Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Surviving in Seattle - SR3
Val 30 May, 2024 @ 3:06am
Wall O' Text [Spoilers]
Here there be spoilers!
Seriously, I threw some tags in but just don't read this if you're worried about spoilers.

So uh, once I got started I just kept going. Sorry if it's too much. And some of it may seem negative but I hope it's clear it's all meant as constructive criticism. I wouldn't have written so much if I didn't enjoy your mod so much!

Bugs:

- Duplicate Pimp and Night Worker: Sometimes, though not always, their doppelgängers will appear and stick around for the rest of the mission. Mostly harmless.

- Shadowrunner Etiquette option with Pimp: Perhaps it's intended but the Pimp states he'll pay you $500 while you only receive $250.

- Local Area Signatures: Despite unlocking it in the Matrix the "bonus" door will re-lock if you speak with the bug shaman before opening it.

- Hiring Runners: I assume it's just not implemented yet but I thought I'd mention it to be thorough. Runners can be hired and fired without cost or consequence. Well, mostly without consequence. Once I was unable to recruit a fourth runner as they all thought my party was full.

- Neutral NPCs taking turns: If neutrals witness combat they will continue moving, in turn-based mode, even after the fight is over. It's not game breaking but it can be maddening when they follow you across the entire map (because if you stop moving you have to wait for them to catch up).

- Tired Engineer with Security Etiquette: Says he will charge $400 but actually only takes $350.

- Bump N' Sleep Rental Room: Doesn't unlock despite paying the rental fee.

- Body Mall Spirit: Spawns on the opposite side of the wall. Not exactly a bug but it is annoying.

- Post-Milky Random Runs: Don't work right. So far the physical ones, regardless of start location, send me to the same empty warehouse. No enemies, no points of interest but when I leave the run is completed (and can be turned in for Karma/nuyen). And it spits me out by the run-down warehouse, again, regardless of where I started. The Matrix runs sort of work, but it's the same easy mission that Milky offers (crash a node) even though the Johnson tasks you with stealing a file or clearing out some enemy deckers.

- Tarrasque Claw AI: I think you mentioned AI problems already but the Claws are particularly egregious, often running back and forth without engaging or using fists instead of swords.

- University Center: Upon entering I was sent to the Runner hiring screen. Lots of runners were available (including multiple versions of the DF npcs) but none from your UGC. Otherwise the mission seems to be working.

Feedback:

- Loading Screens: The white background (the one with the totem pole) makes it difficult to read a large portion of the text.

- Difficulty and NPC stats: Do you have a specific difficulty in mind for your mod? I ask because I'm used to playing on Very Hard (though I was a little rusty) and it was a bit of a rude awakening haha. The PC starts with somewhat lower Karma than “normal”, which is fine; but the enemies have very high hit/dodge chances and I felt overshadowed by the NPCs. Except for Rapido. Poor guy is useless in combat (on Very Hard, he fairs better at lower difficulties). His damage and accuracy are just too low, even the mark rarely hits. Also the bat's pommel strike doesn't work, get this poor man a machete! Or better yet, some throwing knives so he doesn't get fragged by Slaag lol.

Also I noticed the NPC runners will actually lose stats after A Whole New World (I think they go back to Normal difficulty stats). Which made the bar run and Local Area Signatures pretty rough with my Decker PC. However you can eventually dismiss and re-recruit them to get their stats up to “elite runner” levels. Otherwise their stats don't seem to increase. I realize now that might just be an engine limitation but it wasn't something I thought about on my first, aborted, playthrough.

- Karma Rate: Piggybacking off the last topic I feel like the PC's rate of advancement is too slow compared to the NPCs (runners or enemies). This may all be sorted out with changes to recruitment and/or difficulty. And I know I could grind Karma if I really wanted too but that's unappealing at the moment. Of course it's fine to start off as a newbie but it takes a loooong time to catch up and I still kinda feel like I'm being baby-sat by the rest of the team.

- Dentist's Office: After triggering the fire alarm why do I need to engage the Tarrasque? Thought I was being slick sneaking past them but all I found was an empty office with no way to continue. I did appreciate the Halloweener option but I think it had so much more potential as a method of avoiding combat altogether. Maybe you improvise a timer or remote detonator with a grenade or have a spirit/drone do it while the party slips in during the chaos.

And this could have gone under bugs but I felt it fit better here: possibly because I went the Decker route I never interacted with the gangers (besides killing them). So it was an interesting surprise when Milky said they were waiting for Mrs. Robinson!


- Journal System: I love it, no notes!

- Call System: Could we get the ability to call runners/fixers like in SR-U? Even with a decent computer all the loading times really start to stack up.

- Backtracking: Wow there's a lot of it. This may just come down to a fundamental difference in design philosophy, but it irks me. Though hardly the only example ABNW is the worst offender so far. Do we really need to spot some tools, rescue the kid, go back downstairs to check on him, go right back upstairs to fetch the tools we already noticed, return downstairs to get the part, before finally getting to climb two flights of stairs and eventually claim the key? Oh, and then we go all the way back down to leave with nothing happening along the way. I suppose it might be “realistic” to go through all those steps but it's not fun. Even if you don't want to sacrifice realism for expediency many of those steps could be streamlined. Why couldn't Rapido or a Decker PC notice these tools could be useful for messing with decks? Or couldn't he just give us the broken deck so we could extract it ourselves? We promise to give it back and we are saving his life.

- Story: Clones(?), Blood Magic, Bug Spirits, and E-ghosts, oh my! I can't wait to see how it all unfolds!

Typos: WIP
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Showing 1-6 of 6 comments
IceKnight069  [developer] 2 Jun, 2024 @ 8:10pm 
Thank you for the abundance of feedback! Many of these things are on the list, for sure. But you have brought some new things to my attention. I VERY MUCH APPRECIATE the time you took to post this. It is all valuable information. Thank you again :)
IceKnight069  [developer] 12 Jun, 2024 @ 11:44pm 
I think I have fixed the duplicate NPCs (Pimp and Pro). Etiquette pay and adjustments should be corrected and consistent now. Tired engineer text vs nuyen adjustment should also now be corrected. Bump and Sleep was fixed. Body Mall summon was fixed. University Hiring Screen is fixed. Security door is fixed. NPCs making getting around hard should be LESS annoying.
IceKnight069  [developer] 12 Jun, 2024 @ 11:45pm 
I have not rolled out all of the additional post Milky runs at this time. I need some feedback on the Bounty updates and polished versions of Milky's runs, and Moon Man's Factory run. Once those feel tested, I should be able to move faster on the others.

Thank you for all the feed back!
Val 13 Jun, 2024 @ 4:45pm 
Woohoo! Can't wait to try it out!

I've been meaning to ask you, what's the current end of content? I seem to be stuck at the Underground Lab but I wasn't sure if that's a bug or just all there is for now. I've explored the whole place (and learned a lot) but the quest objectives don't update.

Thanks again for all your hard work!
IceKnight069  [developer] 14 Jun, 2024 @ 11:06am 
At the time of getting the mission you mentioned, there are three others that can be accessed. If they weren't available before, they totally should be in version 1.15. Please let me know if this is NOT the case.
IceKnight069  [developer] 17 Jun, 2024 @ 8:39pm 
@Val I have a few additional comments. I just added a spoiler tag to all of it. Thank you again for your initial feedback (and any continued if you so do). Again, thank you for the interest and feedback.

Hiring Runners – they will have costs and be more temporary. The issue with the temporary party members and party member counts should resolve themselves after an update to the system. I may be working on that sooner than later.

Tarrasque Claws (and other combatants) – I will be working on this in phases when more feedback comes in. But yeah, there are a few spots I will be making quick-hit fixes. Thank you for this.

Loading screens – these are a low priority item at this time. But I do plan on fixes ALL OF THEM eventually. After load, players can click the power button and read the synopsis if there are very Bad blocks. I may just change everything to a black background only in the mean time. Something for me to consider.

PC and NPC and Karma rates – advancement is not surprising to me to be off at this point. It is my first iteration. Feedback like this is very important to getting that tuned correctly. And your observation is correct about the power loss. It appears I did NOT update that version of the actors… this will be addressed. I do plan on an OLD SCHOOL experience with some grinding being ENCOURAGED. But still need to tweak it, for sure.

Dentist’s office, fire alarm – I was playing around with that idea. But never implemented it due to other things being prioritized higher. This will be implemented, however; I was on the fence but have been swayed. Also, I will address the surprise info when speaking to Milky about “Mrs. Robinson.”

Backtracking – this is a tough one. I made a call very early in the build. And it made the same hiring system very hard without a HEAVY LIFT and loads of adjustments. I do have some ideas, so I will see what I can do to help minimize SOME of the PLANNED back tracking.
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