Shadowrun Returns

Shadowrun Returns

A dark and stormy night v 1.4
34 Comments
Jackdaw Mask 10 Jan, 2022 @ 2:33am 
Contrast/brightness in matrix sections of this one is bit weird. Also for some reason when I import my decker/rigger, I get Sundowner and Strato-9 drones I didn't previously have and in third weapon slot I have "Class A Drone Turret" with "icon is missing" icon. That didn't happen with my shaman when I tested it again, so I guess there is weird interaction with new options included in the mod?
soniccowboy 13 Jul, 2014 @ 6:42pm 
It was a good run. Took me 3 times to get everyone out safe.
Ending bugged out at the warehouse, and I'm not willing to go through it again unless here is some assurance that there is more to it, other than denouemont.

10 karma, several new weapons I can sell for cash if I don't want them, assuming that I can import my character into another scenario.
Kaas Chuig 12 Jul, 2014 @ 2:06pm 
Only recently got access to Shadowrun Returns (though was hoping it would be closer to the snes game I remember, never played the tabletop despite having the second edition book for nearly 15 years)... sadly 'tactical rpg' isn't really my thing, as I learned from X-Com but might still try it along with some user content. Just an fyi though, the description above has several typos, so it kind of makes me reluctant to try out your work. I know user content is far from professional, but... strangly fresh door? I'm sorry, maybe it's adhd but typos tend to distract me like that...
CaptainBragd 18 Jun, 2014 @ 1:14am 
at the ambush at the fixers place after the run, after the three first mercs are dead nothing happens. I can't leave the building, no more mercs show up, nothing. no matter how many turns I just sit around waiting for anything to happen.
megid2 14 Dec, 2013 @ 1:28pm 
Ok, played it for a second time, karma 250+ char.
- the co-runners are ridiculously weak, ca. lvl 1?
- the opponents are ridiculously strong, proportional to 250+ karma? One of them shot my streetsam co-runner dead with 1 shotgun bullet.
- and no way to use the nuyen/karma at the end. Will be lost when I start the next UCG.

So, dear author, if you would like to adress those things... that would be nice :)
Mike Yeah 30 Oct, 2013 @ 7:53pm 
After I gave the fixer info and getting my money, nothing happens like no where else to go. Is that on purpose?
wisprr 9 Oct, 2013 @ 4:03pm 
That was a pretty good run chummer, thanks for sharing it with us. The hired runners could of been a bit tougher considering the opposition, the two I had with me died rather horribly while my character was busy looking through things in a room. Even so, I managed to get through it.

Keep up the good work, definitely would like to get my hands on more UGCs from you! :cybereye:
PDub 15 Aug, 2013 @ 5:32pm 
Very well done with the hidden skill checks to get valuable goods. Also like that there's multiple paths to acquiring some of the goods.
wazankh 14 Aug, 2013 @ 7:20pm 
Fun to play, interesting short mod idea. I have one complaint, you hand out five karma after the last save so the character does not get to keep what they have earned. I managed to survive getting out most of the loot after 3 replays with a character with only 50 karma who could have really used those extra, hard earned, five points. Maybe place an exit at the warehouse that lead back to the bar or something so it will save again.
Evlyn M 9 Aug, 2013 @ 5:09pm 
I like it. Quite a challenge at very hard. I failed a few times. :P
BlauerKlabauter 6 Aug, 2013 @ 4:05am 
real great stuff.especially the matrix-scenes where quite nice.
well, even the ice, for being honest...;)

but then the black ops, really, close to "are u nuts?" at the "end" :D
had a lots of fun and it took me some hours to finish,
even with my heavy armed and armored ~250 karma samurai/decker-troll and all
the needfull things you provide!
Wesqout  [author] 4 Aug, 2013 @ 10:39am 
That is a good idea. To be honest ... I came up with the 'he can lend you some before hand and take his share later' after I gave the first version of this to a friend and we noticed that you get importet without any money. So it was one of those 'ugh, let's fix this realy fast'-ideas :-)
Radsuit Randy 4 Aug, 2013 @ 10:04am 
Just the ambience in the bar in the beginning was great... my feedback so far is the guy should pay you "for your last run" or "the money he owed you" rather than "hey take some money for some runners". Back to playing!
GalagaGalaxian 4 Aug, 2013 @ 9:24am 
Maybe if someone lacks the skill the inspection should give a hint "maybe you should have a good biotech look at this." or something.
Wesqout  [author] 4 Aug, 2013 @ 9:17am 
The time pressure is exactly what I wanted to have ;-) However, after you tried enough times there will be a message that you will surely find nothing here. Another thing are the points where you can only find something useful if you have a certain skill (like the corpse and the terminal next to it, which you will only find useful if you have beforehand information, high biotech skill or decking skill). Was not sure if I should disable them after someone w/o those skills tried to use them.
GalagaGalaxian 4 Aug, 2013 @ 8:55am 
I see, I didn't get (or maybe just see) a message that the failure was intentional, so I just thought it bugged out.

Another thing I just thought about, is there a chance to get loot from something as long as the inspect icon remains? I tried inspecting a few things several times and it just kept giving me the same message (without hinting "maybe you should keep checking!"), so with the bad guys breathing down my neck, I quickly became unsure about whether the inspection flag just wasn't disabling itself properly or there still was goodies to be had..
Wesqout  [author] 4 Aug, 2013 @ 3:00am 
Yep, it is intended. Anyone can use it, but if you try to hotwire it with someone with a low decking skill chances are that the console just blows in your face, alarm turns red and so on. However, there are still other ways to open it.
zaknafein196 4 Aug, 2013 @ 1:48am 
@Galaga_Galaxian, that is intended IMO, oh and there is a way to open it ;) look around
GalagaGalaxian 3 Aug, 2013 @ 7:51pm 
Not bad. Third door bugged out on me though, had a Samurai interact with the controls but then the door didn't present an open icon.
dOOmrider666 3 Aug, 2013 @ 3:26pm 
A very good Run !
Finished and polished content.
No bug at all for me.
Please continue to produce quality content like this.
Snidhog 3 Aug, 2013 @ 7:32am 
Ran through this new version, really enjoyed it. It's also pretty damn difficult. Went in with a 200+ karma street sam again, stayed in there long enough for two waves of black ops to show up. Mage got downed but I had a trauma kit to patch her up. The decker, after hacking all the things, wasn't so lucky and got dropped by an SMG burst.

As with the last version having it take AP to search through stuff really helps up the tense, especially as more reinforcements keep showing up. Those black ops dudes are no joke on Very Hard. They could menace my sam even while he was in heavy cover and could drop most hired runners with only a little bit of luck.

A simple run in concept but very well made.
zaknafein196 3 Aug, 2013 @ 4:57am 
The run is very good :) and rather hard to finish, tried 6 times and failed, love how you're always against the clock, multiple searches to find something is an awesome idea too. Gratz on this.
Wesqout  [author] 2 Aug, 2013 @ 6:43pm 
It's in the work now :-) I hope I can post an early version this weekend, but it will contain a more complicated setup while staying close to the P&P-style. I'm currently implementing a timeline. Right now you have 3 days to finish the run and when you ask a connection to get something done for you he will call you back some hours later (which might be in a totally different scene). Alot work to be done, still!
Caerold 2 Aug, 2013 @ 6:39pm 
No worries! Very minor bug. I had a hard time finding anything to report, as you made very good use of the editor. I'm really looking forward to what you do next!
Wesqout  [author] 2 Aug, 2013 @ 6:38pm 
I found out that I plainly forgot to disable it. Got it fixed. Hope republish will work soon :)
Wesqout  [author] 2 Aug, 2013 @ 10:05am 
Yeah, decking 1 is enough. I will double check what might have caused that.
Caerold 2 Aug, 2013 @ 10:00am 
Well, with Decking 7 I'm pretty sure I saw that message. I know I left with about 6-7 unique items for my fixer, including the betaware arm. Perhaps the terminal should go inactive after you find the last useful info from it, like the other objects.
Wesqout  [author] 2 Aug, 2013 @ 9:47am 
Heya. Thanks for advice. I will fix the english as soon as republish works. Gonna move Gaz around a bit - you can get blind for that one if you know exactly where he is. The terminal in the dissection room is giving you stome information about recent dissections if you have high enough deckings on the character using it
Caerold 2 Aug, 2013 @ 9:29am 
Solid run! Well written and executed. Some pointers for ya:

Gaz is hidden behind the wall in the bar, making him hard to see unless you're looking for the white dialogue symbol. I'd move him to the other side of the table.

The console in the room with the disected man does nothing (unless I missed its trigger somewhere).

"This will be the last time you stole our stuff" --- stole --> steal

"laying down for awhile" --- did you mean "laying low"?


Loved the ending -- had me on the edge of my seat!
Wesqout  [author] 2 Aug, 2013 @ 6:20am 
Hey. Yep, you still need a decker for this. Best regards :-)
autoexec.bat ☢ 2 Aug, 2013 @ 5:58am 
gotta try out the new version!
[quote]Does not seem like I can get out of the first room in front of the mag lock door. Only exit is back to the fixer[/quote]
u have to bring a decker with u ( and have him selected ) to even see the icon where u can deck into the system. (at least that was in the last version ;-) )
Chronoloco 2 Aug, 2013 @ 5:53am 
Dude! Yeah! This fixed all of my suggestions / complaints about the previous version. The only problem that I have with it now, is that it eventually ends. This felt like one of the most complete missions I've seen so far, beginning to end, pretty awesome. (And one of the few I played multiple times, JUST for fun). So yeah, great mission... And with the recent update, my decker was able to start with his own programs that were previously installed on his deck in a save from DMS... So yeah... AWESOME... Great job, can't wait for you to either continue this, or start up a new one. (And great use of mood lighting... I think that'll REALLY shine, once you experience a contrast in future content...) That bar FELT like a dark seedy bar, and if there would have been an outdoor / more colorful area, then it REALLY would have hammered that feeling home. Excellent work.
Trash 2 Aug, 2013 @ 5:27am 
Awesome. The first module to really show off what the editor and engine could be capable off.
MsB 1 Aug, 2013 @ 10:14pm 
Does not seem like I can get out of the first room in front of the mag lock door. Only exit is back to the fixer.