It is finally time to start lifting the lid on New Game+ for Immortal: Unchained! For different games, New Game+ can mean different things, so we wanted to go a bit more into detail with what New Game+ will be like in Immortal: Unchained.
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 interfacing with the Monolith. That enables you to keep exploring the world before starting NG+ if you should so want to. 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 things that are reset are the world state, so all bosses are alive again (...you monster!), and the keys that you are carrying. 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 be jerks and take that away from you...
In the following weeks, we’ll drill down a bit more into equipment and armor as well as enemies, but we hope that you’re all excited to soon try this out!
I guess that most of you reading this are hoping that I will be opening the lid on New Game+. Well, we’re not completely ready to start talking details yet (but we will be very, very soon).
So today I get to talk about something else that I am equally excited about: Weapon rebalancing and gun ranges. Since release, we have got feedback from various players that weapons feel a bit uneven, and especially that weapon ranges felt too short. Whilst we didn’t react to these comments immediately, we have been having a good, hard think (and a lot of testing!), and will soon roll out a bigger weapons update.
In the update, we will increase weapon ranges depending on the weapon type, meaning that sniper rifles get a very large bump, assault rifles a large bump, and then smaller bumps to pistols, shotguns, and SMGs. Given that we’re still testing this, it is subject to change and therefore I can’t go into details on the exact values for each weapon yet.
At the same time, we’re also looking at the damage output of all weapons and making sure that there is a clear and consistent progression when collecting increasingly rare weapons. Currently, we have some weapons that don’t live up to their rarity, and some that are frankly broken (I see you, Orin’s Crusher…!). The patch will normalize the DPS across weapons, whilst also making sure that an auto-shotgun still feels like ‘yeeeeeaaahh’.
Finally, as mentioned last week we will be adding in 8 extra weapons to the game. These weapons will drop from select optional bosses that currently don’t drop very unique or exciting loot. Now you might be asking “well, how do I get the weapons if I already defeated those bosses?”, which is a very good question! And the answer is….New Game+. One of the weapons we will be adding is the Legion Corpse Reaver that you can see here in all its epic goodness!
All of this will release in 2-3 weeks depending on how benign the testing gods are, and I am personally really excited to get this one out before everyone dives back in for NG+.
Take care out there and remember that death is not the end!
It’s time for another update from us on Immortal: Unchained!
We released two patches this week: One with balance changes on console, and one on PC where you can now revisit the tutorial level (Hidden Vaults) after you finish the Monolith Invasion event, and The Stream after you have finished the game.
Console stability is still high prio for us, and the next console patches will progressively improve that.
We also want to talk about some of the upcoming work we have planned. First up is new loot. During the last couple of weeks, we received feedback that some optional bosses and late-game chests don’t drop items that are exciting enough compared to the challenge they present. So we are now in the process of adding extra weapons & aspects, which we will add as a reward to these encounters. We will be gradually rolling this out on PC and consoles and, when we get closer to the release date, we will of course start showing off some of these new weapons...
As always, we are super happy to have such a devoted player base and love to get your feedback!
In this patch, we have mainly focused on items requested by the players. We have enabled players to go back to the Stream & Prison to collect lore items plus we bumped the cenotaph drop rate for certain rare enemies. All designers are working on NG+ so no balancing changes this week.
And a big shout-out to @Mr. Delval from this forum for helping us get this patch out!
Design: - The tutorial / Prison obelisks can now be accessed automatically via fast travel after the invasion. - The Stream obelisks can now be accessed automatically via fast travel after finishing the game. - Bumped cenotaph drop rates for rare enemies - HUD can now be disabled via the graphics settings to allow for better screenshots - Most aspects now reveal the actual bonus they grant - Added armor dye to more armor parts
Bugs & crashes: - Fixed a crash on regenerated save files - Fixed issue where the player cloth would pop in/out - Revived enemies don't drop new loot when killed
Hello Warriors! Following the release of our first console patch yesterday, we wanted to provide you with more info on the future of Immortal: Unchained and give you an update on what we're currently working on.
Firstly, we're aware of issues some PS4 & Xbox One players have been experiencing with crashes, so right now we're focusing our efforts on improving stability on console. We hope yesterday's patch made significant steps towards improving this, but we are going to continue monitoring reports and plan to make further improvements to overall stability.
We intend to make ongoing improvements to weapon balancing, too, and have been listening to your feedback closely when it comes to this. We’ll detail any changes to weapon balancing in future patch notes.
We also know that many of you are looking forward to New Game+, which we are focused on releasing as a free update later this year. However, we don't want to launch NG+ until we're confident it is absolutely ready and that it provides the experience you expect. We hope to have more of an update on our progress with NG+ to share with you soon.
Besides that, we also have other tweaks, features and improvements that we're working on, too - some big and some small. We aren't quite ready to talk about them yet, but we are eager to share them with you in future updates!
More than anything, though, we want to thank all our players for their support. We've loved seeing comments from you all as you journey through the game, and are keen to continue taking your feedback into account to help us shape future updates. Thanks again for jumping into the world of Immortal: Unchained! See you in the Cosmos 😉
Hi there! Unfortunately we introduced some bugs with the latest patch, which has now been hot-fixed. Should you still encounter issues with the new patch, please post in our forum and we'll get right on it!
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 are