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FuelDrop
QUOTE (Draco18s @ Aug 1 2013, 10:33 AM) *
Ahh, of course.

You know, we complain about linear missions but we've just found at least 3 ways to do that one other than 'shoot everything'.
Vegetaman
On the upside, the game is a lot less cryptic to get a handle on than SNES Shadowrun was (I remember as a kid the game confused the crap out of me for years... until I started to figure things out like getting the Beretta and leather jacket, the lone star thing, get the magic fetish, the caryards, etc. etc.).
RHat
QUOTE (FuelDrop @ Jul 31 2013, 08:36 PM) *
You know, we complain about linear missions but we've just found at least 3 ways to do that one other than 'shoot everything'.


You can also get the door to the stairs opened by summoning a spirit from a summon point in the old guy's apartment (the person inside flees, opening the door). Or you can use the dialogue tree to get one of the guys from upstairs to come on down the elevator to attack you. It ends up being one less guy to deal with upstairs.

Of course, if you go up the stairs you get to have Coyote for the main fight, which can be handy.

It's not so much that it's strictly linear - everything just stays in the general area of the line, more or less.
Vegetaman
Found this tidbit on gamefaqs' forum for the game:

"If you press ctrl+j or ctrl+m while entering your character name it will name your character "The Trollinator" and the confirm button is greyed out."

I just tried it out and confirmed it does indeed do this.
tasti man LH
Also one thing I am surprised is omitted completely, especially given the combats' tactical nature:

No legwork.

Well, at least none that you can have your character personally do.

I personally think that it would have added to the strategic nature of the game if you could have your character investigate and learn more about your targets before the run. Like figuring out about how many guards/enemies they could be facing, how heavily armed they are, what kind of magical and/or technological assets they have, and maybe get a rough layout of the building and figure out potential chokepoints and places to defend.

Well, shouldn't be too difficult to add legwork sections with the editor.
Bigity
There was legwork, granted, not for the side runs though.
Patrick Goodman
QUOTE (Falconer @ Jul 31 2013, 07:33 PM) *
Dislikes:
No 'interaction' hotkey... you can't press shift and have 'interactable objects' highlighted on screen. This was one of the nicer features in neverwinter. For example... noticing summoning locations has been a huge hassle so far.

Someone (I think it was Bull) told me to use ALT for this, but I have been so busy with contract work and family issues I haven't had the chance to try it yet.
Critias
It's Alt, yeah. Not Shift.
Voran
I was a little disappointed in your onscreen character dressup. I mean, sure I went with Bunny Ears ganger cause it was the best stats for my type, but I would have liked more SR type varied options. Or an option to not change your appearance.
Vegetaman
Hey, patch 1.0.2 was released today. Quite extensive:

I was right; patch 1.0.2!

http://steamcommunity.com/app/234650/discu...75026823626224/

Version number in-game is listed inside your PDA
----------------------------------------------------------------------------------
Release 1.0.2

New Features, Improvements
- SMG: Aimed Shot now uses 4 bullets, down from 6.
- SMG: Spray and Pray now uses 6 bullets, down from 8.
- SMG: the Beretta, Uzi, Colt, and HK are slightly more accurate.
- Shotgun: Kneecap now has a HP DMG penalty of -6, up from -3. It now has a -5% accuracy penalty, and a cooldown of 3.
- Shotgun: All shotguns have had their accuracy falloff increased slightly, lowering hit chance at long ranges.
- Rifle: Full Auto's accuracy penalty was not being applied properly at high skill levels. It should now always be 15% lower than a single shot's percentage to hit.
- Rifle: Smartlinked rifles were less accurate at very long ranges instead of more accurate. This has been resolved.
- Rifle: The FN HAR and HK G12 were very similar in every aspect except price. The FN HAR is now more accurate and holds more ammunition than the HK G12.
- Rifle: Ammo capacity of the HK G12, Colt M23, and Ares Alpha have been reduced to 32, 34, and 38 respectively.
- Rifle: The Colt M23's damage is now 15, down from 16. The Ares Alpha's damage is now 16, down from 18.
- Grenades: Reduced store prices of all grenades.
- Grenades: HE Phosphorus grenades were not showing up in the store. They should now be purchasable along with the other Tier 3 weapons.
- Cyberware purchase screen is now more user friendly.
- Vendors will now sell more things in various places throughout DMS campaign (such as more med-kits).
- Visual improvements to the summoning grid.
- General UI Improvements.
- Added additional debugging for finding walkable tiles in debug mode.
- Added messaging to alert user when last auto-save occurred.
- Black IC is now less lethal.
- Added an explanation of how Leylines work in the world of SR:R.
- Added a definition of SIN in glossary.

Bug Fixes
- Player can no longer sell a currently equipped outfit.
- Swapping outfits will now correctly give the correct enhancements.
- Player can now equip an outfit if they do not currently have one equipped.
- Drones will now retain their Rigging bonus between levels.
- Wired reflexes no longer dodge friendly effects.
- Spirit death from overwatch no longer causes occasional hardlock
- Reduced load times when loading new assets after version update.
- First time OSX play will start in windowed mode to work around a crash issue for some users.
- Move marker will now be visible over walls.
- Fixed a crash that could occur when transitioning characters one-by-one out of the scene and into the next.
- Fixed issue with equip screen item filtering.
- Fixed issue with installing upgraded cyberware on individual locations of a pair.
- Fixed issue with hiring screen adding incorrect selected runner.
- Fixed a slew of typos.
- Fixed cases in conversation where attribute or skill checks were applied incorrectly.
- Fixed character preview not showing 3D Character in some cases.
- Fixed bug where user could enter missions that require a decker without having any runners with a Cyberdeck.
- Fixed various issues with hiring Coyote.
- Work around some Steam Workshop upload timeout issues
- Editor: Changes to scene or story variables will refresh that variable in the scratchpad.

Known Issues
- We are investigating reports that some users are encountering problems downloading subscribed stories from Steam Workshop.

---------------------------------------------------------------------------------------

Release 1.0.1

Bug Fixes
- Fix for issue with final battle occasionally not advancing.
- Fix for issue with AI occasionally not using self-buffs and IC Charge.
Stahlseele
Seems as if Mr.Weisman does not mind errata nyahnyah.gif ^^
Falconer

Some thoughts... finished the campaign a few minutes ago.

I don't see what folks were complaining about on the last mission. I went through the entire last mission without using a single medkit and no casualties. At the end of the fight there was a total of about 7 points of damage spread about the party. I don't see what they were complaining about. (between Harlequins heal and my bear shaman aura.. damage got patched up pretty much instantly). The rest of it simply came down to strategy... and timing.

Not a fan of tossing big name NPC's in things just for star power... think of the first impression harlequin left to new folks with no idea of the setting and left with only the impression of a half-baked mage/physad who's outshone by many other hireable NPC's.


The game is still pretty buggy... 'double tap' skill on AR's didn't show up for me at least (at least the ares alpha didn't seem to do anything useful).

SMG's were still emptying 6 rounds per aimed shot and 8 for spray & pray. Emptying themselves in 4 shots instead of 6. So some of the 'fixes' above weren't active in my updated steam copy.

The alt trick did work though for keeping interaction boxes visible.

Another thing I noticed and disliked... have a decker NPC along for the ride... if he interacts with the safe... it still defaults to your skills. Toss that into the dislike category.
Draco18s
QUOTE (Falconer @ Aug 3 2013, 12:39 AM) *
SMG's were still emptying 6 rounds per aimed shot and 8 for spray & pray. Emptying themselves in 4 shots instead of 6. So some of the 'fixes' above weren't active in my updated steam copy.


Are you sure your steam copy was actually updated?
(It shows the version number in the PDA)
Falconer
Yes I had a 250MB upload into the steam updates. I saw that and read the changelog on steam as I commonly do for when any of my games update and I see an item complete/downloading at the bottom of the window. It showed 1.02

Firing the game up for 30s right now shows that it is v1.02.
Draco18s
Just checking
Stahlseele
ah i just remembered a MAJOR flaw with SRR . .
They should have played les sPnP, SNES and Sega SR and more Fallout 1, Fallout 2 and Fallout Tactics . .
Just remake the game like that and have it set in the world of Shadowrun AND EVERYTHING WOULD BE PERFECT basically!
Seriously.
Fallout Tactics IS 90% Shadowrun. The only things missing are Magic and the Matrix. And these are arguably in there at a low level already -.-
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