Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Shadowrun Unlimited
Southwind  [developer] Sep 23, 2014 @ 3:04pm
Suggestions
I have always known what I wanted this game to be, but as this project is in active development and I want this game to be the best it can be, I want to know what features, changes, or additions you guys would like to see. And yes Astral Space is on my to-do list.
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Showing 76-90 of 129 comments
Eachna Jan 7, 2015 @ 9:31pm 
Suggestion: the taxi should have a "Go To Safehouse" option, and the dropoff should be just in front of (or at least as close as possible) the active safehouse.
Last edited by Eachna; Jan 7, 2015 @ 9:31pm
Mauman Jan 8, 2015 @ 2:42am 
Suggestion: Add throwing weapons to merchant lists.
Last edited by Mauman; Jan 8, 2015 @ 2:42am
Xibay Jan 8, 2015 @ 7:35am 
Originally posted by jgmaurer:
Suggestion: Add throwing weapons to merchant lists.
Vendor in downtown have shuriken and kunai
Mizaroth Jan 8, 2015 @ 9:14am 
there's also a high end weapons dealer in the rat's nest who likely carries throwing weapons, also.
toad_004 Jan 8, 2015 @ 11:15am 
The game starts you off with a streetline special and nothing else... regardless of your character's starting skills. If you create a character with no karma spent in ranged combat, then you won't even be able to use it, leaving you stranded with no weapon at all!

It isn't that tough if you're a melee character - trevor's only a few steps away - but conjurers draw the short end of the stick. The first Talismonger doesn't even sell any conjurer abilities that deal damage.

Basically, you should be allowed to either choose your starting weapon manually, or else have one assigned based on your starting skills.
G. MacLeod Jan 8, 2015 @ 3:13pm 
@Eachna Thanks chummer

As for the location of the pit fights, basically just make your way all the way up to the northwest corner of the 'nest, there's something that looks like a docking ramp going underground, the entrance is there.

The safehouse is in the southwest region of the Puyallup Barrens, it's a warehouse with a broken down/stripped car and an anarchy symbol on the front of it. If you know where the Wild Yak is, it's pretty much due south from there.
Mauman Jan 8, 2015 @ 4:42pm 
Originally posted by XibayCZ:
Originally posted by jgmaurer:
Suggestion: Add throwing weapons to merchant lists.
Vendor in downtown have shuriken and kunai

What about basic throwing knives?
Silverias Jan 8, 2015 @ 6:46pm 
Suggestion: Using the warehouse safehouse to form a running team (Make it an upgrade to the different areas) a samurai or an adept from the gym, a decker from the lab, a shaman or a mage from the lodge, and a rigger from the workshop. I'd also like to see another use for the back room, maybe a surgical bay, to get discounted cyberware or something?
jimbo8250 Jan 8, 2015 @ 8:14pm 
If we're making requests with the safe houses, I'd like the ability to remove features from my custom safe house. And more options for what goes where. If possible, I'd like to be able to put everything everywhere (although the rigger-based area probably only works in the back), but I get that's probably really difficult, so why not give us the ability to take things out when we don't need them? Even if we don't get any money back, it's nice to be able to have an option.
Silverias Jan 8, 2015 @ 9:17pm 
I agree with that. Another idea, since this happened to my game. A debug command that resets flags and takes extra mission items out of your inventory (I have an extra "Stolen Goods" and I have no idea where it came from)
Eachna Jan 8, 2015 @ 11:13pm 
@ShadowGoon Thx for the directions. The Warehouse was bugged for me but I eventually rewound far enough back to be able to get to it.

I forgot about the Rat's Nest. I went in there once early in and never went back. There's a vendor in there too! I hate the effing fog of war so much!
Eachna Jan 9, 2015 @ 4:01am 
The Pit fighting is inconsistent and buggy. Also, it happens to violate a very basic tenet of Shadowrun. Guns get confiscated. Drones break. Cyberdecks get fried. ♥♥♥♥ happens to everyone's else "stuff", but spells are forever for mages. That's part of why they get geeked first.

Just because HBS programmers show spells as a spellbook with physical pages that can be manipulated for interface reasons doesn't mean that casters run around with books of spells hanging out of their back pockets. There's nothing to remove from a caster, if you rob their Stash all you do is keep them from learning new spells (until they replace their stuff).

A simpler process is just to ban anyone with spell levels and change the in-game message to say a wagemage is detecting them. It makes in-game and out-of-game sense, locks casters out of pit-fighting, and doesn’t violate a fundamental nature of the game universe "just because" the modding editor lets it happen. It keeps pit fighting for the melee characters, and leaves the guards to strip guns and grenades.

Bugs: It emptied all the Physical Adept spells in my Stash after stating any spells I put in my Stash would be safe, and it did not delete Power Bolt (which is a spell despite taking a weapon slot). Also, it didn't comment on, nor delete, my spirit pact (which is magic). It left my med kits in my inventory, not sure if that was a bug or expected. It just seems a little odd to take grenades and leave healing.
Silverias Jan 9, 2015 @ 5:53am 
I believe the pit fight is mostly proof of concept and a way to make sure you don't run out of money. While I was fighting chet, I was almost out of money and I caught a disarm. Life woulda been hard for a while without the pit.
Robin_WH Jan 12, 2015 @ 11:27am 
I will repeat my suggestion: could you please update you webpages, so I can download current Shadowrun Unlimited for GOG version of game?
jinko Jan 15, 2015 @ 12:46am 
i would love to see the pit evole into something cool, like if you get to number 1 and hold there for a while maybe some leg breakers hunt you down to "throw " your next match. you can do that or not. doing it makes you a lot morre money for that fight and maybe gives you an "in" with an underworld. saying no gives you and "in" with some sort of pro hand to hand circut that sort of thing. i would also like to see some cool ass original biotics. the games vanilla stuff is kinda boring. also you have cyberwear maybe bio wear which might actulay add to you magic score but make you more vulnerable to magic dmg. also magic fights damnit! and a magic based fixer. the karma vampire spirit guy(can't remeber his name) should alow you to surpass your racial limits. some more throwing weapons/ melee weapons / magic basic attacks would be nice. the guns you have are really awsome. love your cyberspace but i can't play it long cuz the colour sceam/ music gives me a headache. don't know what you can do about that maybe nothing.
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