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issues
Shadowrun Unlimited (Alarm)
SrURP (Aide)
=> You are able to take a cab to "the docks" IF you have a run there (Tested with Eric's Thug Cleaning Mission). However, if you do so, the Barrens/Docks transition point remains yellow with a quest compass marker pointing towards it even after you turn the run in. (I turned the run in via commcall while in the Docks.)
==> Sometimes a ganger that has a melee weapon (baseball bat is the only one I've seen do this) will instead start punching you instead of using the weapon.
==> After Eric tells you that he needs to talk to you face to face, it is still possible to call him and ask for more jobs, at the end of each he'll repeat the "need to talk face to face" dialog. (This brought back fond memories of the exact same situation in the SEGA game so even if you didn't do it intentionally it is still a nice call back.)
==> On the "Apartment Sadist" missions sometimes the "Yellow Mission Text" at the bottom of the screen is blank after you kill him, but the yellow X is still there to clear.
==> When feeding the Free Spirit your "Living Energy" you don't lose Health even though your body drops.
==> On the character screen, Argyle's "ghoul fist" has "Icon is Missing"
==> Eric's "Ice the Sadist", using electronics to unlock the door opens the door (with the "easy" AR dialog) but triggers an alarm everytime. I tested with Electronics Rank 1 ... 2 ... 3 --- Also this seems to be linked to the "No yellow mission text at the bottom of the screen." I mentioned in the prior post.
===> Ares Predator II is considered "illegal" by Lonestar, but the "Burst Capable" Heavy Pistol is not.
==> While downloading paydata, the AR Popup incorrectly reads that you can have no more than 6 paydata files instead of 7.
==> "Stolen Goods" Mission Item does not seem to get removed properly, and sometimes multiples to clutter your "Mission Item" screen.
- Ray Null's "Lonestar Officers Encounter" has two identical "Hello Officer ..." dialog choices.
convo Lonestar_Encounter_Sec3 split 14.5 20.5 step 3?
- "Bail on Current Run" seems to be universal, as you can tell any Fixer that you want to cancel another Fixer's job.
only Eric lets you do this?
- When allowing the Free Spirit to drain your "living energy" it's possible for high Cha characters to "lose an Etiquette" that you can't buy back, at least as an (Cha 11) Elf.
waiting for me to rewrite Xalnu. autopeel academic loopy trigger overload.
- In the first dialog you have with Eric in the Jump House, asking where you can find Cyberware/Magic doesn't work, but if you ask where you can buy gear later he does answer.
confirmed as an impossible bug.
- In Eric's warning call in "6 Weeks Later" picking the joke "What if they are throwing me a Red Sammie Party" skips whatever Eric is supposed to say and goes straight to Mike/Emma's "I might survive" line.
confirmed as an impossible bug.
- Armor values seem to only update after the first combat while wearing it finishes.
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When agreeing to join the "Fight Club", you are teleported into the pit, but your opponent is not spawned, which leaves you stuck. ... I only had Adept Powers // Dragonslayer Totem // Spirit Pacts (Regen/Killing Hands), so nothing had to be "removed" if that matters. -- Update on the "Fight Club" ... with another new character I was able to make the first Fight Club match start by "rewinding" to the prior save and trying again, this time making sure to talk to Max, then double checking the stash and talking to Max a second time. However, what happened when I tried to raise through the Ranks, only 1 out of every 4-5 matches would spawn an opponent and the others would simply declare me the "winner" when nobody spawned.
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When upgrading your Sony Deck's memory with Quick Jack, it says your Deck "can have a max of MP MP worth of storage"
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Non Combat Skills cost One less Karma then is stated, which allows you to buy Rank 1 for Free. HOWEVER, if you have the "correct" amount, you lose the stated amount.
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Dispelling says that it is linked to "Willpower" but is really dependent upon Spellcasting. ((If possible to link to multiple skills, perhaps allowing it to use the higher of Spellcasting/Conjour might make sense.))
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IF you walk back to the Jump House to talk to Eric directly as opposed to calling him like Castle tells you to after finishing his first "Milk Run" the dialog runs exactly as if you were calling him, including him "hanging up" on you if you annoy him with the "Ork's Girlfriend" Joke.
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If you turn in the run that Eric "calls you in to talk face to face" by talking to him directly, he doesn't mention needing to talk to you, and his next dialog acts as if he did. (I discovered this while turning in a "package for Ray" run.
==> The "Dust the Dealer" dialog with Eric has two identical "Deal, I'll head ..." options when accepting the job.
==> You can tell Eric that you've completed one of Frosty's runs and he'll pay you for the run. (I haven't tested other Fixers.) ... This does not seem to work in reverse.
- more/better labeled waypoints
- eliminate some loading screens
- Mission variety
- "Plot information" clear up
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sleep in the Redmond squat
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Arbors Embrace check employed.
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DocWagon fore auto treatment
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overwatch
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counterstrike
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cyberdeck/brainplug
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cash outflow breakdown
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Xalthu rewrite
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map load sprint bug
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vid terminal & hub rewrite
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top tier weapons/magic/ink
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permanently exploring maps
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Trent/Ricky @ Sappy Sapling
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Ray Null for hire
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hireling power growth
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calendar/sleep implement