Shadowrun Returns

Shadowrun Returns

Meet Me in St. Louis
swceltic  [developer] 21 Jan, 2014 @ 11:50am
Bug reports
9.4.7 Bug decking Securitas Building

fix modified decker skill level from 3 to 1 to fix hiring of low level decker for first run

Bug report of only PC0 appearing in final confrontation at Ares Building

fix moved all four PC spawn points. fixed elevator conversation to teleport entire team. tested fix working fine.

To be examined respawn of gang members on map reentry

9.4.8
added story varible, tags and triggers to gang members so that if 100% of gang is killed they won't respawn or if you purchase a travel pass in Wellston.

removed gang from Lacledes Landing so that PC will not be put in combat after leaving Muddy Waters

bug report Jonathon E sabotage nanotech facility
bug report node in Bank of Zurich matrix node accesses wrong conversation

9.5.0

Bank of Zurich node trigger fixed
Sabotage Novatech Facility triggers fixed and tested.

9.5.1

added scene change to Jonathon E Iron Hand run 1 direct to Earth City
added scene goal to Earth City Iron Hand

fixed Mad Hatter conversation The Spot so that only on "I would like to play Billards" entry appears.

Added token requirement DP7 to Ares elevator conversation to prevent early access to Mr. Swan.

Changed token reqirement on Deliah conversation to that initial run conversation will not continue to appear.

removed mulitple log off converation options from Port Authority computer to have one smooth conversation. I think there was a bug with quest item Form 412.

added if statement to trigger at Roxy's so that Dirty Pete mission does not repeat.

added tokens to Kesel Run and Property Recovery so that they will not continue to appear after the start of run in Shadowlands Mirror

Added wrap around statment to contacts in Personal Secretary so that PC will not be trapped in onversation and has an escape option.

Added triggers to remove Turnball 1, Turnball 2, and DP7 after completion. added to Stumphy conversation and Turnball triggers

Changed factions for Pappa Midnight, scientist Novatech, and Mafia Enforcer Roxy's to that they do not join shadowrun group.

Added Boolean variable to Banc Swiss conversations to remove infinate Nuyen by repeatd access

Added prerequiste to Bunrakuu conversation to prevent accessing the conversation mltiple times

Added Boolean variable and triggers to remove props from small matrix and lockers after initial interaction.

Added to conversation and region with a trigger to remove Pastry Lunch Coupon upon entry to either Larry Plynt's backdoor or front door

added regions and triggers for items picked up in Earth City not generating goal completion when picked up

These fixes have not yet been tested.

9.5.2

Lemp Mansion exterior added if statement to primary waypoint so that after picking up flyer primary waypoint removed.

JE8 Grand Ave waypoint added if statement to remove waypoint if picked up Tatenburg file

locations NPC Gowbug, NPC Ratman, and NPC Perdition added prerec for LM1 for conversation start. Chnged etiquette skill check from triggering actor to team skill check.

Randum followers Red team SA Johnanesburg changed team for 1st scene
JE4 Harry Matters changed team to correct faction

Misc node in safehouse node 3 not dropping item. Changed name of prop

Added Boolean story variable to Benrakuu to stop repeating in chip conversation

Personal Secretary fixed typo in corporation listings.

not fixed yet

JE6 not fixed examined bosun and turrets teams which are the same as pirates not sure why they are attacking the bosun at this time

Iron hand "What cn I do for you?" dialogue option remains after returning from Novatech sabotage mission

JE4 can repeatedly get divorce retainer from Harry Matters can reenter Dark Matter Detective Agency and replay battle.

DP7 Stumphy conversation after killing Swan "What the Hell" option still remains and can restart run DP7

Quest items of no use Ares Microtechnologies Turret Control Codes
Bank of Cayman Island Account (due to problems getting the matrix map to work I deleted multiple LTG RTG nodes and will have to place back in)

One Matrix gate LTG SEAT not attached to destination

Property Recovery token Turnball1, Turnball 2, still appearing. DP8 is appearing as a place holder for expansion after the Berlin release

Mage vision must be purchased from Prof.

report bug going into combat mode in all areas. 100% of a gang team must be killed so that they will not respawn. Gang has been removed from Laclede's Landing and should not be putting PC into combat mode. I will examine this further.

9.5.3

Iron Hand JE1 added boolean variable to conversation so it won't appear more than once

JE4 added boolean variable to Harry Matter's conersation and to scene transition to the Dark Matter Detective Agency

DP7 Added boolean variable to swan death trigger and Stumphy's conversation so that DP7 can't be repeated.

9.5.4

Earth City JE! added boolean variable and triggers so that sabotage goals will not continue to appear after obtaining Novatech Security Footage

University City addred prereq to all actors so that coversations cannot be accessed prior to JE2

Wellston added triggers and variable to Murderville Groks so that if 100% are kiiled they no longer respawn

Claytin Ladue added triggers and variable to Windswords so that if 100% killed they no longer respawn

East St. Louis added triggers and variables to AK 97's so that if 100% killed they no longer respawn

Personnal Secretary added entries for gangs of St. Louis and description to most entries

Shadowlands mirror added variables to DP3 so that intial message will not continue to appear after accepting mission

DP2 added variable so that have to accept DP2 before being able to enter Securitas Sub Station added variable so that initial co versation does not continue to appear after accepting run

Spoiler

To access back door Securitas Substation must have back door codes obtained from disgruntled Securitas Employee in Universiaty City

Adjusted conversation Dirty Pete so that FB1 and JE1 are not dependant on acceptance right after DP3 and will continue to appear until accepted

Deliah2 added prereq to elevator in Johnasburg Laboratory to that scene cannot be exited until obtaining Yuggoth Log

JE2 Added prereq and variable so that initial conversation does not continue to appear

JE3 added prereq and variable so that initial conversation does not continue to appear

JE4 added prereq and variable so that initial conversation does not continue to appear

JE6 prereq and variable to St. Louis Docks scene transition in Laclede's Landing so that dock cannot be accessed after entering ship

FB1 added prereq and variable to initial conversation so that initial conversation does not continue to appear after prototype recovered or run accepted

Clayton/Ladue added prereq and variable to homeless girl so that coupons can not be infinatly obtained

Earth City adjusted triger for Iron Hand Goal

Port Authority added varibles to both computer to prevent infinate access

JE1 fixed scene transition to Earth City

Lemp Mansion added clear waypoint trigger after flyer obtained

Glowbug University City fixed conversation to JE3 prereq

JE8 changed scene transition from King and I to go directly to Downtown instead of to Grand Avenue

still working on

Turret control codes added triger and security desk to input codes
have not added triggers or conversation for Ares ID
have not fixed Bank of Zurich data nodes
have not added Bank of Caymen matrix nodes in regards to Bank of Caymen account number

1.0.0 release version

Added functions for Ares Turret control
Added guard conversation of Ares ID badge
deleted Bank of Zurich data node and put on in from the editor in case it is some internal naming error causing the probelm
Added Matrix node RTG CAR for Carribean Nations
Added Matrix node LTG CAY for Cayman Islands
Added Matrix node Bank of Cayman Islands
Added data store for Bank of Cayman account

1.0.1

Some kind of data error occurred and blanked out all the story variables. I am in the process of replacing them at this time. I have changed to a quest item token for variable storage and will be retesting changes this week. Also found that the editor has a cap on the amount of quest items it will display. Expansion put on hold at this time, I may put the expansion into a new UGC, but any release will be delayed until after the Berlin release.

The Cayman Island node are not working at this time and I will be puting in region to region teleport triggers to resolve this.

1.0.4

Region to region teleports added to Cayman Island nodes
Fixed spelling error Seattle dock load screen
fixed Deliah 1 not giving Nuyen to hire a crew
fixed Ratman and Perdition prereq
fixed Windswords Clayton Ladue trigger changed from token to story variable

I have tested Dirty Pete and Deliah runs and they are working now. I will test JE runs tomorrow.

DMS quest items will appear in inventory. This is due to the amount of quest items that will display in the editor. I had to use substitutes. The editor will only display 170 items and then they can't be selected for triggers or any logic functions. The existing one are still recognized by the exe.

1.0.5

uploaded fixes for JE runs
add fix for waypoint stl docks
add fix for sobotage goal Earth City so hopefully it won't appear if you leave by the escape tunnel.
added fix if Harry Matters is dead
added fix for securitas doors in University City

1.0.6

encounter strange bug while playing final DP mission. Game applies 2147483648 points of damage with no attack. It may be a bug. I updated my test character to 11 body so that may be it. I am still looking for an solution to this. Uploading latest fixes. This occurred after leaving the Coffin Motel in University City, but I did a rewind to try and see if having an NPC would help and it happened in another area. I may try to rewind to the point before I raised the body stat.

I have put in fixes and all the JE and up to the last DP run was working. I havn't retested the Deliah runs at this point.

1.0.7

It appears that this is the HP bug. What I found is that with a dwarf character when I raised the Body stat to 8, the game sarts adding HP at each scene transition. When the HP stat reaches the maximum for the HP variable the game then shifts to the maximum negative allowed for the variable. This of course causes the character death. It probably effects PC 1-3 as well, but I havn't checked at this point. This may cause death for PC 1-3 after they past the maximum point.

added modification to finale screen
Added warning to the last Deliah conversation before you start the last run
added modification to Novatech so that is no longer an option on the train conversation and the scene transitions to go back to Downtown. Earth City can no longer be accessed from the hub.
Added test to Papa Midnights Shop for Spirit traffic.

Testing the Deliah run now.

Upcoming additions, full implimentation of Astral Travel to each area and full implimentation for Spirit Traffic for each area

1.0.8

put in fix for LTG SEAT to RTG NA door title
Put in fix for Johnathon E conv to fix Harry Matter dead/alive options
removed ghoul fist from all ghouls, reapers, reavers due to bug in the pestilience effect causes the ability to have infinate strike for AP 1 attacks and other actions on PC 0-3
put wrap around in Seattle Safehouse conversation
fixed red samurai mage to red samurai animation Barren's Lab
put in prereq in Baron Samedi conversation for Kessel Run
put no see blocks in Earth City due to guards shooting through the concreate wall
change setting so that Swan's desk doesn't disappear

As far as the hit point bug, it appears to be caused by cyberwear that modifies the Body stat or HP stat. On scene transition the bonuses are added each time until the HP stat reaches maximum. This effects PC 0-3. All I can advise is to monitor the HP of PC 0-3 and do one of the Deliah or Dirty Pete runs to force a rehire of runners. If you have the cyberwear, your character will reach mximum HP and this will cause crash.

1.0.9

removed wrap around from Seattle Safehouse conversation
added prereq to Novatech Building Earth City for C-4 before allowing entry.
Removed train conversation Earth City
Goal Sabotage Material (C-4) set to primary
added back in Novatech escape to Earth City (Earth City 2 map) through front door removed train conversation from that map
modified forgotten spirit in Papa Midnight's Shop now spawning and providing conversation on spirit traffic.
Bug Ley Lines do not appear in Magic Shop cause unknown raised Y height to place further above floor, but still don't appear.

Note Mage vision has to be dragged to spell book for Astral Projection, but will not take up a spell slot. Mage vision has to be picked up from the table in Magic Shop. It will not appear in store inventory.

1.1.0

removed entrance to Novatech building on the Novatech escape map.
Started implimentation of spirit traffic and astral projection this is conversation based and is currently only in Clayton/Ladue. I hope to put the bulk of the areas in this weekend. I played around with a test module to make Astral Projection more like a matrix area, but didn't like the results.
Last edited by swceltic; 19 Feb, 2014 @ 5:43pm