SNES Shadowrun

V1.6.6

V1.6.6
- The pack got corrupted. Fortunately I take daily backups. I don’t think any work was lost.
- Changed Rust Stiletto boss logic to unlock Jagged Nails
- Verified Anders is hire-able and that he will follow you to the Rat Shaman map.
- Added real armor to old town shop. Can be purchased from shop interface.
- Replaced “fake” armor jacket with starter armor.

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V1.6.5

V1.6.5
- Added Temporary Hack Work-Around to Rust Stilletos.
- Fixed Duration logic for Jangadance and Hamfist
- Added Cost / Duration Variation to Orifice and Dances
- Variablized Caryards exit cost
- Added Arena Reset to the bed in the caryards as a temporary work around.

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V1.6.4

V1.6.4
Fixed Caryard logic
- Challenging the king after all other opponents are dead should now work
- The King keyword does not get unset anymore.
- Fixed Heavy Dude to use YOUR name instead of Armitage
- Fixed health pack logic so you can’t buy more than 6 (at a time)

Fixed Arena logic
- You are now told in the conversation how much nuyen you won.

Possible Hire-able Runner fix
- If you are unable to hire runners, rest in either Jake’s Apartment or the Downtown Hotel. The configuration menu will have an option that MIGHT fix it.

Progress with the “Secret Room”
- I won’t tell the how or what. It is NOT accessible yet.

Implemented Variable hiring cost / duration for Grim Reaper Club
- This impacts Hamfist and Jangadance.

Attempted to fix karma redemption conversation option to display available Karma. It is not currently working.

Next update will hopefully include Drake Stronghold (maps only) as well as variable cost / duration for more Runners

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V1;6;3

V1.6.3
- Bug fix for the Replicating Mage.
- Balanced / Added hiring of Kitsune, Splatter, and Steelflight. Their behavior still needs to be verified.

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V1.6.2

V1.6.2
Added four hire-able runners – Anders, Frogtongue, Jetboy and Norbert.
Fixed Jangadance’s stats. He was under powered.
I have verified the runners can be hired and will go to the Rust Stilettos, but nothing more. I expect there will be various kinks to work out.

And I apologize but I haven’t looked at the last two posts yet! (The one on Steps and the one on Bremerton) It was a busy weekend.

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steps

Snes ground stepset2x n

eye spy someone is making props for Bremerton! this image is from the 2x version of some prop from the docks set. set the stairs to ground and the rails to props and use invisible solid blocks for clipping issues. bit of greening up, resizing and should work. if its not enough space to walk on then the steps can easily be 2 tiles worth wide.

similar deal for this one:

Snes ground streetstepsset2x n

the side of the stairs can be included as part of the steps image – or set as an under ground tile. any tiles (walls or floor) displayed behind the steps will have to be set as under ground tiles – ie the grass out the front of the Aneki building. alternatively specific wall tiles could be created to fit the edge of the steps.

some windows & edging, the window glows are best inputted as unlit props – wall decorations and example of this applied is bottom left. possible to knock these back to 80% alpha

Snes building windowsset n

heres some props for guard towers and corporate buildings i figure the guard towers might be good for the arena Snes building corpset n

a whole bunch of signage, most would be unlit props except for the floor level numbers and the Grim Reaper sign. couldnt find a matching font for drake corp though looks ok

Snes signs set n

btw this is thomas here – @Gribs all these posted are png and ready to cut/paste and put into the editor as props

3-10-13 = Snes signs set2 n aneki and better font for jagged nails

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drake stronghold - sub 3 and sub 4

sub 3

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sub 4

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V1.6.1

V1.6.1
Small updates to the Car Yards.
There is the small possibility they broke all the sleep interactions, but hopefully not.
I added the option to save in the car yards when you go to the bed. (it will reload the scene)
I also adjusted the grinding room to spawn random numbers of units.
These two changes should make it safer to grind (so you don’t waste the time by dying midway)
I also verified that the first 7 fights are the proper toughness (for a starting character).

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V1.6.0

V1.6.0
UNVERIFIED BUILD
There were changes to the outside maps and I only quickly verified them.
If one of you could do a more thorough check of Downtown it would be appreciated.

Foh provided another excellent update.

Wastelands Club
– updated dialogs to include the words for hireing. hiring still not possible tho

Dr Maplethorpe
– did dialogs for doc m
– implemented cortex bomb logic. it will be activated by ed and defused by m but no trigger to kill the player yet
– included phone conversation with m’s secretary
– doc m is a med&cyber merchant after defusing the bomb

Rust Stilettos
– quest is now connected to the jagged nails bouncers
– added random sniper spawn to dumpsterland
– stiletto gang can now be cleared stage by stage like in the SNES game
– worked on RS boss’ dialog to include the player’s name instead of armitage
– updated the mechanic of the crowbar pickup

Downtown
– jagged nails bouncers and people in waiting line
– dialog with bouncers and some words from people in line
– dark blade gate only opens after having made an appointment
– worked on the hotel guy dialog (forgot what)

Jagged Nails Club
– the club is included and connected to downtown
– runners cannot be hired yet


Weekend Plans
- I am hoping to finish balancing the Arena this weekend and then move on to balancing the Rust Stilettos and the Docks.
- I also expect to have more maps soon.

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mapmaking update

some shots of Drakes Stronghold… sub1 and sub2 – both done pretty much

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and Foh (i assume) has made the jagged nails – looking sweet!

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