Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 9 Aug, 2013 @ 11:27pm

Rat Shaman Updates
- Fixed Teleporters
- Made Rat Shaman an Ork to stand out.
- Boss room is a separate scene
- Combat ends on zone teleport.

Tenth Street Updates
- Rebalanced (and renamed) snipers and hitmen.
- Rebalanced Heavy Dudes. May be too strong.
- Rebalanced Mages and adjusted behavior. May be too strong.
- Fixed Office Block to properly modify spawn chance based on Decker's presence.

Old Town Updates
- Added Enemy Spawn zone on External map
- Added Vivyan's Weapon shop (conversation and store not implemented yet)

Configuration Properties
- Implemented (but not tested) Spawn Chance Configuration

Sleep Interaction Changes
- Added the ability to adjust spawn rate to sleep interaction
- Fixed so that ALL runners are healed, not just Jake.

Update: 8 Aug, 2013 @ 11:42pm

- Mostly cosmetic fixes. I reduced the overall size of several maps to reduce time wasted walking from point A to B.
- Fixed issues with the hire conversations. Hopefully they will work properly now.
- This is NOT a thoroughly tested build. It is possible the cosmetic changes broke some of the regions on the map.
- Expect a more stable build Monday morning.

Also it seems like steam is consistently republishing here. For the time being I will be leaving this public again. I apologize in advance if a future build publishes separately.

Update: 6 Aug, 2013 @ 6:48pm

Tenth Street Fixes
- Fixed Office Block Spawn Rate
- Fixed Hamfist Hiring on Office Block
- Adjusted Waypoints on Office Block
- Fixed Hiring conversation
- Changed Hamfist's weapon to a Level 1 shotgun
- Added Gate outside Jake's apartment

ADDED: Rat Shaman Lair

Improvements
- The Boss room should probably be its own scene (save point).
- The Shaman should be more obvious
- On teleport, kill all actors in team gangers in a given camera region.

Update: 5 Aug, 2013 @ 11:14pm

Small Hamfist fix.

Update: 5 Aug, 2013 @ 10:51pm

- Updated Jake's stats
- Updated Hamfist's stats
- Prevented hire prompt from presenting an already hired runner as an option.

Update: 4 Aug, 2013 @ 8:07pm

Additional Scenes
* Caryards (excluding Arena) are implemented.
* Old Town Outside Maps is implemented.
* Ed's Patch and Fix is implemented.

Fixes
* Dog spirit is visible after it disapears
* Prologue not functioning properly. 75% working now.
* Problems with area transitions. Verified ALL buildings work.
* Ineffective attacks on alley ork
* Cemetery gates won't open
* Freeze on loading Grim Reaper Club
* Enemys respawning is excessive. Now spawn once per "scene".
* Multiples of objects (paperweight, deck in glutmans office)
* Glutman in booth. He's tricky to get, but he shows up when he's supposed to!
* Dog returns multiple times
* Fix "partially made" buildings.
* Cemetery would freeze after interacting with Shaman
* Wandering NPCs wander even during combat. They now stand there. Future versions will have them flee.
* NPCs wait for the player to move first
* Decker moves on conversation end or approach
* Wrong cyberdeck received. Sony is the starter deck.
* Scene transition markers
* Fixed Sassie and Glutman's Secretary conversations

Open Issues
* Drones from imported character are not available. This is CORRECT, imported characters shouldn't have their gear.
* "Gear Storage Room" to give imported character back their gear
* On death, enemy AI loops
* Snipers are attacking with their fists not guns.
* Explain Karma gain
* Hamfist doesn't meet minimum weapon requirements
* Jake missing required ettiquettes. He should have 2 with charimsa 4.
* Enemies more deadly than Jake. The module needs to be balanced.
* Indian Shaman body doesn't get deleted.
* Scale it down and make "full buildings"
* Objective markers with directions
* Help Mode with quests and tips.
* Prologue gangers wander around for a few turns before leaving.
* Jake doesn't disapear after death in the prologue.
* Prologue doesn't focus on fox
* Dog in town center is not passive. Your movement freezes while he acts.
* You are turn based in the cemetery crypts when there are no enemies immediately present.
* Enemy spawn rooms are spawning constant numbers of enemies. This needs to be randomized.
* Enter building conversation needs cancel option.
* Office Block spawn rate needs to be adjusted. Spawn zones were combined but the rate wasn't modified to reflect that.
* Map location spawners are inefficient. They teleport each actor individually instead of utilizing "team shadowrun"
* Phone conversations don't display the proper picture. (need to follow Mcdougle's advise)
* Add findable drone to Caryards to enable rigger characters.