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Was about to finish the game but encountered a few more bugs, where one of which made it impossible for me to complete the Aneki tower.
- When you meet Akimi in Daily Station and accept to pay the 10k it said "AKIMI DIED" and suddenly a copy of her model showed up but i never got her into my group. This process was repeatable, resulting in several Akimis standing around in Daily station, where none of them could be recruited.
https://steamuserimages-a.akamaihd.net/ugc/921417065716437530/8AE8A71CE9AF7C0D505A20006472393A88B73558/
- Some object on the 2nd floor of Aneki is blocked and cant be interacted with
https://steamuserimages-a.akamaihd.net/ugc/921417065716436970/DE84A79ABA000903350851724E6CAF03CFE85D0E/
- When fighting the AI on the 4th floor, i kept getting stuck in the Matrix when entering the alpha terminal. I was still in the middle of combat but something prevented me from moving my character or doing anything at all. Was able to select skills, but movement wasnt allowed anymore. Had to quit at that point.
Other than that i pretty much consider this game done for me at this point. Having played everything up to the Aneki tower is good enough in my eyes - given that i finished it dozens of times on SNES.
A few thoughts I would like to share after having played your mod:
- First a foremost: You guys did an amazing job with this conversion mod. Replaying the SNES campaign on a selfmade character was great and despite a few bugs here and there I really enjoyed it. So, thank you!
- Especially the parts of the game where you took some creative liberties and expanded the game or used tools that originate from the remake (Etiquettes for example) - this is where your mod really began to shine.
- Personally, I wouldnt mind if you had revamped the whole campaign since at times the world felt somewhat empty. Given the modern day graphics and tools we have from the Pc-remake, I think you guys would have done great work by expanding the whole thing.
- I would have really loved to have an option to change gear/spells on my runners. Always hated, that i wasnt able to do that on SNES. At one point I even fiddled around with the SNES rom, just so that kitsune could wear proper armor ;D
- Cyberware in its current state is pretty underwhelming. Especially, when you consider that some of the strongest weapons have smartlinks but the missing Smartgun connection makes them somehwat obsolete. Would have really loved to have some Wired Reflexes or even Alpha/beta/deltaware upgrades. Could also be a nice money sink.
- The last fight in the Aneki tower is pretty, pretty hard. With Akimi not working and only Kitsune and Frogtongue fighting the robots, it was a real butt clench. "Miss, Miss, Miss" most of the time because at some point the runners fall flat against these high tier enemies. Having my main character occupied in the Matrix made things pretty nasty.
- You earn too much cash for what you have to spend. When I left the caryard I had like 3k and i was like "♥♥♥♥, cant afford the Ruger Warhawk" and then I went to the gun shop and suddenly i had everything I needed and still had 1k left. By the end of the game i walked around with 100+k and had nothing to spend it on. Think, that could need some fine tuning or more ways to spend the nuyen (cyberware, armor, etc)
So far thats all and should i remember anything else i will post it here.
But man, what a great mod!
The delay in the matrix is actually.more drones spawning in meat space... If you give it a second, it'll come back.
Further planned enhancement is not allowing spawning during the matrix avatars turn. I noticed during testing that the crew had a hard time fighting the drones... Which is why I capped them at 6 active at any time.
I agree they are very mismatched though... Fixing that is on our radar.
How'd that matrix feel, difficulty wise?
I remember the Matrix layout on the pc that is that storage hall by the docks. I think you guys tried to emulate the way the Matrix was handled in the SNES version?
At first I didnt realize that and kept triggering the floor tiles but then i became aware, that this was actually the same as on SNES.
In the Drake Towers there was no Matrix interaction at all, if i recall correctly. I just needed a certain level of "Decking" and things were handled automatically from there. Personally, I didnt mind it that much, since at times Matrix combat can feel lenghty - to say the least.
In the Anekti tower it felt fine to have this massive Matrix combat, considering the story. But having one of my runners occupied in the Matrix, while having to rely on these relatively underwhelming hirelings to fight these heavily armored drones, was quite a thing.
Ill look at them ASAP (unless Dave beats me to it)
Some of these were mentioned above, but here's what I noticed too :) All in all, this was mostly fluff and the experience was as painless as can be.
I think I now know exactly what is wrong with Akimi. (though I'll need to open the editor to verify)
I hope to roll out some of these fixes on the weekend... Provided the cold lets me.
Thanks for the comments!
We'll reply again when more are fixed.
:9mm: It might be because I'm still sick,but can you clarify what you were doing? I thought hiring had to be done in person... And the conversation shouldn't come up when he's already hired... so I'm wondering if its some unexpected case...
The text expansion is incorrect.
$(scene.DancesCost) dollar sign needs to be outside, as does (nuyen)
That would do it!
As you can tell I'm still not recovered from my cold!
As for what I meant about hiring, once you've spoken to a Runner face to face, you're given the option of keeping them on call, which lets you hire them "remotely" if you need support out in the field. That's a fantastic feature by the way, really helps a ton.
That reminds me, I haven't checked to make sure the oncall logic plays nicely with the chat logic. Thanks for the reminder!