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

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,355
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
They could have alleviated this problem a bit by avoiding solo combat sections entirely and making Jake/Paco/Coyote/Harlequin etc not painfully mediocre when it came to combat capabilities. Part of the reason why the cemetery is so difficult is because you're saddled with two characters who are dead weight compared to a combat monster PC.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,355
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Knowing that you should build a character who actually has combat skills (ie not a pure decker) rather than "pulling an Avellone": pretty important.
They could have alleviated this problem a bit by avoiding solo combat sections entirely and making Jake/Paco/Coyote/Harlequin etc not painfully mediocre when it came to combat capabilities. Part of the reason why the cemetery is so difficult is because you're saddled with two characters who are dead weight compared to a combat monster PC.

I didn't actually find the cemetery so hard. It was pretty easy to fuck up the attackers with area effects and such. The last level was the hardest in the game for me by far. The Telestrian decking run (not the actual physical combat) was also kinda "hard" but that was just because it was a slog and Dodger sucked balls
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
I didn't actually find the cemetery so hard. It was pretty easy to fuck up the attackers with area effects and such. The last level was the hardest in the game for me by far. The Telestrian decking run (not the actual physical combat) was also kinda "hard" but that was just because it was a slog and Dodger sucked balls
It was the only section where I died. Multiple times even. :M

The last part was fine for me because I had three squirters, two healers, and played very cautiously. Harl + increased movement = a great scouter to lure enemies into ambushes where my other guys are already safely behind cover.

The key to winning that Matrix run is to keep making that exploder program explode whenever it looks like you're going to lose and log out aftewards so you don't lose any health. This just makes it tedious.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,301
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Does winning the fight in the matrix matter? Dodger died in my attempt and I went and wiped out the entire security team anyway... Or is that some kind of failsafe in case the player screws up the matrix end of things?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,355
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It was the only section where I died. Multiple times even. :M

Dunno, that might have happened to me too but I figured out early on that it was best to tactically retreat to a more defensible area of the map.

Ultimately, the bugs in the last level were the only creatures in the game (well, other than the midgame boss thing but that was just one enemy) that really hit you hard, consistently. All the other enemies ultimately just don't do enough damage, so if you're not in a tactically vulnerable position, you'll never die unless you get really bad rolls.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
The only area that i had problem was the Telestrian decking run. I died enough times before i passed it. Cemetery run i killed the first group quickly, and then just waited from cover and killed anything that came my way with no problem. The last mission you had enough people that you could kill a bug in a single turn if you didn't missed your shots.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
The only area that i had problem was the Telestrian decking run. I died enough times before i passed it. Cemetery run i killed the first group quickly, and then just waited from cover and killed anything that came my way with no problem. The last mission you had enough people that you could kill a bug in a single turn if you didn't missed your shots.
Sounds like you were using tactics chummer. :cool:

SR is too easy with a combat monster character, especially on "very hard" = true statement. Game requires zero tactics = hyperbole.

Does winning the fight in the matrix matter? Dodger died in my attempt and I went and wiped out the entire security team anyway... Or is that some kind of failsafe in case the player screws up the matrix end of things?
Did you die after you acquired all the info? Because I can understand how locking the elevators can be optional. I got the all-clear message before I had the chance to make it that far (but did it anyway for the karma).
 
Last edited:

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
The only area that i had problem was the Telestrian decking run. I died enough times before i passed it. Cemetery run i killed the first group quickly, and then just waited from cover and killed anything that came my way with no problem. The last mission you had enough people that you could kill a bug in a single turn if you didn't missed your shots.
Sounds like you were using tactics chummer. :cool:

SR is too easy with a combat monster character, especially on "very hard" = true statement. Game requires zero tactics = hyperbole.
Sure. But Cemetery and Telestrian run were the only two missions that required that. The rest, no.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
Sure. But Cemetery and Telestrian run were the only two missions that required that. The rest, no.
Also the bug hunt. Bugs coming out the walls requires being in good positions. Half the combat areas in the game right there. :M
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
No. It's probably best to keep those hidden so as to not cause panic or inflate expectations for Berlin.

After giving the soundtrack a few spins I've decided that Marshall Parker (the SNES composer) is better than Scott Powell (the Genesis composer). I enjoy the 80s electronic dance music vibe of Powell's That's the Stuff/Don't Sleep in the Shadows/Followed but almost everything else he did was blander and not as interesting to me as Parker's 90s industrial sound. I like almost all the combat music tracks.

Of course they're both better than that lame band who made that boring song about personal responsibility. :M
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,301
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No. It's probably best to keep those hidden so as to not cause panic or inflate expectations for Berlin.

After giving the soundtrack a few spins I've decided that Marshall Parker (the SNES composer) is better than Scott Powell (the Genesis composer). I enjoy the 80s electronic dance music vibe of Powell's That's the Stuff/Don't Sleep in the Shadows/Followed but almost everything else he did was blander and not as interesting to me as Parker's 90s industrial sound. I like almost all the combat music tracks.

Of course they're both better than that lame band who made that boring song about personal responsibility. :M
Was the last one even cyberpunk-ish?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
I don't think so, but I'm sure it makes perfect sense to the Poles who approved its use.
 

imweasel

Guest
The main theme of the Shadowrun Returns soundtrack (and the rest for that matter) is pretty fucking awesome. Here the theme song (Parker & Powell):


Largely influenced by a song from the SNES version (Parker; my personal fav): Start @ 14:36



Parker and Powell are really talented, I'd love for them to make a tune for Wasteland 2. Or Wasteland 3. Or the upcoming Deus Ex. :)
 
Last edited by a moderator:

clemens

Cipher
Patron
Joined
Mar 27, 2011
Messages
315
Codex 2014 Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
Project Update #64: Patch 1.1 and Linux now in Beta!
Posted by Harebrained Schemes LLC ♥ Like
Greetings!

We thought we’d pop our heads up for just a bit and let you guys know about the latest developments for Shadowrun Returns. The big news today is about Patch 1.1, which has two major parts: early access to the code improvements that we are putting in Berlin and the initial release of the Linux version of both the game and editor!

Beta Process
We’re doing things a bit differently than the previous patches we’ve released. We’ve pushed a version up to Steam in a special opt-in “public beta” channel before releasing it to the general public. We will be monitoring this build and the forums closely for any bugs or issues that people may encounter, and if things go smoothly, we expect to promote it to the main release after a week or two.

So if you’re interested in helping the community by reporting bugs, or just need to play with the new toys right away, you’ll want to head over to the Steam forums to learn how to join the Beta and help out. If you’d rather wait for the main release, that’s fine, too!

Just a quick note here: we do not plan on providing DRM free versions of Beta builds during this process. We will of course be putting up final builds in the Backer site when the patch is ready for prime time, but while we work through any last minute issues, Steam will be the only place to get the bleeding-edge (possibly slightly buggy) version of Shadowrun Returns.

Linux
Patch 1.1 will see the Linux port of Shadowrun Returns sit alongside its Mac and PC brethren as a first class citizen at last. We now have a couple of Linux machines in house, and have been busy ironing out the major kinks internally as fast as we could. We know a lot of you have been waiting patiently for this bad boy, and after we give it a bit of time to cool off in the Beta period (again, the Beta is only available through Steam), we’ll be pushing it live with the rest of the 1.1 goodness. From that point forward, it will receive updates on the same schedule as the Windows and OSX versions.

New UGC Goodies

There are also quite a few new features that come along with the 1.1 patch. We highlight a few in this update, but the full change log can be found here.

Physical Adepts: Chi abilities have been changed to provide passive benefits. They can be “activated” as before to get the full benefit. Physical Adepts now should be able to use Roundhouse Kick and Disarm while Killing Hands is active.

Text & Numpad Input in Conversation: Want to setup a keycode-accessible safe? Or password protect a data terminal? Now you can with these versatile new conversation input options. We’re already having fun with this feature in the Berlin campaign and we’re sure you’ll come up with many great uses for it too. http://shadowrun-returns.wikispaces.com/Conversation Keypad and Keyboard Input

115d4a8d6e3c0e3a7194ee82b2140c70_large.jpg

Light Scripts: We’ve seen a lot of clever tricks people are doing with triggers for lights. In order to make that a lot less painful (and even more powerful), we’ve introduced a small scripting language to control the fading and animation of light colors. That discotheque can now come alive like never before! Check out the wiki page for more info: http://shadowrun-returns.wikispaces.com/Lighting Scripts

Objectives UI Labels: These are on screen elements that allow you to give players feedback toward intra-scene goals. For example: “Bombs to defuse: 2 of 5”. We figured these might come in handy. Again, check out the wiki for more info: http://shadowrun-returns.wikispaces.com/Adding Screen Labels

a75dd108e58414d2c2b3304476ac382d_large.jpg

Triggers for Items: We’ve added trigger events for when players use items. This actually winds up being super useful for making a lot of creative and reactive levels. We’ve got our own nefarious plots for this particular feature, but we’re curious what you guys can do with it. http://shadowrun-returns.wikispaces.com/Trigger based on Item Used

Visible Trigger Regions: You can make trigger regions visible in game now (with a color of your choice!). Sometimes it’s easier to “Get to tha’ choppa’!” if you know where the heck to go. Now you can! http://shadowrun-returns.wikispaces.com/Regions

ba86e6a8a3508154ab86a9edc7b3af8e_large.jpg
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
New stuff for the editor is always good.

Loving those first few looks of the Berlin Campaign (U-Bahn), the new substation etc
 

kazgar

Arcane
Joined
Apr 23, 2008
Messages
2,164
Location
Upside Down
Looks like you missed a interesting bit

Save Game Improvements: We're happy to report that progress is still being made on the improvements to our saved game system. The code architecture is now in place and we are working through all the extra logic required to save the myriad game states that already exist within the code base. As soon as the feature is complete and fully tested, we'll release it for Dead Man's Switch but we don't want to rush something this complex. We definitely plan to have it fully implemented in time for the Berlin release.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
I'm surprised and impressed that proper save functionality is something they're saying will definitely exist in Berlin.

Ideally this means Berlin was created or at least will be balanced with this functionality with mind.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
Way before the release of Seattle they mentioned they weren't sure if they wanted Berlin to have the same difficulty curve as Seattle or not, so as to allow new players to start with either one. Hopefully feedback encouraged them to nix that plan. Regardless, you will be starting with more karma than DMS (confirmed with patch notes) so it'll ramp up quicker no matter where it starts as a base.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,073
Oh here's something in the patch release notes that went over my head the first time I read it.
Actor spawners can scale difficulty via naming convention using a story variable: e.g. Guard_Lv1 Lv2 Lv3 and a story variable CharacterScaleAmount = 1,2,3...

Yeah, that's right. The freedom to choose the order of the runs you go on in Berlin has a price.

Level scaling. :smug:
 

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