Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Update: 2 Jan, 2017 @ 9:51pm

V3.1.81
- Slight updates to the credits. Lets us know if you think you belong!
- Minor end scene tweaks. (most fixes are left to Dave so I don't break them)
- Found out why Akimi couldn't be called - Duplicate quest items.
- Dance's with clams had the wrong picture when spawning from several locations. They should all be fixed now but need to check!
- Deleted the ability to go to the roof of Aneki (I think)
- Fixed Aneki Tower secret lab floor display (not that anyone except myself cared)
- Minor / Assorted Secret Lab fixes
- There were duplicate elevator conversations in Aneki. If you see a warning message, please file a bug report!
- Increased drone repair kit inventory in the caryards so you don't need to reload the scene as often.
- Fixed Downtown north crossing interaction.
- Further increased the size of the trigger zone outside Aneki.


To Do
- Remove duplicate Akimi quest item and ensure it doesn't break anything else.
- Verify no other duplicate DV quest items
- Properly check if any PCs are left in the matrix on Aneki Secret Lab Jack Out and disable the matrix actions if there aren't.
- Give white support IC an attack!
- Go through the entire mod and pick and choose who can be disarmed.


Things that Dave will probably need to fix:
- End Cinematic: Its Jangadance
- End Cinematic: wrong picture
Kitsune: BCOOK file
Steelflight: ROSSFNORD file
Spatter: ROSSFNORD file
- End Cinematic: Show the proper team
Building Escape, no hired runners, show random security guys.
- Credits: No music was playing.

Update: 26 Dec, 2016 @ 9:30pm

V3.1.80
A LOT of fixes, not a whole lot of testing. Hopefully nothing broke!

Outside Aneki Building
- Apparently I broke this when I fixed a display issue. The orks weren't showing up. They should properly arrive now.

Caryards
- The little boy sells drone repair kits.
- Fixed some conversations.

Drake Tower
- Because it makes me happier, and makes bug fixing easier, each floor is now labeled "Drake Tower. Current Floor: #"
- Fixes a bug around the Data Fragment files. UNTESTED! This may break things...
- Assorted conversation fixes and debug comment removal. Wow. There is a lot.

Down Town Hotel
- Fixed the conversation logic so you can't keep renting the same room over and over.

Down Town
- Fixed Slim's shady conversation.

Jester's Realm
- Apparently the Jester immediately dies when you get his name wrong. I moved the healing logic out of the conversation to hopefully fix this. Additionally I made the conversation trigger slightly sooner. Untested.

Bremerton
- Spelling fixes!

Dark Blade Mansion
- There was a random wannabe ghoul running around. She is now a proper ghoul.

Rat Shaman Lair
- Censorship and text fix.

Monorail
- Fixed monorail "tempt" logic to only trigger for player character 0.

Tenth Street Cemetery
- Fixed combat music looping (hopefully)

Aneki Tower
- Added a reminder that you need a cyberdeck for the secret lab. Untested so hopefully it still works!
- Same labeling fix as Drake Tower.
- Deactivated the logic to travel to the roof as YOU CAN'T! That was a silly copy/paste oversight.
- Fixed the key description.
- Elevator button tweaks.
- Logic fixes to hopefully resolve the issues with the 5th floor drones not activating.
- Disabled Fog of War in the lobby (may be temporary change)


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NEUTRAL TURNS
In an attempt to track down the neutral turn bug, here is where it is known to be occuring.
- Drake Volcano SL4
- Left the cemetary, killed a guy, went to the other side to kill 2 more guys, and then NEUTRAL TURN
- Aneki Secret Lab

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FUTURE INVESTIGATION
- It sounds like there are a lot of issues around riggers. Probably related to the spawn bug. I'm going to have to investigate this.
- Investigate having "summon" grant you access to Dante as an NPC.
- Make the "clone fight" more interesting in the arena.
- Add "drone repair" to sleeping.
- What if you are deckless at aneki's secret lab? That would be game breaking.
- Apparently you can go to the roof in Aneki. This should be disabled.
- Consider making the reinforcement timers turn based as opposed to time based.

Update: 26 Dec, 2016 @ 5:19pm

V3.1.79

Rolling in Dave's Drake Volcano and end credit fixes. Hopefully it didn't break anything.
Also rolled in the previously unpublished changes.

Expect another build in a few hours with small bug fixes found by Clockwork.

Update: 3 Dec, 2016 @ 7:37pm

V3.1.78

More tweaks to the end game transition.
- Even if you don't make a decision (such as if you screen blacks out and hides the conversation box), you will proceed to an ending animation.
Granted you might not like the end you get, but at least you won't be sitting there, staring at a black screen for more than a minute or so.

- Added more options to the escape conversation to present some choice. Depending on the circumstances, you may still be forced to the roof or to the stairs, but at least half the time you get to decide how you flee (which may impact if you survive or not)


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UNPUBLISHED CHANGES - 12/3/16

I have started the steps needed to fix the hired runners duration's.
Currently they can ditch any time you leave combat mode.
This means they may leave earlier than logical, or you could even abuse the logic by staying in combat mode to keep them around.
These changes will need to be tested (and I have a backup copy saved in case they fail).

ANEKI TOWER
- Runner's won't leave unless you interact with an elevator.
- Removed some old logic and general cleanup.
- Made it clear in the elevator that there is no turning back from the secret lab.

ANEKI LAB
- Removed a bunch of un-needed functions. There was a lot left over from when it was part of the Aneki Tower scene.
- Removed the hired runners leaving logic as once you are in, you are fighting until the death.

JESTER'S REALM
- Entering this realm reduces your hired runners counts. They will leave AFTERWARDS.
- This scene did not previously impact your runner's hire durations.

BREMERTON
- Added the same exactly logic as was added to Jester's Realm.
- The text will need to be editted to make more sense.
- "Runner leaving" transitions will need to be added.
- Neither this scene, not Jester's Realm seems to have hired runners correctly implemented to begin with.

DARK BLADE
- Does not have hired runners correctly implemented.

"OUTSIDE LOGIC"
Locations like Downtown and Tenth street should not reduce your hired runner counts. This will need to be fixed in the future.

DRAKE TOWER
- As with Aneki, runner's contract expiration is done on elevator interaction.

That's all for now...

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UNPUBLISHED CHANGES - 12/4/16

- Removed various auto saves from the arena. If there are more you think need to be removed, let us know.
- Fixed Glutman Secretary conversation in Cage and Office to use her picture. Other phones need fixing still.
- Fixed Sassie conversation in Cage and Jake's Apartment to use her picture. Other phones need fixing still. I might need to adjust her picture.
- Added note to the prologue button that the game will start immediately after.
- Fixed the Old Town Sleep Conversation to add missing "back" option.
- Fixed the conversation with the morgue slab to be inspect the slab
- Removed various debug statements. Let me know when you find more!

KNOWN ISSUES / PLANNED FEATURES
- Final cinematic is reported as freezing but I can't replicate it.
- Need to fix the conversations in the Cage club.
- Fix phone conversations to show current speaker. (Copy the spawner to the scene and use tags)
- It sounds like Jake model doesn't properly learn etiquette on leveling.

Update: 2 Dec, 2016 @ 9:27pm

V3.1.77
- Fixes for Jackout matrix focus being lost (Glutman, Aneki, Docks)
- Small conversation fixes (hiding invalid choices)
- Removed old code from Alley. Fixed bug causing double spawning.
- Fixed a bug which prevented some walls from deleting properly in Aneki Matrix
- Removed garbage logic from Aneki
- Removed end fade out which prevented you from continuing to the credits.
- Added epilogue / credits transition


BUGS
- When exiting the matrix in the final encounter, you tend to stay in combat rounds unless you killed all active enemies.
- Jacking out from Computer 3 tends to screw things up. There is no logical reason for this.

Update: 26 Sep, 2016 @ 10:06pm

V3.1.76
- Removed old logic from Bremerton
- Began adding a missing conversation in Aneki (oops)
- Debugging changes in the secret lab to enable me to better troubleshoot
- Found (and fixed) at least one mod breaking matrix bug.

Testing the finally matrix as a whole was giving me trouble and I need to call it a night. I can't guarantee it works, but you are welcome to try! It was freezing when I jacked out, and you need to jack out multiple times to finish...

Update: 25 Sep, 2016 @ 9:49pm

V3.1.75

Fixes to Bremerton logic so that enemies don't randomly spawn on screen.
Also made the state persist (per map load), so you don't face an unlimited number of enemies in a confined space.
Scene transitions no longer give free money and karma!
Various other bug and trigger fixes to Bremerton.

Map is NOT balanced. Some of the NPCs act a little silly.

To Do:
- Enable "sniping" when you can see enemies who haven't triggered yet.
- Enable respawn when you select hard mode
- Fix Time Bomb to make it behave more logically.
- Balance Combat
- Remove "old" functions to reduce mod size.

Update: 25 Sep, 2016 @ 12:10pm

V3.1.74

- Finally published the old fixes.
- Merged in credits / cinimatics fixes from Dave
- Added placeholders for credits.

Expect a second update later tonight with more bug fixes.

Update: 27 Jul, 2016 @ 8:50pm

V3.1.71
- Fixed assorted bugs found by "Clockwork"
- Magic Shop should no longer sell items "online"
- Old Town should no longer spawn infinite enemies when you go in and out of buildings multiple times.

Areas which need a closer look:
- Dark Blade
- Aneki
- Outside the Wastelands Club
- Matrix

----------------------

V3.1.72
Internal Build Only - Not Published
8/15/16

DRAKE VOLCANO
- Typo fixes
- Hiding Scientist Fixes
- Movement fixes (walking through walls)
- Removed hard coded character name from FAILURE message
- Fixed Elevator 1 logic
- Lots of "?" removal for consistency

MAJOR ISSUES TO FIX
- No elevator access logic in Drake Volcano. You can simply open the doors and ignore the actual unlocking...
- An easy fix SHOULD be making the doors NPC only as the logic currently opens them.

----------------------

V3.1.73
Internal Build Only - Not Published
8/16/16

- Clicked "Hide if not available" a lot in Drake Volcano
- Clicked "Hide if not available" even more in Drake Tower
- Pilot conversation fixed to remove debug warning
- Fixed combine file logic in Drake Tower
- Removed random debug comments (I'm sure there are even more)

TO DO
- Began implementing popup disguise explanation in Drake Tower and Aneki Tower. Will be worked on in future versions.

Update: 27 Jul, 2016 @ 8:48pm