Immortal: Unchained

Immortal: Unchained

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Toad Daniel  [developer] Sep 26, 2018 @ 3:11am
Patch notes 1.04
We had some minor tech issues to solve before shipping this patch, but I'm hapy to say that it is now live!

Patch Summary:
In this patch, we have fixed some of the blockers & crashes that people have reported in the forum.
On the design side, we have increased the damage for assault rifles & SMGs and made ammo packs more likely to drop from enemies. Additionally, we have made stun-locking of certain bosses more difficult and added a clearer VFX trail to enemy melee attacks.

Bugs & crashes:
- Fixed a bug that could cause the boss chest to not spawn if players died at the same time as the boss
- Fixed a crash with equipping/unequipping certain weapons
- Fixed a progression blocker if players progress further in the game than intended prior to the invasion event
- Fixed an issue that caused the bridge in Arden prison to not extend
- Fixed a progression blocker for when players have killed all 3 beasts, but cannot deliver the hearts
- Fixed the missing pop-up for when collecting a duplicate armor shrine upgrade
- Made the obelisk UI factor in upgrades on total ammo capacity for consistency
- Fixed Polish grammar mistake on ladders

Balance Fixes:
- Assault rifles and SMGs have increased damage. Some specific weapons had minor adjustments to ammo to even out the total potential damage calculation.
- Significantly increased the chance of enemies dropping an ammo pack
- Naylon, Housecarl Invader, and Malog have modified stability damage multipliers to make stun-locking more difficult. Naylon also has increased stability.
- Added particle trail to the enemy melee attacks for better visual feedback on the damage area

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Showing 1-15 of 17 comments
Jaswolf Sep 26, 2018 @ 4:18am 
Thanks! :steamhappy:
ps3hero Sep 26, 2018 @ 4:36am 
PS4? When?
AguilaDeAcero Sep 26, 2018 @ 5:23am 
This is good. As a main SMG dude I'm happy with this patch notes, gonna test it during this week. Keep 'em coming!
Neilliyo Sep 26, 2018 @ 5:23am 
Glad to see the stability changes, got kinda underwhelmed when i fought these bosses. Looking forward to fight them again once NG+ hits!
Yskar Sep 26, 2018 @ 5:58am 
Very good, i was getting really frustrated on the first portal zone (i forgot the name, the glacial one).
Toad Daniel  [developer] Sep 26, 2018 @ 6:50am 
Originally posted by ps3hero:
PS4? When?

We're working on a patch for PS, but it mainly addresses crashes and progression blockers. Unfortunately, it takes us more time to get console patches ready...
Varhuil Sep 26, 2018 @ 8:01am 
Штурмовые винтовки улучшили - это отлично. Но вот снайперская винтовка и дробовик все равно имбуют, хотя после нового патча надо посмотреть.
Осталось добавить НГ+.
Last edited by Varhuil; Sep 26, 2018 @ 8:03am
Toad Daniel  [developer] Sep 26, 2018 @ 8:36am 
@Varhuil, I'm relying on google translate here, but - if I understand correctly - hopefully we can share more about NG+ soon
Last edited by Toad Daniel; Sep 26, 2018 @ 8:39am
valcan_s Sep 26, 2018 @ 1:24pm 
Awesome, thanks guys!
tenser Sep 26, 2018 @ 4:56pm 
Increased dmg is no info, how much increased? please add description to all aspects and show them in character statistics sheet for instance: hp: 500 [750] with 750 in different color, meaning its modified by aspect by 50%, also add that 50% description on the aspect itself. same for weapon dmg if you use aspect that increases it. I want clear data when poking in my build.
Last edited by tenser; Sep 26, 2018 @ 4:57pm
Hobbes Sep 27, 2018 @ 8:36am 
I'll try and get some hard numbers off of my save.
Hobbes Sep 27, 2018 @ 8:43am 
Looks to be about a 10% increase to AR's and SMG's, not exactly worth writing home about, but possibly useful at the *very* top end once max upgraded.

Nowhere near enough to make AR's legit useful though.
Toad Daniel  [developer] Sep 27, 2018 @ 10:38am 
It should be around 17% across the archetypes, when you take ammo into account, but there might be some local variance.
On another note: We just pushed a hot-fix to some progression blockers we unfortunately introduced with this patch.
Hobbes Sep 28, 2018 @ 10:56am 
I'm not. What matters is damage per shot and if the clip is big - stability per shot/clip

Total ammo is only relevant over "lots" of fights. Generally you're only really worrying about what's in front of you.

Right now my "great" Legendary AR does 56 ish per shot before scaling modifiers I THINK (doubled if I headshot something), which for a 12 round clip is *abysmal* if that's after modifiers then downgrade from abysmal to hilariously crap.

Again, AR's needed a near x2 increase in damage to make them legit useful. 17% isn't going to cut it, particularly at lower levels of damage where that may translate to 1 or 2 points per shot at best. SMG's weren't far behind, needing close to a 1.5x increase from where they were.

This is not a situation where minor tweaks are needed, SMG's, handguns and AR's need a radical set of overhauls to get them to an acceptable point. I shouldn't need full clips from an AR to *kill* something, ditto handguns / SMG's. This is *silly*.
MunkeeDestroyer Sep 28, 2018 @ 6:35pm 
Originally posted by Toad Daniel:
@Varhuil, I'm relying on google translate here, but - if I understand correctly - hopefully we can share more about NG+ soon

Just continue focusing on the improvements before new features. It's already an amazing game and I don't mind playing it again and again. As a journalist/reviewer, this has been one of the best releases I've seen for a Soulsborne game with guns.

One minor piece of feedback. Performance issues. I noticed even on my build (I can run DOOM 2016 on Ultra at 120+ frames), but I STRUGGLE with 60-70 fps on this game. Any ETA on performance patching?
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