I Shall Remain is a Post Apocalyptic ARPG game with Survival aspects. Located in the old New York city at the end of WW2, when Nazis managed to release a deadly virus over US territory, the game puts you in charge of finding a cure and at the same time, keeping alive Humanity's hope of survival.

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Blog RSS Feed Report abuse Latest News: I Shall Remain - November Update (0.8.6.0)

0 comments by florinudrea on Dec 4th, 2014

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)

I Shall Remain

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)

I Shall Remain

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

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Post comment Comments  (400 - 410 of 493)
FaithCarpenter
FaithCarpenter Jan 26 2012, 3:48pm says:

Well I have finished the prologue. :) Possible spoilers...


Here are some thoughts...

I like the randomness of the stashed equipment. Makes you really want to check all the nooks and crannies.

Mines are nice but keep your distance. I lost one of my men to a mine that he was a wee too near.

Grenades not so much. Hard to gauge where the little buggers go. I think the zombies kill enough of my men without me fragging them.

YIPE! One play through a certain creature had a very hot toy. Wiped out a good portion of my party before I figured out where and what was doing it.

A save option I understand is coming with episode 1 but the prologue could use it as well.

When can we expect episode one?

+1 vote     reply to comment
eugen33
eugen33 Jan 26 2012, 5:31pm replied:

Glad you like it!

>>I like the randomness of the stashed equipment. Makes you really
>>want to check all the nooks and crannies.

That was the intention, in the next episode we will have so much more loot to gather.

>>Grenades not so much. Hard to gauge where the little buggers go. I
>>think the zombies kill enough of my men without me fragging them.

We already though of adding a visual trail to see the grenade while traveling also i think we have to give it a bit more damage (dont like the way it punches either)

>>YIPE! One play through a certain creature had a very hot toy.

:) Yes, if you're very lucky from time to time you'll get a nazzi with a sniper rifle that will wreak havok through your man. They wont as you might not know where that comes from initially, just have to pay attention to the shooting sound (weapons on enemies are random so things are not harsh at all times)

>>When can we expect episode one?

Is coming in the next 2 months at most!

I DARE ANYONE who finished the prologue on normal to play it on Hard or Impossible (the last one is killin', you really have to play the game exceptionally if you want to survive)

+1 vote     reply to comment
Mayflower
Mayflower Jan 26 2012, 6:17am says:

Well, besides the fact that the controls are only listed in the tutorial, I quickly forgot most of the ones not available in other games. The prologue kinda went really fast in terms of the story _trying_ to progress, but it was way ahead of me. I was still trying to scavenge some weapons from the cars when it started talking about how I should hold that hospital or whatever which I hadn't even seen yet, and then it started going on about moving from hospital to save some fireteam even though I _still_ hadn't reached the hospital or whatever (I think it was hospital). My teammates weren't using the guns I gave them and they promptly died because I couldn't remember the keyboard controls to heal them (later, after they were all dead, noticed I could do this via inventory too). And the ceaseless horde of undead pretty much prevented me from progressing farther as I kept just gunning them down but since new zombies appeared by the time I finished with the old, I couldn't move at all. And then finally my lamp ran out of batteries and... well... it was night. I dunno if time progresses on its own or if it's based on story progress, but it lasted longer than I could survive in total darkness. Also, the flares are very unreliable. They seem to disappear somewhere half the time I tried them. End rambling.

+1 vote     reply to comment
eugen33
eugen33 Jan 26 2012, 8:19am replied:

Hello Mayflower, realy glad you tried the game!
Nobody said the game is going to be easy to play well :) I can assure you though it takes a while to learn how to play it but is really logically related in everything you do. Agreed that a control window is the most needed feature we dont have into the Prologue but as Florin suggested, pressing CTRL while ingame and then using Left/Right keys will show you most of the actions you can do (and the keys for it). Also is good to follow the current quest (key L), each quest (if necessary) will show you where you need to go (there's an arrow on the minimap that does just that. Also, please start playing it on easy (if Normal mode looks too chaotic) that should allow you to advance easier and understand well what is going on.
About not having flares/batteries you should scavange, theres probably 100 scavanging places on that map where you can find a lot of items to use, its just that you need to discover (and learn) what kind of places the scavanging takes place in.
I would suggest you play the game once again on easy and dont just take I shall remain just as a mindless action game, IT IS REALLY NOT. In order to finish it you have to play it smart (at least a little).
Im hoping you'll give it another try as there are countless options you can try. (first is, press CTRL and hold it and cycle through the tutorial lines with left and right keys when you feel you cannot move further)
Also please access this link which explains all the actions/keys you can do within the game : Desura.com

+1 vote     reply to comment
florinudrea Creator
florinudrea Jan 26 2012, 7:47am replied:

Hey Mayflower, thanks for trying our game. The controls can also be accessed by pressing the CTRL key and then navigate between tips using arrow keys. But you are right we should make a easy way to show controls to players. Maybe, until you will accommodate with the game mechanics and combat, it will be a good idea to set the difficulty on Easy using Option menu. In this version you manually need to equip the weapons to your teammates (we already fix that for the next version) using the Inventory window. Use Alt at all time to check available loot on the ground, use CTRL to pause the game and access the game windows and tips. The day/night progression is on its on and you can see the timer above minimap. The batteries could be found via scavenge operation in cars or dirt piles.

+1 vote   reply to comment
FaithCarpenter
FaithCarpenter Jan 25 2012, 11:13pm says:

Will Desura automatically update our prologues or will we need to re-download?

+1 vote     reply to comment
eugen33
eugen33 Jan 25 2012, 11:51pm replied:

You would probably need to re-download, however file is still pending approval yet (not sure why its taking so long).
For people who played the first version though theres no need to re-download (the content is mostly the same), this is merely an update because of size shrinkage (we want to make it easier for people with not so good internet connection be able to download and play it)

+1 vote     reply to comment
eugen33
eugen33 Jan 25 2012, 3:57pm says:

Here there is a brief description of the minimum requirements for the game : Indiedb.com

+2 votes     reply to comment
marine_jake
marine_jake Jan 25 2012, 1:24am says:

A new version is up (awaiting approval from Desura yet), is 3 times smaller in size (hopefully more people will download it now) and has few improvements (can read about them after you install it from the ProgramFiles/readme file)
Cheers!

+2 votes     reply to comment
FaithCarpenter
FaithCarpenter Jan 23 2012, 3:12pm says:

How exactly do you fireman's carry?

+1 vote     reply to comment
marine_jake
marine_jake Jan 23 2012, 5:27pm replied:

Hey Faith! To pick up the downed marine walk up to him and press the space bar. We apologize, we didn't make this very clear in our game. Thanks for playing! Let us know if you have any more questions, we will respond ASAP.

best,
Jake

+2 votes     reply to comment
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I Shall Remain
Platform
Windows
Developer
Scorpius Games
Engine
Custom Built
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Release Date
Coming Jan 12, 2015
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I Shall Remain
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