Timeslip Softworks Forums
Vigilantes => Gameplay Discussion => : Daithi November 17, 2016, 12:35:07 PM
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Making reasonably good progress on the latest update. As you might guess, it takes a little time to regain familiarity with the code, but it's coming along fairly well. Here's a rundown of the more substantial things that have happened so far:
Content
- Added 5 new weapons
- Added 4 new maps
- Added a new perk, Defuser, which allows a character a % chance to catch and defuse a grenade mid air. (Sponsored and designed by Nathan Frisson)
- Added a new perk, Dim Mak, which allows a character a % chance to paralyze and opponent with a successful unarmed attack. (Sponsored and designed by Chris Bolin)
- Added a new perk, QuarterBack, which increases the range explosives can be thrown. (Sponsored and designed by Jme Morales)
- Spending a little time each day improving the writing quality
- Added Doc cutscene
Features
- Re-integrated city map and surveillance. This part of the game is going to be a little basic for the next few updates, but it will get there!
- Re-integrated rest function, which allows you to restore max hp over time. Also tweaked the amount of damage received which is converted to max hp damage
- Re-integrated time, and day/night cycle
- Re-integrated and improved debriefings for surveillance ops and tactical missions
- Re-integrated basic team management - this will allow you to select which allies to bring on a mission
- Added damage and HP bonuses to criminals based in tiles with high danger level
- Added provisional difficulty levels
- Enemies now level up over time
Fixes
- Fixed hotkey for end turn ending multiple turns. (Thanks Nighteyes!)
- Fixed an AI issue causing a crash under certain circumstances when low HP enemies are distracted
- Fixed leader not receiving leadership bonus. (Thanks Nighteyes!)
- Fixed incorrect number of hotloaded shotgun and large caliber rounds being created through crafting. (Thanks Chabbrick!)
- Fixed a number of text errors. (Thanks Nomad!)
- Fixed no surveillance or bypass XP from post mission looting. (Thanks Nighteyes!)
- User can no longer start game without spending all stat and skill points. (Thanks Nighteyes!)
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Hey, I mentioned some of those bugs...
I feel so helpful now ^^
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Thanks Nighteyes!
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I'm looking forward to seeing the city map in operation.
Let us know if there's anything we can do to make things easier.
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Thanks for the offer of help, Nomad! The city map will be somewhat simple to start with, but it will be one of the focal points of development for quite a few updates. There's still a fair bit of work to do to on it, but as soon as it's in decent shape, I'll release the update. Feedback on newer features like the map and surveillance system would be very useful to help decide on where to direct effort.
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Have also added basic team management functionality and am working on adding a few new perks. Have done lots of other little things, but these are the most obvious differences over the last few days.
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Can't wait to spend a week going over the new things and see what new flaws I can find that can then be polished away until we are left with the true diamond this can be <3
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Thank you Nighteyes. Doing our best to get as much into the next update as possible. Have also added a perk, which was sponsored and suggested by Nathan Frisson on Kickstarter. This perk is really neat - it's called Defuser and it allows you a % chance to catch a grenade in mid air and defuse it. The most difficult part of this was timing and lining up the catch animation - but the prototype seems to be working quite well!
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That sounds amazing...
Very unrealistic since you can't technically defuse a grenad after it's been primed, but who cares :)
Still sounds like great fun ^^
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Thanks Nighteyes. Yeah, it doesn't really work from the point of realism, but it is pretty neat :)
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Have also added criminal buffs for a tile's danger level, and a new perk, Dim Mak, sponsored and designed by Chris Bolin. Dim Mak is a neat martial arts perk, which allows a % chance to paralyze an enemy for a turn on a successful hit! Also, fixed incorrect number of hotloaded shotgun and large caliber rounds being created through crafting and a number of text errors.
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Have added another map and am working on one more. Also, started committing 40 - 60 mins a day to improving the writing quality and quantity, instead of devoting more time less frequently.
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Just can't wait for a new release. I think I played the current one to death.
Can clear any level with minimal damage.
Everyone is outfitted and armed with best kit available.
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Thanks Chabbrik! Will do my best to get as much new stuff in there as possible.
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Finished the 4th map, and added a new perk, Quarterback, which increases throwing range by 3.
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Added provisional difficulty levels settings and Doc cutscene.
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Have added an info layer to the city map. For now, this will show you were other Vigilantes are located, but it may be used to show vital city map info later. Felt this was a good idea, as there are only 3 allies for now, and they could be difficult to find. Later on, you will have to find allies, but there will be more of them, so it will be easier.
Have done a few other fairly minor things today, and have been working on the story at night. This is pretty much it for version 11, except for a quick pass on the gang strategic AI and gang member level ups. Will likely start testing tomorrow.
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Added code to level enemies up over time, with the frequency determined by the difficulty level. Starting to test the build now.
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Development video showing new content for version 11 is here (https://www.youtube.com/watch?v=5SVCb1KQ_80).
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Is there any way to get new version without an account? Because I got humble bundle download without creating an account
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I'm not 100% on the details - I know you get the option to download when you redeem the link, but after that, I'm not sure if you need a humble account linked to the email.
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I assume I'm too late to be helpful, but just in case...
I don't have a Humble account either.
I clicked the Vigilantes link and Humble told me it was already redeemed.
I had an option to re-redeem it (I forget the exact wording).
I said yes and it re-sent me the link to download. This allowed me to download the latest version.
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Thanks for the info, I'll post this in announcements, so it's more visible. Would be useful to anyone having trouble getting the build.
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Does actually anyone use grenades? I usually find them too expensive and ineffective to bother.
In most squad games I play, I just pretty much ignore they exist, because the range and damage is usually not good enough. :)
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Actually... that's a good idea... I'm going to post that in the suggestions section.
I have been playing around with grenades recently.
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Actually... that's a good idea... I'm going to post that in the suggestions section.
I have been playing around with grenades recently.
Grenades are more for situational than general use. With a group of 3 enemies, you can do 30+ damage with 5AP. There will be better varieties down the line, but will have a look at balancing them.
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Just wanted to say - thanks for the great work.
I especially appreciate the redone shop. It is much easier to navigate with "switch to sell" button.
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Thanks for the suggestions, it's a big help in improving the game. I haven't got as much done over christmas as I'd hoped, and I was moving back yesterday, but I'm back to it now. The last major thing I'm doing on this update is changing how enemy level ups occur, and add code to allow enemies to advance to more advanced types. Then it's down to testing and minor fixes.