Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Surviving in Seattle - SR3
54 Comments
IceKnight069  [author] 4 Aug @ 9:27pm 
Version 1.20 is now out! It took a little longer for the random missions, but here we are. Many of the same cautions in the previous updates are still present -- but the initial three Mr. Johnsons have all their random missions functioning with only two exceptions: The space cadet is still missing his Metalworks Heist run, and the dwarf is missing her Military Base distraction run. Be safe out there, all. Happy gaming!!!
IceKnight069  [author] 10 Jun @ 9:45pm 
Am making the baby-steps forward for sure. The comments help with motivation :) I appreciate the posts.
DaveOfDeath 10 Jun @ 3:09pm 
Congrats. Keep moving that needle, Amigo.
IceKnight069  [author] 9 Jun @ 10:52pm 
Real life delays always get in the way. I have made additional movement. I plan to upload a new version sometime this month with two of the early Mr. Johnson's random missions in tact. I'm very close. Stay safe and happy gaming!
IceKnight069  [author] 13 Apr @ 8:34am 
Time for another progress update. I am Down to my final hand full of maps! I will be pausing on map making and moving back into trigger work -- it is time to start closing out the game play areas with actual stuff to do in them! I am excited for this; and I am thrilled to say I'm on target for anticipated time lines! Be safe out there, all. Happy gaming!!!
DaveOfDeath 6 Mar @ 4:49pm 
Very cool.. congrats for getting some more mini missions updated!
IceKnight069  [author] 4 Mar @ 8:31pm 
Another update on progress. I have more random mission maps in the history books. Many corporations will be coming online in the next version push. I don't have a locked time for that, but am shooting sometime in the next month or so. G'luck to me on that, and happy gaming all!
IceKnight069  [author] 23 Jan @ 9:36pm 
It's been a while since I have offered any updates. This mod is still being worked on. The holidays were rough this year.

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!
XcessiveNinja17 7 Oct, 2024 @ 8:47pm 
unfortunately, i still get the issue even when continuing from an earlier save.

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
IceKnight069  [author] 6 Oct, 2024 @ 4:12pm 
@Zmeck thank you for the feedback!! I used Dragon fall for the music. And the work on this almost predates HongKong. I understand where you are coming from... the HK engine had a lot of neat things. It is frustrating on my end that the tunes didn't make it over to HK and the work-arounds are hard to work with.
IceKnight069  [author] 6 Oct, 2024 @ 4:09pm 
@XcessiveNinja17 even after my upload huh? Very interesting. Did the earlier save work out?
Zmeck 5 Oct, 2024 @ 6:43pm 
My only wish would be that you had made it on Hong Kong, as I enjoy the mechanics there more.
Zmeck 5 Oct, 2024 @ 6:41pm 
Very well written module. I am really enjoying the content thus far. I hope you have time to finish this! I haven't had any bugs up to the point where the module is updated to. A few typos but nothing major to mention. I am very very impressed with your story. Keep up the great work!
XcessiveNinja17 5 Oct, 2024 @ 6:00pm 
level restart didn't work, i decided to load an earlier save which i luckily had one of.
IceKnight069  [author] 5 Oct, 2024 @ 10:47am 
Version 1.19 is now available! I *THINK* a couple of outstanding issues have been resolved. Since this is my 5th pass at them, we will see :)

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!!
IceKnight069  [author] 1 Oct, 2024 @ 11:09pm 
Non-SR things have made me a liar of sorts. I will be releasing a new update, but have decided to roll out a new random mission for the far out Mr. Johnson. The update mentioned a few days ago never happened. Sorry for the delay; I did plan on sending one out, then. Thanks again for playing!
XcessiveNinja17 29 Sep, 2024 @ 11:04pm 
if you're able to finish the mission on my savegame: https://drive.google.com/file/d/1DHEbqCprRY4FhKXkRp-8y1jcPqGIU1jl/view?usp=sharing

then that would probably confirm it. or you might be able to at least dig through the variables.
IceKnight069  [author] 29 Sep, 2024 @ 5:46pm 
@XcessiveNinja17 I tried again to replicate the issue. This time doing the opposite of the spoiler tags. The wrap up sequence for that mission worked again. At this point I may have a good version that was never pushed out. I will be uploading a new version tonight in the event that is the case.

Again thank you for the feedback and kind words. Happy to know the world feels good :)
XcessiveNinja17 29 Sep, 2024 @ 10:04am 
i thought this mod was by far the best "open world" UGC up to this point. mainly because of not wiping out key items and not needing too many level restarts. but also the areas are huge and expansive, really feels like a major city
IceKnight069  [author] 29 Sep, 2024 @ 10:03am 
@XessiveNinja17 if you do, please let me know the results. I am still going to give it a few more tries to replicate. Again, thank you for calling your issue to my attention. I appreciate the feedback and your efforts. Hopefully the mod was enjoyable otherwise.
XcessiveNinja17 29 Sep, 2024 @ 10:02am 
here's a savegame in which i *think* i have rescued all the unarmed people from the rave area: https://drive.google.com/file/d/1DHEbqCprRY4FhKXkRp-8y1jcPqGIU1jl/view?usp=sharing
XcessiveNinja17 29 Sep, 2024 @ 8:24am 
I did find the two people who were talking about squatting the northern ruins

The cop is following me around

I can try another level restart, and grab fewer NPCs per turn to see if that will help
IceKnight069  [author] 29 Sep, 2024 @ 8:12am 
@XcessiveNinja17 I was unable to replicate this issue. But I did have two observations that may have been factors during your run. Please see below and let me know if either of these helped.

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.
XcessiveNinja17 28 Sep, 2024 @ 12:48pm 
[spoilers]
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]
IceKnight069  [author] 28 Sep, 2024 @ 12:36pm 
@XcessiveNinja17 thank you for this feedback. The last round of mobs should not spawn forever. I will look into this. Scripting the end of that mission has been harder than I would like to admit.

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]
XcessiveNinja17 28 Sep, 2024 @ 11:50am 
one bug in series 5. during the, let's call it "big escort mission", i have successfully escorted all unarmed NPCs to the exit. leaving only the NPCs with weapons. but the zombies at the entrance van keep respawning infinitely.
IceKnight069  [author] 27 Sep, 2024 @ 7:46pm 
@XecessiveNinja17 thank you for the feedback. Please post here if that changes for the main mission line. Random stuff is still mostly WIP.
XcessiveNinja17 27 Sep, 2024 @ 6:31pm 
got to Series 3. haven't had to restart levels or check that all my key items disappeared or anything. so this is a pretty good UGC so far.
IceKnight069  [author] 8 Sep, 2024 @ 8:32pm 
It's been a long process for sure. Thanks for commenting!
DaveOfDeath 7 Sep, 2024 @ 10:51pm 
Nice job sticking with it... It's not easy sometimes.
IceKnight069  [author] 4 Sep, 2024 @ 9:17pm 
Version 1.18 is now available. A certain Mr. Johnson in the Industrial Zone now offers three random missions (Gaeatronics, the Paper Mill, and the Run down factory). More to come. Thanks for playing and commenting. Happy gaming!
IceKnight069  [author] 11 Aug, 2024 @ 10:02pm 
It's been a while since my last update. I am working on random missions. They are taking a little longer than anticipated (need to make new maps, cannot recycle assets for these things) but I should have more stuff rolled out this month. I hope people are enjoying what is available at this time. I encourage comments and feedback.

Happy gaming, everyone!
IceKnight069  [author] 15 Jul, 2024 @ 12:00am 
Version 1.17 is now available. More dialogue updates, and a special command to help with the party size issues. I believe they are now truly fixed, but have implemented a temporary work-around in the event of continued missed bugs. Also, a few additional other minor updates to a few combats have been performed.

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!
IceKnight069  [author] 1 Jul, 2024 @ 11:31pm 
Version 1.16 is now available! Updates to a GLOWING Decker's combat abilities have been made. As a result of his physical conditioning, he has lost some of his decking capabilities (to start). He got hit with the Nerf Bat, despite being better at swinging his own. Hopefully this is the right balance.

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!!!
IceKnight069  [author] 12 Jun, 2024 @ 11:40pm 
Version 1.15 (that's right a BIG JUMP) is now available! Updates to Milky's Random Missions have been tweaked and polished. I am looking for feedback SPECIFICALLY on these. Also, the Bounty Mission for Erin has been FLESHED out. Also hoping for some bug hunting help there. Also, Moon Man's factory run should be much more involved. I would love feedback on that one, too.

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!!!
Val 29 May, 2024 @ 6:41pm 
No problem, I've really enjoyed your work so far.

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.
IceKnight069  [author] 28 May, 2024 @ 8:48pm 
@Val

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!
Val 28 May, 2024 @ 12:10am 
Thanks for all your hard work, the scope of this mod is pretty incredible!

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?).
DaveOfDeath 27 May, 2024 @ 7:21pm 
I gotta be honest, I like seeing the awards show up too.
IceKnight069  [author] 26 May, 2024 @ 2:48pm 
To anyone actively playing this (or who has), thank you for taking time out of your life to give my mod a whirl. I would love to hear more feedback! Also, thank you to whoever gave the reward. I appreciate it! If you could manage to find some words, I would love to read them.

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.
IceKnight069  [author] 19 Mar, 2024 @ 9:28pm 
Version 1.05 is now available! More adjustments to dialogue and NPCs have been made, as well as Series 5 missions. One notable update was due to a random Matrix setting that prevented Team Management from working reliably.

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.
IceKnight069  [author] 29 Feb, 2024 @ 10:52pm 
I couldn't help myself.

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!
IceKnight069  [author] 29 Feb, 2024 @ 4:00pm 
@Melfice (continued):

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 :)
IceKnight069  [author] 29 Feb, 2024 @ 4:00pm 
@Melfice (? is that how this works?) Thank you for your continued feedback!

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.
Melfice 27 Feb, 2024 @ 7:19am 
Thank you for replying as well.
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.
IceKnight069  [author] 25 Feb, 2024 @ 8:41pm 
Thank you for trying it out and offering feedback!

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!
Melfice 25 Feb, 2024 @ 4:31am 
Great Mood With this mod. - Also great thing seeing more mods made for Shadowrun games.

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.
IceKnight069  [author] 23 Feb, 2024 @ 7:46pm 
Version 1.03 is now available! Adjustments to the Series 3 missions as well as *MANY* typos and "behind the scenes" updates (for a lot of boring variable tracking and other such things).

As always, thank you to those who are showing an interest and/or are providing feedback. Be safe out there!
IceKnight069  [author] 17 Feb, 2024 @ 3:38pm 
Version 1.02 should be available now. Adjustments to Series 1 and 2 mission fights have been made. Additional typos and conversation updates have been made.

Feel free to report any issues or bugs here. Thank you to all who are playing and providing feedback.
IceKnight069  [author] 16 Feb, 2024 @ 3:34pm 
Nice! I hope you enjoy the ALPHA content. If you find anything you deem worth commenting on, or about, (like bugs or general thoughts) I'd love to read it.

I will be sending out an update again. It should fix a few more "minor" things and add some missing suff.