Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

Dead Man Switch - Vox Populi
arek75 Nov 10, 2017 @ 10:49am
Just finished this mod, my thoughts.
Overall, I liked this mod - it really breathed a bit of new life into DMS. A few things that need looked at, tho:

First, Paco. I'm not sure I like him as a Rigger, but one is needed for the Team and he's the obvious person. Alternatively you could make the old Nilaphim (sp?) contact the rigger and make Paco a cybered close-combat specialist (which fits with what he was before).

Second, as mentioned in the comments, I ran into a transient bug on the second floor of "The Hunt Begins" (the first floor with bugs) where the bug in the hall leading to the exit never broke the wall and I had to restart the mission (it did work after restarting the mission).

Finally, I didn't look heavily into the rifles and SMGs available in this mod, but those Ruger pistols are borderline OP since first, they do a lot of damage and second, they have effectively unlimited ammo. Yes, I know there's a shotgun that does more damage, but it doesn't cut it at any kind of range (and also, at range, you've got a good chance of peppering Harlequin in the final missions where it matters since he is a close-combat specialist).

I hope this helps. :)

--Arek75
Last edited by arek75; Nov 10, 2017 @ 10:50am
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Showing 1-3 of 3 comments
DaveOfDeath  [developer] Nov 11, 2017 @ 5:54pm 
Appreciate the comments. Gimme a bit, and I'll respond a bit more in detail... Just wanted to let you know I saw this.
DaveOfDeath  [developer] Nov 12, 2017 @ 8:14am 
Paco has been a hit or miss character since the launch. Actually both of my co-authors weren't sold on the concept either... But here's my reasoning.

Paco is the typical immature boyfriend, desperate to hold onto the girl who's way out of his league. Coyote has real skills, while Paco stumbles along, just trying to get by. The gulf in their relationship is rapidly expanding, and he'd do anything to stay close. So when she gets a cyberarm, he jumps at the chance to also get cyberware, so they can have one more thing in common. The ability to pilot a drone translating into video game skills (again, immature sterotype, but hey... sometimes they fit) would be a easy way to get 'useful' cyberware without a serious investment. If the engine would've allowed for it, I'd have had the drone crash into walls, and knock over lamps... and have Paco constantly yelling at it "Behave yourself!"

For me, Paco makes sence. I had one of these unhealthy relationships, and would've done something equally stupid, I'm sure. Probably TMI, but that was the reasoning for him.

The rifles/SMGs/Scatterguns/Pistols are largely unmodified. We just used the vanillia items. Balancing available cash would go a long ways in fixing the OP availability.
L0g41n  [developer] Nov 13, 2017 @ 6:28am 
Morning, Arek75, and thank you for playing through our mod. We have a lot of time invested in building it, and we're glad to know that people appreciate it.

Re:Paco, I was initially not sold on making him a rigger, and Dave had to convince both of us to put it in, but his reasoning above makes a lot of sense. Paco isn't a deep character, and we tried to address that in the story bits that we added. Paco's story focuses heavily on Coyote, but it also tells you more about him, his family, and why he is the way he is.

For the bug wall, that's an existing bug from DMS, we can take a look at fixing it with the next patch. Thank you for the precise location, that is helpful.

Lastly, we have s few tweaks for balancing in the pipe, but unfortunately they're held up by my incorrigible nature adding story bits every chance I get. We should have an update soon.
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