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Soulkin: I redeemed the code but I don´t see any differences in my Libary.. is the game somehow listed with "Directors Cur" or is it the usual Dragonfall button (V.2.2.0 for win, 1.4.0 for Mac) ?
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coxdr: mine did the same thing and I couldn't figure out where it was. I went to the store page for the directors cut after I redeemed my gift code and the price was then listed as free. I went ahead and checked out and it worked fine after that.
I looked inside the original SR Folder but later I figured it has an extra folder ....
There has been something like 3 patch's on the steam version, so I think I will wait to play until GOG updates.
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DazBoots: There has been something like 3 patch's on the steam version, so I think I will wait to play until GOG updates.
Good call - GOG's version still has a bug that can prevent you from leaving the first mission.
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DazBoots: There has been something like 3 patch's on the steam version, so I think I will wait to play until GOG updates.
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Rublore: Good call - GOG's version still has a bug that can prevent you from leaving the first mission.
Thank you for the warning. I'll wait for some patches too. This is the type of game I play for hours and days in a row... it would be frustrating to experience that kind of bugs.
That particular one can be avoided by ensuring that your main character is not the last one to leave the map.
Hello,
if you want to download DLC: Shadowrun: Dragonfall in your Shadowrun Returns library on GOG and you don't see the download link to do it, switch your library to see as list to get the download link.
Don't forget to install Dragonfall before the patch.
Post edited September 20, 2014 by Alterego1972
Devs say the GOG patch will be in the next few days.
Maybe it's just me, but the changes that the dev team have made are not very well explained in game. What effect do different armor ratings have? What is the effect of being flanked? How is this bloody companion upgrade business supposed to work; if I want to get, say, Pistol Specialist III for Glory, do I need to take Pistol Specialists I-II? If anyone could help me figure this stuff out, I'd really appreciate it.
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Jonesy89: Maybe it's just me, but the changes that the dev team have made are not very well explained in game. What effect do different armor ratings have? What is the effect of being flanked? How is this bloody companion upgrade business supposed to work; if I want to get, say, Pistol Specialist III for Glory, do I need to take Pistol Specialists I-II? If anyone could help me figure this stuff out, I'd really appreciate it.
This devs blog entry might offer some answers about the armor and cover mechanics : http://harebrained-schemes.com/blog/2014/09/04/shadowrun-dragonfall-directors-cut-dev-diary-3-combat-mechanics/

As for the other questions, I did not have the chance yet to play. :)


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Garran: That particular one can be avoided by ensuring that your main character is not the last one to leave the map.
Oh, thank you for the tip, really appreciated.
Post edited September 20, 2014 by fredlepfr
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Jonesy89: Maybe it's just me, but the changes that the dev team have made are not very well explained in game. What effect do different armor ratings have? What is the effect of being flanked? How is this bloody companion upgrade business supposed to work; if I want to get, say, Pistol Specialist III for Glory, do I need to take Pistol Specialists I-II? If anyone could help me figure this stuff out, I'd really appreciate it.
Firstly, the in-game help has been updated with new information (the ? button on your commlink). It's not exactly brimming with details though...the link fredlepfr provided gave me more information about the combat than the in-game help did, so I'd check that out.

In a nutshell (including additional observations so far):
- armor rating is now == points of damage reduced per hit. AFAIK it doesn't affect chances to hit your character anymore (though your stats still do as per usual with some tweaks).
- cover now reduces critical chance, and the min/max critical you can get. E.g. with medium cover, hits don't do more than 1x damage (and often less), no matter the stats of you or your gun.
- cover now appears to affect chance of being hit (and damage taken if you are hit) for area effect weapons - so make sure you aim so that the impact point has a clear LOS to the target if possible!
- Getting "flanked" means you'll take at least 1.0x damage (I think), and it opens up the full range of critical chance for the attacker.
- Armor-stripping spells are now useful! Additionally, a number of grenades and weapons have armor-stripping effects (though AFAIK this effect only lasts one round). There are also armor-piercing weapons/spells too.

As for the companion upgrades, I was thinking the same as you initially - especially since the game tells you to "be careful" about what you choose! But it turns out each level is completely independent of the last, so no need to worry.

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While I'm writing about the game, gotta say first impressions are VERY good. Love the new combat, everything feels so much slicker and faster, levels look better AND respond quicker...

So far I've seen two of the new missions - they were both quite good, while one of them cracked me up (gotta love the cheesy battle music in that one)!

So far I haven't really tested the ability to "loan" weapons to my team - mainly because when I had spare weapons (before I sold them) apparently none of my team mates had the skills to use them - despite the fact that in one case they were ALREADY using a BETTER weapon!

On the plus side, "loaning" them consumables now returns them to you at the end of the mission if they don't use them, which is good.

There is also a TONNE of cyber/bio-ware potentially available. It's not cheap, and a lot of it is just the same thing in a different slot with different essence and/or price than what was already there, but even so it makes the cyber/bio side of things much more flexible than it was before.

However there are some disappointments:

- There is still no ability to switch into/out of combat mode when no enemies are around (unless pre-scripted). The "solution" to some people's complaints about running into enemies in real-time mode (who then get the first shot in) has apparently been fixed by a combination of ensuring the enemies don't fire in their first turn, and by having combat mode enabled more often in some cases (e.g. at level start, as opposed to when you meet the enemies). It's an improvement, sure, but it would have been so easy for them to add a "combat mode" button.

- There is still no ability to transfer items between team members during a mission. Picking up items in real-time mode still means it either goes straight into your inventory, or you get the option to swap it or stash it. Now if they had only provided a "combat mode switch" option, this would have partially fixed itself - in that you would have been able to get your team mates to pick up the items themselves in turn-based mode. Although if you really want it I guess you can always add it yourself using the editor (and/or possibly add more stash access options).

However, that being said - I still love it, and it's still a significant improvement over the (already pretty damn good) original DF campaign.
Maybe I did not see the option yet... but is it possible to turn off the "shaking screen" effect when gun damages occur?
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squid830: So far I've seen two of the new missions - they were both quite good, while one of them cracked me up (gotta love the cheesy battle music in that one)!
Lockdown is my new favourite mission.

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squid830: So far I haven't really tested the ability to "loan" weapons to my team - mainly because when I had spare weapons (before I sold them) apparently none of my team mates had the skills to use them - despite the fact that in one case they were ALREADY using a BETTER weapon!
I got to do this on the Humanis mission. They have ramped up the difficulty levels by a lot, and the new mechanics add to the difficulty. Not a complaint, just an observation that it now pays to be more careful, especially as a squishy social/support character. That mission used to be a cakewalk on Normal for me.

As usual, I hired Blitz because I needed an expendable decker to take along for grid work (in light of certain decker deaths in a single night, it seemed pragmatic). Got overconfident, jacked in to the Matrix on the Humanis mission. I can usually breeze through that, so I was in for a rude shock when I set off the alarm and had four enemy programs close in on me and dump me out of the system. Appropriately chastised, I sent Blitz in with my programs and he easily mopped up the mess I had made. Darn it… decker ego wars are not going in my favour this time around.

It's a really nifty feature. Quite sad that they're missing a combat toggle button for better inventory management when picking up items.
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squid830: However there are some disappointments:

- There is still no ability to switch into/out of combat mode when no enemies are around (unless pre-scripted). The "solution" to some people's complaints about running into enemies in real-time mode (who then get the first shot in) has apparently been fixed by a combination of ensuring the enemies don't fire in their first turn, and by having combat mode enabled more often in some cases (e.g. at level start, as opposed to when you meet the enemies). It's an improvement, sure, but it would have been so easy for them to add a "combat mode" button.

- There is still no ability to transfer items between team members during a mission. Picking up items in real-time mode still means it either goes straight into your inventory, or you get the option to swap it or stash it. Now if they had only provided a "combat mode switch" option, this would have partially fixed itself - in that you would have been able to get your team mates to pick up the items themselves in turn-based mode. Although if you really want it I guess you can always add it yourself using the editor (and/or possibly add more stash access options).
Oh, for the love of... It's not as if those are revolutionary features or anything. Toggling combat mode on to get the first shot in goes at least back to Arcanum and Fallout (to say nothing of very much in line with tactics any sensible player in the oldest form of P&P would use), and giving your teammates stuff any time and anywhere is something that has its roots in the earliest of RPGs. Look, I'm glad for the new content (at least in concept; while the combat changes are interesting, I'm rather ambivalent on the companion upgrade system thus far, and the bizarre need to give Lucky Strike lines just feels needless), but I can't help but feel that their efforts at making a "Director's Cut" would have better been spent fixing some of those more head-desk worthy aspects of the Shadowrun Returns engine before devoting their resources elsewhere.

But hey, combat is certainly more interesting what with incentivizing flanking and all that jazz.. It's just that, you know, it would be nice to make use of basic RPG functionality to make it flow better by making item exchanges easier and being able to toggle combat mode, is all.
Well, I have to eat my words on the additional content. I have completed Ezkibel's, Blitz's and Eiger's missions and have just started on Glory's, and all I can say is... damn. Granted, they aren't without problems (Eiger's mission pretty much requires movement/AP enhancing kit, and the timing of some of the missions in the context of the overall campaign is a little questionable to say the least), but I'm loving the content of the missions overall.
Any bugs? I don't know if to start now or wait for the patch.