Played through today, am sad that it was discontinued but I know how much work modding is, and appreciate what was there. It was a good clean mod with good character interactions. I had a pen and paper character who this could have been her origin story, so this had an extra bit of appeal all the way through, and the interactions with Lonestar and CEO on final mission were spot on with the kind of Shadowrun game I enjoyed face-to-face.
I got stuck in one of the side missions, Catco Entertainment.Killed all the drones but the door didn't open unless you had rigging 4 on the protagonist (it didn't matter if you brought the NPC rigger, skill checks were only for main character).
I used the cosole to grant enough Karma to main character to get door open, saw what was there, rolled back and granted the 6 karma and approximate newyen for finishing mission+loot found and went to the final mission, which was a lot of fun.
Hey, got Dragonfall from GOG recently. The main campaign was a breeze, but custom content creators like you are the greatest thing to happen to this game. Not sure if you're still out there, or if real life has taken over as so often happens, but thank you!
Definitely enjoyed the module. The plot is engaging and moves at a good pace. The fact that there is a traitor on the team makes the game more interesting. There were a few typos or grammatical errors but they were minor. There are a couple of things I like to see in games like these. One is multiple decision points where the choice actually changes the outcome of the game or direction of the story. This makes replaying the game more fun because you don't know what will happen the next time around. The second is more weapons choices. Thank you for creating an imaginative game.
Great Module Looking forward to seeing the next part.
Took me a few hours to run through. Really good dialogue - love some of the opening advice Motherboard gives you. Good storyline so far - classic Shadowrun, one little job leading to massive problems for the team.
Fights were tough, but got through them on normal difficultly. Lots of enemies on screen. I took a melee mystic adept. Nyuen was a little tight - only got the gear I wanted before the 'final' run back into CatCo. Only ran through it once, so can't comment on choice making variables.
Couple of minor bugs - firstly, in the opening scene, I never got a gun even though Motherboard 'gave' me one - had to use the broom until I got to the Undercity...(really hope i didn't miss a pickup interaction like some greenhorn rookie...)
A few of the item pickup interactions didn't disable after grabbing them, so the interaction prompt remained even though there wasn't anything to grab
And during the graveyard fight 2, 2 of the 'ghouls' rushed towards me, but I killed of the private security before they joined in and the fight ended, so they just kinda followed me round for a bit before I approached the mad scientist.
And in contrast to Redjcat, I liked the fact it put you into 'proper' runs start away instead of grinding milk runs.
One last bit - as I wasn't a decker, a lot of the jack points I couldn't use, even though I brought Motherboard with me - don't know if that's an engine problem or just within the module?
I'm sorry I didn't take time to properly reply to your comment earlier. I had little time when I saw it and wasn't in a position to do it justice.
About money being tight... It was intentionally planned than way, but I think I may have overdone it. I have an idea to solve the problem that will add more flavour to the world, but it will take a bit of time to implement.
The missing gun is an error on my side... If the character have no Ranged skills, you're not supposed to be given a gun... but I forgot to change the text accordingly.
There is a crystal ball during the escape in the docks where magic users and adept can pick up their basic spells. It is at the far end of the docks above the water. However, you're not the first person to miss it entirely, so it's not just a greenhorn rookie mistake. I will move it to make it more visible.
I was able to replicate your problem in the graveyard. I need to put some distance between the 2 fights in the graveyard so they don't "Communicate".
Thanks a lot for your comments. It's always a big boost to morale to receive feedback. Everything you told me will be corrected in the next version.
As an aspiring modder with Shadowrun, I always like seeing how other people utilise the editor (recently added a tutorial to the wiki under Kage-of-Shadows)
Oh and I got the crystal ball, thought I admit if I'd be playing it safe, I may not have investigated that area.
Finished. Good to see that fights has became tought and AI move around the map searching more corners and bee concious of their number. Another pro of this module is each answer has it own reaction. A small extra that i like, like the new sidekick.
Bugs know: cementary mission. SPOILER: The ghouls and duty guard move into mine direction after the last fight before the dialogue. Just moved. Not a big deal, but in the last version i tried (0.30 i guess) it doesn't happened.
Thanks for the feedback. It's nice to see someone coming back a second time to see the changes.
I'll try to find a solution for that cemetery bug. Either reduce the awareness of the ghouls and guard or modify the map so that they are farther away.
Fellow guy from Montreal here. So happy to see you are using our fine city in this mod! I laugh when I say the wink to Metro Jean-Talon. Any plan to use other landmarks (did not finish the mod yet, maybe you already had)? Were you aware there is a shadowrun sourcebook for Montreal? Did you read it?
One of the things I am looking for in official games and mods are good characters with great personality and this mod delivers. I would have like more dialogs specific to an accomplished mission (in other words, my team runners comment abou what we've just done), but I know it is time consumming and that doing the missions rightly is already a huge task.
You have great ideas and put interesting twist on the missions (the drone fights in CatCo, the meat origin), keep it up.
Looking forward to your future updates (post them on Nexus too). A shame that a website bug is preventing me from endorsing your mod (huh?), but I do endorse it!
I was not aware there was a Montreal sourcebook. That's amazing. I'll try to get my hand on it. I'm curious to see what they did with it.
More dialogue by the NPCs are definitely on the to-do list, both during the mission and after with a "What are your thoughts on last mission?" dialogue option. It's not a technically difficult, but it takes time and my priority is on making plot-relevant missions right now.
I'm really happy someone got the wink to Métro Jean-Talon, I was sure it would just be a little inside joke to myself. About integrating other landmarks, it would definitely be interesting, but I have nothing planned right now. I'll think about it.
You can get the Montreal sourcebook PDF for 6 bucks at DrivethruRPG (do not know if I can post links here, anyway Googling it is easy). It is a short book, really. From the same author, you can also get the Novella "Nothing personnal" for less than 3 dollars : really good fiction and can be a good inspiration for dialogs between characters (basically, the "hero" is an arrogant Mr Johnson who must use the help of shadowrunners).
Yeah, meaningful dialogs can take time to make, I understand that the missions are more a priority for now. But the writing is already really well done, so you can be proud of that, really!
As for other locations... yeah, it is hard to say. I did not read yet the Montreal sourcebook, so maybe some places are not even the same anymore in the Shadowrun universe... I was thinking about some missions in Chinatown or maybe some corporate infiltrations in those high building on Rene-Levesque or Maisonneuve (but that would mean some companies are still doing business there)... But anyway, as you've said, it's better to focus on the story and missions : it is a one-man project after all.
I am looking forward for the update, thank you for your hard work!
33 comments
I got stuck in one of the side missions, Catco Entertainment.Killed all the drones but the door didn't open unless you had rigging 4 on the protagonist (it didn't matter if you brought the NPC rigger, skill checks were only for main character).
I used the cosole to grant enough Karma to main character to get door open, saw what was there, rolled back and granted the 6 karma and approximate newyen for finishing mission+loot found and went to the final mission, which was a lot of fun.
Thank You! Looking forward to see Act 3!
The only issues I had were the tight money and jackpoints that weren't usable.
Otherwise, it was excellent.
Took me a few hours to run through. Really good dialogue - love some of the opening advice Motherboard gives you. Good storyline so far - classic Shadowrun, one little job leading to massive problems for the team.
Fights were tough, but got through them on normal difficultly. Lots of enemies on screen. I took a melee mystic adept. Nyuen was a little tight - only got the gear I wanted before the 'final' run back into CatCo. Only ran through it once, so can't comment on choice making variables.
Couple of minor bugs - firstly, in the opening scene, I never got a gun even though Motherboard 'gave' me one - had to use the broom until I got to the Undercity...(really hope i didn't miss a pickup interaction like some greenhorn rookie...)
A few of the item pickup interactions didn't disable after grabbing them, so the interaction prompt remained even though there wasn't anything to grab
And during the graveyard fight 2, 2 of the 'ghouls' rushed towards me, but I killed of the private security before they joined in and the fight ended, so they just kinda followed me round for a bit before I approached the mad scientist.
And in contrast to Redjcat, I liked the fact it put you into 'proper' runs start away instead of grinding milk runs.
One last bit - as I wasn't a decker, a lot of the jack points I couldn't use, even though I brought Motherboard with me - don't know if that's an engine problem or just within the module?
Again, Great Module!
o/
About money being tight... It was intentionally planned than way, but I think I may have overdone it. I have an idea to solve the problem that will add more flavour to the world, but it will take a bit of time to implement.
The missing gun is an error on my side... If the character have no Ranged skills, you're not supposed to be given a gun... but I forgot to change the text accordingly.
There is a crystal ball during the escape in the docks where magic users and adept can pick up their basic spells. It is at the far end of the docks above the water. However, you're not the first person to miss it entirely, so it's not just a greenhorn rookie mistake. I will move it to make it more visible.
I was able to replicate your problem in the graveyard. I need to put some distance between the 2 fights in the graveyard so they don't "Communicate".
Thanks a lot for your comments. It's always a big boost to morale to receive feedback. Everything you told me will be corrected in the next version.
As an aspiring modder with Shadowrun, I always like seeing how other people utilise the editor (recently added a tutorial to the wiki under Kage-of-Shadows)
Oh and I got the crystal ball, thought I admit if I'd be playing it safe, I may not have investigated that area.
o/
Another pro of this module is each answer has it own reaction. A small extra that i like, like the new sidekick.
Bugs know: cementary mission. SPOILER: The ghouls and duty guard move into mine direction after the last fight before the dialogue. Just moved. Not a big deal, but in the last version i tried (0.30 i guess) it doesn't happened.
I'll try to find a solution for that cemetery bug. Either reduce the awareness of the ghouls and guard or modify the map so that they are farther away.
One of the things I am looking for in official games and mods are good characters with great personality and this mod delivers. I would have like more dialogs specific to an accomplished mission (in other words, my team runners comment abou what we've just done), but I know it is time consumming and that doing the missions rightly is already a huge task.
You have great ideas and put interesting twist on the missions (the drone fights in CatCo, the meat origin), keep it up.
Looking forward to your future updates (post them on Nexus too). A shame that a website bug is preventing me from endorsing your mod (huh?), but I do endorse it!
More dialogue by the NPCs are definitely on the to-do list, both during the mission and after with a "What are your thoughts on last mission?" dialogue option. It's not a technically difficult, but it takes time and my priority is on making plot-relevant missions right now.
I'm really happy someone got the wink to Métro Jean-Talon, I was sure it would just be a little inside joke to myself. About integrating other landmarks, it would definitely be interesting, but I have nothing planned right now. I'll think about it.
Don't go too far, an update should come soon.
Yeah, meaningful dialogs can take time to make, I understand that the missions are more a priority for now. But the writing is already really well done, so you can be proud of that, really!
As for other locations... yeah, it is hard to say. I did not read yet the Montreal sourcebook, so maybe some places are not even the same anymore in the Shadowrun universe... I was thinking about some missions in Chinatown or maybe some corporate infiltrations in those high building on Rene-Levesque or Maisonneuve (but that would mean some companies are still doing business there)... But anyway, as you've said, it's better to focus on the story and missions : it is a one-man project after all.
I am looking forward for the update, thank you for your hard work!