Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 4 Jan, 2014 @ 3:28pm

V1.9.1
Small Bug Fixes to Tenth Street.
Did not thoroughly test.
Please comment here with any issues:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/166810095/648814844304482068/

Unfixed Issues:
- Remove some of the Enter prompts
- Fix when hired runners leave team
- Changing crypts in the cemetary can earn free karma
- Neutral's shouldn't have turn during combat (except to hide)
- Enemies not spawning as expected in office block.

Update: 1 Jan, 2014 @ 7:47pm

V1.9.0
Updated Tenth Street Graphics. It looks amazing.

CONTENT REQUIREMENT
This module now requires Geeked's prop pack.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=175642505

Known Issues - Tenth Street
- Weird Decker zoom behavior
- Dog pauses until you move after dropping collar
- Clipping (Fence near monorail, door to Business man building)
- Memo visible off map in restaurant (will be fixed in V1.9.1)
- Jake's room needs a door icon instead of inspect (will be fixed in V1.9.1)
- Karma is displaying properly even though the bed says otherwise. (will be fixed in V1.9.1)
- Remove some of the Enter prompts
- Fix when hired runners leave team
- Changing crypts in the cemetary can earn free karma
- Neutral's shouldn't have turn during combat (except to hide)
- Enemies not spawning as expected in office block.
- Dog Collar spawning multiple times. (will be fixed in V1.9.1)
- "All Set" should be first hiring option to prevent accidentally hiring runners. (will be fixed in V1.9.1)

Update: 18 Dec, 2013 @ 9:10pm

V1.8.9
Portrait updates for Glutman and Kitsune thanks to Bryce Cook.

Update: 16 Dec, 2013 @ 6:44pm

V1.8.8
Began implementing Enemies for Drake Tower.
The enemies are implemented and should be approximately balanced.
Unfortunately this can't be verified until I balance everything earlier as well.

Next steps are to add logic and matrix.

Update: 8 Dec, 2013 @ 5:03pm

V1.8.7
The docks matrix is implemented.
I admit, it is not turning out the way I had hoped.
I would appreciated player's input before I invest too much time prettying it up.
Warning - its flaky.

Update: 8 Dec, 2013 @ 12:07pm

V1.8.6
The Octoboss.
The scene is a little glitchy, but it works.
I'll balance it in the future, but at least now you can see the prop. ;)

I'm hoping to push out another update tonight as well as update the Nexus version.

Update: 1 Dec, 2013 @ 11:53pm

V1.8.5

I attempted to import the Octoboss but failed.

Addressed player raised issues:
- Fixed Norbert profile picture
- "Fixed" Jester's realm load issue.

Update: 26 Nov, 2013 @ 11:50pm

V1.8.4
Assorted bug fixes.
Began implementing Dock's Matrix computer.
IT IS NOT DONE!

Update: 16 Nov, 2013 @ 3:26pm

V1.8.3
Bug Fix Update
- Hireable runners should NOT join if your party is full. The yes option is still available, but it should have a different conversation reply.

- It was reported that the Rat Shaman graveyard immediately booted you. I could not see a reason for this, but I slightly adjusted the scene to address it. You spawn slightly further from the exit point and the exit only triggers for player0

I am hoping to release the Docks Matrix point tomorrow night but cannot promise it.

Update: 10 Nov, 2013 @ 9:16pm

V1.8.2
This update took much longer than expected.
Glutman's matrix is mostly implemented.
This is one of the two locations which are the closest tributes to the old SNES matrix.
(The other will be the Dock's computer)
We will be taking more sizable liberties with the other matrix points.

We also included many of Geeked's matrix props (with permission of course)

We have began implementing "tech dealers". There is a vendor to sell basic matrix programs and there will be a vendor for drones. Neither are fully done yet.

Everything requires more work, but its still progress!