Shadowrun Returns

Shadowrun Returns

Old Habits Die Hard - Episode 1: Escape
45 Comments
icemann  [author] 18 Nov, 2015 @ 8:40am 
Which is fair enough. Nowadays I'm sure most people would fit into that category.
Konstantin 18 Nov, 2015 @ 5:45am 
OK keep us updated please, because some people like me have just the dc.
icemann  [author] 17 Nov, 2015 @ 4:39pm 
It's on the todo list.
icemann  [author] 17 Nov, 2015 @ 4:38pm 
No just standard dragonfall. I tried porting it over to the DC a while ago and ran into some errors.
Konstantin 17 Nov, 2015 @ 5:37am 
Oh just saw it, so I can with the df dc version although play this episode?
icemann  [author] 14 Nov, 2015 @ 5:14pm 
Definitely. In trying to create a better cyberspace, it became less like cyberspace somehow.
Konstantin 14 Nov, 2015 @ 9:19am 
Yeah I knew what you mean with hong kong. I hate it, that it had no option for round mode so it became much harder to lose heat.
icemann  [author] 13 Nov, 2015 @ 9:02pm 
I'd highly recommend using the episode 2 alpha and starting from there. That can be run from dragonfall just fine.

Not Hongkong though, as cyberspace is done TOTALLY different in that version.

When I eventually get around to finishing off development of episode 2 I'll be getting rid of this entry here entirely since episodes 1 & 2 are both included in that.
Konstantin 13 Nov, 2015 @ 6:48am 
Is there a dragonfall dc bzw hk version too?
icemann  [author] 20 May, 2015 @ 9:25am 
For this one, from memory it used to have the dependency for the stairs and portraits mod but I removed that. So this one should work as is. I've not done any changes at all to this one in a very long time. Last I checked it should work without issue.
Ch4rm5nDer 20 May, 2015 @ 8:53am 
do i need to have another char to import to ep 2?or can i just start new???it seems no matter what i do,i couldnt start at all.where is directly choosing it a new game with act 2 or from the content page.nothing happens.even tried choosing the props n portraits pack...help...
icemann  [author] 14 Oct, 2014 @ 3:02am 
I would recommend playing the episode 2 alpha rather than this one as it includes more story elements + many of the levels have been redesigned in the episode 1 section that I added to it a fair while back.
anonymollis 14 Oct, 2014 @ 12:31am 
My suggestion would be to provide either a specific cheap merchant allowing the Decker to buy their old stuff on the cheap, or just provide a room where they can pick up all of the decking programs and ESPs that they'd like.
Skarp Hulduson 13 Oct, 2014 @ 1:25am 
I wouldn't expect programs or ESPs to import, any more than items in your stash, since they're also loaded from some stash-like storage at runtime.
icemann  [author] 8 Dec, 2013 @ 6:01am 
For the importing I'm not sure how to fix that. I ticked the importing of items etc and spent a fair while trying to get that working but never could find a way. Very annoying.

For the paths, as soon as I finish work on ep 2, ep 1 will be getting some further time put into it to try and shorten things up and make the matrix portion more enjoyable.

In the mean time feel free to try out the alpha for ep 2 which I continue to add to over time.
megid2 8 Dec, 2013 @ 5:15am 
Nice one! Just too short, looking forward to pt.2 :)

Two minor issues though, dont know if they can be fixed:
- programs are on the stack, and are not imported alongside char/items. Can be a problem for first matrix jack-in before meeting the dealer, running without any programs.
- for my feeling, paths in the matrix take very long to walk without adding any dangers/perks. Is probably subjective though.

All in all, thank you for this nice little adventure! I enjoyed it.
icemann  [author] 2 Nov, 2013 @ 10:20am 
Update: Small update to add in labels to keep track of turret hacking progress.
icemann  [author] 3 Oct, 2013 @ 12:33pm 
Update: Added in some text to the scene transitions to add some further backstory. The starting scene text in particular adds in a fair bit of backstory into the character/life your taking on with this series + the general state of the fictional world.
icemann  [author] 3 Oct, 2013 @ 11:33am 
I'll certainly take that under advisement. Part 1 is for the most part a cakewalk besides the gun battles, in comparison to part 2 where things are ramped up quite a bit.

Flavor text however should be easy enough to add in. Again in part 2 that was something I devoted more time into doing, but I'll get onto adding some into part 1.
wisprr 2 Oct, 2013 @ 11:36pm 
Well this UGC is a good introduction I think, and I eagerly await for you to complete the second one in this series. There were three things that I thought could userr improvement. The first is I think it would have been nice if the loading screens had 'flavor text' to read before going to the next area. The second gurtchmann has sort of touched upon, but I thought in all the matrix scenes there was a bit too much running around to get from one place to another with absolutely nothing in between. Finally, the last thing I would like to comment about is that in the last matrix scene (to hack the turrets) , no additional IC was spawned when the alarm was set off.

Thank you for a fun UGC, and I look forward to playing more of your work. :cybereye:
icemann  [author] 25 Aug, 2013 @ 4:51am 
Pistol added to starting room for those creating new characters from scratch.
maik.decker 22 Aug, 2013 @ 4:00pm 
My 0.02 Nuyen: imported a Decker within the given karma range (and a deck one level above that given by this UGC). As there's no explanation in the UGC that there's a shop next door, I went into the first matrix action without programs and ESPs - You might give a hint in game where to get the starting programs ^^
I do wonder a bit, why in an appartement building there is a large multiplace computer park just next door. Looks awfully out of place IMHO. And the reaction time for those Security goons to show up in numbers like that must be awfully fast. Especially, when You consider they even brought some automated gunports and even managed to get them controlled by a computer in the house ^^
(cont)
gurtchmann 19 Aug, 2013 @ 11:35am 
Icemann, the last Matrix run is far too large. You may wish to incorporate the arches to reduce the size of that bit of the Matrix and still include the "maze-like" feel for the place.
I quite enjoyed this and am looking forward to the next chapter.
icemann  [author] 16 Aug, 2013 @ 6:08am 
Note that the alpha version of episode 2 is now up: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=169992583
..:Right2Live1:.. 13 Aug, 2013 @ 11:42am 
ah thanks for clearing that up. Your UGC was great, especially because you incorporated decking. Hope to see more!
icemann  [author] 13 Aug, 2013 @ 6:59am 
The way it works (or so I've experienced in all the other modules I've played so far including my own) is that the only programs you keep on starting a new UGC is those that were in your stash and not your inventory. So whatever programs you had in your stash at the time of your last save for the character prior to importing. The rest gets wiped on starting a new module.

If there was a way to keep everything I'd have set it up in this one. All you get the option for when creating levels is "Can import with items" which I enabled for this one + the upcoming episode 2.

Either way, a cyberdeck is provided when you start it and $1000 is given which once you get through your first run is relatively simple to get most of the best programs from the NPC vendor nearby.
..:Right2Live1:.. 13 Aug, 2013 @ 3:30am 
Hi, just wondering...were programs supposed to be readily avialable? all my programs on my deck are gone upon starting this UGC...
icemann  [author] 11 Aug, 2013 @ 10:48pm 
Progress update: Work on episode 2 is coming along nicely. Nearly got the first city zone stuff all in and working fine. Ep 2, if all goes according to plan should have a whole heap of optional side stuff to do, delving into both the meatworld combat + decking jobs. Already got a building in with random encounter enemies for those who like money and karma farming also.
icemann  [author] 10 Aug, 2013 @ 11:28pm 
Ok republished with dependency to the stairs and doors mod removed.
icemann  [author] 10 Aug, 2013 @ 10:49pm 
I'll see if I can remove the dependency to the extra stairs mod for those that are having problems.
Raevir 10 Aug, 2013 @ 6:03pm 
That was fun
King Pest 10 Aug, 2013 @ 4:39pm 
Got a blackout too.
mangelinabrolee 10 Aug, 2013 @ 2:22pm 
this might actually be an issue on my end
mangelinabrolee 10 Aug, 2013 @ 2:18pm 
Clicked new character and the game blacked out and froze
spiriteyes_firecrow 10 Aug, 2013 @ 2:07pm 
That mod looks to be unavailable now. :(
icemann  [author] 8 Aug, 2013 @ 10:52am 
Ah good. I'll update the description so people know in future.
Smaug 8 Aug, 2013 @ 10:51am 
Yep that did it, loading up fine now.
icemann  [author] 8 Aug, 2013 @ 10:23am 
On a side note I had the additional stairs mod as a dependency on this. If your not subscribed to that one, maybe try doing that. Though that's a total guess.
icemann  [author] 8 Aug, 2013 @ 10:20am 
Tried running other modules to see if it occurs there also?
Smaug 8 Aug, 2013 @ 10:19am 
Still doing the same thing.
icemann  [author] 8 Aug, 2013 @ 9:52am 
And republishing finally done. Hopefully that fixes the problem for you.
icemann  [author] 8 Aug, 2013 @ 9:48am 
I'm currently attempting to do a republish (put the wrong type of cyberdeck in the first scene) unsuccessfully. Hope that has nothing to do with it.
Smaug 8 Aug, 2013 @ 9:44am 
Looks great, but I'm getting nothing but a black screen w/ a SRR cursor floating around after I select either "Import Character" or "New Character." Not sure what's going on, tried it several times.