Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Update: 5 Jun, 2015 @ 3:34pm

V3.1.27

FIXES

DOWNTOWN
- Added bomb pickup.
- Added temporary way point to dog after officer conversation

DRAKE TOWER
- Updated computer triggers to disable after use.
- Turned "glass doors" into proper doors.
- Fiddled with FL3 Security Leaving Logic. One guard respawns and appears to be a game glitch. Leaving guards give nuyen.
- Removed random debug messages
- Adjusted various movement speeds
- Fixes to FL3 stealth kill logic.
- Identified and fixed a scenario which was causing an error with the elevator (== vs >=)
- Fixed FL4 clipping issue
- Fixed StealthFail so that it increased suspicion counter. (first step to fixed issues around FL5/6)


IDENTIFIED ISSUES
DOWNTOWN
- Need to fix Officer Keith Logic

DRAKE TOWER
- Need to replace lobby chair interaction with trigger.
- Every other floor plays combat music regardless of situation.
- FL3 guards walk through walls when leaving. Replace "teleport" with "move"

Update: 2 Jun, 2015 @ 5:58pm

V3.1.26
- Increased Max Suspect Level from 3 to 5. Will need to see how this impacts balance.
- Added the FINAL Drake Tower conversation
- BUG FIXES! Not all conversations were properly triggering.
- Some some compilation issues due to bad cache data.

TO DO
- Lots of DEBUG statements to remove and conversation options to hide.

Update: 31 May, 2015 @ 12:39pm

V3.1.25

It may not seem like much, but good progress was made.
Hopefully I'll push out another update tonight with the final missing 6th floor conversation.

BUG FIXES
- The computers gave no feedback in Drake tower. This should be fixed.
- Removed extra spaces from "GENERIC PHONE CONV"

CHANGES
- Added missing phone to Drake Tower 6th floor.
- Added file combining logic to deal with Drake Tower DF files.
- Added missing nuyen robbery to Drake Tower 5th floor.
- Clearly labeled not yet implemented phone conversations.
- Added 6th Floor door challenge conversation and related logic.

Update: 18 May, 2015 @ 9:44pm

V3.1.24

Began implementing Akimi.
- Phone call conversation implemented but untested.
- Place holder on site conversation implemented.
- Spawns correctly Downtown
- Still needs to be tested and balanced.
- Needs to be added to other spawn zones.

Update: 14 May, 2015 @ 9:50pm

V3.1.23

Small bug fixes.

Tenth Street Cemetery
- You no longer see the cries for help after helping the shaman.
- Small spelling fixes

Prologue
- The prologue works under certain circumstances fairly consistently in my tests. There are also situations where it consistently fails.
- Most common problems: PC doesn't vanish on death, Kitsune doesn't stop tending to the PC, or Kitsune runs off too quickly.
- The prologue _seems_ to work with low level characters, such as the default character. A higher level character tends to break things. I believe how the PC "dies" determines if the scene runs correctly or not. Additionally there are timing issues which need to be properly resolved.

Update: 11 May, 2015 @ 10:25pm

V3.1.22

Bug fix regarding the broken datajack.
Investigation into why essence isn't being restored. (still unknown)

Update: 5 May, 2015 @ 7:35pm

V3.1.21

Finished implementing 5th floor conversations and logic.
VERY brief testing performed.
Added debug ability to allow me to test even with untrained characters.

Update: 5 May, 2015 @ 7:32pm

Update: 4 May, 2015 @ 10:35pm

V3.1.20

Second try for the essence fix. Still no luck.
I will investigate more later.

Update: 4 May, 2015 @ 9:52pm

V3.1.20

Attempted to restore imported character's essence.
Testing revealed it did not work.