Shadowrun Returns
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Aquma




Posts: 2805

PostPosted: Sun, 8th Sep 2013 14:25    Post subject:
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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sabin1981
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Posts: 87805

PostPosted: Fri, 13th Sep 2013 03:54    Post subject:
http://harebrained-schemes.com/post/dev-diary-state-of-berlin/

Huge update relating to Berlin content, direction and current development.
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Mister_s




Posts: 19863

PostPosted: Fri, 13th Sep 2013 17:06    Post subject:
Anyone with a crystal ball foreseeing a steam deal in the near future?
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Pixieking




Posts: 3452
Location: UK
PostPosted: Fri, 13th Sep 2013 17:46    Post subject:
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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Alex_DeLarge
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Posts: 32

PostPosted: Fri, 13th Sep 2013 21:54    Post subject:
After the first disappointing campaign, I have no faith to them to make any good in their Berlin one. Sad
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dannofdawn




Posts: 2227

PostPosted: Sat, 14th Sep 2013 00:48    Post subject:
Alex_DeLarge wrote:
After the first disappointing campaign, I have no faith to them to make any good in their Berlin one. Sad


+1
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Alex_DeLarge
Banned



Posts: 32

PostPosted: Mon, 23rd Sep 2013 02:54    Post subject:
An excellent review.
3/5 highly leniently.
For me is 2/5

http://www.rpgwatch.com/show/article?articleid=222&ref=0&id=497
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Interinactive
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Posts: 29444

PostPosted: Thu, 26th Sep 2013 07:12    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:58; edited 1 time in total
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red_avatar




Posts: 4567

PostPosted: Thu, 26th Sep 2013 10:30    Post subject:
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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sabin1981
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Posts: 87805

PostPosted: Thu, 26th Sep 2013 14:38    Post subject:
$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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sabin1981
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Posts: 87805

PostPosted: Mon, 30th Sep 2013 17:04    Post subject:
http://blog.retrogamer.net/general/shadowrun-20-year-secret-discovered/

Haha, nice find Very Happy It's likely to have stayed hidden too, if it wasn't for the creators hinting at it during an interview Very Happy
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sabin1981
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Posts: 87805

PostPosted: Wed, 16th Oct 2013 01:32    Post subject:
Huge 450MB patch just downloaded, I can't find the release notes yet but I'm looking Smile

~edit~

Patch 1.1 (previous was 1.0.4 on desktop, 1.0.5 on mobile)

http://harebrained-schemes.com/post/patch-1-1-and-linux-now-in-beta/

Linux client is available in beta and here are the improvements available for the editor;

Quote:

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

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

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


And finally;

Quote:

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.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Wed, 16th Oct 2013 02:51    Post subject:
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 CSmile.
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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sabin1981
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Posts: 87805

PostPosted: Wed, 16th Oct 2013 02:56    Post subject:


Supposedly they're also currently working on a MUCH improved quest system, one that tracks through scene changes, which is going to be a huge boon to UGC.
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peter980




Posts: 1977

PostPosted: Wed, 16th Oct 2013 08:21    Post subject:
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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Fugen




Posts: 2217

PostPosted: Thu, 17th Oct 2013 08:46    Post subject:
Shadowrun.Returns.Update.6.and.Crack-3DM


chill out man, life is beautifull...
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Lukxxx




Posts: 726

PostPosted: Fri, 18th Oct 2013 12:21    Post subject:
So any good custom campaigns or something?
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sabin1981
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Posts: 87805

PostPosted: Fri, 18th Oct 2013 12:52    Post subject:
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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sabin1981
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Posts: 87805

PostPosted: Fri, 18th Oct 2013 15:14    Post subject:
Go away Alex.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 18th Oct 2013 20:09    Post subject:
wtf?


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 18th Oct 2013 20:12    Post subject:
gl_lo or whatever name he's using now, posted more trolling rubbish but it seems it was deleted.. now I'm talking to myself, hehe Very Happy
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Fugen




Posts: 2217

PostPosted: Tue, 22nd Oct 2013 01:18    Post subject:
Shadowrun.Returns.Update.7.and.Crack-3DM


chill out man, life is beautifull...
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 31st Oct 2013 01:41    Post subject:
http://www.kickstarter.com/projects/1613260297/shadowrun-returns/posts/646403

Shadowrun Returns 1.1 now officially out of beta for everybody, along with the full Linux build. Same change log but here it is again;

http://shadowrun-returns.wikispaces.com/Release+Notes
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4treyu




Posts: 23120

PostPosted: Thu, 31st Oct 2013 02:09    Post subject:
Any news about Berlin?

2014 I guess
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Fugen




Posts: 2217

PostPosted: Thu, 31st Oct 2013 05:56    Post subject:
Shadowrun.Returns.Update.8.and.Crack-3DM


chill out man, life is beautifull...
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 31st Oct 2013 09:58    Post subject:
4treyu wrote:
Any news about Berlin?

2014 I guess


Yeah Smile It was confirmed January 2014 a short while back.
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sabin1981
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Posts: 87805

PostPosted: Tue, 12th Nov 2013 19:10    Post subject:
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


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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Interinactive
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Posts: 29444

PostPosted: Tue, 19th Nov 2013 03:06    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 02:48; edited 1 time in total
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sabin1981
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Posts: 87805

PostPosted: Tue, 19th Nov 2013 03:17    Post subject:
Nice! Two months to go ^_^
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dodger2020




Posts: 3537

PostPosted: Tue, 19th Nov 2013 03:18    Post subject:
Quote:

Tomorrow, we will announce the title of the new Berlin expansion, Shadowrun: Dragonfall. Along with all the details, we’ll also be unveiling the game’s logo and a cool new illustration to go with it. As our Backers, we wanted to share this with you before the rest of the world gets it.




Uhh, didn't they announce the title just by putting out the press release? That paragraph would make more sense if the above info wasn't posted publicly so the "rest of the world" could read it too. Smile
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