Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Update: 30 Jun, 2016 @ 10:11pm

V3.1.70

Fixed critical bug which locked you in the morgue.

Update: 30 Jun, 2016 @ 10:09pm

Update: 26 Jun, 2016 @ 5:51pm

V3.1.69

Tenth Street Alley
- Armor upgrade. It was silly to give the player the same armor they started with.
- Planned Future Enhancement: Start Naked and give base armor.
- Fixes to "gunshot" logic. The conversation wasn't playing among other things.

Pending Investigation
- How's the volume? Are the gunshot and death cry both playing loud enough?
- Re-check the balancing. You now have an extra point of armor. Hopefully its not too easy.

Tenth Street Morgue
- Fixed the hallway doors so they show as locked. Secret room still works if the conditions are met!
- Added "theoretical fix" for playing the costume animation on exit if you don't have costumes. (Not tested, purely graphical)

Tenth Street Center
- Slight wording change to decker conversation.
- Added "pause" logic to the roamers as they were stupidly hard to talk to.

Pending Investigation
- Getting stuck in NPC turn.

Healing and Armor
- It has been reported that the bonus HP from armor do not get healed (unless you remove and re-equip the armor)
- I did see that when you first buy the armor it shows you as having HP+10/HP.
- Playing around with the armor though, I think the initial display may be a SRR glitch...
- When you equip the armor, it both raises your base HP and adds 10 to your current HP.
- Ex. If you have 88 HP and add +10 armor, it will then show you as having 108/98 HP. The 108 is incorrect.

Glutman's Office
- Added conversation option which informs you something is wrong with your datajack.
- Stopped Secretary from repeating herself.

Tenth Street Office Block
- Reorganized triggers so its easier to edit / maintain.
- Removed old triggers which were no longer used.
- Fixed club-goer logic so she doesn't run INTO combat to hide.
- A LOT of work around the Hitmen logic. Needs more testing but is hopefully working correcty.

Car Yards
- Fixed Arena discussion so that king is the bottom choice, not the top choice.

Arena
- Fixed so that you sometimes start IN cover instead of right next to it.

Downtown Center
- Fixed Maury conversation so it only happens when you are not under thread of cranial bomb OR have less than 10 minutes until you die.
- Added pesistance for the trap outside the gangers. (Its a little slow to delete)

Pending Actions
- Consider adjusting the trap so that it spawns rather then deletes...

Update: 26 Jun, 2016 @ 5:48pm

Update: 3 May, 2016 @ 12:09am

V3.1.68

This is Beta Candidate Zero.
EVERY scene is in the game, and you can play from start to finish.

Just because it is playable start to finish doesn't mean it is done though.
Here is some of what is coming before beta

- BUG FIXING. I expect bugs. Lots of bugs. Those need to be squashed.
- BALANCING. No balancing has been done. I need to play through it and balance as appropriate.
- DEBUG CLEANUP. There are various debug statements EVERYWHERE. They need to be hidden or removed.
- MISSING CONVERSATIONS. While finishing things up, I noticed at least a handful of placeholder conversations. These need to be completed. (Submit dialogue if you want!)
- CAST OF CHARACTERS cinematic. This is implemented but not linked to the ending cut scene.
- FINAL BOSS ANIMATIONS. When you win, there will be cinematics. They are not added yet.
- MORE / BETTER MATRIX. This will likely be a post Beta task (probably on HK only). There isn't much matrix currently. We will likely add more.
- MORE / BETTER MAGIC. This will likely be a post Beta task. We don't fully utilize the magic abilities of the game engine.

I'm sure there is other stuff, but I'm sleepy!
Good night

Update: 3 May, 2016 @ 12:01am

Update: 22 Feb, 2016 @ 9:10pm

V3.1.62

For detailed change notes see the thread here
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/317632217/405691491107337766/

TL;DR
Plugging away at Aneki. The major tasks left are the matrix and the reinforcement logic.

Update: 22 Feb, 2016 @ 9:06pm

Update: 7 Feb, 2016 @ 11:03pm

V3.1.57

Performance enhancements for Aneki. I put the final level into a new scene.
Progress implementing "keybox" logic in the final encounter.
In order to access the computers, you need to first use a key or break/dismantle/attack certain objects.
It makes the final encounter more interesting.

DO NOT GO TO THE FINAL FLOOR (4th floor) YET!
This may break your save file.

I will hopefully get it usable this week.

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EDIT
Due to the republishing difficulties I am maintaining a separate update thread for the changes I make before I successfully republish. This way you can see that I am (slowly) working on it even if the public mod isn't updated yet.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/317632217/405691491107337766/

Update: 7 Feb, 2016 @ 11:00pm

Still having issues republishing...