Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 12 Apr, 2014 @ 11:14pm

V 2.0.1.0

Wow, merged in a lot of changes courtesy of Foh.
I haven't had the chance to do more than verify the basics.

I am officially considering this an untested/unstable build.
Let me know if you have any troubles.

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Docks

dog giving the spell (changed from heal_1 to heal wound) for items is now included in dialog and magic rating is adapted

autosaves when leaving a warehouse

made scene prettier (lights, rain, clutter, prettier warehouses, door sounds)

mermaid scales implemented

added numbers to warehouse doors (a note found on tenth street references "warehouse no.5")

started implementing dog giving spells for quest items (works but is not final)


Rat Shaman's Lair

modified jester spirit's spawn

more lights in sewer

autosave when entering the boss room

made graveyard area a little bit prettier

removed shaman's nature spirit since he can't keep it under control

kitsune becomes loyal when she survives the rat shaman fight


Dark Blades

merged maps into DB_Mansion

optimized gate/bronze key mechanic

tweaked vampire fight a bit

made strobe flash prettier

weapon shop now has berlin weapons

autosaves when entering crypt and vampire lair


Downtown

changed entrance mechanic to rat shaman so that players won't have to change scene to find out that the gate is locked

changed entrance mechanic to drake (now with password dialog!)

made dark blade mansion and a bit of the cemetary visible

changed dog message mechanic and made dog run towards docks (before dog said the message too early so that it would remain unnoticed by most players)

included the hotel on DT_Center map and added door sounds to hotel

checked "ambient actor" box on civilians

changed teleport from DT_Center to eastern part of DT (where Drake building is), to get rid of the problem that the camera isn't teleported with the player. I believe that was related to the interaction with the transfer icon.

changed some icons from scene transition" to "warp" to make it clear for players where they have to expect loading time

changed variable to open jagged nails since we track RS progress anyway, the JN_open bool variable was redundant


Downtown North

added movement blocker to prevent player from leaving camera region

modified slims dialog to take money and use a charisma threshold

checked "ambient actor" box on civilians

travelpoint into aneki tower which says "currently under construction"

added aneki front guard with some logic (currently too strong)

karma, nuyen mechanics


Drake Tower

merged all floors into DT_Drake1-2 map

autosave when changing floor

elevator mechanic like in dragonfall disco/hotel

pilot dialog with travel option to travel to volcano and docks

enemy spawns (KE look)

karma, nuyen mechanics

added splatters betrayal

added NPC smacktalk during fight


Volcano

travel option back to docks

first three sublevels merged together for now, but will be split again later due to ressource requirements

played arround with a nice elevator mechanic (you can go up and down on the first three sublevels, sublevels4+5 are own scenes with no way back up atm )

tweaked elevators a bit (now all have the little bridge)


Monorail

implemented thomas' stair-illusion to have less teleports and bigger map pieces

some monorail sounds

slightly tweaked daley station ambush to have both texts of the ork with the key displayed and added a wall

added street kid

added temporary screen labels to display where the trains go


Maplethorpe's

added a little cam fade-out-fade-in for the operation

tweaked dialogs to give players the choice not to open the shops if they don't want to

changed shops to use berlin items (seems BuMoNa is just better than DocWagon ;))

merged into DT_North (maybe?)


Jagged Nails

Kitsunes dialog modified for becoming loyal and now doesn't give the leaves repeatedly

placed some movement blockers so that PC doesn't run on stage or behind barkeepers area

splatter isn't there anymore after he betrayed you

gave the poor waitress a bit more room to walk


Wastelands

added some text to the loading screen (mainly to reference the matchbook that the player finds in his pocket after waking up in the morgue)

placed some movement blockers to prevent strange clipping


Old Town

tweaked some dialogs

tweaked weapon shop (added throwing knifes, hunting rifle, spiked fist from berlin)

merged old town together into OT_OldTownComplete

added light to barrel fires

Caryards

tweaked some dialogs

kid now can sell drone

added dialog pic to king and changed his look to stand out from normal ork gangers (adapted his look in arena too)

added a gate to make it more obvious that you cannot leave

added light to barrel fires


Rust Stiletto Turf

reworked all mechanics (use of the iron key is now obvious)

tweaked dialogs

repaired broken gangers (some had wrong look)

added jetboy moneyfind

added some loot for fun

added some toxic barrels for even more fun

Update: 7 Apr, 2014 @ 8:34pm

V 2.0.0.5
Continued my earlier bug fixes. The hired runners conversations should all be fixed at this point. Their prices are not correct.
As long as no one points out any major mod breaking issues, the next build will be published both to steam and nexus.
Sadly time is really tight so I can't thoroughly test myself. I will try and fix anything major fast though.

Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed...
- Added popup message on use. (only a partial solution)

Jagged Nail Club:
Club Manager sells the street doc number several times, but it's not payed even once.
- Fixed

Splatter, hiring options: no "Be on call", one valid, one greyed outside
- Fixed. Unverified. Prices are temporary.

Steelflight, hiring options: no "Be on call", one valid, one greyed out
- Fixed. Unverified. Prices are temporary.

Kitsune:
hiring options: no "Be on call", one valid, one greyed out.
- Fixed. Unverified. Prices are temporary.

Upon hiring, checking her inventory - Heal V
- Reduced to Heal 3. Fixed move speed. Did this through mass text file editing so confirmation needed.

Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
- Need to investigate. Most likely related to the "lone star spawn".
- Adjusted the trigger order, not much else I can do at this point. Will continue thinking on it.

first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit - suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
- The matrix was still being worked on. I was experimenting with interesting approaches, and part of that nodes approach involves teleporting. I'll check to make sure it didn't break AND to make it seem deliberate instead of bugged.
- Made it seem deliberate with displayed dialogue, but I will investigate it more. Not tested.

Update: 3 Apr, 2014 @ 6:33pm

V2.0.0.4

This is a sub-version change. We are not officially on a stable build yet.

Fixes are below.

About Screen: Version number was confusing
- Clarified / Fixed.

Morgue: Basic Medikit respawns
- Initially respawned intentionally. This has been changed.

Telephone: when calling Sassie, final words: Bye Jake (even if your character is named differently)
- Should be fixed.

Tenth Street, Grim Reaper Club:
Jangadance has three hiring options: [100] Be on call (greyed out when picked before) / [1500] Yes / [1500] Yes (greyed out)
- Fixed

Old Town Talismonger: Option Vampires is always present, albeit greyed out.
- Fixed

Old Town Weapons Store: Option Mesh Wire Jacked
- Removed. He has several armors in his inventory.

Daley Station:
the exit symbol on the train is missing when you first arrive there. Fighting the orcs, leaving the screen and re-entering does not make it appear. Leaving the station, though and going back to the train then, does.
- Intentional. The scene has been modified so that it doesn't appear to be a bug.

Dr. Maplethorpe: when talking to him with an active Cortex Bomb timer, choose the heal option and he sells an basic medikit for 100. After he fixed you though, you'll get the shop window, the basic medikit now costs 150
- Updated so that both conversations bring up the shop screen.

Wasteland Club:
Frogtongue, hiring options: no "Be on call", hiring option reads {{GM}1500 Yes
- Fixed. Not verified. On Call Price is not correct.

Anders, hiring options: no "Be on call"
- Fixed. Not verified. On Call Price is not correct.

Jetboy, hiring options: no "Be on call"
- Fixed. Not verified. On Call Price is not correct.

Norbert, hiring options: no "Be on call"
Initially (Talk option) he says 2000 upfront - but hiring is about 1000
after you've gone through all his options without hiring him, talk to him again - no hiring option anymore. No options at all, that is. Leaving/re-entering fixes that, though.
- Fixed. Not verified. On Call Price is not correct.

Update: 31 Mar, 2014 @ 10:07am

V2.0.0.3

Small bug fixes.

- Lone Star Spawning in Docks, Stilettos, and Jagged Nails. This issue will likely still happen in other maps. Just tell me which so I can fix them! (by V2.0.1 they should all be fixed)
- Steelflight no longer spawning behind the counter.

Known issue, not yet fixed
- Octoboss spawning off centered.

Update: 29 Mar, 2014 @ 6:10pm

V2.0.0.2
(This will be the same version shared on nexus)

Included Berlin props and resources.
There also was a lot of version related bug fixing.

Update: 10 Mar, 2014 @ 6:56pm

V1.14.0.3
Investigating ally spawner issue.
Removed spawners from downtown clubs.
Still unsure why its happening.

Update: 10 Mar, 2014 @ 5:31pm

V1.14.0.2
No sooner than I fix one issue do I get reports of another!
Using the Default character shouldn't freeze the module anymore.
Apparently the Jake model wasn't working.

Jake also received a powerboost. This may or may not stay the same.

Update: 9 Mar, 2014 @ 10:44am

V1.14.0.1
Fixes for Tenth Street Transition, Old Town Magic Shop, Old Town Weapon Shop

Update: 5 Mar, 2014 @ 6:40pm

V1.14.0
(13 wasn't skipped, it was just unpublished)

The item loss issue should be resolved.
The area transition issue introduced with SRR1.2 should be resolved.

Let me know if ANYTHING behaves strangely.
We have at least one prop, somewhere, which was corrupted but I couldn't find it!
(Its a trashpile somewhere... There are a lot of trashpiles)

This is to be considered an UNSTABLE build because I'm not sure what, if any, other issues were introduced with SRR1.2

Update: 16 Feb, 2014 @ 11:22pm

V1.12.0.b

- Fixed small Rust Stiletto bug in Daley Station.
- Identified the cause of being unable to enter the Rust base though the reason it is happening is unknown.
(All items are disappearing on scene load)
The current plan is to migrate to the beta and see if that fixes things.
- Fixed bug with Kitsune in the Jagged Nails which prevents you from talking to her. Will fix her behavior later to include the teleport.