Timeslip Softworks Forums

Vigilantes => Gameplay Discussion => : Daithi December 14, 2016, 01:40:24 PM

: Vigilantes Version 12: What's Happening?
: Daithi December 14, 2016, 01:40:24 PM
This thread will cover the changes made to Vigilantes Version 12. If you have any questions or comments, don't hesitate to ask!

Features

Content

Fixes

Tweaks
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 17, 2016, 12:36:21 AM
Another map complete. It's the biggest in the game so far. Have also written a few first drafts of encounters, and am working on a new city background to go with the new map.
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 20, 2016, 07:53:54 PM
Another map complete, and the half finished one completed. That's it for maps on this update.
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 22, 2016, 02:11:48 PM
It's maybe a little early to announce this, as it's still quite provisional, but I'm too excited to hold it in. I've added a basic implementation of body part specific targetting. If all goes well, should finish the ranged combat side of it today.
: Re: Vigilantes Version 12: What's Happening?
: Nomad December 22, 2016, 04:56:40 PM
Oooh.... lovely.
I look forward to playing around with it.... whenever it is released (you said it might be too early).
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 22, 2016, 08:00:01 PM
Thanks Nomad. Pretty sure this will be a feature at this point. Working on doing the same with Melee now. It will be a fairly simple implementation at first, but will be enhanced with time. After that, will have a look at adding weapon crafting and a few weapon crafting options for version 12.
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 23, 2016, 11:54:20 PM
Have added a basic weapon crafting system. Will add a couple of option for it also.
: Re: Vigilantes Version 12: What's Happening?
: Daithi December 29, 2016, 06:36:53 PM
Have added 5 new perks:

Tough Guy: +7 HP
Investor: 2% interest at end of every day
Athletic: +1 AP Per Turn
Deep Sleeper: +50% HP restoration from resting
AP Bank: +2 Max AP (for carrying unused AP)

Also added brief resting tutorial. Currently adding female versions of the enemy troop types.
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 04, 2017, 01:09:21 PM
Fixed being able to play ally encounters more than once, resulting in multiple copies of same ally being added to team. (Thanks Nomad!)
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 04, 2017, 08:08:48 PM
Fixed issues with enemies being able to shoot through certain walls in the construction site maps. (Thanks Chabbrick)
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 05, 2017, 04:50:15 PM
Added additional information in the body part targeting to show cth, damage % and status effects caused as a result of targeting body parts, and fixed a couple of issues with this new feature. Working on testing the build now, so if nothing major comes up, the build should be available in the next few days.
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 06, 2017, 01:12:39 PM
Prevented first mission tutorial being replayed in subsequent visits to map, and doubled path draw speed. Testing is ongoing.
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 09, 2017, 05:12:24 PM
Version 12 now available!
: Re: Vigilantes Version 12: What's Happening?
: Nomad January 12, 2017, 01:24:50 PM
Hey there.
I just watched your development video on Kickstarter.
Thanks for the shout out.   =)  You're welcome.

Now... you said that it reloads for you between missions (for your active team members).
That's cool. However, is it possible to switch the checks? You said it checks the character's inventory, then checks the base inventory. Is it possible to change that order so that it only removes ammo from the character if the base inventory has run out of that ammo?
: Re: Vigilantes Version 12: What's Happening?
: Daithi January 12, 2017, 04:23:46 PM
Not at all, thanks for the help.

Yeah, given that the purpose of auto loading is to save time, taking from the base inventory makes sense. I'll pencil this in for the end of V13.