Timeslip Softworks Forums
Vigilantes => Gameplay Discussion => : Daithi March 07, 2017, 03:43:53 PM
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This thread will cover additions and improvements to Vigilantes version 15.
[Features]
- New mission type: prevent enemies fleeing the map
- New mission type: escort NPC
- Added code to support non combat encounters
- Added code to allow players to flee/exit the combat area
- Added code to support enemy spawning during combat
- Added code to bypassing obstructions through dialogue choices. This will be useful for shortening the path in escort missions
- Added simple camera movement to city map
[Content]
- Added first non combat encounter: Barbarians at the gates
- Added new Encounter: Dilettante (Thanks Helena!)
- Added new Perk: Insult (Increases critical chance vs this character)
- Added new Perk: Nocturnal (Increase AP, damage, damage resistance at night; lower CTH during day)
- Added new Perk: Critical Charge (Successful melee or firearm attacks increase crit chance on subsequent attacks)
- Added new Encounter: Blackmail
- Added 2 new Downtown maps
- Added 2 new Downtown city backgrounds
[Tweaks]
- UI elements for targeting information now shown on top (Thanks Nomad)
- Improved the city UI.
- Improved the tactical mission debriefing UI.
- Improved the surveillance mission debriefing UI.
- Added player flee areas to maps.
- Disabled character screen for temporary allies. (Thanks Ushas)
- Added fleeing icon to... well fleeing enemies.
- Reduced load time from splash to main menu.
[Fixes]
- Fixed enemies shooting through walls in storage park map. (Thanks Nomad)
- Fixed a number of issues with Chinatown map. (Thanks Usha)
- Fixed issues with Park and Downtown bar map. (Thanks Usha)
- Fixed stacked items not being removed from loot bags, when entire stack is dragged to player inventory. (Thanks Usha)
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Had to make and additional map for the bank job encounter for survivalists, so that's done now. Starting to test the new mission objective: prevent enemies fleeing.
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Added code to support enemy spawning during combat. This is a requirement for fleeing enemy and escort missions.
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Added code to bypassing obstructions through dialogue choices. This will be useful for shortening the path in escort missions
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Players can now flee/exit combat area.
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Added 2 new mission types: prevent enemies fleeing & escort NPC
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Added first non combat encounter: Barbarians at the gates
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Improved the city UI & tactical mission debriefing UI.
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Added player flee areas to all maps, and fixed a number of issues ushas kindly reported.
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Added 3 new perks: Insult, Critical Charge, Nocturnal.
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Fixed an inventory bug, added fleeing icons to enemies.
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Testing is ongoing for v15. Shouldn't be much longer.