (including trash) but yield no resources. As a side-effect player can no longer build them (motels, diners, etc.)
  • Most of vanilla city buildings and player-built buildings have their capacity and rooms dramatically reduced (does not effect AI camp buildings)
  • Player-built buildings now follow certain tiers progression and have more dedicated purposes (living buildings have little storage, storage buildings can not accommodate survivors, etc.)
  • Construction costs for most of the buildings except the very basic ones has been increased. The better the building the more it costs
  • Almost all melee weapons and bows are now craftable but materials and time cost is very big for the end-game ones
  • Several bows added
  • Balance of all melee and bow weapons have been revised so that they follow some progression. Also there's now distinction between certain weapons that perform well at all skill levels and weapons that require high skill level to excel
  • Added several new materials to be used for more advanced construction and crafting (mostly based on refining existing materials or refining zombie flesh)
  • Added "training" activities at workbench for several skills. They will allow you and other characters to train their skills in safety but the cost is quite big
  • Melting snow no longer gives cooking EXP
  • Every recipe that needed raw venison now needs twice as much of it
  • Auto-tear rags will no longer tear backpacks and boots and will yield 2 rags
  • You can now tear Beanie for 1 rag
  • Tearing boots is a separate recipe now yielding same amount rags as before
  • Tearing clothing with extra stats (stealth, etc.) is also separated into dedicated recipe to make sure you don't tear them by mistake
  • Toned down backpacks capacity of Zedmulate to be closer to vanilla
  • Some minor tweaks here and there that I no longer remember

v9
- updated to the game v147 and Zedmulate v173
- incorporated "no combat assassination" and "adaptive combat" mods. You can disable them via settings if you want
- almost all clothing can now have insulation/pockets/cammo upgrades in any possible order up to having all 3 of there wherever applicable and make sense (u won't have pockets on ur cap)
- Super Glue now uses bark instead of wood
- Cutting wood to planks provides planks, few sticks and bark
- Wood can be cut into sticks directly = more sticks, same bark and no planks
- skinning deer provides leather
- skinning rabbits provides fur
- skinning Zeds provides pigments (based on strain)
- leather and fur can be used to create pockets and insulation upgrades that will be applicable to most of the clothing
- pigments can be combined into dye set that in it's turn can be used to turn normal clothing into camo clothing
- Boots are torn into 1-2 leather scraps and 1 string
- 5 leather scraps + super glue = 1 Cured Leather
- removing crazy dependency from boots. They will be now torn to leather scraps and strings and leather will be used in recipes where boots were previously
- arrows now require sticks and not wood to produce. Added output rage for arrows crafting (check recipe name) and bulk arrows crafting which is generally faster per arrow and provides slightly better yield but less EXP
- field crafting of arrows now requires you to possess Toolbox in inventory (it is not consumed in process)
- arrows from steel now also require sticks. I can hardly imagine full-metal arrow to be efficient
- since kerosene is craftable, now molotov and explosive stuff cannot use vegetableoil and instead use kerosene or vodka. Also reduced kerosene crating efficiency
- tent bag now requires min 1 Crafting skill
- antigens now require both leaves and rancid human meat and not just one of them
- hand-to-hand training now returns sticks and sometimes an intact sword. requirements reduced to 2 wooden swords
- arrow training now returns anything between 10 and 30 intact arrows. the rest are consumed in the process (consider them broken)
- toned down a bit the damage of most of the weapons
- blunt weapons now consume extra stamina based on their weight (configurable in settings file). Their damage is also rebalanced to make sure that the heavier ones generally hit harder while lightweight are on average less damaging
- strings can now be produced in bulk (faster per item and better yield but much less exp)
- damage from humans to humans in melee is now reduced by 50% (configurable in settings file)
- head damage multiplier to humans is reduced from x2 to x1.25 (configurable in settings file)
- stone container now weights 5 (was 3.5) because... it is made from stone
- reduced cornmeal tastiness from +15 to -15 (who would consider raw dry cornmeal even edible?)
- reduced cornbread nutrition from 1 to 0.85 (was too much of a gain from nothing)
- reduced boiled ear of corn nutrition from 0.5 to 0.4 (again twice the gain of nutrition from simple boiling is too much)
- reduced herbed rabbit piece nutrition from 0.65 to 0.5 (leaves add flavor but not nutrition)
- reduced potato chips nutrition from 0.3 to 0.2 (again twice the gain of nutrition from simple roasting and salting is too much)
- reduced Cannabaceae Leaves nutrition from 0.2 to 0.05 (they aren't really nutritious)
- reduced nutrition of hush from 0.6 to 0.3 and tastiness from 50 to 40
- removed CannabaceaeLeaves as ingredient from following recipes: Cook Ration, Cook Veggie Fried Rice
- reduced nutrition of steamed rice from 0.3 to 0.25
- reduced nutrition of tofu from 0.5 to 0.4
- reduced nutrition of cucumber from 0.3 to 0.2
- reduced nutrition of cooked veggie from 0.4 to 0.3
- removed raw rice from Cook Veggie Fried Rice and Make Veggie Sushi recipes (boil it first)
- reduced nutrition of Veggie Spring Rolls from 0.2 to 0.15
- reduced the venison nutrition from 1 to 0.5 because what I did before was wrong. My goal was to effectively reduce the nutrition gain from a single deer by approximately twice and now I have reached it
- reduced Meaty Sushi nutrition from 0.55 to 0.5
- reduced the nutrition of pickles from 0.8 to 0.5 and added 10oz of salt as required ingredient
- reduce salt yield from stone from 50oz to 5oz
- reduced ProductLiquidNutritionMultiplier of most of the soups from 1.5 to 1.25. Only some remained higher
- survivors soup now uses bark and salt instead of wood and has it's ProductLiquidNutritionMultiplier reduced to 1.15 down from 1.6
- rebalanced body armors and helmets - no longer will you be getting nice protection from just wearing cooking apron
- nerfed the capacity of tents craftable by player (does not affect AI ones)
- added armor to zeds
- scopes now are a craftable weapon attachment. They don't give passive bonuses on their own but can be attached to a gun (and detached too)
- aiming bow now gets you tired. Some bows are more tiring (greatbow, strongshortbow) some are less (handmade, compound)
- armors can now be reinforced and will provide slightly better protection
- some sharp weapons can now be further sharpened which gives them better damage scaling with hand to hand skill
- blunt weapons can now be weighted giving them some extra weight (usually 1 pound for smaller weapons and 2 for really large) and flat damage increase
- skinning chickens now also gives feather bundles
- arrows now require rags or feather bundles to produce. 1 rag/feather bundle per 5 arrows on average
- added cotton plant and rags crafting


v8
- Nerfed mushroom farming. The key idea is that mushrooms should be more of an early game and/or emergency type of farming and not something that will solve all of your food problems:
-- 1 wood now produces 1 wood stack that weights 10
-- mushroom patch now gives 4 mushrooms max
-- mushroom does not yield any "seeds" (woodstacks) back. It was pretty weird that by planting 1 wood stack you could get a bunch of shrooms and somehow 3 stacks back
-- removed mushrooms as a valid ingredient for high-quality cooked food: Meaty Soup, Ration, Veggie Chips, Veggie Fried Rice
-- reduced nutrition gain of mushroom soup from 1.5 to 1.15

v7
- reduced rancid human meat required for weird goo from 50 to 20

v6
- fixed building resources bug: now all resources (wood, stone, etc.) are properly recognized and used for buildign and crafting
- reduced the average spawn amount of wood stacks (the one used to grow shroom)
- I was trying to reduce overall construction skill gain especially for low-level easily recipes like fences and gates but I don't think I've succeeded
- reduced the skill bonuses of all inventory items to +1 (a lot were giving +2)

v5
- Removed spawning of some imba items (ammo crates, etc.)


You can find some calculations I've done and stats of melee weapons and bows in excel file inside supplementary files
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Showing 1-1 of 1 comments
Dawn 17 Jun @ 2:43am 
where do i combine the leather scraps? I have it all except the workstation to combine it
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