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seberin:
Game-breaking bug located. I keep trying to open the door at the end of the job, and it won't open. Unable to proceed to the base as a result.
Post edited January 03, 2016 by Jonesy89
First of all let me say impressive work on this UGC, definitely one of the best I've had the pleasure to play!

I don't know if it was intentional (although the pacing definitely makes me assume so) but I loved how it manages to subvert expectations of its actual scale; first by stripping away all elements of world interaction literally working from a single room only to then kind of unexpectedly open up to introduce a full featured hub area, and then again later when everything is structured to conclude in the train job but the scale opens up yet again. I'm not sure if this would have been as effective in any official campaign, but the small scale is initially very credible for a UGC, so the revelations were all the sweeter for it.

The writing overall was quite good, characters for the most part felt distinct and fleshed out, and the lore/atmosphere were definitely spot on. I did notice a typo/doubled word or two but honestly the official campaign was worse on that front.

If I had to criticise one thing it would be that especially later on, it feels a little rushed in its comparative lack of interactivity -- one of the best things about the Shadowrun games is the choice in how to approach each situation, and while the later encounters here were enjoyable, they were for the most part mapped out/combat centric and your actions could only influence them so much. It's understandable that a UGC is somewhat limited in this aspect, but I would have liked having more options to play to any given character's strengths in approaching these encounters (contrary to previous comments, I enjoyed the train job section/splitting up the team).

The only serious(?) bug I encountered in my playthrough was after the initial Hemlock reveal, where the entire party rushes out the apartment door, Persi got stuck in the hallway preventing me from leaving the room and thus trapping me forever. A reload & redo of the encounter fixed the issue (it did not happen the second time through).

All in all, thank you Cirion for a fantastic UGC and scratching that Shadowrun itch!
Thanks for the feedback, everyone! I'll have a new update out shortly that should address a few of these items.

@Jonesy89 - I haven't been able to reproduce the issue with not being able to open the door, but another player who encountered the same problem reported that they were able to open it after walking to the other side of the train and then back again. In the updated version, you will be able to return without opening the door, but that would require restarting the mission.
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seberin: Thanks for the feedback, everyone! I'll have a new update out shortly that should address a few of these items.

@Jonesy89 - I haven't been able to reproduce the issue with not being able to open the door, but another player who encountered the same problem reported that they were able to open it after walking to the other side of the train and then back again. In the updated version, you will be able to return without opening the door, but that would require restarting the mission.
I was thankfully able to get past this be saving as soon as I was able to recouple the car and then reloading.

Also, I have found a few more bugs:

On reloading an autosave for Dorbi during the caper, the AI for one of the Hellhounds bugs out and just runs around without attacking anything.

While returning to the island where we picked up the train, I ran into a game-breaker. I killed one NC soldier, causing combat to end. I ran into more NC soldiers and killed them. After combat, I found that I could not move or activate the menu. I did not encounter this when I restarted and took everyone on in the same combat; not sure how relevant that is.

Not sure if this is a bug or not, but during combat, spell-like abilities sometime 'bounce' onto other targets; it makes sense for a mage casting from a Dragon line, but not so much for when a mage on a Dragon line is attacked by a Scorpion's poison attack.
I'm playing through this now. It's easily on par with the dev-made campaign.

I appear to have run into a game breaking bug though - near the end, I'm supposed to cause an earthquake with the shaman. Dispatched the two dogs and scorpions, then walked forward with my two-man team in the train. Now I have a 'cause an earthquake' objective with the mage. There's a yellow marker, but nothing happens when I move close to it. I get the option to initiate combat, but there's nothing to target. Any thoughts?
Post edited February 29, 2016 by NickAragua
Update: I figured it out. Seems you need to manually target the yellow square with an attack. And, uh... watch out for enemy reinforcements.

I was honestly expecting that to be the end, too, and then BAM, another bunch of runs, and I wind up staying up until 1AM. Kind of a bittersweet ending, too. Big time props.
So it sounds like this one and Antumbra are worth getting?
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ShadowWulfe: So it sounds like this one and Antumbra are worth getting?
Absolutely. Aside from my nitpicks, it's easily a module I would recommend. Almost seems like something created by a professional development team.

If the creator is still reading, I did have one point of praise to mention. It was nice and refreshing to see that the romance options indicated that there was an option to imply that the PC was bisexual; that's something that is criminally overlooked in a lot of games that I have played to the point that it surprises me whenever it does get attention. Kudos.
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Jonesy89: If the creator is still reading, I did have one point of praise to mention. It was nice and refreshing to see that the romance options indicated that there was an option to imply that the PC was bisexual; that's something that is criminally overlooked in a lot of games that I have played to the point that it surprises me whenever it does get attention. Kudos.
I do periodically lurk in this thread. Thanks for the comment! Especially in a text-based game like this, it's extremely easy to add support for different sexual orientations, and I'm honestly pretty surprised that more game companies don't do so. Glad you enjoyed the campaign!
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Jonesy89: If the creator is still reading, I did have one point of praise to mention. It was nice and refreshing to see that the romance options indicated that there was an option to imply that the PC was bisexual; that's something that is criminally overlooked in a lot of games that I have played to the point that it surprises me whenever it does get attention. Kudos.
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seberin: I do periodically lurk in this thread. Thanks for the comment! Especially in a text-based game like this, it's extremely easy to add support for different sexual orientations, and I'm honestly pretty surprised that more game companies don't do so. Glad you enjoyed the campaign!
Oh, my female elf decker/gunner made full use of the option, cheers.
I made an unnecessary post of this module, having forgot this thread.
https://www.gog.com/forum/shadowrun_series/shadowrun_hong_kong_caldecott_caper_a_brilliant_campaign
Pretty good stuff. One question, though. Is the Matrix fight at the Raider HQ supposed to be winnable on Hard without savescumming for good rolls or a decker player character? It hardly seems possible.
Surprisingly good campaign, and impressive work altogether.

A few bugs and design issues (like, enemies activating one at a time, making some fights very easy, or the target to start earthquakes ONLY attackable with the standard attack. I tried for a LONG time to cast a fireball at it, as it seemed obvious to me that I needed something NOT requiring a target).

The menus to choose the "next mission" are a bit shoddy, and the side quests (the band, and the video game) didn't seem doable, at the time I got them. I looked everywhere, talked to everybody, but couldn't get people to test the game, or a place to organize the show.

Also, the maps are re-used in a way which makes the megacorps look-like they use 3-stories buildings, rather than full skyscrapers. I understand the required work, though, and that's kinda minor, compared to the very good time I had playing.


Nice surprise, too, to see that the campaign got "extended" from my early expectations or 5 or 6 runs (to do the heist), and probably had something close to twice that amount.


So, while not on par with "professional" campaigns, it's still a hell of a good addition. That's why I'm recommending it.