Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

Shadowrun Unlimited
 This topic has been pinned, so it's probably important
Southwind  [developer] Dec 22, 2014 @ 5:06pm
Southwind's Work Log
This is where I will keep an active log of what work I'm doing to keep you guys in the loop. Note that unless otherwise stated, all of these changes are on my version only, and will not go live until the next update.
Last edited by Southwind; Dec 22, 2014 @ 5:07pm
< >
Showing 1-8 of 8 comments
Southwind  [developer] Dec 22, 2014 @ 5:08pm 
Okay I'm working through the bugs that have been reported trying to get the next patch ready. For simplicity sakes I'll just post what I fixed, and how.
Southwind  [developer] Dec 22, 2014 @ 5:10pm 
Finally killed the Organ Grinder's bug. The problem was that several of the options to accept the job, failed to properly set the variables (wasn't updated to the new run system). The game would register that you were employed, but not that your job was to hack the 'Grinders. You would just keep pulling Pay Data, and never the Run Data.
Last edited by Southwind; Dec 22, 2014 @ 5:11pm
Southwind  [developer] Dec 22, 2014 @ 5:17pm 
Just killed a bug that would spawn the player outside AG Chemicals when leaving Rainier Tower. This was due to AG Chemical using the same value in their "Travel variable value", which determines where a player teleports when a scene loads. I changed the AG Chemical value to 8 instead of 7 (which was Rainier's exit value).
Southwind  [developer] Dec 22, 2014 @ 5:53pm 
Killed the bug that caused the journal to keep saying "Go see Victor" after Piper is rescued. The journal information wasn't being wiped during Victor's dialogue.
Southwind  [developer] Dec 22, 2014 @ 8:35pm 
Instead of making infiltration runs turn-based by default, I changed all the guards to be hostile by default. This allows the game to revert to freemove if there are no hostiles left in the scene. I also tweaked the cleaning runs, so that Shadowrunners are hostile to the targets, but the targets are not hostile until they see the 'runners. This allows for some ambush action.

The gangers in the Puyallup Apartments are non-hostile until the player tries to access the higher levels. Now they will become hostile towards all intruders. The elevators will now work in combat.
Last edited by Southwind; Dec 29, 2014 @ 9:22pm
Southwind  [developer] Dec 26, 2014 @ 11:47pm 
Fixed a broken door in AG Chemicals that was preventing access to the matrix and security panels.
Southwind  [developer] Dec 28, 2014 @ 1:58am 
Tinkered with some of the PayData triggers in some of the older systems. You will no longer be able to extract PayData from a node associated with a run objective, until your current matrix run is successful. Also you will no longer get a free pass at PayData when browsing, editing, deleting, or downloading run data.

Updated the text in the Security Terminal dialogue to say "Test Electronics" instead of "Test Intelligence".

Updated the name of the Generax System to Bottling Plant. The systems are clones, but they should at least be named something different.

Changed the Escort triggers. The game was spawning every version of the escort, and teleporting the valid one to the player, leaving the other three as active npc's. Now they game will only spawn and teleport the active escort.

Gave the guards in AG Chemicals proper guns to use.

Fixed a typo in the matrix triggers that was preventing Telestrian R&D from being pre-hacked.
Last edited by Southwind; Dec 28, 2014 @ 2:30am
Southwind  [developer] Dec 29, 2014 @ 8:23pm 
I think I finally fixed the camera tracking bug in the 6 Weeks Later scene. There was a line was adding the taxi to the camera's focus. This is used in the taxi triggers to jump the camera to the taxi as it pulls up so the players know where to meet it. In this situation with the car already being there, it was preventing the camera from focusing on the player after he teleported away.

Tinkered with the Pit Fighter AI. They were set to "Protect", and I have changed it to "Seek and Destroy". I suspect they were running up to fight, and then returning to the spawn location they were "Protecting".
Last edited by Southwind; Dec 29, 2014 @ 8:33pm
< >
Showing 1-8 of 8 comments
Per page: 1530 50