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I Shall Remain - 0.9.3.0 Update

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 space on the map on different resolutions (top and bottom)

  • World map size adjusted for lower resolutions (decreases for res < 768), otherwise it will be like before. Fixed the issue with empty spaces on the map

  • Fixed "options screen can't be moved, the window bar is too high" issue.

  • Adjusted the research points info in doctrine widow regarding resolution.

  • Implemented teammates evading leg kick and ram

  • Adjusted quest info position in world map regarding resolution.

  • Adjusted Encumbrance tooltip for lower resolutions.

  • Adjustments to uess1

  • Fixed latest mutations not saving

  • Taunt will alert units on a large area now

  • Added unique plank.

  • Changed the font for subtitles.

  • Changed the font in attributes, skills and bonuses windows.

  • Added a pistol by default to Thomas.

  • Formated the sleep time.

  • Minor adjustments in trainers quests text.

  • Distance to evade zombie's projectiles/special abilities increased

  • Teammates evade themselves (this avoids the cases where teammates would stay too close to each other)

  • We cannot reload while carrying stuff

  • Physics for trees in cp1 added

  • Reduced projectile avoidance radius to 3

  • Fixed a crash in ht3 where a spawner would spawn zombies outside map

  • Teammates cannot regroup if they are fainted

  • Increase the QE Linger timer.

  • Added new doctrine "Cat Walk" (walk/run noise reduction, increase noise inhibitor weapons damage).

  • Started adding the missing storyboards

  • Teammates' AI adjusted so they find a way to hit an enemy if they cannot see it from where they are

  • Traders have 5 weapon bonuses for sale now

  • Adjusted "Body hardening drills" doctrine.

  • Fixed the issue with trouble talking to Goons

  • Removed continuous regeneration mutation on Aberrations (they were too powerful)

  • Adjusted starting/ending storyboards to have the storyteller in, hinted and exposed at the game's end.

  • Adjusted trainers quest to make it that you need to come back to them to finish the quest.

  • Crawler aberration adjusted (we were killing it too easily since it doesn't attack)

  • Fixed the issue with the boss music playing after an aberration died

  • Adjusted progress bars position in inventory and infected to look correctly on every resolution.

  • Kramer attack speed adjusted so it doesn't stuck in attack animation

  • Improved the way teammates approach enemies (fixed a few cases where they stayed aside even if the enemy was nearby)

  • Improved the way they avoid aberrations special attacks

  • Adjustments to teammates AI

  • Fixed "Freddy quick event won't trigger" issue.

  • Andrea's perk (Nurse) also have + 30% chance to not use Medical Kit when healing.

  • Change the font for storyboard and make it look good on smaller resolutions.

  • Antidote is now a normal item, we receive 3 of them when resolve chain quest and consume them when cure or give to Megan.

  • Switched Muramasa and Steve Blaner's Repeater rewards.

  • Added new boss : Carrie

  • Added new unique weapon: Stinger.

  • Teammates should shoot though other teammates (in the past they didn't attack if teammates where between them and the enemy).

  • Adjustments to storyboard texts

  • Added new quick event in Alphabet City (Kill Carrie).

  • Flare's fire effect frequency/size increased

  • If we set fullscreen the game will automatically set the monitor resolution (to overcome the issue with a different fullscreen resolution which on Alt+Tab will make the game crash)

  • Heal squad when talk to medic.

  • Teammates react regarding your position (in a radius given by the current command reaction distance - regroup and attack). They won't stray too far and will always attack enemies in your range

  • Halfling aberration Scream distance decreased by 2

  • 'Need help' messages from teammates appear in red now

  • Maximum number of teammates you can have in your squad via doctrines, perks and CJ ability is 5.

  • When talking with a trader now we can show all teammates portraits.

  • While in panel mode selecting a teammate portrait will open inventory for that teammate.

  • Research points quest rewards are now gained by teammates also.

  • Cathy Castellan confession document re-written

Since announcements accept only a finite number of characters, more information about the release notes can be read at Scorpius Game's site : http://www.scorpiusgames.com/?p=1693

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