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Dock Area, when entering. They spawned, but as soon as combat began, the were removed.
Rust Stiletto's area, outside. They spawned, but as soon as combat began, they were removed
Nightclub, where Kitsune is, they spawned, no combat though, they weren't removed either. Back outside, they were gone.
Importing an character issue: I had a character to play a previous version of the UGC (and others as well) and re-imported him. When leaving the morgue, the Street Thug/Decker character did not spawn, neither would the Dark Ally shootout trigger
Thanks for all your work here. I like it.
Edit:
Forgot to mention: I created a new character, same as the old one (less karma though, less items too) - everything went well so far except the ally spawning.
One more thing: the octopus in the warehouse seems to be misplaced. The targeting circle is slightly behind his back, need some searching with the mouse cursor to find it.
And one more:
Said nightclub, where Kitsune resides, the Runner named Steelflight is behind the counter, on bartender's side. Could get him to talk to me...
- Dog follows you. (reported 3/13/14 by dm_burbank)
Dog didn't follow me either
- Dogcollar issues (reported 3/17/14 by MinganIsABeast)
in earlier versions you could pick up the collar twice, I guess, that is what was meant? Well, I didn't meet any issue here in the latest version.
We're still looking into these strange spawns and will investigate the other issues you reported.
It sounds like the combat is starting before the triggers go off.
I have an idea for what to try next, thanks!
Thanks for catching the Jagged Nails, they weren't supposed to be there at all.
The Docks, The Stilletos, and the Jagged Nails club should be fixed. I need to go through all the scenes and make sure there aren't any others like that.
I fixed Steelflights position in the club as well.
I'll try and fix the octoboss as well...
SNES Reboot Alpha 2.0.0.3
issues in order of appearance in a new game
character imported from testing room, 143 karma, 2 pistols, Failight Excalibur, Hi Grade Street Armor, no further items.
Tenth Street Office Block:
when attempting to enter the Building, where the Business Man resides, but then reconsider (cancelling) and instead trying to enter the Glutman Building, you'll still be transportet to the first interior.
Morgue:
Basic Medikit respawns (intenionally?) Got the first one after my character woke up, used it on the shaman, got the second one, when collectiong Grinder's stuff.
Telephone: when calling Sassie, final words: Bye Jake (even if your character is named differently)
Tenth Street, Grim Reaper Club:
Jangadance has three hiring options: [100] Be on call (greyed out when picked before) / [1500] Yes / [1500] Yes (greyed out)
Old Town Talismonger:
Option Vampires is always present, albeit greyed out.
Old Town Weapons Store:
Option Mesh Wire Jacked, if clicked costs 5000, gives message: eqipped Mesh Wire Jacked - but Inventory does not change
Daley Station:
the exit symbol on the train is missing when you first arrive there. Fighting the orcs, leaving the screen and re-entering does not make it appear. Leaving the station, though and going back to the train then, does.
Directions would be nice, too. At Old Town Station a almost always pick the wrong train.
Dr. Maplethorpe:
when talking to him with an active Cortex Bomb timer, choose the heal option and he sells an basic medikit for 100. After he fixed you though, you'll get the shop window, the basic medikit now costs 150
Wasteland Club:
Frogtongue, hiring options: no "Be on call", hiring option reads {{GM}1500 Yes
Anders, hiring options: no "Be on call"
Jetboy, hiring options: no "Be on call"
Norbert, apart from his unnerving image, has some issues:
hiring options: no "Be on call"
Initially (Talk option) he says 2000 upfront - but hiring is about 1000
after you've gone through all his options without hiring him, talk to him again - no hiring option anymore. No options at all, that is. Leaving/re-entering fixes that, though.
Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed...
Rusty Nail Club:
Club Manager sells the street doc number several times, but it's not payed even once.
Splatter, hiring options: no "Be on call", one valid, one greyed outside
Steelflight, hiring options: no "Be on call", one valid, one greyed out
Kitsune, hiring options: no "Be on call", one valid, one greyed out. Upon hiring, checking her inventory - Heal V - 100 HP? Seriously? That's game breaking.
Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit - suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
second warehouse, dog: Dog gave me Heal I, took leaves and increased my Spellcasting score from 0 to 1 - opon entering, I never talked to him in that place before. intentional?
Sewers/Rat Shaman's Lair
new design is great, but could use a litte bit more lighting. End of game for me, after the fight I was trapped - my char even said so, when we reached for the door. Didn't find a second exit or someone to talk to or any other kind of objet to meddle with...
That dog gives you the heal spell even if you didn't talk to him before is intentional. Would you like to have that somewhat changed?
Have to look into the rat shaman's lair again. Beeing trapped is only supposed to last while you fight. Did a spirit appear after you defeated the shaman and did you talk to him? That should have triggered the door to be interactable again.
about the dog: seemed off to me, that he was giving me the quest reward without telling me beforehand, what the quest actually was - once I went to him without visiting kitsune earlier, so I had no leaves, and he told me what was needed. *shrug* felt just not right. that's all.
edit: I reloaded a save from before the fight, in front of said door, prior to me openning it. got through the whole shaman fight again... at the end a ghost related sound is played (his summoned spirit died earlier, so it wouldn't be that) - but the jester spirit does not appear. not visibly.
edit2:
rewinded the save to downtown cemetary, went through the whole sewer system again, then finished the shaman off, again, but no jester spirit appears.
Something is off with the shaman, anyway. 3 fights in a row, three times he summoned his spirit, 3 times in a row he lost control of that spirit in the very same turn... nevermind that, he's already overpowered. A default character would have some trouble beating him even with his spirit always going rogue.
The fights at this point are not balanced yet. I think we are up until the rust stiletto hideout with balancing. The rat shaman definitely is a tough nut atm.
Thanks again for your thoughts :)
The conversation options you mentioned are easy to fix. Expect them to be handled in the next update.
The gear issue in the beginning, the campaign is supposed to strip you of your gear but it only takes your stash not equipped items. I think I'll reverse that but in the "welcome scene" provide the option to go with or without your gear when importing...
And I'll think about the rest later ;)
Thanks again!
maybe something like: de-equip everything -> send to stash -> which could be retrieved at his apartement. but to get home he needs a weapon, which he gets from the dead street thug/decker in the dark alley.
The fixed issues are in the change notes.
This build will not be rolled out to Nexus. I will update Nexus when we get to 2.0.1
Tenth Street Office Block:
when attempting to enter the Building, where the Business Man resides, but then reconsider (cancelling) and instead trying to enter the Glutman Building, you'll still be transportet to the first interior.
- Not yet addressed.
Monorail: Directions would be nice at Old Town Station.
- Most likely will be a custom prop fix.
Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed...
- Will clarify.
Jagged Nail Club:
Club Manager sells the street doc number several times, but it's not payed even once.
Splatter, hiring options: no "Be on call", one valid, one greyed outside
Steelflight, hiring options: no "Be on call", one valid, one greyed out
Kitsune, hiring options: no "Be on call", one valid, one greyed out. Upon hiring, checking her inventory - Heal V - 100 HP? Seriously? That's game breaking.
- Will fix in next build.
Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
- Need to investigate. Most likely related to the "lone star spawn".
first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit - suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
- The matrix was still being worked on. I was experimenting with interesting approaches, and part of that nodes approach involves teleporting. I'll check to make sure it didn't break AND to make it seem deliberate instead of bugged.
second warehouse, dog: Dog gave me Heal I, took leaves and increased my Spellcasting score from 0 to 1 - opon entering, I never talked to him in that place before. intentional?
- I'll have to check.
Sewers/Rat Shaman's Lair
new design is great, but could use a litte bit more lighting. End of game for me, after the fight I was trapped - my char even said so, when we reached for the door. Didn't find a second exit or someone to talk to or any other kind of objet to meddle with...
- Foh will be handling this, unless he needs help.
Continued my earlier bug fixes. The hired runners conversations should all be fixed at this point. Their prices are not correct.
As long as no one points out any major mod breaking issues, the next build will be published both to steam and nexus.
Sadly time is really tight so I can't thoroughly test myself. I will try and fix anything major fast though.
Rust Stilettos area outside:
What is the Iron Key for? Never saw a messege it was used or needed...
- Added popup message on use. (only a partial solution)
Jagged Nail Club:
Club Manager sells the street doc number several times, but it's not payed even once.
- Fixed
Splatter, hiring options: no "Be on call", one valid, one greyed outside
- Fixed. Unverified. Prices are temporary.
Steelflight, hiring options: no "Be on call", one valid, one greyed out
- Fixed. Unverified. Prices are temporary.
Kitsune:
hiring options: no "Be on call", one valid, one greyed out.
- Fixed. Unverified. Prices are temporary.
Upon hiring, checking her inventory - Heal V
- Reduced to Heal 3. Fixed move speed. Did this through mass text file editing so confirmation needed.
Docks area:
upon entering, combat triggers, 2 skull symbols appeared next to the images of Kitsunge and my char. They disappeared seconds later
- Need to investigate. Most likely related to the "lone star spawn".
- Adjusted the trigger order, not much else I can do at this point. Will continue thinking on it.
first warehouse, matrix: is somewhat buggy. First I triggered some IC, then my char got teleported halfway back, after clearing the map and getting both nodes, I clicked to make him move towards exit - suddenly he started running until he hit the wall (nowhere near I was clicking to begin with)
- The matrix was still being worked on. I was experimenting with interesting approaches, and part of that nodes approach involves teleporting. I'll check to make sure it didn't break AND to make it seem deliberate instead of bugged.
- Made it seem deliberate with displayed dialogue, but I will investigate it more. Not tested.
- Kitsunes dialog broke. :(
OldTown:
- High probabillity that the monorail scene is loaded again right after you left the monorail station.
- weapon shop owner isn't in his shop (he is actually hiding in the talismongers wall...)
- transitions between caryards and old town is broken (both directions)
Rat SHamans Lair
- Shaman has wrong stats and therefore cannor use his spells