Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Brothers to the End
Daw Edhel 3 Apr, 2022 @ 6:40am
Post Final Act Remarks
Hello! Thanks for the making of the one of most memorable UGC across all of trilogy ones.
Appreciate the mentioning of its being a prequel to the old game as well, going to see its continuation for the whole completeness.

Found technical issues:
1) Killing the vampire mage near the waterfalls first time led to the infinite neutral turn waiting. Reloading and finishing him again made it possible to move on.
2) Am I correct to assume that only patrols' endpoints should be accounted to understand if you're getting spotted? Most notable cases are near the runes' locations, especially the human one, where I got spotted right at the end, near the rune, while the patrol only started its long route somewhere near the main crossroad there. Also had trouble to get spotted by the basilisk as well near the second rune.
3) The easiest ending's credits contains a single text window with an input passcode button, which gets immediately skipped to the next message.

Leftover questions:
1) What does the ancient relic do that can be found in one of the caves? Can't really say it affected anything.
2) Can the secret cave be completed in any way beside simply being there?
3) Are there only three endings to be found? Btw, loved these different pathways.
4) Is there any more secret for alternative walkthroughs or it is pretty much straightforward from the beginning to the end across all the acts?
Last edited by Daw Edhel; 3 Apr, 2022 @ 6:50am
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El Jugo  [developer] 6 Apr, 2022 @ 8:55am 
I really appreciate that. One of the reasons I chose to make a prequel as to a completely original story was that I really want people to roll right into the Sega Genesis version after they complete this. I feel its such an underrated game, and Shadowrun fans should play it.

So as far as your questions, I'll answer them in order.

1.) That bug should now be fixed.
2.) I tweaked it so that the NPCs have better awareness.
3.) I couldn't re-create that bug, but I'll continue to try.


1.) That item provides a Magic and Spellcasting buff to Cloudrunner, as well as having an additional purpose of opening up a hidden line of dialog; helping you to get past one of the guard patrols without fighting them (a little Easter egg if you will).

2-4.) The secret cave leads to the hidden ending. All I will say is there are three runes you need, and before you can get one of the runes, you have to find an item hidden in Act X: Into The Wilderness. I don't want to spoil any more than that ;)
Last edited by El Jugo; 6 Apr, 2022 @ 8:58am
Daw Edhel 7 Apr, 2022 @ 11:59am 
Originally posted by @therealjuice:
3.) I couldn't re-create that bug, but I'll continue to try.

It happens within the Breaking News act. I actually do have the saves right before that, so I could replicate this behaviour again upon loading. But not sure how to share them here on Steam, even if you're interested.

I also got the treat :) Do wonder how can you explain its course being as somewhat a direct prequel, not using such cheats as alternative dimensions, etc. :0

As well I found out that the wilderness caves are not that simple, but maybe my following questions might be :)
1) Does anything done in these locations affect outside of the current act, beside achieving their respective trinkets?
2) What does the another necklace do? Looks like it provides more speed, anything else?
3) Is there any use to save gems to the next location instead of using? As otherwise, here I only got a bit of confusion, comparing to the other locations.
4) Who was actually that undead caveman if not a secret? I kinda forgot about most of the subplots, as I played previous acts enough time ago.


Thanks again for the UGC and good luck to your next endeavours!

P.S. Could there be any chance for some sort of dev commentary, explaining in-and-outs of the content, e.g. the whole plot structure explained with all its hidden references, internal development curiosities, and so on.
I saw one Hongkong mod perfectly used native dev commentaries' ability for that. But I guess porting there might be such a burden as to be considered not worth its efforts.
Last edited by Daw Edhel; 7 Apr, 2022 @ 12:01pm
El Jugo  [developer] 10 Apr, 2022 @ 2:29pm 
I think I finally fixed it, but lmk if its still an issue, because I could only recreate it once.

I can't explain the hidden ending as anything more than an easter egg, being that Michael and Stark's fates are already established. The other three endings differ slightly as more of a butterfly effect that affects the final battle, but the result stays the same regardless.

1. Nothing is affected outside of the act and scene the trinket(s) are found in.

2. The necklace allows you to travel quicker through the swamp as well as banishing all the spirits, but at the cost of awakening the golem.

3. The gems are only for the map you find them on. They are used if you wish to summon and battle the Earthdawn Horror.

4. The ghoul in the cave is from the previous act against Ares. One of the escaped convicts.

I would be interested in possibly doing some form of development commentary. in the future. Especially with it being a prequel to a nearly 30 year old game.

I do not have any plans to port it to Hong Kong atm. I feel the music in Hong Kong does not work right with the Seattle setting.
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