Sitting down with video game composer Linus Söderlund
Just released on our Website is an interview with Linus Söderlund who did all the awesome music for Immortal: Unchained. He goes into how and why he started composing, as well as some advice for budding sound designers.
http://toadmaninteractive.com/articles/sit-down-composer/
New Game+ for Immortal: Unchained is here!
Hello Immortals!
Our New Game+ expansion to Immortal: Unchained is now available as a free update. Below you can find a quick recap of what you can expect, so prep your guns and dive back in!
First of all, there will be a total of four extra possible playthroughs with each one being progressively more difficult. You will be offered to start NG+ after you defeat the final boss (no spoilers!), or if you have already done so, by interacting with the Monolith. That enables you to keep exploring the world before starting NG+ if you so wish. Maybe you still have some armor shrines to collect or locked chests to open, and we don’t want to force you into NG+ before you’re ready.
Once you do choose to start NG+, the full character will transfer over and start at the beginning of the game. This means that you keep stats, weapons, armor upgrades, and items. The only thing that is reset, is the world state, so all bosses are alive again, and the key items that you are carrying are removed. Lore items will also carry over, so if you’re missing some last drops for the Lore Master achievement, then you can continue collecting in NG+. We wanted the extra playthroughs to be a continuation of your game rather than a total restart, and this is our guiding design.
We are also adding specific achievements for finishing each extra playthrough. These achievements won’t count towards the Completionist achievement, because we’re not gonna take that away from you... Additionally, you can restart as many times as you wish after you finish the 4th extra run, even though the difficulty won’t increase.
Alright onto armor upgrades! Whenever you start a new run in Immortal: Unchained all the shrines in the world reset back to their unclaimed state. This means that you can keep collecting armor upgrades in each new playthrough and try to keep pace as the world around you also gets stronger. It is very important that you collect all the shrines you can find though since any armor shrine you haven’t collected when moving on to the next playthrough is lost…
When you collect weapons in NG+ and beyond, you will notice that they are stronger variants of the original versions. We wanted you to still get a feeling of finding better equipment and progressing. Naturally, the weapons don’t improve as fast as the enemies, but if you wanted this to be easy, you’d be playing something else, right?
To keep pace with the player’s increased damage output, we have buffed enemy health and damage, but not with the intention to make them bullet sponges: The encounters should still feel short and deadly! Apart from that, we have also tweaked movement speed, attack patterns, attack cool-downs, and elemental resistances. The overall effect is that you need to adapt to NG+ and that there is a sense of freshness to fighting the Undead.
In the first replay of the game, you should also keep your eyes open, because some Undead now spawn in new locations. Don’t let the familiarity lull you into a feeling of safety…
Patch Notes 12th December 2018
We know you won't want to spend time reading when NG+ comes out, so we're giving you the Patch Notes early.
‼️ NOTE - These will only apply when NG+ goes live at 3pm UTC ‼️
Full notes on NG+ will be released when the feature goes live!
Design:
* Added New Game+ to start after finishing the main game. The mode can be started after the credits or by interacting with the monolith on an old save file.
* Added 4 achievements related to New Game+
* Small tweak on the idle animation when aiming
Bugs:
* Added recovery to lore items and armor shrines achievements
* Fixed container in the Stream to look open when they have been opened
* Echo of Iska can no longer be navmesh killed
* Dual pistols are now using the proper crosshair
* Amber Monarch UI now retriggers correctly when re-engaged
* Fixed localization error on Lone Guard & German armor upgrades
* Fixed various crashes
New Game+ releases on Wednesday 12/12!
New Game+ releases on Wednesday 12/12!
ːsteamhappyː
Hello Immortals!
Our New Game+ expansion to Immortal: Unchained releases as a free update on Wednesday 12/12 at 3pm UTC. So dust off your guns and get ready to wreak havoc in the Cosmos!
Q&A - Ask us anything
Friday 7th December at 14:00 GMT/UTC we will have a Q&A session with the current producer for Immortal: Unchained Daniel Mesonero! He will try to answer as many of your questions as possible in our official Discord https://discord.gg/BFYsHqv
You are very welcome to send in questions today, and we will start off by answering those during our session!
New Game+ News!
Hello Immortals!
Today is finally the day where we get to announce that the New Game+ feature has been submitted for review! This means that you can expect to dive into NG+ within the next 2 weeks. It has been a great pleasure to work on NG+ and we hope that you enjoy it too.
This is the first major feature that we’re shipping after the release of Immortal: Unchained, but we still have more features that are moving through our pipeline. In time we will start revealing what these are, but for now, warm yourself to the thought that very soon you can take some more peaceful strolls in Arden, Veridian, and Apexion and hang out with their friendly inhabitants…
We will confirm the final release dates soon, and remember: Death is not the end!
Patch notes 28th of November
Hi Immortals,
Over the weekend we found a small problem that caused constant crashing for some players. We had added a temporary fix, but if you have problems starting the game, then please write in our discord chat (https://discord.gg/BFYsHqv) or in the comments section.
Additionally, we have done a small nerf to the tutorial boss & added the ability to favorite weapons in the UI. Favorited weapons are sorted to the top and can't be scrapped.
Design:
- Added the ability to favorite weapons. Favorite weapons can’t be scrapped and are moved to the top of the weapons’ list
- Slight nerf to the tutorial boss
Bugs & crashes:
- Fixed possible crash at start-up
‼️** Contains Spoilers **‼️
‼️** Contains Spoilers **‼️
- Immortal: Unchained All Bosses melee-only run from @AttilaBatk
]
Patch notes 22nd November
EDIT: Fixed possible crash in end cut-scene.
Our latest build unfortunately had some issues with missing player heads(!), which has now been fixed, as well as other minor issues.
Full list:
- Fixed a progression issue with Aras
- Fixed missing player head
- Fixed missing weapon image
- Fixed possible area to get stuck in Apexion
- Reduced snapping of Custodian enemy
- Reduced risk of Retaliator enemy firing through geometry
- Fixed lava geometry in Beagor that could get the player stuck
- Fixed crash when using obelisk
- Fixed TRM syringes stopping too early
- Updated vertical crosshair recoil
- COMMUNITY FEEDBACK: Added the obelisk name to the obelisk menu
Patch Notes 19th November 2018
In this patch, we have done some major balancing changes. First of all, we have added 8 new weapons to the game. Secondly, we have made a greater variance in the ranges of weapon archetypes, so that sniper rifles can shoot considerably farther than other weapons, and assault rifles as the archetype with the second farthest range. Changing the ranges also meant that we had to do some tweaks on damage and ammo to avoid weapon imbalance.
We have also changed the requirements for weapons, to require more varied player stats, and a general increase in the stat requirements. We wanted to strengthen the sense of making builds when playing the game, and have not been completely satisfied with how few stats were used previously. If you are unhappy with how you have spec’ed your character so far, then you will get a chance to respec after finishing the Invasion event. If you have already finished the Invasion, then you will automatically have this consumable in your inventory.
Another big change is that we have moved a lot of loot around. Previously you could often find high rarity weapons quite early in the game, and low rarity weapons in the late game. This meant a lot of weapons were never tried out by the players because their low rarity often automatically sent them to the discard pile. The latest changes attempt to rectify that and to have a continued sense of getting stronger in the game.
As a final note, you can now damage Arlen with melee weapons, so it is time to bring out the Frost Mauls….
Design:
Added 8 extra weapons to the game:
* Legion Suppressor (Assault rifle)
* Gold Star (Assault rifle)
* Lone Guard (sniper rifle)
* Wolf Fang (SMG)
* High Guard Infiltrator (Assault rifle)
* Legion Corpse Reaver (shotgun)
* Alabaster Punisher (shotgun)
* Annihilator (pistol)
- Redistributed loot across the game for a more even experience
- Frostrift Lancer is now of uncommon rarity
- Great-Predator's Lancer is now of rare rarity
- COMMUNITY FEEDBACK: Weapon ranges have been updated with a roughly x3 range for sniper rifles and x2 for assault rifles.
- All weapon DPS has been normalized across rarities
- We added a one-use consumable for respec’ing your character, which is granted after the Invasion event.
- We created a death sense in enemies that makes them aware if you kill or wound other enemies close to them and in line of sight.
- COMMUNITY FEEDBACK: Arlen can now be wounded by melee attacks
- The armor system has been slightly refactored to prepare for NG+
- COMMUNITY FEEDBACK: We have enabled inverting of X axis in controls
- Increased the stagger length for shooting at enemies’ legs, and the arm regrowth time
- Added vertical recoil movement to crosshairs
Bugs & crashes:
- Fixed various crashes
- Fixed bugs in enemy AI audio sense, which caused them to stare at walls pointlessly
- COMMUNITY FEEDBACK: Using a portable relay in the last boss fight no longer breaks progression
- Traps now correctly apply elemental damage
- Fixed progression bugs with some doors
- Refactored achievements and added recovery functions for completion
- COMMUNITY FEEDBACK: Fixed completionist achievement
- COMMUNITY FEEDBACK: It is no longer possible to open inventory while in the credits.
- Fixed lock-on pointing to the enemies feet when locking on after stunning an enemy with melee.
- COMMUNITY FEEDBACK: Removed the duplicate 26th armor shrine
- Fixed exploit in the Stream, so you can't reach the obelisk from lower platform
- Fixed a progression blocker if players progress further in the game than intended prior to the invasion event
- COMMUNITY FEEDBACK: Fixed an issue that caused the bridge in Arden prison to not extend