Shadowrun Returns

Shadowrun Returns

Little Town, Episode 1: The Avenue (Beta)
63 Comments
Skree 28 Aug, 2022 @ 6:54am 
So... any news?
Taco 7 Jan, 2014 @ 9:07pm 
great concept so far. posted some detail in pinned thread to avoid spoilers. but it has great promise.
sammy davis jr. jr. 9 Dec, 2013 @ 12:00pm 
I wish the dev would do more I really loved this UGC. frumpy come back!
Ashjyr 28 Oct, 2013 @ 6:45pm 
First impressions: this mod has some awesome features that I'd love to see in more mods/expansions.

1) save anywhere
2) access stash anywhere
3) toggle combat/walking mode

Dialogue is tight and immersive. But it's been a while and I wonder if the author is still working on ep 2.
Mike Yeah 27 Oct, 2013 @ 10:28pm 
It's cool but pretty buggy. :/ Like dark areas and not much to do.
Solly 17 Oct, 2013 @ 8:31pm 
Enjoying this, but where does a decker get programs before entering the buildings? Or is decker not a preferred class for this game? Thanks!
Hannah Barbara 11 Oct, 2013 @ 9:04pm 
Game constantly sticks 10-20 seconds where I'm unable to do anything
redirishlord 1 Oct, 2013 @ 3:51pm 
Outstanding! Looking forward to continuing the adventure in the rotten apple, seriously I'm anxious for more. Thanks, and rated-up!
jonmaher 11 Sep, 2013 @ 11:34am 
Kudos. Great story and content. Enjoyed the different venue, of NYC instead of Seattle. Looking forward to the continuation.
fluidtoons 6 Sep, 2013 @ 3:51am 
I'm really enjoying this- excellent great attention to detail and I can tell a lot of work and thought went into it. I particularly like the realistic computer stuff :)

But there's an annoying bug- certain areas will remain dark, even totally black, even when I walk int othem, at which point my character disappears. Would be great to get this fixed...
Maddog PURE 1 Sep, 2013 @ 7:09pm 
Great run. Can't wait for ep 2.
viciouswaffel 26 Aug, 2013 @ 1:14pm 
@joshdisch The Decker problem goes for the standard campaign too, perhaps it's a design flaw of the game in general :)
Docteur Ketchup 26 Aug, 2013 @ 10:13am 
I never get the menu to choose an etiquette, how come?
joshdisch 25 Aug, 2013 @ 10:59am 
2) I really like that you have ability- and character- dependant options for interactions and convos, and that they go beyond ettiquite to incorporate things like intimidate options based on strength. However, the decking options for items are a little annoying in that they don't seem to work unless the main character is a decker. I brought along a decker teammate specifically to handle stuff like that, but even when I had them (for instance) interact with a terminal that has a decking option that they have enough skill to do, the item still wouldn't let me choose that option.

3) Some weird loot - strange getting totem powers and drone weapons that my street sam could use. Not really a problem, just a weird mechanic.

That said, I loved this content, probable my favorite UGC so far. Eagerly awaiting the next chapter! (Set it in Brooklyn! Would love to see some BK barrens.)
joshdisch 25 Aug, 2013 @ 10:59am 
Awesome run! Really loved the writing (phenomenal!) and design. As a NYer, it was super cool to be doing runs in the East Village.

Just a couple of minor bugs/glitchy things:
1) Although I like that you hacked a save anywhere feature into the game, and it's nice that you get to re-choose your teammates when you transition to a new area, this basically makes you unable to give items from your stash to teammates, as they will disappear when you have to re-choose the runner. Lost a few medpacks and docwagons that way, but not a huge deal.

(cont'd)
dah 23 Aug, 2013 @ 6:14am 
(This is the last of three parts of this comment, which needed to be split due to the f... character limit)

- Optional routes are very much appreciated, although so far appear to be tailored for a decker (lucky me). But perhaps this is the nature of the chapter, simply. While I enjoyed the options, I imagine playing a - let's say - rigger, would have me wishing I wasn't (playing a rigger). But then, have I finished the story? No. So nevermind, actually, rewind: Options. Options good, me like.

Summing it up, as said - solid work. Hope you get around to continuing this. Thumbs up.
dah 23 Aug, 2013 @ 6:13am 
- Skills I liked the use of various Etiquettes, though it appears Security is a large help, while the others just add flavor. Nothing wrong with that per se, and again - haven't finished the entire thing, so perhaps there's a building chuckfull of intellectuals, who will respond to Academic, but for now, yup - Security trumps all.

- The writing has been good-to-very-good thus far. Also, surprisingly typo-free. Bit of (too) cozy in your own office, perhaps, but I liked that you can actually penalize yourself by being an ass to... uh, the Equipment Ork (I'm quite sure he had a name, and that "Equipment Ork" wasn't it, but I have a terrible memory for names), in which case he'll give you a gun and a "F-you, good bye". Otherwise, he's very (slightly too?) helpful (perhaps limit what he'll give you? I got a bunch of guns + things I couldn't even use before I got bored with milking). again, not a large "issue" by any means.

(tbc due to character limit, which is really silly)
dah 23 Aug, 2013 @ 6:09am 
Solid work. Haven't actually completed it yet, but have just done one of the buildings and am loking forward to finishing it when I get around to doing it.

Now, a couple of loose points:

- The Winter (something) building , which is obviously the one I've completed and can give you some feedback about, was fun - but the technicians standing around while I was running around with guns smoking and cracking the computers left and right, were a little jarring. I eventually figured "ah, what the hell" maybe they're supposed to be so wrapped up in their evil corporate affairs (which are evil by default, not a specific reason in this case) they don't notice the armed intruders... in the very same room... ahem. apart from that, liked it a lot. and even this is not a large issue.

(tbc due to character limit)
shapenaji 21 Aug, 2013 @ 1:52am 
Love the content. Gameplay was hard and compelling. I would rather not see the difficulty decreased, as that lead to easily an hour of additional gameplay. A couple things I noticed though:
1) Hired Runners don't seem to die permanently like they do in "The Dead Man's Switch", is that intentional? I know in one of the missions, I picked a runner I didn't plan on using and used him as a sacrifice to hit the main objective while the rest got out. I expected him to be gone for good, but sure enough, as soon as I got outside, there he was in the list.

2) Hired Runners don't seem to level up like in TDMS, is that intentional? I personally would love to see the karma system applied to hires, but that's probably not something that can be edited.

3) When equipping the team and leaving for the mission hub, you can scroll through your runners, and weirdly... Eli is among them! I guess he's supposed to be a future runner, but that looks like a bug.
ryjaz 20 Aug, 2013 @ 7:00pm 
Been having fun with this one playing on very hard. However, I was doing the knight errant run and got into the executive office and was unable to hack the computer even though I have decking of 3 on my main chacter...
Yoh 17 Aug, 2013 @ 11:02am 
Loved it, great ideas (menu and save on self-click), gameplay, writting... Made me turn the game in Normal to finish it ^^ Looking forward for the second episode, keep up the good work !
bloodthirst181 16 Aug, 2013 @ 11:54pm 
Love your mod but I do love a challenge but wow lol....I think its need to be toned down a bit. But can't wait for episode 2.
ArchStanton 16 Aug, 2013 @ 8:58am 
My team doesnt follow with me and stands at the respawn corner. Ver. 0.94.
ArchStanton 16 Aug, 2013 @ 8:44am 
I cant see half of the Avenue map. Like fog of war. Whats happening ?
Heavenly Archer 16 Aug, 2013 @ 5:11am 
Great map design, writing and mission structure. Combat feels very imbalanced (too hard) and re-recruiting runners every scene transition is annoying.
Verum Jones 15 Aug, 2013 @ 11:58pm 
The decker bug was the only one i really came across other than that everything worked great.
That was an HBs problem, no?
MISTAMAHATMA 15 Aug, 2013 @ 10:28pm 
I had to disable the double-clicking option and now it works.
MISTAMAHATMA 15 Aug, 2013 @ 9:00pm 
@frumpyconfusion what I checked on is what I believe to be the Knight Errant place where the receptionist is. The enabling part worked, it's just the disabling part didn't.
gittycent  [author] 15 Aug, 2013 @ 8:51pm 
@Trestkon which map? I just tested it on both Knight Errant and Winter Systems and confirmed it's working as intended. If there are enemies on the map somewhere, you can't disable turn-based mode.
MISTAMAHATMA 15 Aug, 2013 @ 6:52pm 
Question: I clicked on my character and it goes turn-based mode. I tried to click on my character again to disable it but it won't work for some reason. Care to help me with this?
gittycent  [author] 15 Aug, 2013 @ 11:22am 
@VerumJulos don't worry, work on Episode 2 has begun! I need to push a bug-free 1.0 of Episode 1 before I can publish Episode 2 though. Report moar bugs!
Verum Jones 15 Aug, 2013 @ 11:19am 
MOAR COOKIE!
gittycent  [author] 14 Aug, 2013 @ 5:59am 
@neuromancer
This has been fixed in the latest patch, 0.94. In Knight Errant and Winter Systems, you can click on yourself to enable turn-based mode. Then select your hired decker to interact with the console/computer that has a decking skill check. In Lone Star, there is a point in the run where you go into turn-based mode for the rest of the run.
neuromancer 14 Aug, 2013 @ 1:25am 
Been playing through this, definitely liking it. Tried to do the Knight Errant office first, but the fight at the exec office was too much, so I'm leaving it for last. Just finished Winter, and am starting Lone Star next.

The decker in my party can't help with any of the nodes that require a decker skill. This is a problem I saw in Dead Man's Switch as well, so I don't know how easy that is to fix. I noticed that once I voluntarily went into combat mode, it was rather difficult to get out. I think I was only able to get out at Winter when I stopped to show my pass to a guard.

Otherwise I can't think of any notable bugs.
Silver Warrior 13 Aug, 2013 @ 9:43am 
I have enjoyed Episode 1 has a lot of old school shadow run feel to it which to an old player like me is a good think. The Knight Errant building was so hard and in the end I could only do it by running away and letting the team take the bullets for me.
Coremech 12 Aug, 2013 @ 1:09pm 
Just finished it. So good! Amazing how alive the avenue felt. Each office had a different design and theme. It was versatile, I could have done a lot more if I played a different character. The combat was really hard and I like that. I didn't realize you could click on your character and quick save until I was at the end. I also didn't know how to use the hired Decker, there was a lot of decking skill areas. When I finished I had to save and restart the game to have the ending dialog script come up. It was a great episode and I look forward to part two.
indigoshadow 12 Aug, 2013 @ 1:30am 
Enjoyed this a lot. Ran into a couple of bugs in the Knight Errant building though. I was in a firefight with security over by the executive office. Had managed to take out all the ones that came at me when the game went out of combat state and froze at waiting for neutral move. There were still lots of guards left in the other section of the building though.

Had my FN HAR rifle turn into the gun off the doberman drone. Complete with 99 round capacity etc. I was using the the FN and an AK, the AK was sitll normal. Thanks and keep up the good work.
Verum Jones 11 Aug, 2013 @ 3:36pm 
This on very hard was very hard the combat was atleast and i like that. Wish i wouldve needed a decker for actually going into the matrix instead of skill checks though.
Warren Locke 10 Aug, 2013 @ 11:02pm 
For whatever reason, I just can't find the Algorithm to go with the Key Fob in Lonestar, and it's not letting me use my team's Decker skill to get through some of the computer options. Even so, really enjoying this UGC so far.
gittycent  [author] 10 Aug, 2013 @ 2:49pm 
@Gingivitis
There was a bug where the final conversation (a phone call once you return to the Avenue after completing the third run) did not trigger, but that has been fixed. That phone call allows you to end the episode or choose to stay and end the episode manually by bringing up the special player menu.
Gingivitis 10 Aug, 2013 @ 2:22pm 
So I completed all of the mission parameters. Is the game over now? Is there an ending or do I just walk around until I am bored? The Taxi station is not usable.

Good missions. I like the variations in the scenes and objectives. Very difficult fights if not prepped.
Verum Jones 10 Aug, 2013 @ 12:52pm 
Thanks frumpy,this is some damn good work .Only problem is with the decking skillchecks with the party which i hope hbs fixes soon.
zaknafein196 10 Aug, 2013 @ 5:09am 
ahh that is to bad, maybe raport this bug to HBS?
gittycent  [author] 10 Aug, 2013 @ 4:20am 
@VerumJulos and zaknafein196

All the decking skill checks apply to both the player and any hired teammember. If the hired decker isn't fulfilling the skillcheck, that's a bug with SRR because the triggers are there.
fitzpanb 10 Aug, 2013 @ 1:34am 
great mod realy enjoying the atmosphere however I am stuck in the loanstar building. I cant seem to find the algorithm any where.
Nuts-n-Bolts 10 Aug, 2013 @ 1:20am 
Actually, I've noticed in several different UGC decking is not checked throughout the party. I think its a program glitch not sure..... Just wow, found the taxi cab call station .... said drek when I realized that was it. Very very impressed.
zaknafein196 9 Aug, 2013 @ 11:21pm 
Yup, makes no sense to hire deckers at this point. Can you make it so that the game checks for decking skill in the party, not only PC?
Verum Jones 9 Aug, 2013 @ 10:09pm 
Cant use decker to do any of the decking. When i go into combat and try to use the decker it wont let me use it and it had the skill to do the requested action
Verum Jones 9 Aug, 2013 @ 8:23pm 
Good module very hard, might wana give the hirelings a minor buff though.
zaknafein196 9 Aug, 2013 @ 1:21pm 
This UGC is very well written, no bugs I could see. I didn't enjoy combat on the other hand, I played with a new character and was outmatched both in the knight errant building and by the lonestar guarding the containers, they seem to powerful both weapon wise and karma.

Oh and brilliant idea with clicking on the character you get "save game". :D