Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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!
*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 :)
Did anyone encountered the same problem? Or is it a problem at all?
It may be my computer's fault too.
Help please!
@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)?
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! :)
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.
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.
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.