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Shadowrun Shadowrun Returns Pre-Release Thread

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
Did Brian Fargo said something about Shadowrun alpha footage yet?
Yes he "twited" it and have congratulated HBS about it.
Was nice of him doing that.

Harebrained Schemes ‏@WeBeHarebrained
J&M are looking forward to doing a live demo of #SRReturns@Gamestop for @twitchtv on Thursday at 11am PST!
Good news.
On the other hand i fear i can only be disappointed now, only noticing the inevitable flaws.
The first video is so awesome and full of :incline:
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
Just found a video montage crudely animated and quite kitschy of Shadowrun PnP.
It is made of some book covert art, sometimes quite old book covert art even.
But it's quite nice nevertheless (Shadowrun mood is not so kitshy, the guy has to work with was he had i guess)

https://www.youtube.com/watch?v=H4hhijKuVW4
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech

Kem0sabe

Arcane
Joined
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13,213
Location
Azores Islands
If any of you are interested in knowing more about the setting, there's a complete 4th edition package on the interweb (at the usual places) that has every book you need to start catching up, also there's a 35 novel pack as well, to read on your kindle. :)
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
They answered a shitload of questions the other day here a selected recap of stuff I found interesting:

I recently saw a suggestion to limit a run by archetype. If this is indeed possible.. Or even desired, Would there be any way to create runs that are in the Matrix or Astral realm for characters that would have access to it? Also could you transition from one area in a run into the next step being further investigation using those resources?

The editor gives you the ability to limit a run by archetype, I believe. As for the other realms, like Berlin, the possibility of Astral and Matrix DLC campaign sets absolutely exists.​

Just curious about your thought's on possible upcoming content for the game. Other than the Berlin DLC, would you possibly consider something like the old school expansion pack's in that they add new content to the game as well as further enhancements to the base game's engine (and possibly the toolset as well)?

Yup, we're thinking of releasing stuff like the Ork Underground, which might include some new NPC portraits and models too.​

We haven't decided how to handle other enhancements.​

I didn't see this asked yet, but I apologize if it has been. It was mentioned that gear would be minimal in the game. How much cyberware and bioware will be available? I don't expect a list, just a general idea. (ie all, most, some, a little, none!)

I'd call it a decent amount. Enough to feel like Shadowrun, I think.​

AI and combat look great from the Alpha footage! Will it be possible to turn AI on for our own characters? That'd be great when wanting to avoid some micromanaging and making some of the more basic skirmishes quicker, or when the characters reach an overpowering level for some fights. Maybe even turning on AI for all of the characters, and being able to set a speed.

For instance, Master's of Magic, AI could be turned on for the player during battles, that was a timesaver.

No. We believe in giving our players full control. Also, it would already add to our seriously heavy AI schedule and we just can't afford it.​

Will it be possible to adjust the speed with which the characters move? I just saw the alpha footage and the characters seem to move rather slowly. In big environments this may become boring, specially if there are fetch quests involved. Will there be a way to make them move faster? Perhaps a slider or something in the HUD?

That would be another feature and we have no budget for it. Sorry about that. The pacing feels very different when you're playing vs. watching.​

Can events in the editor add items to the PC's inventory? ("You find the Magic Key" ... [tag50 player.additem magic_key 1])

Can events in the editor REMOVE items from the PC's inventory? ("Club Joe - NO WEAPONS ALLOWED - No Exceptions" ... (tag80 party.removeitems type.weapon+type.fetish all])

If so, can the editor remember and add back items that have been removed? ("Breaking into the Club security room, you find the weapon locker and retrieve your things." [tag120 party.restoreitems tag80])

Yes Yes Yes​

Will it be possible to create missions for a select group of people?

If I wanted to recreate 'queen euphoria' or any of a number of copyrighted missions I know I would not be able to post these to a general pool, But I should be able to have a small group run it, just as though I were running the game. Will there be an option to do something like this in Shadowrun Returns, or will all content be available to all players?

Don't worry about reproducing SR printed runs in the editor, RGSEARCY. Go for it! That's why we're doing it!​

How does the game engine factor in Jake's 4 points of armor? Does it reduce damage?

(Also curious about Smart Links and Wired Reflexes.)

Perhaps some of this could be mentioned in another game-play video down the road when you're ready.

Armor is a big part of the calculation that determines the "staging" of damage. Our damage "stages" from 1/2 damage to 2x damage and the more armor you have the better your chances are for "staging" the damage down towards the 1/2 scale.​

On the other hand, increasing your weapon specialization increases your chance of "staging" up the damage.​

Cyberware is still being iterated on but in many ways, what it does in our game, is enhance all of the similar stats that it does in the table top game, giving the player additional bonuses to defense, attack, damaging and "staging" damage.​

And this in case you didn't know:​

We said we would base the game on the second edition rules. You can read about it in our FAQ on Kickstarter.​

I'm not asking for any spoilers regarding specific characters, but in general terms will we see many other familiar characters from the early editions of Shadowrun and the novels?

There will be a few familiar characters. . . .​

On dead bodies:​

We will have dead body props.​

so, can you tell us a little about the initiative mechanism determining who goes first? quickness, int, and cyberware i assume, but what if they are equal and perception isnt a factor (like dialouge or 3 way fight) also, whats the highest AP possible for a PC? ...keep up the good work! i check these forums like most people check facebook, and have had a shadowrun news ticker for a year now =) cant wait to see more!!

The way it's currently implemented, your PCs appear on the HUD in the order you hire them on the hiring screen.​

Now before anyone says, "WTF?", remember that you can switch to any PC at any time (until they're out of AP) to move them tactically. Therefore, initiative doesn't really matter since turns go team-by-team.​

We HAD initiative and interleaved movement (highest initiative character - PC or NPC goes first, then the next one, etc. but it was confusing and didn't play well. You could never make a plan and execute it).​


EDIT: I'll update this as they answer for stuff. Like the armor question above.​
 

Kem0sabe

Arcane
Joined
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Location
Azores Islands
That's what computers are for. I'm excited with the possibilities of Astral Plane and The Matrix.

:bounce:


Only if they have appropriate mechanics for those scenarios implemented, as well as completely unique tile sets. So far everything they have shown looks awesome, i prefer less content at release and maintain a high level of quality.

Some of the settings i would love to see would be Tír na nÓg (formerly Ireland), Amazonia (Brazil), or Imperial Japan, lots of cool locations for them to develop and support the game with in the coming years... assuming it´s as successful as we all would like it to be,
 
Joined
Dec 31, 2009
Messages
6,933
Armor is a big part of the calculation that determines the "staging" of damage. Our damage "stages" from 1/2 damage to 2x damage and the more armor you have the better your chances are for "staging" the damage down towards the 1/2 scale.
On the other hand, increasing your weapon specialization increases your chance of "staging" up the damage.
Cyberware is still being iterated on but in many ways, what it does in our game, is enhance all of the similar stats that it does in the table top game, giving the player additional bonuses to defense, attack, damaging and "staging" damage.
Hm, this is like that glancing blow thing Josh was talking about
inb4 popamole
 

Shannow

Waster of Time
Joined
Sep 15, 2006
Messages
6,386
Location
Finnegan's Wake
Armor is a big part of the calculation that determines the "staging" of damage. Our damage "stages" from 1/2 damage to 2x damage and the more armor you have the better your chances are for "staging" the damage down towards the 1/2 scale.
On the other hand, increasing your weapon specialization increases your chance of "staging" up the damage.
Cyberware is still being iterated on but in many ways, what it does in our game, is enhance all of the similar stats that it does in the table top game, giving the player additional bonuses to defense, attack, damaging and "staging" damage.
Hm, this is like that glancing blow thing Josh was talking about
inb4 popamole
Yeah, but at least they have misses.
I don't like that armour-concept,but wouldn't get my knickers in a knot over it either...
 

Stabwound

Arcane
Joined
Dec 17, 2008
Messages
3,240
I fucking love Weisman. He's a bro. And he's put out arguably the best looking game footage so far from one of the relatively lower budgets received. It's gotta be pretty stressful working under an exact, limited budget and being indebted to deliver a product to people that have contributed toward its development.
 

Koschey

Arcane
Joined
Jan 14, 2013
Messages
622
Location
Germany
Harebrained Schemes is the studio working on Shadowrun Returns, the Kickstarter-supported remake of the cyberpunk/fantasy RPG that has been around for 25 years in various forms.

Yes, yes, I know it's nitpicking, but it is pretty sad when you can't even get more than one sentence into an article without spotting an error.
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,543
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
So apparently it's possible to have dead enemies drop things as they fade out using the editor, but they just didn't show it in their demo.
 

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