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Steam News30 November 201411y ago

I Shall Remain - November Update (0.8.6.0)

Note: Since a lot of logical changes have been made to Doctrines and Weapons, it is suggested to start a new game in order to have it working correctly (the game won't crash but the doctrines and weapons won't do what p

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Full I Shall Remain update

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What changed

0 fixes0 additions1 change0 removals
  • Balance
changedNote: Since a lot of logical changes have been made to Doctrines and Weapons, it is suggested to start a new game in order to have it working correctly (the game won't crash but the doctrines and weapons won't do what people were used to have them doing) Key features in the I Shall Remain Sixth update. - Ellis Island map extended and updated - Two new maps are in (Holland Tunnel Subway and Alphabet City) - Doctrines have been revamped and updated, 28 new doctrines have been added (128 in total now to shape your character) - New doctrine effects (avoid explosives, max encumbrance, pierce armor, more scraps from weapon dismantling) - Weapons have levels now, the level influencing their characteristics (damage, repair cost, most of the weapon effects, serum cost) - We can now upgrade our weapons by spending scraps/serum (Enhance ammo, Increase rarity, Increase Level, Add random weapon bonus). This opens up new possibilities to upgrade and improve your weapons - Weapon Enhancer loot items added (these represents an effect we can apply on a weapon, from range to damage or inflict weakness). This opens up endless possibilities to customize your weapons - 10 new Infected mutations added (Regeneration, Burden, Drain, Osmosis, Enrage, Rejuvenation, Acute sense, Aura, Armor, Crowd), each with its own logic to improve the infected behavior and statistics. We have now 22 mutations the Infected can have in any combination) - Added "Unique' rarity. 8 new Unique weapons created, all given as quick-events rewards. Some of them have special names :) - Large texture overhaul. Recreated many textures and adjusted others. Generally higher resolution, new normal mapping and sharper details overall - Main and secondary quests and content added and updated (new quests from Andrea, Thomas, Jim, Chain, Jay, Cathy) - 12 new music pieces are in - New teammate - CJ Hodges (Sibling and Commander abilities) Other changes - Secondary textures and materials for all Infected types are in - We can now fight other humans (will continue to improve over the AI in the next releases) - Doctrines UI updated - Weapons loot drop from Infected increased - Support for teammates to signal they want to talk to you - Many of the maps adjusted with more bosses, most bosses updated to use some of the new mutations - Two new common zombie types added (Lurker, Strider) - Tiredness renamed to Fatique - Tommy's flashlight ability replaced with Chemist (improves blood to serum conversion) - After rain preset specular adjusted - Reverted specular power in sewers (was wrong since the rainy days specular was changed) - Adjusted damage calculation. - Fixed "reading a book doesn't unlock Apprentice doctrine" issue. - Fixed reflection parameters (it was marked as 3d but we were using only 2d one, reflection factor is back to 1 now) - "highest" option added for Shadowing (difference between high - highest is the Lightning shadows), default is Highest now - All infected have glowing in the dark eyes now based on their rank (default, Elite, Boss) - Fix not showing 0 damage for invulnerable teammates. - Bosses always drop at least rare weapons - Adjust infection/fatigue hints - Now leaders have 1-2 additional mutations and bosses have 3-4 additional ones - Stamina damage floating text support added - Adjust loot generation algorithm - Mutations parameters adjusted - Do not apply penalty for chance to hit in case of low stamina. - Coloth doesn't use the Defense mutation from now on - Add more experience to Survival skill from blood-serum conversion action. - Add floating text

I Shall Remain changes

changedNote: Since a lot of logical changes have been made to Doctrines and Weapons, it is suggested to start a new game in order to have it working correctly (the game won't crash but the doctrines and weapons won't do what people were used to have them doing) Key features in the I Shall Remain Sixth update. - Ellis Island map extended and updated - Two new maps are in (Holland Tunnel Subway and Alphabet City) - Doctrines have been revamped and updated, 28 new doctrines have been added (128 in total now to shape your character) - New doctrine effects (avoid explosives, max encumbrance, pierce armor, more scraps from weapon dismantling) - Weapons have levels now, the level influencing their characteristics (damage, repair cost, most of the weapon effects, serum cost) - We can now upgrade our weapons by spending scraps/serum (Enhance ammo, Increase rarity, Increase Level, Add random weapon bonus). This opens up new possibilities to upgrade and improve your weapons - Weapon Enhancer loot items added (these represents an effect we can apply on a weapon, from range to damage or inflict weakness). This opens up endless possibilities to customize your weapons - 10 new Infected mutations added (Regeneration, Burden, Drain, Osmosis, Enrage, Rejuvenation, Acute sense, Aura, Armor, Crowd), each with its own logic to improve the infected behavior and statistics. We have now 22 mutations the Infected can have in any combination) - Added "Unique' rarity. 8 new Unique weapons created, all given as quick-events rewards. Some of them have special names :) - Large texture overhaul. Recreated many textures and adjusted others. Generally higher resolution, new normal mapping and sharper details overall - Main and secondary quests and content added and updated (new quests from Andrea, Thomas, Jim, Chain, Jay, Cathy) - 12 new music pieces are in - New teammate - CJ Hodges (Sibling and Commander abilities) Other changes - Secondary textures and materials for all Infected types are in - We can now fight other humans (will continue to improve over the AI in the next releases) - Doctrines UI updated - Weapons loot drop from Infected increased - Support for teammates to signal they want to talk to you - Many of the maps adjusted with more bosses, most bosses updated to use some of the new mutations - Two new common zombie types added (Lurker, Strider) - Tiredness renamed to Fatique - Tommy's flashlight ability replaced with Chemist (improves blood to serum conversion) - After rain preset specular adjusted - Reverted specular power in sewers (was wrong since the rainy days specular was changed) - Adjusted damage calculation. - Fixed "reading a book doesn't unlock Apprentice doctrine" issue. - Fixed reflection parameters (it was marked as 3d but we were using only 2d one, reflection factor is back to 1 now) - "highest" option added for Shadowing (difference between high - highest is the Lightning shadows), default is Highest now - All infected have glowing in the dark eyes now based on their rank (default, Elite, Boss) - Fix not showing 0 damage for invulnerable teammates. - Bosses always drop at least rare weapons - Adjust infection/fatigue hints - Now leaders have 1-2 additional mutations and bosses have 3-4 additional ones - Stamina damage floating text support added - Adjust loot generation algorithm - Mutations parameters adjusted - Do not apply penalty for chance to hit in case of low stamina. - Coloth doesn't use the Defense mutation from now on - Add more experience to Survival skill from blood-serum conversion action. - Add floating text

Note: Since a lot of logical changes have been made to Doctrines and Weapons, it is suggested to start a new game in order to have it working correctly (the game won't crash but the doctrines and weapons won't do what people were used to have them doing) Key features in the I Shall Remain Sixth update. - Ellis Island map extended and updated - Two new maps are in (Holland Tunnel Subway and Alphabet City) - Doctrines have been revamped and updated, 28 new doctrines have been added (128 in total now to shape your character) - New doctrine effects (avoid explosives, max encumbrance, pierce armor, more scraps from weapon dismantling) - Weapons have levels now, the level influencing their characteristics (damage, repair cost, most of the weapon effects, serum cost) - We can now upgrade our weapons by spending scraps/serum (Enhance ammo, Increase rarity, Increase Level, Add random weapon bonus). This opens up new possibilities to upgrade and improve your weapons - Weapon Enhancer loot items added (these represents an effect we can apply on a weapon, from range to damage or inflict weakness). This opens up endless possibilities to customize your weapons - 10 new Infected mutations added (Regeneration, Burden, Drain, Osmosis, Enrage, Rejuvenation, Acute sense, Aura, Armor, Crowd), each with its own logic to improve the infected behavior and statistics. We have now 22 mutations the Infected can have in any combination) - Added "Unique' rarity. 8 new Unique weapons created, all given as quick-events rewards. Some of them have special names :) - Large texture overhaul. Recreated many textures and adjusted others. Generally higher resolution, new normal mapping and sharper details overall - Main and secondary quests and content added and updated (new quests from Andrea, Thomas, Jim, Chain, Jay, Cathy) - 12 new music pieces are in - New teammate - CJ Hodges (Sibling and Commander abilities) Other changes - Secondary textures and materials for all Infected types are in - We can now fight other humans (will continue to improve over the AI in the next releases) - Doctrines UI updated - Weapons loot drop from Infected increased - Support for teammates to signal they want to talk to you - Many of the maps adjusted with more bosses, most bosses updated to use some of the new mutations - Two new common zombie types added (Lurker, Strider) - Tiredness renamed to Fatique - Tommy's flashlight ability replaced with Chemist (improves blood to serum conversion) - After rain preset specular adjusted - Reverted specular power in sewers (was wrong since the rainy days specular was changed) - Adjusted damage calculation. - Fixed "reading a book doesn't unlock Apprentice doctrine" issue. - Fixed reflection parameters (it was marked as 3d but we were using only 2d one, reflection factor is back to 1 now) - "highest" option added for Shadowing (difference between high - highest is the Lightning shadows), default is Highest now - All infected have glowing in the dark eyes now based on their rank (default, Elite, Boss) - Fix not showing 0 damage for invulnerable teammates. - Bosses always drop at least rare weapons - Adjust infection/fatigue hints - Now leaders have 1-2 additional mutations and bosses have 3-4 additional ones - Stamina damage floating text support added - Adjust loot generation algorithm - Mutations parameters adjusted - Do not apply penalty for chance to hit in case of low stamina. - Coloth doesn't use the Defense mutation from now on - Add more experience to Survival skill from blood-serum conversion action. - Add floating text

Source

Steam News / 30 November 2014

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