Shadowrun Returns

Shadowrun Returns

A Stitch in Time
Some humble suggestions/ideas/questions
@Stymie Jackson
Good mod so far.
Some of my observations/suggestions:
-Just curious why an elite merc group, with more missions than personnel, only gives you one mission? (two if you count the 'extra rescue'). If it is just because you have not added more yet, then I patiently await more. :)
Maybe either have them harder to join, or add missions.
-When taking out the drug den, then going for your reward, no matter choices I think you should add a choice to terminate, instead of reward OR terminate.
-The Seattle safehouse is amazing, especially with the vending machines you can add...great job there!
-I did the mission for the guy who can 'modify' your weapons (hardwire? or something like that) but all the weapons he can modify I can't find anywhere...is that a bug? or just not programmed yet?
-In the Mercenary group HQ, the armorer/saleslady only sells consumables? and only during missions? I think she should sell to you all the time as long as you are a member of that group...and maybe have her sell discounted weapons that are higher level...to make her store a little more 'special' than a normal weapons shop.
More to come later.
Love the mod, keep up the good work.
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Showing 1-11 of 11 comments
Stymie Jackson  [developer] Nov 29, 2013 @ 9:22am 
Hey Buddhist, thanks for the comments! Let me work through them:

1) I originally intended more missions for the factions but chapter 2 was dragging on too long so I published it with the single mission. There are two more missions in chapter 3 and I intend on eventually adding two more missions to each faction for chapter 2 once the game is complete.

2) Good suggestion, I'll add that to the list of things to do.

3) Originally the smartlink choices only appeared if you had the gun in inventory which was confusion to some people. So it will show everything he can do...including guns not available until chapter 3.

4) I did plan on 'discounted' weapons in the Merc store, but it requires making additional copies of every item (since the cost is hard-coded in each item, it's not adjustable by vendor) so it's on the list of things to do after the UGC is finished. She's mostly there as a convenience so you don't need to run back to the mall before taking a mission from them.
Stevo Jan 28, 2014 @ 12:22pm 
I'll put some more humble comments here.

First, if I haven't said it in another thread, great module! Thanks! This may be the best one I've played so far.

1. The vending machines in our uptown safe-house are cool. How about one for Repair Kits too? And/or much like the medical table, some way for Riggers to repair drones between missions. (I love the drone repair cyberarm, BTW.)

2. In Chapter 4, I feel like the techmaster Rigger/Decker (forget his name) kind of got left behind in his stats and gear. I didn't go back and verfiy, but I thought he looked the same as he did last time I used him in chapter 3. Steady Eddie has better drones than him. He should at least have a Guardian. :) Also maybe an additional point in his Drone Combat, Decking, and ESP. Maybe a better deck as well. I'm not sure if that makes him *too* good at that point, but he should be somewhat better than the average hire, and I noticed a bunch of them seemed much better than him now.

3. How hard is it to make custom drones? (Can you tell what archetype I played yet? :)) Some new drone choices would be cool.
Stymie Jackson  [developer] Jan 28, 2014 @ 12:56pm 
That's the second complaint I've seen about Ayperios at the end game. I'll enhance him somehow...since he's also a decker, he can only have 1 gun, the deck and a single drone so maybe I just need to make him awesome at that drone, or make him better with his gun so he stands out more.

Custom drones aren't too difficult...was considering a 'tanky' drone to suck damage and some automatic weapon drones. The base drones are pretty lackluster, at least the combat drones. It's all single fire guns with 99 rounds, and the only difference is slightly more damage per shot for each level of drone.
Stevo Jan 29, 2014 @ 8:34am 
Awesome!

So, interestingly, he actually has 4 items! He has 1 gun, 2 drones, 1 deck. (Which makes me jealous, because I'm also a rigger/decker, and I wish I could carry those for things. :)) But if you want to reduce his inventory back to 3, I'd vote to ditch the gun, and then when both drones are active he can use Mark Target with his 3rd AP. He also doesnt have an outfit. Maybe give him a decking outfit +1 extra point of decking to get him a fairlight excalibur, and one extra point of drone combat and get him a guardian drone?

Re: custom drones. Your ideas sound great! The mortar drones drive me crazy. Reloading every turn is too much!
Teralitha May 24, 2014 @ 4:11pm 
I had to abandon a couple of my starting characters because they fell behind on nuyen due to some failed attempts at some missions(I try not to reload a game if things go bad, I try to just play on and recupe unless im dead), was pretty easy to do and thus didnt have enough money to hire more runners, and was impossible to complete missions solo or with only 1 runner at that point and I would just delete that game and start over.

My suggestion is to add a little more nuyen to the beginning missions to compensate for setbacks. Otherwise it becomes hopeless if you have setbacks. You pretty much have to have all perfect missions with little or no damage taken or deaths and by using reload exploit. I have one character that is in chapter 2, that used the reload exploit in chapter 1 whenever a mission went badly. In chap 2 they have enough nuyen to cover losses easily.
twistedd Jul 30, 2014 @ 9:15pm 
Hey loving the UGC great job. Especially loving the difficulty, my one suggestion is that if you hire a sidekick then they should be selectable for your team at no cost as you already paid them to help you, and thats what sidekicks are for ;)
Adhan Oct 10, 2014 @ 1:20pm 
Good mod with some quality writing but totally unbalanced combat (relatively easy/sometimes challenging on normal, infuriatingly unfair and at times unplayable on hard). I dread to think what would happen on very hard... The problem seems to stem from the needlessly great numbers of enemies, forcing the player to choose stealth approach most of the time and essentially turning freedom of choice to illusion.
Stymie Jackson  [developer] Oct 10, 2014 @ 4:03pm 
@Adhan: The idea was to go for a more 'Hard Boiled' type of game play (talking about the classic Hong Kong movie of the same name with Chau Yun Fat) which basically doesn't exist in the base game or any UGC...straight up hardcore fights with tons of enemies to blast through. There's plenty of other great UGCs that have less combat intensive focus...hence my concentration on action over story here.

So I disagree with the phrase 'needlessly great number of enemies' simply because that was the point of the UGC. Obviously this is not gonna appeal to everyone!

The game itself was balanced for Hard, but to do so successfully requires a combat focused character and a strong team (like the McMillan twin or The Slammer). I included stealth mechanics for those wanting to play more of a role-playing character not so focused on killing stuff. You may very well be right that with certain character/party combinations there really is no choice as to how to get past some fights on harder difficulty.

It's a bit harder for me to properly judge difficulty since I know what's going to happen in every fight...

Very Hard is for masochists, but I did want to make a combat challenging UGC for those willing to take the plunge. I just found other UGCs to not really be challenging tactically and thought there was a opening for a combat-heavy UGC in the workshop. Many folks prefer story over action and they are probably going to be disappointed with A Stitch In Time in that case.

All that said, there's probably a better middle ground that I haven't figured out.

One thing to watch out for is the various patches have a tendency to break some of the fight balance...almost all the fights were designed for the party to have the initiative (going first) and I've seen where game updates changes the logic so the enemy goes first. That can make a tough fight become annoying instead of challenging as the party gets blasted before they can even get into cover. I try to fix that when I see it but the sheer length of the UGC makes that hard to catch everything.

@twistedd: Actually a good idea, but I couldn't figure out how to get that to work in the editor :( I did try!

@Teralitha: Your suggestion was done in one of the last updates...there's been more money added early on in the first 3 missions. And with Dragonfall allowing loans the problem should no longer exist...of course, you have to be playing the UGC with Dragonfall and not DMS for that :)
Last edited by Stymie Jackson; Oct 10, 2014 @ 4:05pm
Rapajez Nov 20, 2014 @ 8:55pm 
Amazing UGC! Definately the best I've played to date! Conversation system is brilliant, and combat is also best I've seen in UGC yet. Stealth mechanics to top it off are amazing; although, I wish I understood how the silencing spells and weapon silencers worked.

Any chance of moving this to the Director's Cut Edition? I know I can manually move it over (which I have), but would love to see the enhanced armor mechanics, the added items outfits/cyberwear, loaning, and other enhancements along-side the already excellent UGC.

My only complaints with this UGC may be a side effect of me playing in the DC edition. The text in the loading screens is tough to read (at least on my display). I have bright blue text on a bright blue backdrop. Also, the Shaman wall spells, (lightning wall, fire wall) seem to be missing, except for the final one.
The Pooka Sep 12, 2018 @ 3:57pm 
Hi, Great UGC, but I've run into an impasse late in the game. I'm running "Mitsuhama Robotics Labs, CPU Control Floor". After hacking the computer, I'm trapped in the room with endless drones pouring in through two doors. I'm easily able to kill them all, but it never seems to end. I've tried reentering the computer; moving around and trying to click on everything in the room; etc. but I can't get out. Is it a bug, or am I missing something?
davidbalparda Jul 21, 2019 @ 6:10am 
GREAT campaign! Kudos! Suggestion: In chapter 3 it's usually not clear when the runners will be dismissed. Once or twice I lost all the expensive consumables I equipped them with because I wasn't able to stash them before moving to the next scene.
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