We thought we’d pop our heads up for just a bit and let you guys know about the latest developments for Shadowrun Returns. The big news today is about Patch 1.1, which has two major parts: early access to the code improvements that we are putting in Berlin and the initial release of the Linux version of both the game and editor!
We’re doing things a bit differently than the previous patches we’ve released. We’ve pushed a version up to Steam in a special opt-in “public beta” channel before releasing it to the general public. We will be monitoring this build and the forums closely for any bugs or issues that people may encounter, and if things go smoothly, we expect to promote it to the main release after a week or two.
So if you’re interested in helping the community by reporting bugs, or just need to play with the new toys right away, you’ll want to head over to the Steam forums to learn how to join the Beta and help out. If you’d rather wait for the main release, that’s fine, too!
Just a quick note here: we do not plan on providing DRM free versions of Beta builds during this process. We will of course be putting up final builds in the Backer site when the patch is ready for prime time, but while we work through any last minute issues, Steam will be the only place to get the bleeding-edge (possibly slightly buggy) version of Shadowrun Returns.
Patch 1.1 will see the Linux port of Shadowrun Returns sit alongside its Mac and PC brethren as a first class citizen at last. We now have a couple of Linux machines in house, and have been busy ironing out the major kinks internally as fast as we could. We know a lot of you have been waiting patiently for this bad boy, and after we give it a bit of time to cool off in the Beta period (again, the Beta is only available through Steam), we’ll be pushing it live with the rest of the 1.1 goodness. From that point forward, it will receive updates on the same schedule as the Windows and OSX versions.
New UGC Goodies
There are also quite a few new features that come along with the 1.1 patch. We highlight a few in this update, but the full change log can be found here.
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.
Text & Numpad Input in Conversation: Want to setup a keycode-accessible safe? Or password protect a data terminal? Now you can with these versatile new conversation input options. We’re already having fun with this feature in the Berlin campaign and we’re sure you’ll come up with many great uses for it too. http://shadowrun-returns.wikispaces.com/Conversation+Keypad+and+Keyboard+Input
Light Scripts: We’ve seen a lot of clever tricks people are doing with triggers for lights. In order to make that a lot less painful (and even more powerful), we’ve introduced a small scripting language to control the fading and animation of light colors. That discotheque can now come alive like never before! Check out the wiki page for more info: http://shadowrun-returns.wikispaces.com/Lighting+Scripts
Objectives UI Labels: These are on screen elements that allow you to give players feedback toward intra-scene goals. For example: “Bombs to defuse: 2 of 5”. We figured these might come in handy. Again, check out the wiki for more info: http://shadowrun-returns.wikispaces.com/Adding+Screen+Labels
Triggers for Items: We’ve added trigger events for when players use items. This actually winds up being super useful for making a lot of creative and reactive levels. We’ve got our own nefarious plots for this particular feature, but we’re curious what you guys can do with it. http://shadowrun-returns.wikispaces.com/Trigger+based+on+Item+Used
Visible Trigger Regions: You can make trigger regions visible in game now (with a color of your choice!). Sometimes it’s easier to “Get to tha’ choppa’!” if you know where the heck to go. Now you can! http://shadowrun-returns.wikispaces.com/Regions
Other Updates of Note
Shadowrun Returns Let’s Play #3: Jordan and Mitch recently had a blast getting their butts kicked in Silver Angel by Nao. If you missed it, check out the video. Perhaps you can do a better job than they did.
We’re pleased to announce that we have cued up the next Let’s Play which will be will be Razor’s Edge by Obsidian_Razor. We’ll be working with him to polish up his mission over the next week or so. Please play through it and send him your feedback. The community has been awesome at supporting SRR Game Masters to make their stories great.
And don’t forget to subscribe to the HBS YouTube Channel if you want to receive notification when a Let’s Play goes live.
Save Game Improvements: We're happy to report that progress is still being made on the improvements to our saved game system. The code architecture is now in place and we are working through all the extra logic required to save the myriad game states that already exist within the code base. As soon as the feature is complete and fully tested, we'll release it for Dead Man's Switch but we don't want to rush something this complex. We definitely plan to have it fully implemented in time for the Berlin release.
Physical Goods: Most of you have already received your Backer rewards, but there are still a few packages still in transit. The final shipments should head out the door by the end of next week -- BUT if you have never provided us with your shipping address, then we don’t know where to send your stuff! Brian in the office here has been drawing up sketches for the fort he plans to build out of leftover Anthology hard-cover books -- but we’d much rather mail them out to you! Please contact us at firstname.lastname@example.org if you know you have never given us your shipping info.
That’s it for now!
As always, much love from everyone here at HBS!