Shadowrun Returns

Shadowrun Returns

ivi1010111 Jul 29, 2013 @ 3:34am
Combat doesn't end with no enemies in sight
from some point in the game i can exit the combat mode only by killing all the hostiles in the entire location, turn-based movement just doesn't end, multiple pushing the "end turn" button does nothing. and it definitely wasn't like that on earlier missions.

a bug or i just don't get something?
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Showing 1-15 of 36 comments
cANe Jul 29, 2013 @ 3:41am 
Seems like it's intended
GrYeYeS Jul 29, 2013 @ 3:45am 
What makes it seem like that?
Thryn Jul 29, 2013 @ 3:48am 
There are certain missions (not many though) where you can extract without killing everyone it seems - you just have to find the exit point. There are some where it keeps you in it anyway, and I think thats to try and maintain a level of caution/atmosphere of a run that there may be more people hiding around corners, unexpected surprises etc.

Personally I don't object to that.
GrYeYeS Jul 29, 2013 @ 3:49am 
You mean randomly you can drop out of combat tho its not connected to any actions of yours nor consistent in any way? I am sure thats what you meant to say. Combat does not prevent you from extracting regardless. Long as the exit point is not locked you can flee in combat.
Last edited by GrYeYeS; Jul 29, 2013 @ 3:50am
Loki Jul 29, 2013 @ 3:51am 
I didnt like this feature either.
GrYeYeS Jul 29, 2013 @ 3:56am 
Dear lord man, you seriously think this is an intended mechanic?
Aimeryan Jul 29, 2013 @ 3:58am 
I am not sure if he is saying this, but this is what I would say on the matter:

Keeping the player in combat mode when there is nothing to fight is time-wasting and annoying. If you want to keep your team around for when a fight *does* break out you have to move each individually (which in itself may not be of equal movement).

To make it less annoying and time-wasting I usually just move one character, click end, repeat. There have been a few times when a fight suddenly starts that I am a fair distance away from the rest of the team, but it hasn't killed me yet. Still end up having to move the rest of the team the whole distance in combat mode one way or the other though, just more interesting once there are actual enemies involved.

A different solution might be a "follow" option, where by you can just then focus on moving that one character and the rest will automatically follow if you have clicked the button to the best they can do so.
PlayerNameT Jul 29, 2013 @ 3:59am 
Originally posted by GrYeYeS:
Dear lord man, you seriously think this is an intended mechanic?

You pretty much said it in your own opener. Combat doesn't end with no enemies IN SIGHT. As long as there are enemies in the area you are in turn based mode regardless of them being in sight or not.
Thats pretty obviously and intended mechanic would be stupid to drop out of combat everytime an enemy runs off into the fog...
Ender Wiggin Jul 29, 2013 @ 4:01am 
Since you can control other character in your party only during combat, this "always in combat" may be used to allow you to interact with world with other party members like deckers to try to hack into something. Though I can't remember any place where it is actually used.
cANe Jul 29, 2013 @ 4:03am 
Originally posted by GrYeYeS:
Dear lord man, you seriously think this is an intended mechanic?

Yes it's a retarded but intended mechanic
Captain Blue Jul 29, 2013 @ 4:04am 
Don't you guys understand that HareBrain had a budget for goodness sake. They need at least another 400k to program the game to end combat when there's no enemies left. I mean seriously, stop acting so entitled.
GrYeYeS Jul 29, 2013 @ 4:07am 
Its not intended, you silly idiots. It does not function consistently the triggers that activate combat are all messed up. Combat doesnt end until the scene changes regardless of enemies existence or not. barring 1-2 random events and even then it does not consistently function. The game is not detecting enemies from other scenes for purposes of combat...
Last edited by GrYeYeS; Jul 29, 2013 @ 4:08am
ivi1010111 Jul 29, 2013 @ 4:07am 
Originally posted by MrSmith:
Originally posted by GrYeYeS:
Dear lord man, you seriously think this is an intended mechanic?

You pretty much said it in your own opener. Combat doesn't end with no enemies IN SIGHT. As long as there are enemies in the area you are in turn based mode regardless of them being in sight or not.
Thats pretty obviously and intended mechanic would be stupid to drop out of combat everytime an enemy runs off into the fog...


i'm not talking about them running in the fog, i'm talking about them being dead. also, have you ever tried early Fallout games?
GrYeYeS Jul 29, 2013 @ 4:10am 
Originally posted by Sexual Sandwich:
Don't you guys understand that HareBrain had a budget for goodness sake. They need at least another 400k to program the game to end combat when there's no enemies left. I mean seriously, stop acting so entitled.


What makes it funny is that this post wouldnt be that absurd compared to some of the painfully stupid ♥♥♥♥ ive seen over the last few days.
Aimeryan Jul 29, 2013 @ 4:13am 
Originally posted by MrSmith:
Originally posted by GrYeYeS:
Dear lord man, you seriously think this is an intended mechanic?

You pretty much said it in your own opener. Combat doesn't end with no enemies IN SIGHT. As long as there are enemies in the area you are in turn based mode regardless of them being in sight or not.
Thats pretty obviously and intended mechanic would be stupid to drop out of combat everytime an enemy runs off into the fog...

That would indeed be stupid, but it is not the only time this occurs. There have been many times in the Seattle Campaign when there are no enemies left in the area but you are still in combat mode. Basically, this occurs in any outright-hostile environment once you have cleared out the enemies but have yet to use the exit. Same thing happens in the Matrix.

Furthermore, there are areas where you are still in combat mode and there are still enemies in the area, but these enemies may be several screens away causing you to have to move all your teams for multiple turns in the most annoying fashion possible for pure movement.

I realise the value of being kept in combat mode in these scenarios (heightened atmosphere of danger, etc) and would not want to be dropped out of combat mode. However, a less clunky way of moving the whole team would be very much a benefit. Three ways I can think of:

1. Ability to select multiple members at the same time and move them.
2. Follow-command button that makes team members follow anything you move manually.
3. Allow us to que up future moves, which stop being followed the moment an enemy appears. This wouldn't be that helpful for moving forward (due to unexplored-dark areas up ahead), but would help when backtracking.
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Date Posted: Jul 29, 2013 @ 3:34am
Posts: 36