Shadowrun Returns

Shadowrun Returns

Antumbra 2 - Eclipse
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Update: 30 Jul, 2014 @ 4:05pm

Version 1.0.5:

  • The nightclub map is now more compact; this should help lower memory & CPU usage, and may help speed up the scene for slower computers.
  • Voire no longer will use draining abilities while in combat.
  • Removed a blank dialog node from Orion's second hiring conversation.
  • Cosmetic improvements to the wooden tiles on the ground floor of Eclipse.
  • Added proper matrix lighting to the final stage's Matrix map.

Update: 16 Jul, 2014 @ 8:52pm

Version 1.0.4:
Players (new or imported) now receive a freebie starter cyberdeck at the start of this mission if they have a few points in Decking.

Update: 10 Jul, 2014 @ 8:12pm

Version 1.0.3:

Patched an exploit that allowed players to use AOE to damage enemies in the final fight without retaliation. Thanks to @SnugSnug for the report!

Update: 28 Jun, 2014 @ 5:32pm

Some days, when the sky is sunny and clear, I sit by the window and stare wistfully outside, trying to imagine what it would feel like to live in a world where Steam let me update my Workshop items. What a glorious, magical life that would be! Oh, how I want to experience that!

Update: 28 Jun, 2014 @ 5:15pm

Version 1.0.2:

* Lighting in the club is more interesting.
* Added a new conversation branch to Kali to explain the genesis of her company's name.

Update: 11 Jun, 2014 @ 10:27pm

Following drones or spirits will no longer trigger a trap in the penultimate map. Added a mention of and link to the sequel Corona.

Update: 4 Jun, 2014 @ 7:52pm

Fixed an issue that could cause a few lines in a mid-game dialogue to be skipped.

Update: 16 May, 2014 @ 11:13pm

  • Reworked almost all conversations to have a more natural looping structure, without repeated NPC prompts.
  • Updated all etiquette prerequisite text to match the style used by HBS.
  • Enabled free roam on several maps that were previously turn-based for most or all of the time. In most cases, a group of enemies will now turn hostile once you approach them, and free-roam will return after that group is defeated. This should make it more convenient to navigate through large maps. As a side effect, you'll receive automatic heals as each fight ends.
  • Updated the graveyard fight to add a (potential) incentive for sparing the gangers.
  • Reset AI at end of graveyard fight, which should keep the game from acting like it's still in turn-based mode.
  • Added a sub-goal to provide more direction for an optional fetch quest.
  • Updated all of the matrix maps to deal with some bizarre changes that apparently arrived with a previous update to Shadowrun Returns.
  • Matrix IC health has been reduced; more importantly, it's been reduced to multiples of 25, which should fix the situation where almost-dead IC would have a tiny sliver of health left.
  • It LOOKS like the bug with matrix IC freezing on death has finally been fixed, so I've restored the original design whereby data nodes only unlock after all IC is killed. Let me know if anyone still sees freezes and I'll put the work-around back in.
  • But, there's a new problem where fresh IC takes too long to arrive after an IC calls for reinforcement, so I've removed the delay between damage and reinforcing.
  • On the first fight on the first city map, I now ensure that Team Shadowrunner always gets to shoot first. This should fix a problem where a low-HP PC0 could get ganked at the start before having a chance to defend themselves.
  • You can no longer use PC1's Decking skill to bypass security in conversations.
    Added an autosave before the mid-game boss fight. Still debating whether to make this boss tougher or not...
  • Security cameras in final level can no longer be targeted before hacking.

Update: 27 Feb, 2014 @ 7:06pm

Various minor changes for compatibility with 1.2.0.
Added light cover to motorcycles.
Added more light cover to Matrix maps.
Cleared more space in Colma to allow summoned spirits to move.
Fixed some small typos.
Allies in The Mission District now behave more aggressively.
Dialogue triggers in corp run now fire at expected points.

Update: 15 Jan, 2014 @ 9:30pm

Prevented a conversation in the city map from firing prematurely.
Keep a plot-relevant NPC alive during the first fight in the city map.