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This does mean you will lose some progress, but you shouldn't lose much. I doubt you'd even have to replay 10 minutes.
- When you go downtown a few events happened.
- when you go towards rust stillettos some random guy is getting mugged
- near dog a car drives by and some random thug shoots at it.
- Little touches like that would be awesome if you could implement them.
- a better clue to go and search the docks for the dog spirit.
- Some transition to make it more logical to ask the businessman about lone star.
- Grim reaper patron shows unavailable conversation options like Maria and Tickets in grey
- Add some clue or hint to why the guy who is thirsty knows about lone star and grinder. Maybe give a hint from the grenade guy about someone at the grim reaper seeing grinder or lone star or something.
oughtobe Sep 8
- If you are going to change the game, make it so it is easy to figure out
- the lady in front of the club you need to talk to about Maria and the tickets is annoying to lock on to, you have to wait until she stops in a certain area.
- it's kind of annoying that it takes so long for the enemies to kill me in the prologue, how hard is it to implement a karma level meter at the beginning? In some other campaigns I've seen the option of doing 150+ karma or 250+ karma enemies so everything is leveled correctly.
- Prologue enemies - I need to do a bunch of map updates on the prologue. When I do that, I'll adjust it so they kill people much quicker regardless of power. (I'll base "death" off of damage dealt rather than life.)
- The roaming actors definitely need to be modified so they stop when you click then. Its one of the fixes on the list (but low priority since none of them are plot critical. You can get the keywords elsewhere)
- Making the game easy to figure out will come in the alpha version 2 (or later). Once the game is fully build we will be adding various new features to make it more friendly. There will be a setting screen in the beginning so that traditionalists can still get the "original" version while others can choose to have quests to provide hints on what to do (as well as some other improvements)
- I definitely agree we need some clue to talk to the bar patron about Grinder and the business man about lone star. I'll see about adding some other hint conversations in the future.
- I honestly don't remember the random events! Foh is looking into them though so we should hopefully be able to add them. Related note - I have no idea how to add playing frogger to cross the street.
I would play the original again to see if it's just as hard to get anywhere or level (I can't even survive many of the rooms in the first part of the game) but just don't have the inclination.
I like what you are trying to do here though.
A key point in the beginning is that you don't have any gear or even armor, so you are supposed to struggle until Old Town when you find the first shop.
Any suggestions for specific gear / items that would help you survive in the beginning?
What type of character did you make?
When we are ready to release, I'll definitely make it clear in the description what to expect. I dare not change it earlier since it will probably break the ability to update in steam.
Thanks for playing and letting us know your thoughts!
-When you pick up an item, I'd like to see the description appear in one of those brief yellow bubbles. That way when you pick up a note or whatever, you don't have to pull up your inventory to see whatever is written on it.
-When you enter a new location, you get the option to call in support, even if you don't have any. That dialog shouldn't appear in that case.
-When you click on the bed, you have to go through a dialog to confirm that you are approaching the bed in your apartment. I've already clicked on it; that should be confirmation enough that I want to use the bed. This dialog shouldn't appear.
And now for a longer one:
Most of the deviations from Shadowrun Returns gameplay are for the story. You can't deck until a certain point in the story because Jake's got his datajack messed up. You can't use summoning until a certain point in the story because those are given out as rewards to story quests, and this is ultimately a story about Jake's awakening. But having to go back to your bed to cash in karma doesn't have a story reason for it. It's a purely mechanical holdover from the SNES game that was there to encourage saving. It doesn't affect the story and having to go back to your bed winds up being busywork in this version.
I'd like to have this mechanic revert to the original behavior in Shadowrun Returns where you can spend the karma right away. This should also help the survival rate for new players who can't figure out where to find Jake's apartment, as they can spend their karma sooner. There shouldn't be any balance issues otherwise, since the gameplay would be the same as the official campaign.
- Having the item descriptions appear immediately is a good, if messy, idea. It would require making triggers for all the item pick-ups as opposed to relying on the out of the box logic... I will likely put that decision up to a community vote before taking any action.
- Disabling the "on support" interaction when you have no contacts is something that will be implemented once we get to beta. That entire feature will be optional once we get to beta so thats the logical time to make that fix.
- No objections to fixing the bed logic. Thanks.
- Karma cash in - Looks like that's another thing to implement for the beta, the option to use the default SNES way or the SRR way. I don't remember if it was already on our list...
Thanks for taking the time to share the suggestions. It will be a little while before you see any of them take shape, but they are on the list!
==Which karma system should we use?==
-SNES karma system only (i.e. karma is available when you visit a bed)
-Shadowrun Returns karma system only (i.e. karma is available immediately)
-Both, with the SNES karma system being the default
-Both, with the Shadowrun Returns karma system being the default
I think it's important to ask all four choices because it might turn out that people don't care for one (thus there is no reason to program it) or it might turn out that they like the choice, but have differing opinions for which one should be default.