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I'm most of the way through the single player campaign, and it's a lot of fun.
As one possible ending (if it's possible to set up branching storylines), Lovecrafthulhu "wins" and establishes himself as the head of the local Rhode Island subsidiary of Ares (in real life, Providence is the headquarters of GTECH, a gambling technology corporation, so it can be called something witty like "Ares Wealthinspiration").
We can always make up a small corp, too. Dunwich Bioengineering or something.
As far as hubs go, seeing as all we have right now is the Seattle tileset, things might look a little more generic than what you're envisioning, Hobbes. :) The persistent hubs with multiple side-quests is something that people are already working on, along with stuff like lootable corpses (not necessary, in my opinion) and runners that stick around for more than one job.
For the persistent hub, it would be something like the Union in Dead Man's Switch, I think, only outdoors. 'Interior' doors (acting like the piano in the Union) would lead to stores/bars/whatever. I want to finish Dead Man's Switch before I start poking around in the editor, but that bug-hunt with Harlequin is killing me. I only had 2 of the low-level medkits in my stash before I started, and the butler who can arrange for me to get new arms, legs, and subdermal armor can't get a first aid kit.
On the editor front I'm a bit concerned that it seems to be artificially limited in the ability to create new weapons, spells, and cyberware. Supposedly some features will be available when the Berlin DLC drops, but for now I think we're pretty limited on the equipment front. It's a shame, because I'd really like to get some variety in with the various types of cybernetic improvements. We'll see what happens.
Finally, I've confirmed that we won't have the ability to add new items, spells, etc. HB apparently left out that ability for reasons of 'Shadowrun lore'. Not sure how much I buy that excuse, but there you go.
I'll also note that I don't particularly have high hopes for the state of historical preservation four to five decades into the future, so I'd say we have more than enough license to "demolish" buildings and replace them with the existing assets. If the Berlin content adds more old-timey buildings that work, we can always rebuild the art, so long as we preserve the existing trigger infrastructure. We can always have NPCs providing comments about how it was such a shame they demolished all the old buildings and put up these generic monstrosities.
We can reduce the number of Hubs down, possibly just to the Plaza--the corps can hang outside the Bank of America building and the chamber of commerce, the mob can be at the Federal Courthouse, the merchants can be in the Plaza central, etc. The character can enter the buildings as needed for missions, or take a bus to other parts of town. I think persistent hubs will be relatively easy. The Renraku milkrun in Dead Man's Switch suggests that it can be done, provided you don't move the main quest along.
Some basic notes on the map - I placed City Hall in the upper right corner of the map, and the central ticket seller location will be turned into an open air market. I'll also put a few ticket machines there for appearances. The limited building pieces are making it difficult to build a believable city hall and courthouse, and there's a surprising lack of greenspace in the assets library, so Burnside park is now overshadowed by development on the other side and the grass is all brittle and dying, which is why it'll be surrounded by security fence.
http://cloud-2.steampowered.com/ugc/901003824333282448/E03EF003B4291F442781B8F063B95F9E87003E1F/
The editor isn't really difficult to use, but it's not very user-friendly. The tutorials at http://shadowrun-returns.wikispaces.com/Editor+Overview have helped, but there's not a lot of information there yet.
I'm working on conversations, triggers, and variables right now - the editor is described on the wiki as "ugly but powerful," and that's really evident with this stuff. The front desk clerk is a rude disgusting ork lady who's annoyed by your very presence. There are a couple of conversation options (challenging and/or being rude to her) that increase the "josieRep" variable. When it hits a certain level ("equal to or greater than 3"), it unlocks a "bonus" conversation option as well as opening up the stairs to the top floor. There are only 3 options right now that boost josieRep, and one that subtracts a point, so it's possible to lock yourself out if you just click every dialogue option that's available (*evil grin*). Since it's just a test-project right now, I'm going to put a dwarf up there with a computer and some loot (this will be how I figure out loot, vendors, and possibly the Matrix).