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Progress Report

Finally an update...

As the title states. It's my first update in quite some time and as such I don't have a descriptive log of events to run down all the changes. However...
-The most notable change to this update will be the addition of lighting effects which I hope brings a new depth to all areas.
-There are a few new maps added to the random hacking list bringing the total to 25. -On the downside of things my attempt at creating side quests revolving around hiring a party of mercenaries has hit a wall. As a result there hasn't been much progress in that area and if there's going to be I'm afraid it will have to be a fraction of what I had hoped for. Despite the fact it may not be fully realized, I believe it can still be a part of the game. If you get far enough into the main plot you may come across this section and will undoubtedly see that it has very little content.

As always thank you for your feedback and support!

Progress Report

Progress continues...

Just a quick post after a long hiatus to show that game development is still under way. As always I have been reviewing and polishing previous content while pushing the main story forward. Lighting and shadow effects have been incorporated to improve visual quality, but have brought their own challenges. I'll keep at this until it's no longer fun to do so.

Progress Report

Titan City Progress Report March 19th, 2015

So admittedly, some progress with Titan City has been going a bit slow. I hit a few barriers that had me stumped on how to proceed, and this led me to gravitate to other things that were moving at a better pace. Mercenary missions are a prime example of how I took a detour from what I really wanted to accomplish in lieu of something that was showing more forward motion.

You may be asking yourself, what is he talking about? Well today I'm referring to the main quest line for the only playable character, Johnny Li. If you managed to play the demo and push your way through you will have undoubtedly come to the point where I openly admitted that the rest of the game is unfinished, but gave the player the choice to test it out anyway, bugs and all. Since I haven't received much feedback on these later parts of the demo I can either assume that most people aren't trying it, or they proceeded knowing full well it was all dangerous territory and are patiently waiting for an update to allow more progress.

I'm rather excited to report that I have finally found something that I am very pleased with and the main quest line is moving forward again. On the down side of that once I have finished this particular portion of the quest line, and made at least one map type of each mercenary mission, the next released patch will likely be the last one for a long time(except to squash any bugs that may still exist). In essence, the game mechanics that I wanted this demo to show are almost complete. Graphical enhancements and changes to the user interface may be updated at a later time, or they might not show until the completion of Johnny Li's main quest line. Regardless of when they happen, they are on my list of things to do.

My next goal will be to finish the quest line for Johnny Li in its entirety along with a few other game mechanics that I have yet to mention simply because they are still in a concept stage or play major role with other character choices that won't be available for a while yet.

Once that is done, it will be on to making other playable characters and their stories. This project will be in the works for a while and in that time I will be seeking individuals that will be able to help customize many different aspects of the game that I can't do on my own, such as artwork and character models.

In the meantime I hope you're enjoying the demo.

Thank you for all your support, feedback, and patience.

Nestalious

Progress Report

Mercenary Work and Gameplay Elements Update

Greetings!

Today I want go over the development with Mercenary Work which I mentioned in my last blog post. I've spent a majority of my time outlining the different types of challenges and enemies that I wanted the player to encounter and the tools/abilities that can counter them. The details to these elements will be listed at the bottom, but please keep in mind this is all relatively academic and they are subject to change.

As of right now I have a very basic model of mercenary work up and running (not available in the demo), but I have found that I wasn't pleased with my initial results so I'm making some changes which will inevitably lengthen the time between my next update. Here is a list of the most important elements that I am focusing on with my changes in mind.

Mercenary work:
1. There are four types of missions under development at this time:
a. Infiltration : Use of stealth to perform a given task. Don't get spotted.
b. Assault : Attack a position and kill/destroy a specific person/object.
c. Defense : Defend a position for a period of time by strategically placing units in choke points. Unique merc abilities will be available dependent on class.
d. Extraction : Find an object/person or hack a cpu at location within the time limit and leave the building.
2. Completing Merc Work will reward money, experience, and rep
3. Mercenary work will be available in specific locations with varying difficulty.

Mercenary's:
1. Hired Merc's will now be a part of your team, but only during the mission.
2. Merc's can gain levels.
3. Merc's can be outfitted with gear appropriate to their class specifications.
4. Certain Merc's can offer special benefits during the mission. I.E. Techie's can unlock security doors. Med Techies can revive fallen merc's.
5. Merc's stats will increase with their level.
6. Merc's will gain special talents at specific levels.

Enemies:
Each mission you take can have many types of challenges to consider when choosing your team. Here is a summary of what they are and what they can do.

-Patrols: If they spot you they can call in assault squads, or activate remote turret defenses
-Security Camera: similar to a patrol: can call in special forces, or activate laser defenses
-Assault squad: chases and tries to kill the player. Weak vs barricade Merc, Strong Vs special forces Merc
-Barricade squad: a defensive team that will block areas via choke points. Weak vs special forces merc, Strong vs assault merc.
-Special Forces: Chases and tries to kill the player. Weak vs assault forces merc, Strong vs barricade merc.
-Sniper: Can cause damage to the player in exposed areas. Weak vs sniper
-Hacker: can control laser defenses, security cameras, and bypass security doors -
-Techie: techies can bypass security doors, take control of remote turret defenses
-med tech: can revive a wounded unit and increases stats by up to +25%
-Laser Defenses: wall mounted laser that attacks players or blocks pathways
-Remote Turret defenses: will attack players that are in combat until they are disabled or hacked (hacked turrets deal damage to the enemy instead)
-Mines: Triggered by walking on them. Causes damage to entire team. Can be spotted (awareness), disabled (techies) or healed through (Med Techie, can cause knockout).


There's lots of work to do yet to get all these functions up and running. So thank you in advance for your patience and support.

Nestalious

Progress Report

Future Improvements

I wanted to take some time today to talk about the next update and some of the changes and additions you can expect. As of yet I don't have a good idea when the next patch will be available. There are some new mechanics I want to plug in to help with real world combat first, and its hard to tell if or when it will all come together.

Here is a list of some new changes I have been working on as well as a the new mechanics I want to add.

-Web based mechanics are getting shuffled around a little. I wasn't 100% satisfied with firewalls or the port nodes connected to them. I felt that the mechanic was more annoying than challenging, but with a little tweaking I got some satisfactory results. Here is a run down of the changes...
A. Firewalls are now assigned random power levels (1-5) and are no longer connected to port nodes for deactivation.
B. Port Nodes are gone.
C. Cyberdecks got a new stat: Breach
D. The Breach stat can be upgraded.
E. A Cyberdecks Breach stat is used to disable Firewalls.
F. The Breach stat is reset to its maximum each time you leave and return to a Blitz.
G. I.E. - I have the Nextech Modem 101 which has a breach stat of 4. The first Firewall I encounter gets a random power level of 2. I can use my breach stat to disable this firewall by using 2 Breach points. I am now left with 2 breach points for the current run. If the next firewall I encounter has a breach stat higher than 2 I will not be able to remove that firewall unless I exit the system and return.
-Computers will be pass code locked using the old port node/firewall mechanic. This will help retain the use of many programs that can be purchased to help decipher the pass code number needed to hack into a PC.
A. I.E. - When the player first accesses a computer they will be prompted to input the pass code number. This number is randomly selected. If the player has the appropriate software they will be given information (how much is based on the strength of the program) that can help them crack the pass code number. Once the correct pass code is entered the player will have unlimited access to that PC.
-Players will be able to change equipment during fights. There is a cooldown for this action.
-New music for certain areas.
-created 5 more mainframe maps to the random hacking list.

Ideas for new mechanics:

-Mercenaries and Mercenary work: There are random jobs here and there in Titan City already, but I want to add more engaging quests to the game that will allow the player to hire mercenaries that can help with jobs in specific ways. Mercenaries will be used in tactical situations and can provide different results depending on what their specialty is. Snipers will be able to eliminate pesky patrols, explosive experts can grant access to new areas or remove booby traps, an assault team can hold off reinforcements, and so on. The idea here is to pit a player against specific scenarios/situations and let them them choose how to approach it tactically by selecting their team and deploying them as they see fit.

This is all very academic at this point in time but it's my full intention for this feature to be in the demo. Think assault on a corporate building, police station, gang hideout or what have you. What kind of team would you choose? How much are you willing to pay for that team? Do you have enough Leadership skill to command that crack squad of 10 guys?

Hopefully you can find out in the next update.

Progress Report

Titan City Demo Update 11-4-2014

I have uploaded a new update to Titan City to fix a few problems that came up in the last patch. Thank you Dante for all the information you provided to help squash these bugs. There are also a few other modifications that I have made to the game, including a new script, which will make old saves incompatible. This was a necessary step to help uplift combat in one aspect outside of the web. The details are below.

Update Notes 11-4-14

-patched some game bugs that were brought to my attention by Dante:
-Fixed the bed in room 202 of Neutral territory to update properly with payments
-Removed the notice from Botany that falsely told you that you had acquired a new skill.
-Nanosurgeons skill is now properly attained while raising your Biology skill during character creation.
-made some modification to pickpocketing in neutral territory to prevent game crashes. (may still need work)
-Changed a majority of the enemy battler pictures in an effort to step away from the default artwork I've been stuck with.
-Tweaked the skill development in character customization:
-Taking the investment skill: You should now be able to distribute points to this skill after choosing it during character customization
-Removed old dialogue that suggested there were crafting recipes available (crafting was removed a while ago. Haven't found a way to get it to work the way I want it to yet)
-Got interest rates to work with the players bank account:
-Every day at 5:01am the players bank account will be increased according to the players current interest rate total (which you can see by activating your cred chip in the key items inventory)
-Investment and Stock Market skills will increase your interest rate total. Skill trainers for these skill are located in prophet turf.
-made changes to some music effects to keep the feel of the game intact.
-Changed the negative effects from the ICE program skills/attacks to last until you log out of a mainframe or acquire a skill to disable it. (you can no longer 'walk it off' in the web)
-Toying with changes to enemie skills and abilities.
-Honorable mentions & Credit - Counter Skills script - Author: Tsukihime
- End Phase Event Processing - Author: Tsukihime
- Fixed Picture to Map - Author: Modern Algebra (rmrk.net)
- Multiple inventory - Author: Fomar0153
- Luntaic Damage - Author: Yanfly
- Chase Player - Author: Yanfly
- Faction System - Author: Eiswinds
- Counter Skills - Author: Tsukihime
-KeanesPark - Graphics for animated nodes in the web
-Dante - Bug reporting
-Caladus - Support, bug reporting, generally awesome

-Spiker Goon is now called Spiker Brawler and has a new set of skills:
- Arm breaker - attempts to break the players arm resulting in - seals a number of brawling skill, -25% agi, -2 attack speed
- Leg Breaker - Attempts to break the players leg resulting in - seals a number of kung fu skills and prevents escape, - 25% agi, -2 attack speed,
- Rib Breaker - Attempts to break the players rib resulting in - def - 25%, evasion - 10%, attack speed -2
- Counter Attack - Waits for the player to attack and counter with increased damage output.
-Spiker Thug skill changes:
- Spray and Pray - An attack with increased damage output
- Suppression - Reduces the players hit chance by 15%, and -5 to attack speed.
-Spiker Brute skill changes:
- Can now throw EMP Charges. EMP will not be effective on a player unless they have cybernetic augmentations. Each augmentation increases the damage effect of an EMP grenade. (this is still work in progress. negative effects from augments are not fully implemented yet)
-Joker Criminal Boss:
- Skirmish - Reduces player attack power by 25%
-Junkie:
- Uses boosters during battle to increase evasion, attack speed, and attacks/rnd
-Added a new script by Tsukihime. Adding this script will recquire a full game restart in order to avoid
crashing/errors. What this allows is for players to select what skill they want to use as a counter attack
if they ever acquire the ability. Different controller configurations will result in using a different button
to activate this, but here is the breakdown:
- The player can go in to their skills from the menu, highlight the skill they want to use as a counter
move and press the appropriate button. This will highlight that skill in red (but only if it is possible to use
as a counter move).
- The player can also perform this during combat to change their counter move on the fly.
- The default counter move for a player will be Snap Shot.

Progress Report

Titan City Demo Update 10-28-2014

Over the past few months I've been hammering out more game mechanics and polishing existing elements to try to make the Titan City Demo a more polished experience. Having said that there is a huge amount of changes that have been made so prepare yourself.
Of all the things that have undergone an extensive re-haul, there are still some areas that the community has voiced concerns about that I have yet to implement in this update. The main quest lines and story still need work, and the combat system outside of the web needs more flare. In this update I tried to approach the quest lines a bit more, but still need to work direction. I have been working on combat mechanics and ideas for Street Combat, but haven't implemented them yet. This will be where I place my attention for the next update. If all things go as planned then Street Combat will have much more depth in the types of enemies encountered and what kind of actions they use in combat.
In the mean time here are some patch notes for today's update:

Due to extensive changes in the game, old saves will be broken for players. It is reccommended that if you download the update that you start from the begining.

Patch Notes
Attunement: players need to attune to their cybermodems to receive benefits and to upgrade a modem. Players can only be attuned to one cybermodem at a time.

1. First players will now have to become 'Attuned' to the cyberdeck that they want to use. The story for this in the game will be to ensure that players don't suffer feedback and negative effects for hacking with a new cyberdeck system that isn't ready to work with their biometrics and brainwave patterns. It's fancy lingo stuff that basically says your gonna hurt yourself if you don't do this. Here is a breakdown of 'Attunement'.

A. Attunement is free and available at chop docs and hospitals all over Titan City.
B. You can only be attuned to one cyberdeck at a time.
C. There is no limit to the number of times you can be attuned.
D. To attune yourself to a cyberdeck you must first un-equip it and have it in your inventory.
E. You don't have to be attuned to a cyberdeck to upgrade it, but you will not receive the upgrade effects to that cyberdeck unless you are attuned to it.
F. You do not have to have a cyberdeck equipped to hack with it.
G. A player can hack without being attuned but will suffer massive penalties.
H. A cyberdeck can only be upgraded if you own one and it is in your inventory.

2. You will be able to upgrade 3 different components to a cyberdeck.

A. CPU Cores: each core will add +3 to damage output in web combat
B. FireWalls: Each FireWall will add +1 to defense in web combat
C. HardDrive: Each improvement to a HardDrive will increase the number of files you can download during a run by +1.



With the final note on HardDrives I have also completed work on how many files a player can download during a blitz. For example: The NextTech Modem 1-101 has a starting HardDrive value of 5. Its max HardDrive value can be 7. This means that at its top performance I will only be able to download 7 files during the course of a blitz (files include: Data File Nodes, Blue Data File Nodes, Encrypted
Data File Nodes, and RAM Nodes at this time.). During some blitzes a player will be able to download all the files in the mainframe in one run, for others the player will be required to log out of the mainframe (the files will automatically be converted and the HardDrive wiped clean) and return to retrieve the rest of the information. So get out there and upgrade that cyberdeck chum.


-Added a new blitz: The 11th random blitz highlights a majority of the programs a hacker can come across in the web. (The Demom is the only program not in any blitz's at this moment)

Here is a breakdown of new/improved programs and skill that shows how they act in the web:

-new web enemies: Bloodhound - bloodhound uses a trace program to find the players origin of connection and closes it which forces the player out of the web. Leaving a run allows a system to reboot itself which means defeated program will reappear. Accessed nodes are not affected by this sudden dump.
-new program skill: Mask - Masks the users internet connections making it harder to trace. adds time to trace clock.
-new program skill: Malware Away 1.0 - Returns the player to normal walking speed in the web.
-New skill costs: Further work on skill development. Skills now cost a number of IP equal the level you wish to attain. (I.E. Level 2 handguns will cost 2 IP)
-Removed bows, crossbows, and melee skill tree
-Heavy Weapons are now called Chain Guns
-weapon skills have been remodeled. Each individual weapon skill type now has 10 trainable skills. Up from 5 each and no longer increase damage output. Instead each time a specific weapon skill is trained the player gains a new skill to
use in combat that is tied specifically to that weapon type (some of the more powerful skill tree abilities can be used no matter what weapon the player has equipped)
-Added new skill trees: Light Weapons, Medium Weapons, Heavy Weapons, hand to hand, Edged Weapons
Light weapons: will grant +3 damage to hand guns and machine guns for each level
Medium Weapons: will grant +3 damage to Rifles and Shotguns/level
Heavy Weapons: will grant +3 damage to Sniper Rifles, Chain Guns, and Energy Weapons
Hand to Hand: Grants +5 damage with brawling and Kung fu skills
Edged Weapon's: grants +3 damage with Swords, throwing knives and throwing stars
-Made Hammer Turf accessible. This area is still under development, but highly functioning.
-Prophet turn is accessible. This area is still under heavy development.
-reduced the number of encounters in some System Mainframes.
-improvements made with sleeping in the bed and automatic payments made for rent. You're keycard will now properly deactivate if you can't pay for rent. If you so choose you can return to the Safe House and reactivate your keycard by renting a room again once you have the money.
-changed the icon for the Format Skill
-removed 'Reflect' ability from CPU AI in Web Combat
-system message from using format displays correctly
-fixed bugs with weapon skill trees not properly linked to their weapon types.
-player is sent to the proper opening sequence when creating their own character
-fixed bug that was not properly displaying the level of skill training with light, medium, heavy weapon skills during character creation
-fixed a possible bug that could allow the player to leave an area after they reset their character points without distributing the points
-more houses/map are accessible in Neutral territory, but not entirely fleshed out.
-programs have specific abilities/functions
-hound/pitbull - Attack program (Random/engages Player) -Staight forward attack programs.
-ICE - Defense program (Fixed) -ICE programs put debuffs on the player to lessen their effectiveness.
-Demon - Defense program (Fixed) -They are capable of uploading additional programs to help in fights.
-AI - Core (Fixed) -A.I.'s are the core behind a system mainframe. Taking it down results in severe breakdown in system defenses.
-Bloodhound - Utility program (Patrol/engages player) -Can trace the hackers origin of call and disconnect them from the mainframe.
-Phantom - Assassin Program (Random/engages player) -Hard to see with high initial attack strength programs
-Reaper - Attack program (Random/engages Player) -Can summon either Attack or Defense programs
-Worm - Defense program (Fixed) -Will delete information from players hard drive the have acquired during their hacking run. easy = cheapest items. medium = random. hard = most expensive items
-Shaman - Defense program (Summoned) -Reconstructs other programs. removes debuffs. weak with high healing effects
-Patron - Defense program (Summoned) -Creates barriers to protect other programs
-Warlock - Attack program (Patrol/engages Player) -Centers on putting debuffs on the player to weaken/kill them in combat.
-Watchdog - Attack Program (Patrol/engages Player) -Watchdogs are programs used to defend more sensitive data and are mainly attack programs that replicate themselves to overwhelm hackers.
-Operators - Coming Soon! -Equivilant of police for the Web
-Hackers - Coming Soon! -Pit your skills against other hackers from Titan City.
-Due to an increase in difficulty to hacking more escape options have been given to all fights that occur in the web. This was not always available.
-Revised the options given to the player for certain hacking programs to automatically call on the best software available instead of listing all options.
-Revised CodeGate function when hacking. Codegates no longer have power levels. Instead the Codebreaker software used to take down Codegates have power levels. The higher the level of your codebreaker software the more codegates you can remove within a system at a time.
-The -Interface- Skill set is now always accessible. The skills will only work in the Web, but now players can see what software they have to help with their purchasing decisions.
-Made a number of changes to quest lines and dialogues to improve the main story line.
-Added some random quests in Joker territory that will become available after a certain portion of the main quest line has been completed.
-Fixed a bug at the start of the game that prevented players from using web based attacks while hacking into the security door.
-Fixed a bug that turned the screen black if you left the prison facility before completing the quest inside.
-minor map improvements
-a number of tweaks to player skills. I should have kept better track of what I did. Sorry, there were a lot of changes. Most were a reduction to skill costs with an increase to skill functionality in some form. In some cases it was to fix bugs and/or make skills work as intended.
-Added a vendor that will sell a variety of programs. He becomes available as you progress through the main story and remains available after your first meeting with him in Neutral Territory.
-Safety Protocals are now active! - A new player program is available called SledgeHammer. SledgHammer offers the player a chance to retrieve data from nodes without a fight. Be warned, if the attempt fails safety protocals will be activated and the Worm program will seek out the player. During these fights
the worm randomly attempts to delete files that you have downloaded from the current mainframe.
-Ronin program is now active! - Ronin is a program that helps the player during web combat. It acts as a player and has its own set of skills and stats. Ronin lasts until the end of combat or it is derezzed. (other versions of this program are in the works)
-Players can now track their reputation with factions in the menu via - Repuation
-Special thanks to KeanesPark for his contribution in making animated sprites for the web nodes.

Progress Report

Titan City Demo Update 1-28-14

Update 1-28-14



It's been a while since my last update. Work became quite the reality here over the last week. While I have been absent I have not been Idle. When last I left there were a lot of great comments and advice flowing in from all directions. This is not a complaint. I feel it's a good problem to have with so many people showing support in their own way. However, as I mentioned work has become a big time sink and I haven't had the opportunity to address as much as I wanted to.



The good news is there is an update which I am applying as I type. I wasn't able to address all the comments and advice I received last week, so if you don't see something you were looking for this time please don't be too bummed. I have a huge list of notes that I keep regarding public thoughts. This update does make some extensive changes so if you were hoping to continue from the point you left off, odds are that won't work. I am deeply sorry for that. A large number of changes needed to be made to make this update possible. Updates to the game are listed in the spoiler alert.




- created a new enemy for web battles: Bloodhound - bloodhound uses a trace program to find the players origin of connection and closes it which forces the player out of the web. Leaving a run allows a system to reboot itself which means defeated programs will reappear. Accessed nodes are not always affected by this sudden dump. (I have yet to get this guy in the game, but it works, which is cool by the way)

- new program skill: Mask - Masks the users internet connections making it harder to trace. Adds time to trace clock.

- new enemy skills: I am working on a large list of enemy skills and tactics to add diversity to real world combat. These skills have not been added to enemy AI yet, but will be added soon to create more diverse real world combat.

- New skill costs: Further work on skill development. Skills now cost a number of IP equal the level you wish to attain. (I.E. Level 2 handguns will cost 2 IP)

- Reduced the amount of IP gained from quests, main quests, and random drops. This backpedaling is to offset the reduction in IP needed to continue training skills.

- Specific weapon skills no longer increase damage output. Instead each time a specific weapon skill is trained the player gains a new skill to use in combat that is tied specifically to that weapon type (some of the more powerfull skill tree abilities can be used no matter what weapon the player has equipped)

- Each specific weapon skill tree now has 10 trainable skills. Up from 5.

- Removed bows, crossbows, and melee skill trees

- New weapon skill trees: Added 5 new weapon skills. See below...

- Added new skill trees: Light Weapons, Medium Weapons, Heavy Weapons, hand to hand, Edged Weapons
Light weapons: will grant +3 damage to hand guns and machine guns for each level
Medium Weapons: will grant +3 damage to Rifles and Shotguns/level
Heavy Weapons: will grant +3 damage to Sniper Rifles, Chain Guns, and Energy Weapons
Hand to Hand: Grants +3 damage with brawling and Kung Fu skills
Edged Weapons: grants +3 damage with Swords, throwing knives and throwing stars

- Added Trainers to Neutral territory, Hammer turf, and Joker Turf.

- Made Hammer Turf and Prophet Turf accessible. These areas are still under development and only open to allow the player to continue training skills.

- Reduced the number of encounters in some System Mainframes.

- improvements made with sleeping in the bed and automatic payments made for rent. You're keycard will now properly deactivate if you can't pay for rent and you will not be charged. If you so choose you can return to the Safe House and reactivate your keycard by renting a room again once you have the money.

- Changed the icon for the Format Skill

- Removed the 'Reflect' ability from CPU AI in Web combat.

- CPU AI can now always uses 'Power Surge' in combat at any time.

Progress Report

Titan City Demo Update 1-18-14

Another update is being released for the Titan City Demo. A large set of changes were made to address game balance issues with character improvement. Here is what's new:

- Doubled the IP received from main quest lines
- Increased IP gains from random quests a little
- Increased IP drops from random encounters
- Reduced costs of Skill training by half (The speech craft trainer is the only person not affected by this change)
- Reduced IP training costs by about 66%. (The speech craft trainer is the only person not affected by this change)
- Fixed a bug that was allowing players who made new characters to have infinite stats.
- Fixed the crate in the Prison Break quest to stay where it is once it has been moved.
- Streamlined dialogue with all but one skill trainer.
- Fixed a bug with the kid standing in front of Max Textiles that would freeze the game.
- Fixed a few graphic bugs
- Standardized Treasure Chests. There is one graphic for footlockers, one graphic for chests that can be lock picked, and one for chests that can always be opened.

Progress Report

Flash Update: Augmentation Slots

A flash update has been applied to the Demo of Titan City. While play testing I noted that augmentation slots were not properly awarded to players that chose the premade Johnny Li from the character select screen. The flash update will address this in two ways:

1. Obviously fixed the premade character select for Johnny Li. Six augmentation slots will be available at the start of play when choosing the premade Johnny Li.
2. Added a chest at the Chop Doc that will SET the players augmentation slots to 6 (not add). While this may be a bit of a cheat for players who made their own characters it will prevent other people who picked the premade character from having to start the game over from scratch to gain the benefits of this patch.
3. As is usual with most patches there is fine tuning on dialogue & text etc.

I apologize for this oversight and hope the chest located at the Chop Doc in Spiker Turf saves the day.
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