Survivalist: Invisible Strain

Survivalist: Invisible Strain

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SIS Extended: Standalone Edition
   
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Tags: IsMod
File Size
Posted
Updated
200.649 MB
Apr 20, 2022 @ 5:27am
Jun 2, 2022 @ 1:42pm
23 Change Notes ( view )

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SIS Extended: Standalone Edition

Description
This mod is a huge overhaul to the vanilla game aimed at introducing new combat mechanics, add new effects and mechanics (chemistry, comfortable lodgings, strong Zeds, etc.), and a lot of new content, making it more balanced and somewhat harder and giving better feeling of progression while rewarding your hard work.
This is an all-in-1 edition that requires nothing but the base game to run

NEW MAJOR FEATURES
  • Chemistry Expanded: potions that have lasting effects and bombs can now be crafted
  • Humans drink potions and zeds call for help: strong zeds and NPCs can buff their allies and debuff enemies when entering combat, while humans can also drink various potions when their HP is low
  • Medic Tent and Field hospital added: these buildings will help you to heal faster when sleeping inside
  • Normalized human VS human damage: human vs human fights are now more entertaining and don't depend on single lucky hit
  • Strong Health saves from infections : you can't be infected by zed strains when your HP is high. The more dangerous the strain is the harder for it to actually be passed to a target
  • Realistic World: You can catch a cold if when freezing, sever sleep deprivation can cause migraines, etc. And of course your vision is reduced during nights
  • New crafting stations and buildings: 10 new crafting benches added with unique models. New buildings introduced by SISE now also have unique models
  • Affordable Chemistry: chemistry recipes (including antigens) have been revised and simplified to make it more affordable
  • Better Logistics: NPCs no longer need entering house to take/deposit stuff from it. Instead they can do it the same way as player does (approach from any angle and simply pick stuff from there)


TOUGH & DANGEROUS WORLD
Everyone in this world is tougher than you've used to - zeds don't fall on their knees all the time, can call for help when severely injured and some of them have grown a thick carapace of mud and blood that acts as a protection layer, humans get up easily and don't die so fast anymore
Furthermore strong zeds and NPCs can buff their allies and debuff enemies when entering combat, while humans can also drink various potions when their HP is low
On the other hand the game is now much more forgiving when it comes to health and injuries - there are ways to speed up healing and zeds can't infect you if you are really healthy


REALISTIC WORLD
You can catch a cold if you are freezing, severe sleep deprivation can cause migraines, etc. And of course your vision is reduced during nights



ZED-AGE CHEMISTRY
Using rare world loots gathered from world resourced and butchered enemies you can now dabble in some unimaginable alchemy experiments. Start with simple adrenal shots and end with potent energy injections, synapse enhancers, long-lasting potions, potion bombs and miracle panacea medicine



COMPLETE COMBAT AND ARMS OVERHAUL
Combat won't feel the same anymore and old tactics won't work as good as they did. Blunts are now hard to wield and take extra stamina to swing same as aiming the bows, while bladed weapons have hard time knocking down opponents. Bow-kiting can lead to some bad consequences and trying to assassinate someone stronger than you is just a bad idea. Also majority of melee and bow weapons scale on more than 1 skill and can apply certain effects both on target and user (stun, bleeding, stamina reduction, etc.)



BUILDINGS OVERHAUL
Buildings you can build are now separated by roles and tiers: comfortable lodgings improve your sleep quality (up to +150% bonus), while medic tents dramatically (up to +100%) increase healing speed, but none of them offer much storage space. Barns and storage sheds on the other hand don't offer any inhabitants slots but they can keep a lot of stuff. Towers also received some love having better variety and even spacious variants that can house 2 or even 4 guards
Crafting is now performed on many different crafting benches and some benches may even be more efficient than others
All new work stations, lodgings and storage buildings have new models and don't reuse existing stuff from vanilla game



CRAFTING ADVENTURES IN THE LOOTED YET RICH WORLD
It has been years since the outbreak and all major resources have already been looted long ago - don't expect to find tons of free stuff or zeds to wear brand-new clothing.
But as the world changed you did too - you have learned to craft and upgrade almost everything you may need using resources all around you - rabbit fur, deer leather, rich mineral deposits, medicinal and utility crops and even rotten flesh of infected has some unexpected usages in advanced construction



SHAPE THE WORLD AROUND YOU
Remove the remnants of the world by tearing down all of those billboard, diners and useless vehicles and regrow the nature by planting saplings that will grow into trees. Oh and you can excavate rocks from the underground to mine them again and again



FLEXIBLE CONFIGURATION
Almost all newly added mechanics can be enabled, disabled or modified via .xml files inside mod folder


KNOWN ISSUES & LIMITATIONS
  • None so far


COMPATIBILITY & DEPENDENCIES
  • Fully compatible with Trader Reborn
  • Fully compatible with Better Farmer
  • Not compatible with other "SIS Extended" mods - they are integrated
  • Not compatible with Zedmulate - it is integrated (HUGE THX to Lemski07 for allowing me to use parts Zedmulate)
  • Very likely to be incompatible with other mods that modify recipes, override vanilla items and props


SPECIAL THX
  • Bob for this marvelous game
  • Lemski07 for the amazing Zedmulate mod and for giving me permission to use some of the assets from it and indirectly inspiring me to make this mod

Used Assets
Huge thanks to all those people who share their assets and 3D models that can be used by modders like me. Alas I can't post all credits here because of characters limit so I've added all credits to separate discussion
https://steamcommunity.com/workshop/filedetails/discussion/2797178952/3282573272831018484/
Popular Discussions View All (4)
19
Jan 18 @ 11:29am
Bug reports
erikem
8
Jun 27, 2022 @ 11:39am
Several Isues in a new game
ViryaDraco
5
May 21, 2022 @ 10:24pm
I have 3 questions
ViryaDraco
190 Comments
Hakking Jan 18 @ 11:28am 
Exception (v223): NullReferenceException: Object reference not set to an instance of an object. IconGenerator.GenerateIcons () (at <e30f46bac18045e79148e37e5138f30f>:0)
GameImpl.Update () (at <e30f46bac18045e79148e37e5138f30f>:0)
Launcher.Update () (at <e30f46bac18045e79148e37e5138f30f>:0)
Mods: BaseStory, Common, Sandbox, 2797178952 (SIS Extended: Standalone Edition)
Dank Mushroom Nov 7, 2023 @ 6:42pm 
boo
erikem  [author] Jul 24, 2023 @ 5:13am 
Because every update and bugfix a lot of stuff changes in main game code and debugging takes time and effort. Top that up with the reduced capacity I have since the war has started and there you have - an answer for why am I not keeping it up to date for the time being.
It's sad for me too and I honestly plan to update it once game is realeased
Dank Mushroom Jul 22, 2023 @ 6:29pm 
we dont know when this game will be fully ready so why wait so long to update a great mod?
erikem  [author] Jul 20, 2023 @ 4:23pm 
I am not a developer of this game and I do not poses info about final release date
Dank Mushroom Jul 20, 2023 @ 3:12pm 
when will this be
erikem  [author] Jul 20, 2023 @ 7:51am 
I haven't updated this mod in a while and the plan is to bring it up to date when game finally releases
Dank Mushroom Jul 20, 2023 @ 12:45am 
and walls of communities' are invisible
Dank Mushroom Jul 20, 2023 @ 12:44am 
i cannot drive cars?
ombreon.82 Jul 8, 2023 @ 6:07pm 
pity I found it very difficult initially a bit too many infected in the city but interesting pity this error