Shadowrun Returns

Shadowrun Returns

From The Shadows, Run.
reaperOscuro 27 Aug, 2013 @ 3:26pm
Issues/Suggestions thread
Considering all the comments present, it surprises me no-one has started anything here! Just a general thread for issues/suggestions. Make sure to mention which Act you are talking about.

For example: Act I: strangely the starting floor texture tiles (just after picking up a melee weapon) flickered like crazy whenever there was char movement. Coding issue or how you put the tiles together?
Also -although please understand, I get it's necessary for story reasons- it annoys me that there isn't an option to try and keep the cyberdeck. The other one could just then insist due to the object insisting, no? Especially since my char is a decker.

Still, so far so good :D
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Showing 1-15 of 43 comments
reaperOscuro 28 Aug, 2013 @ 12:52pm 
I hope that depending on your starting gender, the other person is the opposite gender. Does being charming with the other person cause some kind of counter to go up, for possible future romantic options? Lol I'm not talking ala Bioware, I'm just saying, does it affect your future standing apart from receiving the reward?

What else...oh yea, it would be great to be able to swap weapons with the other person when you first find another weapon. Especially when your relevant weapon skill is higher than theirs, but you still want to make sure they have a weapon. Granted, you find another not long after, but still, it would be nice.

And, well, this is more an issue with the main engine, but trading between characters -especially if, by the looks of it, you will be with them for a long while.

Overall though, please I do hope that you've kept up the same high standard of writing throughout the second Act!
reaperOscuro 28 Aug, 2013 @ 12:52pm 
Oh and the Fourth Wall moment is excellente, I just suggest not to do it too often, or it may loose its punch.
maik.decker 3 Sep, 2013 @ 2:00pm 
Not sure where else to post this.. it's about Act II:
@Ashram - concerning publishing problems on steam, you might contact Taloswind. He seems to be in the know about publishing problems..

Already playing Act II, but only on normal.. can't imagine how to play it as a mage/summoner on hard.. Way to little healing available, with only a couple of medpacks that can be bought, due to only a few being sold. And money is tight, too. I had used all available medpacks even before reaching St. Celestine and had only enough money left to buy one (!) of those lvl 3 medpacks there..
The "problem" with my char being not able to use about 90% of those "pick something up" spots persists. Mage uses Willpower as the main attribute, but there aren't many checks for that. And the two spots close to the van (the signal jammers) only check the characteristics/skills of the main character. I even got my party members, who would have the proper skills, to those two spots in combat, so they would "use" the spots. Still only the main character was checked. I'm SURE there is a way to check the skills of party members, too. At least in combat ;)
The lvl 1 elemental available from the summon spot only was there for one shot of the Union guy armed with a shotgun... and there's still only useless spells available from the merchants in the alley.. so come on, please.. show some love for mages/shaman
Rantanplan 7 Sep, 2013 @ 12:39am 
This may be noted already, but I think the Vexus fight would need an ending conversation option for the possibility that it has been completed without slotting. I just hosed the troll with an uzi and crowbarred his dog until both wished they were Oscar Mayer wieners, then wound up redoing the fight because I thought I missed something important and plot-relevant.

Also, in the fight with the security at the beginning, summoning the spirit from the angel statue produces, not an angel, but a black guy wearing nothing but his underoos. He also insists on being a party member rather than a spirit - he got his indecent butt shot up, but only went down for a count of 3, and I accidentially used a DocWagon kit on him. After that, he decided to stick around and pretend he was just one of the guys until the next area transition.

Regardless, great work! After the fight and the hassle with it, I thought the run was going down in quality, but the Testament sequence swept me off my feet right away.
norwalkvirus 21 Oct, 2013 @ 9:06am 
I cannot load this UGC under the 1.1.0 Beta. I'm not sure what the problem is. In this case, the opening loading screen stops at approximately 75% and the scene never finishes loading.

My guess is that either (1) the Beta or your Story looks at version compatibility or (2) the Beta adds some variable that isn't present and existing UGC must be adjusted.
norwalkvirus 21 Oct, 2013 @ 5:02pm 
It appears that the beta was being disrupted by a bad .item.bytes file. For whatever reason, the beta kept creating the Killing Hands item with the Passive Ability/Mod "Matrix Charging1". When I changed that, the Beta build started loading UGC just fine. Keep up the good work.
Ashram  [developer] 22 Oct, 2013 @ 2:07pm 
@sfortson - thx for the puzzle solving. Definietly some conflict with the beta for sure. Had a couple other people have random issues that were solved by removing the beta.
norwalkvirus 23 Oct, 2013 @ 8:11am 
The developers responded to my bug report suggesting that they fixed the problem that altered the file (on their end or through steam or somesuch).

Anyway, it works quite well with Act I.

Now. In Act II, 22 starts out with 0 health. One hit drops him and I can't heal him. His max HP is 0 and I don't know why. I check the versions from nexus and steam. They both have this. But it wasn't that way before, as far as I remember.
Ashram  [developer] 23 Oct, 2013 @ 7:53pm 
The hp to 0 on 22 is an issue with the beta. That was the issue that the other folks had. Both solved it by not using the beta.
norwalkvirus 24 Oct, 2013 @ 1:35pm 
Yeah, I'm getting HP jumping all over the place on various actors (mostly Shadowrunner Team Members) in various UGC.
Ashram  [developer] 24 Oct, 2013 @ 3:04pm 
Does the beta included an updated editor? Curious about some of the additions like the pinpad security locks.
EriCordeiro 31 Oct, 2013 @ 4:31pm 
Got some problems at the Vexus fight, killing the last minion means auto death for me, I'm not sure if that's intended... Quite annoying too, I'm redoing that part for the 10th time now and still stuck.
norwalkvirus 1 Nov, 2013 @ 3:01pm 
The editor was supposedly updated, but I'm not the most familiar with it.

That said, 1.1.0 is now in general release.
norwalkvirus 1 Nov, 2013 @ 3:06pm 
I can't open Act II Part 2, either. Not sure where the problem is.
$crooge 17 Nov, 2013 @ 4:45am 
I've run into a issue in the first act whit the optional quest for Dr. Stevens: The Encounter in Habor Warehouse would resolve for me after I beat all the attackers the boss just stands there and nothing progresses. With rewinded savegame the encounter sometimes doesn't start at all.

Nonetheless I've found the run really cool and finished my Let's Play at this point of act 1, will continue soonlishly with act 2. *thumps up*
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