They
answered a shitload of questions the other day here a selected recap of stuff I found interesting:
I recently saw a suggestion to limit a run by archetype. If this is indeed possible.. Or even desired, Would there be any way to create runs that are in the Matrix or Astral realm for characters that would have access to it? Also could you transition from one area in a run into the next step being further investigation using those resources?
The editor gives you the ability to limit a run by archetype, I believe. As for the other realms, like Berlin, the possibility of Astral and Matrix DLC campaign sets absolutely exists.
Just curious about your thought's on possible upcoming content for the game. Other than the Berlin DLC, would you possibly consider something like the old school expansion pack's in that they add new content to the game as well as further enhancements to the base game's engine (and possibly the toolset as well)?
Yup, we're thinking of releasing stuff like the Ork Underground, which might include some new NPC portraits and models too.
We haven't decided how to handle other enhancements.
I didn't see this asked yet, but I apologize if it has been. It was mentioned that gear would be minimal in the game. How much cyberware and bioware will be available? I don't expect a list, just a general idea. (ie all, most, some, a little, none!)
I'd call it a decent amount. Enough to feel like Shadowrun, I think.
AI and combat look great from the Alpha footage! Will it be possible to turn AI on for our own characters? That'd be great when wanting to avoid some micromanaging and making some of the more basic skirmishes quicker, or when the characters reach an overpowering level for some fights. Maybe even turning on AI for all of the characters, and being able to set a speed.
For instance, Master's of Magic, AI could be turned on for the player during battles, that was a timesaver.
No. We believe in giving our players full control. Also, it would already add to our seriously heavy AI schedule and we just can't afford it.
Will it be possible to adjust the speed with which the characters move? I just saw the alpha footage and the characters seem to move rather slowly. In big environments this may become boring, specially if there are fetch quests involved. Will there be a way to make them move faster? Perhaps a slider or something in the HUD?
That would be another feature and we have no budget for it. Sorry about that. The pacing feels very different when you're playing vs. watching.
Can events in the editor add items to the PC's inventory? ("You find the Magic Key" ... [tag50 player.additem magic_key 1])
Can events in the editor REMOVE items from the PC's inventory? ("Club Joe - NO WEAPONS ALLOWED - No Exceptions" ... (tag80 party.removeitems type.weapon+type.fetish all])
If so, can the editor remember and add back items that have been removed? ("Breaking into the Club security room, you find the weapon locker and retrieve your things." [tag120 party.restoreitems tag80])
Yes Yes Yes
Will it be possible to create missions for a select group of people?
If I wanted to recreate 'queen euphoria' or any of a number of copyrighted missions I know I would not be able to post these to a general pool, But I should be able to have a small group run it, just as though I were running the game. Will there be an option to do something like this in Shadowrun Returns, or will all content be available to all players?
Don't worry about reproducing SR printed runs in the editor, RGSEARCY. Go for it! That's why we're doing it!
How does the game engine factor in Jake's 4 points of armor? Does it reduce damage?
(Also curious about Smart Links and Wired Reflexes.)
Perhaps some of this could be mentioned in another game-play video down the road when you're ready.
Armor is a big part of the calculation that determines the "staging" of damage. Our damage "stages" from 1/2 damage to 2x damage and the more armor you have the better your chances are for "staging" the damage down towards the 1/2 scale.
On the other hand, increasing your weapon specialization increases your chance of "staging" up the damage.
Cyberware is still being iterated on but in many ways, what it does in our game, is enhance all of the similar stats that it does in the table top game, giving the player additional bonuses to defense, attack, damaging and "staging" damage.
And this in case you didn't know:
We said we would base the game on the second edition rules. You can read about it in our FAQ on Kickstarter.
I'm not asking for any spoilers regarding specific characters, but in general terms will we see many other familiar characters from the early editions of Shadowrun and the novels?
There will be a few familiar characters. . . .
On dead bodies:
We will have dead body props.
so, can you tell us a little about the initiative mechanism determining who goes first? quickness, int, and cyberware i assume, but what if they are equal and perception isnt a factor (like dialouge or 3 way fight) also, whats the highest AP possible for a PC? ...keep up the good work! i check these forums like most people check facebook, and have had a shadowrun news ticker for a year now =) cant wait to see more!!
The way it's currently implemented, your PCs appear on the HUD in the order you hire them on the hiring screen.
Now before anyone says, "WTF?", remember that you can switch to any PC at any time (until they're out of AP) to move them tactically. Therefore, initiative doesn't really matter since turns go team-by-team.
We HAD initiative and interleaved movement (highest initiative character - PC or NPC goes first, then the next one, etc. but it was confusing and didn't play well. You could never make a plan and execute it).
EDIT: I'll update this as they answer for stuff. Like the armor question above.