I Shall Remain' third update comes a bit early this month, and brings a lot of new features, updates and adjustments. Starting with 2 new maps, three new graphical themes, teammate abilities and commands, five new infected mutations and tons of improvements and fixes. A lot of customer suggestions/detected issues found their way in this update as well.
https://www.youtube.com/watch?v=h9SSEmDg8i8
Thanks again everybody for your feedback!
August update changes
- Holland Tunnel scene
- Holland Tunnel Train Yard scene
- Story and maps related content added
- Train yard, country side, river docks graphical themes added
- New Sherman tank added, old Panzer tank visual updated
- 2 new music scores added
- Jim Beret teammate is in (cannot recruit for now till next update)
- All other scenes improved/updated, visibility/collision issues fixed
- Sepia filter adjustment
- Teammate special abilities added (not final, some of them might change in the next updates)
-- Andrea: Medic (automatically heals anyone in the team when needed), Helping hand (automatically revives fallen teammates)
-- Tommy: Flashlight (he is using a flashlight same as you do but needs no battery), Cartographer (Reveal the current map and all details about it on request)
-- Patrick: Eagle eye (sees 2 times farther on minimap), Killer instinct ( Instant kill chance increased by 2% for everyone in the team)
-- Cathy: Merchant (All your trading actions get a 25% bonus), Teacher ( Everybody in the team gains 10% more experience from actions)
-- Thomas: Divine intervention (Resistances for all Infected reduced by 15%), Slayer (All elite Infected get 50% more damage))
- Teammate commands updated
-- Engage (Freely engage enemies in a large area around the main character)
-- Hold (Hold current location until another command is given)
-- Regroup (Follow closely and attack in a small area around the main character)
-- Move to position (Move to the specified location and hold it until another command is given)
-- Dismiss (The teammate will not be part of your team anymore)
-- Talk (Start or follow up on discussions))
- Teammate command UI added (shows while paused). Using SHIFT key when selecting a command will apply to the entire squad
- Add teammate's info on world map (from now on you can see in which visited map there are teammates to hire)
- Added AI logic for evading mines and grenades for teammates
- Squad limit condition added, based on the Leadership skill and its doctrines you could increase the limit further
- Implement level-up doctrines for teammates (the teammates will learn the level up doctrines the same way you do when your level increases)
- Add "enforce melee weapon using scraps" option similar with "enhance ammo" for ranged weapons option
- Locker added to each safe scene (one in the church, the other in Andrea and Dr Andre Gratia building)
- Infected mutations added
-- LegKick for Mantis (from time to time Mantis will give you a powerful leg kick hit)
-- Explode for Zombie Crawler (will explode on death based on the mutation parameters, not yet active)
-- Wrath of Gunner for Marauder Gunner (will shoot straight up and after a small time period projectile will plummet towards the target)
-- Shoot over obstacles (they can shoot over smaller obstacles, same as teammates and main character does)
-- Unstoppable (they won't be easily stopped when hit like they normally do))
- Fighting boss music logic added, it will automatically run a BossFight melody when you fight a boss and switch back after you kill it
- Get quests button added (we can get quests now without passing through the discussion dialogs at all). Note that using this button will pass over dialog discussions' information and some rewards
- Sound volumes allow us now to gradually run a sound when getting close to their center (sea and seagulls sound when getting close to the water)
- 'After rain' weather preset changed to have sun light small rain at the same time
- Add help image for tank so we get more information what we can do while in the tank
- Removed restriction lantern upgrades apply to main character only
- Fire over time chance used everywhere now (on mine/grenade fire overtime as well), Fire over time can only attach once to an enemy now (this made the flamethrower too powerful in the past)
- Teammate lantern stays always on if we are in the sewer, subway or the tunnel
- By default when a weapon is created the cross-hair is not shown (they will only get shown when the weapon is equipped and get hidden when unequipped)
- Fix "flashlight doctrine doesn't always apply to teammates" issue
- Fix "flicker skill rectangle for Survival doesn't work, when a teammate has doctrines to learn/upgrade in that skill" issue.
- Fix "add weapon bonus by an trader is free" issue.
- Fix for crash when there were fire attached effects in the scene and we exited
- No effects are created at start-up now (we created one of each effect type, there were almost 200 effect types which increased the loading time and also the memory used a bit, they will just get created on demand now)
- Small fix to serializable interface which made the game crash in certain circumstances
- We can now user Space and Enter to confirm an option in Inventory, Character and Doctrines windows and Escape to cancel an option.
- Several actions (blood serum conversion, trade, scavenge, read books) are now giving experience to entire squad
- Fixed issues with particle systems in the last 2 updated scenes where particles would update even if they weren't in view (this should improve the performance a bit)
- Flamethrower can't hit units behind walls from now on (they did and it wasn't fair since no other weapon did that)
- You cannot reload weapon while you revive your teammate
- Updated the "?" and "map" buttons in world map UI
- When main character inventory is full add items to teammates inventories.
- Now NPCs get their scale/orientation from the spawner who creates them (this way we can have a predefined orientation/scale for all NPCs)
- Adjusted the Infection hint timing when you start the story (the fade in will finish and then we will show the hint)
- Fix "show enhance ammo results is wrong for equipped weapons" issue.
- Add extra info in infection tool tip.
- Fix "second rank for 'Flying knife hands' unarmed doctrine is ongoing not instant" issue.
- Adjust redefine keys and UI (added "reload", moved "action" and removed selection teammates keys)
- Adjusted dialog lines for all teammates when squad size limit is reached (now if you can't get the teammate because of this limit a new dialog line will appear which you will choose to finish the conversation and don't hire him)
- Fixed the issue with the weapon cross-hair not updating when the weapon range is too large. Now the weapon cross-hair is limited to 97.5% of the screen and won't ever pass this limit
- Add logic to save/load squad levels for teammates, save/load auto-heal, auto-revive values.
- Add special function for area attack.
- Fix "doctrines doesn't always apply to teammates" issue.
- Fix "teammates bonuses doesn't apply" issue.
- Main character leadership skill gains experience when teammates skill level up in addition to level up an attribute
- Quest locations and quest zones are shown on world map when we change current quest (no need to go run-time for that).
- Tommy 'Reveal map ability' works now without the need to go run-time.
- Left and Right arrows works now in Character and Doctrines window as well
- Navigate using right/left arrow keys in Journal window.
- Sound volume triggers are triggered on scene initialization now
- Teammates skills/doctrines advancement revised.
- Do not adjust teammate level once we dismiss it (until we leave the scene)
- The siren sound stops when we finish the defend the area task now
I Shall Remain ver 0.8.2.1 Quick Hot Fix
This quick hotfix is bringing a few adjustments and additions which will improve the game experience in some circumstances.
The engine will use the default selected sound device if Software is not specified (instead of choosing the first one in the list), a new parameter controlling the camera smoothness has been added, the minimap character arrow is pointing where the camera is looking, and bunch of other adjustments and fixes.
Thanks you for your valuable feedback, everything makes a difference.
*********** 0.8.2.1 hot fix *************
- Fixed "cannot upgrade Training Day doctrine" crash.
- Fixed "doctrine tooltip and rank shared between squad members" UI issue.
- Teammates skills rank is the same as the main character now (once you advance with the main character you teach your teammates and they will know it as well)
- Fixed "repair menu not visible on small resolutions" issue.
- Fix crash when the Lower Manhattan scene is loaded for the first time (Recharge.jrn file format was bad)
- Sound module now selects the default driver selected by the system if Software is not the initial option
- Fix for survive music playing wrong index (the game would crash in Survive mode)
- Teammates move away from you made more sensitive (they can't block you even if there are enemies around)
- Fixed "cannot level up Team Combat Drilling doctrine" issue.
- The minimap arrow shows the camera rotation now (not player's one)
- Fix for hound not playing an animation while they run
- Smooth camera parameter added to ishallremain.ini and in code (by default smooth camera is used)
- Removed issue with camera jumping on low fps (when SmoothCamera is on)
- Clear journal text in survive game mode.
- Added scene and location for first main quest in Story mode
I Shall Remain - July Update (0.8.2.0)
July 31-st, Thursday
I Shall Remain second major update is here. Starting with content (5 more maps, new subway theme, characters and story) to Instant Travel and World Map, improved weather effects and camera system to tons of improvements, adjustments and fixes, make this the biggest update yet. The game play time increases to 10+ hours, Survive the night game time aside.
For anyone updating to this version from the original one (0.8.0.0) please make sure you delete your local content before doing so (we disabled profile removal in the .ini file and there are inconsistencies with the first version. If you updated regularly over the last two months then there should be no issue)
Scorpius Games wishes to thank everyone for their valuable feedback and support; we hope you will enjoy this release as much as we did implementing it.
https://www.youtube.com/watch?v=GFCY7tS39lc
July update changes (after the HotFix 0.8.1.1 release)
- Bellevue Hospital Subway map added
- Beth-Israel Medical Center map added
- Beth-Israel Medical Center Subway/Sewer map added
- Lower Manhattan Safe map added
- Holland Tunnel Entrance map added
- NPCs, Teammates, content and story added for these maps
- World Map added (we can now see the world map as well as areas of interest and information about each with names and suggested character level to entry)
- Subway fast travelling implemented (we can basically go to any area of the map in an instant now from a Subway Entrance to any other Subway Entrance)
- Subway instant travel affects time and infection
- New items added : Repair Kit, Energizer, Infection Kit (they get be used and get an exact result regardless of your RPG statistics)
- Change location and scene for Patrick Russell quest after reading all documents
- Open the door in MSKC after talking with Ryan Corwin
- Pause the game when showing hints (The prologue will act a bit different since the game will pause each time a hint is shown but we feel this is better)
- Adjusted flamethrower damage and fire over time damage (smaller damage)
- Film grain effect added
- Gas tank added (not used yet)
- The prologue scene has save points now
- 'Breaking Doors' hint added to the Prologue
- 'Zombie resistance to attack types' hint added to the Prologue
- On minimap all exits have their target shown as text (this way we know where to exit the scene to fulfill quests that finish in other scenes)
- Default Sepia effect is 50% in Options
- Music themes implemented (multiple music pieces removed from playing, only the ones that give the required mood remain)
- Camera controller adjusted (free rotation added, the mouse won't rotate the character anymore, the character will rotate to camera rotation when we make an action)
- Camera controller smoothness added (rotation, zoom, character rotation)
- Slow down time on pause effect added
- Fade-in from black when starting a scene effect added
- Tunnel meshes added (not used yet)
- Fixed "not send end stage event in survive mode" reported issue
- Implemented minigun spread visual
- Fixed the issue with the rifles not hitting their targets as often as they should
- Fixed some issues with target size for all weapons (we should be able to hit bosses better now)
- We now save as the game starts/loads
- Adjust SHIFT/TAB interaction for RUN/WALK (TAB toggles it, SHIFT inverses it while holding)
- Crosshair doesn't show when we reload now or we have no bullets
- debug version added to the steam release
- Fix some UI/drag&drop issues in Inventory window.
- Pajota Teammate teamplate adjusted (not the same mesh anymore)
- New original music piece added
- Added trainers for support skills (there are 10 trainers now in the game, one for each skill)
- Make infected mutation more powerful.
- New siren alarm sound
- Rain effect adjusted
- Adjusted weather presets before/after rain (they were missing any of the smoke, rain or other particle effects)
- Added Clear Autumn Sunny profile
- All subway/metro scenes have their own scene global effect
- Added 22 meshes for camp building (for modular buildings, used only in a few places for now)
- Change Save game icon position.
- Fix "Enter won't work as a redefine-able key" issue.
- Do not increase tiredness while inside of vehicles.
- Don't start inventory drag & drop operation while we have read letter window on.
- Infection rate is 1 (instead of 2) for Easy difficulty.
- Updated sound module logging the sound devices information
- Add missing quest location for Gratia and Andrea quests.
- Add new consumables in existing scenes and traders.
- Fix "don't show the appropriate icons on map for traders" issue.
- Add location to main quest pointing at Julia.
- Reduce the chance for elite Infected to drop weapons from 25% to 5%.
- All safes saving points are now at the door you enter from (there can be multiple save points within one building)
- Exit/entry points in the scenes adjusted so there's no automatic triggering for scene loading
- Add a message in weapon tooltip for broken weapons.
- Add Cathy Castellan hire/dismiss dialog.
- Breakable doors effect now works with any rotation the door might have
- Take into account the critical hit from weapon when calculate DPS.
- Add weapon bonus: critical hit damage.
- Add weapon penalty: critical hit damage.
- Ai for teammates is more aggressive (they will start attacking if they are close enough for you, will revert to moving towards you after they can't attack anymore, they will spread around you better as well)
- Subway background atmosphere sound added
- Fix crash when open Inventory, Character, etc while in PlayerDead game state.
- Crosshair doesn't change size anymore by weapon type
- Fixed reloading while scavenging (we can't reload while scavenging now)
- Enlarge Confirm window.
- Memorial Sloan-Kettering Center visually improved
- Removed locomotive from Memorial Sloan-Kettering Center scene (crashed the game when casting shadows, Thanks realdead_man!)
- Force die with ragdoll only added to spawners
- Intro scene particle systems fast forward now before the scene is shown
- Elite monsters have less chance to drop extra blood
- Removed the last paragraph from the Outro Storyboard text in prologue (the third one)
- Minimap objective red arrow is now green
- Adjust Battlefield Angels doctrine.
- Snipe rile sounds adjusted (it was too loud and stereo, so no 3d positional sound either)
- Elite fresnel doesn't make the models go dark anymore (looks similar to how the boss fresnel looks)
- Upper East Side save point to the Key house added
I Shall Remain ver 0.8.1.1 Hot Fix
Halfway through the July release and another HotFix is here. There have been some silly issues with two of the newer quests we wanted to fix, some of the shadowing issues to remove, missing textures bug to squish, improve stability and add the auto-save feature. There's a long list of fixes and features below, some of each being suggested by the community.
Thank you for your valuable feedback in the forums and by emails, everything makes a difference.
*********** 0.8.1.1 hot fix *************
- Do not show triggered doctrines UI for teammates
- Fix "accuracy percent in survive mode is not right for some weapons" issue
- Corrected texts on loading images
- Get experience while using tank weapons.
- Refresh monster UI after grenades/mine/barrels exploding.
- Adjust one of the small arms Doctrine.
- Enlarge monster image in Infected window
- Show flashlight icon when flashlight is on
- Fixed showing all Jim's dialog
- Fixed the bridges shadowing artifacts in the Memorial Kettering Cancer Center
- Fixed one of the garages casting bad shadows in some cases
- Adjusted all scenes to get rid of the garage sub-mesh index errors
- Fixed the wire fences not allowing shooting through in some cases
- Increase health regeneration rate (X2)
- Adjusted one unarmed doctrine.
- Now instant kill won't do anything for bosses (this kind of defeated the purpose the bosses played in)
- Adjust score controls UI
- Increase SCRAPS price.
- Adjusted camera shakes when you get hit
- Increased chance for Spitter to increase infection, to 10%.
- Subway weather preset added
- Small adjustments to Journal text translation
- Hospital bed mesh fixed, can cast shadows correctly now
- Auto-save feature implemented (will save at 5 minute intervals)
- Adjust Cathy dialogs.
- Fixed storyboard title from Togheter to Together.
- Show Pajota's dialogs only if Pajota is not fainted (this was problematic in the past where the dialog talking to Pajota was shown in the prologue even if Pajota wasn't with you)
- No initial loading of meshes/textures, this should minimize the video memory use and help on missing texture artifacts some people encountered
- Fixed the issue with shadows in sewer scenes (shadows had artifacts, now they blend correctly similar to how we have it in the city maps)
- Fixed one zombie Skinner walk animation which looked wrong
- Adjusted zombie skinner walk speed based on animation walk speed
- Add consumable items logic, Infection Kit and Energizer consumable added (not used yet)
- Fixed the interior props set (this will get rid of a lot of texture missing issues with the back side for some objects)
- Show action icon when teammates fainted (this will allow people to get visual feedback when this happens)
- Fix "setting Alpha for teammate UI when fainted doesn't work" issue.
- Adjusted Safes trainer dialog text
- Fix "the resting icon appears above inventory window" issue.
- Fix "the main character attacks after we close the in game menu" issue.
- Bellevue Hospital building mesh adjusted so there's less shadows artifacts
- Fix the Patrick Russell quest.
- Add more info for "Help Cathy" quest to allow people to finish the quest properly
- Add random weapons to safe heaven trader (there should be a bigger variety now)
- Teammate AI makes them a bit more involved into the fighting now
- Fuel tank barrel added (not yet in game)
(win 3 ISR Keys) "ISR Trailer - What part of the story does it depicts?"
I Shall Remain TRAILER CONTEST (between 10-13th of July)
At the end of the period we give away 3 Steam keys for the game.
The contest is outlined below:
1. The first three people who can describe what part of the game story/or what event the I Shall Remain Trailer depicts, win a Steam key.
2. The trailer can be found at this address https://www.youtube.com/watch?v=SCqcuxuYFK0 or on the main game page marked as IShallRemain_Trailer, second one in the list).
3. The answers should be sent to support@scorpiusgames.com and will contain the Steam user ID of the owner of the game as well as the answer (we don't expect people who don't own the game and never played the game to know the answer)
4. Scorpius games will update this announcement at the end of each day starting on the 10th with the number of keys remaining. There can be only one answer coming from one email address, duplicate answers from the same email address will not be taken into consideration.
5. The keys will be sent to winners on the 14th by email (the same address they use to sent us the answer) and the announcement will be updated with their names or Steam IDs (whichever they prefer).
Starting on the 10th until the 13th of July, we'll be offering a 20% sale off I Shall Remain. The reason behind it is to encourage more users to try out the updated game version, gather more feedback and enrich the community. Everyone else who already has the game can enjoy it right away.
We feel that with the major June update we have released today, enough features have been added to take the game one step closer to the final product we wish to offer. Also, many bugs have been fixed thanks to the active community's support and the game strives now for a much more polished product.
We encourage current users to continue their quests deeper into ISR's world and to all new comers to participate and support its development. And as always, stay tuned for more updates!
Here there is our June Update trailer
https://www.youtube.com/watch?v=vD8z1UOnGAg
You can read all new changes applied through the June update here: http://steamcommunity.com/games/293460/announcements/detail/1515775067093293859
Thank you!
Scorpius Games
June Update - Weekend sale. 20% OFF!
This upcoming weekend, through 4-6th of July, we'll be offering a 20% sale off I Shall Remain. The reason behind it is to encourage more users to try out the updated game version, gather more feedback and enrich the community. Everyone else who already has the game can enjoy it right away.
We feel that with the major June update we have released today, enough features have been added to take the game one step closer to the final product we wish to offer. Also, many bugs have been fixed thanks to the active community's support and the game strives now for a much more polished product.
We encourage current users to continue their quests deeper into ISR's world and to all new comers to participate and support its development. And as always, stay tuned for more updates!
You can read all new changes applied through the July update here: http://steamcommunity.com/games/293460/announcements/detail/1515775067093293859
Thank you!
Scorpius Games
I Shall Remain - June Update (0.8.1.0)
June 30-th, Monday
Our first major 'Update (0.8.1.0)' is here. We have worked hard throughout the month of June to make sure original content and as many features and fixes as possible are present in this first update; as promised, most of the key points of the Update have been fulfilled. We now have 3 more maps in Story mode. The story is richer and more interesting, adding between 2 to 3 hours of game-play (the current story content getting up to 7-8 hours to play through). Our new teammate, Cathy Castellan, is in and she has a hell of a story to tell, a new map theme has been added - the metro station (no map using it yet, the very next one will).
Our newest and most important implementation in this release is the Survive! game mode (version 1.0) which allows us to play for as long as ten nights against waves of Infected, one meaner than the other. It isn't infinite for now but it might take a few hours to play through if you know your craft; for beginners might take a lot more. There's a lot of re-playability value as well since this game mode will actually allow you to get a real feel of all I Shall Remain core features, trying different character customizations and builds while fighting for the highest score. If you really want to learn how to defeat Infected in I Shall Remain, Survive! game mode is the game experience you would want to try.
Feature-wise, Click to shoot/hit has been implemented (no need to Hold the button now), work has been started on a free mouse character controller solution, Quest Choice rewards have been added (this will allow us to offer rewards to choose for the player when completing quests) and many others.
Scorpius Games wishes to thank everyone for their valuable feedback and support; we hope you will enjoy this release as much as we did
implementing it.
June Update trailer
https://www.youtube.com/watch?v=vD8z1UOnGAg
*********** 0.8.1.0 Update *************
- Survive! Game mode
- Flatiron Shelter map added
- Flatiron Shelter Sewer map added
- Bellevue map added
- Click to shoot has been implemented (no need to Hold to shoot/hit)
- Map names now show in the Map view
- Thirty new pages of story content, dialogue and quests added
- All quests have a destination tag with the map name they will get completed
- Cathy Castellan teammate added
- Two new original songs added
- UI Options updated (V-Sync added, Flashlight redefine key added, Doctrine and Journal key added)
- New 'body on fire' effect added
- Breakable doors added (used in the Bellevue Hospital scene, will get used more in the future even in the past maps), hold Alt to highlight
- Nazi Infected type added (they use weapons similar to teammates and the main character)
- Skinner infected type added
- Hound infected type added
- Simple Marauder Gunner Infected type added
- Infester animation/logic synchronization fixed
- New Infected UI (press O to see it), will show detailed information about each Infected type once you encounter them
- Trainers dialog text added
- Books are removed from Inventory once they are read (they are stored in the Journal automatically)
- Use color code to show enemies level in monster UI.
- The way we store changes about item/spawner templates has been changed, less intrusive and prone to errors
- Fire camp issues fixed
- Hanging around fire decreases tiredness almost three times faster now
- Fixed issue with certain locations being in multiple maps at once (quests which completed on those locations will actually guide the player to wrong areas)
- Subway assets and textures added
- Reading books makes us gain experience
- We are gaining research points now when Skills increase (this only worked with Attributes until now)
- Ryan Corwin is a trader as well
- Day/Night presets adjusted so night duration is longer
- Fixed showing full name for teammates in the UI
- Defend the Area and Survive! UI is in
- Repair weapons with Traders costs less now
- Do not gain experience rush from running
- Avoided issues with rag-dolls for bosses (for now use dying animation)
- Fainted teammates will automatically revive after map load (they will only stay fainted until you revive them or exit the map)
- Pillar mesh looking better now
- Fixed the issue with grenade/mine explosion dead corpse remaining in mid air
- Added quest reward choice (one of the side quests allow you to do that)
- Started implementing Free mouse controller (not active yet)
- Fixed a crash that happened in some cases when we used the Flamethrower
- Three more garage types added (one type we can enter)
- New Hospital building added
- New modular building components added
- Fire over damage and duration increased
- Font changes
- Templates for all Infected types for Survive! game mode added
- Adjusted stamina consumption for some of the ranged weapons
- Some of the doctrine effects adjusted
- Increased the amount of experience on Heal and Refresh
- Fixed melee weapons always hitting the farthest Infected in a line (instead of the closest one)
- Nazi drop weapon chance setup to 25%
- Damage inflicted by Nazi reduced to half of the weapon's one
- Fix "accuracy percent go over 100%" issue in Survive game mode
- Fixed the issue with Teammates when they died or resurrected
- Wire fences updated throughout all scenes
- Here and there adjustments to all the other scenes
- Fixed issues spotted by customers and reported on the forum or email
- Fixed many other small issues
I Shall Remain ver 0.8.0.2 Hot Fix
May 25th, Sunday
*** IMPORTANT *** This hotfix will delete your profiles and start clean. We need to do this now so everything after this can be compatible with future releases. We are sorry for this inconvenience but the serializing code has been adjusted to make it all better. We can't 100% promise, but we want this to be the first and the last time we do it.
So, another week passed, another hotfix has been released. We wanted to make sure all the silly issues with translation and other small stuff are, as much as possible, fixed. Fire camps have been added (hanging around fire allows you to reduce your tiredness so you don't have to go to buildings to do so), scavenge logic has been adjusted to be more friendly (based on distance now, makes it more intuitive), broken weapons as marked as such in the Inventory, two new original songs are in, Prologue map made more interesting, Walther Gewehr 43 Snipe Rifle is in, we can now shoot through wire fences, and many other fixes.
We hope this will make the experience less distracting and overall better.
Thank you for your valuable feedback in the forums and by emails, everything makes a difference.
*********** 0.8.0.2 hot fix *************
- all text translation adjusted
- serialization code adjusted so is fully backwards compatible from now on
- fire camps added (you can now hang around fire in the streets to decrease your tiredness, don't have to always search for a building to do that). Tiredness adjustment rate for this is low but it becomes overly useful if you stick around a while.
- broken weapons are marked as such in the Inventory
- shooting through wire fences is now possible (killing infected the other side of the fence turns out to be fun)
- Prologue map made more interesting
- two new original songs are in (one for day setting, one for the night one)
- scavenge logic adjusted (based on distance now, the scavenge places will show if you get close enough to them; by increasing your survival skill you will increase also the distance to which the scavenge effect is visible which will make it even easier to spot them from afar)
- increased stamina regeneration rate inside buildings and around fire camps by 100% and 50% respectively.
- new doctrine effect (Scavenge_distance_bonus)
- Night_Owl becomes a survival skill doctrine
- Elite Killer becomes a special doctrine now
- don't switch between weapons anymore using the Middle Mouse Button
- barrel damage is higher for Infected, decreased for the main player and teammates
- fixed the Infection over 100% issue, reported by someone playing the game over Steam
- fixed "Don't show negative values" for weapon's damage
- fixed a lot of other small issues
I Shall Remain ver 0.8.0.1 Hot Fix
May 16th, Friday
The work of a full week resulted in a much awaited hot fix that resolves most of the important issues this week play-tests raised. The bigger than 1920 resolution issue has been fixed, camera stutter is gone (is smoother than ever), infected won't pass through walls anymore, options will save correctly (FSAA, Hardware sound, Vegetation), and many many small but important fixes.
We hope this will make the experience a whole lot better and will again allow us to demonstrate how the community is influencing the I Shall Remain development.
Thank you for your valuable feedback in the forums and by emails, everything makes a difference.
*********** 0.8.0.1 hot fix *************
- fixed camera stutter, now camera and movement is smooth
- increased sensibility for camera rotation (for everyone who increased they mouse sensibility they should probably revise this as now is much sensitive by default)
- 'hold to shoot' message appears now to make it clear how to use the shooting mechanic
- more basic zombies added
- improved effect when getting spit
- press space to interact text added for revive action
- few text corrections
- resolutions wider than 1920x1080 work correctly now
- scavenge location effect improved with a new look
- inventory window is now centered by default
- fix the issue with zombies and teammates sometimes going through walls
- prologue scene updated (dead man added, Me and my family letter added as pickup)
- new rifle in the prologue scene
- sidestep increased by half
- Episode1 in Main menu renamed to Story (there's no episodes in the game)
- fix for putting/getting units from containers (would not allow us to pickup units if we were too close to a container)
- fixed options that wouldn't apply from UI (FSAA, Hardware sound, Vegetation)
- picking up weapon won't make it active by default
- other small fixes