Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Update: 3 Feb, 2016 @ 8:21pm

V3.1.56

I have been unable to publish for a couple weeks so I no longer have good notes on the changes.

The short summery is that I've been crawling closer to Aneki completion. Most of the logic is there but I have various placeholders

- Need to add one miniboss NPC in the secret lab.
- Need to update the secret lab matrix map to support our enhancements (making it slightly more than hack and slash while still being true to the source)
- Need to update and add extra fluff conversation
- Need to add reinforcement logic
- Plan to move the final encounter to a new scene to reduce resource use and clarify the logic

And a bunch of other stuff.

There also were a handful of bug fixes thrown in.

Now that I can publish again, I hope to make more progress this weekend!

Update: 3 Feb, 2016 @ 8:16pm

Thanks to "Cirion" for resolving our republish issue!

Update: 17 Jan, 2016 @ 11:37pm

V3.1.52

Aneki 5th floor is playable!

To Do:
- Fill in the missing conversations
- Add the lab logic (final floor)
- Add the boss matrix
- Add the reinforcement spawning mechanism

Once those are done the mod should be playable end to end!
(There will be lots more work after that still)

Update: 11 Jan, 2016 @ 9:50pm

V3.1.51

- Realized Aneki elevators were not enabled. Fixed.
- Fixed elevator logic for certain scenarios.
- Made floors 1, 2, 3 and 5 accessible.
- Floors 1, 2, and 3 are combat enabled.
- Keys 1 and 2 are available.
- Lots of helpful debug logic for me.
- Various icon fixes
- Removed the ability to walk through walls.

Note:
- I was verifying things in debug mode. You may face some issues I didn't. Please let me know if you encounter anything stopping you from accessing the 4 available floors.
- Combat is HARD. I hope you have lots of karma.

Update: 10 Jan, 2016 @ 8:43pm

V3.1.50

Resumed working on Aneki.

2nd floor conversation now partially explains what to do (assuming you choose the right choices)

Began adding "key logic" for the secret room.

Not a lot of visible changes today, but I am hoping to resume updating more regularly.

Feel free to poke me (politely!) if I go more than a week without an update.

(I am hoping to update more frequently than that.)

Update: 15 Dec, 2015 @ 10:52pm

Re-uploaded as the mod got corrupted.

Update: 15 Dec, 2015 @ 10:33pm

V3.1.49

Placeholder conversation and logic added to Aneki...
Now we just need the words to make it interesting.
(or I could move on and start future floors logic)

Update: 13 Dec, 2015 @ 7:52pm

V3.1.48

Laid the groundwork for the post combat RP with the (surviving) guards. Now I just need to plug in the plot information and real conversations.

Once that is done, the rest of Aneki should go quickly as its just combat logic.

Update: 8 Dec, 2015 @ 8:34pm

V3.1.47

The 3 way combat logic is slowly coming together for Aneki tower. I'm very pleased with how its looking.
On entering the second floor you get to choose, do you slaughter everyone, metahuman and drone alike, or do you only destroy the drones?

Combat mechanics for this floor seems more or less complete. I need to add some extra (potential) casualties and then write the post fight dialogue trees. Once that is done I can finish off the other straightforward combat floors.

The end is in sight! (of course then we start adding promised beta features... but it is ALMOST playable end to end)

Update: 27 Nov, 2015 @ 3:24pm

V3.1.46

Progress on the second floor of Aneki Towers.
There is the small chance the enemies are invincible...
Will try and make more progress this weekend but no promises (I'm on call)