Shadowrun Returns

Shadowrun Returns

Street Samurai Catalog Data
Showing 1-5 of 5 entries
Update: 5 Nov, 2013 @ 5:01pm

Version 4 (11-5-2013)
-Removed Called Shot - Eye. It was silly and blindness would sometimes cause a bug that broke the AI and forced the player to restart.
-Most attack abilities, such as the Called Shots, now require only 1 AP. Some of them had their accuracy adjusted for balance.
-Removed the accuracy penalty from Double Fire.
-Adjusted the accuracy mods of BF/FA and widened their critical range. These modes will now be very good if you have the correct Specialization.
-Shotguns and the Ares Viper now do less damage on Critical Failures (Weak!) which reflects the flechette weakness to armor. Shotguns work better against lightly-armored opponents and when you have a high Shotgun Specialization.
-Shotguns and the Ares Viper no longer have access to Called Shots, except the Defiance t-250, which uses slugs. This is because the AOE effect of shotguns would disarm, headshot, etc....to large groups of people, which was not intended.
-Weapons listed as having a Laser Sight or Smartlink now get +5/10% bonus to accuracy instead of +3/5%, respectively.
-AP-Boosting Cyberware (Wired Reflexes, Boosted Reflexes, and Move-By-Wire) no longer needs activation to function. Thanks, HBS!
-Created a combined Concealability/Legality rating for items. 0=Legal or easily concealed (Hold-Out Pistols), 1-2=Legal but suspicious (Pistols), 3-4=legal but suspicious and increasingly large (Concealable SMGs), 5-6=Semi-legal (SMGs), 7-8=Illegal (smaller Rifles), 9-11=Illegal, large, military (Rifles, heavy armor). The concealability rating adds up on the player, so someone with a Conceal 2 Pistol and an SMG effectively has a 7 Legality rating. This works in-game and in the editor by giving you a Drain Resistance Skill bonus, something that is not used in-game and doesn't actually help you resist drain.
-The highest tier of armor now counts as Legality 11. Walking around in military-grade armor is pretty conspicuous.

Update: 10 Aug, 2013 @ 2:08pm

Version 3g (8-10-2013)
-Added tiered versions of the player outfits, much like the other pack that I can't currently find on the Workshop to give them credit for the idea. They are stripped of stat bonuses, instead granting 1-3-6-8 armor in the different tiers, with the last tier giving you 1 Damage Resistance, too. I might expand this, a bit, to give you more options.
-Added equipment lists for each tier of outfit.
-Cyberware now works on NPCs correctly. To fix this I had to put all cyberware in the same Sorting Groups in the editor as the vanilla DMS cyberware.
-NPCs will not use custom cyberware activation abilities. To combat that I added NPC-only versions of Boosted Reflexes, Wired Reflexes, and Move-By-Wire that just grant them the bonuses constantly.
-Burst Fire now shoots two bullets that each do +50% damage and Full-Auto now shoots five bullets that each do +100% damage. My workaround that got them to shoot three and ten bullets would sometimes cause the NPC AI to break and just stand around or hang for 3-5 seconds. This will also effect Pin Down and Meatshot. I'll keep looking into solutions.
-The big machine guns now have Strength requirements to use them.

Update: 8 Aug, 2013 @ 4:26pm

Version 3f (8-8-2013)
-Gambit over at the Nexus created Alpha, Beta, and Delta versions of all of my cyberware. These are versions will lower essence costs but greatly increased prices. Thanks! High-level runners will appreciate it (until GMs make them face guys with Move-By-Wire III)!
-Added AK-97 Assault Rifle
-Added some more equipment lists for merchants and updated the existing lists for added items
-Fixed some typos
-The "Dick Cheney" bug: All burst-fire AoE guns...the Enfield and Mossberg shotguns and the Ares Viper Slivergun may shoot your friendly targets in a 360-degree sweep, sometimes. This is very unfortunate and I will try to come up with a way to fix it soon.

Update: 7 Aug, 2013 @ 5:48pm

Version 3e (8-7-2013)
-Fixed numerical and textual errors.

Update: 7 Aug, 2013 @ 11:41am

Version 3a,b,c,d (8-7-2013)
-Continuous bug fixes and tweaks.
-The Street Samurai Catalog will now be posted as a data-only pack. It will no longer include a testing area, but can now be used as a dependency.
-Burst Fire will now properly shoot 3 bullets. It was only shooting 2 before. Note the animation will fire a burst and then a single shot after.
-Full Auto will now properly fire 10 bullets. The animation will fire two long bursts.