Shadowrun Returns
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 3rd Aug 2013 15:12    Post subject:
Oh~ho!! Now THAT's more like it! I recommend everyone grab "Jacked-Up" if you want a great, if criminally short, UCG experience. I just finished the demo and was mightily impressed! Some typos and spelling errors, nothing major, but the gameplay itself was really fun and I can see this developing into an excellent full-fledged Run.
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4treyu




Posts: 23123

PostPosted: Sun, 4th Aug 2013 02:06    Post subject:
New update downloading now:

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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 4th Aug 2013 03:01    Post subject:
Quote:

Release 1.0.3 Bug Fixes

Fixed an issue with asset caching and optimization that was causing some users significant stalls and occasional crashes while playing. This update also includes a one-time verification of assets on startup to repair any potential cache issues introduced by prior patch.


That can't be the entire patch log, it just can't, not for a 251MB update.
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4treyu




Posts: 23123

PostPosted: Sun, 4th Aug 2013 03:11    Post subject:
As long as they don't fuck our save games (hopefully I'm not unnecesarily jinxing it xD)
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0wen




Posts: 3566

PostPosted: Sun, 4th Aug 2013 03:14    Post subject:
I don't think HBS really are that technically advanced as devs so I wouldn't be surprised if them just changing the exe file ended up being a 250 meg patch.
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JBeckman
VIP Member



Posts: 34972
Location: Sweden
PostPosted: Sun, 4th Aug 2013 07:25    Post subject:
All of the streaming asset files were updated, 205 MB in total. Smile
.\Shadowrun Returns\Shadowrun_Data\StreamingAssets\win
(And some other files like the resource ones at 200 MB total.)
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fisk




Posts: 9145
Location: Von Oben
PostPosted: Sun, 4th Aug 2013 08:20    Post subject:
New Features, Improvements
- SMG: Aimed Shot now uses 4 bullets, down from 6.
- SMG: Spray and Pray now uses 6 bullets, down from 8.
- SMG: the Beretta, Uzi, Colt, and HK are slightly more accurate.
- Shotgun: Kneecap now has a HP DMG penalty of -6, up from -3. It now has a -5% accuracy penalty, and a cooldown of 3.
- Shotgun: All shotguns have had their accuracy falloff increased slightly, lowering hit chance at long ranges.
- Rifle: Full Auto's accuracy penalty was not being applied properly at high skill levels. It should now always be 15% lower than a single shot's percentage to hit.
- Rifle: Smartlinked rifles were less accurate at very long ranges instead of more accurate. This has been resolved.
- Rifle: The FN HAR and HK G12 were very similar in every aspect except price. The FN HAR is now more accurate and holds more ammunition than the HK G12.
- Rifle: Ammo capacity of the HK G12, Colt M23, and Ares Alpha have been reduced to 32, 34, and 38 respectively.
- Rifle: The Colt M23's damage is now 15, down from 16. The Ares Alpha's damage is now 16, down from 18.
- Grenades: Reduced store prices of all grenades.
- Grenades: HE Phosphorus grenades were not showing up in the store. They should now be purchasable along with the other Tier 3 weapons.
- Cyberware purchase screen is now more user friendly.
- Vendors will now sell more things in various places throughout DMS campaign (such as more med-kits).
- Visual improvements to the summoning grid.
- General UI Improvements.
- Added additional debugging for finding walkable tiles in debug mode.
- Added messaging to alert user when last auto-save occurred.
- Black IC is now less lethal.
- Added an explanation of how Leylines work in the world of SR:R.
- Added a definition of SIN in glossary.

Bug Fixes
- Player can no longer sell a currently equipped outfit.
- Swapping outfits will now correctly give the correct enhancements.
- Player can now equip an outfit if they do not currently have one equipped.
- Drones will now retain their Rigging bonus between levels.
- Wired reflexes no longer dodge friendly effects.
- Spirit death from overwatch no longer causes occasional hardlock
- Reduced load times when loading new assets after version update.
- First time OSX play will start in windowed mode to work around a crash issue for some users.
- Move marker will now be visible over walls.
- Fixed a crash that could occur when transitioning characters one-by-one out of the scene and into the next.
- Fixed issue with equip screen item filtering.
- Fixed issue with installing upgraded cyberware on individual locations of a pair.
- Fixed issue with hiring screen adding incorrect selected runner.
- Fixed a slew of typos.
- Fixed cases in conversation where attribute or skill checks were applied incorrectly.
- Fixed character preview not showing 3D Character in some cases.
- Fixed bug where user could enter missions that require a decker without having any runners with a Cyberdeck.
- Fixed various issues with hiring Coyote.
- Work around some Steam Workshop upload timeout issues
- Editor: Changes to scene or story variables will refresh that variable in the scratchpad.

Known Issues
- We are investigating reports that some users are encountering problems downloading subscribed stories from Steam Workshop.


Yes, yes I'm back.
Somewhat.
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JBeckman
VIP Member



Posts: 34972
Location: Sweden
PostPosted: Sun, 4th Aug 2013 08:48    Post subject:
Yes that's the notes for the previous 1.02 update. Smile
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fisk




Posts: 9145
Location: Von Oben
PostPosted: Sun, 4th Aug 2013 11:21    Post subject:
Oh, that was the latest update info on Steam Sad


Yes, yes I'm back.
Somewhat.
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lolozaur




Posts: 26310

PostPosted: Sun, 4th Aug 2013 18:50    Post subject:
Development of Berlin art is already underway, and our design team is also starting to prototype gameplay and mission ideas for the Berlin campaign. We’re targeting late October for the release of Berlin.

Reaction
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Pixieking




Posts: 3452
Location: UK
PostPosted: Mon, 5th Aug 2013 15:47    Post subject:
NotsureifOldNews... And not the greatest of sources, but one of the commenters on the RPS article here

http://www.rockpapershotgun.com/2013/08/05/shadowrun-returns-berlin-campaign-in-late-october

says

Quote:

gschmidl says:

Someone’s figured out how to do anytime saves with the editor and might be working on retrofitting the campaign with it.


and
Quote:

Snidesworth says:

I do wonder how it’ll be less linear. Thanks to how the game works you can’t save a state of a scene; when you load it up it loads up fresh every time. When you return to the Seamstress Guild between runs in Dead Man’s Switch it’s a new level every time, just using a familiar environment.

Someone’s figured out a “save anywhere” system in the Workshop, but it’s reliant on using a crapload of campaign variables to track the state of everything. It just reloads the current scene, triggering an autosave, but since campaign variables are stored independently they can tell the scene what’s been done and what’s not. Assuming you’ve built everything that way.


Pixieking
----------
ASUS P8P67 Evo - Intel i7 3770k - 2X4GB GSkill RipJaws X DDR3 1600 - HIS 7950 IceQ - Creative XtremeMusic Soundcard - NZXT Phantom 530 - Thermaltake Toughpower XT 675 - Win7 x64
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JBeckman
VIP Member



Posts: 34972
Location: Sweden
PostPosted: Mon, 5th Aug 2013 16:35    Post subject:
http://steamcommunity.com/sharedfiles/filedetails/?id=164782118&searchtext=

That module.
Quote:

UPDATE 1.4 - This update is HUGE. I've incorporated into this pack a fully working proof-of-concept of a save anywhere system for Shadowrun Returns that I've engineered using nothing but the variables and triggers available in the editor. Any content pack could use these ideas and have the ability for the players to save their game, and their progress, anywhere.


If you do use it in-game however you'll notice that it has a number of game-engine limitations and such but it's a nice workaround to the save problem. Smile
(Much as those above quotes already pointed out.)
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 5th Aug 2013 16:38    Post subject:
Haha... took less than two weeks for the modders to introduce a save system. Sure it's clunky and has to work around various limitations, but it WORKS and that's all that matters.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 6th Aug 2013 16:57    Post subject:
And now a place for those with the DRM-free release or those that just prefer a permanent solution Smile

http://www.shadowrun.com/forums/discussion/31703/shadowrun-returns-nexus

Nexus! dark0ne has finally given the greenlight to creating a shadowrun.nexusmods.com Smile
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Markup




Posts: 41

PostPosted: Tue, 6th Aug 2013 18:46    Post subject:
sabin1981 wrote:
Nexus! dark0ne has finally given the greenlight to creating a shadowrun.nexusmods.com Smile

What a relief...the game is saved! Cute Pom Pom's
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Tue, 6th Aug 2013 18:56    Post subject:
Especially seeing as how so many people are having trouble with the Workshop, not just gamers trying to subscribe to content and have it install correctly (infamous "referenced" folder bug) but also authors/developers that are having issues trying to publish their work without it constantly making new versions on the Workshop as opposed to updating existing ones.
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4treyu




Posts: 23123

PostPosted: Tue, 6th Aug 2013 19:15    Post subject:
Even though I love Steam, it is very welcome to have SRR now on Nexus Very Happy It will certainly be my first option for mods.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Wed, 7th Aug 2013 17:03    Post subject:
Soo is the game worth it?


Lutzifer wrote:
and yes, mine is only average
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 7th Aug 2013 17:07    Post subject:
StrEagle wrote:
Soo is the game worth it?


For $18? Most certainly. There's plenty of user-made content coming out too and that will only improve it and further prolong the life of the game.
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Wed, 7th Aug 2013 17:45    Post subject:
sabin1981 wrote:
And now a place for those with the DRM-free release or those that just prefer a permanent solution Smile

http://www.shadowrun.com/forums/discussion/31703/shadowrun-returns-nexus

Nexus! dark0ne has finally given the greenlight to creating a shadowrun.nexusmods.com Smile


I'll take anytime the Nexus over the Steam Workshop. I hope that the Shadowrun modders will embrace nexus as an alternative.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 7th Aug 2013 17:47    Post subject:
The only downside to Nexus is that you have to constantly, manually, check your mods for updated versions - which is fine if you only have a handful but once you've installed dozens it can become a right PITA Sad Mod managers like FOMM/NMM/etc mitigate that but it's still not perfect. If the Workshop actually worked as it should, I would prefer that.. but it doesn't.. it, too, is a pain in the arse lately Sad
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Wed, 7th Aug 2013 17:53    Post subject:
True. But Steam Workshop is as good as the Steam Matchmaking for certain titles ( War 40 DOW 2: Retribution, COH, etc )..... Sad

Steam can be convenient in certain areas, but definitely needs to work in other ( like those two that i've mentioned ).
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sabin1981
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Posts: 87805

PostPosted: Wed, 7th Aug 2013 17:55    Post subject:
Aye, it needs some serious work Sad
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Wed, 7th Aug 2013 18:04    Post subject:
BTW, can you recommend some Shadowrun novels?! Being so damn hot, i'd rather read something. Getting more familiar with the universe is something that i've always wanted.

As a side note, i really hope that someone will make something new in the Crimson Skies universe, too.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 7th Aug 2013 18:12    Post subject:
ALL OF THEM. No, seriously Very Happy However, if you absolutely must have a selection.

1. Into the Shadows.
2. Secrets of Power trilogy (Never Deal with a Dragon, Choose Your Enemies Carefully, Find Your Own Truth - often called the "Sam Verner trilogy") (thisthisthisthisthisthis!!!!!!!!!!!!!)
3. 2XS (thisthisthisthisthisthis!!!!!!!!!!!!!) (2XS, Streets of Blood and Burning Bright are pretty much the inspiration for the Shadowrun Returns campaign; Dead Man's Switch)
4. Changeling (thisthisthisthisthisthis!!!!!!!!!!!!!)
5. Streets of Blood
6. Shadowplay
7. Striper Assassin
8. Fade to Black (thisthisthisthisthisthis!!!!!!!!!!!!!)
9. Nosferatu
10. Burning Bright
11. Black Madonna (thisthisthisthisthisthis!!!!!!!!!!!!!)
12. Technobabel
13. Run Hard, Die Fast
14. Tails You Lose (thisthisthisthisthisthis!!!!!!!!!!!!!)

Pretty much anything by Mel Odom, Lisa Smedman, Carl Sargent & Marc Gasgoigne, Nyx Smith, Nigel Findley and Robert N Charrette. The rest are all worth reading but those above, specifically 2/3/4/5/8/9/11/14, are the ones I recommend wholeheartedly.


Last edited by sabin1981 on Wed, 7th Aug 2013 18:26; edited 3 times in total
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Wed, 7th Aug 2013 18:20    Post subject:
Thanks!
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 7th Aug 2013 18:25    Post subject:
You're welcome and if you get these in paperback, I'll cry my eyes out with jealousy and longing Sad I once upon a time had every SR novel in paperback, same with Dragonlance (at least.. the Fourth Age/Age of Mortals and Despair, not this new Fifth Age stuff) but they've long since been lost to the ethers of time and... well... moving... Crying or Very sad
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Wed, 7th Aug 2013 18:46    Post subject:
I feel you. Always losing something in process of moving Sad
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dodger2020




Posts: 3537

PostPosted: Wed, 7th Aug 2013 19:08    Post subject:
sabin1981 wrote:
ALL OF THEM. No, seriously Very Happy However, if you absolutely must have a selection.

1. Into the Shadows.
2. Secrets of Power trilogy (Never Deal with a Dragon, Choose Your Enemies Carefully, Find Your Own Truth - often called the "Sam Verner trilogy") (thisthisthisthisthisthis!!!!!!!!!!!!!)
3. 2XS (thisthisthisthisthisthis!!!!!!!!!!!!!) (2XS, Streets of Blood and Burning Bright are pretty much the inspiration for the Shadowrun Returns campaign; Dead Man's Switch)
4. Changeling (thisthisthisthisthisthis!!!!!!!!!!!!!)
5. Streets of Blood
6. Shadowplay
7. Striper Assassin
8. Fade to Black (thisthisthisthisthisthis!!!!!!!!!!!!!)
9. Nosferatu
10. Burning Bright
11. Black Madonna (thisthisthisthisthisthis!!!!!!!!!!!!!)
12. Technobabel
13. Run Hard, Die Fast
14. Tails You Lose (thisthisthisthisthisthis!!!!!!!!!!!!!)

Pretty much anything by Mel Odom, Lisa Smedman, Carl Sargent & Marc Gasgoigne, Nyx Smith, Nigel Findley and Robert N Charrette. The rest are all worth reading but those above, specifically 2/3/4/5/8/9/11/14, are the ones I recommend wholeheartedly.


I liked the ones Robert Charrette wrote. That's the Secrets of Power trilogy as well as a couple of others. Never Trust an Elf was a decent one. I can't remember if I read Just Compensation or not.

He also wrote several Battletech novels.
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A-A




Posts: 3153
Location: New york
PostPosted: Fri, 9th Aug 2013 22:05    Post subject:
Anyone know how to leave combat? Sometimes i'm in situations with no other enemies about yet i'm unable to come out of combat mode. I've even had one situation where I had to restart the level as I could not talk to a person because I was still in a combat situation, yet no enemies in the level. END does nothing
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