Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

83 ratings
Operation Complex Prophet
File Size
32.733 MB
Jun 5, 2015 @ 10:45pm
Sep 20, 2015 @ 6:08am
8 Change Notes ( view )

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Operation Complex Prophet

The story of the mod follows you and your Runner friends, Bob Sacramento, 404 Jim and Nazra Crowfeather, as you strive to survive in Seattle, hunted by the Renraku for a crime you did not commit. You will need luck, wits and good old grit to escape the dragnet and find the person responsible for framing you, and bring them to justice- or simply to have your revenge.

Latest dev news can be found at:

Originally made for the Dead Man Switch setting, OCP has now been ported twice to each new Shadowrun release. Current release 0.48 features the complete Act 1.

Act 2 currently WIP.


- More typos fixed in Act 1, Act 2 still WIP
- Dr. Andros finally looks like his portrait.
- Tweaked Ave6 summoning point.
- Tweaked Act1 finale.
- Updated Van Orton's portrait to better version
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RNabuco Jun 19 @ 5:02am 
awesome keep they coming :D
Olaf the Merchant  [author] Jun 18 @ 11:56pm 
Finished most of dialogue for the mandatory encounters in the Tunnel Maze. Still need to do some scriptwork for lvl 2, but already begun working on the encounters on the 3rd level.
Olaf the Merchant  [author] May 6 @ 10:30pm 
Ta, Winter. Slowly but steadily trying to get work done again, although the original timetable has slipped quite a bit of my original estimate- hell, I thought I'd have Act2 wrapped up in January. I guess mostly due to personal issues in life, but also realized that the scope of Act 2 ballooned a lot more than I had originally envisioned.

Still have a lot of sidequesting and character development dialogue and scenes written but not laid out for Jim and Nazra, but I'm thinking I'll work on those after I make the MQ release, utilizing player feedback while I add those cherries on top of the mod, supposing anybody still plays Dragonfall. :P

Planned content for the 2nd Act of the mod must be three to four times that of the original Act 1. Serious pacing problems there, took on more than I can chew on for a team o' one. Still, the storyboard and quests for Act 3 are still similarly sized to the first Act, so maybe I'll get this released before the actual dawning of the Sixth World.
W.R. Winter May 6 @ 6:13pm 
good to see work is still progressing on this, keep it up m80
Olaf the Merchant  [author] May 6 @ 2:21am 
More work getting done on penultimate Tunnel Maze today. Trying to dedicate this weekend to getting the Scene forward. Extra large scene with a lot of dialogue and triggers, so it's been a bit of an ogre in the room for me.
steelcoresoviet Sep 28, 2016 @ 2:04pm 
You're 1 for 1 with everyone commenting on OCP. You get an A on feedback from me.

I meant what I said. Not work faster, or half-ass it, or anything else. Just that when it ready, I'm still excited to play it. I hope stuff improves for you though, whether the mod gets finished or not.
Olaf the Merchant  [author] Sep 28, 2016 @ 2:30am 
Yeah, sorry for the lack of updates. Been having a bit of a rought time IRL, so the development has stalled. One of the worst months of my life so far after my business tanked, so I'm kind of taking some time off to try and get my shit together.

Was planning on uploading the next update once I finished Act 2 at least on a level that would include all the Act 2 MQ and several of the side actions. Uploading it currently would just end up with the player being able to run amok the Ork Underground, being able to run into unfinished areas, broken quest lines and no defnite ending, which would definitely suck.

I know folks are starting to question if OCP's ever going to finish or if it's going to Duke Nukem Forever level development hell, but I still endeavour to make it to the finish line. Being a one-man team, with my own problems, tho, does sabotage the dev process quite a bit. Hell, I've been working on this since 2013.
steelcoresoviet Sep 27, 2016 @ 8:12pm 
Global: Because you're the comic relief! I mean, new hire.

It's been a year since the last upload, but I'd still like to play the entirety, some day.
globalCooldown Jun 8, 2016 @ 6:04pm 
Hoy, chummers! If you're wondering if this is a good mod for you, here's a spoiler-light review:

+ I enjoyed the humor
+ Motorcycle fast travel is a good idea
+ Bite-sized missions
+ Custom portraits! They're pretty good, though the art style clashes with the vanilla art.
+ World feels "lived-in"

- Why does everyone start with 3 AP except me?
- Not enough starting funds to hire full party on all missions.
- Game lets you hire runners on non-combat missions.
- The rescue mission is a difficulty spike. Mines too punishing, boss' armor was too tough for most of my party's weaponry.

TL;DR: A good start, just needs some tweaks to be exceptional.
Olaf the Merchant  [author] May 27, 2016 @ 1:06pm 
Cheers, and thanks for the continued support. :P No worries about applying a bit of pressure, I know all too well how long this mod has been in the works, painfully so at times. I'm just glad folks are still enthusiastic about OCP, even 'tho it takes so long to make. Act 2 seems like a behemoth of a workload compared to the relatively straightforward Act 1 intro.

You can see the latest dev news on the blog at the website (you'll see the link on the description).