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Finished Tasks
- Contract viewing changes
- Grind Zones costing fights
New Tasks
- Fix Akimi conversation. It should be properly split between the phone call and in person.
- Giving hired runners upgrades (large task)
- Verify Grind Zone cost happens multiple times (not behaving as expected in the current test)
- Verify count is decreasing on Hamfist hack in Glutmans (not behaving as expected in the current test)
Next Steps
- Clockwork bugs
I managed to go through the latest batch of his screenshots, there are a lot of them, and handle some of the issues and identify other areas to investigate.
He has some old screenshots (from previous versions, but later in the mod) that I feel I should review as well... But that will depend on time.
V3.3.3.1 CLOCKWORK
- Conversation Fixes, typos and otherwise
- Phone conversation picture fixes. (Unverified)
DT_CENTER, TS_INT_JAKE_Apartment, Cage
- Added a check to ensure you have a cyberdeck before going to the final room. (Unverified)
- Brought Caryards sleep conversation more in line with regular sleep conversation. (Unverified)
New Tasks
- "Waste" phone conversation
- Better Jangadance picture (he looks like he has issues)
- Fix the "invisible cover" issue in the arena.
- Monorail grinding
- Verify Hired Runners leaving. They should always say "Good bye"
Next Steps
- Tackle the clockwork bugs I haven't addressed yet.
V3.3.3.2
- Adjusted the initial encounter with the Orks at Daley so that you can actually read the text
- Replaced all instances of "Matchbox" with "Matchbook". Let me know if I missed any!
- Tried numerous approaches to Akimi talks... Did not like them so left as is. Need to investigate more.
V3.3.4 TEAM ETIQUETTE
- Adjusted Drake Tower and Aneki Tower to use TEAM etiquette. This will need thorough testing.
New Tasks
- Handful of debug comments in Drake Tower conversations.
Next Steps
- Most of the "new tasks" are minor things, verifying random stuff or polishing up. They don't need to stop me from going to beta. Therefore, the next step will be an attempted balancing playthrough as that is the major thing which needs to be accomplished before I am comfortable declaring beta.
- My previous balancing attempts have resulted in finding MANY bugs... So I don't know how long it will take as often the bugs require me to start from scratch.
Tomorrow I'll tackle Dark Blade.
I tried to push a patch out, but steam refused to publish for some reason. I'll try again tomorrow.
V3.3.5 JANGA
- Replaced Jangadance picture everywhere except credits
V3.3.6.1 PLAYTHRU
- Typo fixes
- Fixed Dances hire bug
- Docks Matrix didn't work. Verify hired runner hacks.
- Made Docks Dog initial conversation stay longer. (It was too fast to read)
- Fixes to Kitsune conversation in Rat Shaman Lair. (It really should be merged with the normal conversation)
Summary of Issues Found
- Approximately 40 things that need investigation or fixing.
- Most are not game breaking and shouldn't delay beta.
- Transitions need to be consistent, you never know if you are walking or clicking or what
- Some scenes have VERY slow load times.
- On normal mode, it may be too easy. (Then again I am using a tier 6 shotgun)
Friday Tasks:
- Fix bugs
- Resume playthrough. Visit the Docks and test the matrix (it was broken). Visit Dark Blade. Attempt to finish the Mod.
V3.3.6.2
- Fixed missing Phone Images in TS_OB_APT (Will Verify Later)
- Disabled the ability to page before you get credstick
- Fixed Glutman door so you couldn't enter from around the corner
- Secret Room Clicks no longer bring up the chat prompt.
- Fixes to prevent incorrect turn based mode from happening on entering the TS Alley (Needs more verification)
- It is possible to die in the arena even with the buffer built in. Added proper end game logic. (Needs more verification)
- Fix to prevent you from accidentally entering the monorail when trying to enter the sputnik club.
- Fix to prevent clones of Orifice and Dances in the Sputnik.
- Fix to being unable to talk to runners in the monorail.
- Added Screenshot to Arena loading screen.
- Fixed Rust Stilettos so that ANY play controlled runner can flee, not just player 0.
- Fixes to Talismonger's picture not properly displaying on the phone. (Unverified)
- Made the DT Hotel room larger as you couldn't reach the phone with a full team.
- Fixed DT so you don't have a crazy number of NPCs showing up in the combat queue.
- You can't put Hamfist on call without the credstick (Unverified)
Its going surprisingly smoothly.
V3.3.6.3 PLAYTHRU DARK BLADE+
- Shifted DB Shop entrance a little and changed it to a transition symbol.
- Removed DB Debug / Alpha messages
- Attempting to fix DT Transition Consistency. (Unverified)
- Removal of unused triggers
- Splatter wasn't spawning in the JN Club. (Unverified)
- Fixed Portal to leave Jester's Realm so that you can choose to stay. (Unverified)
- Bremerton and DB loading images (Unverified)
VERIFIED
- Phone conversation picture fixes.
DT_CENTER, TS_INT_JAKE_Apartment, Cage
- Brought Caryards sleep conversation more in line with regular sleep conversation.
- It is possible to die in the arena even with the buffer built in. Added proper end game logic.
- Fixes to Talismonger's picture not properly displaying on the phone.
NEXT STEPS
- Hoping to play through Drake's at least tonight. That would leave just Aneki for tomorrow.
- Once I beat the mod on a balancing playthrough, then we will likely be able to promote to beta.
Lots of bugs found (sadly), but nothing major enough to prevent the push to beta... I think.
V3.3.6.4
- Removed "click to continue" to enter JR (Unverified)
- Adjusted Jester chat so you can't accidentally pick the wrong name provided you know the correct one.
- Adjusted Drake FL2 Challenge conversation so its not a 50/50 chance of combat. (Unverified)
- Drake Tower Conversation Tweaks
- Adjusted Drake Exit so runners don't spawn trapped (Unverified)
- Adjusted Dog Exit so runners don't get trapped behind walls (Unverified)
NEXT STEPS
- Aneki Tower. I expect the balance will be way off here... But we'll see.
Made it through the second floor when reinforcements arrived so now we need to fight out way out...
V3.3.6.5 ANEKI
- Minor Map Adjustments.
- Fixes to Frogtongue conversation pathing.
- Akimi conversation fixes (Unverified)
- Fixes to initial Akimi hire and monorail spawn. (Unverified!)
- Removal of Debug statements from Aneki
NEXT STEPS
- I hope to finally finish the playthrough Monday night.
- I think I'll release the beta candidate (4.0) shortly after new years - January 8th, 2018
Don't worry, I'll make more progress this week!
And I very boldly declared the beta date, so I have to stick to that ;)
Aneki Tower has a LOT of issues which need to be looked into this month before the beta candidate.
Once I polish up the logic, I may need to get Dave or Thomas to look at the map itself as there are some weird line of sight and movement issues.
V3.3.6.6
- Added persistance to Aneki guards when first floor is cleared (Unverified)
- Adjusted Aneki Tower loading screen so it didn't require button click.
- FL3 Computer Guard Drones failed to trigger. (Unverified)
- Fixed some weird map behavior in FL3 (Unverified)
- Fixed some weird map behavior in FL5 (Unverified)
- Minor interactable item fixes in Aneki
- Minor fixes to FL5 Survivor chat, but its still a placeholder (Unverified)
- Added the ability to check how much Karma you earned by clicking your character. (Unverified)
Next Steps:
- KILL THE AI!
- BUG FIXES :(