Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

End of Dayz(Horrors pt. 1)
Showing 11-20 of 54 entries
< 1  2  3  4  5  6 >
Update: 12 Feb, 2015 @ 6:29pm

New alternate zombie types are spawning on the standard neighborhood wave map now.

The dogs and throwers seem to be working well if still being somewhat "dumb" as far as what actions they take.

the booster variant works but only uses their power once in a blue moon so I'll be continuing to work on their AI to make them more functional over the next few weeks.

I'm going to limit the new zombies to just the wave map for now to make sure all the bugs are worked out before I go changing all the maps to include them.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
It seems like some games started previous to the dependency problem are unable to use the merchants anymore, I'm going to try a few workarounds but I'm not hopeful that its something that I can fix. I havent tried just starting with a "fresh" character yet(done through the desk in main room of your hideout) but I know new games dont have any problems with it. I hope that wont turn many people away from the game, I know how annoying it is to have to start over.

Update: 12 Feb, 2015 @ 6:27pm

Update: 11 Feb, 2015 @ 2:24am

Ran into a serious pack dependency problem that caused half of the items in my ugc to become unusable.

I manually setup a complete set of items and its now cooked directly into my ugc so this wont ever be a problem again.

things redone were, all consumable items(healing, grenades, bound spirits)

all spells and chi powers available in Berlin setting(prices reworked to be more affordable but still not cheap)

cyberware has been redone and the prices changed to make them a little more attainable but the high end ones will still take saving through multiple characters to make use of them.

also added some more melee items while I was at it, reworked "fist" weapons, hand razors, more useful swords(axes to come later that will damage armor)

that sounds like a short list now but was a ton of work lol.

the change is bound to cause problems with anyone having the "old" versions of those items but theres really no way for me to fix or get around that. the only thing I could recommend would be either selling the unusable ones if you can and buying replacement ones, or if worst comes to worse you may have to restart altogether. My apologies if thats what you end up having to do but I couldnt have foreseen having this kind of problem come up with the editor.
////////////////////////////////////////////////////////////////////
next on my to do list is a few different variant types of zombies so that each wave will have some of each type determined randomly to keep things from becoming quite so repetitive

Update: 6 Feb, 2015 @ 2:17am

First Astral Quest finished for capability to become a grade 1 Initiate.

Power and Weapon Foci added, available from tier 3 Merchant at Initiates Lodge
//Weapon Foci work perfect, still tweaking exactly how I want Power foci to work so they may change in minor ways soon

//working on way to make Summoning Foci that will take up 1 weapon or magic slot but allow you to choose between Water/Air/Fire/Earth elemental to be summoned within a set number of spaces of main character
//may also give a bonus to keeping them under control based on level of Summon Foci

Astral doesnt have a very unique look now, after I get more basics setup I'll be going back and messing with the lighting to try for a more obvious representation of when you're in Astral and when in the meat world.

**Coming Soon**
Working on giving the main character the option to "slip into Astral Space on the normal combat maps, his meat body will stay stationary and vulnerable but his Astral Body will be able to move around and attack deaders as normal(with the increased rounds being in Astral utilizes. Death of either Astral or meat body will kill the main character. Returning to your meat body will mean having to be with a range of 1 to him.

not sure its completely doable but I'll be working on that over the next week or so.

Update: 5 Feb, 2015 @ 8:52pm

Fixed the Quest item Merchant in the Bazaar so looking at an items price doesnt remove the option to buy it later in the conversation

changed how scavenging works as far as the prop disappearing after scavenging. the prop should no longer disappear and some of the places that were proving difficult or impossible to reach should now all work fine.

**************************
Back to finishing up Astral, took a few days to work over if limited number of gun reloads was possible.

Update: 4 Feb, 2015 @ 2:35am

Fixed a problem where some zombies were spawning outside the map area on the Bonus Map.

***********************************
Still working on the Astral Quest, hoping to have it done in a few days.

adding a grenade launcher and possibly some assault rifles with undermounted launchers as well if I can get it to work right.

Update: 2 Feb, 2015 @ 4:45am

put some final tweaks on the new weapon abilities

fixed a few levels of scavenge giving the old versions of weapons

Update: 1 Feb, 2015 @ 11:22pm

replaced items obtained from the Lucky Box with the new versions of themselves

Update: 1 Feb, 2015 @ 10:48pm

Added waypoints to the city travel maps, hopefully it will make it clearer where you are supposed to be heading.

******************************************
I think i've got the Astral travel thing sorted out, it wont look as cool as I wanted, no glowing blue figure to represent your Astral Persona(I ended up having to use the Aljernon character model for your Astral Body) but things seem to be working fine other than that.

I've got a few days work to do on the first Astral Quest and then I'll work on being able to use Astral Projection on the other combat maps too.

Update: 1 Feb, 2015 @ 9:07pm