[SO] Le patch d'Octobre :

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Hoi Chummers,

September has passed – and you know what that means: There’s a new update for Shadowrun Online. And the good news is: When you are reading this, you can already check it out! So make sure to update your clients, as the new version will introduce you to Trolls, Weapon Skills and bring the often requested Linux version!

http://www.shadowrun.com/shadowrun-online/files/2014/10/outnow_pic-Kopie-small.jpg

New Features

  • New Metatype: Trolls are now a playable race and selectable in character creation.
  • Karma Reward: At the end of any completed mission you will gain Karma for finishing the run.
  • Weapon Skills: You are now able to increase your skill in a weapon category by spending Karma gained by completing a mission. The cost for progressing from one level to another increases in these intervals: 2/6/12/20/30. Players start with 20 Karma. Increasing your skill increases the probability to deal maximum damage.
  • Portraits: Players are now able to select a portrait for their character in the character customization screen. This image will be displayed in missions next to the character and in the character and henchman selection
  • Alpha Linux: We have added a Linux version to Steam. Please keep in mind that this version has only been tested with Ubuntu 14.04 LTS. Please spread the word to other Linux fans and help others in the new Linux-Feedback-Thread with YOUR experience on how to get the game to run on other distros. Help us to reach as many Linux-Gamers as possible!
  • Mission Intros: All missions have new intros (containing dialogue) that gives the runs backstory. These replace the mission intro screens.
  • Size Matters: Different metatypes have different sizes now
  • Player Bar: In the top right corner of the main menu there is a bar stating the player’s current Karma and name
  • Spawn Warning: Possible spawn locations for enemies are now marked. There is also a counter in some missions showing when reinforcements will arrive. This replaces the old alarm level system.
  • Mission Goals: The currently active goal will be shown in the mission at mission start and as soon as the goal changes. The goal window can also be triggered by a button.
  • Loading Screens: The loading screens prior to the missions will tell the player what he has to do to win the upcoming run.
  • Move & Attack: Some new melee skills allow you to move and take an action at the same time.
  • Camera Rework: Being spotted by a camera no longer increases the alarm level. Functionality of cameras will be reworked. Currently being spotted by a camera will give the spatted character the “Marked” status effect.
  • Disable Scrolling: You can now disable border scrolling via menu (Menu>Controls) and set the left mouse button for scrolling if you prefer that in the same menu.
  • New Weapons: Several new Weapons have been added to the game.
  • New Skills: New Skills have been added to the game and are attached to various weapons
Fixes:

  • Attacking turrets with Weapon overload will no longer cause errors in the log file.
  • Aztec Rangers have proper ragdoll animations now on death.
  • Fixed that ambience sound played although the respective slider is set to 0.
  • Machete doesn’t clip through Tassle Kilt (Lower Body) on Orc male and female anymore.
  • Fixed that some tiles in mission “Back alley” were marked as walkable but couldn’t be reached by characters
  • Aztech mages are now more keen on fighting and won’t hide until you are close enough.
  • Shield effect now disappears correctly when the character dies while Shield is still active.
  • Hairstyle “Ponytail” doesn’t intersect with large weapons equipped on the back any more.
  • A previously selected henchman but will now stay active in an subsequent mission.
  • Status effect icons no longer flicker during the enemy’s turn.
  • AI characters have a selection of skills available now and will select them according to a given probability.
  • The daily mission in which the player has to find the box containing the correct item can no longer be won with only one surviving character.
  • Henchman selection now has a character selected by default.
  • Updated credits
  • Small weapons, cyberdecks and fetishes are now correctly placed on characters if not used.
  • Ranged enemies will face their targets properly now when attacking
  • Tooltip of “Controlled Burst” displays the correct ammo consumption in all of its variants
  • Fixed the misplacement of the build number in menu
  • Header of error messages displays “error” now instead of “confirmation”
  • Mission UI no longer persists if the player issues an order after the win condition has been met
  • “Damsel in Distress” mission is no longer rushable
We also have a new trailer for the update – check it out below!
http://www.shadowrun.com/shadowrun-o...-skills-linux/
Ca vaut quoi aujourd'hui ? C'est que du combat tactique ou les contacts, le face et le boulot de renseignement en amont du run ont une importance aussi grande qu'en général dans le format d'origine ?
C'est prévu mais ils n'en sont pas encore là actuellement. Pour l'instant ils mettent en place le gameplay au fur et à mesure, et ça reste encore assez basique (On a eu le début de la création de perso il n'y pas longtemps, là un début de système de personnalisation des skills etc.) Je ne saurais pas dire si le développement est lent ou non, mais au moins ils sortent une mise à jour chaque mois en écoutant les retours des joueurs. c'est un projet prometteur et j’espère qu'ils arriveront au bout.

Actuellement je ne conseillerais clairement pas à quelqu'un de se le procurer sauf si vraiment c'est dans l'intention de soutenir financièrement l'équipe.
Citation :
Publié par Rasetsu [Men]


Actuellement je ne conseillerais clairement pas à quelqu'un de se le procurer sauf si vraiment c'est dans l'intention de soutenir financièrement l'équipe.
C'est pas un peu surprenant voire inquiétant qu'il n'en soient que là quand le jeu est censé sortir d'early access avant la fin de l'année d'après leur page steam ?
Je ne sais pas où ils en seront avec les 3 prochaines mises à jour, ça ne me choquerait pas particulièrement s'ils repoussaient la sortie d'early access de quelques mois. (aussi je ne sais pas s'ils espéraient par exemple une phase de beta ou autre après l'early ? puisque là le contenu en lui même est un prequel à la campagne qu'ils comptent sortir justement à la release, et qui permet de tester les éléments de gameplay au fur et à mesure qu'ils les ajoutent.)
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