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:
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Teammates redone (meshes, animations, textures, portrait icons). Teammates fight unarmed and melee now.
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More animations for the main character added (more will follow)
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More weapons added (swords, chainsaw)
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Stealth play adjusted and improved (night vs day vs underground, walking vs running, using silent vs powerful weapons), Detection UI gadget added
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More mutations (Ram, Protector, Pierce armor) and mutation marks for infected, Mantis aberration third attack added
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Fonts and UI adjustments for lower resolutions
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Number of effects on a weapon (unique excluded) increased by 3 (by doctrine)
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Map exits marked clearly
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Brightness slider in Options
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Added achievements finishing the game with each perk
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Added achievements for bosses and aberrations
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Fix for a crash that happened after a bad load when we wanted to show lighting
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Added 2 new quick events in Staten Island maps
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Aura for mutations added to infected
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Added Brightness slider and UI logic
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Fixed issue with camera panning while in pause mode
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Fixed issue with sliding before we stopped, when we walking/running
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Fixed issue with having the character use the wrong walk animations when we hold the middle mouse button (in second controller)
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Changed inventory backpack icons
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The new human materials added optimized to load faster (for all the new characters we added)
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Weapon Sword added
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Fixed badly adjusted human CJ material
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Added support for Katana and Sword.
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Fixed issues with aura and casting shadows
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Some conditions for new animations to fix compile errors.
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Brightness tooltip adjusted
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Added chainsaw weapon
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Adjust Backstab doctrine to apply for swords and Katana also.
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Added new doctrine for chainsaw.
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Fixed Sanctuary QE text too long issue.
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Adjust Civilian and Chieftain perks.
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Fixed for si1 minimap/map showing wrong player position
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Fixed to have the intermediary player FOW (this will help see where you have been in the map recently)
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Fixed goons units revive sign appearing
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Adjusted survive bosses level and mutations.
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Reduced the loot chance for medical kits and water.
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Increased the ammo damage bonus value.
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Small adjustments to the survive map
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Fix an issue where the score in survive mode would cause a crash
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Now we can increase skill level using serum (via trainers) for teammates also.
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Ram mutation implemented
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Adjusted Flatiron Shelter quick event.
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Adjusted "Fixed camera" tooltip.
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Adjusted some quick events text.
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Adjusted MKSC tooltip in world map.
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Changed "Road to Ellis Island" to "Ellis Island Bridge" in game map.
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Adjusted position and size for attributes and skills levels in character window to correctly show 3 digits numbers.
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Antidote serum value set to 0 and make it stack-able.
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Do not show travel infection penalty after the use of the antidote
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Fixed "instant heal and instant refresh" behavior (heal/refresh the correct amount now).
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Adjusted a bit the baby explode effect (they burst into flames before they explode and there is blood when they explode)
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Adjusted Backstab doctrine.
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Fixed the issue with the empty space on the map on different resolutions (top and bottom)
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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
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Fixed "options screen can't be moved, the window bar is too high" issue.
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Adjusted the research points info in doctrine widow regarding resolution.
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Implemented teammates evading leg kick and ram
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Adjusted quest info position in world map regarding resolution.
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Adjusted Encumbrance tooltip for lower resolutions.
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Adjustments to uess1
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Fixed latest mutations not saving
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Taunt will alert units on a large area now
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Added unique plank.
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Changed the font for subtitles.
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Changed the font in attributes, skills and bonuses windows.
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Added a pistol by default to Thomas.
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Formated the sleep time.
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Minor adjustments in trainers quests text.
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Distance to evade zombie's projectiles/special abilities increased
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Teammates evade themselves (this avoids the cases where teammates would stay too close to each other)
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We cannot reload while carrying stuff
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Physics for trees in cp1 added
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Reduced projectile avoidance radius to 3
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Fixed a crash in ht3 where a spawner would spawn zombies outside map
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Teammates cannot regroup if they are fainted
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Increase the QE Linger timer.
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Added new doctrine "Cat Walk" (walk/run noise reduction, increase noise inhibitor weapons damage).
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Started adding the missing storyboards
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Teammates' AI adjusted so they find a way to hit an enemy if they cannot see it from where they are
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Traders have 5 weapon bonuses for sale now
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Adjusted "Body hardening drills" doctrine.
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Fixed the issue with trouble talking to Goons
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Removed continuous regeneration mutation on Aberrations (they were too powerful)
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Adjusted starting/ending storyboards to have the storyteller in, hinted and exposed at the game's end.
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Adjusted trainers quest to make it that you need to come back to them to finish the quest.
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Crawler aberration adjusted (we were killing it too easily since it doesn't attack)
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Fixed the issue with the boss music playing after an aberration died
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Adjusted progress bars position in inventory and infected to look correctly on every resolution.
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Kramer attack speed adjusted so it doesn't stuck in attack animation
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Improved the way teammates approach enemies (fixed a few cases where they stayed aside even if the enemy was nearby)
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Improved the way they avoid aberrations special attacks
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Adjustments to teammates AI
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Fixed "Freddy quick event won't trigger" issue.
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Andrea's perk (Nurse) also have + 30% chance to not use Medical Kit when healing.
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Change the font for storyboard and make it look good on smaller resolutions.
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Antidote is now a normal item, we receive 3 of them when resolve chain quest and consume them when cure or give to Megan.
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Switched Muramasa and Steve Blaner's Repeater rewards.
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Added new boss : Carrie
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Added new unique weapon: Stinger.
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Teammates should shoot though other teammates (in the past they didn't attack if teammates where between them and the enemy).
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Adjustments to storyboard texts
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Added new quick event in Alphabet City (Kill Carrie).
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Flare's fire effect frequency/size increased
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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)
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Heal squad when talk to medic.
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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
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Halfling aberration Scream distance decreased by 2
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'Need help' messages from teammates appear in red now
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Maximum number of teammates you can have in your squad via doctrines, perks and CJ ability is 5.
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When talking with a trader now we can show all teammates portraits.
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While in panel mode selecting a teammate portrait will open inventory for that teammate.
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Research points quest rewards are now gained by teammates also.
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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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