Shadowrun Returns

Shadowrun Returns

25 ratings
A dark and stormy night v 1.4
   
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Contains: Story
Tags: Seattle
File Size
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406.147 KB
1 Aug, 2013 @ 4:43pm
1 Change Note ( view )

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A dark and stormy night v 1.4

Description
I'm happy to announce version 1.4. It adresses alot of the things you guys commented. Thanks alot for the help.

Suggested karma: 100-200
This one is pretty old school - go in, snatch stuff, be fast, get out. The longer you linger around, the greater the heat gets. To bad you newer know if there is still something shiny hidden, hu?

--- Intro Text ---
In a cold and stormy night your fixer calls you. He got word that some poor slot stumbled over a strangly fresh door in the Tacoma sewers. Fresh enough for him to send you out to take a look on it. He promises to give you a nice chunk from any nuyen whatever you will find there brings.

Didn't sound that bad until you moved through the sewers for a few minutes. Finally, you step out of the abandoned sewer just to find a security door, protected by top notch maglock. Your fixer's tip might have led you to some interesting place..

--- Notes ---
Editor testing. Includes: character who uses the terminal uses his decking skill (instead of the main character, like in the seattle pack); Reinforcements for Security Goons; Matrix-controlled Doors; Time-consuming search of storage; Quite a range of hidden skill-checks with object interactions (decking for terminals, biotech for medical stuff, etc),

new: rolling for tests instead of just checking how high the character has a skill (so it's 1d6+<skill> against target number instead of skill vs target number - imho adds more suspense if you wonder if your decker can really get that lock), fade out style epilogue for karma savings, other intro with vendor (and free items if you have a newly created character or if you lost your utils in the stash), better patrol ai so sneaking is more useable, general overhaul of some code.

Learned alot - now i can start the next one :-)
34 Comments
Jackdaw Mask 10 Jan, 2022 @ 2:33am 
Contrast/brightness in matrix sections of this one is bit weird. Also for some reason when I import my decker/rigger, I get Sundowner and Strato-9 drones I didn't previously have and in third weapon slot I have "Class A Drone Turret" with "icon is missing" icon. That didn't happen with my shaman when I tested it again, so I guess there is weird interaction with new options included in the mod?
soniccowboy 13 Jul, 2014 @ 6:42pm 
It was a good run. Took me 3 times to get everyone out safe.
Ending bugged out at the warehouse, and I'm not willing to go through it again unless here is some assurance that there is more to it, other than denouemont.

10 karma, several new weapons I can sell for cash if I don't want them, assuming that I can import my character into another scenario.
Kaas Chuig 12 Jul, 2014 @ 2:06pm 
Only recently got access to Shadowrun Returns (though was hoping it would be closer to the snes game I remember, never played the tabletop despite having the second edition book for nearly 15 years)... sadly 'tactical rpg' isn't really my thing, as I learned from X-Com but might still try it along with some user content. Just an fyi though, the description above has several typos, so it kind of makes me reluctant to try out your work. I know user content is far from professional, but... strangly fresh door? I'm sorry, maybe it's adhd but typos tend to distract me like that...
CaptainBragd 18 Jun, 2014 @ 1:14am 
at the ambush at the fixers place after the run, after the three first mercs are dead nothing happens. I can't leave the building, no more mercs show up, nothing. no matter how many turns I just sit around waiting for anything to happen.
megid2 14 Dec, 2013 @ 1:28pm 
Ok, played it for a second time, karma 250+ char.
- the co-runners are ridiculously weak, ca. lvl 1?
- the opponents are ridiculously strong, proportional to 250+ karma? One of them shot my streetsam co-runner dead with 1 shotgun bullet.
- and no way to use the nuyen/karma at the end. Will be lost when I start the next UCG.

So, dear author, if you would like to adress those things... that would be nice :)
Mike Yeah 30 Oct, 2013 @ 7:53pm 
After I gave the fixer info and getting my money, nothing happens like no where else to go. Is that on purpose?
wisprr 9 Oct, 2013 @ 4:03pm 
That was a pretty good run chummer, thanks for sharing it with us. The hired runners could of been a bit tougher considering the opposition, the two I had with me died rather horribly while my character was busy looking through things in a room. Even so, I managed to get through it.

Keep up the good work, definitely would like to get my hands on more UGCs from you! :cybereye:
PDub 15 Aug, 2013 @ 5:32pm 
Very well done with the hidden skill checks to get valuable goods. Also like that there's multiple paths to acquiring some of the goods.
wazankh 14 Aug, 2013 @ 7:20pm 
Fun to play, interesting short mod idea. I have one complaint, you hand out five karma after the last save so the character does not get to keep what they have earned. I managed to survive getting out most of the loot after 3 replays with a character with only 50 karma who could have really used those extra, hard earned, five points. Maybe place an exit at the warehouse that lead back to the bar or something so it will save again.
Evlyn M 9 Aug, 2013 @ 5:09pm 
I like it. Quite a challenge at very hard. I failed a few times. :P