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Posted: Sun, 8th Sep 2013 14:25 Post subject: |
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Definitely not PS:T quality. It's good in its own way, gets the job done when it comes to preseting the story and creating colorful characters - and with more style than most games nowadays - but it's not nearly as deep and well executed as Torment's script.
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Posted: Fri, 13th Sep 2013 17:06 Post subject: |
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Anyone with a crystal ball foreseeing a steam deal in the near future?
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Posted: Fri, 13th Sep 2013 17:46 Post subject: |
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Depends what you class as "near future". There'll probably be one close to the time of the Berlin DLC. A lot of publishers time Steam Deals to coincide with new DLC, since it's a good way to grab new customers and promote the new product.
Pixieking
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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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Posted: Mon, 23rd Sep 2013 02:54 Post subject: |
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Posted: Thu, 26th Sep 2013 07:12 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 02:58; edited 1 time in total
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Posted: Thu, 26th Sep 2013 10:30 Post subject: |
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Too bad us backers don't get a mobile version. It's quite a lot of money for such a short game.
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Posted: Thu, 26th Sep 2013 14:38 Post subject: |
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$10 for 15+ hours is great value if you ask me, especially compared to some other games on the appstore that are $10 and up, at least this is half the price of the PC version - so it's a good deal for mobile users. It's a shame the mobile version doesn't get access to UCG but with system/memory requirements it's not really a shock.
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Posted: Wed, 16th Oct 2013 02:51 Post subject: |
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Full change log:
Quote: |
Release 1.1.0 (CURRENTLY IN BETA)
New Features, Improvements
Initial Linux Release!
Item use now fires a triggerable event.
Items can have passive status effects that are enabled by holding in inventory.
Items can be set to automatically be used on actor death. (e.g. cast spell on death).
Light transitions scripts allow for gentle or abrupt, repeatable, light patterns via triggers
Moving to an invalid tile in free-move will try and walk to the nearest valid tile automatically.
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...
Enhancements to the archetype auto-spend during character creation to allow for higher starting karma within stories.
Mission objective style screen labels can display a bar as well as text to track progress toward goals.
Actors can now have floaties disabled via character sheet flag
Optimized visibility calcs on larger maps
Regions can now be set to displayed in game (to denote feedback to players).
Fixed an issue with hiding some props via trigger.
Add ability to have keypad & keyword input nodes in conversations.
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.
New Trigger Events
On Item Used
On Store Closed
New Actions
Set Prop Visible By {Individual | Tag | Proximity to Coordinate}
Activate Spawner By Tag
Retain Other Trigger
Wait for Motion to Complete
Interrupt Team Movement
Set Region Visible, Set Region Color
Delete Prop By Proximity To Coordinate With Tag
Data Functions
Triggering Item
Item’s ID, Attribute, Skill, Specialization
Player and Team’s Attribute, Skill, Specialization
Get Actor Karma Level
Extra values including min-max, magnitudes, and rotation of actors
Bug Fixes
Revamped asset caching system to avoid using unnecessary disk space (fixes issue of using extra C: space when run from a drive other than C .
Performance, crashing, and memory leak improvements
Warp motion no longer costs AP, to allow a drone to freely enter a vent passage
Matrix VFX no longer left behind in the world
AI Wander Patrols no longer stop and wait for player to move
Allow blue spawners to appear in triggers that use interactable actors
Modified constants will be reset between each level
Barriers immediately apply to someone on the tile
Added rotation ability to player preview in the equip screen.
Improved AI logic regarding some weapons with limited capacity.
Fixed issues installing cyberware upgrades
Fixed “typo” showing Double Tap in the Rifle tree.
Add debug console command to display current scene/story variables.
Fixed rotation issue when re-enabling rain FX after disabling it via trigger.
Fixed issue causing riggers to sometimes spawn without their drone(s).
Fixed issue showing light gizmo when showing lights via trigger/tag.
Fixed issue with game “hanging” when quitting in Steam on Macs.
Miscellaneous small bug fixes.
DMS: Fixed conversation bug in Planeyard with Shannon Half-Sky.
DMS: Fixed issue with conversation with Jake after stash fight.
Editor: You can move things by 0.01 by using alt+shift+arrow_keys.
Editor: Fixed several obscure crash issues.
Editor: Fixed crash bug when loading certain assets from compressed content packs.
Editor: Can now toggle to see cover icons for props.
Editor: Fixed a copy & paste issue when pasting between content packs
Editor: Zooming with mouse wheel enhancements and increased zoom range.
Editor: Added a more user-friendly “play animation” trigger with dropdown. |
http://shadowrun-returns.wikispaces.com/Release+Notes
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Posted: Wed, 16th Oct 2013 08:21 Post subject: |
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Well, whole reason why game was so linear, and everything was "per single scene" is due to their save system.
It's kinda painful how full Dead Switch campaign is design to work around their engine that is lacking this feature.
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Posted: Thu, 17th Oct 2013 08:46 Post subject: |
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Shadowrun.Returns.Update.6.and.Crack-3DM
chill out man, life is beautifull...
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Posted: Fri, 18th Oct 2013 12:21 Post subject: |
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So any good custom campaigns or something?
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Posted: Fri, 18th Oct 2013 12:52 Post subject: |
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Lukxxx wrote: | So any good custom campaigns or something? |
Nothing finished yet, so it's hard to recommend any to be honest. Best thing to do is just go to the Workshop and "sort by highest rated of all time" - then dive in. Some are really impressive, just... well.. not finished.
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Posted: Fri, 18th Oct 2013 15:14 Post subject: |
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Posted: Fri, 18th Oct 2013 20:09 Post subject: |
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wtf?
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Tue, 22nd Oct 2013 01:18 Post subject: |
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Shadowrun.Returns.Update.7.and.Crack-3DM
chill out man, life is beautifull...
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Posted: Thu, 31st Oct 2013 05:56 Post subject: |
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Shadowrun.Returns.Update.8.and.Crack-3DM
chill out man, life is beautifull...
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Posted: Tue, 12th Nov 2013 19:10 Post subject: |
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http://www.kickstarter.com/projects/1613260297/shadowrun-returns/posts/659187
Quote: |
Hey Everyone!
We just want to send out a quick update to share some good news. Thanks to a new agreement we were able to negotiate with our partners at Microsoft, Harebrained Schemes is pleased to announce that we are now able to release fully DRM-free versions of Shadowrun Returns and future expansions such as Berlin.
The DRM-free versions of SRR and Berlin will continue to be fully supported. You'll be able to download all game patches, use the Shadowrun Returns editor and experience user-generated content downloaded from third-party sites such as Nexus.
We’re starting work to get Shadowrun Returns available on GOG.com right now - not sure how long that will take but we’ll let you know as soon as we have an answer.
We’re very excited we’re finally able to offer Shadowrun DRM-free to everyone and look forward to making it available!
Take care,
HBS
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DRM has been completely removed, now you can BUY the DRM-free copy of the game and any/all future expansions too, whereas the original plan was that DRM-free copies were only available to KS backers due to some licensing snafu with Microsoft.
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Posted: Tue, 19th Nov 2013 03:06 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 02:48; edited 1 time in total
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Posted: Tue, 19th Nov 2013 03:17 Post subject: |
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Nice! Two months to go ^_^
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