Shadowrun Returns

Shadowrun Returns

Fraggin' Marvellous!
MrWiggler2u  [developer] 30 Aug, 2013 @ 1:29am
BUG SWATTING (CONTAINS SPOILERS)
Please let me know about any bugs here.
Last edited by MrWiggler2u; 31 Aug, 2013 @ 2:28am
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Showing 1-15 of 59 comments
MrWiggler2u  [developer] 31 Aug, 2013 @ 2:22am 
Hi Fredingue, right firstly thank you for playing and letting me know your findings. I will give you a mention as a tester in the description. I will have to look into what's going on in the matrix as you should definately be able to use the nodes of which there are several story related ones in there. Now if you could tell me a few details of how you got to the point you got to I would be grateful.

Did you talk to Barb Beetle fully on the ground floor? After this did you talk to Tweak Maestre when her conversation was unlocked? Or, did you take the Elevator access card from the toilet in the room with the toxic smoke?

After this in the basement did you talk your way past the guards or blow them away?.

The closet is left over from the main campaign and I forgot to take it out which I will do.


Continued below >
Last edited by MrWiggler2u; 2 Sep, 2013 @ 7:50am
MrWiggler2u  [developer] 31 Aug, 2013 @ 2:22am 
Just to let you know the marked blue quest BTL station in the basement (the tv thing) will only work if you have talked to both Barb Beetle and Tweak Maestre on the ground floor as this is supposed to be almost a hidden feature that you could skip past, also if you give Barb the 1000 nuyen you will get a code that will allow you to take over the turrets on the top floor from the other computer in the room next to Haruka without using the matrix (this will have a blue quest marker) although his office will still have an alarm on and guards to contend with, which can only be switched off from the matrix. I can't understand why you wouldn't be able to use the matrix nodes for the life of me. Did you kill everyone in there and go though the portals to the other levels?

Continued below>
Last edited by MrWiggler2u; 2 Sep, 2013 @ 7:51am
MrWiggler2u  [developer] 31 Aug, 2013 @ 2:23am 
Anyway, I will investigate the matrix late on tonight when I get back or tomorrow if I'm too tired :) I would say if you like a tough fight then turning off the security system and setting the turrets to your side is not the way to go as the fight is actually very easy under these circumstances. (I'm trying to think of a way this can still be slightly tougher with the security systems down as well, whilst not making it impossible with the systems running).

And I designed and built all the maps except for Downtown obviously and the meatworld basement and matrix (the other bit in the basement map that you haven't seen yet I created).

Thank you for giving your time to let me know these things, I really appreciate it.
Last edited by MrWiggler2u; 31 Aug, 2013 @ 2:35am
maik.decker 31 Aug, 2013 @ 8:16am 
Kinda buggishy things:
- in the matrix part where you get the information needed for your goal, one of the data nodes - the one in the north east corner in the matrix part with two data nodes - looks like it can be reached from the east and the south - but the map tile east of it can't be moved on/through, so you can access that node from the south only. Took me some trying to notice that. Maybe you'd have a look at that map tile ^^

- in the room with the guards the thingy to unlock the cells can be used by an NPC decker only during combat. When the guards are dead, combat ends, NPC deckers can't release the poor sods in the cells anymore.. show some love for prisoners and change that

- when backing off from the fight against those guards you can't go back to attacking them. So someone - like me - who sometimes first uses the less valiant option has no chance to free the captured girl then. Maybe a second chance to start the fight - automatically, when the player moves into the room again or something like that - would be good.

- Ok, the run is done.. we got our money and Karma.. we did get Karma, didn't we? But there's no chance to spend the cash and keep any stuff we bought with it. So.. in the end we end up as broke as we started the run, 'cause other UGC only import the stuff in the inventory and weapon slots, but no money or stash.. maybe, just maybe, give a chance to keep a bit of that hard earned credits.. uhm Nuyen..
MrWiggler2u  [developer] 31 Aug, 2013 @ 10:31am 
Thanks very much for all this maik, will get on all these issues tomorrow. Luckily this all sounds like pretty easily fixable stuff so should be able to sort it all out nicely. Good idea about the caged tweakers, I will have to actually try and use the switch on and off turn mode instead of having a lonestar npc off screen who i set to die on npc's being killed :) kinda works, thought i'd get away with it, but no :) Anyway glad you enjoyed it and stay tuned for these updates asap!
MrWiggler2u  [developer] 31 Aug, 2013 @ 10:33am 
Oo and you should have got either 12 or 15 karma and 45k or 50k Nuyen depending on how you finished it. Will tweak the end so as it triggers after you sort your stash out, which I will introduce :) Then as you scene change to Bunch Back you should have a save with your stuff. I hope, otherwise I will have to ask around as to how to do it. But never fear, I shall make it happen!
Last edited by MrWiggler2u; 2 Sep, 2013 @ 7:53am
maik.decker 31 Aug, 2013 @ 1:43pm 
Best thing might be to allow the runners to go back into the part of Mr. Johnson's Hideout where the merchants are to spend that money and let them exit from there to save. From what I've seen by importing chars into different UGCs unspend Karma, stuff in the weapon slots and the inventory (usually) transfer, money and stash don't transfer.
MrWiggler2u  [developer] 1 Sep, 2013 @ 6:58am 
Updated all of the above, just tweaking the fight with Drek For Brains, which is too tough for non-combat focused 200 karma characters. Then I will upload the update with all these fixes later on once I've tested a bit more. Thanks for all the info and ideas.
Last edited by MrWiggler2u; 1 Sep, 2013 @ 7:04am
MrWiggler2u  [developer] 1 Sep, 2013 @ 4:04pm 
Lowered difficulty of Drek For Brains fight as non-combat focused 200 karma characters couldn't take them on at all as pointed out by Djeedee, thanks for that.

Also fixed a matrix tile that was not allowing movement over it and therefor making a story node hard to access.

Set triggers for the matrix guards to attack you if the matrix alarm goes off when you have previously talked your way past them.

Changed detention guards triggers to allow you to attack them after you have walked away.

Added turn mode after detention guards are killed to allow for cells to be opened as well as the GM description that the doors were unlocked.

Changed the end of the game so as you get more Nuyen and a chance to spend it before saving as well as some dialogue tweaks.

Thanks to maik.decker for your ideas and buggish reports!
Last edited by MrWiggler2u; 1 Sep, 2013 @ 4:14pm
maik.decker 1 Sep, 2013 @ 6:57pm 
Uhm... sorry for pestering You again.. but.. one small little thingy:
got the new version, rewound to the point when my runner enters Mr.Johnson's safehouse. The mission goals given by Mr. Johnson showed as completed, new ones showed up telling me to talk with him. So I went to Mr.Johnson and clicked on him. A speechbubble showed, telling me he would be sure that I'd work for him again in the future and that I now should spend my money.. but.. no money, no karma were given..
Rewound again, to do the upper floor endfight again. Rescued the princess.. uhm decker.. and got back to Johnson's safehouse.. again, speechbubble but no money, no karma :(
MrWiggler2u  [developer] 2 Sep, 2013 @ 1:36am 
Hi maik, you're not pestering me whatsoever I want to get this as close to perfectly un-bugged as possible and I appreciate you taking the time to let me know. I think this is part of an incredibly annoying thing that happened while I was updating yesterday, which meant that for some unknown reason I had to manually set all bools to false with triggers otherwise the trigger functions they were overseeing would fire when they weren't supposed to (this seems really weird as everything was set to be automatically false) Anyway I will update and I hope this can be fixed easily by defining the bool to be able to talk to Mr J when you talk to firefoxy. If it doesn't work again after that it may be that you need to start from the beginning as I have overhauled the bools so they don't fire before they are wanted and this may be messing with the save-game. Thanks again mate. On it now!
______________________________________________________________________

Done and uploaded, you should be able to talk to him now. Cheers
Last edited by MrWiggler2u; 2 Sep, 2013 @ 3:57am
maik.decker 2 Sep, 2013 @ 2:47pm 
Nope, doesn't work :(
No big problem though.. I'll try the run again with a different char :)
fredingue 2 Sep, 2013 @ 8:52pm 
Hey man, sorry but in fact i did not finish your mod since i thought bugs occured in the basement then upstairs. And the last nights i've only been working on my own "campain".
But i'll retry it.

Last edited by fredingue; 2 Sep, 2013 @ 8:52pm
MrWiggler2u  [developer] 3 Sep, 2013 @ 3:02am 
All good man. I think this was because the matrix is the only the place I didn't put any map markers as a. would have messed with other triggers and taken testing time away from other things and b. didn't want people to feel they had to take out security..) Everything should fire off fine in there now, although I want to do one more tweak today making the alarm fire off quicker :)

I'll try and sort out lengthening time for you to read text on popups in next update as well as per your previous comment. I know you'd rather I shortened the text :) but I quite like all of it and haven't gone overboard with it after the first scene in the apartment, though I like the text in there and the reason it is long and descriptive is I almost want it to feel more like a p&p game than videogame and I think that first scene sets the mood. So it's acting as the GM in my place as it were.
Last edited by MrWiggler2u; 3 Sep, 2013 @ 3:12am
maik.decker 3 Sep, 2013 @ 6:04am 
version from 2nd Sept (don't know which version number that is ^^):

Used my rigger/decker this time. Entered the skullduggery through the front door. Yakuza guy at the desk doesn't seem to recognize my amazing intelligence. Check is supposed to be for Int 6 - my rigger got Int 8 - still the option in the dialogue is greyed out
Last edited by maik.decker; 3 Sep, 2013 @ 6:04am
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