Shadowrun Returns - contact@rockpapershotgun.com (Alec Meer)

Shadowrun Returns was a good thing because it was a Kickstarter game becoming a real game in a timely fashion, without additional money demands, without broken promises, and it was released finished rather than in some sort of alphabetaearlyaccessgizmorecash status. The anti-Godus, if you will. Unfortunately, it wasn’t a game that married jaws and floors in delightedly astounded awe. It was Fine. Great setting and roleplaying systems, stuck into a somewhat perfunctory tale that didn’t give said systems much room to breathe. Given talk of ‘hubs’ and choosing missions, I’m really hoping that upcoming, Berlin-set expansion Dragonfall will provide a looser structure and a wider world, in addition to newly-announced very sensible additions such a overhauling the atrocious checkpoint system to allow saving anywhere and more of a team focus.

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Shadowrun Returns - contact@rockpapershotgun.com (Nathan Grayson)

When Shadowrun Returns was first conceived, it came with the sparkly promise of pristine freedom – not a speck of diabolical DRM to be found even in its grimiest cybergutters. But then, due to some behind-the-scenes shenanigans, Harebrained Schemes went back on their word, shackling all future updates to Steam, which – while not the end of the world – was absolutely a form of DRM. Now, however, PLOT TWIST: things have changed… again>! Harebrained was recently seen beating its own DRM into a mangled, bloody pulp, lighting it on fire, and then reading it passages from this fan fiction. Meanwhile, onlookers watched in horror until they realized this was cause for celebration and started cheering. Some even joined in. Experts described the scene as “just a really great time” and “hahahaha wheeeeeee yeah!”

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Shadowrun Returns - Aljernon_HBS
New Features, Improvements
- Initial Linux Release!
- Item use now fires a triggerable event.
- Items can have passive status effects that are enabled by holding in inventory.
- Items can be set to automatically be used on actor death. (e.g. cast spell on death).
- Light transitions scripts allow for gentle or abrupt, repeatable, light patterns via triggers
- Moving to an invalid tile in free-move will try and walk to the nearest valid tile automatically.
- Actor spawners can scale difficulty via naming convention using a story variable: e.g. Guard_Lv1 Lv2 Lv3 and a story variable CharacterScaleAmount = 1,2,3...
- Enhancements to the archetype auto-spend during character creation to allow for higher starting karma within stories.
- Mission objective style screen labels can display a bar as well as text to track progress toward goals.
- Actors can now have floaties disabled via character sheet flag
- Optimized visibility calcs on larger maps
- Regions can now be set to displayed in game (to denote feedback to players).
- Fixed an issue with hiding some props via trigger.
- Add ability to have keypad & keyword input nodes in conversations.
- Physical Adepts: Chi abilities have been changed to provide passive benefits. They can be “activated” as before to get the full benefit.
- Physical Adepts now should be able to use Roundhouse Kick and Disarm while Killing Hands is active.
- New Hi-Res UI Scaling option.

New Trigger Events
- On Item Used
- On Store Closed

New Actions
- Set Prop Visible By {Individual | Tag | Proximity to Coordinate}
- Activate Spawner By Tag
- Retain Other Trigger
- Wait for Motion to Complete
- Interrupt Team Movement
- Set Region Visible, Set Region Color
- Delete Prop By Proximity To Coordinate With Tag

New Data Functions
- Triggering Item
- Item’s ID, Attribute, Skill, Specialization
- Player and Team’s Attribute, Skill, Specialization
- Get Actor Karma Level
- Extra values including min-max, magnitudes, and rotation of actors

Bug Fixes
- Revamped asset caching system to avoid using unnecessary disk space (fixes issue of using extra C: space when run from a drive other than C:).
- Performance, crashing, and memory leak improvements
- Warp motion no longer costs AP, to allow a drone to freely enter a vent passage
- Matrix VFX no longer left behind in the world
- AI Wander Patrols no longer stop and wait for player to move
- Allow blue spawners to appear in triggers that use interactable actors
- Modified constants will be reset between each level
- Barriers immediately apply to someone on the tile
- Added rotation ability to player preview in the equip screen.
- Improved AI logic regarding some weapons with limited capacity.
- Fixed issues installing cyberware upgrades
- Fixed “typo” showing Double Tap in the Rifle tree.
- Add debug console command to display current scene/story variables.
- Fixed rotation issue when re-enabling rain FX after disabling it via trigger.
- Fixed issue causing riggers to sometimes spawn without their drone(s).
- Fixed issue showing light gizmo when showing lights via trigger/tag.
- Fixed issue with game “hanging” when quitting in Steam on Macs.
- Miscellaneous small bug fixes.
- DMS: Fixed conversation bug in Planeyard with Shannon Half-Sky.
- DMS: Fixed issue with conversation with Jake after stash fight.
- Editor: You can move things by 0.01 by using alt+shift+arrow_keys.
- Editor: Fixed several obscure crash issues.
- Editor: Fixed crash bug when loading certain assets from compressed content packs.
- Editor: Can now toggle to see cover icons for props.
- Editor: Fixed a copy & paste issue when pasting between content packs
- Editor: Zooming with mouse wheel enhancements and increased zoom range.
- Editor: Added a more user-friendly “play animation” trigger with dropdown.
Shadowrun Returns - Aljernon_HBS
New Features, Improvements
- Initial Linux Release!
- Item use now fires a triggerable event.
- Items can have passive status effects that are enabled by holding in inventory.
- Items can be set to automatically be used on actor death. (e.g. cast spell on death).
- Light transitions scripts allow for gentle or abrupt, repeatable, light patterns via triggers
- Moving to an invalid tile in free-move will try and walk to the nearest valid tile automatically.
- Actor spawners can scale difficulty via naming convention using a story variable: e.g. Guard_Lv1 Lv2 Lv3 and a story variable CharacterScaleAmount = 1,2,3...
- Enhancements to the archetype auto-spend during character creation to allow for higher starting karma within stories.
- Mission objective style screen labels can display a bar as well as text to track progress toward goals.
- Actors can now have floaties disabled via character sheet flag
- Optimized visibility calcs on larger maps
- Regions can now be set to displayed in game (to denote feedback to players).
- Fixed an issue with hiding some props via trigger.
- Add ability to have keypad & keyword input nodes in conversations.
- Physical Adepts: Chi abilities have been changed to provide passive benefits. They can be “activated” as before to get the full benefit.
- Physical Adepts now should be able to use Roundhouse Kick and Disarm while Killing Hands is active.
- New Hi-Res UI Scaling option.

New Trigger Events
- On Item Used
- On Store Closed

New Actions
- Set Prop Visible By {Individual | Tag | Proximity to Coordinate}
- Activate Spawner By Tag
- Retain Other Trigger
- Wait for Motion to Complete
- Interrupt Team Movement
- Set Region Visible, Set Region Color
- Delete Prop By Proximity To Coordinate With Tag

New Data Functions
- Triggering Item
- Item’s ID, Attribute, Skill, Specialization
- Player and Team’s Attribute, Skill, Specialization
- Get Actor Karma Level
- Extra values including min-max, magnitudes, and rotation of actors

Bug Fixes
- Revamped asset caching system to avoid using unnecessary disk space (fixes issue of using extra C: space when run from a drive other than C:).
- Performance, crashing, and memory leak improvements
- Warp motion no longer costs AP, to allow a drone to freely enter a vent passage
- Matrix VFX no longer left behind in the world
- AI Wander Patrols no longer stop and wait for player to move
- Allow blue spawners to appear in triggers that use interactable actors
- Modified constants will be reset between each level
- Barriers immediately apply to someone on the tile
- Added rotation ability to player preview in the equip screen.
- Improved AI logic regarding some weapons with limited capacity.
- Fixed issues installing cyberware upgrades
- Fixed “typo” showing Double Tap in the Rifle tree.
- Add debug console command to display current scene/story variables.
- Fixed rotation issue when re-enabling rain FX after disabling it via trigger.
- Fixed issue causing riggers to sometimes spawn without their drone(s).
- Fixed issue showing light gizmo when showing lights via trigger/tag.
- Fixed issue with game “hanging” when quitting in Steam on Macs.
- Miscellaneous small bug fixes.
- DMS: Fixed conversation bug in Planeyard with Shannon Half-Sky.
- DMS: Fixed issue with conversation with Jake after stash fight.
- Editor: You can move things by 0.01 by using alt+shift+arrow_keys.
- Editor: Fixed several obscure crash issues.
- Editor: Fixed crash bug when loading certain assets from compressed content packs.
- Editor: Can now toggle to see cover icons for props.
- Editor: Fixed a copy & paste issue when pasting between content packs
- Editor: Zooming with mouse wheel enhancements and increased zoom range.
- Editor: Added a more user-friendly “play animation” trigger with dropdown.
Shadowrun Returns - Valve
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*Offer ends Wednesday at 10AM Pacific Time
Shadowrun Returns - contact@rockpapershotgun.com (Jim Rossignol)

The October goal for Shadowrun Returns‘ mini expansion Berlin is now a January goal, as Harebrained explain: “we’ve decided to spend more time on Berlin to create an experience closer to the size of Dead Man’s Switch. A story of that scope will take longer, so we’re targeting January for its release.” Interesting! There’s more: “we know that we want our next story to feel more like the player is part of a shadowrunning crew and contain more corporate intrigue.” And that means a story that goes deeper into the original Shadowrun sourcebook set in Germany.

And will they change the way saves work? “It’s still too early to say whether this is going to be possible, but we wanted to let you know that we’re actively investigating it.” Well that’s hopeful.

Shadowrun Returns - contact@rockpapershotgun.com (Nathan Grayson)

Shadowrun returned! Some doubted. Some declared it too good to be true. Some believed The Prophecy was only a nice story parents told their children to get them from posting 10,000-word rant novels on Reddit. But hark, Harebrained Schemes breathed new life into the series’ patented blend of fairy dust and cyber sparks, and Shadowrun Returns was born. And lo didest Jim end up liking it pretty well. It’s not the ’90s anymore, though. You can’t legally call something a videogame unless you can promise at least 157 pieces of DLC to accompany it. Shadowrun, the retro rebel maverick that it is, is opting for a mere one> at this point, but it’s apparently going to be much, much bigger than initially planned. As in, expansion-sized. The only problem? It won’t emerge from Harebrained’s time machine laboratory until 2014.

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Shadowrun Returns - Aljernon_HBS
New Features, Improvements

- Steam Trading Cards are now available
- Shotguns: Kneecap cooldown reduced to 2 from 3
- Headshot: Critical hit chance increased. AP cost reduced to 1 from 2.
- Cooldown of 2 added.
- Drones: Aim now works like the Aim ability that normal characters use. AP cost reduced to 1 from 2, cooldown of 3 added.
- UI Tweaks and revisions.
- Increased ESP movement speed so they can keep up with their masters.
- Updated tutorial about essence loss and spell slots.
- Slightly improved load times between levels for some users.
- Editor: New trigger “Remove prop by tag."
- Editor: New trigger "Remove item by skill type."
- Editor: New trigger "Check for weapon holster state."
- Editor: Allow heal HP Damage trigger to revive

Bug Fixes

- Audio should be much less “hitchy” now.
- Fixed bug where player's team would still end their turn even after using haste on an ally.
- Joysticks/Gamepads/Flight Controls should no longer move the camera.
- Fixed bug with dispel magic not always functioning.
- Fixed item duplication bug on equip screen.
- Fixed sending an event through a trigger in conversation.
- Fixed issue with save games being bloated with redundant tag data.
- Fixed issue with players sometimes gaining +1 AP when they already had 3 AP.
- Fixed issue preventing some players from receiving +1 AP after reaching the Karma threshold.
- Fixed issue with actors entering fog of war erroneously running super fast.
- DMS: Fixed several places where base attribute or skill was being checked instead of current attribute or skill in conversations.
- DMS: Fixed prop placement issues in various levels.
- DMS: Fixed more typos.
- Editor: Editor should now be able to select subscribed content packs as dependencies.
- UGC: Fixed bug causing some subscribed content packs from appearing in game.
- UGC: Fixed an issue preventing content packs larger than 100MB from being uploaded.

Known Issues
- Some users are experiencing occasional timeouts while uploading content packs (especially larger ones). This has been identified as an issue with the Steam Workshop servers and Valve is working on a fix.
- Some users are reporting excessive disk space being used by the asset caching process. We are looking into ways to address and/or minimize this issue.
Shadowrun Returns - Aljernon_HBS
New Features, Improvements

- Steam Trading Cards are now available
- Shotguns: Kneecap cooldown reduced to 2 from 3
- Headshot: Critical hit chance increased. AP cost reduced to 1 from 2.
- Cooldown of 2 added.
- Drones: Aim now works like the Aim ability that normal characters use. AP cost reduced to 1 from 2, cooldown of 3 added.
- UI Tweaks and revisions.
- Increased ESP movement speed so they can keep up with their masters.
- Updated tutorial about essence loss and spell slots.
- Slightly improved load times between levels for some users.
- Editor: New trigger “Remove prop by tag."
- Editor: New trigger "Remove item by skill type."
- Editor: New trigger "Check for weapon holster state."
- Editor: Allow heal HP Damage trigger to revive

Bug Fixes

- Audio should be much less “hitchy” now.
- Fixed bug where player's team would still end their turn even after using haste on an ally.
- Joysticks/Gamepads/Flight Controls should no longer move the camera.
- Fixed bug with dispel magic not always functioning.
- Fixed item duplication bug on equip screen.
- Fixed sending an event through a trigger in conversation.
- Fixed issue with save games being bloated with redundant tag data.
- Fixed issue with players sometimes gaining +1 AP when they already had 3 AP.
- Fixed issue preventing some players from receiving +1 AP after reaching the Karma threshold.
- Fixed issue with actors entering fog of war erroneously running super fast.
- DMS: Fixed several places where base attribute or skill was being checked instead of current attribute or skill in conversations.
- DMS: Fixed prop placement issues in various levels.
- DMS: Fixed more typos.
- Editor: Editor should now be able to select subscribed content packs as dependencies.
- UGC: Fixed bug causing some subscribed content packs from appearing in game.
- UGC: Fixed an issue preventing content packs larger than 100MB from being uploaded.

Known Issues
- Some users are experiencing occasional timeouts while uploading content packs (especially larger ones). This has been identified as an issue with the Steam Workshop servers and Valve is working on a fix.
- Some users are reporting excessive disk space being used by the asset caching process. We are looking into ways to address and/or minimize this issue.
Shadowrun Returns - contact@rockpapershotgun.com (Jim Rossignol)

Harebrained have updated with news of what’s happening following the launch of Shadowrun Returns, and the arrival of the first patch. The Berlin campaign, which will feature a new story mission free to Kickstarter backers, and at an unannounced price for standard purchasers, is now set to arrive in October. The Berlin campaign will also introduce a completely new scenery set for the editor: “Development of Berlin art is already underway, and our design team is also starting to prototype gameplay and mission ideas for the Berlin campaign.”

The post also comes with news of a Linux release, but no time-frame for its arrival: “The editor is now compiling in Linux, but unfortunately crashes when trying to load scenes. We’re confident we can work through the various Linux-related issues, but it is going to take some time to wrangle them into submission.” Sounds like progress, at least.

...