Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 3 Nov, 2013 @ 11:31pm

V1.8.1
Bug fixes only.
Fixed some long overdue problems in the prologue.
Regretfully did not have the chance to begin implementing "quest mode".

Update: 2 Nov, 2013 @ 2:32pm

V1.8.0
Small changes.
We are now utilizing the new tracking feature from SRR V1.1 for the Cortex bomb.
This was a fairly invasive update which is why we jumped up to V1.8 from 1.7.5.

It appears to be working fine, though I am noticing more lag on combat scenes.
Please let me know if you see any performance issues in this version.

We should have more changes tomorrow as well. As mentioned I wanted to implement the optional quest system. Additionally we have an amazing art prop for the octopus which will be included soon.

Update: 22 Oct, 2013 @ 7:17pm

V1.7.5

Fix so that existing characters won't immediately die on activating the cortex bomb.

Existing characters who already have the bomb active may still die immediately.

If you are in that situation, you should rollback to an earlier version before the bomb was activated

If you cannot (or will not) do that, please post to the bug thread with your characters current location and we will see what we can do. Be advised it might be a few days before we come up with a work around for you.

Update: 21 Oct, 2013 @ 11:07pm

V1.7.4

WARNING: This is NOT backwards compatible with imported characters. This will be fixed tonight.

In order to give people more time to respond to the Matrix survey, I decided to work on a long missing piece... The Cortex Bomb.

The basic implementation of the timer is there. Once activated you have 30 minutes or game over.

Once SRR V1.1 is released out of beta the functionality will be updated to display the counter on screen, until then you just get an annoying Tick Tick Tick message every 10 seconds.

Its important to note that each minute represents one hour in game time, so 30 minutes is supposed to represent 30 hours.

Future releases will most likely need to disable certain areas while the bomb is active - Drake Volcano, Bremerton, Aneki Tower, Dark Blade Mansion. None of those areas currently have the counter.

Sleeping also needs to be adjusted to use 6 minutes of your time (360 seconds).

I also removed a couple old scenes and unused triggers to (slightly) reduce the content pack size.

Update: 20 Oct, 2013 @ 11:32pm

V1.7.3
More small updates.
Finished (hopefully) balancing Rust Stilletos (for now).

Began Matrix work.
There is currently nothing worth seeing.
BUT I do need your opinions.

I have proven my approaches are all doable. The question is which we want to use.
Please read and reply in the Matrix Implementation discussion with your opinions.

Update: 18 Oct, 2013 @ 10:08pm

V1.7.2

This was a particularly tricky update since I had to merge in two different contributors changes to the same map.

If anything looks wrong in Dark Blade Foyer (or outside), or if it behaves strangely, let me know.

This also includes various bugfixes by Foh.

There will be another update by the end of the weekend.

Update: 16 Oct, 2013 @ 11:37pm

V1.7.1
Tiny changes.
- Dark Blade Mansion Exterior has been slightly shrunk.
- Entrance room of Rust Stillettos has been balanced.

This weekend I should be finishing the Rust Stilletto balancing and then will began matrix experimentation. I am hoping to release a youtube video with the options to get your feedback.

Sorry for being quiet, this is a busy week.

Update: 13 Oct, 2013 @ 11:22am

Progress:

Dark Blades
- Exterior map and gun shop (by thomas smart)
- fixed the trigger to open the gate to DB property
- properly connected all DB areas
- foyer should be done if no bugs are found (money, karma, enemies, dialog, computer, Vlad running through wall, bronze key,...)
- gun shop sells medium weapons and armor (will be set to high at a later point in story)

Doc M
- fixed dialog
- selling medium cyberware now works (will upgrade to high at later point in story)
- deleted old cortex bomb variables

Rust Stilettos
- Added gangers to boss room and put them into the required spawn trigger

Wastelands
- changed Ice Progress Logic to work with set numbers instead of "add 1"
- changed norberts portrait to the awesome one geek made

Docks
- changed the computer dialog so that the account balance should always be displayed correctly

Update: 9 Oct, 2013 @ 11:42pm

V1.6.9
- Included fan requested, and voted for, image of Anders.
- Began balancing Rust Stilletos map. The outside map should be properly balanced and most likely beatable without support if you fought your way out of the caryards.

Update: 8 Oct, 2013 @ 10:26pm

V1.6.8
The progress logic has been reworked for the Rat Shaman and Rust Stillettos.
Thanks Foh!