Hello everyone, got kind of a bigger patch for you today as I've added pickpocketing and TAA (Temporal Anti-aliasing). The TAA is on a checkbox in the Settings/Graphics menu, it makes the black outlines look a lot smoother and more stable. Unfortunately it can make some other things a bit blurry when in motion so it's off by default. I prefer it despite the blur but your mileage may vary.
The motivation for adding pickpocketing was that one quest in Story Mode where you have to plant a necklace on someone - using choke hold felt overly difficult for an early game quest. I think it will also come in useful for the fetch quests where you have to get "the Doc's old labcoat" or something off someone. Maybe it'll make surviving the early stages a little easier as well.. hopefully not too easy but the consensus from new players still seems to be that the game is pretty difficult.

You can use it by creeping up behind someone and selecting Pickpocket underneath Choke Hold. You'll see a bar in the middle of the inventory screen which shows their awareness of being pickpocketed - if it reaches the top you'll be discovered when transferring something (and they'll attack you). How much it goes up depends on how heavy and how expensive the item is, and also on your stealth skill. It'll wibble up and down a bit so you might be able to get something more difficult if you click at the right time.

You can pause and unpause the game while pickpocketing, and in Single Player it pauses by default - but not in multiplayer, so be aware of that. Also be aware you can click the middle mouse button (or Y on an XBox-style gamepad) to show/hide the action menu, but it's hidden by default because it tends to obscure the detection bar. You might want to try unhiding it if pickpocketing a pipe bomb.
As I've mentioned before I consider this game finished now it's out of Early Access, and I'm working on a new project. So I'm not intending to add a lot of new features to this game anymore. But maybe I will add one or two every now and then, especially if it relates to Quality of Life or balance. The rest of this patch is mostly bug fixes and translation features:
Fix for NPCs declaring war on you if you try to assassinate one of them and they turn due to invisible strain
Fix for not being able to repair vehicles near, but not inside, NPC settlements
Fix for a savegame sometimes being created after the player has died if you press Escape in save tokens mode
Fix for gate in an AI settlement staying open most of the time because one of the NPCs liked to hang out near it
Fix for liquid amount in bottles sometimes being displayed with an unnecessary 0 in front, e.g. 01L, when metric weights are used
Fix for raiders spawning with empty water bottles, also made refugees more likely to have water bottles
Fix for NPCs sometimes not eating infected meat
Fix for text overflow issue on action menu where recipes have long names in some languages
Fix for achievements enabled flag not being carried over when you hit the road
Fix for SIS Extended: Effects Framework mod crash
Fix for RV mod crash
Fix for crash when hitting the road with equipment from a mod which has had its type changed by the mod author after it was spawned in your game
Fix for rare crash when NPC communities want to attack someone but don't have enough people available
Fix for some quests not failing in Story Mode when the relevant people are dead/buried etc
Fix for characters set to auto-collect arrows sometimes not picking up arrows that are quite near to them
Fix for selection targeting being a bit imprecise on some objects, especially thrown objects like radios or food
Added pickpocketing
Added left/right arrows on equipment spawner amount setting in debug menu as a fix for XBox users not being able to change the text field
Display a save token (crucifix pendant) icon on token saves in the savegame menu
Possible fix for characters occasionally getting through diagonal walls in 4x fast forward mode
Possible fix for crash in occasional crash multiplayer when crafting
Stopped lower importance speeches from allies (such as feuds) being shown in PiP unless you are nearby them
Tweaked some prop names to be more consistent
Some fixes and a bit more explanation in the You Don't Need a Weatherman quest
Added a little black line to the end of the fuel bar when you highlight a repaired vehicle, so it's clearer (with yellow/green fuel against white)
Added TAA (Temporal Anti-Aliasing) as an option in Graphics Settings, off by default for now
Made accusative/dative/possessive functions support German and stopped inserted pronouns from being lowercased
Added support for translator defined name endings for possessive and dative functions in languages that use them
Updated Brazilian Portuguese, German, Japanese, Latin American Spanish, Russian, Spanish and Traditional Chinese translations
The previous patch, v278, is now in the main branch (and on XBox). This also means v277 is finally in there too.
EDIT - released a hotfix in publicbeta for a couple of issues with v279, so it's v280 now.
EDIT - released another hotfix for a crash and a translation issue, so it's v281 now.
EDIT - another hotfix, v282, for a bug introduced in v279 where NPCs far from the player would get stuck outside gates.
What's this publicbeta thing?
v282 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. 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 "Game Versions & Betas" and select "publicbeta".