Shadowrun Returns

Shadowrun Returns

KillCity Detroit v1.1
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Update: 29 Apr, 2014 @ 4:20am

Update: 24 Apr, 2014 @ 2:53am

Update: 23 Apr, 2014 @ 4:47am

Update: 23 Apr, 2014 @ 3:51am

Update: 18 Apr, 2014 @ 1:59am

Update: 18 Apr, 2014 @ 1:39am

Update: 17 Apr, 2014 @ 4:31pm

Back on the horse.

v1073 update
After a few months break, and lower frusturation levels, back working on the game.
-Custom totems are available at Chessman location.
-Chessman now sells some basic mage spells.
-Hopefully fixed killing boss not triggering getting key to the base for the SoS, Recombinators and Fortuna levels. I have not tested this before. Earlier I had to do some complicated triggers to get this to work because the trigger that supposed to handle this wasn't working. I think they fixed it now, so ya, hoping it will work, will test.
-Fixed Matrix, some patch broke it, should be working okay now.
-Looks like datajacks are not automatically installed on new characters now, so I increased the starting cash for players wanted to get one installed in the local clinic.

coming updates: going to do a 10 hour stretch today and test stuff. Going to play through the game, and fix problems as I encounter them. I'm assuming the patches broke some more stuff so will address those as well. If all goes well v108 will be the final, bug-free version of Kill-City unless I get Dragonfall and do an expansion.

Update: 18 Jan, 2014 @ 5:28pm

Update: 18 Jan, 2014 @ 3:53pm

Update: 16 Jan, 2014 @ 4:11pm

v107 update
+added 'chessman' location for totems and shaman spells. unfortunately, totems are broke in the game. working on it; lost totems in my non-ugc shadowrun as well
+added fall-in fight club! 6 challengers fight pit with big money rewards. the location can be gained through the usual ways (in meat-space)
+added secret new (and probably final) character trait: the ninja! can be unlocked on character trait screen if you use your ninja skills. the ninja is a cross between the criminal and the atheletic traits, with a good kantana
+bug fixes. major ones include not being able to talk to your runners to renew contracts in bases other than hideout; fixed defenses firing multiple times in hideout; fixed fortuna444 base special not working; shrunk Recombinators map a bit, hoping it will fix loading problems, think it was running out of memory; and many other small fixes.
-disabled end game encounter, need to fix it a bit
-you auto-get kicked off matrix now when alarm goes. the enemies ai were just not attacking, so disabled that for now, but this will be fixed.

upcoming changes:
-honestly surprised by number of bugs still. work continues! the hit list currently for next version is:
1) 10% price bug in contract nego's not working
2) defenses firing once (working and testing for hideout, but have to test other bases and rtransfer changes if needed)
3) final battle fix, wasn't loading correctly
4) new base loading images text showing all of the base stats
6) think one final big money heist available on matrix
5) more plot stuff.
6) figure out totems bug. making all new custom totems for KCD
7) emergency base exits for battles that go south, you can retreat to the hideout
8) more and more base computer testing. all the code is there working, and for specials, but some strings are not set properly which mess up trying to get the upgrades. just plain lot of testing I have to do .

big bugs

1) uncertain if armor isn't working in the fight pit, or whether I had the really, really cosmic joke bad luck of adding 12 different props to the map, none of which have cover boxes
2) if you rehire a runner for a second contract it doesn't get rid of the 1st contract. in affect you can clone your runner, but this screws up your base population count. easy fix, next version

balance:
-really digging the new ninja character
-shamans and adepts may get some sort of small boost or change
-wealthy trait will also get +100 a day I think
-considering rising more base populations +1, too many 3-pop bases I think