Good to see familiar campaign names. I've been waiting for this one to reach completion since the Steam days (my ability to fruitlessly wait for years for Act II and beyond in a number of user-made campaigns eroded long ago) and this update rekindles some hope.
Cheers! It's nice to know there's some folks actually looking out for the completion of this long-runner- I must admit that it's been a rocky road at times since I started in 2013, but I still fully intend to see this to the end, and hopefully provide folks another quality campaign to play now that HBS is apparently done with the series.
Current release does include the full main quest for Acts 1 & 2, and I am in the process of working in optional questlines for the Ork Underground.
So turns out neither my account is irrecoverable, nor this UGC is inactive. Although wrestling with the updated website to finally manage to log in was not fun. I sadly no longer remember much about the module even though I've been keeping some notes. Life has a way of doing nasty things to memories. But I just wanted to let someone who still cares about making content for the new (well, new-ish now) Shadowrun games know that their passion is appreciated. I'll try the recent version when I'm able.
Reading this was a great pick-me-up. I am so glad that folks still have interest in the UGC despite its ludicrous time spent in development hell- life in particular was really rough the couple of last months. Would be really glad to hear your thoughts of the latest version, when you have the time; I am currently trying to get through a lot of real-world flak, but should try resuming working on the final mission in near future, once the dust settles.
With OCP, most of Act 3 is done, but the current online version only has the first two Acts available, due to the multiple mission routing in the final Act; so the setup for the missions, as well as final mission, are still under construction.
I'm stuck on "The Good Samaritan" (the DocWagon murder investigation mission).
Here's my mission status:
I discovered the victim's injection marks (and confronted the coroner about it), I learned about the victim's allergy, I saw the footprints appearing in the surveillance footage, I discovered the magic items in the old elf doctor's briefcase, I talked to my partner about these findings.
But now I can't find anything else to do:
I can't complete the "Investigate the Courtyard" objective, because there are no interactible points whatsoever in the courtyard.
I can't get at the personnel files (as my partner suggests), because the security captain just says no and Calhoun won't step aside.
I can't ask the coroner more questions (as my partner suggests), because the only dialog option is "Just making sure you were still here."
EDIT: I've uploaded a new hotfix (0.7H) which should fix these issues.
Heya- sorry to hear you've run into issues with the mission. Considering how many variables and states the mission has, troubleshooting it will be a lengthy process, but bear with me.
First off, a bit of Q&As:
- Is there an interactive spot near the hospital wall in the courtyard at this time (should be shoeprints). - Did you interact with the window and trash bin west of Manny the janitor? - Have you tried spiking Calhoun's coffee with laxatives? - The last bit does seem a bit off to me, so I might have to run some more trials on the Coroner.
Hopefully I'll be able to offer some insights- it is hard to say where exactly the PC is in this since it's a sandbox mission with tons of variables, so
Just out of curiosity. Are you still working on this? EDIT: In case you're still working on this I found a game breaking bug in the mission you do for Uncle Five (scene gangland). The shamans are tagged as both, henchmen aund cowards. That means they count for the number of henchmen to be killed, but when the battle starts they become civilians who can't be attacked. So unless you have some AoE attacks that allow for "friendly" fire the mission can't be completed.
Very sorry for the late reply, but yes, I'm still working on this- currently in the process of making the main quest missions for Act 3. I've been somewhat lax of updating here on Nexus, but most recent updates are available on Steam and latest news on FB. I'll look into the Gangland Scene, cheers for letting me know!
I had a problem with the mission for Edie. When my drone entered the kitchen, the game crashed twice. First time I sent the drone in via the vent and after passing the screen froze. I had to restart the computer to get out of it. The second time I sent it another way and had it enter the kitchen through the door. All went well until the drone got close to one of the cooks when I got a crash to desktop. I checked in the Editor but couldn't find a problem in the script. EDIT: After looking up the mission in the Editor I found something else strange. It seems the only way to get in without raising the alarm is by using the exterminator disguise. So, why can't I bribe or persuade the guy to give me his uniform, and why is the strength requirement for intimidation so hard that Bob can't fulfill it?
I'm sorry for the delayed response- I do not get notifications for posts here, for some odd reason. I've added bribery as an alternative, and will try to figure out if I can replicate the drone crash. Sounds that the crash must be triggered by the Aware state that's used as a trigger for NPCs noticing others.
I hate the government warehouse mission. It's absolutely impossible to stay hidden, even if you don't take a full team. This game just isn't made for stealth attempts, especially if you have to drag a whole team including a hulking troll around without being able to control their positioning. I think a level like this is better done completely turn based.
Just found a minor issue in the second quest for Magnus. When you talk to Sand after investigating the crime scene, the waypoint isn't removed from him after the dialog. And since talking to him is marked as optional in the questlog you should probably make that a secondary questmarker instead of a primary one.
One other thing. Is it possible to finish act 1 lonestar by night without fighting? The vent to the security room is only accessible during turn mode so I can't sneak a drone in to steal the office keys.
Just started playing: nice job so far. But I have hit a snag in the mission to raid the Lone Star station to get the dead guy's suit. I got it, but there doesn't seem to be a way to exit... there's no gold arrow to point me to am objective, and all I can do is ride the elevators... oh and BTW the lobby level seems inaccessibile: when i try to go there I wind up in the parking garage again. Am I missing something?
Sorry for the late response- I'm currently looking into the suit bug currently. Fix will be online in a day or two, I'm currently doing another round of bugfixes. Cheers for the positive feedback, and taking the time to catalogue any bugs you've encountered. You'd think I'd get them all by now, but they seem to crop up in 'finished' scenes after all this time. :P
Is it intended that some missions don't give Karma as reward? You don't get karma for the doctor's stash and I think I didin't get karma for the PI's quest either. Btw, the exit trigger from the doctor's stash mission back to the underground is visible as a red square on the ground. And in act 1, in the description for the plaza, the directions are off by 90 degrees. North is in the top-right corner, that means the morgue and Mekhammer's is to the west, Huxley'a apartments north and the monorail east.
The first PI mission is not intended to give any extra karma; it's a fairly straightforward task with no real risk to the PC involved, so I opted to just keep it as a monetary reward. As for the doctor's stash, I'll have to look into that. I must have failed to update a reward node. The exit zone should display as you have described it, however. I know it's not a 100% consistent with all the other scenes (mostly use doorways to transition or jump to hub after dialogues), so I opted to go with classic Fallout (green for transition between areas, red to exit).
I'll have a look at the stash reward and the directions. Thanks for your report.
EDIT:
Alrighty, fixes applied, will be in the next update (0.63k). Cheers.
I agree on no karma for the PI's mission. Thought so when it happened. But after I got another mission without karma I thought I'd ask. Btw, there is yet one more that gives no karma. I think it's the last one for the fixer or the first for the Troll boss. (Sorry don't recall the names right now) You said first PI mission. Are there more? I have tired talking to him every time I returned to the hub after a mission and only got the standard text.
There's going to be a total of three missions for Magnus P.I. - currently, however, they are not implemented in the dialogue tree as they are not finished and tested. I'm currently working on adding the missing six side quests for Act 2 before moving on to Act 3. So for now, no new quests aside the Stakeout.
As for the third reported mission for no karma, I'm afraid I'd need a bit more information on which quest this is.
Sorry for not replying for such a long time, but I left off playing shadowrun shortly after my last post and then had to buy a new computer. Recently I have installed Dragonfall again and arrived at the orcish underground today. At the safehouse The quests "get tools for Jim" and "go to the sushi parlor" are not closed after giving the tools and returning to the safehouse after talking to the trogs. And I think it would be a good idea to put the bike on the safehouse map as well, so you don't have to load the big market map first if you want to go on a mission from the safehouse. Another thing, you should remove all the quest items from chapter 1 when they are no longer needed. I have a question about the Choson mision. After I kill the final boss I get an optional quest to "Exfil from Everett" What's that supposed to mean? Btw, has any of the "occult" items you can buy from the magic vendor in the mall a use, or are they just for fun? EDIT: Something funny happened. When I returned from geeking that bloody Humanis a**hole, the fixer was still in the sushi bar and sent me after the korean mafia again. Just finished for the second time and I still have no idea what "Exfil from Everett" means... EDIT #2: Just like last time I played I'm stuck in Old Seattle. The place is too big and too labyrinthine without a map. But what annoys me most is that I have been surprise-attacked (and downed) too often because I can't switch to combat mode and have my drones scout out the dangerous parts. I'm a bloody rigger! I don't run into danger myself. I have drones for that!
Heya, sorry for the late reply- I had not spotted the message until now. Nexus does a poor job at informing creators of comments.
As for your points-
Exfil is short for exfiltration; a military term for leaving the combat zone. The items on sale at the Midwives' are not all useful, but some of them have a use in certain missions. As for the Old Seattle tunnels, I found it extremely hard to allow players to pop back and forth between turn and free- there is a way to avoid the ambushes by deploying flares when your character remarks of a potential ambush in the darkness.
Yea, I know. Getting important info from Nexus isn't easy... And since I don't have a Steam account I can't post there.
For "exfil", maybe you should use a term that can be understood by people who don't have any track with american military terminology But in any case, getting away after the fight isn't optional. If this had been a main goal I would have seen it, but since it is marked optional I was searching for more things to do there. About switching combat and free move mode, Don't you like the idea or do you have technical problems implementing this? I could probably help with the latter.
Fair. Maybe I'll revisit the Choson mission and amend this. As for the switching between Turn and Free for freelance droning, the problem arises from the point that if I add it to a single mission, the option should be present in all of them. I have several missions in Act 2 which allows players to break out drones for vent work and such, but it'd mean a lot of work and re-thinking some area triggers which require the player's presence to adjust to the possibility that players only send in drones first to investigate.
24 comments
Current release does include the full main quest for Acts 1 & 2, and I am in the process of working in optional questlines for the Ork Underground.
I sadly no longer remember much about the module even though I've been keeping some notes. Life has a way of doing nasty things to memories. But I just wanted to let someone who still cares about making content for the new (well, new-ish now) Shadowrun games know that their passion is appreciated. I'll try the recent version when I'm able.
With OCP, most of Act 3 is done, but the current online version only has the first two Acts available, due to the multiple mission routing in the final Act; so the setup for the missions, as well as final mission, are still under construction.
Here's my mission status:
I discovered the victim's injection marks (and confronted the coroner about it), I learned about the victim's allergy, I saw the footprints appearing in the surveillance footage, I discovered the magic items in the old elf doctor's briefcase, I talked to my partner about these findings.
But now I can't find anything else to do:
Heya- sorry to hear you've run into issues with the mission. Considering how many variables and states the mission has, troubleshooting it will be a lengthy process, but bear with me.
First off, a bit of Q&As:
- Is there an interactive spot near the hospital wall in the courtyard at this time (should be shoeprints).
- Did you interact with the window and trash bin west of Manny the janitor?
- Have you tried spiking Calhoun's coffee with laxatives?
- The last bit does seem a bit off to me, so I might have to run some more trials on the Coroner.
Hopefully I'll be able to offer some insights- it is hard to say where exactly the PC is in this since it's a sandbox mission with tons of variables, so
EDIT: In case you're still working on this I found a game breaking bug in the mission you do for Uncle Five (scene gangland). The shamans are tagged as both, henchmen aund cowards. That means they count for the number of henchmen to be killed, but when the battle starts they become civilians who can't be attacked. So unless you have some AoE attacks that allow for "friendly" fire the mission can't be completed.
EDIT:
After looking up the mission in the Editor I found something else strange. It seems the only way to get in without raising the alarm is by using the exterminator disguise. So, why can't I bribe or persuade the guy to give me his uniform, and why is the strength requirement for intimidation so hard that Bob can't fulfill it?
This game just isn't made for stealth attempts, especially if you have to drag a whole team including a hulking troll around without being able to control their positioning.
I think a level like this is better done completely turn based.
One other thing. Is it possible to finish act 1 lonestar by night without fighting? The vent to the security room is only accessible during turn mode so I can't sneak a drone in to steal the office keys.
Btw, the exit trigger from the doctor's stash mission back to the underground is visible as a red square on the ground.
And in act 1, in the description for the plaza, the directions are off by 90 degrees. North is in the top-right corner, that means the morgue and Mekhammer's is to the west, Huxley'a apartments north and the monorail east.
I'll have a look at the stash reward and the directions. Thanks for your report.
EDIT:
Alrighty, fixes applied, will be in the next update (0.63k). Cheers.
You said first PI mission. Are there more? I have tired talking to him every time I returned to the hub after a mission and only got the standard text.
As for the third reported mission for no karma, I'm afraid I'd need a bit more information on which quest this is.
Recently I have installed Dragonfall again and arrived at the orcish underground today.
At the safehouse The quests "get tools for Jim" and "go to the sushi parlor" are not closed after giving the tools and returning to the safehouse after talking to the trogs.
And I think it would be a good idea to put the bike on the safehouse map as well, so you don't have to load the big market map first if you want to go on a mission from the safehouse.
Another thing, you should remove all the quest items from chapter 1 when they are no longer needed.
I have a question about the Choson mision. After I kill the final boss I get an optional quest to "Exfil from Everett" What's that supposed to mean?
Btw, has any of the "occult" items you can buy from the magic vendor in the mall a use, or are they just for fun?
EDIT:
Something funny happened. When I returned from geeking that bloody Humanis a**hole, the fixer was still in the sushi bar and sent me after the korean mafia again. Just finished for the second time and I still have no idea what "Exfil from Everett" means...
EDIT #2:
Just like last time I played I'm stuck in Old Seattle. The place is too big and too labyrinthine without a map. But what annoys me most is that I have been surprise-attacked (and downed) too often because I can't switch to combat mode and have my drones scout out the dangerous parts. I'm a bloody rigger! I don't run into danger myself. I have drones for that!
As for your points-
Exfil is short for exfiltration; a military term for leaving the combat zone. The items on sale at the Midwives' are not all useful, but some of them have a use in certain missions. As for the Old Seattle tunnels, I found it extremely hard to allow players to pop back and forth between turn and free- there is a way to avoid the ambushes by deploying flares when your character remarks of a potential ambush in the darkness.
For "exfil", maybe you should use a term that can be understood by people who don't have any track with american military terminology
About switching combat and free move mode, Don't you like the idea or do you have technical problems implementing this? I could probably help with the latter.