What changed
1 fix0 additions0 changes0 removals
fixedThird Beta update is here. This took a little bit longer than expected but there are hundreds of fixes and adjustments that went in, towards making I Shall Remain more stable and overall a better game. The complete change of the main character animations wasn't possible at this time, will have a go at it at a later time, probably after 1.0 Release. Here there are the key elements of this update: - Teammates redone (meshes, animations, textures, portrait icons). Teammates fight unarmed and melee now. - More animations for the main character added (more will follow) - More weapons added (swords, chainsaw) - Stealth play adjusted and improved (night vs day vs underground, walking vs running, using silent vs powerful weapons), Detection UI gadget added - More mutations (Ram, Protector, Pierce armor) and mutation marks for infected, Mantis aberration third attack added - Fonts and UI adjustments for lower resolutions - Number of effects on a weapon (unique excluded) increased by 3 (by doctrine) - Map exits marked clearly - Brightness slider in Options - Added achievements finishing the game with each perk - Added achievements for bosses and aberrations - Fix for a crash that happened after a bad load when we wanted to show lighting - Added 2 new quick events in Staten Island maps - Aura for mutations added to infected - Added Brightness slider and UI logic - Fixed issue with camera panning while in pause mode - Fixed issue with sliding before we stopped, when we walking/running - Fixed issue with having the character use the wrong walk animations when we hold the middle mouse button (in second controller) - Changed inventory backpack icons - The new human materials added optimized to load faster (for all the new characters we added) - Weapon Sword added - Fixed badly adjusted human CJ material - Added support for Katana and Sword. - Fixed issues with aura and casting shadows - Some conditions for new animations to fix compile errors. - Brightness tooltip adjusted - Added chainsaw weapon - Adjust Backstab doctrine to apply for swords and Katana also. - Added new doctrine for chainsaw. - Fixed Sanctuary QE text too long issue. - Adjust Civilian and Chieftain perks. - Fixed for si1 minimap/map showing wrong player position - Fixed to have the intermediary player FOW (this will help see where you have been in the map recently) - Fixed goons units revive sign appearing - Adjusted survive bosses level and mutations. - Reduced the loot chance for medical kits and water. - Increased the ammo damage bonus value. - Small adjustments to the survive map - Fix an issue where the score in survive mode would cause a crash - Now we can increase skill level using serum (via trainers) for teammates also. - Ram mutation implemented - Adjusted Flatiron Shelter quick event. - Adjusted "Fixed camera" tooltip. - Adjusted some quick events text. - Adjusted MKSC tooltip in world map. - Changed "Road to Ellis Island" to "Ellis Island Bridge" in game map. - Adjusted position and size for attributes and skills levels in character window to correctly show 3 digits numbers. - Antidote serum value set to 0 and make it stack-able. - Do not show travel infection penalty after the use of the antidote - Fixed "instant heal and instant refresh" behavior (heal/refresh the correct amount now). - Adjusted a bit the baby explode effect (they burst into flames before they explode and there is blood when they explode) - Adjusted Backstab doctrine. - Fixed the issue with the empty
I Shall Remain changes
fixedThird Beta update is here. This took a little bit longer than expected but there are hundreds of fixes and adjustments that went in, towards making I Shall Remain more stable and overall a better game. The complete change of the main character animations wasn't possible at this time, will have a go at it at a later time, probably after 1.0 Release. Here there are the key elements of this update: - Teammates redone (meshes, animations, textures, portrait icons). Teammates fight unarmed and melee now. - More animations for the main character added (more will follow) - More weapons added (swords, chainsaw) - Stealth play adjusted and improved (night vs day vs underground, walking vs running, using silent vs powerful weapons), Detection UI gadget added - More mutations (Ram, Protector, Pierce armor) and mutation marks for infected, Mantis aberration third attack added - Fonts and UI adjustments for lower resolutions - Number of effects on a weapon (unique excluded) increased by 3 (by doctrine) - Map exits marked clearly - Brightness slider in Options - Added achievements finishing the game with each perk - Added achievements for bosses and aberrations - Fix for a crash that happened after a bad load when we wanted to show lighting - Added 2 new quick events in Staten Island maps - Aura for mutations added to infected - Added Brightness slider and UI logic - Fixed issue with camera panning while in pause mode - Fixed issue with sliding before we stopped, when we walking/running - Fixed issue with having the character use the wrong walk animations when we hold the middle mouse button (in second controller) - Changed inventory backpack icons - The new human materials added optimized to load faster (for all the new characters we added) - Weapon Sword added - Fixed badly adjusted human CJ material - Added support for Katana and Sword. - Fixed issues with aura and casting shadows - Some conditions for new animations to fix compile errors. - Brightness tooltip adjusted - Added chainsaw weapon - Adjust Backstab doctrine to apply for swords and Katana also. - Added new doctrine for chainsaw. - Fixed Sanctuary QE text too long issue. - Adjust Civilian and Chieftain perks. - Fixed for si1 minimap/map showing wrong player position - Fixed to have the intermediary player FOW (this will help see where you have been in the map recently) - Fixed goons units revive sign appearing - Adjusted survive bosses level and mutations. - Reduced the loot chance for medical kits and water. - Increased the ammo damage bonus value. - Small adjustments to the survive map - Fix an issue where the score in survive mode would cause a crash - Now we can increase skill level using serum (via trainers) for teammates also. - Ram mutation implemented - Adjusted Flatiron Shelter quick event. - Adjusted "Fixed camera" tooltip. - Adjusted some quick events text. - Adjusted MKSC tooltip in world map. - Changed "Road to Ellis Island" to "Ellis Island Bridge" in game map. - Adjusted position and size for attributes and skills levels in character window to correctly show 3 digits numbers. - Antidote serum value set to 0 and make it stack-able. - Do not show travel infection penalty after the use of the antidote - Fixed "instant heal and instant refresh" behavior (heal/refresh the correct amount now). - Adjusted a bit the baby explode effect (they burst into flames before they explode and there is blood when they explode) - Adjusted Backstab doctrine. - Fixed the issue with the empty
Third Beta update is here. This took a little bit longer than expected but there are hundreds of fixes and adjustments that went in, towards making I Shall Remain more stable and overall a better game. The complete change of the main character animations wasn't possible at this time, will have a go at it at a later time, probably after 1.0 Release. Here there are the key elements of this update: - Teammates redone (meshes, animations, textures, portrait icons). Teammates fight unarmed and melee now. - More animations for the main character added (more will follow) - More weapons added (swords, chainsaw) - Stealth play adjusted and improved (night vs day vs underground, walking vs running, using silent vs powerful weapons), Detection UI gadget added - More mutations (Ram, Protector, Pierce armor) and mutation marks for infected, Mantis aberration third attack added - Fonts and UI adjustments for lower resolutions - Number of effects on a weapon (unique excluded) increased by 3 (by doctrine) - Map exits marked clearly - Brightness slider in Options - Added achievements finishing the game with each perk - Added achievements for bosses and aberrations - Fix for a crash that happened after a bad load when we wanted to show lighting - Added 2 new quick events in Staten Island maps - Aura for mutations added to infected - Added Brightness slider and UI logic - Fixed issue with camera panning while in pause mode - Fixed issue with sliding before we stopped, when we walking/running - Fixed issue with having the character use the wrong walk animations when we hold the middle mouse button (in second controller) - Changed inventory backpack icons - The new human materials added optimized to load faster (for all the new characters we added) - Weapon Sword added - Fixed badly adjusted human CJ material - Added support for Katana and Sword. - Fixed issues with aura and casting shadows - Some conditions for new animations to fix compile errors. - Brightness tooltip adjusted - Added chainsaw weapon - Adjust Backstab doctrine to apply for swords and Katana also. - Added new doctrine for chainsaw. - Fixed Sanctuary QE text too long issue. - Adjust Civilian and Chieftain perks. - Fixed for si1 minimap/map showing wrong player position - Fixed to have the intermediary player FOW (this will help see where you have been in the map recently) - Fixed goons units revive sign appearing - Adjusted survive bosses level and mutations. - Reduced the loot chance for medical kits and water. - Increased the ammo damage bonus value. - Small adjustments to the survive map - Fix an issue where the score in survive mode would cause a crash - Now we can increase skill level using serum (via trainers) for teammates also. - Ram mutation implemented - Adjusted Flatiron Shelter quick event. - Adjusted "Fixed camera" tooltip. - Adjusted some quick events text. - Adjusted MKSC tooltip in world map. - Changed "Road to Ellis Island" to "Ellis Island Bridge" in game map. - Adjusted position and size for attributes and skills levels in character window to correctly show 3 digits numbers. - Antidote serum value set to 0 and make it stack-able. - Do not show travel infection penalty after the use of the antidote - Fixed "instant heal and instant refresh" behavior (heal/refresh the correct amount now). - Adjusted a bit the baby explode effect (they burst into flames before they explode and there is blood when they explode) - Adjusted Backstab doctrine. - Fixed the issue with the empty