SNES Shadowrun

Troll Policy

It looks like our favorite troll is back under a new name – kiwi_lb.
Since we actually have more people who are actively working on the project a reminder for proper Troll Etiquette is probably due.

0. Leave responding to trolls to me in most cases. We want the threads to die leaving the troll unfulfilled.

1. Report the offending poster. If there is a report link on the post itself, click it. If not click the user’s name, go to their page, report and then block them.

2. Do not feed the Trolls. If they raise what can be considered a legitimate issue / complaint do defend it. Instead politely acknowledge their concern and opinion and say any course of action we have for correcting it. Ignore anything which is simply an insult.

For instance Kiwi commented on the long duration. That’s entirely true, we are taking a long time.

3. People tend to defend our project, which is good, unfortunately the fight is what the troll wants. Delete any posts which are attacking the troll. In general you don’t need to report them unless they are getting really out of line.

Anything I’m missing?

Beta Release Goal


I figured I should officially announce my goal for the module.

Hong Kong is scheduled for August of this year. Since we will most likely be mirroring this module in Hong Kong (Dragonfall will remain the main release), I have set a goal of having a fully end to end playable version by June or July. (Matrix may or may not be implemented)

Does anyone have a good reason why we can’t make this goal? Any thoughts or concerns?

Let me know.


Just a small update so you don’t think you’ve been forgotten!

V3.1.8 has been pushed out. Dave is making AMAZING progress on Drake Volcano.

I also finally got around to updating nexus. Sorry for the extended delay!

This winter is harsh!

I will hopefully get another good quality update out this week, though it will likely just be bug fixes. I want to finally finish fixing the Door issue…

V3.0.13 and beyond!

Hear ye, Hear ye!

Thank you HBS for announcing your upcoming kickstarter! It seemed to have kicked us into gear. ;)

I am slowly plugging away at bug fixes and other stuff. I will be updating the mod more regularly, at least once a week again if not more.

Thomas is also working on Aneki building which is excellent news and I can’t wait to see what he does.

We may have a new mapper to work on the Drake Volcano logic. That would be a huge help and continue to add non-combat solutions.

One question is what ever happened with our Dragon? I can’t remember if it was handed off or just back-burner’ed.

Hopefully I will have more exciting news soon!


Slowly plugging away. I pushed out version 3.0.11 on Sunday.

All floors up to the 4th floor in Drake are playable. You need a decker but you don’t need to hack.

The logic is slightly tested. There are a lot of options and it is possible to make it through without fighting. Granted you need the right skills…

I need to implement a non-decking approach for those who just want to slaughter all the way… If you can’t hack you can’t unlock the elevator. This will be something simple like giving the “special” floor guard a key.

If any of you get the chance to play, let me know which conversation options you end up using and if you find yourself stuck at any point.

I also have one placeholder conversation in the 4th floor still. It has the choices and logic but no fluff. If you want to come up with something clever let me know, otherwise I’ll just fill it in eventually.

I can’t wait to finish this map! Its so close I can almost taste it… Then comes all the bug fixing.

Any news on other sections? Or am I the last one plugging away at this?

Any new props or art or progress on Aneki?

Let me know!

Breaking the silence

Sorry for the lack of updates here. None of the progress has been really dramatic so aside from the change log I haven’t seen much reason to comment on it.

I’m slowly plugging away a bug here an update there… We actually are up to V3.0.6 now, so its been 6 (small) updates since we went live on Director’s Cut.

In other news, here’s some Halloween Cheer.

Published on DC Workshop

The module is available on the Director’s Cut workshop.
I have tested that it starts for me, but that doesn’t mean it will start for you.
(The whole classpath side of things)

You will need to subscribe to Geeked’s Prop pack of course.

It is also currently only visible to friends. I don’t want it public until I know it works.

Dragonfall Directors Cut Released

Dragonfall director’s cut is released!

I’m slowly re-working through it, though I got distracted by Wasteland 2 (8 card drops! gah!) .

More important than that though, they released the migration instructions and they are EASY.

The only question is when we migrate because we will need someone to play through once we do. And I am SURE there will be logic problems.

Also, I was thinking, as nice as it would be to include all the props in the mod, I would prefer to keep the prop pack separate. Thomas deserves to receive credit for his work! I don’t want people to forget that this project wouldn’t be possible without him.

Thomas – Any idea when you can put your prop pack up on the new workshop?

Anyone – Any other thoughts?


Patrol routes are implemented!
They seem to work, I made a few tweaks after walking through, but I doubt that broke anything.

Let me know what you think.

  • Are they too busy?
  • Are they logical?
  • Do they leave enough chances to “dodge” security?
  • Do they lag your computer? (tell me your specs)
  • Are they the right speed? I worry they are too fast.

Once I know what people think of the routes I’ll start adding stealth challenge points.

Before then I’ll be adding the static challenge points like doors.

And now to call it a reasonable (1AM) night.


Slow yet steady progress on Drake Tower

Initial Disguise logic is implemented. If you kill the first mage you can take a security uniform and the guards will ignore you. There is a lot left to do though, such as configuring it so that EVERYONE needs a disguise and that the guards will socially challenge you. This lets you travel through the building without dying (for now)

Elevator Activation Logic is implemented. I only tested the first two floors though. Provided you have a deck, and go to the right computer, you should enable the elevator.

Data Fragments are available. The completion logic is not yet implemented.

These are small but important steps. They will need to be reworked some when I actually add the matrix, but parts will still be usable.

I hope to continue to be productive tomorrow… I would like to start updating the security behavior so its more than just run and gun. Currently when you trigger combat they all charge you in the entrance!


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