Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

End of Dayz(Horrors pt. 1)
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Update: 1 Feb, 2015 @ 7:34pm

replaced the weapons obtained from scavenging with the new updated versions of themselves.

Update: 1 Feb, 2015 @ 3:05am

Changed "Traveling Map" transit and exit interactions so they work when 75% of the zombies have been killed instead of 100%. this should fix any problems where you're unable to locate that last annoying zombie and kill him causing you to be stuck in the area.

Did a complete overhaul of all of the guns with some stat adjustments and cost changes to keep early guns weaker than later ones and increasing the difference in costs to make getting the later guns something to work towards. I'll be doing the same with spells and armor(as well as having the class specific armors give skill bonuses) when I get a chance.

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Astral Quests are proving more difficult to make work than I had hoped but I'm still plugging away at them. New locations and other things are going to be a bit slow until I get them to work the way I want but I'll still be working on bugs and other small things in the meantime so post if something comes up and I'll get back to you about it.

Update: 29 Jan, 2015 @ 10:59pm

Added Initiates Lodge and tier 3 Magic Merchant(directions to the Lodge can be obtained from the Magic Merchant in building 2 on your neighborhood wave map, 5 Barter required). I plan to add some more people to talk to in the other rooms of the Lodge but thats mostly flash stuff and not game specific so its back burnered for now.

Fixed a door problem on Bonus Map that wasnt allowing you into part of the map which kept you locked in combat mode if unable to kill all the zombies.

Fixed icon staying for salvage in Bonus Map if you received a Lucky Key as well as the one for raising the portcullis to get into the rear portion of the map.

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the first Astral Quest which you need to pass in order to become Initiated is close to done.

Power and Weapon foci are ready to go but not available til Initiated, both will be attainable at the Lodge, will be costly and also have a Karma requirement to attune them to yourself on purchase.

Update: 28 Jan, 2015 @ 11:58pm

You now choose how far to travel on your way to the Bonus Map. The distance number is what your Nuyen multiplier will be for kills when you arrive there. You will have to pass that many traveling scenes and fights on your way there. The only healing you'll be able to do on the way will be what medpacks or magic you bring with you.

I will probably use the "multi map" traveling method for tier 4 locations when I get to them.

Moved the Defiance T-250 shotgun from tier 2 to tier 3 Merchant, a little too powerful to early I think.

Fixed a problem where Lvl 5 zombies were causing a problem with losing a teammate to the zombie team on the standard wave map.

**Coming Soon**
I should have the Initiates Lodge finished in the next few days with access to tier 3 magic equipment/spells.

the first Astral Quest done(which will be how you earn your Initiation giving access to Power and weapon Foci.

Update: 28 Jan, 2015 @ 5:36am

travel problem needed one last tweak but its working the way it should now

Update: 28 Jan, 2015 @ 5:05am

Fixed a problem with leaving the wave map to go into the city that adding that 2nd traveling map caused. only tested it once so I'll test again tomorrow to make sure but it should be good to go now.

Added Bonus Map area, its pretty large and the zombies there are 2 levels higher than normal so it should prove fairly tough. You need the Access to Bonus Map quest item to see it in your travel options list, that can be obtained from the quest item merchant in the Bazaar for now, I'll be adding it into the scavenge lists soon as well. Mainly meant to be a place to grind good Nuyen, it also has a small chance of yielding a Lucky Key from 1 random salvage location per visit.

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work on the Initiates Lodge is coming along and I've got a pretty good start on making access to the Astral Plane for Quests working. Its not quite the way I wanted it but I think with some more fine tuning I should be able to work Astral travel into the other standard maps too eventually.

Update: 27 Jan, 2015 @ 12:35am

Added a new map for travel through the city. now when you leave the neighborhood or head back the hideout from a city location your travel route home will be chosen randomly between the 2, I'll be adding more later but not until I get some more of the other game locations added first.

Update: 26 Jan, 2015 @ 11:14pm

Fixed an error where Dog was still showing up and able to be hired even if he was already on your team. Having 2 on your team may cause issues with feeding him to raise his stats and abilities so you might want to rewind if you picked him up again.

Update: 26 Jan, 2015 @ 3:10am

Added Knight Errant warehouse with tier 3 weapons/armor Merchant. normal travel method to get to(directions received from Building 1 weapon Merchant at Barter 5)
need Barter 6 to get tier 3 Merchant to deal with you.

shifted around some of the earlier weapons based on how I felt they affected gameplay.

put a pause on player making moves on map load until the zombies have finished spawning in to fix some issues it was causing.

**coming soon**
moved a 2nd city traveling map to the top of my to do list(travel chosen at random from the 2 for now more to be added later) just to keep things from being the same thing repeatedly, the game has enough of that with being wave based.

adding a Random travel to the city travel options that will lead to a large map similar to the standard wave map, you will choose how far to travel when leaving the neighborhood with a range from 1-6, you'll have to go through that many travel fights before reaching the large map. The large map will have a good number of salvage locations. Zombies will be 2 levels higher than the level you're currently at and you get a nuyen bonus multiplier equal to the 1-6 range of travel you chose initially. getting back to your hideout will just be 1 travel map instead of the range. this should be pretty difficult but a very big boost to your nuyen to help get some of the higher priced cyberware or other gear still to come.

then back on track to get the Initiates Lodge with tier 3 magic and Astral Quests/Initiation/power and weapon Foci

Update: 25 Jan, 2015 @ 2:34pm

Altered the doors in building 1 that zombies were getting behind that players werent able to get to them.

Changed zombie targeting in building 1 so they no longer try to get to the Merchant at all but come directly for the player.

Hopefully those changes should fix any problems people were having with building 1.
(there are 3 options for doors to get to the Merchant, you need to have worked up either Strength, Quickness or Intelligence to 3 to bypass at least one of them.)

Moved Guard ability for Dog up to level 5 for him as it was proving too powerful early on. Shifted his Pack Tactics ability down to level 3 to replace it.