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Sadly the difficulty after the main game raises into the abyss.
Where you could kill 3-4 guys alone before you will already struggle with 2 under given circumstances.
Also all enemies seems to be tougher and can kill you pretty fast.
Save often and some more or you might regret it.
And avoid the funeral mission at all cost if you can not dotch out around 80/90 damage in a single round with you main character at a single target.
I am afraid it's not or very sidelined(((
Stuck at Chapter 4 after killing Rick Mercer but not killing Helly.
Seems That this is actual the end of the Mod
Others have complained about the difficulty. You may import a godly street sam or mage, but it can only carry the team so far. Npcs are nearly dead weight, and any death is game over. Enemies tend to shred the weakest npc before you can act. Worse, runs are often limited to only three runners. Enemy healing spells are overpowered. They can erase an entire turn of damage by a dedicated gunner, even healing through any drain. All of this can be overcome, but doesn't make the experience much fun.
If nothing else, this module is an impressive demonstration of the kind of open world gameplay that the engine was capable of, but wasn't seen in the default campaign. If it's ever finished and polished it could be something truly amazing, yet as it stands, the mounting frustrations do not enhance one's enjoyment of the game.
I need to find infromation about the cult, I have no idea where to go from there. The journal does not help that much or anyone is saying things that can make the story move on.
Since I managed to recover all of the source I'll finish the official version and publish it here in the next couple of weeks, but feel free to use the Repo to fix bugs, or to modify and add stuff yourselves. Looking forward to pull requests if you do.
I thought about creating another mod to finish the story, but alas, I've got too much real work on my hands these days. But who knows, never say never.
@gevrik ... Overall I am enjoying the mod, great work! If you've moved on, is it possible to github the mod so someone could take a crack at fixing some of these things one day?
In Zeitgeist, it's important to know that you get two turns in the matrix for every turn out. There's no indicator for this, and about a turn and a half in I kept bailing thinking something was wrong. You have to stay jacked in after you take control of the drones using the CPU CONTROL points, evading or fighting ICE, while you get every third turn in meatspace to actually control the drones.
At the start of chapter 4, you have to look for clues, so canvas the districts. Unfortunately this can lead you to a mission with a buggy initialization. You are told to go do something and not given a map marker for it, which is tremendously confusing. Going to another district and back fixed the map marker. A lot of the dialog options from or related to the first few chapters remains as cruft, making this missing-marker bug look like dead dialog loose ends.
It seems it is not worked on anymore, anyway i would like to extend a huge thank you to the author and a question, if he cares to reply:
I am playing this on Dragonfall DC and all seem fine except a thing: all the datajacks except any imported one seems to lack the "datajack" value and some other params, so they are not valid as a prereq for cyberdecks (or smartlinked guns) and don't have decker's "Mark Target", of course editing the items with the correct values, fix the problem.
Could be this a bag of the UGC or it's not present when used in SRR and only arise in DF?
If you force-jack out of the matrix OR get kicked out by losing all ur matrix hp.... You stay in battle mode in meatspace and cannot talk to anybody (or even trigger the violent mode) by talking to the guard... This is a problem, because if you aren't a decker yourself, the only hireable decker.... does not have a heal program.
Seriously, why change the properties of the Heal spell from the base story? This mage is simply unkillable. One Heal spell, and voilà, back at full HP, no matter how many times I hit him with my decker's assault rifle. My decker managed to avoid being cornered by the mage and his ghouls and ran away.
And then I arrived at the ritual chamber. I just purchased the 5k nuyen cyberdeck and the neural interface giving +1 decking for my decker, and for whatever reason, she cannot mark enemies anymore. A bit annoying, since simultaneously Coyote became unable to hit the side of a barn at point blank range. The mages and sniper enemies are so buffed up Coyote's to-hit ratio is under 60%, even next to them, and her own accuracy buffed-up by the mage I rented.
All of this, on the easy difficulty.
I just gave up.
In order to progress through chapter 4 :
1 - Do some Yakuza/Triad missions on Tacoma for reputation
NOTE : If they don't trigger PDA location, switch map and come back to Tacoma to refresh.
That should be enough to get more progression throughout the chapter.
It says I need to wait for Rickshaw (Optional) and go look for clues, somehow.
How am I suposed to look for clues anyway?
The free choice of optics about the own roleplayed character was paramount, too! The brutality of the first fight... whoa! My character was far above the 90 Karma standard and barely survived.
The necessity of blending Lovecraftian Myth back into Shadowrun cannot be measured. It has always belonged there and makes for an atmospheric and thrilling game-start! Admirable, what you wrested out of that toybox which 'em Punx still name a toolset, Chummer.
And thanks that I could finally hold my Remington Roomsweeper tight once more! I loved the classic editions of Shadowrun, and still do remember that time.
- You dont always get rep for the missions.
- To start the mission you have to leave the zone and come back, every time.
- I finally managed to get the rep and get the next mission, except I never got a pointer on my map. And then it all just started over again :(
Its so frustrating to get this far only to be stuck :(
Just one question (not sure if it's been adressed or not); My char. is a decker and thats where most of my stats are, but enough in firefight to survive. When I see nodes to go into the matrix, it wont let me go in, but in the one mission with Anne, it allows her to deck in. Not sure if this is meant for non matrix characters, or if it is a glitch?
As with the others I'm stuck in Dunwich. Annie stops following you and it goes all pear shaped from there LOL.
I really want to kick the asses of the cult guys...