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Shadowrun Shadowrun Returns - Dead Man's Switch Original Campaign

Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Yeah, but they don't even do the same thing. Haste gives extra AP, Stride gives more movement/AP.
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,538
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Steam downloading an update for SRR. What does it do?

You're losing your touch Infinitron

Release 1.0.2

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.
 
Self-Ejected

Excidium

P. banal
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Messages
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I can speak for him in that adepts are still shit and that grenades are still worthless, like their fucking problem was price and not occupying individual inventory slots and costing 2 AP to throw
 
Self-Ejected

Excidium

P. banal
Joined
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Messages
13,696
Location
Third World
Adepts are awesome. :rpgcodex:

Just the adepts you can hire as runners are shit.
No, adepts are shit. Only worth anything for doing in melee range what shotguns did from the other side of the room behind cover. I guess shotguns are less stupid now but it doesn't change the fact that adepts need points all over the place to function AND have horrible abilities.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,415
Location
Copenhagen
Black IC is now less lethal

What this game really needed was a difficulty reduction. I played this game blind and on Very Hard, without a main char Decker, and I haven't even taken damage from a Black IC once.
 

Aeschylus

Swindler
Patron
Joined
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Messages
2,538
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Adepts are awesome. :rpgcodex:

Just the adepts you can hire as runners are shit.
No, adepts are shit. Only worth anything for doing in melee range what shotguns did from the other side of the room behind cover. I guess shotguns are less stupid now but it doesn't change the fact that adepts need points all over the place to function AND have horrible abilities.

PC adepts get up to 6AP with buffs, AP drain much more reliably than shotguns (particularly after the patch), and do more damage than any weapon other than shotguns (maybe more per turn on average depending on enemy configuration). But yeah, the melee abilities are worthless.
Their skill distribution doesn't really matter, as you get more points than you can shake a stick at anyway. I was dumping points into charisma and shaman skills by the end. There's very little difference between 6 and 9 strength when you're critting every attack anyway.
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Black IC is now less lethal

What this game really needed was a difficulty reduction. I played this game blind and on Very Hard, without a main char Decker, and I haven't even taken damage from a Black IC once.
I got a crit from it once, it took me straight from full health to a death seizure on the Telestrian office floor. But yeah, that one's a weird fix.

PC adepts get up to 6AP with buffs
Tell me how, I've never seen more then 5 and that was a lucky Haste double effect.
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
Shotgun change is good - kneecapper was far too overpowered. Changes will make SMGs and pistols relatively more appealing, which is also good from a roleplay perspective - a runner walking into a bar with a shotgun and assault rifle strapped to his back just doesn't seem right.

Cyberware is still largely broken. Melee remains useless, but this is good, anyone who brings a knife to a gunfight deserves what they get. Chi casting really needs to be changed to always on buffs in return for the karma spent (perhaps requiring minimum essence for higher level abilities, all the way up to 5 or even 6 for highest to prevent abuse).

I'm curious to see if the shotgun nerf makes very hard difficulty worthy of the name - without being able to spam -ap aoe attacks, some later fights could become quite challenging on very hard (also aided by rifles being weakened, particularly in full auto mode).
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Yeah I didn't have issues with Black IC either, and that's with dodger that everyone says is shit. The ALLAHU AKBAR ESP eats those things that love stacking on melee
Melee remains useless, but this is good, anyone who brings a knife to a gunfight deserves what they get.
Herp Derp

Say that to a fuckin Troll
Adepts are awesome. :rpgcodex:

Just the adepts you can hire as runners are shit.
No, adepts are shit. Only worth anything for doing in melee range what shotguns did from the other side of the room behind cover. I guess shotguns are less stupid now but it doesn't change the fact that adepts need points all over the place to function AND have horrible abilities.

PC adepts get up to 6AP with buffs, AP drain much more reliably than shotguns (particularly after the patch), and do more damage than any weapon other than shotguns (maybe more per turn on average depending on enemy configuration). But yeah, the melee abilities are worthless.
Their skill distribution doesn't really matter, as you get more points than you can shake a stick at anyway. I was dumping points into charisma and shaman skills by the end. There's very little difference between 6 and 9 strength when you're critting every attack anyway.
Unarmed adept is shit, go away with your katana shenanigans

Mana Fist isn't good for anything other than awakened extreme porn
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
Black IC is now less lethal

What this game really needed was a difficulty reduction. I played this game blind and on Very Hard, without a main char Decker, and I haven't even taken damage from a Black IC once.

The one matrix area that was challenging on very hard was
the telestrian hack using Dodger (this may have been because Dodger is a waste of space however). I barely made it through that on very hard due to his lacklustre skills, the alarm went off in the final room despite using the suppression program whenever it was on cooldown, and the only thing that allowed me to complete was the exploder ESP that took out most of the ICE in the room at the time.

I'm surprised you found it a walk in the park, but as I say perhaps the fault lies with Dodger rather than the game's difficulty.
 

KithKanan

Novice
Joined
Apr 15, 2013
Messages
38
Also, I found out what's behind that vending machine in temple. You need 5 STR to move it, and 5 Decking to unlock door behind it. It leads right to the corridor with a body of Cherry Bomb's friend, and then right into the final stage of that level with ms. Watts and her bug-friends. Who would in their right mind play a melee decker I don't even...

There's another way in this door that requires neither STR nor Decking:
1) Get access to the Janitorial closet and locker room. This seems to be doable by either:
a) Bribing the Janitor to open the door for you
or
b) Just going in once you have a keycard with sufficient access
2) Inside the closet, take the lard and chloroform, then take a janitorial uniform that fits you inside one of the lockers in the locker room.
3) Masquerading as a janitor, talk to the UB leader in the auditorium. Tell him you have an urgent janitorial problem that needs his attention.
4) He'll agree to meet you in the closet. In there, chloroform him and take his keycard/outfit.
5) In the kitchen, you can move the vending machine by sliding it using the lard instead of STR.
6) The door will unlock since you have a suitably high-ranking keycard.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,969
Location
Russia
Ooh, so that's where you get lubricant
Strange that door did not unlock for me, I had highest ranking card, which I stole from a locker by passing 5 INT lockpick check.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
They should change the melee overwatch to be a circle instead of a cone, that would help a little.
 

KithKanan

Novice
Joined
Apr 15, 2013
Messages
38
Ooh, so that's where you get lubricant
Strange that door did not unlock for me, I had highest ranking card, which I stole from a locker by passing 5 INT lockpick check.
Yeah, I tried that card on the door first and it didn't work. May be a bug, or may be that not even all in the 'inner circle' are cleared to know about the doorway.

Also, apparently finding that doorway shaves some time off the final run. It makes mention that you go back through the doorway when you return and so don't have to fight your way back in through the temple. Not sure how much hassle that saves you.
 

evdk

comrade troglodyte :M
Patron
Joined
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Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Ooh, so that's where you get lubricant
Strange that door did not unlock for me, I had highest ranking card, which I stole from a locker by passing 5 INT lockpick check.
Yeah, I tried that card on the door first and it didn't work. May be a bug, or may be that not even all in the 'inner circle' are cleared to know about the doorway.

Also, apparently finding that doorway shaves some time off the final run. It makes mention that you go back through the doorway when you return and so don't have to fight your way back in through the temple. Not sure how much hassle that saves you.
You go in through the exit you used to escape the bugs the first time.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Frankly, Adept Powers (or the later ones at least) aren't good enough for the karma investment they require. At the very least, the self-buffs should be significantly better than mage/shaman equivalents, and should last a lot longer as well.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Frankly, Adept Powers (or the later ones at least) aren't good enough for the karma investment they require. At the very least, the self-buffs should be significantly better than mage/shaman equivalents, and should last a lot longer as well.
None of them really are, except the first and fourth points.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,415
Location
Copenhagen
Black IC is now less lethal

What this game really needed was a difficulty reduction. I played this game blind and on Very Hard, without a main char Decker, and I haven't even taken damage from a Black IC once.

The one matrix area that was challenging on very hard was
the telestrian hack using Dodger (this may have been because Dodger is a waste of space however). I barely made it through that on very hard due to his lacklustre skills, the alarm went off in the final room despite using the suppression program whenever it was on cooldown, and the only thing that allowed me to complete was the exploder ESP that took out most of the ICE in the room at the time.

I'm surprised you found it a walk in the park, but as I say perhaps the fault lies with Dodger rather than the game's difficulty.

I used Dodger. I thought it was compulsory at the time. Spawn your programs immediately. Have support-program shield you when it can. Use alarm reduction whenever possible.

The result was a total cake-walk even though I fought sub-optimally and thus missed a bunch of attacks (therefore spending more time in the Matrix than necessary).
 

Western

Arcane
Joined
Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Noticed another bug, a no class character that comes with a datalink has 5 essence, bit crappy since if you start with mage or shaman you could install A class eyes and a datalink and still have 5 essesnce.
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
Black IC is now less lethal

What this game really needed was a difficulty reduction. I played this game blind and on Very Hard, without a main char Decker, and I haven't even taken damage from a Black IC once.

The one matrix area that was challenging on very hard was
the telestrian hack using Dodger (this may have been because Dodger is a waste of space however). I barely made it through that on very hard due to his lacklustre skills, the alarm went off in the final room despite using the suppression program whenever it was on cooldown, and the only thing that allowed me to complete was the exploder ESP that took out most of the ICE in the room at the time.

I'm surprised you found it a walk in the park, but as I say perhaps the fault lies with Dodger rather than the game's difficulty.

I used Dodger. I thought it was compulsory at the time. Spawn your programs immediately. Have support-program shield you when it can. Use alarm reduction whenever possible.

The result was a total cake-walk even though I fought sub-optimally and thus missed a bunch of attacks (therefore spending more time in the Matrix than necessary).

On very hard difficulty? Dodger's hit chance was usually around 50-55%, his ESPs weren't much better. Enemy ICE did 75-100 damage per shot iirc, meaning 2-3 hits would wipe out an ESP unless it was shielded. The only reliable attacks were Dodger's aoe and the attack ESP's aoe. Almost every fight was touch and go, Dodger's best attack being degrade which he landed only half the time.

Please note: I'm only talking about very hard difficulty, and what I was seeing was very low accuracy.

For comparison, the same run using my player-decker (with Int/Decking 7, the top end deck etc) was a walk through the park without using ESPs or alarm suppression, simply because he could actually hit ICE with 85-99% accuracy (plus I had decent level 3 spells like shield and sniffer).
 

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