Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Update: 30 Aug, 2017 @ 9:32pm

V3.2.0.45
SCENE - ARENA
'No-Load' port complete.
Added basic spells to the mages, so they have actual attacks.
Added a path to get to the King Fight, without a reload.

SCENE - Drake Volcano
Fixed Jester Spirit's inactivity.
Drake is targetable by non-AOE-spells again.

NEUTRAL BUG
Possible fix for the Neutral Turn bug in TS_Exterior

SCENE - DRAKE TOWER
Disguise credability reworked to match the Volcano
Security / Corporate Disguises
1st attempt at combat balance (requires feedback)
Polished some rough edges
Should be ready for testing.

3.2.0.46
SCENE - DRAKE TOWER
Minor bug fixes and fix to the delayed alarm on the 4th floor.

Update: 28 Aug, 2017 @ 9:30pm

V3.2.0.44

Aneki balancing continues!
- Fixes to the Floor Two Spawning so it properly represents our vision.
- Enemies no longer get the jump on you on floor two.
- The PC first fix has been applied to the higher floors as well but is unverified.
- Fixes to the "floor cleared" save mechanic.
- Floor two balance is good for now.
- Removed Debug messages

Next Steps:
- Proceed to the next floor.
- Complete the "security boss" conversation, it has a lot of placeholders.

Update: 23 Aug, 2017 @ 10:25pm

V3.2.0.43

Possible fix for Neutral Bug - TS_Exterior

ARENA-
Randomized by match cover
LeyLine random placement (heavy or light)
Arena opponents modified
Initiitive system enabled. (Opposed Quickness)

Update: 22 Aug, 2017 @ 11:13pm

V3.2.0.42

ANEKI FIXES
- Partially added Nuyen and XP logic
- Up-powered Kitsune
- Fixed minor bugs
- Made hired runners face the correct direction (it annoyed me!)

AKIMI FIXES
- Up-powered Akimi on ALL maps.
- Fixed Akimi spawner! (only partially verified)

OTHER FIXES
- Removed incorrect conversation prompts from hired runners in Drake Volcano

Update: 22 Aug, 2017 @ 9:31pm

V3.2.0.41
Bug fixes by Dave
SCENE - ARENA - VERIFIED.
'No-Load' port complete.
Added basic spells to the mages, so they have actual attacks.
Added a path to get to the King Fight, without a reload.
(Arena cover only changes on scene reload for now)

SCENE - Drake Volcano - UNVERIFIED (but should work)
Fixed Jester Spirit's inactivity. (Now attacks for 100 DMG, and leaves)
Drake is targetable by non-AOE-spells again. (LOS issue with a prop)

Update: 20 Aug, 2017 @ 11:40pm

V3.2.0.40
Aneki Balancing Part 2.
I expect at least a couple more balancing updates on this particular map.

- Upgraded the stats for Norbert, Frogtongue and Steelflight on the Aneki map so they are more useful in combat. These updates will be pushed out to the other maps in the future.
- Fixed assorted clipping issues (I'm sure there are more, and some cover is still weird)
- Fixed minor bugs
- Fixed retreat logic so you aren't stuck in combat time.
- Fixed return logic so you can properly skip floors you already beat. (Only verified for floor 1)

Known Issues
- Only the above three runners are adjusted. The rest will be adjusted as appropriate in one of the next patches. Once they are tested in Aneki, I will update the stats on the other maps too.
- No XP or Nuyen is being gained in Aneki. This is an easy fix, but will be done later.
- Too many enemies get the jump on you on exiting the elevators.
- Akimi doesn't work. Investigating.

Next Upate
- Floor 2 will be balanced.
- Kitsune and Akimi will be up powered if required.
- Anything else I can find time to do.

Update: 6 Aug, 2017 @ 11:10pm

V3.2.0.39
PART A (Done Saturday)
- Fixed item mix up which was preventing you from calling Drake.
- Added missing Drake conversation
- Updated spawning in DT so you spawn off map. This will prevent the random teleporting (and spawning) outside the monorail.
- Bug with DT spawning order. This caused issues with hired runners.

PART B (Done Sunday)
- Adjusted behavior in 1st floor of Aneki so you do not get immediately swarmed after unlocking the doors.
- Equipped several hired runners with medkits to give more healing. (Not the mages, they have the heal spell)
- Adjusted reinforcements to happen after rounds instead of time. UNTESTED.
- Reduced enemy numbers/difficulty on floor one (while leaving the possibility of enabling hard mode)

TL;DR - Aneki Floor 1 is now MUCH easier but needs more testing.

Under Investigation:
- Why isn't Akimi following you.

If you are concerned with the difficulty of Aneki tower, please wait a couple more updates until I further balance the maps. Floor 1 should be doable, but I haven't tested the others yet. The boss room is absolutely brutal.

Update: 15 Jul, 2017 @ 10:53pm

V3.2.0.38

Minor bug fixes and applied hired runner death logic to most maps.

Update: 4 Jul, 2017 @ 11:35pm

V3.2.0.37

Fixes to Akimi's expiration / rehire logic. Apparently both Kitsune and Anders were using her variable instead of their own.

There may be more issues around Akimi, so please post to the bug thread if she acts strangely.
This fix should prevent you from having to re-hire Anders or Kitsune twice when Akimi's counter expires.

I also doubled the time window it takes for reinforcements to spawn in Aneki Tower. Previously they spawned every five minutes, now its every 10. In the future this will be round based but I wanted to ensure that change would be properly tested.

Update: 27 Jun, 2017 @ 12:18am

V3.2.0.36

Hired Runner bug fixes on the Rust Stiletto map.
Added Hired Runner Death logic to Rust Stiletto map. It seems to work correctly.

I will push out the logic to the rest of the maps later this week.