A sandbox Shadowrun sim-rpg, boasting several cool features such as Street Cred, safe houses, and random encounters.
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Changelogs
Version 1.201
Misc. Bug fixes.
Converted project to the Director's Cut edition.
Version 1.105
*Fixed a PayData bug that caused the player to download "dead data" that filled up capacity, but was otherwise useless.
*For balance purposes, deckers can now have a maximum of 6 PayData files downloaded, regardless of size.
*Added dozens of new PayData items to ensure it is impossible with the 6 file limit to always get the same six files every time. It is now impossible to get a true duplicate item (although there are multiple versions of some, such a "email data").
*Fixed a bug that cloned your character during the 6 months later scene, and prevented triggers that targeted Player0 from firing.
*Fixed a bug where the player would have to hit enter or esc after trying to interact with an object.
*Fixed a bug that made the main character invulnerable.
*Polished the opening scene to make your character seem more like a pencil pusher than a 'runner by replacing their default outfit with a suit-and-tie. Male characters will be named "Mike" as their real name if male, and "Emma" if they are female (players still get to choose their handle, the real name only comes up at certain story points).
*Fixed the Geas Pact. It will now work in every area.
*Changed the way Frosty's script handles notoriety wipes so the option doesn't disappear if the player cannot afford the cost.
*Added greater depth to the existing runs by having the descriptions and npc dialogue dynamically change. Fixers will acknowledge when a run has been completed previously, and give a new reason why the job has to be completed again. You will now develop a relationship with certain npc's you interact with regularly. (The Generax and Telestrian runs are not affected by this upgrade yet).
*Revamped the PayData system (again). It should now be stable, and the matrix scenes now require significantly less resources. This will fix a bug where players would sometimes get a blitz of data, then the game would crash.
*Revamped the entire Taxi system. Some players may find it annoying, while others will find it great.
*Added several more instances where Etiquettes can be used.
*Proofread and edited several more dialogues.
Version 1.2
*Integrated Dragonfall.
*Upgraded all the maps that were looking drab (courtesy of Mizaroth).
*Added the Rat's Nest area, east of the Redmond Barrens
*Added a seperate journal to track plot objectives.
*Overhauled the way Illegal weapons are handled. A weapon permit no longer guarantees safetly, as there is roughly a 15-20% chance Lone Star officers will tell it's a forgery.
*Pistols are no longer considered "legal".
*All weapons now have a hidden concealment rating. Common sense applies here. Pistols are easy to hide, SMG's less so, Shotguns and Assault rifles are difficult, Sniper Rifles are next to impossible, and the Vidicator Minigun... well there is no hiding that. The concealment rating is cumulative, so multiple weapons makes it increasing harder to avoid notice. Melee weapons are still legal.
*Changed the setting of the opening scene to incorporate the new Renraku Arcology map.
*Overhauled the Commlink system to make it more streamlined.
*Added an underground fighting arena, oriented towards melee characters.
*Added the third tier weapon merchant.
*Misc. Bug Fixes.
Version 1.082
*Added the Arbor's Embrace story arc, courtesy of Asmodean13.
*Fixed the bug that prevented AOE spells and programs from working.
*Fixed the bug in the mid-level hacking job, which prevented players from obtaining the run data.
*Added several block-movement tiles to the Docks and the Organ Grinders to prevent player movement through objects.
*Expanded the camera zone and removed some block-movement tiles from the Bottling Factory. Runners will no longer get stuck when the map loads.
*Fixed the logic and difficulty of the Barrier Spell sealed door in Enderdine Labs.
*Fixed a bug in Enderdine Labs where Verum doesn't spawn at map start leaving the team a man short.
*Fixed a pressure plate in every map that would trigger the alarm if the player passed their test, and ignore the player if they failed their test (it was backwards).
*Changed test resolutions so that the bonuses granted from training are still factored into the test even if the player's racial maximum would otherwise be exceeded (test vs (player_base skill + training) instead of (player_current skill). Unfortunately this means that bonuses from other sources won't be factored into these tests, but players will now be able to tackle epic difficulty tasks.
*Added additional means to power Xalthu power donating "earthly knowledge", and lowering all skills ratings from certain categories. This can help players get more use out of the safe house training buffs when they hit their racial skill maximums.
*Overhauled the global matrix. Deckers will now jack-into an area known as "The Hub" which is a small digital city zone, offering services important to decker characters. From The Hub players can travel out to other systems, which are now dedicated scenes instead of one giant scene. This has radically increased stability, and made expanded the matrix easy and theoretically, unlimited.
*Shamans can now attempt to conjure and bind a water spirit in The Docks district. Success grants the shaman a force 1 water fetish. Failure spawns an angry force 1 water spirit. Expect additional spirits to be available throughout the game as I roll out new content.
*The difficulty of low and mid-level matrix runs has been decreased in order to make decking more viable for starting characters.
*Increased Pay Data value by 50% in order to make raiding data stores a viable source of income for deckers.
*Changed the Mr. Johnson encounters. The likelihood of a double cross has been radically reduced.
*Now only the main character can interact with zone transitions. This prevents a bug where players could end up controlling a side character out of combat, and an exploit where players would just park a runner by the exit which can circumvent some encounters.
*Disabling the drones during an run, will now function properly. It was sending the order to disable the drones before they spawned, so it was having no effect. It will now dynamically send the event after the drones spawn.
*Jacking out into the Puyallup Barrens will now function properly instead of dumping you into the Penumbra District.
Version 1.0752
*Fixed the Xalthua Charisma bug by having the game check your Etiquettes and take away one you actually possess.
*Added a shortcut fix to opening scene in case your character gets stuck in place.
*Added a custom, upgradeable safe house for purchase in the Puyallup Barrens.
*Overhauled the writing in the game. Editing for diction and continuity. This should have been done after each conversation, but I was too eager to add new features so I just typed some words and moved on.
*Integrated the updated version of the SSC, special thanks to Tracker. Weapons and cyberware should now be functioning as intended.
*Added another step in the main story.
*Fixed Johnson spawn bug in Northside.
*Fixed several triggers in the Telestrian R&D run in the Matrix, and with the Wall Safe.
*Fixed the Bottling Plant bug which would prevent player movement when the map loaded.
*Made decking in the global matrix a little easier.
*Added a new higher level Decking run to Frosty's list.
*Added a new Infiltration run to Frosty's list.
*Added a persistent journal throughout the game.
*Updated the Adept powers to have the persistent powers granted by 1.1 (you will have to re-buy the new versions).
*Fixed the camera bind problem preventing players from reaching certain props and transitions (Jackal's Lantern, Bottling Plant, Mr. Johnson in Northside, Puyallup Transition).
*Added a restaurant to the Puyallup Barrens, which was a fan creation they sent in to me by Ido Leshern (thank you very much).
*Several other minor bug fixes.
Version 1.06
*Completely re-worked the entire Matrix. It's been given both a cosmetic and functional makeover.
-The more complex Matrix systems will have a CPU node, which can be hacked to weaken the entire system, data nodes, camera control nodes, door control nodes, and employee schedule nodes.
-Deckers on any infiltration type run can access the Matrix BEFORE they go to the site of the run in order to disable cameras, open MagLock doors, and lower the npc count. This is in an attempt to bring Deckers more in line with their PnP counter-parts.
-Inside run maps, Matrix jack-in points will be harder to access, but will spawn the decker closer to the important nodes within the associated matrix system.
-Deckers now raiding data stores will no longer simply be granted money. They will find a variety of files ranging from Local Survey Data, to Back Account Numbers, and Classified Corporate Files that can be taken to a new fence named Rosco Downtown who will buy them from you.
-If you cause the Heat Threshold in the Matrix to reach maximum it will trigger real world alarms, and increase your real world Heat levels.
*Added the Puyallup Barrens. There's not a lot happening there yet, but will be the staging grounds for some of my future content.
*Built a run template using ambiguous conversations, triggers, and events. This took a lot of work, but going forward I will be able to drop the template into a "hallow" run map, flesh out the details and finsish entire runs in a fraction of the time.
*Re-worked the Enderdine Labs run again, to apply my new and streamlined way of doing things (using the run template).
*Fixed several minor bugs including scene transition pop-ups still being used instead of the simple travel-on-interaction method, and the TV is Tarislar Gardens.
*Added a special encounter in the Graveyard that can be used as an infinite karma sink.
Version 1.05
*Fixed a PayData bug that caused the player to download "dead data" that filled up capacity, but was otherwise useless.
*For balance purposes, deckers can now have a maximum of 6 PayData files downloaded, regardless of size.
*Added dozens of new PayData items to ensure it is impossible with the 6 file limit to always get the same six files every time. It is now impossible to get a true duplicate item (although there are multiple versions of some, such a "email data").
*Fixed a bug that cloned your character during the 6 months later scene, and prevented triggers that targeted Player0 from firing.
*Fixed a bug where the player would have to hit enter or esc after trying to interact with an object.
*Fixed a bug that made the main character invulnerable.
*Polished the opening scene to make your character seem more like a pencil pusher than a 'runner by replacing their default outfit with a suit-and-tie. Male characters will be named "Mike" as their real name if male, and "Emma" if they are female (players still get to choose their handle, the real name only comes up at certain story points).
*Fixed the Geas Pact. It will now work in every area.
*Changed the way Frosty's script handles notoriety wipes so the option doesn't disappear if the player cannot afford the cost.
*Added greater depth to the existing runs by having the descriptions and npc dialogue dynamically change. Fixers will acknowledge when a run has been completed previously, and give a new reason why the job has to be completed again. You will now develop a relationship with certain npc's you interact with regularly. (The Generax and Telestrian runs are not affected by this upgrade yet).
*Revamped the PayData system (again). It should now be stable, and the matrix scenes now require significantly less resources. This will fix a bug where players would sometimes get a blitz of data, then the game would crash.
*Revamped the entire Taxi system. Some players may find it annoying, while others will find it great.
*Added several more instances where Etiquette can be used.
*Proofread and edited several more dialogues.
Shadowrun Unlimited is designed to be more than a simple campaign; it's the world of Shadowrun.
-Replayable Runs with random elements, assigned randomly by fixers from their "pool" of runs. Fixers may offer many jobs, but only offer a few at a time. Shadowrunners don't always get to pick exactly what jobs they want to work.
-Sandbox style gameplay.
-Players gain Street Cred for completing runs, along with Karma and Nuyen rewards. Street Cred allows the player to access higher level fixers and merchants.
-Completeing runs will cause the player to gain both Heat and Notoriety. Heat causes Lonestar to spawn with greater frequency, and Notoriety will cause them to attack on sight (once a certain threshold is reached). Heat can also be increased by setting off alarms during runs.
-Players can rent a variety of safe houses. safe houses allow the player to rest and recover their health, as well as lower their Heat rating. More expensive safe houses provide access to cheap support items, more efficient healing, and eventually character buffs. (The top tier safe houses with the character buffs are not implemented yet).
-Assault Rifles, SMG's and Shotguns are illegal. If the Lonestar stops you with one of these weapons they will attempt an arrest, violently. This can be avoided buy acquiring a forged Weapon Permit.
-Players can buy DocWagon contracts, which allow them to respawn inside the same zone upon death. The better the contract, the more respawns that are allowed, and the cheaper the service charge. This is however optional for new characters that are having trouble making ends meet.
-Characters with high Charisma are able to negotiate for a little something extra when they are offered a job.
-Designed for new characters. Slower paced gameplay, with money "sinks". Don't expect to max out your character in one sitting, and getting started in Seattle isn't going to be easy. But once you get your feet wet, you'll be making steady money.
-A Taxi System that can be used to travel between all the hub zones.
-NPC runners are hired, and follow you throughout the world until the job is complete (or they are defeated). Players no longer hire runners on a per-map basis. Getting runners killed will increase their future hiring costs, but performing successful runs with them will level it back out.
-A Commlink System that allows players to call their contacts, such as fixers, runners, and of course the taxi. Runners hired over the phone will arrive at the players location within a few seconds. *The Commlink is accessed by clicking on your character, outside of combat and in an outdoor zone.
-There is a basic journal system built in. Whenever you activate your commlink, a brief message will appear, guiding you in the right direction.
-A day and night cycle to help bring the world to life. Watch the sun rise and set as you sit idle. Transitioning zones speeds up the process. Some encounters will only happen during certain times of the day.
-A dedicated (albeit small) matrix that deckers can access, and raid random systems for extra cash. *The matrix is continually expanding as a I release new content.
-A branching story that will take players down different paths depending upon the choices they make. These choices will exclude other options, and create proper repercussions to decisions. And once this story runs it's course, I will begin building another. No need to import characters into a new UGC, you can just wake up in your safe house and kick off your next adventure.
-Integrated Tracker's Street Samurai's Catalogue.
*This UGC is not "finished". The current story is not complete, and the world is not completely "fleshed out". This is completely playable, but is under a constant state of development with on average, a large update every week (not including bug fixes). This game will probably never be "done" as I will always be expanding upon it, so don't be afraid to jump in now.