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Also, this is some great work, team. First module for SR I ever bought, ( I think before I bought the 1st ed corebook, actually) and it's bringing back -great- memories.
@Sardukhar, glad you enjoyed it and that it's brought back good memories. That was our aim. Well, great memories and the opportunity to expose a new generation of Shadowrun players to the incredible stories out there.
Tested out not having my decker try and get the turrets via the matrix, and combat ended without issue.
(The current version is 0.681 - if you see something else then it's likely you're on an older version. The game client should update the UGC for you automatically, but sometimes it takes a moment.)
In the meantime, if you feel so inclined, try restarting the level and see if you get the same result (or not). If you decide to, would you mind posting your results? It would help to determine whether it's a consistent or an intermittent bug.
Thanks!
For everyone else: stay tuned, a big update is in the works! It will fix (most of) the story complaints, and make the second half as polished as the first half. We really hope you enjoy playing the mod!
Really impressed by the level of detail just as the game begins. Thoroughly enjoyed the story despite the bugs. Keep up the good work!
The little popups with more than two lines of content disappear far too quickly for me to read.
The Objectives just don't work... The compass(?) does indicate a direction but the Objectives? Nothing.
Dialog options that just loop or go nowhere, e.g. Talking to a drunk Hernandez: "I'm not buying it...". Dialog that's just messed up, e.g. Talk to the naked decker, "...Don't you know how sensitive high end electronics are...". Now talk to the Shady Merchant and he says the same thing.
Is it Coronot or Cornot? Both spellings can be found. Or did you mean Coronet (a trumpet)? There are also abundant and distracting grammatical errors, e.g. The Doghouse (load screen) "...Time lay low..." should read "Time to lay low". Others noted below but this post does not include all of the grammatical errors that I noticed.
I assume the Cutter behind the kitchen counter is there just to annoy me, as it makes absolutely no fraggin' sense to be in the line of fire.
Civilians Saved: This is better indicated as the "[# saved] of (total # of civilians]", instead of "[# saved] of [# remaining civilians]". The "Total" should be static and never change.
Harley (on first floor, 100s) tells me his client is/was in room 303. On the 2nd floor the next stairs up is the roof. There is no 3rd floor and no reward as indicated by Harley. Furthermore, I have Gabriel's password and no use for it.
Jacked-in to enable turrets, killed all the cutters on the roof, still in combat mode, only three turrets would fire (could be enabled to fire), can find no explosives, no dirty bomb, nothing else to do so jacked-in again, end meat space turn, inside matrix, move and end-turn, mode switches to meat space and combat ends. The character portraits aren't displayed so I cannot select my decker to return to the matrix. Reload. Wash, Rinse, Repeat. So, when all Cutters are dead combat doesn't end!? Can't complete mission. Game over?
Solution: I found I could use the console to "endTurn", 1st in mrat space (returned me to matrix) and then repeatedly inside matrix, also no character portrait or inventory in matrix, etc., get out of the matrix and can now interact with dead Gabriel. The team does not follow. Clicking on dead Gabriel also reveals a grammatical error "...though he could deal...", should be "thought".
So Hotada escapes, has a few words, can't target her... fine, then Blight has a few words... I thought I killed him dead. Yep, I did, I did kill him dead. He's a deader!
In the kitchen: "Panut butter"?
From this point in the story I went straight to the slums. I did not enter the matrix, as I felt my team was not ready. I planned on coming back to this later.
Mateo: "...But no this fancy ,...". "No" or "not"? This fancy what?
Thanks for playing!
The issue, for UGC creators everywhere, is that the game (seemingly randomly) resets String Variables on reload. I switched all the exit scripts to rely on Intergers which seem much more stable in testing. As a side note, Mercurial makes heavy use of string variables and it has caused multiple issues for us (load screen displaying the wrong text, actors speaking other actors lines). I highly reccommend avoiding string variables for cirtical features.
So, not sure if you're looking for tips with Silver and Nebel, but the first one is: use Nebel's Kamikaze every fight. It comes back. Silver's Shield ESP and his Sniffer buffing Nebel using her Killer and Blaster attacks. Hide. Don't use the bits to open the door, steal the bit there and force the door. The Pub bartender has a custom upper that is a heal and there's a nub in Foley's big node that will add a heal over time if you drop a bit into it.
It's *slightly* easier if you wait until after the hub change to tackle Foley's node. Silver has 3 AP and it's very helpful at that point.
(edit) Forgot to mention that all the hireling's will also receive a slight boost in their stats with the next build. Should make the LTG slightly easier.
Sorry, this issue should be repaired.