Shadowrun Returns

Shadowrun Returns

Streets of London
100 Comments
ADEC Inc 14 Jul, 2018 @ 8:11am 
Interesting Matrix environments instead of just Tron all the time, and much more useful skill options than DMS. Well done.
Zane Grey 28 Jan, 2017 @ 8:36pm 
I'm back to Shadowrun Returns after a couple years of addiction to Elder Scrolls Online. This is still one of my favorite DLCs. I'm about to start it fresh again. Thank you bunches for this one.
Samuel Varg 8 Jun, 2016 @ 9:57am 
I have not finished the campaign yet but I'm not far from the end. Very much liking this.
Feels very ... showrunny.

The only complaign I have is that I miss some knuckle iron for a physical adept that likes to use his/her hands.
Quick update might fix ut?
Outlaw 24 Apr, 2016 @ 10:12am 
For some reason I can't use any decking programs. They just get placed in my stash after I buy them from tasha. They were,'t available when I decked into the matrix in the Derek Lloyd mission.
La_Anarquista 10 Apr, 2016 @ 5:37pm 
I was kind of thinking about looking at some classic Sherlock Holmes stories and adapting them to the game.
Left Intentionally Blank  [author] 15 Oct, 2015 @ 12:19pm 
Glad you enjoyed!

I've been very busy over the last year, so while I am working on a kind of successor, it's very much on the backburner for the moment.
Ballsy3301 11 Oct, 2015 @ 11:09pm 
Just recently got a desktop so I could play the Wastelands, Fallouts, and Shadowruns. I have to say, Chastity, your UGC , despite a few bugs, is one of my favs so far. The last comment is from roughly a year ago, so I don't know if you're even still working on the next part. Maybe its available, and I just haven't found it yet. Whatever the case, I really enjoyed it! Thanks!
SimCoder 17 Sep, 2014 @ 7:45pm 
That was a really great module & story line and a great ending. The prison was a … Riot (I did find a minor bug there, don’t kill all the guards or it goes dead but just restarted and completed). The final matrix run was the best I have come across. It’s final scene was a chore to get through but a very neat little twist. Bravo.
Cortavar 5 Aug, 2014 @ 12:20pm 
That was a great game !

I really enjoyed this UGC, with its interwinning (or not) storylines, balanced chalenges with several possible ways of solving (or ignoring) them and a great background with a bunch of fleshed-out NPCs.

I thought it had a bug but it turned out the problem was between the screen and the chair (ie, me) : I did not remember you could forcibly jack out from the matrix nor how to do it (I got better). Apart from that, the game flows perfectly, I really enjoyed my time !

I just read that you would make a (spiritual) sequel, that's great and I look forward to playing it !

Thanks again for the game and the answer !
Left Intentionally Blank  [author] 3 Aug, 2014 @ 2:33pm 
There's a spiritual sequel in the works, although it's a little delayed by RL concenns. It's going to be much bigger and more complicated, though, so I wouldn't expect anything soon.
Cyrius 3 Aug, 2014 @ 11:02am 
I enjoyed this UGC! Thanks! Is a sequel in the works, or is it not planned/indefinitely on hold?
Left Intentionally Blank  [author] 29 Jul, 2014 @ 10:57am 
Sorry, I really thought I'd fixed that - the game should stay in turn-based mode so you should be able to hit the auto-eject from matrix button (you'll get dump shock).

That mission does sometimes freeze when you transition out - I think possibly because Tasha is already stunned at the time - but it works fine if you reload.
Cortavar 27 Jul, 2014 @ 12:52pm 
Hi, thanks for this UGC, it's been great so far.

I started with a new character and everything went smoothly fo me (I do play a mage so those are always a bit easier to run with), untill the "old friends" run : I get stuck in the last matrix node, with no visible oponents left and no way of getting back. I've tried letting the decker be killed and reviving her outside of the matrix but the speech bubble that pops will not let me do that... Any advice on how to do it ?

EDIT : the game crashed after I talked to the decker (on the scene transition) but when I tried to reload it worked alright.
Left Intentionally Blank  [author] 19 Jun, 2014 @ 2:14pm 
Thanks, glad you enjoyed. The next project is a bit more ambitious, so it might take a bit longer, but it will have a persistent party and stuff for a (hopefully) even more tabletoppy feel.
MVictorP 18 Jun, 2014 @ 2:31pm 
Well, I got it done - not sure about how I did it, but it's done, all of the module. And Chastity, kudos for offering this fine piece of work to us; this is what a regular Shadowrun RPG session should sound like. I tremendously enjoyed it and I'm looking forward for more.
Left Intentionally Blank  [author] 14 Jun, 2014 @ 12:26pm 
Sorry, with hindsight this was much harder than I intended. The teleporting nodes are non-reciprocal, so you have to backtrack.

When you first enter the final chamber, run through the first door, then back through the door you came out of, then through the door opposite the one you come out of, then back through the final door. That should take you to the centre.
MVictorP 14 Jun, 2014 @ 4:11am 
Just to make my last post clearer: In "Born Free's" final matrix node (the one with a "tunnel" in its center), there is a central, apparently innaccessible tile that I can't reach: I can only access to the two same teleporting "hubs" at the top of the screen - they only teleport from one another, so I can't visit the other two teleporting 'hubs". Maybe there's something I don't do right, but thanks in advance, anyway.
MVictorP 13 Jun, 2014 @ 7:13pm 
Erm, Chastity, in the "Born Free" run, I can't seem to be able to "teleport" out of the last matrix node, the one with the "tunnel" in the center: I have tried "sending" an ESP on the center tiles, but after entering the central "tunnel" it re-appeared in a previous node. The alert is red, and we eliminated all visible oppo. Kind of stuck there. Is there something I should know, or a walkthrought I can consult instead of taking so much of you time?
Left Intentionally Blank  [author] 13 Jun, 2014 @ 3:57pm 
The second 2000 is indeed missing, but I'm having trouble updating again. The first 5000 is present.
MVictorP 13 Jun, 2014 @ 3:39pm 
Mmhh... You most likely are right about the first 5000 - I must have spent it on extra runners, so I barely saw it... but the 2000 after, not so sure. Anyway, don't fret too much with it - the UGC is so intensely Shadowrun that you should be hired and paid nonetheless by that company. Even if my bug was effectively based, it doesn't make a dent in your opus - kudos for the fast response, too! :engi:
Left Intentionally Blank  [author] 13 Jun, 2014 @ 1:22pm 
Hmm ... no you should get paid for those.

You should get paid in advance, as well. I'll check the code. Glad you've otherwise liked the UGC.
MVictorP 13 Jun, 2014 @ 10:29am 
Of all UGCs I played to date, this is the one that comes closer to our own table-top games. I've got a bug however, one that prevents me from further playing it: In the two sequential "johnson" runs about the prison break, I didn't got paid - and that's 7000 nuyen, chummer - a decker or street sam could go a long way with this cash. Is it an oversight, or will my character get paid a bit later?
Left Intentionally Blank  [author] 14 May, 2014 @ 2:51pm 
Thanks
KoolKrax 14 May, 2014 @ 11:45am 
Enjoyed it tremendously! One of the best UGC for Shadowrun Returns out there.
Left Intentionally Blank  [author] 24 Apr, 2014 @ 4:19pm 
Finally got the latest update in. The final mission has been added, so there are endings and stuff. I also upped starting Karma to account for the difficulty people were experiencing. Some of the observed bugs have been fixed, but not all of them.

Thanks for your patience/feedback folks.
Mizaroth 26 Mar, 2014 @ 3:24am 
finally made time to play this in months... only had part 1 done last time i played... bloody brilliant shadowrun! sure hope you get around to finishing this off =D .... had a few small issues tho... if you failed to ask for payment and left the mission (side missions i believe) you wouldnt get paid, and no option to collect from them when you return home. - the weapon merchant quest.. she says she'll wire me 3k nuyen to hire a decker, but the money never showed up, and i had to pay out of pocket.. didnt get richer or wiser on that run! haha!!... otherwise great!!!
pokerface_666 12 Feb, 2014 @ 11:43am 
Mhm... I just finished Streets of London... and I had a BLAST!!!! If you wish to continue the story, I'd like to give you some Ideas:

-Add Tracker's Street Samurai Catalog
-Add Fields of Fire for the state of the Art Guns and HEAVY ARTILLERY!!!!!
-Cybertechnology to make Street Samurais happier
-Add some stuff from Virtual Reality to make Deckers like me happy :)
--Add a Weapon Technician who squeezes more Damage out of your Weapons (Smartlink, enlarged ammo capacity etc)
-Add more Legwork, Detective Work etc...

keep these things in mind... and your Streets of London will feel like a real Shadowrun!!!! I know it's a ton of Work... but I am also aware of your Skills :)
Zane Grey 11 Jan, 2014 @ 8:56am 
did the run with the doctor and the poison antidote. The conversation option regarding spirit control isn't working correctly: It should be greater than or equal to 4 instead of equal to 4.

got to the end. It was a great story, start to finish. Keep it up.
Left Intentionally Blank  [author] 7 Jan, 2014 @ 1:47pm 
Ah, see what you mean. It might not be immediately clear, but the bad guys are coming through the entrance to Tasha's apartment block, so there's kind of only one way in (you would have come in via the same door, I just didn't spawn you there) - it's a siege situation. I might make the corridor a bit smaller just so that the run out isn't too onerous.
Zane Grey 6 Jan, 2014 @ 8:09pm 
I should have been more specific. I released Raphael into the deep matrix then force jacked out because I didn't want to wander in the maze while my main character was getting shot at in meat space. Then, back in meat space, the exit from the long hallway was not where we started. It took me three or four rounds to find it all the way on the other end of the hall, where all the bad guys are pouring through. Why would we run deeper into bad guys just to leave?

Wishing lots of good thoughts toward your getting a new PC. I've been having trouble with the editor myself.
Left Intentionally Blank  [author] 6 Jan, 2014 @ 1:33pm 
@dieMaus: Yeah, you should be able to dialogue your way out of Vengeance (again, infuriatingly, I can't *test* the damned mission until I get a new PC). What's wrong with the receptionist dialogue in Old Friends?

@Zane: You should be warped back to the entrance once you leave the passage that Raphael exits by (although I admit that this isn't obvious). Unless I'm remembering wrong.

Thanks everybody for your continued feedback.
dieMaus 6 Jan, 2014 @ 11:33am 
Hey, played it as decker now. It doesnt feel that great, because there are only a few missions where you can do alot. Also, it only makes sense if you play a combat-decker. Even if a decker would take every mission if he is in need for money, he wouldnt dive into hell without backup (=missions with shootout but without hireable backup).

Still, balancewise it was no problem (on normal)!

Found some minor bugs:
-Old friends - Receptionist - Dialog seems to be wrong
- Liana - First mission dialog - spelling error
- Rescue prisioner - matrix open doors - always opens door a no matter what door you choose

Also, maybe you can add objectivemarkers so ppl dont get lost (and find the exit for example!)
Zane Grey 6 Jan, 2014 @ 2:12am 
Released Raphael into the deep matrix. Took me an additional three-four rounds to find that the exit was in the wrong place, all while bad guys are shooting at me. This is a long, convoluted mission. Excellent story, but I'd hate to die there at the very end just because the exit is at the wrong end of the hall. Why not go back the way we came in?
dieMaus 4 Jan, 2014 @ 7:10am 
Got another bug, killed the last guy in "Vengeance", got the small dialog, now im in the building without any exit? Should the dialog contain the "End mission" answer? Got that problem some times, if you are to fast, the dialog closes but you cant finish the mission after that...
Left Intentionally Blank  [author] 3 Jan, 2014 @ 1:37pm 
I agree that should be better flagged. I'll try to find a way to make the door show up, and I might make the trigger bigger.
dieMaus 3 Jan, 2014 @ 1:35pm 
Well i tried it again with my shaman, now the trigger worked. It seems i need to step at a special tile for the trigger. Imho this is hard to see, because there is no symbol (no door, no nothing). But well, it worked now.
For the Candy mission, had no problem myself (on normal) as shaman, but the spirit is really weak, it just doesnt seem right. Especially as 5! mages come to get the item... Should be stronger, at least for the story.

I will play the whole thing again as a decker, hopefully i can make it through, so u have some feedback for that class. I guess as mage or samurai it wont be harder than as shaman :)
dieMaus 2 Jan, 2014 @ 11:06am 
Btw, i had the turret problem also, on second try it worked as planned. Dunno what could cause this...
Left Intentionally Blank  [author] 2 Jan, 2014 @ 10:11am 
FWIW, Candy also has two normal summons in her inventory. I agree the Spirit of the Sangreal should probably be tougher. I'll take another look at the mission when I can get the darned thing to run properly.
Zane Grey 2 Jan, 2014 @ 10:01am 
I'm playing on Normal. The five vs. three odds just aren't very good, and I'd expect a spirit summoned by the Sangreal to be a lot more powerful than a weakling that dies in round one.

I'm reading that there are many updates that mess up previously existing code. This causes things like turrets not turning off. In some cases missions cannot be completed at all, but I haven't noticed this problem in the Streets of London. Enjoying the story so far.
Left Intentionally Blank  [author] 2 Jan, 2014 @ 8:05am 
Don't know what's going on with the turrets - I'm sure they've worked previously.

Difficulty is something I'm still thinking about - are you playing on Normal?
Zane Grey 1 Jan, 2014 @ 11:58pm 
Candy's mission is a bit tough, don't you think? And that retard summon of hers died first round before it could do anything. Some kind of a glitch let me through after a reload without fighting, and I'll take it, because that difficulty level is just fragged.

Then I tried "First, Do No Harm." This one's even more fragged. Hacked the turrets, but they don't turn off. Disabling drones is hit-or-miss. Ran all the way through with my shaman shadows and haste, got the goods, but no door out? No exit, at all. Ran all over the map three times, getting shot at by guys and turrets, and then finally when the doc was healing himself, then it pulls up a dialog box that gets you out! Bulldrek, omae!
dieMaus 1 Jan, 2014 @ 11:15pm 
@Chastity
You mean the open door or the closed door? Btw, the receptionist talks about the direction, maybe you should use the "character direction" instead of the game direction ;)
Will try it another time then, but i fear the trigger wont work... Still a great work so far!
Mizaroth 1 Jan, 2014 @ 4:14pm 
just nice to see you back at it ;)
Left Intentionally Blank  [author] 1 Jan, 2014 @ 3:04pm 
Don't get too excited Mizaroth, I'm afraid it's just a bugfix. New content is coming slowly because I can't currently test the damned thing - every time I launch the editor the game goes nonresponsive.

@dieMaus:

Hmm there *should* be a trigger when you get outside the room on the second floor which starts a conversation. If you get out of the lift on the second floor, turn right (as in your character's right) and go to the door at the end of the corridor.
dieMaus 1 Jan, 2014 @ 1:56pm 
This is really nice. Played it as female orc-shaman and made it nearly through. The difficult level indeed is a bit funny, but probably hard to balance for all chars. Still, the different solutions and rather short - midlength missions are great.

I just couldnt finish the "Maria O'Donnell" Mission. Tried it 3 times, dont know what to do.

1st: Went in, got the card from one of the guests, went into the next floor -> no one to talk...
2nd: Grabbed some weapons, killed all guards, went into the next floor -> no one to talk...
3rd: Bribed the receptionist, talked about the "hints", got keycard and direction -> searched both floors, again no Maria :D
Mizaroth 1 Jan, 2014 @ 1:22pm 
ooo! an update!! what a holiday treat, thanks chastity!! anychance for a quick note in the change logs letting us know what you've been up to? thanks again, cant wait to check out the new stuff =D
Left Intentionally Blank  [author] 1 Jan, 2014 @ 8:49am 
Issue should have been fixed. Thanks for bringing it to my attention.
Left Intentionally Blank  [author] 1 Jan, 2014 @ 8:43am 
Shouldn't be. It's possible that the camera region got jigged. I shall try to sort it.

Updating is being a bit slow at the moment, because I'm having trouble getting the editor to work right on my spare laptop.
dieMaus 1 Jan, 2014 @ 8:35am 
Hey, just saw there is a new version here :) Will play it again then, maybe i can finish it. A question first, is it intended that i cant reach Flickknife?
Left Intentionally Blank  [author] 15 Dec, 2013 @ 12:28pm 
Thanks. I have been a bit ambivalent about the difficulty level. It varies a lot depending on what you play.