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Steam News7 August 201510y ago

I Shall Remain 0.9.3.7 Hot Fix

A new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to remove the crashes and overall maps/logic adjustments have been made based on players feedback.

Full notes

Full I Shall Remain update

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What changed

1 fix0 additions0 changes0 removals
  • Fixes
fixedA new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to remove the crashes and overall maps/logic adjustments have been made based on players feedback. Thank you all again for playing and giving us feedback! - Fixed screwed animations in Prologue/Survive when the player picked up the first weapon while running/walking - Fixed the screwed animation with strafing right after putting down a barrel - Fixed "buy more scraps than it suppose" issue - New infected ragdolls have corrected starting positions - Remove bazooka projectile info from main character and NPC inventory. - We unload meshes (the ones that are not animated) and textures when we load a new map (will take a bit longer for the game to load but will have a steady memory consumption throughout the game session). This fixes some of the crashing issues. This should help with the overall performance of the game in later stages as well. - Animation sliding removed when running diagonal (the character will turn to that direction if it doesn't attack). The same happens when we go backwards. - Fixed crash in maps which used Defend the Area missions with the new unloading materials/meshes code - Music for each map has a second delay so it won't pause (sounds ugly) until after the initial meshes load - Trainer icons updated - Fixed initial camera/player translation on map load (which made sometime the player to start from another place than the one it has been designed for that map). This might have created issues on low end machines or machines with bad hdd's or slow CPU's - Adjust some of the QE names - Do not show "Get available quests" button for Stanley - Fixed all issues with non-generated tangents for newly loaded meshes (zombies, ragdolls, weapons, items) - Possible fix for a crash that happen when a die effect (with animation) crashes - SS officers respawn after a while - Adjusted Dismiss tooltip. - Correctly reloading flamethrower - Adjusted Infection Kit's price. - Walking speed increased a bit - Baby aberration area adjusted so there's more space around it - Shotgun animation replaced - Fixed the last issues with unloading for meshes part of static geometries - Fixed the issue with carrying barrels and screwed animation (finally) - Main character turns in the diagonal direction when running - Walking back and diagonal makes the character go diagonal as well - achievements are not taken into account in Survive! game mode - Adjusted Murthog and Gobber bosses - Polish on how the music/background sound starts when we load a new map - Made Unarmed doctrines learn-able by teammates (this wasn't active ever since we had the teammates not work with unarmed fighting) - Shake hard when ram or marauder hits us - Noise factor didn't applied for second controller when walking - Small adjustment to how we update the camera in-game - All resources now pre-load when the map starts and unload when exiting (there should be no frame drops with this and still keep the memory constant) - Mutations values increased (to make them more prominent and important in late game) - Aura/crowd distance increased based on infected type (normal, leader, boss - up to twice it was before) - Maps adjustments

I Shall Remain changes

fixedA new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to remove the crashes and overall maps/logic adjustments have been made based on players feedback. Thank you all again for playing and giving us feedback! - Fixed screwed animations in Prologue/Survive when the player picked up the first weapon while running/walking - Fixed the screwed animation with strafing right after putting down a barrel - Fixed "buy more scraps than it suppose" issue - New infected ragdolls have corrected starting positions - Remove bazooka projectile info from main character and NPC inventory. - We unload meshes (the ones that are not animated) and textures when we load a new map (will take a bit longer for the game to load but will have a steady memory consumption throughout the game session). This fixes some of the crashing issues. This should help with the overall performance of the game in later stages as well. - Animation sliding removed when running diagonal (the character will turn to that direction if it doesn't attack). The same happens when we go backwards. - Fixed crash in maps which used Defend the Area missions with the new unloading materials/meshes code - Music for each map has a second delay so it won't pause (sounds ugly) until after the initial meshes load - Trainer icons updated - Fixed initial camera/player translation on map load (which made sometime the player to start from another place than the one it has been designed for that map). This might have created issues on low end machines or machines with bad hdd's or slow CPU's - Adjust some of the QE names - Do not show "Get available quests" button for Stanley - Fixed all issues with non-generated tangents for newly loaded meshes (zombies, ragdolls, weapons, items) - Possible fix for a crash that happen when a die effect (with animation) crashes - SS officers respawn after a while - Adjusted Dismiss tooltip. - Correctly reloading flamethrower - Adjusted Infection Kit's price. - Walking speed increased a bit - Baby aberration area adjusted so there's more space around it - Shotgun animation replaced - Fixed the last issues with unloading for meshes part of static geometries - Fixed the issue with carrying barrels and screwed animation (finally) - Main character turns in the diagonal direction when running - Walking back and diagonal makes the character go diagonal as well - achievements are not taken into account in Survive! game mode - Adjusted Murthog and Gobber bosses - Polish on how the music/background sound starts when we load a new map - Made Unarmed doctrines learn-able by teammates (this wasn't active ever since we had the teammates not work with unarmed fighting) - Shake hard when ram or marauder hits us - Noise factor didn't applied for second controller when walking - Small adjustment to how we update the camera in-game - All resources now pre-load when the map starts and unload when exiting (there should be no frame drops with this and still keep the memory constant) - Mutations values increased (to make them more prominent and important in late game) - Aura/crowd distance increased based on infected type (normal, leader, boss - up to twice it was before) - Maps adjustments

A new beta hotfix is here. In the light of the upcoming release, multiple fixes have been applied to remove the crashes and overall maps/logic adjustments have been made based on players feedback. Thank you all again for playing and giving us feedback! - Fixed screwed animations in Prologue/Survive when the player picked up the first weapon while running/walking - Fixed the screwed animation with strafing right after putting down a barrel - Fixed "buy more scraps than it suppose" issue - New infected ragdolls have corrected starting positions - Remove bazooka projectile info from main character and NPC inventory. - We unload meshes (the ones that are not animated) and textures when we load a new map (will take a bit longer for the game to load but will have a steady memory consumption throughout the game session). This fixes some of the crashing issues. This should help with the overall performance of the game in later stages as well. - Animation sliding removed when running diagonal (the character will turn to that direction if it doesn't attack). The same happens when we go backwards. - Fixed crash in maps which used Defend the Area missions with the new unloading materials/meshes code - Music for each map has a second delay so it won't pause (sounds ugly) until after the initial meshes load - Trainer icons updated - Fixed initial camera/player translation on map load (which made sometime the player to start from another place than the one it has been designed for that map). This might have created issues on low end machines or machines with bad hdd's or slow CPU's - Adjust some of the QE names - Do not show "Get available quests" button for Stanley - Fixed all issues with non-generated tangents for newly loaded meshes (zombies, ragdolls, weapons, items) - Possible fix for a crash that happen when a die effect (with animation) crashes - SS officers respawn after a while - Adjusted Dismiss tooltip. - Correctly reloading flamethrower - Adjusted Infection Kit's price. - Walking speed increased a bit - Baby aberration area adjusted so there's more space around it - Shotgun animation replaced - Fixed the last issues with unloading for meshes part of static geometries - Fixed the issue with carrying barrels and screwed animation (finally) - Main character turns in the diagonal direction when running - Walking back and diagonal makes the character go diagonal as well - achievements are not taken into account in Survive! game mode - Adjusted Murthog and Gobber bosses - Polish on how the music/background sound starts when we load a new map - Made Unarmed doctrines learn-able by teammates (this wasn't active ever since we had the teammates not work with unarmed fighting) - Shake hard when ram or marauder hits us - Noise factor didn't applied for second controller when walking - Small adjustment to how we update the camera in-game - All resources now pre-load when the map starts and unload when exiting (there should be no frame drops with this and still keep the memory constant) - Mutations values increased (to make them more prominent and important in late game) - Aura/crowd distance increased based on infected type (normal, leader, boss - up to twice it was before) - Maps adjustments

Source

Steam News / 7 August 2015

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