Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
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Opdatering: 4. juni 2018 kl. 22:35

V4.0.24
- The Map merging continues (thanks Dave)
- Slight Decker conversation tweak.
- Slight buff to "Alley Thug"
- Alley conversation formatting fixes (so many extra line breaks!)
- "Key Man" conversation tweak.
- Cleaned up old disguise logic in Morgue
- For some reason the Caryards thug was giving you Drake's phone number...
- Slight conversation tweak to "threatening thug" in the Caryards.
- Adjusted "threatening thug" behavior in Caryard
- Added an autosave to the arena. Redoing multiple fights was annoying.
- Vivyan shop conversation fix.
- Caryard price fixing
- Fix to Caryards exit cost calculation. It was only happening on map load.
- Fixes Doc M bomb pricing.
- Minor map tweaks.

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Planned Updates
- Difficulty boost to random spawners in Docks and Stiletto's lair
- More map merging.
- Finally writing the epilogues
- More bug fixes

Opdatering: 22. maj 2018 kl. 21:40

V4.0.23
Nuyen Reduction!
The hacking rewards did not mesh with the reduced weapon costs, so they have been halved.
Drake Tower, Volcano, Aneki, the Docks, the Stilettos, Dark Blade and Glutman's computer should all be adjusted.
Its entirely possible I missed some, so let me know if you spot any!

Opdatering: 21. maj 2018 kl. 22:58

V4.0.22
Hitmen Power Up!
They now require a bit of work to beat in OT and DT

Small fixes to enemy logic in DT so they no longer run around blindly as NPCs

Future Updates:
- Hitmen aren't respawning DT. This needs to be fixed.
- Nuyen reduction. We give away way too much money based on the cost of weapons
- Scene merging so we have fewer load screens.

Opdatering: 18. maj 2018 kl. 0:01

V4.0.21
- Fixes to prevent Splatter from breaking the team size counter
- Conversation tweaks so Akimi gives you the chance to shrink your party
- Conversation tweaks so more chats enable the "King" keyword.

Opdatering: 7. maj 2018 kl. 23:57

V4.0.20
Update thanks to Dave
If you return to the Cage after the Caryards, you will see different performers (added just for fun)
Bug fix to Drake Tower to prevent you from getting stuck for going there too early.

Opdatering: 2. maj 2018 kl. 22:07

V4.0.19
By player request I have merged the Cage map and the Office Block map.
The point of this is to remove a loading screen, since its annoying to enter the Cage only to be immediately kicked out and have to deal with 2 separate loading screens in under a minute.

I tested it pretty thoroughly, and it seems to be working, so please let me know if you see any strange behavior!

Opdatering: 16. apr. 2018 kl. 22:40

V4.0.18
- Fixed the arena concede to require clicking on the exit.
- Added a proper zip gun. (thanks Dave!)
- Once you have cleared Dark Blade you can enter the shop without a scene transition. (Can use more testing)

The "winners" of our naming contest:
- Jake's apartment building is now "Apartment No. 6". It simply makes too much sense not to chose this one.
- The Old Town Magic shop is now "The Lost Sheep of Seattle".
- The Tenth Street Restaurant is now "The Hungry Wombat".
- The Business man's building is now "Straits Jackets Limited"
- Glutman's office is now "Renrakuna Matata"

Opdatering: 11. apr. 2018 kl. 21:56

V4.0.17
Added the ability to concede in the arena. If you click on your character, you will be presented the option to concede.
I will be changing this next patch to require clicking on the gate instead.

Verified the behavior for the first 5 fights.

Unfortunately I didn't have time to do more balancing.

Opdatering: 9. apr. 2018 kl. 22:11

V4.0.16
I have not verified the fixes in the build, but they SHOULD be fine.
- Assorted conversation fixes.
- Removed a lot of extra (annoying) spaces from conversations.
- Replaced arena fight 5 (Mage) healing spell. It was Heal 2, now its heal wound. He should stop spamming it now.
- Arena fight 7 (Ferocious Ork) kept punching, instead of using his axe. Now he'll use best only. (So assuming his punch isn't better than the axe, he should behave properly!)
- Made various transition markers interactable for consistency.

The arena should be properly balanced for any of the starter weapons now.
(Fight 3 is an endurance match with the Pistol or SMG)
Players can buy their way out of the Caryards after fight 4.
I need to examine the balance for fights 6+ which I hope to do later this week.

Milestones:
(Let me know how your numbers compare!)
65 Karma to reach the Caryards
72 Karma to buy your way out of the Caryards
?? Karma to beat the King WITHOUT upgrading in Old Town
?? Karma to beat the King WITH upgrading in Old Town

Opdatering: 5. apr. 2018 kl. 18:23

V4.0.15
- Swapped the starter weapons in the Tenth Street shop with cheaper ones.
- Fixed the first Arena fight so that the fighter doesn't wait two turns to act.
- Reduced the HP of the Fight 2 and 3 opponents (and increased fight 3's armor)
- Removed the spirits from the Arena Shaman so it will instead use its magic attacks only.

Note: This was not a full balancing pass. i still need to verify the difficulties