Shadowrun: Hong Kong

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Swalzibar

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Swalzibar

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About this mod

Files modification that enhances gameplay and fixes various bugged abilities and items.

Over +400 files modified and +100 additional files.

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♦ Fixed Duncan's shooting abilities not showing up during combat. Included in main file and hotfix file.

UPDATED TO 1.10
| v1.10 Changelog can be found in the DOCS section
Lazy Select Notes, will be edited later:
☻ Gobbet
♦ Augment Summons: Shrine Spirits | Spiritualist_3 | BUGGED AND REPLACED
  • The Original track seemed to be bugged. It did not increase the duration of shrine spirits to 3 RNDs like it says in the description.

♦ Augment Bound Spirit: Nature | Spiritualist_3 | NEW REPLACEMENT
  • Gobbet's bound nature spirit is replaced by a shrine nature spirit. Altered track description.
  • This shrine spirit has a new basic melee attack that keeps an enemy in place and lowers their Dodge skill by 1.
  • A new AOE healing spell that heals allies of their latest wounds within a range of 3, like the Bear Totem.
  • Increased survivability. Increasing the amount of armor and health.
  • Gains some spell levels faster than a regular nature spirit. Example:
    -lv4 regular: Aim II
    -lv4 shrine: Aim III
    
  • Kind of overpowered, but it was a last minute replacement. It works.

♦ Consume Spirit | Spiritualist_5 |
  • Changed spell to be an innate ability instead of taking a spell slot. Can be found in the ability tray, like Gaichu's stance changes.
  • Increased ability cooldown to 4 from 2.
  • Changed damage vulerability type to Magic from Fire.
  • Changed how the track file functioned to provide the innate ability to Gobbet, by giving cyberware that doesn't mess with magic essence.
    - tray abilities sadly can't be given through clothing, which was the original plan.
 
  ☻ Character Sheet
    • lv2: Increased SpellCasting to 3 from 2. Increased Dodge to 2 from 1.
    • lv3: Increased Spirit Summoning to 4 from 3.
    • lv4: Increased Dodge to 3 from 2.
    • lv5: Increased Spirit Control to 5 from 4.
    • lv6: Increased Spirit Control to 6 from 5.
  ☻ Equipment Sheet
    • lv3-6: (Empty Spell)-> Lightning Barrier
    • lv6: Heal Wound      -> Heal Wound II
    • lv7: Bound Nature V -> Bound Nature VI
           Heal Wound      -> Heal Wound II
           Aim II          -> Aim III
           (Empty Spell)  -> Fire Barrier

☻ Is0bel
♥ Augment Weapon: Mini Launcher (Napalm Rounds) | Sabotage_3 |
  • Altered item (including Sabotage 5 track upgrade) and track description to include that the effect will only take place on a direct hit on a target, damage and duration info.
  • Increased DOT damage to 8 from 6.
  • Increased effect duration to 2 from 1.
  • Changed stacking_category to "Napalm" from "Fire." Can now stack with Fireball DOTs.
 
  • I included some broken stuff I wanted to do in the OPTIONS folder as source files. It's not recommended to use them. I thought a custom smart proxy-landmine would make that AOE burn effect work.

♦ Totems
  ☻ Scorpion Totem - Fixed totem not giving -10% accuracy to the caster and allies. Is now considered a debuff instead of a buff.
    • For the longest time, this was probably the best totem in the game without me realizing it until testing with my early 2017 Melee/Summoner character, Retard Shitty Man. Codename: Dong-Juan.
    • Instead of -10% to hit for allies, what this ability was actually doing was decreasing the chance of you and your allies of being hit by 10%. Which was really good.
    • It was an activated fish totem that also affected the caster and his allies. It also gave a +4 damage boost on top of that. Don't worry the fish totem isn't bugged. I checked to make sure and it's working.
    • Included an alternate Scorpion totem that increases the caster and allies chance to be hit by +10% instead. Located in the OPTIONS folder.
    
  ☻ Alternate Scorpion Totem - +4 DMG boost to caster and allies but increases the caster and allies chance to be hit by enemies by +10%. Is considered a debuff instead of a buff.
    • (Located in the OPTIONS folder, Scorpion Totem +10% TBH to Friends)
    • I would of called this the Berserk Honey Badger totem, but there is no badger icon and I'm not willing to reuse the bear totem icon.
    • Altered totems.txt to include the TBH +10% change.

♦ Chi Casting
  ☻ Qi Hybrid Magic: Killing Hands & Stride | NEW -  Added a new (Bonded) Killing Hands & Stride for physical magicians. Requires 6 Qi Casting, 4 Spellcasting to equip. Cooldown 6(!) turns. Can be found in Crafty's inventory during tier 3 and bonus campaign.
    • Pure Qi Casting with 7 Willpower, Qi Casting & no SpellCasting = 55 karma
    • Qi-Mage Hybrid with 6 Willpower, Qi Casting & 4 SpellCasting = 51 karma
    • Qi-Mage Hybrid with true KH/S & 4 SpellCasting = 65 karma

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This mod is a huge one, it's over +400 modified files and +100 additional files. It all started out in late November 2016 with fixing the Fire Spirit's spell abilities. Singe didn't work. Fireball DOTs didn't scale, doing only 2 damage at level 6 when it says 10. Once I fixed Singe and enhanced its Fireball spell, I made it a quest to improve spirits from being just damage sponges. Then everything soon followed. Spells, guns, drugs, Gaichu, drones, I did them all. The changes made were primarily tested on "Hard" difficulty. I also made a modification for unarmed damage which is optional.

Major Changes:
♦♦ Character / Equipment sheets and abilities of the main crew AND mercenaries. ♦♦
  • Is0bel's Decking and ESP Control gradually improve over the course of the game instead of in bursts.
  • Racter's toolkit now properly buffs Koschei or any other drone. The only buff that worked was overclock, but it only improved Koschei's AP by 1 for the current round and received no movement bonus. The buff is supposed to last for the current and next round.
  • Gaichu's claws are more accurate and deadly, also improving the accuracy of his Ghoul track abilities. Critical hit rate now shares the same table as standard fists.
  • Gobbet no longer carries Haste II at crew level 6 and 7 if the player chose Spirituality VI: Consume Spirit.
  • Duncan can now kick later in the game.
  • Mercs are cheap at the beginning of the game and their pay rate increases over the course of the game.
  • Merc equipment and character sheets adjusted extensively.
  • Mercs no longer move 12 squares.
  • Many detailed changes can be found in the "Misc Changes" changelog under ◘ HK Campaign Character Changes at the bottom of this post.

♦♦ Enhanced/fixed track abilities. ♦♦
  • Track file descriptions altered, primarily for Gaichu but other crew members did get some changes as well.
  • Duncan's nail grenade now strips 2 armor instead of 1. Bleed now ignores armor and duration effect actually lasts 3RNDs, not 2RNDs as stated in the track file.
  • Gaichu's track abilties are greatly enhanced.
    - Metal stance attacks (second and final attack) are slightly buffed to consistently deal AP damage when crew is lvl3 and higher.
    - Throw shuriken now works as intended and has slightly increased range and is able to flush targets from cover.
    - Whirlwind now fully hits characters behind him and has increased critical hit chance.
    - Detailed changes can be found in the "Misc Changes" changelog under ☻ Gaichu
  • Fixed and improved Koschei's movement bonus from the first "Mangler" upgrade. Koschei did not recieve the movement bonus as stated in the track file.
  • Gobbet's acidic fog properly deals AP damage while walking through.
  • Many detailed changes can be found in the "Misc Changes" changelog under ◘ HK Campaign Character Changes at the bottom of this post.

♦♦ Summoned/Shrine Spirits ♦♦
  • Bound talismans are noticeably cheaper. A level 2 talisman costed 450 nuyen, now it's 250. Price details can be found under ◘ Merchant Inventory Changes.
  • New fetish that can lock escape chance to 0%. Requires spirit control of 3 to use. Duration is based on Spirit Control milestones which are 5, and 7.
  • Coyote, Cat, Raccoon totems are buffed and show green text as being in effect during battle. They always worked but is more visually noticable.
  • Given a couple additional spells, mostly for support. Some improved, some fixed, some nerfed.
    - Fire is now an offensive powerhouse. Fireball no longer cost 3AP, now it's only 2AP. Increased movement speed to 7 from 6.
    - Water can cast a dual aim buff on a friendly target AND buffs the accuracy of itself as well.
    - Earth's armor spell grants damage reduction instead of armor bonus.
    - Air is given back the favored spell "Jetstream", which increases Quickness by 2.
    - Too much to list, even nature and devilrat were altered. Many of the detailed changes can be found in the "Summoned Spirits Overhaul" changelog found at the bottom of this post.
  • Character/equipment sheet adjustments and default attacks are more accurate.
  • Given new default attack properties to Fire and Water (Fire has piercing shots and ignite targets which stack with fire DOTs, Water can bounce to one other target)
  • Many details can be found in the ◘ Summoned Spirits Overhaul Changelog.

♦♦ Spells ♦♦
  • Mana Charge I & II cooldowns have been lowered alongside price and conjuring requirments.
  • Lowered the movement penalties and effect duration to the spell "Slow" and added an increased to-be-hit chance to target. Has a chance to enhance the movement penalty and to-be-hit chance.
  • Added missing enemy accuracy penalty to Qi Nerve Strike and added a critical hit effect.
  • Lowered cooldown of (Bonded) Killing Hands & Stride to 4 turns from 6.
  • Added new mid-late game Qi spells like Concentration, which grants a passive +6% accuracy bonus and immunity to stun but requires Magic Essence to be >= 6. And more.
  • Ball Lightning II has an increased area-of-effect, owing that it costs 3AP. Damage and DOT are also buffed. Ball Lightning I is also buffed.
  • Fireball base damage and DOT damage have been increased.
  • Added missing "-1 AP" duration effect to Stunbolt II.
  • Many of the detailed changes can be found in the "Misc Changes" changelog under ◘ Item/Spell Changes.

♦♦ Drones ♦♦
  • Character and equipment sheets adjusted.
  • Drones are slightly more accurate.
  • New rigger equipment and disposable items to enhance your drone's fighting abilities.
  • Three new late-game drones. Lynx Mk.2 Assault, Guardian Mk.2 Sniper, and Wolfhound Mk.2 Assist.
  • Detailed changes can be found in the "Misc Changes" changelog under ◘ Drone Control Additions / Drone Weapons / Character Sheet.

♦♦ Equipment / Abilities ♦♦
  • Throwing skill - Spread Throw now also deals physical damage to characters surrounding main target. Before, it only did AP damage or maybe no AP damage if using daggers. Cooldown was also removed and can be thrown consecutively.
  • Street Sweeper, Mossberg, Defiance - Increased spread damage and spread angle. Requires 5 squares away from target instead of 6 for normal AOE shots.
  • Colt Manhunter (Smartlink) no longer requires Ranged Combat 7 to wield. Requires Ranged Combat 6 now.
  • Ranged Arms Sniper Rifle's armor penetration is increased to 2 from 1.
  • Thrust attack - added increased critical hit chance.
  • Axe thrust attack is replaced with a armor stripping attack that has the same properties but critical hit chance is lowered.
  • Ardent Phoenix base damage is boosted to 4 from 3. DOT effects now stack with any sort of Fire DOT. Added a passive fire DOT that deals 5 damage for 2RNDs. Critical hit DOT deals 7 damage for 1RND and ignores armor.
  • Added new kinds of armor for the player to wear mid to late game. With uninspired names and descriptions.
  • SMG Spray - Fixed spray to hit two times instead of once like in previous games. Also fixed for assault drones.
  • ESP Matrix basic attack - Switched attack animation to erosion program. It makes matrix combat go by a bit faster.
  • Altered item & ability effect descriptions with corrections and consistency.
  • Many of the detailed changes can be found in the "Misc Changes" changelog under ◘ Item/Spell Changes.

♦♦ Critter powers / enemy IC ♦♦
  • Added debuff/buff properties to various DOT attacks and support abilities to show red/green text in battle.

♦♦ Drugs ♦♦
  • Tokko properly gives the user enhanced strength when hit for the next round only. Drug Mule variant is also affected.
  • Lowered prices of Jazz and Hyper by a small amount.

♦♦ Unarmed damage (Optional and separate from the main mod) ♦♦
  • Unarmed specialization can increase the damage of your fists or Killing hands. Milestones are 3 and 6.
  • Changed Rip Armor FX animations.
  • Added a piercing effect to bare first Killing Hands if Unarmed specialization is higher than 2.
  • Roundhouse kicks deal +2 additional damage over normal fists.
    - No longer cause bleed damage when equipped with a spiked fist weapon.
    - Accuracy is universal across all fist weapons.
    - Regular roundhouse is -3% to hit now.
    - Passive or Active killing hands Roundhouse have shared cooldown categories with other fist weapons.
  • Detailed changes can be in the "UAD" changelog.

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Included detailed list below if you don't want to download just yet.

Gameplay Overhaul "Misc Changes" Changelog | http://pastebin.com/jj0scNyi
Summoned Spirits Overhaul Changelog | http://pastebin.com/uVwY5Y6P
Unarmed Damage Overhaul "UAD" Log | http://pastebin.com/bkVHDdJE
v1.01 Changelog | http://pastebin.com/2MrPKicQ
v1.02 Changelog | https://pastebin.com/q09RMYFv
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How to install:

1) Open the folder where your game is installed. Example: C:/Steam/Steamapps/Common/Shadowrun Hong Kong
2) Goto Shadowrun Hong Kong -> SRHK_Data -> StreamingAssets -> ContentPacks -> HongKong
3) Copy the base game "data" folder and put it somewhere you'll remember. Do the same for hk_coda.
   - Reason to make a backup is the new abilities, modes, items I made. Verifying integrity cache DOES NOT remove the new files I created.
4) Open the RAR file. It will include the UGC folder and readme txt files. Double-click the selected UGC folder and you'll end up with a folder labeled "data".
5) Drag the data folder to their respected names, "HongKong" or "hk_coda", and click yes to all to overwrite any modified files.
   - To install "Unarmed Damage Overhaul", just drag the data folder over to "HongKong" and click yes to all to overwrite any modified files.
6) Done! You need to restart a level to see inventory or character changes.
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Is this balanced?
Yes and no. I'd like to think of the changes made to be within reasonable. I haven't tested extensively with the drone changes I made (lol). I tried playing as a rigger in Hong Kong, and I couldn't bare going more than halfway through the game because they miss so much on "Hard" difficulty. That was before I made the changes. With the changes I made to their weapon turrets and character sheets, I think I boosted their hit chance by atleast 5 to 7%, which isn't much. I included player equipment and inventory items to boost their fighting capabilities for that reason.

Does this fix any current bugs in the levels?
No, this is primarily a gameplay modification and doesn't tamper with story elements or level bugs in the base campaigns.

What the!? This modification applies to all UGCs besides the main campaign? Including my own!?
Yeah, which can be an upside or a downside. It's another major reason to backup the "data" folders. It's cool to play with The Caldecott Caper.

Can I use the items you modified or made in my UGC?
Sure, go ahead and you don't need to ask for my permission either. Due credit if it's due.
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I've included a sources folder that contains all the files in txt format to the archive. If you don't like the changes I made to a certain item or ability, I made it easier to access and compile.