Vigilantes > Gameplay Discussion
Vigilantes Version 19: What's Happening?
Daithi:
This thread will cover additions and improvements made to version 19.
Tweaks
+ Character system modified to 3 level cycle: 1) stat point, 2) skill points, 3) perk point
+ You can now allocate 2 of an ally's skill points when they level up; the remainder will be automatically allocated according to their inclinations and experience
+ Reduced number of enemies to improve pacing
+ You can now decide which racket/lieutenant to get intel on, when interrogating enemies who can provide this information
+ Dead/unconscious enemies can now be searched for intel
+ Carried out initial rebalancing work for player vs criminal teams
+ Increased the potency of existing perks
+ First 3 missions are now preset, and will introduce you to doc, cuda & a random ally
+ Reinstated weather system (rain & storm)
+ Performed a number of optimisations on all maps
+ Tweaked armour to offer greater protection when in good repair, but less as it becomes damaged. This makes attacking armour a possible strategy.
+ Blunt weapons now do greater armour damage
+ Targeted attacks now cost 1 extra AP, but their effects are more profound
+ Targeting body now does additional armour damage
+ Critical hits on targeted attacks result in more severe penalties
+ Improved keyboard support.
+ Destroying an enemy racket now provides intel
+ Gang leaders can now be found and attacked
+ Rackets can now be found and attacked
+ Enemies with sufficiently high equipment level now get armour
+ Added provisional UI for displaying rackets.
+ Facility buttons no longer enable and disable
+ Facilities now provide greater bonuses to damage and healing.
Content
+ Added Church of the Final Exodus HQ map
+ Added new perk: wrecking ball - applies additional armour damage to attacks made with blunt weapons
+ Added encounter with Cuda & voiced cutscene
Bug Fixes
+ Fixed issue with auto looting no longer happening. (Thanks Nomad)
+ Fixed double "-" for reputation in debriefing. (Thanks Ushas)
+ Fixed enemies not being able to heal in danger level 1 tile causing crash. (Thanks Nomad)
+ Fixed issue with strategic ai throwing an error when getting racket upgrade orders. (Thanks Ushas)
+ Fixed game hanging when enemy killed by burst fire on overwatch, and then hit by another shot. (Thanks Ushas & Nomad)
+ Fixed issue whereby, in a limited number of circumstance, the shortest path was not being found (Thanks Ushas)
+ Fixed possibility of ending turn at final moments of character movement. (Thanks Ushas)
+ Fixed delay turn not skipping incapacitated characters (Thanks Ushas)
+ Fixed overwatch not being removed when character's turn comes up again. Caused reduced AP and OW to trigger in error on following turn. (Thanks Nomad & Ushas)
+ Fixed issue with gate cover on slum graveyard (Thanks Nomad)
+ Fixed issue with incendiary grenades causing a crash on ChopShop map, due to use of an older prefab. (Thanks Ushas)
+ Fixed game not saving before meeting an ally. (Thanks Nomad & Ushas)
+ AP in inventory screen now updates after manual reload, as does ammo count for weapon when returning from inventory
+ Fixed killing/KO an enemy on burst fire causing KO/Death to be registered multiple times. (Thanks Ushas)
+ Fixed attacking an enemy with overwatch, after an AOO causing a crash. (Thanks Ushas)
+ Players who make an AOO now switch back to their original equipment post attack. This avoids and error with overwatch activating post AOO. (Thanks Ushas)
Daithi:
Nomad and Ushas, and others have done a lot of testing. Future players of Vigilantes will never realise the sacrifices these brave souls have made spare them from the bugs I keeping creating :)
Daithi:
The latest additions!
+ Tweaked armour to offer greater protection when in good repair, but less as it becomes damaged. This makes attacking armour a possible strategy.
+ Blunt weapons now do greater armour damage
+ Targeted attacks now cost 1 extra AP, but their effects are more profound
+ Targeting body now does additional armour damage
ushas:
--- Quote from: Daithi on August 02, 2017, 12:32:37 PM ---+ Targeted attacks now cost 1 extra AP, but their effects are more profound
--- End quote ---
Interesting. Been thinking about that too. Weapon mode already lets us declare how much time or energy want to spend on a hit. And then if we want to achieve something unique apart damaging, it's deliberate, isn't it? So makes sense willingly put more effort into targeting specific body part.
--- Quote from: Daithi on August 02, 2017, 12:32:37 PM ---+ Targeting body now does additional armour damage
--- End quote ---
Does it mean that targeting torso won't work as non-targeting anymore? So that we'll literally target a torso from now on? Edit: Eventually, there is a question what it does when there no armour.
--- Quote from: Daithi ---Future players of Vigilantes will never realise
--- End quote ---
Tbh. the greatest accomplishment for a tester is when people won't ever think about your existence.
Daithi:
--- Quote from: ushas on August 07, 2017, 05:42:07 PM ---Does it mean that targeting torso won't work as non-targeting anymore? So that we'll literally target a torso from now on? Edit: Eventually, there is a question what it does when there no armour.
--- End quote ---
Yes, they are different now. Same chance to hit, same damage, but targeting the torso does additional damage to armour, assuming the enemy is wearing it. If no armour, it's a wasted AP.
--- Quote from: ushas on August 07, 2017, 05:42:07 PM ---
Tbh. the greatest accomplishment for a tester is when people won't ever think about your existence.
--- End quote ---
You'll just have to remind them then, won't you :)
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