Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

End of Dayz(Horrors pt. 1)
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Update: 14 Mar, 2015 @ 12:33pm

Fixed shuriken back from the limited ammo version to unlimited ammo version to stay in line with the rest of the weapons

Update: 6 Mar, 2015 @ 12:11am

Fixed a problem with Dog being unable to use his fireball ability

Fixed Ak97 with undermount launcher being unable to reload its bullet ammo(you're not meant to be able to reload the grenade portion)

changed around dogs heal ability so that it now occupies a weapon slot instead of a spell slot and its unuseable outside combat to make the game a bit more challenging the longer you go between visits to the hideout

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still working on the smartlinked weapons not recognizing the new datajacks

still going over the fist and hand razor abilities to get them functioning correctly

Update: 18 Feb, 2015 @ 8:29pm

Fixed the problem with Dogs packtactics disappearing completely after use.

replaced Dog's heal ability with one that heals a set number of hit points per use rather than just healing the last wound taken(bleeding made that pretty much useless). He now heals an additional 10 hp every level he goes up.

Dog gains additional movement points every level he goes up now as well.

added a conversation option accessed via the desk in your hideout that will allow you to replace your Dog with a current version of him with the new abilities and stats appropriate to his level. His level wont change nor the number of times you've fed him.

fixed a few scavenge locations that I've found that werent being removed after using them.

Update: 17 Feb, 2015 @ 3:09am

fixed a problem where trying to return back to your hideout from traveling through the city wasnt increasing your wave number and paying out Karma correctly.

fixed Packtactics removing 1 AP from main character when it timedout but its caused a problem where packtactics is used and doesnt reappear for use again, working to correct that now I'll post again when I sort it out.

Update: 16 Feb, 2015 @ 5:19pm

Changed scavenge so that you should no longer receive Dog Treats or Box of Fuses if you already have them, it should be rerolling to give you another available option for your Scavenge skill rank.

Changed city travel so that when you leave one location you can now choose whether to go back to your hideout or to another location in the city instead. The only exception being the Bonus Map, your only choice when leaving there is to go back to your hideout.

Lowered the cooldown for Dog's packtactics ability from 8 to 4.

Update: 15 Feb, 2015 @ 11:21pm

increased spread for Mossberg combat shotgun

changed around the bonus AP cyberware so they now count as datajacks(counts as a datajack as well) boosted reflexes over to body cyberware

improved cybereyes to give more bonus to hit % and increase actual vision range as well

lowered the penalties for shooting BF and FA(burst fire/full auto)

most of this done to offset the fact that zombies will be more formidable after the AI changes I'm working on are implemented and to make later characters have a decent chance at deep runs.

Update: 15 Feb, 2015 @ 1:22am

The booster zombies have been fixed and put back into the standard wave map again.

reskinned the booster and thrower zombies so that they look the same as the standard ones to keep you on your toes.

lowered the critical damage thrower zombies are capable of dishing out.

fixed a problem in the Knight Errant abandoned warehouse that took you from there directly to your hideout with no wave number increase or Karma gain.

added an AK97 with underbarrel grenade launcher to tier 3 weapons merchant

added mini grenade launcher to tier 3 weapons merchant

\\working on now\\

still not happy with the AI, going to spend a week or so seeing what I can do to improve on that so there likely wont be any major changes between now and then

Update: 13 Feb, 2015 @ 11:56pm

Had to remove the booster zombie alternate, its still locking the game up on occasion so I wont be adding them back in until I can sort out whats wrong.

the Dog and Thrower alternates seem to be working alright though so they'll still be used on the standard wave map.

Update: 13 Feb, 2015 @ 7:50pm

Fixed a problem where the new booster zombies heal ability was locking up the game for some reason.(might still need fine tuning but it isnt locking things up anymore at least)

Changed Fireball 3 sorcery spell(Initiate Merchant) cost to stay in line with the other tier 3 attack spells.

changed entry to Aljernons shop only being available for your main character

Fixed Astral entry "shopping" to start charging Karma for what you want to equip now.

\\Working on now\\

Some fine tuning to the new zombie types

started on getting Astral Plane usable from the normal maps, you will need a Power Foci to utilize this power and equipping will still take Karma to buy your "gear" to offset the advantage of the time difference in rounds in Astral compared to rounds in the normal plane.

Update: 12 Feb, 2015 @ 7:32pm

Added additional armor variants to the tier 2 and 3 merchants(new variants all add some additional stats/skills when worn)

fixed some maps that had an issue where saying No to the scene transition option made the icon uninteractable anymore.