Shadowrun Returns

Shadowrun Returns

Antumbra 2 - Eclipse
cirion  [developer] 18 Oct, 2013 @ 3:04pm
Bugs! Bugs Bugs!
Bugs! We hates them! I’ve been pretty careful at testing this mission, and think that I’ve removed any serious bugs, but there’s a fair amount of complexity in the story, and I might have missed some things. If you run across any problems, I apologize! Please report what happened, with as much detail as you can remember about events leading up to the bug. Oh, and hold on to your save - in most cases, I’ll be able to release a fix that will only set you back to your latest checkpoint.

Minor bugs are welcome as well! Ugly tiles, odd AI behavior, anything that seems out of place… report it all here, and it will be dealt with as we deal with all bugs: blasted in the face with gigantic shotguns.

KNOWN ISSUES
  • Do not view a hired runner while in the Equip screen (opened from your Stash or after making a purchase). This triggers a bug that will cause the follower to appear naked and renamed with _avatar on the following scene. If this occurs, please Rewind to the scene where you hired your runner and proceed normally, just being sure not to view the runner on Equip. I've reported this bug to HBS, hopefully it will be fixed in an upcoming patch.
  • Weird behavior occurs if you exit a scene with one character while another character is inside the matrix. To avoid problems, don't exit the scene with any character until all deckers have jacked out.
  • The fog-of-war won't be properly removed from certain maps (most notably inside the club) if you are using a cheat to run the game at a faster speed (e.g. 250%). If portions of the map appear black, reset your speed to 100%-108% and the problem will fix itself.
Last edited by cirion; 31 Jul, 2014 @ 8:46am
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Showing 1-15 of 45 comments
sirchet 5 Nov, 2013 @ 3:37pm 
Things seem much darker than before in the Eclipse, I've been using the speech bubbles to tell me where I need to go. It was dark before, added atmosphere to the club, but now it is really really dark.

I'll hold off on playing more until Steam starts playing nice with your updates. ;)

EDIT: I just thought I'd mention that the only UGC recently updated that doesn't suffer from the "statues on wheels" effect is A Stich in Time, it seems Stymie_Jackson has found a way to make them work right.

Just wanted to pass it on. :D
Last edited by sirchet; 6 Nov, 2013 @ 5:10pm
cirion  [developer] 5 Nov, 2013 @ 9:09pm 
Thanks @sirchet! Now that you mention it, I did notice that once in Eclipse on my own machine. For me it was really dark for a while, then suddenly got brighter after about a minute. I suspect that the engine might not be adding ambient light right away. I've added it to my list of known issues. I know that 1.1.0 includes some changes for lighting, so there might be some new stuff I can work with that would improve it.
azareon 12 Dec, 2013 @ 2:50am 
For some reason I can't beat the final boss. He and his two flunkies always register as 'Immune'. Am I missing something here?
cirion  [developer] 12 Dec, 2013 @ 9:06pm 
@azareon - Have you killed the other four flunkies already? The immunities in this fight stack, so the healers are immune until the guards are killed, and the boss is immune until the healers are killed. If that doesn't seem to be the case, please check to make sure you're using the latest version of the mod (which should have auto-updated unless you've disabled it for some reason). Let me know if that doesn't help!
Selden 13 Jan, 2014 @ 12:12pm 
I seem to be the only one having this problem.. when I go to the demihuman slums to find out about that troll (not being more specific to avoid spoilers), I trigger the police types thanking me for my aid before I can even see who they're standing off with. Siding against the police then leaves me with a bunch of NPCs who follow me around the dead-end map.
cirion  [developer] 14 Jan, 2014 @ 9:01am 
@Selden - hm, I haven't seen that one before, I'll see if I can reproduce. Can you try to make your way to the southernmost part of the map? There should be a mini-quest here to open the gate and proceed to the next area.
Selden 15 Jan, 2014 @ 7:38am 
Yes, I could open the gate when I found my way to the southernmost part of the map. Through a bunch of gang types who stood staring and had no way of interacting with them. When I went to the end of the screen the elf I'd sided with told me where Norton lived and that he was surrounded by dangerous beasts-I feel like I'm missing something, but at least I can progress.
Last edited by Selden; 15 Jan, 2014 @ 7:48am
cirion  [developer] 15 Jan, 2014 @ 9:36pm 
@Selden - thanks again for your report! I was able to reproduce the problem. It looks like the current version of the Shadowrun Returns game engine fires a "Combat Ended" event early, before you even enter a fight on that map, which was causing a dialogue to play too early. I've just published an updated version 0.8.3 that fixes this bug, along with another one I found while testing it.

If you'd like to play through this map without the bug, you can rewind your game to "The Mission District". You aren't missing anything plot-critical, though, so feel free to keep going, unless you'd like to try siding with the gangers. Cheers!
deTo 21 Jan, 2014 @ 8:27am 
hey there, been playing the second part (really well done btw!) and encountered an issue that prevents me from completing it. I decided to help voire and elimiate all marines. once down (the last I killed on the parking lot) the mission objective doesn't update any longer and nothing continues. is this known already?

*edit*
nvm, found the issue. the magnifier sign on the gate just didnt show-up. I only spotted it the second time I was visiting the place checking if I missed anything. so all good and enjoying the rest now :)
Last edited by deTo; 21 Jan, 2014 @ 9:14am
elthereen 21 Jan, 2014 @ 9:52am 
I'm not sure, if this is a glitch, or not... but the scene, where I have to choose side between the gangers and the marines are lagging like hell. Somehow it's slow, sloppy and it kills all the enthusiasm I have.
Did anyone encountered the same problem? Or is it a problem at all?
It may be my computer's fault too.
Help please!
cirion  [developer] 22 Jan, 2014 @ 12:00pm 
Cheers, @deTo, glad you got it sorted! Yeah, the magnifying glass icon is pretty subtle, the engine hides it unless you actually mouse over it. I might add some text or something to make it a bit clearer for future players.

@elthereen - I haven't seen a slowdown on that scene. Did you encounter any similar slowdowns in Dead Man's Switch? It's one of the larger maps in the mod, so that might have something to do with it. What are the specs of the computer you're playing on? Also, it is possible that some other program is running on your computer at the same time (like an antivirus scan or something)?
elthereen 22 Jan, 2014 @ 2:54pm 
I have and older Lenovo model, T61. It's fine, and the game runs smoothly in it. So far this is the only scene, where it slows down so critically.
Yeah, I thought, maybe other programs were responsible, but no. I shut down everything, but the problem remained...

Update: I tried again, and closed my browser and other programs. And the game runs nicely. Strange.

Anyway, problem solved. Somehow. :) Thanks for the tips! :)
Thunderforge 9 Feb, 2014 @ 1:54am 
The second floor of the Eclipse (the one with all the flames) is unusually dark. I know it's supposed to be a nightclub and all, but I actually lost my character a few times when he walked into pitch darkness between the lights. Consider making the darkness "dim" rather than "pitch".

When you arrive at the Azectology office, you are in tactical mode, despite the guard not being hostile. It should be non-tactical unless you decide to fight him.

As soon as Hailey jacks into the Matrix, her drone goes offline. When she reemerges, the drone does not follow her until she switches it online and then back off (this may be a bug with Shadowrun Returns, but I figured I'd check here first).

Not a bug, but Hailey totally needs a pistol. She may be a wannabe Shadowrunner, but even she has to realize that going in with her fists is a bad idea.

The Matrix seems to reach its heat threshold rather quickly and Hailey is kind of a bum decker for not having the program that lowers it (she seems underequipped for a genius decker). But it doesn't matter anyway because nothing happens when you reach that point. The editor guidelines suggests reinforcements or Black IC or something to happen when that goes on.

It's hard to tell when a Matrix node is open to be hacked. Twice I cleared a Matrix room and then walked over to the node, wondering why it wasn't cleared. Then another IC appeared and once I defeated it, then it was okay. I think the problem happened because IC spawns when you are standing at a certain spot, which if you place conservatively and defeat them at range, doesn't happen and then you can run all the way to the node. I'd rather have them already be standing there or spawning in round 1 of the room to avoid this problem of "they're all gone, but I can't access the node...oh wait, another one just appeared even though it wasn't while I was next to the node."

In the Azectology facility after you defeat everyone in the room with the summoning circle, when you open the door to the hallway, all of the room afterwards (the one with Turret Bravo) is visible as well. It shouldn't be revealed until you open the door to that room.

After defeating everyone in the Azectology building, you remain in combat mode and have to leapfrog your way back to Mr. Johsnon.

When talking with Voire, Hailey doesn't recognize in until you choose the "Let him speak" option. It makes much more sense for her to say "Voire, is that you?" as soon as the conversation begins.
Last edited by Thunderforge; 9 Feb, 2014 @ 2:01am
Thunderforge 9 Feb, 2014 @ 1:56am 
Also, I found the flow of the beginning of the game somewhat jarring when I had to start on the top floor to talk with Hailey, go to the middle floor to talk to the clubber and the other guy, go to the top floor to check the computer, go to the bottom floor to have the guy use his computer, then go back to the top floor to use my computer. Too much running around, especially in the last part where I'm going from 3 to 1 to 3. And it seemed silly that I had to go to 1 to ask the guy to use the computer when I just used a perfectly good one on 3, then have to go back to 3 because he can't be bothered to type the information on his own computer.

And finally, when I entered the second stage of Azectology, I shot the guard in the beginning room, then started mowing down people in the second room. Then I have Hailey approach the datajack and she chimes in "if you defeat this guard, I can jack in" or something. Thing is, I already defeated the guard a full turn ago. She either ought to say it as soon as the battle starts or she ought to stay silent if the guard is already defeated.
Last edited by Thunderforge; 9 Feb, 2014 @ 2:07am
Thunderforge 9 Feb, 2014 @ 3:30am 
Just played through the mission with the gangers on the streets and I had loads of problems. First and foremost, the level was slow as mollasses. Conversations stuttered, characters jerked around as they moved, and weapons went at about half the speed. I had never had a problem with any level in Shadowrun Returns up until that point and right when I went back to the Eclipse, everything returned to normal. Something about that level makes things stutter.

The marines turned out to be dumb as rocks. They followed me for a while (sluggishly...), but then when I got to the street to the northwest, two of them doubled back for some reason. As I went to the southwest and then to the southeast, they stayed where they were, apparently confused that there was a building in between me and then. After a while the game dropped them out of turn order and I mopped up the rest of the gangers. Then the guys stuck behind the building near the entrance happily said that I did a good job and that they'd take care of the rest. It's nice to know that they can see hundreds of feet through solid buildings, but I wouldn't hold my breath on the city being protected by them.

Some of the motorcycles near the end of the level granted cover and some of them did not, despite looking identical to each other.

Also, not a bug but I wound up siding with the marines on accident. I had some success trying to get the gangers to calm down, especially after Hailey talked to them and I used my Gang knowledge to make some go away. Then when I did the same, encouraging them to not fight, they pulled a trigger and I had to kill them. It was really disconcerting being forced to kill them, especially since Hailey's comment and everything up to that point was encouraging a peaceful resolution. I'd like to see a third option that supports that.

Similarly, I had another bit of confusion when I had the conversatio with Hailey later on about Voire. I said "I admire him for what he's done", intending to refer to the fact that he stood up for what he believed in. Hailey interpreted that as supporting the fact that he turned suicidal, which I didn't mean. Basically, I felt his heart was in the right place, but he carried it out the wrong way. I guess this really broke immersion. I'd like to see a dialog choice between "he was a martyr" and "he was a hero", with the "I admire him for what he's done" dialog being clarified so that it's more obvious that it's about him being a martyr.
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