Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 30 Jun, 2014 @ 9:20pm

V2.0.3.4
Bremerton - Enter at your own risk.

There is logic and enemies and you might die. Its not at all balanced and its likely to be a hard fight. There's also various issues with the spawning logic which I need to fix.

This build includes:
- Rust Stilletos DON'T HAVE GEAR. Fixed. But they still won't use grenades!
- Hired Spawners updated for Jangadance, Steelflight
- Updated Jagged Nails with Steelflight
- Updated portraits for Jangadance, Steelflight
- Updated Grim Reaper with Jangadance
- Added Enemies and spawning logic. There are some issues like free XP and they haven't been balanced.

Tomorrows build will include:
- Any critical bug fixes you point out.
- New Splatter portrait

Update: 29 Jun, 2014 @ 10:46pm

V2.0.3.3

Changes
- Made Jake's door more obvious
- Bremerton maps included and transitions implemented
- Updated Hamfist and Frogtongue pictures
- Added Ooze/Slime to Bremerton
- Added bottle logic, timebomb logic

I'll be posting another update tomorrow to add the enemies to Bremerton as well as updating another hire-able runner's picture (or more)

There are small bugs / issues with the logic, but I don't think there is anything mod breaking. I probably already know about them, but please post to the bug thread if you encounter anything.

Update: 23 Jun, 2014 @ 10:57pm

V2.0.3.0

We have begun updating Bremerton. Currently only the outside is available.

The inside is fully mapped, but needs spawners, triggers, etc.

I am hoping to have Bremerton fully playable by Monday, but I can't promise it. Worst case scenario you will be able to visit everything.

It will be nowhere near balanced.

I will post the update to Nexus as well.

For those wondering where V2.0.2 was, that's a secret! Sadly it is far from finished so its not accessible yet.

Update: 1 May, 2014 @ 6:58pm

V2.0.1.7
More Dark Blade fixing.
You should be able to successfully get to the catacombs now.

Update: 30 Apr, 2014 @ 7:51pm

V2.0.1.6
Assuming I edited the correct versions of the maps, I made fixes to the Dark Blade Kitchen logic.

The medkit should no longer respawn.

The gate should (hopefully) work properly.

Update: 27 Apr, 2014 @ 8:11pm

V2.0.1.5

Fixes for Dark Blades.

Update: 15 Apr, 2014 @ 10:33pm

V2.0.1.4

Fixed conversation bug with Jagged Nails barkeep.

Update: 14 Apr, 2014 @ 7:38pm

V2.0.1.3

NOTE: I had trouble publishing due to timeouts, etc.
Hopefully it really did publish successfully.

- Fixed Kitsune Hiring. The duration is wrong but that will be fixed when the negotiation logic is added.
- Fixed Old Town Weapons conversation
- Set default equipment. This doesn't seem to impact imported characters.

The module started successfully for me on SRR V1.2.6 using New, Default, and Imported characters.

Update: 13 Apr, 2014 @ 8:18pm

V2.0.1.2

- Fixed conversation bug with OT Weapon Shop.
- Removed duplicate maps. If you were in Old Town (the outside, the doc, or the shops you should NOT update until you are in the Monorail map)

Update: 13 Apr, 2014 @ 11:47am

V2.0.1.1

Foh included fixes for the following -

Jagged Nails:
- Kitsunes dialog broke. :(

OldTown:
- High probabillity that the monorail scene is loaded again right after you left the monorail station.
- weapon shop owner isn't in his shop (he is actually hiding in the talismongers wall...)
- transitions between caryards and old town is broken (both directions)

Rat SHamans Lair
- Shaman has wrong stats and therefore cannor use his spells