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issues
Shadowrun Unlimited (Alarm)
SrURP (Aide)
- 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.
SR Unlimited (Alda)
SrURP (Alda)
- On Frosty's "Enderdine Lab" run with Argyle, Verum, and Clockwork using Decking to "hack the maglock doors" doesn't do anything. Verified... even reloaded and tried it multiple times... gives me the success message but does not unlock the doors
- When a Matrix System is at "active alert" resetting the CPU doesn't appear to do anything. {This may be as intended, but I'm not sure.} ---UPDATE--- After messing around in the system some more this appears to be an UI Issue and the "resetting CPU is probably working just fine.
- One of the random Matrix Systems has an uninteractable Node called "Security SPU (Yellow 8)" ... It appears as if there should be more nodes beyond it. {If it matters, I had tripped a system wide active alert prior to reaching this Node.}
- 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.
- On the character screen, Argyle's "ghoul fist" has "Icon is Missing"
I really think this is ustreamish, but I can't confirm yet.
- Ares Predator II is considered "illegal" by Lonestar, but the "Burst Capable" Heavy Pistol is not.
- Colt American L36 (pistol) requires a weapon permit. -- Honestly I think I'd recommend changing Trevor's "what weapons require a permit" to say that light pistols/melee weapons are legal and everything else requires a permit. ... Then I'd label the Streetline Special and Colt American L36 as "light pistols" and everything else as heavy pistols.
re-evaluate drain resistance of most firearms.
I'm not sure what is causing this, but I have some thoughts involving incomplete coverage of various weapons with the drain resistance setting
- When entering "The Rat's Nest" the load screen doesn't pause at "continue" like the rest of the maps do.
This is intentional. there is no text for anyone to read there. write some text and re-add the stupid delay.
- Eye Datajacks & Induction Datajacks do not have "alpha" grade versions of themselves.
Eyejacks were not in DMS and the embedded Street Samurai Catalog never had them. The 'Trode mesh is already 0 essence and alphaware is principally for lower essence drain and otherwise unavailable features.
- If you save in the matrix and then restore... sometimes the nodes become inactive and you are unable to hack them
- Armor values seem to only update after the first combat while wearing it finishes.
- 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.
- On Eric's "Milk Run", when you call him on the comm to let him know that the job is done the dialog for "face-to-face" runs, and when you talk to him face to face, the "comm call" dialog runs.
- Every once in a while, when entering the fight pits, the screen will simply "go black" ... I can still see and move my mouse and the game doesn't crash, it just 'hangs' at the black screen. --- I think it happens between you choosing to enter the pits and the "Pit Fighter" trash talking you but I'm not sure what I'm doing differently.
- Getting "kicked out" of the Jackals Lantern if you try to enter without a mission spawns you next to the "Rat's Nest" entrance.
- While escorting Ray Null with a high enough heat that the "Lonestar Encounter" recognizes you as "that wanted felon" and attacks, there are two "Hello Officer ..." dialogs, but one is grayed out.
- In the referenced Lonestar encounter the two officer's AI has them making full moves down the street and around the corner next to the "Stuffer Shack" across from the Royal Apartments, never attacking either Ray Null or Emma. // Ray Null behaves similarly, only she runs towards the Barrens.
- 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.
- 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.)
- 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.
- The jack in the Generax/Bottling Plant does not take you to the "Bottling Plant Matrix", but instead dumps you in a "jack point node" with nothing to do but jack out.
- Frosty asked me to delete an active case from a PI Agencies' system, I found the file under Client Records {The mid-level data cache} ... but had to actually delete it under Active Investigations {The high-end data cache}.
- 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