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Shadowrun Shadowrun: Hong Kong - Extended Edition

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
Finally started playing now, the thing that I really liked is how they didn't screw up the motivations for you to not get away from the problem like they did on Dragonfall and double plus, no, they didn't kill some unkown party member and expected you to care for the rest of the game like they did on Dragonfall too what made the starting setpiece interesting storywise. The runners that go with you aren't superfriends from the start and they seem to have different ideas about what they want to do and what their angle is, instead of "Let's do justice for Monika for some reason!" like on the last game, what made me like them alot more.

I had some moments of "Bioware" dialog, mostly some overdramatic emotional outbursts that fallen somewhat flat and a really corny flashback scene involving your past but nothing that make you want to vomit like the kid on Mass Effect 3, more like "Guys, this was corny as hell." but I just shrugged and kept going fine, the story premise makes sense and the characters motivations make sense and that is enough for keeping me interested for now. I dunno if I like the game imposing relationships on the past, this foster father thing seems a bit forced, but I have to say it provided an interesting hook on the story.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,217
Location
Azores Islands
Because it's what Matrix is mostly about. Avoid detection as long as possible. Also quite a bit of the game runs in real time, so why not the stealth part of the matrix?
The 'door' minigame is an acquired taste, totally unnecessary
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
Anyone know the various effects/costs of the new hand razor/spur special attacks?
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,217
Location
Azores Islands
Anyone know the various effects/costs of the new hand razor/spur special attacks?
Out of all the melee weapons I tried, the wip is by far my favorite, it has good range, damage and a bleed effect, followed closely by the electric Katana due to its stun effect.
 

Gregz

Arcane
Joined
Jul 31, 2011
Messages
8,976
Location
The Desert Wasteland
All this mage talk has me worried. I also rolled an ork mage since I haven't done one yet and thinking of splashing in some melee combat and adept spells, haven't committed to anything.

I would love to play a melee adept, but the rules/engine just doesn't seem to support close combat. If you aren't using some kind of ranged weapon (gun, magic, etc.) you are very hamstrung. That's just how it seems to play out.

The only way to fix this would be an ability that allows the melee player to 'teleport' into a pack, do a 'whirlwind' or triple attack, and then be able to teleport back behind cover. As it is, with the AP and cover system, you're just a sitting duck if you go melee. You just can't get the AP and mobility to attack effectively, then get back to a safe location behind cover at the end of the turn.

Am I wrong?
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I would love to play a melee adept, but the rules/engine just doesn't seem to support close combat. If you aren't using some kind of ranged weapon (gun, magic, etc.) you are very hamstrung. That's just how it seems to play out.

The only way to fix this would be an ability that allows the melee player to 'teleport' into a pack, do a 'whirlwind' or triple attack, and then be able to teleport back behind cover. As it is, with the AP and cover system, you're just a sitting duck if you go melee. You just can't get the AP and mobility to attack effectively, then get back to a safe location behind cover at the end of the turn.

Am I wrong?
For the most part it works fine in DFall. Lack of cover is compensated by heavy use of AP draining attacks (obviously this becomes a problem as the # of enemies increases). The only thing I'm not totally crazy about is that you can't place yourself where you want when you attack (that I'm aware of)--the engine calculates only 1 route to the enemy, whether or not there is a more convenient, covered tile within move range because fuck you.
 

Duellist_D

Savant
Patron
Joined
Dec 15, 2013
Messages
383
Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
So, did anybody keep the Ares Laser Prototype Weapon?
If so, is it good?

I traded it in for a future favor from Bull (mostly because only Gobbet can make use of what is most likely a SMG), but I'm curious whether i maybe shouldn't have.

In other Notes:
First(?) Patch is out, looks like no big bugs made it into the release so far:

Release 3.0.4 contains a variety of Shadowrun: Hong Kong campaign fixes and general system fixes and improvements. If you are encountering any issues in Dragonfall, please update to build 3.0.4 immediately. (To update, restart Steam and then allow Shadowrun to fully verify and download the new build.)

After the update if you are experiencing a campaign-related issue, you may also need to restart your current scene (select "Restart Level" from the PDA) or rewind (select "Rewind" from the PDA save screen, then select a previous level) to before you encountered the issue in order to resolve the issue.

TROUBLESHOOTING & REPORTING BUGS
If you are experiencing technical issues with Shadowrun: Hong Kong, please see this post:https://steamcommunity.com/app/346940/discussions/1/528398719793341723/


Core/Engine Bug Fixes
  • Resolved issue causing incorrect Nuyen value to be displayed in Sell Screen.
  • Resolved issue causing mismatch between displayed and actual skin color for certain skin options in Character Creation.
  • Resolved issue that caused some Backer names in the credits to have missing characters.
  • Resolved issue that could lead to Elf Female models displaying incorrectly.
  • Resolved issue that could lead to item loss when loaning items to some actors in specific situations.
  • Resolved issue that could lead to actor duplication under certain edge-case save load conditions.
  • Resolved issue that could leave Water Shrine Spirit unable to attack.
  • Resolved minor animation issues.
  • General minor VFX and Animation bug fixes and polish.
  • Other minor bug fixes.

Content Bug Fixes
  • Minor grammar and visual tweaks and polish.
  • Resolved issue that caused a conversation to duplicate in Misdirection mission.
  • Resolved issue that caused Matrix in the City of Darkness to have incorrect starting Trace.
  • Resolved issue that could cause plot specific information to be revealed early.
  • Resolved issue that could leave the Player unable to leave The Dig mission in certain cases.
  • Resolved issue that could prevent Hostile actors from spawning correctly in Bad Qi mission in certain cases.

Notes
  • Art book updated for purchasers of the Deluxe Edition (now contains more art.)
 

Gregz

Arcane
Joined
Jul 31, 2011
Messages
8,976
Location
The Desert Wasteland
For the most part it works fine in DFall. Lack of cover is compensated by heavy use of AP draining attacks (obviously this becomes a problem as the # of enemies increases). The only thing I'm not totally crazy about is that you can't place yourself where you want when you attack (that I'm aware of)--the engine calculates only 1 route to the enemy, whether or not there is a more convenient, covered tile within move range because fuck you.

Right, but in Dragonfall the number of enemies escalated as the game progressed. Fewer 'bigger' enemies (read HP bloat) would be more fair in this regard, but that doesn't seem to be the way HBS designs encounters.

So...range and AoE still seem to rule the day, and dictate combat character designs. It's not a huge deal, but it does render many builds kinda MCA in a dress vs. the wolves.
 

Duellist_D

Savant
Patron
Joined
Dec 15, 2013
Messages
383
Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Right, but in Dragonfall the number of enemies escalated as the game progressed. Fewer 'bigger' enemies (read HP bloat) would be more fair in this regard, but that doesn't seem to be the way HBS designs encounters.

So...range and AoE still seem to rule the day, and dictate combat character designs. It's not a huge deal, but it does render many builds kinda MCA in a dress vs. the wolves.

I'm going melee, still have the starting Cyberweapons and I'm not missing much.
To be honest, Gaichu seems to be stronger than Duncan, despite the latter carying an Assaultrifle around.
Double-Melee, Is0bel for decking and Crowdcontrol and either Racket (for even more melee) or Gobbet for a bit of healing and buffing are making this pretty easy so far.
I still didn't make all of the first three runs and can walk around with over 30 unspent Karma with an unoptimized build.

Actually, the game definitely needs a "very Hard" mode again.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
IMO the best weapon is Is0bel's grenade launcher with the remote mine upgrade because it ignores to-hit chances and cover (if targeted behind the enemy), and is AOE. It's basically Fireball on a stick... too bad about the clip size, though.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Full melee is certainly viable. I restarted as a troll cyber melee. Pump body and cyber affinity, then strength and close combat and finally quickness and dodge. Did four first missions without being in danger of dying once. Obviously you need a caster there to heal you, and you can't always just run into a group of enemies, but it is certainly viable.

GOG doesn't have the first patch yet.
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
Probably the best weapon in the game. It's damage is comperable to the highest tiers of shooty weapons.
Did you notice that it scales with strength even though it's not supposed to? I haven't played since the update so this might have been fixed already.
 

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