A Stitch in Time: A Shadowrun Returns UGC
Requires Version 1.10 to play.
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Changelogs
Version 1.37
Increased starting cash from ¥860 to ¥1000.
Increased reward for first two runs by ¥200.
Fixed barrens spawn point when exiting sewers.
Sewers will stay cleared if all the ghouls are killed.
Added pictures to several quest items.
Version 1.36
Tune down of difficulty in Yakuza Matrix.
Rework of animation in Uptown that would cause crashes on Linux.
Modified triggers for end conversation in the Mafia mission in Chapter 3.
Version 1.34
Final (hopefully) fixes to the Yakuza Matrix.
Fix to incorrect HP levels for Catthouse guards.
Version 1.33
Removed hiring screen from the Mitsuhama side-mission.
Additions and fixes made to cyberware upgrade conversations.
Removed ability to upgrade to Alphaware from the Uptown Doc.
Fixes to drone spawning in Mitsuhama Side Mission
Updated intro convo about double and single click input issues
Fixed grammar and links in safehouse computer conversation
Fixed numerous typos in final chapter texts
Fixed Magus boss drain in chapter 3
Re-balanced janissary stun grenades (level 2 from level 3)
Act1: D and C Class Act2: B Class Act3: A Class Act4: S Class
Skillsoft: Drone Control moved to Act3
Enabled cybernetic upgrades in End Game Doc
Version 1.31
-Set enemy decker personas to never use draining abilities in Chapters 2 and 3
-added waypoints to Guldrakk's grill after the Kill Bill mission
-fixes to Chop Shop matrix in Chapter 2
Version 1.30
Fix to Beefcake going naked first mission
Fix to Chapter 3 Ghost Hunter mission computer console sometimes being out of range to operate
Fix to vulnerability settings on Chapter 2 Magi boss
Changes to Chop Shop mission skipping Players turn in first round of first fight inside building
Fix to non-decker run in Chapter 2 Mafia mission sometimes not progressing on second floor
Changes to Warehouse triggers
Removal of duplicate runner in Barrens
Catch-all triggers added to end of Barrens Chapter
Version 1.28
-Tentative fixes to all three Techmaster Matrix runs
-Changes to lootable corpse bugs for Shaman, Magi and Chop Shop missions
-Set the 3rd AP bonus for the player to 'trigger' at 115 total Karma
-Changes to conversation triggers in Chapter 2: The Pit
Version 1.26
-Typo fixes to Barrens conversations
-Update to NPC movement triggers in Piledriver's Place
-Tune down difficulty in Warehouse mission
-Made all mall doors manually operated
-Additional cover changes to Warehouse
-Additonal cover to Red's top floor
-Rebalance on cash awards in Barrens (more to earlier missions, less to later missions)
-Balance tweaks to Barrens side-missions
Version 1.23
Further changes to barren's hiring
Version 1.22
-Fixes to hiring problems and character cloning issues in Chapter 1
-Fixes to sidekick hiring in Chapter 2
Version 1.21
-Modified Magi Boss in Chapter 2 for vulnerability issues.
-Modified End Boss vulnerability between fights.
-Kill Red tracker added to Guldrakk's Grill (will show when returning to bar if he hasn't been slain yet).
-Kill Red tracker in Barrens changed from displaying if he is alive to displaying if the quest has been accepted.
-Fix to bonus karma being given when the conditions haven't been fully met
-Fix to camera warps in Act 3 Mafia mission, first stage
-Adjustments to waypoint add/clears to same scene
-Fix to Mall door triggers
-Fix to End Main Chain where boss would not teleport between rooms
-Fix to broken props
Version 1.17
Bug fix to first Techmaster faction run.
Version 1.16
Improved Panther AC damage from 22->25
Added the other Wired Reflexes bonus' to Alphaware Boosted Reflexes
-Reflex Trigger, +1 Dodge and +1 Move in addition to the +1 AP already present
Typo corrections in chapter 1
Added two new Class A drones
-Jaguar: Tougher tracked attack drone with burst fire weapon
-Janissary: Lighter hover support drone with increased ammo capacity
Drones available in Chapter 3 Techmaster Den and End Game Base Camp
Fix to etiquette runners not appearing in Chapter 1 (Barrens)
Version 1.15
Change to cooldown on medkit on Alphaware Injector (15 turn cooldown reduced to 5)
Changes to final mission triggers regarding boss logic.
Version 1.13
Changes to defender equipment and skills in Base Defense mission.
Fixes to end-wave triggers in Base Defense mission.
Yakuza Lab (Chop Shop) Matrix re-worked and fixed.
Change to map region on Drekhawk hideout that could cause problems under 1.2 Beta.
Version 1.11
Player Menu now available across entire game.
Changes to initiative to Chapter 2 Magi fight.
Typo corrections.
Conversation changes to Harry Johnson in Chapter 3.
Error check at end of Chapter 2 Prestige Faction mission (in case you started the chain in Chapter 3 this will return you to Chapter 3).
Fix to 2nd End Game mission (incorrect PC0 spawn location)
Replaced animations lounge scenes
Fix to hiring in the lounge
Modifications to cutscene text positioning.
Changes to defender equipment and skills in Base Defense mission.
Fixes to end-wave triggers in Base Defense mission.
Yakuza Lab (Chop Shop) Matrix re-worked and fixed.
Version 1.07
Fix to Mitsuhama Research Lab first Matrix.
Player Menu extended to first and second chapters.
Revamp of stealth mechanics in the following missions:
-Kill Bill
-Yakuza Lab
-The Hostage
-The Graveyard
-Mafia Solo Decker Run
Performance changes to Barrens
Barrens sewer moved to separate scene.
Actor animations to chapter 1 and 2 restored.
Revamp of Yakuza Lab mission.
-Only allowed to make one hire instead of full team.
-The4X and Brain Morph are now player controlled characters.
Difficulty increased in the following missions:
-Cathouse
-Yakuza Lab
-The Hostage
Various typo corrections.
Changes to inventory handling for picked-up items in Chapter 1 (add to stash not actor)
Changes to map for Chapter 2 Mafia Mission
-Revamped top floor scene
-Slight changes to matrix
Version 1.02
Fix to Solo Decker run in Supply Raid mission.
Fixes and modifications to end game Matrix runs.
Various typo corrections.
Version 1.0
Version 1.0 release.
Many re-balances made to gear, spells and runners.
Version .826
Minor typo corrections.
Fixes to the uptown Beavette mission.
Fix to 'The Meeting' in Uptown.
Fix to broken conversation tree at end of Chapter 3 preventing progress to the final intermission.
Fix to the final Redmond Mafia mission, first scene (incorrectly removed key on door interaction).
Additional cover added to the Hard Target missions.
Version .824
Fix to the Warehouse Raid spawn points.
Fixes to Uptown Ghost Hunter quest.
Updates to the stealth version of the Yakuza Lab run.
Modifications to The Rescue mission in Chapter 3.
Name change for "Hard Target" quest giver.
Version .819
Added ability to enable/disable Turn Mode in Warehouse Mission.
Fix to camera region in Hard Target mission.
Fix to text display in first intermission.
Change to ally logic in Yakuza Mission.
Fix to Chapter 2 Redmond Mafia run bug with first floor elevator door.
Version .815
Various minor bug fixes.
Version .813
-AOE bug fixes now applied across all maps. Let me know if you find any problems still
-Changes to Weapons
SMG Full Auto and FA Spray now takes 2 AP, does more damage.
Auto Pistols now do more damage in single fire mode.
Auto Pistols no longer have SMG accuracy falloff, back to Pistol falloff.
Added Double Burst ability to Pistols.
Slivergun: Changed tooltip to reflect accuracy damage of 12 per round
Barreta 200ST: Lowered single shot damage by 1, burst damage unaffected
Glock 30: Increase damage +1 per round in burst mode
Barret 121: Increased range +5, damage +5, raised minimum crit and change of crit
-Reworked Shiatsu Cyber Arms:
Now do damage based on user's strength
Attack is included under unarmed attacks like punch and roundhouse kick
Move and attack is 1 AP combined
Various Fixes
-Fix to 'Hard Target' camera region.
-Typo and text corrections to chapter 1 and 2, courtesy of Flak-Bait's feedback
-Rebalances and changes done to Chop Shop (Yakuza Lab) Matrix
-Enemy HP in Hostage maps fixed
-Change to initiative (who goes first) in the intial Red's Hideout battle.
Version .807
-Further difficulty refinements to Chapter 3 Techmaster runs.
-Reworked Chapter 3 end triggers to allow collecting the last paycheck from Harry Johnson...rewind to the safehouse load right before the final intermission scene.
-Further balance changes to Auto Pistols...more coming.
Version .806
CHAPTER 3 RELEASE
Other fixes:
-Replaced missing Sniffer program for Ayperios Ipos.
-Overhaul of 3rd Techmast mission and bug fixes.
-Minor typo and conversation fixes.
-Modifications to end-game rewards
-Fix to broken inventory link on Chapter 2 Magic Vendor
-Matrix tile corrections in Chop Shop run
-Modifed Decking Subprocessor (bonus was non-functional)
-New Cyberware: Field Medic Arm
-New Cyberware: Ares Close Combat Eye
-New Cyberware: Ares Melee Targeter
-New Cyberware: Ares Unarmed Targeter
-Minor rebalancing to Chapter 3 Nephilim Runners
-Minor changes to quest tracking for third Julie Brown contract.
-Extra cash bonus possible after first mission.
-Allow re-jacking in of the Cathouse matrix, and better IC handling on jackout.
Version .636
Version 1.10 changes to fix runner and Matrix IC health issues.
Bug fix to "Decking the Decker" run.
Updated camera boundaries to prevent blocking actor movement beyond the edges (this could cause areas to be unreachable after SRR 1.10 that were reachable prior.
Version .630
-Extended long range on sniper rifles(+5 to 24), more penalty to accuracy at very short ranges.
-Auto Pistols have same accuracy dropoff as SMGs at medium and long range and slighly less maximum range (-1 to 18). Damage rebalanced to be higher.
-Choked shotguns now have slightly longer maximum range (+1 to 20)
-SMG full-auto now has higher minimum damage.
-SMG full-auto now has a spray mode, requires 4 SMG Specialization
-Fixed custom smartlinked weapons.
-Changed channeler tattoo: Now treats the caster as standing on a light ley line.
-Increased accuracy and damage to Blackwater Pop-Up gun, increased cooldown 1 round.
-+1 Karma first Techmaster Run.
-Performance changes to barrens.
-Fix to camera lockup issue exiting store in barrens.
-Moved Stealth success notificaction to barge scene in The Hostage run.
-Added additional chances not to miss BTL Questline in Darlene's conversation.
-Uptown Ghost quest fixed so it wont fail if sidekick dies.
-Assorted minor typo/waypoint additions.
-Shaman Hirelings given appropriate tattoos.
-Fix to Mission End conversation sometimes not appearing in The Chop Shop run.
Version .623
Closed potential exploit in the Barrens allowing player to repeat Red's Hideout mission in certain situations.
Corrected Uptown Safehouse Vending machines to properly put consumables into the stash if inventory is full.
Grenade Vending Machine accidentally was issuing Tier 3 grenades (which won't happen until Chapter 3). This will no longer happen until Chapter 3 is released shortly.
Major Uptown missions will now provide stash access at the end of the run, before releasing the hired runners.
Closed potential karma exploit in a mission.
Modifications to looting corpses on some maps to make sure items wouldn't disappear if inventory is full or you 'left' the item behind for the moment.
Closed ability to re-enter Red's Hideout which would reset mission progress in the Barrens.
Disabled Ganger Ambush after the Solo Decker run in the Warehouse.
Version .611
Slight change to lighting in the Uptown map for potential fog of war issue resolution
Modified Datajack-slot cyberware to allow Target Marking (exception: Pain Editor) for Decker-class characters.
Slight change to 'The Pit' mission on how conversation is assigned to the Shaman Leader upon death.
Version .609
Multiple minor bug fixes for many missions
Preloading new prop packs for 3rd chapter
Version .608
Change to the summoning circle in The Pit.
Fix to the Mafia mission end boss.
Fix to several typos.
Added two additional hireable runners.
Version .604
Fixed bug with the 7th Sign Magi quest completion.
Fixed bug with Help the Homeless sometimes not updating properly.
Slight changes to start of The Hostage run.
Increased Manhandler's damage slightly.
Added bonus objective to the "Chop Shop" mission.
Version .601
Version .601 release with Chapter 2 content.
Version .337
Fixed connection to intermission after the warehouse run.
Lowered Red's Pistol skill from 2 to 1.
Changed Red to have Heal 1 instead of Heal 2.
Forced end manual turn in Barrens combat that could cause minor command delays.
Fix for minor frame hitching in Barrens.
Fix for a bug caused by the last update that would remove drones from party in Red's hideout.
Added stash to very first scene.
Removed bugged hire and replaced. Re-applied new cyberware and Chi Abilities to hires.
Fix bug for changed name on quest object that could cause a loading hang.
Version .335
Chi Casting: All spells -1 AP to activate (most abilities are now free to cast)
Ragaetech Cyberleg: Increased cooldown on sprint mode
Plastic Swiawase Bone Lacing: Reduce cost by ¥500
Blackwater Medical Injector: Reduced Medkit ability by 2 hp and it can no longer heal friendlies
Basic Wired Reflexes: Increased cost by ¥500 and essence cost to 1.5
Beretta200st: Cost now ¥600
Allow the front entrance in Red's Hideout
Added audio warning on Grill re-entry about Runners will be fired
Added new cyberware and Chi abilities to runners and NPCs where appropriate
Bounty Hunter conversation will not be available until the Cathouse mission
First Bounty Hunter target will now be attackable once the fight starts
Trafficker quest giver will remain in the bar for the entire time, allowing late turn in
Trafficker quest will be resolved at rescue, not turn in
Version .333
Bug fixes for matrix issues that could prevent advancement.
Further balancing of new equipment.
Added Wired Reflexes and Skillsoft: Biotech cyberware.
Version .331
Added new equipment to the proper vendors
Version .330
New Tier 1 Weapons:
Beretta 200ST- Machine Pistol, burst fire capable
Remington 950- Hunting Rifle, high damage and slow reload
Eichiro Hamamoto II- Shotgun, trades ranged accuracy for damage
Ingram Super Mach 100- SMG, high capacity and full auto capable
New Tier 1 Cyberware:
Shiatsu Cyberarm- +3 HP and Hand Razors
Shiatsu Targeting Aid- Eye. +1 Ranged Combat
Blackwater Cyberarm- +3 HP and +2 Throwing Weapons
Blackwater Medical Injector- Chest. Medkit, 5 turn cooldown
Ragaetech Cyberleg- +4 HP and +2 Movment
Additionally existing first tier Cyberware reduced in Essence cost to match second tier items.
Added first quest is new quest line: Hero or villain
Quest giver is available in the Grill after the 1st and 2nd run.
Added hidden Etiquette dialog options to several conversations.
Version .325
Add new cover image
Fix stuttering and warping issues in Barrens
Fix ¥ Exploit after first mission
Increased difficulty in the Warehouse mission
Replaced word Nuyen with ¥ Symbol in dialog
Additional visual enhancements to first mission
Version .320
Bug fixes for warehouse and sewer logic.
Version .315
Correct movement issues with Anita Blade and Beef Supreme
Changed Beefcake to have Heal Wounds instead of Heal 1
Correct Typos
Added ambiance to several scenes
known issues: Warping when entering Barrens, Nephilim hiring pre-req non-functional
A Stitch in Time: A Shadowrun Returns UGC (Requires version 1.1 or higher of the main game)
Verson 1.0 release: Game is Complete!
It seems like just another night in the Redmond Barrens at first, but there's a storm coming to old Washington State and it's not the everpresent rain. Journey from the slums of Seattle to the highs of Uptown and beyond in this combat-intensive full-length UGC for Shadowrun Returns.
Over 30 missions, side-runs and encounters for more than 12 hours of gameplay! 40+ custom pieces of cyberware and 20+ custom weapons. New spells, abilities and upgrades for magic users. Fast talk or sneak your way past many challenges, or just bull your way through with violence. Plenty of matrix challenges for Decker classes!
A Stitch in Time is a combat-oriented progession UGC. This is a module for new characters as you build yourself up from a starting shadowrunner to the peak of personal power. Find friends and allies, or kill everyone in your path. Make choices for good or evil, or walk your own path...the choice is up to you. The game features heavy tactical combat that will challenge your skills unlike anything you'll find in DMS.
Prop Packs (included in UGC, does not require separate download): Memphis Motors by Johnny Memphis Nature Pack by Mad Hatter Gear templates from the SSC by Tracker