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Thanks for your detailed feedback! I've learned a few tricks since making the first scenes so here's my feedback.
Russsel Overland Warehouse
- You actually get Karma for getting the objective (schedules). I don't judge how you get the schedules, just that you do. I don't want force peeps to play "my" way.
- fixed the manager convo to be more logical.
- mind you, sneaking is possible, but very hard. Its a mechanic I will re-visit when I understand more of this editor. I'm a horrible noob :)
Matchsticks
- the second objective can only be done after speaking to Sleaze who is unlocked after chatting to Eve.
- Fixed Sleazes Deck, nicely spotted and good advice, chum! He now has a Renraku Kraftwerk-1
Your hideout" after hiring your choice of runners
- made a second log in point
- the login ICE, are actually programmes that are supposed to give you commercial lines. Do you prefer if I make them angry after triggering the Heat?
Eve
I don't really understand this? You do recognise her. Have I made that inclear in the dialogue?
Story Bit
Any properly paranoid runner would never ever jack in at home, but realistically, the way Track and Trace works in the Matrix (in any iteration of Shadowrun) does mean you could get a chopper descending on you internetcafe with angry Knights Errant rapelling down carrying SMGs. In that "truth" of the Shadowrun Universe I thought this was a more fun choice :D
thanks for your explanations and the update
"Your Hideout" after hiring runners
It's a bit annoying to be in caombat-Movement after logging in, so you have to play your runners after 2 rounds in the matrix again and again till the heat is on and the security forces are rolling in
I think it was hard enough for a lonely decker, which was ejected severall times till hacking all nodes ;p
After triggering the heat there should be respawning ICE not only the four black ones the first time. After deleting those you could do all nodes easily with no enemy ICE remaining
Beeing in Heat Matrix:
I think before hacking the - I think you named them side nodes - there should be more ICE spawing after each reentry to the matrix or location change
After Hacking thos side nodes there should spawn fewer and after hacking the main CPU there should be no new ICE Spawning
As beeing the end of the gameplay to date there should be a escape through the emergency stairs, so you can save and reuse your character for the future storyline
About Eve:
The Docks
No mentioning about Eve being your fixer or Johnson for this run
Story Bit:
Loosing this nice Loft is really bringing the players Lifestyle down the alley ;-)
Is hacking the security cam helping you in the next run? It's nice to see the security guys enjoying a hot soykaf
On my Replay with the update:
- the manager was acting reasonable after giving me the schedules, but I didn't get the Karma for reaching my objective
- the Karma was only rewarded by leaving the mapso you don't know the reason for the Karma and you have to look very fast to see it were 2 points
- I'm being restricted to only get 3 runners regardless of my purse. I have another 1000 but can't recruit a forth. Is it story relevant then let it be
- now I'm getting into the matrix
cya there
However this time I managed to beat it. It would be nice if there was an option to Save after you complete each chunk here, Without having to start the mission/s over completely to save your latest movement. Maybe after the text comes up that says "Hold tight until more is done" Going to the elevator had an option like "Head to Stuffer Shack" that quickly ported you to a new scene, and then back to the Hideout so that it'd set off an auto save?
Though really only for any other run chunks that require you to be at your hideout. Like the one here.
in the last hideout:
- if you enter the matrix with the added second log-in-Point you don't enter combat mode till triggering white ice
=> maybe enlarging the Area around the first log-in (with trigger to having a deck) to include the second log-in point
- entering combat through logging in the second point and triggering the white ice leads to another bug (maybe on HBS-Engine):
after ending your 2 matrix rounds you return to your other runners but these are not in combat mode but you can move each single runner (but no decking runner), but you can't end your turn to reengage in matrix => had to restart the level
Edit: Screenshot added: Screenshot
thanks for the update
deleted the content and re-subscribed, but I have the same problem again
- entering matrix with the scond jack in - no combat mode and no way to jack in the second decker before combat mode is engaged with triggering ICE
- after beating the Ice in the datastorage after end turn matrix - back to normal mode with no possibility to reenter matrix because my meat-runners can't end the turn
Who enters the Matrix first? The player character or the hired decker? When I tried this myself earlier, I found that of course the Decker who entered gets three full turns before the second Decker can enter. Which is as I would expect it to work.
Combat mode outside the Matrix is enforced with the Dialogue option you get when approaching the prop of th Renraku Kraftwerk on the dining table, by answering "yes". This to make sure a hired decker actually sees the jack point (them not seeing them outside combat is a known SRR bug and worked around in the campaign if you remember.)
I'll double check the triggers that occur in the DataStore to see if there are any shennenigans there.
If I can't make the second jack point work I'm going to have to take it out. I hope you understand. I thought it was a fun addition you suggested.
I've cleaned up any dirty triggers that aren't functional so there should be no more interruptions.
Playing a decker, I went into the matrix. I ignored the ICE in the middle room and went instead immediately to the left room (paydata and mission goal). Should have jacked out then, I guess ^^
Instead I went for the extra goal. Again, moved through the middle room without engaging the ICE. Used the alarm suppression program whenever I was available. Moved to the room on the right side, killed the ICE, had a look through the camera, went a room further and got the CPU access and played the little prank. Back to the room in the middle - having another look through the camera on the way ^^ - and now I cleaned the middle room. Again using my suppression program whenever it was available.
Went into the CPU room next. Was attacked by white ICE and in the second turn the alarm sounded - suppression hadn't been that great, with only 4 points alarm reduction every 6 turns and quite a lot of ICE on the road.
Up popped the four black ICE right in front of my character. Took some damage, retreated to the middle room, just to see more black ICE and jacked out.
I was in combat mode now, but still my hired runners where nowhere to be seen. Instead there was security buzzing in like flies to a cake.
My decker has the second worst deck (the one that can run 4 programs and 2 ESPs) and I don't think I would have a chance making it to the CPU through those.. nine? ten? white & black ICE in the room. Especially, when the black ones pop up right where my character stands ^^
I'm not sure if it's intended to be that rough - guess it is, I mean, it's ARES, right? - but by spawning the black ICE closer to the CPU and having it not firing on the turn it pops up the chances to get that goal might be marginally better..
So.. could you have a look at it and say if it's intended to be that way, please :)
Thanks for your extensive feedback. You should have the Hired Runners. I will double check if there is a hiring error in the Matchsticks scene or one in the HideOut scene (did you see the yellow confirmation stating "You hired Kage!" ?)
Regarding Black Ice. Did you kill all four, run to next room and see them again? Because that would be a definite error of them sustaining after death. Black ICE are the spheres and squares with the spikey protrusions and are labelled Black Ice when you click them. The rest are white ICE (psheres, squares and spirit like ICE that look like your ESPs)
The run is most certainly doable in the Matrix with Sleaze who has a worse deck then you. If you manage to avoid the HEAT triggering it's a cakewalk since that also brings Knight Errant in the meatworld (the White ICE in the CPU room give this hint, as well as the fact that police car sirens keep going after you trip the HEAT, indicating that the Knights are on the way)
Tripping the HEAT is most certainly intended to be very rough. A coward decker who wants to trip it on purpose could always trip and jack, or clear a room, then trip it on purpose and deal with the four Black Ice without 6 White ICE grilling your butt.
A pro tip is to go in without ESP since any ESP influences BIG time on the HEAT meter if you had not noticed that yet. Bringing two ESPs practically ensures that HEAT is triggered. A nice hidden risk-reward thing HBS put into the system, I find.
Having said all that, kudos if you managed to beat Knight Errant WITHOUT your runners, lol ! I even haven't tried to solo that, hehe.
Gosh, what I wouldn't give to watch over peoples shoulder when playing it so I get to see the reactions first hand :D
had the same dilemma asmaik.decker :
did a rewind with my last save back to the matchsitcks and hired 3 runners but back in the hideout no other runner with me.
Solution:
did then a rewind to the scene before the matchsticks (Hideout), hired the same runners and voila there they were with me in my hideout.
I think if you reload the "matchstick's"-save it does have the older initial variables and not the new ones, so it forgets to update the hired runners
Must go -> Have to replay the matrix with only one decker ;-D
I saw there's no longer the second jack-in point, so my meager deckin skills can't help out sleaze ;-(.
Matchstick's - yes, I got the "You hired xxx" messages. Got me the Orc Samurai, Dwarf Rigger and Human Corporate mage. 1000.- for each were taken from my purse, but they didn't follow me in the Matchstick's when I moved from one to the other. I'll rewind to a save before the M. and try again :)
Black ICE: didn't kill any. Had my hands full with the normal white ICE already and caught a nice salvo of blasts, that brought my Decks HP down to 50%. That's when I retreated to the middle room to see more black ICE - new, not the four from the CPU room - there.
Guess I have to try to avoid getting HEAT then - just not sure how to do it ^^ Thanks for the tip concerning the ESPs. Although I'm not sure if I can manage to clear the first three rooms without them. But I'll try. When I know it's supposed to be rough, I'll try till I succeed ;)
And no, I didn't manage to beat KE - I opened the PDA and ran ;)
had another glitch:
My runners in hiring row: 1 Sleaze, 2 Kage and 3 Hauser
After entering my room only I can jack-in(I had a cyberdeck equiped but no programs bought so far)!
No longer triggering the combat rounds, so that you can't choose which one is going to enter the matrix!
Only entered combat by triggering the ice in the middle room.
was then ejected (loosing al IP) in the right part => that was the time the other runner could do their combat rounds. moved Hauser, than Kage then Sleaze.
So I let Sleaze jack-in. After 1 round (suppression) in the matrix back to the meat-world and only my charakter can be moved then back to Sleaze in the matrix back to only me
Edit: only after Sleaze lost all IP and was also rejected from the matrix I could move all runners again. but its a pain in the a.. to go to the doc in combat mode ;-))
Kage had also already lost some 8hp before the knights came, so i had also to heal him
After sleaze got geeked (died in the matrix with no chance to revive him with docwagon!!!) back to only my char and hauser and kage were immobile while i always have to wait for the now neutral turn of the black ICE