Because of the appreciation our game soundtrack has been receiving, we decided to make it publicly available to everyone, regardless of whether they own the game or not.
Let us know if you like it.
https://www.youtube.com/watch?v=GuGqUGAwS-w
Enjoy!
Happy New Year!
Happy New Year everyone!
Scorpius Games wishes to thank everyone involved with I Shall Remain, especially to people who bought and played it, helped us testing and gave feedback.
We hope 2015 will help everyone follow and fulfill their dreams.
On a more personal note, we wish it to be a great year for I Shall Remain and its community.
I Shall Remain 0.8.6.1 Hot Fix
With the holiday approaching and since the next release is going to be at the end of January, we used the first ten days of the month to focus on testing and improving the whole game experience. There is no special thing that has been added but there are a lot of improvements in many departments (art, sound, discussions and lore, logic).
Thank you everyone for playing and giving us feedback!
- Content adjustments to most maps
- More textures updated - generally made everything more apocalyptic
- Dialogs and quest texts adjusted in many places
- Teammate experience and progress is shown on the Teammate UI in main player HUD now
- Teammate broken weapons is shown on the Teammate UI in main player HUD now
- Implemented logic for teammates that have something to tell to player (instead of reaching a certain location, their request to talk to you should appear at anytime if you advanced enough into the story)
- Fixed the issues with taking CJ as a teammate
- Fixed the issue where you coudln't talk to Stanley on Ellis Island
- Mutations parameters adjusted (overall, new started games should give zombies higher chances for mutations to appear)
- No requirement of a medical kit to revive teammates from now on (might leave it on harder difficulty levels)
- Grass added to Ellis Island scnee, grass adjusted in other scenes
- Goons save correctly now and will fight against you as well as against Infected
- The last 3 music scores are in
- Change Alphabet City's zone index from 5 to 1 (fast travelling uses this to determine how much will pass from one destination to another)
- Fatigue regeneration increased around fire (is half of the rate inside buildings)
- Alphabet City fire shelter added (was missing entirely)
- Newport Shelter adjustments to scene geometry and collision shapes
- Teammates receive now an experience bonus regarding main character leadership level (0.2*Leadership level).
- Adjusted smoke and night fog effects
- Infants book added to Central Park map
- Thomas documents mutation information added
- Andrea infected documents content added (will adjust on them further)
- Ellis Island documents content added (will adjust on them further)
- Run a sound when a quest starts (this way the player can see better when a quest starts and can look at the details)
- Fix for osmosis where it was allocated to each unit but didn't show in UI (would have snown units healing themselves without having the mutation shown in the UI)
- Fix for teammates to get positioned correctly near the main char when he dies and resets his position (sometimes the teammates would reset to the start of the map, not where the player was)
- Adjust attack speed weapon bonus
- Wilson boss spawns correctly once with its pack now
- 25% chance for baby explode mutation by default
- 2 new loading hints added
- Put teammate icon in the right position after dismissing other teammate
- At night zombies use only 75% of their visibility range (this makes it easier to sneak pass them)
- Tank material adjusted when you are in (makes it easier to see which way you shoot at night)
- Fix "doctrines aren't correctly shown' in case of a squad with size bigger than 1
- 'Do not count CJ in squad size' fixed
- Rejuvenation applies 10% to boss, 20% to the rest of the units
- Bosses generates at least rare weapon enhancers.
- New weapon enhancer icon and stamp - overwritten the old one
- Patrick Russel second ability only gives now 1% chance to instant kill not 2%.
- Now the bullets go to a height suited to the zombie's height (beside the snipe and rifle ones, will fix those too in the future)
- Two more parameters added to teammates AI to adjust their behavior
- Teamamte sounds adjusted, women and men use correct sounds, no sounds when we enter a map
- Change the color for selection in Infected list.
- Creep material specular adjusted
- Hovering text added for when a teammate needs assistance with its health
- Locker added to bh1 scene
- Remove "Pyromancer" and "Training day" doctrines from locker in Flatiron Shelter map
- Taunt mutation effects removed for now
- Fix "do not show warning message when moving weapon enhancer in a empty inventory slot" issue.
- Count and use scraps from all squad members inventories for different mechanical actions.
- Increase the weapon loot chance in Survive game mode.
- Adjusted survive map a bit to avoid crashes which tell units to go out of the path map
- Use proper icons for CJ and Tommy abilities.
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 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 for weapon losing durability and repair weapon.
- More hints added
- Dialog changes to have multiple characters talking with the same NPC
- Adjust boss location trigger size in cp1 (to match special event trigger size and position).
- Increase time for Beizel quick event.
- Switch Tommy's abilities (now he starts with Cartographer and unlocks Chemist after 3 levels in squad)
- Update monster UI info while shooting from tank.
- Reduce leaders weapon loot chance from 33% to 25%.
- When we die, teammates current's command defaults to regroup (since we restart the scene or from a checkpoint)
- Show correct heal value as floating text in case of heal using medical kit.
- Add more info in mutations tooltips.
- Adjustments to bazooka projectile
- Fixed the character translation in fixed camera character controller in some of the maps (looked bad when walking/running)
- Grass updated in some of the scenes
- Give random loot for teammates also (not only the main character).
- NPC material in survive mode adjusted (was looking bad)
- Adjusted the font size for teammates tooltips.
- Adjusted weapon contextual menu (inventory and equip slots).
- Adjust upgrades tooltip.
- fix for zombie baby dying with explosion (they weren't going through the same code other zombies did when die so there was no loot thrown and boss music never stopped because of that)
- Add filters buttons for skill doctrines.
- Health mutation will only add 100% health, not 200% how is currently setup
- Health level adjustments for normal zombies
- Instant rejuvenation adds 15% for bosses, 25% for the rest now
- Adjusted teammates health in UI after load.
- Add Medical kit and Water to doctrine traders in safe havens.
- Mines won't get activated by barrels anymore
- We do not show doctrines in skill info window anymore
- We do not flicker skill UI in character window anymore
- Show how many upgrades are available for each skill in doctrines window.
- Use loot bonus from doctrines for loot weapons.
- Upgrade doctrine's prices.
- Apply noise inhibitor for snipe rifle.
- Increase next serum shot value when using Infection Kit.
- Several adjustments to scene from a list of issues reported by a player
- Fix "cannot replace a weapon bonus when the weapon already have 4 bonuses" issue.
- Add Z0M81 Virus item.
- Increase the time for cp1 Infants quick event.
- Adjust Infected window to show more mutations
- Infected tissue items added
- Adjust the "Morgue", "Ammunition stash" and "Investigate the shooting" quests to start them when enter in certain locations.
- Made Julia a trader.
- By default newlyborn halflings have regeneration mutation on
- Mantis has 25% chance to leg hit
- Added option for an NPC to show/hide as told by the spawner
- Added "go to main menu" fail condition to quick events.
- Set Can_be_controlled_by_player property for teammates spawners in existing scenes.
- Reinforce cost is now equal with the weapon's level / 2
- Enhance ammo using serum cost is now equal with the weapon's level / 2.
- Adjusted weapon bonus item price regarding the effect.
- Adjusted the loot chance for weapon bonuses.
- Mouse cursor fix to show after we exited and re-entered from the desktop
- Fixed "Do not use monster resistances in case of teammates". This made teammates level up a lot slower, this should improve that.
- Knife larger hit angle 45, it is possible to fight correctly with the knife now
- Maximum number of bonuses is rarity dependent: 3 for Uncommon, 4 for Rare and 5 for Elite.
- Gain experience from upgrade weapons operations.
- Show messages for starting, completed and failing quests.
- Send "goto main menu" event when changing scenes to fail defend area quests and quick events.
- Made Beizel less powerfull
- Correction when show the damage for weapons in weapon tooltip.
- Mutations reset correctly when we exit the game now
- Overall mutations parameters adjusted
I Shall Remain on sale on Humble Bundle Store
I Shall Remain celebrates entering Humble Bundle Store by being 50% OFF until 16th of November.
Nearly a week since the October Update and a new Hotfix is ready for release.
The major feature of this update is the new Floating text combat feedback system and the Updated Infected information. We can now see the stats of each Infected and the real-time combat information (how much damage our character and teammates did on each shot, how much damage they receive, whether they hit or missed, if our infection increased, how much we healed and many more). Note that this information can be turned on/off from ishallremain.ini file (future updates will add this to the Options UI).
Thank you for your valuable feedback.
*********** 0.8.5.1 hot fix *************
- Floating text Combat Feedback system added (small numbers will pop each time we do damage, get hurt or heal ourselves)
- Floating text can get hidden/shown from ishallremain.ini
- Type of information we show (Damage, Critical damage, Infection, Instant kill, Heal, Shots missed)
- Infected information updated. We can now see numbers for Health, Defense, Armor, Attack, Damage for each selected Infected. This can get easily correlated with the attack information we see during combat
- Optimized secondary zombie materials (performance improvement on loading)
- Adjust combat calculation in case of infected as attacker.
- Change Regroup with Attack positions in Teammates UI
- Fixed 'Steps sound won't properly stop (with fixed camera controller) when we run' issue
- Increased the Infester chance to infect on spit from 10% to 25%.
- Infester spit elite will take 2 infection points, bosses will take 3
- Adjusted the way we calculate on-fire damage (is percent of the weapon which inflicted the damage in the first place, this makes the flamethrower less effective - was overpowered)
- Grass adjusted in the Prologue scene
- Increased Spitter weapon damage
- Added level up doctrine choice in Doctrines window also
- Do not get experience in the Survival skill when running
- Add "goto main menu" event and quest condition to be use in case of defend the area quest as fail condition.
- Defend the area quests fail now if we exited the game while they are in progress.
- Show the full damage in weapons tooltip
- Defend the tank walkers now have a chance to spawn as loot different ammo types as well
- Adjusted camera stutter in fixed camera controller
- Fix for having the right cursor icon when in inventory and toggling realtime
- Reflections for all objects increased to 2
- Fix for having the right cursor icon when in resting state
- Jim Beret's abilities icons are in
- Adjust infected defense and armor (they should reflect more of the damage now in later stages of the game)
- Add Wrath mutation description.
- Fix for wrong attack animation when we hold attack and switch the weapon while doing it
- Reduced camera shake for miniguns and heavy machine guns
- Fixed some text translations
I Shall Remain on sale on Bundle Stars
I Shall Remain is on sale on Bundle Stars for one week until November 11'th.
http://www.bundlestars.com/store/i-shall-remain/
I Shall Remain - October Update (0.8.5.0)
I Shall Remain fifth update is here. As always, a combination of content (4 new maps), brand new features (Steam Achievements vers1.0, Fixed Camera controller ver1.0, Infected area completely redone, Camera pan, Infected selection, Main character outline) and updated features (Discussion dialog with support for teammate dialogs, Improved tooltips and fonts) and a new Teammate (Jim Beret) are the highlights of this release.
Thanks again everybody for your participation.
October update changes
- Jersey Suburbs, Jersey Medical, Ellis Island Bridge, Ellis Island maps are in
- Steam Achievements (14 test achievements, the current achievements will likely change during development, a lot more will be added)
- Jim Beret teammate can now be hired from Holland Train Yard map
- He is specialized on melee and repair
- Blacksmith ability - Any repair operation within the team costs 2 scraps less
- Craftsman ability - Allows to upgrade weapon rarity (automatically upgrades existing effects on that weapon)
- New 'Fixed camera controller' (version 1.0 is in, we will update it with new features as we get more feedback from the community)
- The camera stays fixed on the player and follows its position
- use WASD to move the player
- use LeftMouse to attack
- Use RightMouse to rotate around without attacking
- Use MiddleMouse to rotate camera around player
- Discussion dialog majorly updated
- any teammate can now have his own dialog lines
- we can now select which character is driving the discussion at any moment
- discussion history added (we can now see the whole discussion in a linear manner)
- font changes, discussion protagonists added to history
- Infected UI window completely redone
- Information about any Infected type we got in contact with
- Information about any supported mutation for each infected type
- More accurate logic to get experience when killing infected (taking into consideration the unit, weapon type and damage with that weapon for each unit hitting a specific infected)
- Quick events and information are shown in quest window
- We can now select units with the mouse in Pause Mode (Ctrl) and see their properties
- We can now pan the camera with RightMouse button pressed in Pause Mode (Ctrl)
- We can now see an outline of our character behind walls (this way we can track him even in tight spaces - we might add this for teammates and/or Infected)
- We can now pan when we are in go to position setup for teammates (using right click pressed and moving the mouse). Canceling this operation it's done now with middle click
- We can now highlight Barrels objects when hovering over
- Add tooltips for Options controls (we can now see information about each option and details for each choice)
- New tooltip implemented which uses different fonts regarding resolutions (they scale with the resolution)
- Overall Font changes
- Started work on the new character and animations (not yet available)
- Added chainsaw weapon resources (not yet in)
- Added three new interior textures for houses
- We show hints about specific game aspects when loading a scene
- CJ and Michael have different clothes now
- Started work on a second Infected type of textures
- Optimal distance for ranged weapons do not affect chance to hit (which means we will hit more often so it doesn't frustrate players who used to miss a lot)
- Fixed a major issue related to not being able to finish the Prologue (this happen with any quest relying on putting something into a bed)
- Increased specular for rainy weather, this improves the overall quality of textures in certain circumstances
- Prologue scene upgraded
- Fixed "the game freeze when pressing escape while in create or delete profile windows" issue
- Add percent from Intelligence to experience for all actions (0.2*Intelligence)
- 'Cursor stuck in left top corner issue' fixed
- Camera Controller and Slow Motion options added to main.ini and Options UI
- Fixed a major crash when teammates were walking and they got killed
- Fixed a strange crash with picking up blood
- Help texts are shown for 15 seconds only (removes the issues with text being all over the screen)
- Implement "inflict weakness" weapon effect
- Fixed "Do not show tiredness and infection images in survive game mode when coming from prologue and story"
- strafe animations adjusted by walk run speed bonus (they weren't using it)
- new sepia adjustment, there's less red now
- Add "you cannot take a new quick event if other is active" logic
- Bullets hit the target at chest level now (not over their heads)
- Adjust weapon's critical hit damage tooltip.
- Hide rewards icons when toggle between quest pages in quest window.
- Serum explicative tooltip added
- near camera distance set to 0.1 so it doesn't clip too early (this removes some of the issues with seeing through buildings where you weren't suppose to)
- Fix crash when hitting a barrel "Update monster info problem" issue
- Fix for the survive game mode not resetting correctly on death
- Fixed multiple issues with wrongly positioned scrolling text/books
- Added zone info for each quick event
- Shown info about damage penalties in accuracy penalty icon in player HUD.
- Adjusted progress calculation for Rank progress bar in Infected window.
- Fixed spawners in Memorial Sloan-Kettering Center map for the Tank Defend the area mission
- Fixed "defend the area infected spawners doesn't spawn infected if you are already in trigger" issue.
- Make that the scroll bar will appear on some controls without the need to drag them.
- Do not show the same open dialog text for trainers after each rank or skill increase purchase.
- Fix "enforce icon doesn't show for equip slots" issue.
- Marauder weapon range decreased considerably so if they are outside screen they will need to get closer to you to attack. This should improve the experience fighting these infected
- Taunt mutation it's now following the rules of all other mutations (was always present in the past)
- Fixed unstoppable mutation for Halflings
- Adjusted max mutation values for some of the mutations
- Fix for a crash that happened when we have infected who are created before the controller is created
- Fixed the issue with immediately spawned enemies being un-selectable with the mouse in Paused Mode
- Tooltip window color adjusted
- Fixed new maps won't clear when we start a new game
- Fix "Slow motions settings doesn't save" issue.
- Chain's journey book in Train Yard scene is now spawned only once.
- Add quick event in prologue "return to hospital before time expires'
- Change 'enforce' keyword with 'reinforce' as suggested on our forum
- Fixed the issue with the character walking when we exit the pause state even if we don't press any button (this happened only with the second controller)
- Don't set the x-ray material if it's already set (optimization)
- The character turns into the direction of the mouse pointer when we throw grenades/flares with the fixed camera controller
- The mouse pointer now changes color depending on the optimal attack distance in fixed camera controller
- The old controller max zoom angle changed a bit (should allow us to see farther but will not go as low as it did before)
- Fix for looking into a too wide area to position the player on scene enter (crashed in some circumstances)
- Adjusted rendering priority for particle systems for some of the scenes
- Invulnerable teammates won't evade enemy projectiles anymore
- Fixed "locations doesn't appear on world map" issue.
- Talk distance to NPCs increased to 2.5m
- Adjustments to teammates chosen values for attributes and skills.
- We remove teammate invulnerability when we recruit it
- Disable the Shoot key in Redefine keys (for this version this cannot be modified)
I Shall Remain ver 0.8.4.1 Hot Fix
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 Cathy dialog text.
- Adjustments and fixes to most of the scenes
I Shall Remain - September Update (0.8.4.0)
September 30-th, Tuesday
I Shall Remain' forth update is here. This time the setting changes, we move to late Autumn with four new weather presets and we enter Jersey rural area. Two new maps (the Newport Shelter and Jersey Safe) have been added (a total of 19 playable currently), country side theme is complete, special quest-like quick events are in as well. We can now rest on beds in Safes, Infected resistance to weapons has been temporarily removed (we want people to let us know how does it feel without it) and there are options to restart the game after you died (either on the last house you've been in, at the start of the map or at the last Safe you visited).
A lot of improvements and additions made their way into the update as well.
https://www.youtube.com/watch?v=h9SSEmDg8i8
Thanks again everybody for your participation, bug detection and suggestions, everything makes a difference.
September update changes
- Newport shelter map is in (contains the Jersey Christ hospital as well)
- Jersey Safe map is in
- Country side graphics theme finalized (roads, grass, fences, houses, interior props (rugs, wooden lockers, beds), barns, specific outside props, windmill, other buildings)
- One original score
- Special quest-like quick event implemented (added a few in the early scenes, will add more in the next updates)
- Rest options available in Safe locations (can use beds to rest for as many hours as needed)
- Work on balancing the infected stats to keep up with squad abilities at higher levels
- Improved mines visibility (we can now see their glow even without direct fow)
- We can recruit teammates via button without having to discuss with them
- Explode upon death for crawler is in, teammates will get away from it when needed)
- Late autumn season and weather presets added (late autumn rain, rain and snow, clear late autumn, light snow)
- Increase damage for melee weapons.
- Boss fight music plays in defend the area missions as well
- Melee weapons are more durable.
- Adjusted "Tenaru River" doctrine.
- Restart the game after you died options added (at scene start, last building, last Safe scene)
- All recently added mutations have a chance to get chosen when an infected is created (leaders and bosses)
- Raindrop size increased in all rain effects
- Sepia percent starts at 20% now (can't be less than that)
- Added checkpoints in all buildings in Safes
- Adjusted experience modifier to 130 in each scene.
- Experience gained fighting with any of the weapons is similar now (there were some significat differences in the past regarding the weapon used)
- Slightly different wind conditions for each tree type
- Do not affect scavenge chance by game difficulty.
- Units life amount adjusted (units are harder to kill now, especically leaders and bosses)
- Land mine flickers when we press the alt button
- Season change at the end of the Train Station scene
- Ram mutation added for Buster, not active yet
- Getting close to an NPC or Teammate now will show their image and interaction information at the top of the screen
- Npc and teammate icons size increased on map/minimap
- Rewards for selected quest are shown in UI using Icons now (way easier than reading about them in the quest text)
- The tank has animation when shooting now
- Monster resistances are temporary removed from the game (this is a feature that seems to be generating frustration more than anything else)
- Modified Thomas' ability to give to 10% armor to the squad.
- When close to a locker or a bed we are shown that we can interact with them
- Debt experience cannot exceed 25% from you current experience
- Every skill/attribute has an icon now shown in their information window
- Fixed "learning lots of doctrines will make the game crash" bug.
- Fixed "some zones doesn't appear on subway map" issue.
- Fixed some issues regarding journal title not being shown correctly.
- Fixed "Quick quest button is always disabled" issue
- Fixed endless respawning of infection kit item in Central park map
- More info in item tooltip.
- Adjust triggered doctrines text.
- Limit the serum NPCs can receive to 500
- Fixed the nazi leader level in Bellevue Hospital.
- Fixed "when using infection kit also consumes serum" issue.
- Fixed "infection kit spawn item spawns every 2 minutes (the value is -1) in cp1" issue.
- Fixed "pressing I while in an NPC dialog will open the trade window even if the selected NPC is no trader" issue.
- Fixed "resolving Andrea's first quest doesn't hide the dialog lines" issue.
- Fixed "dead Christopher discussion doesn't have image and background" issue.
- Fixed "show infected UI when hit by non squad teammates
- Fixed "Thomas Harris dialog line is not the correct one" issue.
- Small fix to the key location in the first story scene (so people can easily understand where to go)
- Fixed the issue with the tank machine gun not hitting (broken in 0.8.3, related with the turret pivot)
- Fixed uncleared defend area UI when changing scenes.
- Fixed missing wall in Beth-Israel sewer scene (made the teammates get out of the walking area)
- Fixed "Stuck in background" issue, a poorly physical collision for a car in Train Station scene
- Fixed "Not being able to pickup items in the church" issue
- Other adjustments and small fixes