Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
Mizaroth Sep 6, 2018 @ 9:54am
beta playthrough.. bugs and thoughts..
Firstly, and most importantly, this was an amazing ride! Having spent some time arguing with the editor, i have an inkling as to just how difficult and time consuming this project has been, and you guys have done a superb job!
I have patiently waited till this went beta (then life got in the way) before giving this a thorough play through, and my patience has most certainly been rewarded. I found the game to be largely bug free (though i will point out a few things shortly), the balance was quite good (although i ended up with a bit more cash and karma than strictly necessary, it did allow me to multi class a bit which i always like). I was a bit surprised at how drastically my chance to hit dropped from the drake tower to aneki, however it wasnt overbalanced; merely challenging.

ok, the bugs: none of these were game breaking by any means, but heres the few things i noticed..
-when i received the first attack spell from dog (nerve jolt?) it overwrote my cyberdeck in combat even though the deck remained equiped on my character sheet, with no sign of the attack spell..

- drake volcano: anytime i set off the alarm after having blown my cover the game would hang up on a neutral turn for approximately a half minute or so.

- After hiring Akimi, whenever i would talk to her in person, she would still end our conversation with "hang up" despite her standing right beside me (that this is the type of bug im reporting, only serves to highlight how bug free and well scripted this mod is).

- Akima does not have access to either her fireball or petrify spells, despite both spells being visible in the inventory. I was about to give her some extra gear when it warned me it would make those spells inopperable, so i cancelled. I dont believe i had access to those spells before hand anyway, but thought it was worth mentioning.

- and lastly (and i mean last!) at the epilogue screen when i got the good ending (i suppose, as i saved the world at any rate), the screen would hang up.. the cursor was available but the continue button stayed greyed out and could not be activated.
......and im still teased with shadowrun II!

Well, thats about it.. i took notes as i played, and these were the only issues of note that i stumbled upon... Thanks again chummers, this was awesome!!

......so, about that shadowrun II?....
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Showing 1-15 of 24 comments
ledeir  [developer] Sep 6, 2018 @ 10:08am 
Howdy!
I noticed you kind of disappeared! Welcome back!

- I'll have to look at the balance change from Drake to Aneki. There definitely is a difficulty spike.
- By first attack spell from dog, you mean handing over the ingredients and getting the two free spells? Or are you referring to the magic weapon? That behavior definitely seems strange.
- That's a long hang in the volcano... We'll have to investigate.
- Akimi chat needs to be fixed up. Its one of those minor issues that has been on my list for a while...
- Ugh... That means Akimi doesn't have a high enough magic value. I'll have to fix it.
- Hmm... End game freeze? Perhaps a trigger was stuck... It'll need to be investigated.
- The shadowrun 2 teaser is actually a complicated topic! Its pretty much mandatory to fans... But random pickup players won't realize that and may get their hopes up... (while i'd like to do it, I know how long this took so its unlikely I will... or if I did I wouldn't tell anyone until it was pretty much done.)

Mizaroth Sep 6, 2018 @ 10:15am 
it was the attack spell i received from dog for turning in the two items.
The difficulty spike was drastic, however it wasnt unmanageable... at first i was like "what the dam" but then i started using my skills more judiciously and it wasnt bad.. in fact i dont mind it as a good challenge is satisfying right at the end!

lol, ya ill bet the shadowrun II topic is a hot one! and ya, id never expect it.. these mods are hella labour intensive!!
DaveOfDeath  [developer] Sep 6, 2018 @ 10:46am 
The hang in Volcano (a level I built) is currently unavoidable. It's spawning extra baddies... The game hangs during spawns, even though the ones I used are prefabs (instead of custom and dressed versions) there is a noticable delay during their spawning.

Notmally I'd get around it by pre-spawning baddies, and having them wait off-camera... But that level is already flirting with the top of the memory and CPU usage that the editor allows. You'd more than likely experience some serious "chugging" in the scene, if I pre spawned the rapid response teams.

Did any of the end cutscenes play? (Which one did you get?). Did it hang during the cast of characters or the cinematics?
Last edited by DaveOfDeath; Sep 6, 2018 @ 11:00am
Mizaroth Sep 6, 2018 @ 10:35pm 
For the cutscene, i saw my team run for the chopper on the roof and we escaped... the cast of characters seemed to cut short... went to a lengthy (half minute? minute?) black screen, then the epilogue story came up telling me im wonderful, but the continue button was greyed out and unresponsive.

ah, that explains the hang in the volcano. Its unfortunate, but not terrible, and certainly better than a jerky gameplay experience.
Mizaroth Sep 6, 2018 @ 10:42pm 
oh, i forgot to mention-if it at all matters- that i used the original, unchangeable jake armitage. i had something like 250+ karma with skill 6 in pistol, dodge, body and cyberdecking: 7 spellcasting and 4 conjuring (just for haste!)..
.. i used kitsume throughout most the game (she stayed forever, i loved it!).. and also took akimi and anders into aneki.. i had amazing heals as i could also heal, which made overcoming the difficulty to hit manageable.. dont know how id do with less magical healing tho.

i only had 6 decking skill and 4 esp.. i also was using tier one deck and programs.. a little surprised i managed the end decking level in aneki..unless im a technomancer??
DaveOfDeath  [developer] Sep 6, 2018 @ 11:01pm 
I built aneki secret lab... When I did, a PC decker could fly thru it, but the NPCs couldn't fight the drones. Steel flight makes short work of the matrix as well.. perhaps a difficulty bump there is in order as well...
Mizaroth Sep 7, 2018 @ 12:33am 
yes, a bump wouldnt be out of line id think.. some kind of guide to the higher tier merchants would be welcome also, even if just the first merchants would mention where to get the higher grade swag.
Mizaroth Sep 7, 2018 @ 12:36am 
...oh, and no troubles changing floors in the drake tower
DaveOfDeath  [developer] Sep 7, 2018 @ 3:45am 
(thumbs up emoji)
Mizaroth Sep 7, 2018 @ 9:54am 
oh, and a quick note on grinding... i didnt do any deliberate grinding... about the closest was when i went into the dark blade mansion, got right down to the vampire and realized i didnt have the strobe light, so had to fight my way back out and back down... brought kitsume with me the second time. I noticed that the contract number of fights till she left rarely dropped... i think it only went down by 2 througout the entire drake tower- which im good with!! always was irritated with how quickly theyd leave in the original, and hiring lifer runners in the genesis version was something i really liked. Felt more like having that consistent group of runners with you whom you've grown to trust.
ledeir  [developer] Sep 7, 2018 @ 10:11am 
Originally posted by Mizaroth:
oh, and a quick note on grinding... i didnt do any deliberate grinding... about the closest was when i went into the dark blade mansion, got right down to the vampire and realized i didnt have the strobe light, so had to fight my way back out and back down... brought kitsume with me the second time. I noticed that the contract number of fights till she left rarely dropped... i think it only went down by 2 througout the entire drake tower- which im good with!! always was irritated with how quickly theyd leave in the original, and hiring lifer runners in the genesis version was something i really liked. Felt more like having that consistent group of runners with you whom you've grown to trust.

That's one of the mysterious bugs that I'm trying to identify... Fights aren't decreasing appropriately. In general its suppose to decrease on location/floor change, but in effect its changing once per map... I'm sure its something silly obvious...
DaveOfDeath  [developer] Sep 7, 2018 @ 11:01am 
It's on my list... Hopefully later tonight or tomorrow... ;)
Mizaroth Sep 7, 2018 @ 11:19am 
oh, dont rush to fix how quick your runners leave on my account!! =D
DaveOfDeath  [developer] Sep 7, 2018 @ 11:30am 
Someone's gotta get those pesky runners to dip into their Scrooge McDuck style money vault!
Mizaroth Sep 7, 2018 @ 9:17pm 
bwahaha!! scrooge mcduck.. dude, we're so dating ourselves!!
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