What changed
1 fix0 additions0 changes0 removals
fixedA week passed since our last update and a brand new HotFix is in. We smashed a few bugs and fixed some issues but generally we adjusted and improved upon the overall I Shall Remain experience. Quick quest-like events are in all maps now (they have a chance to appear so one play-though might not show all of them), slow motion effects are in (just for fun, no game-play effect), a new boss has been added to the Newport shelter map (Vilebyrd), secondary attacks for Infected are now taken into consideration, late autumn effects improved as well. Many more other fixes and updates have made it through. Thanks you for your valuable feedback, everything makes a difference. *********** 0.8.4.1 hot fix ************* - Quick events added in all scenes - Quick quest-like event added in prologue now along with the instruction tip text - VileByrd boss added in Newport Shelter map - Slow motion effects manager implemented (parameter in ishallremain.ini, slomo = [setting] where setting is one of the following) - 0 - no slomo - 1 - lowest (player dead and bosses, pause between slomo = 30secs) - 2 - low ( lowest + instant kill, pause between slomo = 30secs) - 3 - medium (low + leaders, pause between slomo = 30secs) - DEFAULT - 4 - high (medium + grenade/mine explosion and last zombie in view, pause between slomo = 15secs) - 5 - highest (high + any killed zombie, pause between slomo = 5secs) - Secondary attacks for Infected are now taken into consideration (there was a bug which made them not available for elite or bosses) - Fixed crash which happened in lateAutumn when we were getting out of a subway/tunnel/sewer scene - Leg hit is half chance now - Grenade thrown inside buildings will fly lower so it doesn't hit the ceiling (the initial trajectory kept for when we throw the grenade outside buildings) - Fixed the issue with Marauder and Bazzoka projectiles going through walls - Pajota pistol improved (damage dealt as well as optimal range) - Removed some trees that were out of the map in Holland Tunnel Train Yard scene - LightSnow has bigger snowflakes now - Fixed a crash with secondary attack - Goto flag sticks to the ground now - The burning Player resets now correctly after he restarts the game - Late autumn has a half rain to snow tiredness influence - All scene interiors improved using newer models - Story starts at 6 o'clock (started at 7:00) - We show only relevant UI elements in quick event UI now (depending on the event type) - Logic to have adjustable wind (for grass and trees - not active yet) - Late autumn rain effect is richer now - Grenade/mine trail seen over the grass - Sound volumes also get influenced by the slow motion effects - Change quick event's progress bar color. - Added Sleep hint logic. - Fixed "icons on world map remains visible after changing profiles or start a new game" issue. - Show time tooltip for quick events (how much untill it ends) - Boss music ends only after all bosses in the scene are dead (it worked correctly with only one boss but not many at the same time) - Arrow on the map rotates to follow the camera rotation (not the Player's one) - Evading grenades for teammates is in again (it was removed by testing and never reactivated by mistake) - Some fixes regarding squad limit and dialog text interaction. - Adjust
I Shall Remain changes
fixedA week passed since our last update and a brand new HotFix is in. We smashed a few bugs and fixed some issues but generally we adjusted and improved upon the overall I Shall Remain experience. Quick quest-like events are in all maps now (they have a chance to appear so one play-though might not show all of them), slow motion effects are in (just for fun, no game-play effect), a new boss has been added to the Newport shelter map (Vilebyrd), secondary attacks for Infected are now taken into consideration, late autumn effects improved as well. Many more other fixes and updates have made it through. Thanks you for your valuable feedback, everything makes a difference. *********** 0.8.4.1 hot fix ************* - Quick events added in all scenes - Quick quest-like event added in prologue now along with the instruction tip text - VileByrd boss added in Newport Shelter map - Slow motion effects manager implemented (parameter in ishallremain.ini, slomo = [setting] where setting is one of the following) - 0 - no slomo - 1 - lowest (player dead and bosses, pause between slomo = 30secs) - 2 - low ( lowest + instant kill, pause between slomo = 30secs) - 3 - medium (low + leaders, pause between slomo = 30secs) - DEFAULT - 4 - high (medium + grenade/mine explosion and last zombie in view, pause between slomo = 15secs) - 5 - highest (high + any killed zombie, pause between slomo = 5secs) - Secondary attacks for Infected are now taken into consideration (there was a bug which made them not available for elite or bosses) - Fixed crash which happened in lateAutumn when we were getting out of a subway/tunnel/sewer scene - Leg hit is half chance now - Grenade thrown inside buildings will fly lower so it doesn't hit the ceiling (the initial trajectory kept for when we throw the grenade outside buildings) - Fixed the issue with Marauder and Bazzoka projectiles going through walls - Pajota pistol improved (damage dealt as well as optimal range) - Removed some trees that were out of the map in Holland Tunnel Train Yard scene - LightSnow has bigger snowflakes now - Fixed a crash with secondary attack - Goto flag sticks to the ground now - The burning Player resets now correctly after he restarts the game - Late autumn has a half rain to snow tiredness influence - All scene interiors improved using newer models - Story starts at 6 o'clock (started at 7:00) - We show only relevant UI elements in quick event UI now (depending on the event type) - Logic to have adjustable wind (for grass and trees - not active yet) - Late autumn rain effect is richer now - Grenade/mine trail seen over the grass - Sound volumes also get influenced by the slow motion effects - Change quick event's progress bar color. - Added Sleep hint logic. - Fixed "icons on world map remains visible after changing profiles or start a new game" issue. - Show time tooltip for quick events (how much untill it ends) - Boss music ends only after all bosses in the scene are dead (it worked correctly with only one boss but not many at the same time) - Arrow on the map rotates to follow the camera rotation (not the Player's one) - Evading grenades for teammates is in again (it was removed by testing and never reactivated by mistake) - Some fixes regarding squad limit and dialog text interaction. - Adjust
A week passed since our last update and a brand new HotFix is in. We smashed a few bugs and fixed some issues but generally we adjusted and improved upon the overall I Shall Remain experience. Quick quest-like events are in all maps now (they have a chance to appear so one play-though might not show all of them), slow motion effects are in (just for fun, no game-play effect), a new boss has been added to the Newport shelter map (Vilebyrd), secondary attacks for Infected are now taken into consideration, late autumn effects improved as well. Many more other fixes and updates have made it through. Thanks you for your valuable feedback, everything makes a difference. *********** 0.8.4.1 hot fix ************* - Quick events added in all scenes - Quick quest-like event added in prologue now along with the instruction tip text - VileByrd boss added in Newport Shelter map - Slow motion effects manager implemented (parameter in ishallremain.ini, slomo = [setting] where setting is one of the following) - 0 - no slomo - 1 - lowest (player dead and bosses, pause between slomo = 30secs) - 2 - low ( lowest + instant kill, pause between slomo = 30secs) - 3 - medium (low + leaders, pause between slomo = 30secs) - DEFAULT - 4 - high (medium + grenade/mine explosion and last zombie in view, pause between slomo = 15secs) - 5 - highest (high + any killed zombie, pause between slomo = 5secs) - Secondary attacks for Infected are now taken into consideration (there was a bug which made them not available for elite or bosses) - Fixed crash which happened in lateAutumn when we were getting out of a subway/tunnel/sewer scene - Leg hit is half chance now - Grenade thrown inside buildings will fly lower so it doesn't hit the ceiling (the initial trajectory kept for when we throw the grenade outside buildings) - Fixed the issue with Marauder and Bazzoka projectiles going through walls - Pajota pistol improved (damage dealt as well as optimal range) - Removed some trees that were out of the map in Holland Tunnel Train Yard scene - LightSnow has bigger snowflakes now - Fixed a crash with secondary attack - Goto flag sticks to the ground now - The burning Player resets now correctly after he restarts the game - Late autumn has a half rain to snow tiredness influence - All scene interiors improved using newer models - Story starts at 6 o'clock (started at 7:00) - We show only relevant UI elements in quick event UI now (depending on the event type) - Logic to have adjustable wind (for grass and trees - not active yet) - Late autumn rain effect is richer now - Grenade/mine trail seen over the grass - Sound volumes also get influenced by the slow motion effects - Change quick event's progress bar color. - Added Sleep hint logic. - Fixed "icons on world map remains visible after changing profiles or start a new game" issue. - Show time tooltip for quick events (how much untill it ends) - Boss music ends only after all bosses in the scene are dead (it worked correctly with only one boss but not many at the same time) - Arrow on the map rotates to follow the camera rotation (not the Player's one) - Evading grenades for teammates is in again (it was removed by testing and never reactivated by mistake) - Some fixes regarding squad limit and dialog text interaction. - Adjust