Shadowrun Returns

Shadowrun Returns

Antumbra 3 - Corona
 This topic has been pinned, so it's probably important
cirion  [developer] 8 Jun, 2014 @ 6:49pm
Bugs Go In Here!
Fragging bugs. How do they work?

Corona is the most ambitious project I’ve undertaken yet. Since it follows a less-linear structure with multiple paths to completion, there’s a very good chance that there are some situations I haven’t encountered in my own tests. If you see something, say something! I will strike down the bug with great vengeance and furious anger, and future players will be thankful for your contribution to overall stability.

Any and all bugs are welcome! I want to hear about graphical glitches, missing sound effects, non-sequitor conversations, bizarre AI, anything big or small that seems broken.
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Showing 1-15 of 37 comments
Faolin 10 Jun, 2014 @ 6:13am 
Hey! I'll start off by saying I've loved the Antumbra series so far. Thanks heaps for putting it together.

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.
Last edited by Faolin; 10 Jun, 2014 @ 6:14am
gjd 10 Jun, 2014 @ 9:46am 
At the end of The 5, after the dialogue where my PC executes the Water Gang leader, the character buttons did not return and I could not select any of the characters to move anywhere or do anything; also the Save Game button was grayed out. After reloading the last saved game, everything worked fine (even though the Ranger did tend to leave his drones behind).
cirion  [developer] 10 Jun, 2014 @ 10:25am 
@Faolin - thanks for the detailed bug report! I've published an update to 0.4.1 that should fix this issue. You should get the update after you restart SRR, but you might need to close and restart Steam. You'll need to restart the scene to get the fix - apologies for making you play through this three times. :-) Let me know if you run into anything else!

@gjd - thanks for the report, I'll take a look. I'm glad to hear that reloading let you get past it.
gjd 10 Jun, 2014 @ 11:22am 
In Matrix runs, Shield seems to block more than 25 pts damage; character sometimes keeps running around after reaching the point I clicked. After the Scrapyard Matrix run, other characters did not follow PC; but worked normally after Save & re-Load.
cirion  [developer] 10 Jun, 2014 @ 2:10pm 
@gjd - I haven't been able to reproduce the problem with not being able to move after executing the leader. Are you by any chance using a cheat to speed the game up? I've noticed that sometimes the triggers get messed up if it's running more than 108% of normal speed.

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?
cireful 10 Jun, 2014 @ 6:11pm 
My experience with Antumbra 3 - Corona so far:
New Game -> Antumbra 3 - Corona -> Create Character -> Difficulty Normal -> Automatically back to Main Menu

Wow. Impressive :D
cirion  [developer] 10 Jun, 2014 @ 7:18pm 
@cireful - Ha! Yeah, that doesn't seem right. Just checking: do you have both of the first two Antumbra UGC installed? And Dragonfall?

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!
cireful 10 Jun, 2014 @ 8:06pm 
@cirion ah, yea, was missing the first two; now it works. I may play the whole trilogy then and see how it turns out. Thanks for speedy response! :D
cirion  [developer] 10 Jun, 2014 @ 10:09pm 
@cireful - Cheers! I've updated the module description to make it more clear that those mods are required; the game doesn't give a nice popup or warning when this happens, so hopefully that will help future players.

@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!
Last edited by cirion; 10 Jun, 2014 @ 10:17pm
Kolodis 10 Jun, 2014 @ 10:39pm 
Really enjoying this so far. Anyways, found a really weird bug.

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.
gjd 10 Jun, 2014 @ 11:13pm 
I restarted and the next time around was able to continue after killing the leader.

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?
Faolin 11 Jun, 2014 @ 3:37am 
Thanks for the quick fix Cirion. It did work, but it had another interesting side-effect.

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.
Faolin 11 Jun, 2014 @ 7:05am 
Hi again. Just bumped into another bug on the Coma mission in the graveyard.

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)
cirion  [developer] 11 Jun, 2014 @ 7:30am 
@Kolodis & @Faolin: d'oh! Yeah, that wasn't supposed to happen. :-D I've published an update to version 0.4.3 that will keep the duplicate allies from appearing.

@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.
Last edited by cirion; 16 Jun, 2014 @ 7:38pm
gjd 11 Jun, 2014 @ 7:43pm 
You can download the Junkyard Matrix save files from <snip/>. Then click to move the PC around a few times, and the strange behaviour should manifest. Let me know if this works.
Last edited by cirion; 28 Jun, 2014 @ 6:53pm
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