Vigilantes > Gameplay Discussion

Vigilantes Version 21: What's Happening

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Daithi:
[Features]
+ Gang lieutenants will now set up ambushes for the player if their pattern of attacking districts becomes too predictable
+ Characters with 2 or more adjacent enemies become surrounded, pay less attention to active threats, and are easier to hit in close combat and with firearms
+ Night missions now impose a 5% penalty to ranged CTH and cover is more effective at night... could be a good time to hit the survivalists
+ When fighting indoors, assault and precision rifles suffer a 5% CTH penalty due to being used in an enclosed space
+ Added fuel barrels and gas canisters as objects which can be activated to set an area on fire or explode


[Content]
+ Added new subway map
+ Added 12 illustrations for gang leaders
+ Added MK II incendiary grenades and MKII improvised explosives
+ Added crafting recipes for MK II Incendiary and IE
+ Added new non combat encounter: From The Precipice
+ Added new encounter: Intimidation

[Balance]
+ Gang lieutenants now require 2, rather than 3 pieces of intel to locate.
+ Rackets require 2, rather than the planned 3 pieces of intel to locate
+ Racket and boss encounters are now more difficult
+ The per tile tactical re-positioning cost is now lower
+ Failing tactical repositioning now imposes a -1 initiative penalty on your team
+ City tiles with high wealth provide gangs stationed there with improved equipment
+ General Arms Peacemaker SMG can now fire a single, more accurate, 3AP shot in addition to a burst
+ Gang characters get a starting level bonus at Hard Boiled or greater difficultly level
+ Gangs get a scaling bonus to income at higher difficulties
+ Increased the severity of having an adjacent enemy and trying to use an assault or sniper rifle
+ Choosing the friendly fire perk now prevents allies being hit by the shotgun's cone of fire, rather than reducing the chances of being hit
+ The Battle Frenzy perk now has a 30%, rather than 10% to activate when you KO an enemy
+ The shop now generates more component items

[Tweaks]
+ Added an option to toggle between fullscreen and windowed
+ Added an option to disable film grain
+ Added an option to set camera move speed & increased camera rotation speed
+ Camera scrolling can now be disabled when the level starts, and re-enabled with a key press. Workaround for Linux wandering camera bug
+ Camera movement speed increases as camera gains elevation
+ Individual tutorials can now be disabled
+ Changed how current / max health is displayed, to make it more clear when a character is wounded

[Fixes]
+ Fixed a bug where swapping between regular and hot loaded ammo could cause errors with the ammo unloaded from the gun (Supervoid)
+ Fixed a bug where input was being disabled in error, forcing players to click a UI element to re-enable it (Ushas & murrki017)
+ Fixed a bug whereby input was enabled when enemies changed weapons, which caused an issue in AOO and potentially other areas (Ushas)
+ Fixed a number of typos (Gloomseeker)
+ Fixed reachable tile display showing for enemies is escaped to menu during enemy turn (Ushas)
+ Fixed armour replaced during combat not updating protection until first hit (Ushas)
+ Sodium Thiopental no longer used if you opt not to use it (MotherAce[No])
+ Fixed issue with loading some gang leader fights (degzee64)
+ Rackets can no longer be found by surveillance only
+ Fixed issue with enemy fleeing in survivalist training facility (Ushas)
+ Made changes to code for switching between scenes, in the hope this resolves the issues with level loading.
+ Fixed crouching bonus was not being applied to characters in cover
+ Fixed issue with character not strafing after one strafe per turn
+ Fixed characters being able to shoot through one of the buildings in alleys 2 (Sheepify)
+ Fixed a bug where failing and retrying the first mission could cause crashes and unpredictable behaviour (Ushas, Tortousit, Tchey, Alatar)
+ Fixed an issue whereby dragging a stack of items onto a stack of the same type could cause unpredictable behaviour with inventory
+ Fixed rackets not being removed
+ Fixed rackets not providing a piece of intel on a lieutenant or another racket

ushas:

--- Quote from: Daithi on October 09, 2017, 12:39:43 PM ---+ Added an option to set camera move speed & increased camera rotation speed
+ Camera movement speed increases as camera gains elevation
--- End quote ---
OH MY GOD!

Daithi:

--- Quote from: ushas on October 12, 2017, 01:17:24 AM ---OH MY GOD!

--- End quote ---

I know... hope you were sitting down when you got the news :)

ushas:
 Um... can we pretend a cosmic anomaly? :-[

Anyway, looking forward to v21 lieutenant camera edition.

Nighteyes:
Congratz on the Early Access and getting the game this far mate.
Very impressive and worthy of praise.

I figur I might have time for a little playtesting this weekend, getting some semi fresh eyes on everything and such :)
However question is, do you even need more feedback at this point? Or is most things set in stone by now?
I'm asking because I'd enjoy spending the time playtesting and giving feedback, but if it will be most needless, I might as well sit back and wait to enjoy the game in it's final form :)

Much love and respect
Nighteyes

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