Latest News

DRM’s End

Hey Everyone!

We just want to send out a quick update to share some good news. Thanks to a new agreement we were able to negotiate with our partners at Microsoft, Harebrained Schemes is pleased to announce that we are now able to release fully DRM-free versions of Shadowrun Returns and future expansions such as Berlin.

The DRM-free versions of SRR and Berlin will continue to be fully supported. You’ll be able to download all game patches, use the Shadowrun Returns editor and experience user-generated content downloaded from third-party sites such as Nexus.

We’re starting work to get Shadowrun Returns available on GOG.com right now – not sure how long that will take but we’ll let you know as soon as we have an answer.

We’re very excited we’re finally able to offer Shadowrun DRM-free to everyone and look forward to making it available!

Take care,  HBS

Linux Time!

We’re pleased to announced that the Linux version of Shadowrun Returns is now available on Steam and in the Download section of your HBS account (which you’ll find here). From this point on, Linux will receive updates at the same time as the Windows and OSX versions of the game. Thanks to all the Linux Beta Testers for their feedback. Much appreciated!

In addition to Linux support, version 1.1 of Shadowrun Returns has moved from Beta to release and the game will automatically update the next time you launch it on Steam. As mentioned in our last update, we also added quite a few new editor features in this release in anticipation of the Berlin campaign. You can find the entire change log here. Our next big code update will feature expanded save game functionality.

In other news, we are doing the final passes on the French, Italian and Spanish versions of the game which will be ready for release in the next few weeks. We anticipate the German and Russian translations to be delivered from our translators in November, and after we do a little in-house testing we will release those as well.

For GMs using the editor to create their own Shadowruns, we’re working on some new tutorial videos for you. We’ll put them up on our YouTube channel in the next couple of weeks.

And while we’re talking about the editor, Jordan and Mitch’s Let’s Play #3: Razor’s Edge by Obsidian_Razor is up on our YouTube channel now. You can grab some popcorn to watch the full version or take a look at the Highlights Reel. We’re very excited about the cool content you’re creating and the boys look forward to playing more of it! And remember, if you subscribe to the channel, you’ll automatically get mail to let you know when a new Let’s Play or tutorial is released.

Onward to Berlin!

HBS

 

Patch 1.1 and Linux now in Beta!

Greetings!

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!

Beta Process

Beta Process: 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.

Linux

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

numpad

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

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

region

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 info@hbs-studios.com 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!

Tablets Away!!

LadyZFacebookcoverTablets

Hey, Everyone!

When Jordan created the original world of Shadowrun, he didn’t predict that people would one day interact with that world on touch-screen computers more powerful than the one that took us to the moon. It is extremely gratifying that the enthusiasm for this game setting has stood the test of time and that we are now able to deliver it on mobile devices to a new generation of gamers.

The iOS and Android tablet versions of Shadowrun Returns are NOW available in the Apple and Google Play stores for $9.99. The tablet versions don’t include the editor and will not contain access to community created content but we do plan to bundle the best community content and release it on tablets at some point in the future.

As we’ve said before, we know most paid marketing efforts are kind of useless. Most of us rely on the opinions of people we trust to help us figure out what we want to play next. So please help get the word out that the iOS and Android versions are available by sharing the links below, along with some Shadowrun love.

Apple:

 https://itunes.apple.com/us/app/shadowrun-returns/id667026182?ls=1&mt=8 

Google Play:

https://play.google.com/store/apps/details?id=com.harebrainedschemes.shadowrun 

And here’s the new Facebook cover photo for you.

http://harebrained-schemes.com/shadowrun/backer-images/

Welcome to the Sprawl, Touch-screener!

HBS

Dev Diary – State of Berlin

Hi guys! Mike McCain here – I’m the art director for SRR, and now I’m heading up creative development of the Berlin campaign so I wanted to give everyone an update on where we’re at and where we’re going.

Story: We’ve completed a first draft of our story for the Berlin campaign. There’s still plenty to refine and iterate on but we’re all excited about where it’s heading and agree that the “bones” of it are solid. Without venturing into spoiler territory, it has a lot of fun Shadowrun elements and really plays to the strengths of the Berlin setting – the anarchist Flux state, the many varied factions and ideological viewpoints present in Berlin, and the sense of teeming opportunity for the savvy Shadowrunner. Berlin is a new standalone campaign, not a sequel to Dead Man’s Switch. As such, you’ll start the campaign with a new character. The player is cast as a more seasoned runner this time around, who’s recently relocated to Berlin. You’re running with a small crew which you’ll get to know well as the game progresses.

One thing we’re particularly excited about is developing the player’s home base neighborhood, which we’re currently calling the Haven. In 2054, Berlin exists as a fully neo-anarchist state – it’s not a crazy, lawless frontier, but rather a grand experiment in self-governance and emergent social order. Neighborhoods in Berlin become their own entities, with small communities banding together and often operating completely independently of the rest of the city. These neighborhoods organize their own protection and resources, sometimes even to the extent of walling off the entire block. Technology (and the electricity to use it) isn’t always available, and some parts of the city have fallen back to older patterns of living. We’re focusing on one such neighborhood for the player. Not only do you have a home base in this area, but you can explore and meet people in the surrounding neighborhood – meet a contact at the cafe down the street, or head to that back-alley street doc for some new meds or cyber. While developing this Haven area, I’ve been working with the Shadowrun pen-and-paper team in Germany to make sure we construct a slice of Berlin that’s accurate to the spirit of the campaign setting.

The main campaign of the game will allow you to complete certain missions in the order you choose, and will present you with some different ways to tackle those missions as well as some optional side objectives. To be clear though, Berlin is not a sandbox environment or an open-world experience. What we are working to create is a more flexible story structure and an engaging “hub area” that will give the player some choices and a sense of place and purpose.

Design: For the last few weeks, Trevor and Kevin (our designers who did the bulk of the level design for the Seattle campaign) have been prototyping a variety of gameplay ideas for missions. We want to create meaningful choices for the player within scenes. As an example, Kevin’s working on a run against a corporate facility with several possible ways for the player to gain entry depending on their party’s skillset. The choice of approach isn’t always clear cut, however – one path may allow the player to slip in undetected but at the expense of some innocents. We’re also working on some more unique non-combat elements – the other day Trevor created a dog character in the Haven area that you can interact with and get to follow you around.

Also, this week we welcome two new members to our design team, Simon and Andrew, who complete the team for Berlin. (Simon’s our new level designer and Andrew’s our new writer.) It was really fun recruiting for both of these positions, as Mitch and I got to play everyone’s audition levels which showed off a lot of fun, creative ideas. In fact, Andrew wrote a sample NPC character for his audition that we now plan to use in the game. When these guys showed up on Monday, we actually wound up re-arranging the office a bit so that now the design team has a dedicated space right next to the Berlin art team. This should allow for more fluid iteration on scenes between designers and environment artists.

Art: Berlin’s a really exciting environment to explore visually – the concept of the Flux State creates a ton of opportunities for unique visual elements. The environment team’s already put together a great European museum interior set and is now hard at work developing our Haven area. It’s fun to think about how a neighborhood would become self-sustaining – the residents of this place have to have their own shared arrangements for power, food, communications… this district is independent from the outside. This means, for example, rooftop gardens and a central growing area with hydroponics technology allowing a high yield of crops from a relatively small area; solar panels plastered across buildings; a cafe at the end of the block which has become the community’s informal gathering place; jury-rigged street lighting along the main strip of the area; and a ruined, fenced-off building which has since become an agreed-upon dump location for unwanted items.

berlinCollage

A sample of some visual development work for Berlin’s Haven area.

Berlin will come with several new tilesets, which will also mix and match well with the core game’s tilesets to create a lot of variety and opportunities. Our top priorities for Berlin environments are: 1. fully realizing the Haven area as a vibrant, dynamic community, 2. Creating a great European corporate office tileset (for all of our classic office-incursion shadowrunning needs), and 3. building a satisfying final-mission environment (which I can’t say more about without spoilers…). In addition, we have a cool industrial factory environment set underway and a couple of our environment artists have put together a great new set of Berlin advertisements, signs and graffiti.

We’re also working on other types of enemies and creatures for the game. So far we have some cool new supernatural creatures (such as a Fire Drake) and some new private security forces for you to contend with – Knight Errant. Berlin will also include some new player portraits, outfits, and Germanic totem choices for shamans.

Systems: In between their work on the other big-ticket dev tasks, the engineering team’s been able to complete some fun new features for us to use in Berlin. We now have the ability to display important mission data directly in the game’s UI. This makes it easy for us to communicate custom mission objectives (For example, the number of rounds before reinforcements arrive, # power junctions remaining, etc.) Another cool new toy is… exploding barrels! Because… video games. (Actually, our engineers went above and beyond with this feature and now we can make any actor explode with any type of effect or damage, and even leave behind damage-over-time effects on the tiles in the area.)

Another thing we’re excited to add in this new campaign is some more weapon variety. So far we have a grenade launcher, sniper rifle, throwing weapons, and even a taser going in. There may be one or two other fun weapons that find their way in as well…

What’s Next: This week we’re shifting from pre-production to production. I’ll be finalizing our story with the design team, along with Jordan and Mitch, to make sure we’re constructing this campaign on a strong foundation. We’ve flowed out a schedule from now until the end of the year so that we can budget our production time appropriately. The environment team is moving from concept art to full tileset production on our Haven location. Our story is being broken out into discrete mission outlines, with each designer taking the lead on a set of missions. Kevin’s created a great “mission doc” template that we’ll use not only to document a clear set of goals for each mission, but also to track feedback and important hotspots for our test team to pay attention to. Our next milestone as a team is to construct a full first-playable of our Haven neighborhood, with the player able to explore the area, talk with the locals, buy equipment, and maybe complete a small side objective or two – then return to their base to get to know their team. This will establish a strong template for both the Haven location and the characters in it that we can build the rest of the experience on.

So that’s where we’re at! If you have any questions about Berlin, I’ll be stopping by the HBS Dev Q&A section of the forum as time allows – starting next week – so feel free to leave questions there for me (please put [Berlin] at the front of your thread title).

Until next time!

Mike

And… some other quick updates:

Kickstarter Rewards: Many of you have already received your dogtags and t-shirts in the mail but those of you who backed at higher levels were still waiting. Not for much longer though! We have finally received the hardcover Anthologies from our printer and have already started to ship them out.

Tablet Releases: The iOS version of Shadowrun Returns is complete and has been submitted to Apple certification. It’s hard to predict certification times but we’ll keep you posted. The Android version of the game is nearly complete and should be ready for release at the same time as the iOS version.

The Next Patch: We’re looking to release the next patch for Shadowrun Returns sometime in early October, and it will include a number of the new code and editor features mentioned in the Berlin update above (like custom mission objectives) so you can start using them in your stories before Berlin is even released! It will also include the usual bug fixes and improvements.

Linux Release: The next patch (again due in early October) will also include the Linux Beta versions of both the game and the editor. If you’re a Linux user, we’d love to get your help testing when it comes out!

Improved Save Games: Our intrepid engineers are hacking away at improving our save game functionality in an experimental branch of the code. We still can’t commit to such a major architectural change or to how long it would take to complete but we are diligently working on it, so please stay tuned.

Localization: We’ve pulled all text from the game and sent it to our localization partners, who are currently translating the game into French, Italian, German and Spanish. We should receive translated text back at the end of the month, after which it will require some heavy integration work into the game. We anticipate this work being completed in late October / early November. We’re also working on Russian and Chinese translations of the game, though we don’t have a timeframe for those yet.

And finally…

golem_demoFoundry

The Golem Arcana team has launched their Kickstarter funding campaign and it’s off to a great start – check it out, and tell your friends about it!

The Golem Arcana Kickstarter is LIVE!

We’re very excited to announce that our Kickstarter for Golem Arcana, the next generation of tabletop miniatures games, went live TODAY!  You can check it out HERE.

golemFeatureBanner

As we mentioned back in July, most of the Harebrained team continues to focus their efforts on fulfilling our commitments to Shadowrun Returns (more on that soon!), but a small group has been working on our new harebrained scheme – Golem Arcana. This game brings together Harebrained Schemes two passions – digital video games and tabletop games.

Golem Arcana is a digitally-enhanced miniatures board game that eases play with a free app that can be downloaded to iOS and Android smartphones and tablets. The app serves as the game’s rule book and referee all in one. Plus, the figures come pre-painted and assembled. We’re hoping that this game will take down some of the barriers that keep people playing tabletop miniatures games and get people playing around a table with their friends again.

In August and September, we brought the working prototype of the game to both GenCon and PAX where we were able to demo Golem Arcana for over 600 people. The response was overwhelmingly positive.

Now, we are bringing Golem Arcana to Kickstarter. There’s tons of information on the Kickstarter page including images of the Golem miniatures, concept art by Kekai Kotaki, a gameplay mechanics video, testimonials from people who have played the game and, of course, early bird specials.

Thanks for checking  it out and don’t forget to share it with friends who would also enjoy the game!

Jordan and HBS

 

Saves, Berlin, and a Let’s Play with Jordan & Mitch

Hey Everyone!

Things are moving quickly here so we thought we’d quickly update you on what’s going on.

Beyond working on bug fixes, translations, Linux, and finishing the tablet versions of the game, the engineering team has been investigating improvements to our save game functionality. We are aware that there are a number of people who would like the ability to save in the middle of scenes. However, we also know that adding this feature would involve major changes to the core infrastructure of the game. It’s still too early to say whether this is going to be possible, but we wanted to let you know that we’re actively investigating it and will let you know more in the coming weeks.

We’ve heard a lot of questions from you wondering what to expect from Berlin. Well, our original plan called for a modest-sized campaign that we could ship by the end of October. However, after listening to your forum discussions and feedback, it became clear that you would like to see something bigger (and so would we). So, we’ve decided to spend more time on Berlin to create an experience closer to the size of Dead Man’s Switch. A story of that scope will take longer, so we’re targeting January for its release. While we’re still in the early stages of development and many things could change, we’d like to share what we’re planning so far. For example – we know that we want our next story to feel more like the player is part of a shadowrunning crew and contain more corporate intrigue.

Here are the key ideas driving Berlin pre-production right now:

  • A more flexible main story arc – choose which runs to complete first, and which factions to complete objectives for
    More depth to the NPC runner characters
  • New weapons, outfits, portraits, music, and enemies – including more magical creatures
  • Improved Physical Adept gameplay – along with additions for some of the other existing archetypes
  • A European city with a very different look, “vibe”, and cast of characters
  • A story that highlights the compelling themes of the Shadowrun: Germany sourcebook

In addition, for the GMs out there, all of the environments and characters that we add in Berlin will also be available in the Shadowrun Returns Editor for anyone who has the Berlin campaign installed.

One last thing – as we’ve highlighted before, there’s some really cool stuff happening in the world of Shadowrun Returns Community Created Content. We love playing the stuff you guys come up with – so much so that we made a “Let’s Play” video of Mitch and Jordan playing “Jacked Up” by Taloswind. They had a blast, and they’ll certainly be doing more of these. Subscribe to the Harebrained Schemes YouTube channel if you don’t want to miss ‘em!

That’s it for now! If you’re at Gen Con, please stop by and see us! In addition to all the seminars we’re running, you can find us in Hall F near the front door, running playtests of Golem Arcana all weekend long.

Take care!
HBS

Shadowrun Returns Update1.04 Released

First read the Known Issues and previous Release updates. If the problem you’re running into is not fixed, please: report the bug here.

For fixing common issues on your own, please read this list of troubleshooting tasks.

Known Issues

  • Some users are experiencing occasional timeouts while uploading content packs (especially larger ones). This has been identified as an issue with the Steam Workshop servers and Valve is working on a fix.

  • Some users are reporting excessive disk space being used by the asset caching process. We are looking into ways to address and/or minimize this issue.

Release 1.0.4

New Features, Improvements

  • Steam Trading Cards are now available
  • Shotguns: Kneecap cooldown reduced to 2 from 3
  • Headshot: Critical hit chance increased. AP cost reduced to 1 from 2. Cooldown of 2 added.
  • Drones: Aim now works like the Aim ability that normal characters use. AP cost reduced to 1 from 2, cooldown of 3 added.
  • UI Tweaks and revisions.
  • Increased ESP movement speed so they can keep up with their masters.
  • Updated tutorial about essence loss and spell slots.
  • Slightly improved load times between levels for some users.
  • Editor: New trigger “Remove prop by tag.”
  • Editor: New trigger “Remove item by skill type.”
  • Editor: New trigger “Check for weapon holster state.”
  • Editor: Allow heal HP Damage trigger to revive.

Bug Fixes

  • Audio should be much less “hitchy” now.
  • Fixed bug where player’s team would still end their turn even after using haste on an ally.
  • Joysticks/Gamepads/Flight Controls should no longer move the camera.
  • Fixed bug with dispel magic not always functioning.
  • Fixed item duplication bug on equip screen.
  • Fixed sending an event through a trigger in conversation.
  • Fixed issue with save games being bloated with redundant tag data.
  • Fixed issue with players sometimes gaining +1 AP when they already had 3 AP.
  • Fixed issue preventing some players from receiving +1 AP after reaching the Karma threshold.
  • Fixed issue with actors entering fog of war erroneously running super fast.
  • DMS: Fixed several places where base attribute or skill was being checked instead of current attribute or skill in conversations.
  • DMS: Fixed prop placement issues in various levels.
  • DMS: Fixed more typos.
  • Editor: Editor should now be able to select subscribed content packs as dependencies.
  • UGC: Fixed bug causing some subscribed content packs from appearing in game.
  • UGC: Fixed an issue preventing content packs larger than 100MB from being uploaded.

Release Notes and Known Issues

First read the Known Issues and previous Release updates. If the problem you’re running into is not fixed, please:report the bug here.
For fixing common issues on your own, please read this list of troubleshooting tasks.

Known Issues

  • Some users are encountering problems publishing and downloading UGC to and from Steam Workshop.
  • Some users are hearing sound problems (stuttering or sound continues after shutdown)

Release 1.0.3

Bug Fixes

  • Fixed an issue with asset caching and optimization that was causing some users significant stalls and occasional crashes while playing. This update also includes a one-time verification of assets on startup to repair any potential cache issues introduced by prior patch.

Release 1.0.2

New Features, Improvements

  • SMG: Aimed Shot now uses 4 bullets, down from 6.
  • SMG: Spray and Pray now uses 6 bullets, down from 8.
  • SMG: the Beretta, Uzi, Colt, and HK are slightly more accurate.
  • Shotgun: Kneecap now has a HP DMG penalty of -6, up from -3. It now has a -5% accuracy penalty, and a cooldown of 3.
  • Shotgun: All shotguns have had their accuracy falloff increased slightly, lowering hit chance at long ranges.
  • Rifle: Full Auto’s accuracy penalty was not being applied properly at high skill levels. It should now always be 15% lower than a single shot’s percentage to hit.
  • Rifle: Smartlinked rifles were less accurate at very long ranges instead of more accurate. This has been resolved.
  • Rifle: The FN HAR and HK G12 were very similar in every aspect except price. The FN HAR is now more accurate and holds more ammunition than the HK G12.
  • Rifle: Ammo capacity of the HK G12, Colt M23, and Ares Alpha have been reduced to 32, 34, and 38 respectively.
  • Rifle: The Colt M23′s damage is now 15, down from 16. The Ares Alpha’s damage is now 16, down from 18.
  • Grenades: Reduced store prices of all grenades.
  • Grenades: HE Phosphorus grenades were not showing up in the store. They should now be purchasable along with the other Tier 3 weapons.
  • Cyberware purchase screen is now more user friendly.
  • Vendors will now sell more things in various places throughout DMS campaign (such as more med-kits).
  • Visual improvements to the summoning grid.
  • General UI Improvements.
  • Added additional debugging for finding walkable tiles in debug mode.
  • Added messaging to alert user when last auto-save occurred.
  • Black IC is now less lethal.
  • Added an explanation of how Leylines work in the world of SR:R.
  • Added a definition of SIN in glossary.

Bug Fixes

  • Player can no longer sell a currently equipped outfit.
  • Swapping outfits will now correctly give the correct enhancements.
  • Player can now equip an outfit if they do not currently have one equipped.
  • Drones will now retain their Rigging bonus between levels.
  • Wired reflexes no longer dodge friendly effects.
  • Spirit death from overwatch no longer causes occasional hardlock
  • Reduced load times when loading new assets after version update.
  • First time OSX play will start in windowed mode to work around a crash issue for some users.
  • Move marker will now be visible over walls.
  • Fixed a crash that could occur when transitioning characters one-by-one out of the scene and into the next.
  • Fixed issue with equip screen item filtering.
  • Fixed issue with installing upgraded cyberware on individual locations of a pair.
  • Fixed issue with hiring screen adding incorrect selected runner.
  • Fixed a slew of typos.
  • Fixed cases in conversation where attribute or skill checks were applied incorrectly.
  • Fixed character preview not showing 3D Character in some cases.
  • Fixed bug where user could enter missions that require a decker without having any runners with a Cyberdeck.
  • Fixed various issues with hiring Coyote.
  • Work around some Steam Workshop upload timeout issues
  • Editor: Changes to scene or story variables will refresh that variable in the scratchpad.

Release 1.0.1

Bug Fixes

  • Fix for issue with final battle occasionally not advancing.
  • Fix for issue with AI occasionally not using self-buffs and IC Charge.

What’s Happening and What’s Next?

Hi Everyone!

Now that the game is out, there’s a ton of cool stuff happening in the world of Shadowrun Returns - both here at our office and in the fantastic community that’s developed around the game. Read on for a full report on what’s been happening and what’s next.

The First Patch is Away!

Our dev team has been squashing bugs left and right, and we released a game update yesterday. On Steam, this update is applied automatically and you can see our release notes in the Announcement section of our Steam page. The updated DRM-free version is available on our HBS Account Site. Just login and download the game again. The release notes are also available on http://shadowrun-returns.wikispaces.com/Release+Notes and we’re looking to find a way for you to be able subscribe to that page so you can get automatic updates in your inbox.

And thanks to everyone who reported issues! We really appreciate the support. If you see something wrong be sure to follow the link below and tell us about it. http://harebrained-schemes.com/shadowrun/bug-reports/

What We’re Working on Now

After taking a deep breath, the team is back at work supporting the game and making sure we meet our commitments. Here’s where we are:

Ongoing Bugfixing, Balancing & Support

As you’ll see below, the team is busting on several fronts simultaneously, but we’re watching the forums and reviewing bug reports for important issues to fix. When we have a critical mass of fixes ready to go or we find something important that needs to be addressed ASAP, we’ll do an update and provide documentation as noted above.

Linux Release

We have started working on the Linux version of Shadowrun Returns this week. We have our build machine up and running and have started making test builds. It’s still unclear just how much more work is necessary, because the builds are pretty rough in spots. For example, we can create characters, but there are errors when loading into the first apartment scene. The editor is now compiling in Linux, but unfortunately crashes when trying to load scenes. We’re confident we can work through the various Linux-related issues, but it is going to take some time to wrangle them into submission.

Localization

We’re also actively pursuing localizations of the game so Shadowrun fans around the world can enjoy Shadowrun Returns. We’re extracting all the text in the game and sending it to our translators. Based on their estimates, and budgeting for unexpected issues (always plan for the unknown), we believe we’ll have Spanish, Italian, German, and French versions ready to play by early October.

Berlin

Development of Berlin art is already underway, and our design team is also starting to prototype gameplay and mission ideas for the Berlin campaign. We’re targeting late October for the release of Berlin. Here’s a peek at one of the locations we’re working on:

berlinScreen01

iOS and Android Tablets

While we wanted to get tablet versions of SRR out at the same time as the PC and Mac versions, our main priority was creating the best game possible on all platforms. To that end, we delayed the tablet release for a few weeks to make sure they meet our quality bar. We expect the remaining work on the tablet versions should only take a couple of weeks, but we don’t know how long it will take for the game to go through Apple certification so we can’t give you a specific release date yet. As a reminder, the tablet versions will not include the editor and will not contain access to community created content. We do plan to bundle the best community content and release it on tablets some time in the future.

Spotlight on Community Created Content

We’ve got to give a shout out to Opifer and his team of over 80 dedicated GMs (!) from around the globe over at http://shadowrunidentity.org/. You may recognize Opifer from the shadowrun.com forums or you may have seen his mission, “Life on a Limb”, up on the Steam workshop. Opifer and the rest of the SR Identity crew are hard at work creating a 100+ hour community created campaign based on published Shadowrun source material (novels, sourcebooks, etc.). Now, THAT’S some serious ambition! If you’re an aspiring writer or editor whiz, be sure to check out the site and contact Opifer if you’d like to get involved.

We’re committed to helping people learn to use our tools by providing tutorials, examples, and even sharing HBS best-practices for creating content in the Shadowrun Returns Editor. Here are some of the things we have to offer:

Shadowrun Returns Wiki

To start, we have created the Shadowrun Returns Wiki that can be found at http://shadowrun-returns.wikispaces.com. It’s a great resource for anyone playing the game but especially for GMs. Check out the Tutorials page where HBS and the Community are putting up new tutorials and helpful hints all the time.

This week, we added tutorials about:

  • How you build a Matrix run
  • How to create custom NPCs (Video)
  • How to set up NPC teams and have characters change teams mid-scene
  • How to string multiple scenes together (Video)
  • How to set up your own props and best practices for using them

We’ve also posted several pieces of our internal Environment Art Guide to help you in creating your own environments. These wiki pages will help you paint your own props in Photoshop, setup new props in the Editor, and add lighting and visual effects to your levels.

Shadowrun Returns Editor Online Web Conference

Additionally, Producer Brian will be holding two public web conferences on September 7th at 9 AM and 9 PM PST for GMs who want to ask their burning questions about the editor. Space will be limited and registration is required so be sure to RSVP by clicking the link below. Fill out your information and we’ll contact you with more details. Shadowrun Returns Editor Web Conference Registration Form

Gencon Workshops

Finally, we were able to schedule two additional SR Game Mastering: Editor 101 workshops at Gencon on Thursday and Sunday. Mike Mulvihill and Producer Brian will be running all the workshops and Jordan and Mitch may stop by, as well.

Here are the workshop numbers to sign up for those: WKS 50790 and WKS 50791

Update on Backer Rewards

We’re also doing our very best to get our Backers’ physical rewards out the door ASAP!

If your order does not include a physical copy of the Shadowrun Returns Anthology, your rewards will begin shipping next week. (Huzzah!) If it does contain the printed version, however, we have some bad news. Our book publisher has, much to our dismay, pushed back our printing date (for the second time). So rewards that include the hardcover anthology won’t ship until the books are done. If you’re itching to read the Anthology, be sure to download the PDF available from the HBS account website. We’ll notify you as soon as the book is hot off the presses.

Now for the good news. If you remember, we wanted to put some extra goodies on our Dog Tags but due to timing concerns, we weren’t able to in time for manufacture and shipping. We did put them on the HBS Account Site for you, though!

The extra goodies come from our friends at Catalyst Game Labs, publishers of Shadowrun tabletop RPG:

  • A copy of the Shadowrun Fifth Edition Quick-Start Rules
  • An excerpt from the Sixth World Almanac
  • An excerpt from the Shadowrun Novella: “Neat” – in epub and mobi formats

IMPORTANT: We’re going to do ONE FINAL download from the HBS Account website for people’s shipping addresses. Please go to this link and follow the directions to make any necessary changes to your information in your HBS Account by Sunday August 4th PST.

Whew – that was a lot of information! As always, if you have specific questions, the best way to get an answer is to email us at info@hbs-studios.com. We work hard to respond as fast as possible!

Have a great weekend!

HBS