Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

End of Dayz(Horrors pt. 1)
Showing 41-50 of 54 entries
< 1  2  3  4  5  6 >
Update: 22 Jan, 2015 @ 3:02am

fixed some conversation errors when hiring Adepts or Samurai above tier 1.

fixed issue with hiring above tier 1 companions giving and charging you tier 1 costs.

added a way to fire hired companions from the computer by the bathroom.

fixed a problem where scavenge 5 smg find wasnt giving you the item.

Update: 22 Jan, 2015 @ 12:32am

removed a cheating scene transfer I use to save time from the bazaar that would have brought you directly back to your hideout without a karma gain or wave value increase

Update: 22 Jan, 2015 @ 12:21am

discovered an issue with Dog using raccoon ability was costing main character 1 AP as well.

have removed raccoon from Dog and replaced with Guard power instead.

if Dog has raccoon for you now I would avoid using it. he'll be fixed after you feed him enough to level him again. any restarts or having to get Dog again if he dies wont have this issue.

Update: 22 Jan, 2015 @ 12:14am

just a change to the description

Update: 21 Jan, 2015 @ 11:50pm

re refixed issue with travel into city not working correctly

Update: 21 Jan, 2015 @ 11:28pm

Added ability to hire an Adept and a Samurai to accompany you.

Must gain contact info from a broker in the bazaar.

Use the computer by the bathroom in your hideout to contact them and bring them onto your team.

They must be paid prior to leaving the hideout or fired(they may be rehired at any time by going back to the computer to contact them)

They come in 6 tiers going up in strength and ability from 1-6, every tier must have its own contact info bought from the broker.

all 6 tiers are setup and ready to go but i've only tested through making the first tier work so if anyone runs into issues please let me know.

fixed an issue where dog level and dog fed values werent resetting on his death which messed up his leveling if you went to get him in building 2 again.

added a vendor in the Bazaar for reuseable quest items(more will be added as I get around to making the locations where they are needed)

**coming soon**
building 3 in the neighborhood, decking merchant inside, leads to Drone merchant in his own city location

ability to wander randomly through the city, will lead to random buildings where you can attempt to scavenge and may yield Lucky Keys.

Ability to have some defenses installed in the standard neighborhood wave map, some turrets, and optional obstructions to funnel zombies where you want them if I can get it to work correctly.

Decking(stalling on this until I get most of the set locations for standard play done since it will eat up alot of my time for something thats more of a side mission than necessary)

Update: 21 Jan, 2015 @ 8:01pm

Fixed an error where the exits to the rest of the city werent showing up correctly.

**will be another big update later tonight dealing with being able to hire an Adept and a Street Samurai to accompany you.**

Update: 20 Jan, 2015 @ 2:01am

Corrected a problem where the players turn was sometimes being skipped over.

it may now take a turn or 2 for the initial wave of zombies to spawn and filter onto the map but it should play smoother.

Update: 19 Jan, 2015 @ 8:51pm

Added travel system for areas outside the neighborhood.

Bazaar location added(only gear and magic merchants for now, I'll be adding NPC's for flavor and additional merchants for Quest items soon)

Cyberclinic with cyberdoc for cyberware installation(only tier 1 things for now, I'll be adding quests to gain access to higher end gear including beta, alpha and delta ware)

Altered scavenge lists slightly, gain access to streetsweeper a little later than before and a good rifle a little earlier.

Altered nuyen payout for zombie kills to be multiplied by zombie level to make it feasible to get some of the higher end cyberware with time.

Had to add a transition scene when increasing Dog's abilities to get around the game locking up and you cant move.

**coming soon**

fiddling with being able to hire 3rd and 4th companions in the Bazaar, they'll likely be pricey and only good for the trip home and the following wave if I can get that working correctly. I will be adding quests to gain permanent companions that will stay with you throughout and gain abilities and stats like Dog but that will be further down the road.

3rd building in the neighborhood will be a decking merchant, I'll likely be using a system very similar to Southwinds from SR:Unlimited for those who have played his mod(which I highly recommend to any that havent)

City locations for an Initiates group, several Knight Errant warehouses with weapon/gear stash's, a drone technician(drones will be custom built to make up for giving up AP to use them and I want to try making an AI drone that you can get as a companion with the ability to slave lesser drones to him)

Update: 18 Jan, 2015 @ 12:14am

You can now feed Dog, after so many feedings he will gain stats and abilities. There are a total of 6 different levels for him. Access from the desk in your hideout to feed him.

Made a few small changes to the basic neighborhood wave map to open up a few more routes that can be ran through. You can also enter Building 2 on wave 5 now instead of wave 7 like it had been previously.

Fixed it so you can no longer buy Scavenge or Barter skill past where they are effective(level 15)

Tweaked a few of the zombie statistics for various levels, this will happen alot as I get chances to play test more. Reduced the number of zombies that show up in neighborhood buildings slightly since you have far less room to try to be tactical in.

Probably my last update for a few days as I'm focusing on getting travel through the rest of the city and the first 2 city locations up and running.

The new locations will be a bazaar where you gain access to tier 2 merchants and can buy certain quest items, and a cyberdoc where you can pick up cyberware(cyberware is from the Street Samurai Catalog for those who have played with that gear before)