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I've found something that might be a bug in the junkyard mission. I've completed the junkyard mission (the one that starts off as a mission to clear the supply lines), and the only objective I have is to leave. But when I walk to the area indicated by the yellow waypoint, nothing happens.
I had a look around the map for triggers I might have missed, and even replayed the mission (I thought it might have glitched because I didn't pick up the trivid recorder the first time round, but picking it up did nothing and there's no option to use it on anything) but there's still the same problem.
@gjd - thanks for the report, I'll take a look. I'm glad to hear that reloading let you get past it.
I think that the Shield blocking thing might be a bug with Shadowrun itself; I'm just using the default versions of the Shield program. I'll take a look and report it to Harebrained Schemes if it turns out to be a bug.
Regarding the Scrapyard Matrix run: was your main PC decking, or one of your companions? Were you decking at the beginning or the end of the scene?
New Game -> Antumbra 3 - Corona -> Create Character -> Difficulty Normal -> Automatically back to Main Menu
Wow. Impressive :D
If both of those are installed, and it keeps happening, please press Ctrl+F1 (you might need to do it a few times) to open the debug screen. If you see any red text, please copy it here; that might give a hint about what's happening. Thanks!
@gjd - I think I fixed the bug you reported with movement getting frozen near the end of the mission The Five. I was able to reproduce this if I was able to kill all the gangers before the leader reached the back of the map. In this case, the conversation with Rick would run before the conversation with the leader, which would put the game in a bad state. I've fixed this in version 0.4.2 by increasing the leader's run speed, so it should now be impossible to beat him back there.
I've also fixed a related problem I saw when testing that map: in rare conditions, if you spared the leader, he would wander around instead of fleeing from the map. He should always properly flee now.
Both bugs should be fixed now, but you'll need to restart the scene in order to get the fixes. If anyone still sees a problem, just let me know!
Completed the San Fran mission, then talked to everyone in the base before going on the water gang mission. On the 2nd part of that mission (junkyard), I spawned with an elf character named Elorn (dunno who he is or where he came from) along with copies of the allies i brought (Norton and Halley), starting me out with six characters for that mission.
No cheats. I'm running on a Mac Mini with OSX 10.9.3, via Steam, if that helps.
My PC was the decker, and plugged in the first time she encountered the jackpoint in the scrapyard.
Returning to Base, I got an Objective to contact People's University but nobody spoke to me about that. Later I recovered a Contact List in the Colma graveyard, without ever being asked to look for it. Back at Base got the option at my desk of contacting People's University and got a thank-you & promise of supplies from them, but they took my Trivid Recorder among the Mission Items, and left the Contact List. I still haven't found a Supporting Performer or made the Trivid recording. Only San Francisco left to do from the original 4 Base missions.
Perhaps if we could send you our saved games, you could better see in general what we're talking about?
I went into that mission with Emperor Norton and his hellhound (and picked up the dwarf fire-mage on the way). When I restarted it, I had both of them, a black elf, the decker girl from the second part, and a second copy of Emperor Norton with an additional action point as companions.
Needless to say that made replaying the mission trivially easy, and everything was back to normal in the next section, but I figured that wasn't what you had in mind. Thought I'd let you know.
The bug's right at the start of the mission. I walk into the graveyard, meet the first set of feral ghouls with the dwarf hostage. I sent my main character straight ahead to save the hostage on the first turn. With some lucky AOE I managed to wipe out all the feral ghouls before the dwarf had left the graveyard. When combat ended, my characters dropped into the "idle" animation, but the "neutral turn" icon was still in play. The dwarf never moved, and I couldn't move until he moved. I figure it's the same bug with the water ganger leader reported above (although I didn't encounter it on that level)
@gdj: <Edit: Got the save file, thanks!>
@gdj: Ah, nuts! Yeah, the PU/trivid thing is a bug. Version 0.4.3 fixes that too. Unfortunately, you'll need to restart/rewind to the Old City Hall scene to get the fix. Other than that, you're fine - the SF mission should give you the last piece you need.
@Faolin (again): Hm, I haven't been able to reproduce that Colma bug yet, but I'll keep on trying! If it keeps happening to you, as a work-around you can wait until the fight ends to rescue the hostage. (He can be hurt by AOE, but won't be targeted by the enemies.) I'll see if I can make it happen on my machine.
Thanks again to everyone for your detailed reports! They're really helpful to me.