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I am currently working through Random Mission maps. I would like to say I am proud to have completed roughing out all of the various Dock-type locations. Additionally, through the help of some other map makers (SR Identity Team and other contributors), I have quite a few corporate maps now under my belt as well. With luck, I will be able to move through them and post a decent update with game play functionality sometime sooner than later.
To anyone playing, I hope the mod is enjoyable and relatively bug free! Thank you for reading, playing, and spending time here. Happy gaming!
so, i made a lot of save games to hopefully debug the issue: https://drive.google.com/file/d/1k2QDZDxETJht5mxoUOS48CqsH6N6yRx3/view?usp=sharing
oldest file = before entering the area
second file = before the optional objective
third file = after the optional objective should have finished
fourth file = autosave
A particular "escort mission" should now end properly. The same spaced out Mr. Johnson now has another random run available. Some patrolling NPCs behave better.
Note: The game may hang up when exiting SOME matrix sessions using the "emergency jack out" command -- I advise to use a graceful log out to avoid this (or being dumped, that appears to work without issue, too). This is a known issue I am trying to sus out. Also, some NPC patrols in the random missions still bug out. A fix for those instances should be in a future update.
Thanks for playing and happy gaming!!
then that would probably confirm it. or you might be able to at least dig through the variables.
Again thank you for the feedback and kind words. Happy to know the world feels good :)
The cop is following me around
I can try another level restart, and grab fewer NPCs per turn to see if that will help
Observation 1 is that tere are two additional NPCs (the potential squatters) and the flowe stall NPC that may have still never been interacted with. During my test runs the two squatters were never attacked and I had forgotten about them. The flower stall NPC is practically camouflaged and somehow stayed alive, too.
Observation 2 is that the Cop may not have been triggered to join your team... During your run was the AI keeping him stuck in his spawn location, hy chance? During my first test run, he never joined up. When I realized that, I had to run back to him and run around his spawn spot to get him flagged properly.
1. Tipped the dancers on my way in.
2. Cop alive
3. Thoroughly ran around the whole area for NPCs. Pretty sure I found all of them. Tried clicking out-of-bounds in various corners just to make sure. The dancer & the person next to the dancer are unresponsive and do not have health bars. The cowering person who saw the van run over two people is unresponsive, but has a health bar. The gate guard doesn't seem to respond.
4. Latest Steam version. I subscribed just this past week.
also worth adding - the optional (blue) objective to escort everyone has not been marked as complete.
also tried a level restart to stay in turn-based mode the whole time, just in case.
[/spoilers]
May I ask: Did you tip the dancers? Was the cop alive? Are you sure all NPCs in the main area were chatted up or slain? Any details might help the troubleshooting. Also, what version do you have? I think Steam updates are more challenging than they need to be as well.[/spoilers]
Happy gaming, everyone!
Feedback has gone a bit quiet; I will be working on additional random missions and looking forward to anything other people may send my way.
Thanks for playing, thanks for commenting, and happy gaming!
Additionally some dialogue has been updated. It should read a bit more organic (place holder text was fleshed out). A bug with party management has been addressed (again). I've got my fingers crossed this time.
Be safe out there this holiday weekend! Happy gaming!!!
Many other fixes were implemented; typos, nuyen text vs nuyen modified values, some summoning points, a particular security door acting funky, and many other call outs from feedback I have previously (and recently) received.
Hopefully some of the NPC behavior is less annoying (though not perfected) in the main world zones. More to come. Thank you again to those playing! And special thanks to those supplying feedback!! Stay safe, and happy gaming!!!
1) and 2) are apparently related. I don't know how but my last run got flagged as "on a job" (no details at all and I spoke with four different Johnsons) and I couldn't progress. Started a new one and it hasn't been an issue.
1) Only Milky's random missions do. They are overly simple. And I didn't want to risk a "Gunderson" from the Genesis version. There are plenty of exploits left in for those who like that sort of thing; this is one I am designing against. Note: currently the run details are not always turned on -- the Johnson, Location, and Status should be working properly, however.
2) Currently the last Story Missions are the Series 5 ones. They *SHOULD* be tied to the Jorurnal as you stated. The Series 5 Missions are are where you need to attend a Rave, visit a School, and two other things. They are likely NOT tied to the Journal Entries at this time. They *MIGHT* be, but it has been a minute since I last checked. I will verify or update so they work appropriately -- the text is present, but a bug may be preventing the updates.
I look forward to any feedback you have. And thank you for taking additional time to post and chat!
I intend to post some more detailed feedback soon but here's two quick questions for now.
1) Do random missions get disabled at some point? Milky says his jobs are beneath me and everyone else thinks I'm currently on a job. When I check my PocSec it says Run Status: Completed (when before I think it said something like "no run contracted") but provides no additional details.
2) What's the last story mission currently available? I ask because your update mentions Series 5 missions but my last journal entry is under Series 4 (or are those not referring to the same series?).
I have been working a LOT of OT IRL. I should be rolling out another update that enhances the random missions a bit. I hope everyone out there has a safe and happy holiday! Be safe out there.
It's good to see more people visiting and/or subscribing. To those playing, please feel free to post any findings or oddities here. As always, thank you to those who have.
Note: there are some known issues when loading from a save in some scenes. If this happens, the current work around is to roll back to a save that does not cause the issue... and to try to complete the scenes without saving "in the middle" of them. I will be working diligently on these. Common scenes are A Whole New World, and in any of the hubs when you've saved INSIDE a building.
Version 1.04 is now available! Adjustments to a kind Shaman, various Quest Items (and the resident fence), as well as updates to Series 4 missions have been made.
Any/All feedback is appreciated. Thank you for playing and stay safe!
I will be pushing out another update -- this time for the Series 4 missions. May I ask, how far did you get into it?
Note: I do have a design choice to make the support characters have more healing items and damage only characters to have fewer of them. It is something I am going to hold onto until feedback from BETA. Adepts/Samurai have the best armor, weapons, etc. Riggers are next. Followed by Deckers and the Mages/Shamans. I *KNOW* SR is a "Class-less" game, but I am playing around with the idea of giving roles more focus for the single-player choices. We'll see how that one plays out :)
That particular SHAMAN will be getting some love. The stats *ARE* a little underwhelming for that character. An original design choice to keep that particular skill high for the MAGES only has been reconsidered. I was on the fence, but you've tipped the scales.
Customization of the Runners (hirelings) is, unfortunately, not on the list. That is too big of a chore. BUT! I do plan on fleshing out their inventories a bit more. During my own play through attempts, I have a few notes on some things I found lacking as well. Because I will not be enabling the customization, I hope to expand their load-outs to make it less painful.
The enemies are definitely on the list. Getting the AI to do things will be addressed after I finish this last pass on the missions. I want them to behave in a way for the player to use ALL the tools (like over watch) for sure.
And I finished the story tonight for hte time being.
I am aware this is still in Alpha stages. but few more thoughts.
- I feel like I would Buff a certain Shaman indirectly just enough so that they can see leylines from get go. Its nothing major, but would go long ways help her out early game.
- if possible, in the future, I would like the ability to customize my Runners gear and kit before runs. Even if it would be just me dropping grenades on a local dwarf to carry around.
I am aware you do not have companion leveling implemented, or possibly even planned. But something like that would still be nice to have.
When Enemies Spawn in, in particular at the mall they seemed to stand where they are, until they get line of sight with one of your companions, which is tad unfortunate, as it means you can't cheese overwatch, or make use of the large leyline in the center of the area.
I have had the "performance issues" before, but thought it was addressed. I will take another stab at correcting it. And the metal scraping thing is something that was brought to my attention recently, so I appreciate you also commenting on it. I will see what options I have before my BETA roll out. If you had any other thoughts or comments (spoiler free if possible) to share, I'd love to hear them.
In any instance, again, thank you for your time and post!
Things of Note: I had weird performance issues in the 1st stage upon entering floor 2. and continued till I exited the area. I have no idea for the cause. Otherwise the game ran smoothly.
Also the constant metal scraping SFX might be a bit too loud, so it could be perhaps turned down, or its repetition reduced a slight bit.
Looking forwards to more things in the future.
As always, thank you to those who are showing an interest and/or are providing feedback. Be safe out there!
Feel free to report any issues or bugs here. Thank you to all who are playing and providing feedback.
I will be sending out an update again. It should fix a few more "minor" things and add some missing suff.