Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Shadowrun Shadowrun Returns - Dead Man's Switch Original Campaign

Regvard

Arcane
Joined
Apr 17, 2012
Messages
1,070
Location
Gormenghast
I'm pretty sure dodge also counts towards dodging magical attacks, unless it's an AOE.

According to the stat tooltips willpower is what lets you dodge magic and dodge only works on physical attacks.

I did a test with this using the module "make a high level character and test it".

First I made one with willpower 11 and doge 1. I let a mage hit me 15 with a directed spell, that I do not think was powerbolt, as the effect was akin to flamethrower he also made an invocation before throwing it, but then again he threw it every round, so either the computer cheats or he was throwing another spell, or possibly not a spell at all. Thus I'm not 100% sure about this, but the results were as follow:

With willpower 11 and dodge 1, I only dodged a single one of the 15 attacks.

with willpower 1 and dodge 9, I dodged 13 out of 15.

Now this could be a coincidence, the chances of getting hit probabilistic, but by the same token; The chances of this being a coincidence is extremely low, probably beneath 5%. But again, I'm not 100% sure that the attack counts as a spell, or as a physical attack, as the powerbolt that the mage has, seemingly does.

There is a "weapon" section at the magic shop where you buy some magical attack. I wasn't a mage myself but used an npc and I think those work like a pistol you don't need to reload or something. Just some magical attack, not exactly a spell. You may be dodging those and resisting actual spells.
 

Regvard

Arcane
Joined
Apr 17, 2012
Messages
1,070
Location
Gormenghast
Yep, still not a spell though. It's like the difference between the default attack you use in matrix and the programs.
 

Kaldurenik

Arcane
Patron
Joined
Dec 3, 2010
Messages
895
Divinity: Original Sin
I have now completed the game... But... the save got corrupted so i had to make a new character.
*RAGE*...

And yes dodger is 100% useless.

Also is the hit system broken? 99% chance to hit and i missed 14 times in a row got a weak hit and missed 10 times O.o This is very common for some reason... Or heck maybe im just the worlds most unlucky person :(.

Anyway there are so many things missing and that need to be fixed. It feels as if they had this idea to make a lot more things for the game but ended up with well almost nothing...
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
Also is the hit system broken? 99% chance to hit and i missed 14 times in a row got a weak hit and missed 10 times o_O This is very common for some reason... Or heck maybe im just the worlds most unlucky person :(.

The number of points that you put in the weapon decides the chance for a weak hit or not. It has nothing to do with hit chance.

I must say that I've noticed nothing strange about the hit system. And indeed, failing to implement such a simple thing as as drawing a pseudo-random number uniformly from 0 to 1, would be beyond embarrassing. It's a thing you can learn to do within 5 minutes of programming for your first time.
 

warpig

Incel Resistance Leader
Manlet
Joined
Mar 24, 2013
Messages
7,364
Location
lmaoing @ your life
Shadowrun Returns is way to easy, that's imo the biggest flaw here. I played on hard, failed only once (Dodger had a little accident with the alarm in the matrix). The gameplay gets more interesting near the end (the mission with the turrets, bugs), still the missions could use more challenge and variety. Another thing is that the mechanics are a bit shallow. A team 3 guys with rifles can plow through every mission like a motherfucker. It woud be nice if there was a need to use other type of characters in combat, mages, melee types...
Nevertheless, I had fun with this game, looking forward to the mods.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,248
Location
Azores Islands
Maybe someoone will start working on a content restoration pack, and a year or 2 from now we will get to see what the devs originaly intended for the Seatle campaign.
 

Morkar Left

Guest
Well I hope berlin redesigns melee in general.

I hope it adds retractable claws too. How the fuck did they leave that out.

It seems to me shooting in melee gives you penalties. I'm missing a lot more when I try to shoot my pistol right into the face of an enemy who is standing next to me but the to hit percentage info doesn't affect this.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
I think I'm close to the ultimate powerbuild:
Race: elf or dwarf
class: none

body: 9
ranged combat: 9
rifle: 6
dodge: 9
willpower: 2
spellcasting: 2
Charisma: 6
Conjuring: 6

Spells:
-Fog, AOE reduces chance of hitting for those within it with 15%
-Shadow, emergency spell, makes you impossible to hit, but also makes it impossible for you to shoot.
-Haste 4, ups your AP to 5, can be used permanently in battle.
-aim I, ups your aim by 12%, negates the penalty from full auto fire.
-heal wound, heals the latest injury sustained.
-One empty spell slot to be used for whatever you wish.

Rifle is only 6, because we want to use full auto fire as often as possible, could probably be lower, to up other stats.

I'm pretty sure you could solo the last mission with this build, this guy is a fucking one-man army that is almost impossible to hit, has shit tons of HP, and pretty much one shots two enemies every round. As an added bonus, he also has a very high charisma and 3 etiquettes.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,291
Location
Djibouti
Btw, has anyone figured out what's the use of the shaman's Silence spell? Or the aoe Quietbomb?
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
There are some points in the game where guards call for reinforcements, maybe it could be used in those situations.
 

Wulfstand

Prophet
Joined
Jul 13, 2009
Messages
2,209
Am I the only person frustrated at how fucking useless Riggers are past the mid-game, unless they're your main character? You can't change their drones, which are severely underpowered lategame, and if both are activated, the Rigger is left with just one AP, which does fuck-all in combat. I was left with just metal shields, which proved to be somewhat useful to distract the bugs, especially those big aoe-nuking fuckers.

Finished the campaign with an elven wizard; the class wasn't all I'd hoped it would be, but whatevs. Now I'm itching to go human ss with a shotgun spec, especially since I haven't really done too many of the side-quests. I'm curious about one thing: does Jake join you in any other runs, after you part ways near the beginning? I remember seeing him in that hour long hands-on a few months back, but I never ran through that level myself.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,100
Chris Avellone ‏@ChrisAvellone
Shadowrun Returns is a lot of fun. And plus, *asterisks* for italicized text takes me back.

Chris Avellone ‏@ChrisAvellone
@mundanename Street Samurai with lots of etiquette. Oh, and after the horror of my Arcanum playthrough, skilled with pistols.

Finally, a turn-based RPG casual enough for Chris to enjoy. :roll:
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
I wish they could have come up with a new story instead of recycling the Universal Brotherhood plotline. Preferably one with less "famous" NPCs appearing.

The game kinda switches around halfway, where the story goes from gritty punk murder investigation to stereotypical "save the world from magical apocalypse". At pretty much the same point the gameplay gets more interesting though, with more complex combat encounters, more varied enemies and more special abilities available.

I feel that the Seattle campaign was about the right length but the game is too short! I'm left wanting for more and hope we don't have to wait too long for the Berlin campaign.
 

Gondolin

Arcane
Joined
Oct 6, 2007
Messages
5,827
Location
Purveyor of fine art
I'm curious about one thing: does Jake join you in any other runs, after you part ways near the beginning? I remember seeing him in that hour long hands-on a few months back, but I never ran through that level myself.

In the graveyard, IIRC. That would be mid-game. And that's the last mission together.
 

warpig

Incel Resistance Leader
Manlet
Joined
Mar 24, 2013
Messages
7,364
Location
lmaoing @ your life
I suspected that the murders will be linked to some plot to take over the world(or at least Seattle) or something, but yeah I wasn't expecting bugs from another dimension. I wish they kept it more "down to earth".
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,405
I suspected that the murders will be linked to some plot to take over the world(or at least Seattle) or something, but yeah I wasn't expecting bugs from another dimension. I wish they kept it more "down to earth".

Yeah, the bugs were a big plot on shadowrun universe, they had to round up all influential members of the Universal Brotherhood and nuke Chicago to get "rid" of them. A plotline where you accidentally discover the bugs during a run and have to keep running from the Universal Brotherhood wouldn't be bad, the only problem is that A) the Universal Brotherhood is a pretty powerful organization during the timeline of shadowrun returns and B) You are doing it for 100.000 Nuyen and not because the goodness of your heart and C)you are supposed to be a shadowrunner and not another Mary Sue ready to save the world. As soon you discovered the Universal Brotherhood involvement, you should have a way stronger motivation than money to do a suicidal run on a pretty powerful institution where one of the leaders know who you are and the places you like to go, you should be trying to run like crazy trying to survive and escape the Universal Brotherhood pursuit instead of attacking it to save the world.
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
Fun Bug (TM) of the Day:

During the Telestrian run, don't move anybody inside the elevator when security reinforcements arrive while you're hacking the controls.

I did it with Coyote to get better shotgun accuracy vs. a dude, and guess what? When the elevator doors close, there's no way to open them any more.

I'm done hacking the elevator, everybody else left the level, but the hotspot is inactive for poor Coyote - imagine that, everybody else went up using the elevator you're stuck in, but you're left there helpless and all alone - a sure way to ruin a fun night out...

Stupid reasons why I have to restart the run from the start, why do you hate me so much? Eh, I hate you right back :(

E8HFXO.png
 
Joined
Jan 7, 2007
Messages
3,181
Speaking of whom: does saving / not saving Gino (Coyote's Crusade mission) have any impact later on? Since after that mission...
Coyote is either a) happy and says her crusade is over (saved Gino) or b) she's angry and promises to hunt down all BTL evar (Gino died).
Or is it just another biowarian C&C?
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,291
Location
Djibouti
Biowarian.

Just assume that all your choices are biowarian.

Stupid reasons why I have to restart the run from the start

Just suicide with grenades or something :troll:
 

Nael

Arcane
Joined
Dec 12, 2005
Messages
11,384
Location
Indy
Biowarian.

Just assume that all your choices are biowarian.

I also dislike how more often than not you're given three dialogue options of saying and reacting to something in identical ways just worded differently. That's just lazy IMO.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,089
Just suicide with grenades or something :troll:
About the only thing they're good for. What's with games implementing grenades but making them so weak they're utterly useless? X-Com was the only game I can recall where this wasn't the case, and grenades actually murdered the shit out of everything in a large radius with very little effort. In here, a grenade under someone's foot is about as deadly as a shotgun blast from a mile away. Except it's harder to throw a grenade (2 AP WTF) and they take up a whole fucking item slot each.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom