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Gameplay Discussion / Vigilantes Version 29: What's happening?
« Last post by Daithi on July 13, 2018, 01:21:49 PM »
[Content]
+ Added dialogue encounter for Churcher, Survivalist, Mafia Boss
+ Updated suburbs city tile and added chinatown tile

[Quality of Life]
+ Added an option to disable confirmation beeps
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Gameplay Discussion / Vigilantes V28: What's happening?
« Last post by Daithi on June 06, 2018, 02:48:48 PM »
**Testing is currently underway for V28. Stay tuned!**

[Features]
+ You can now choose whether to deploy close, or further away from enemies in patrols. Based on highest party surveillance and bypass skills. Failure results in being ambushed, meaning you will start in a disadvantageous position.

[Content]
+ New Perk: Lead Finger (Special Attack: Fire a 4x burst with an SMG for 7AP)
+ New Perk: Weak Spot (Activated: All attacks made with a handgun this turn bypass armour)
+ New Perk: Gunslinger (+20% damage and critical chance with handguns & SMGs)
+ New Perk: Firing Position (-1AP for attacks with precision rifles if character has not moved this turn)
+ New Perk: Sniper (+15% damage, +10% critical chance, +10% chance to hit body parts with precision rifles)
+ New Perk: Destroyer (+20% damage, +20% critical chance with unarmed, bladed and blunt attacks)
+ New Perk: Buckshot Storm (+20% damage with shotguns)
+ New Map: Old Industrial Train Station
+ New Map: Motel. This is the 46th and likely final map to be added.
+ New non combat encounter: Amateur Hour
+ New non combat encounter: Lost and Found
+ New non combat encounter: Spare change
+ Added post combat dialogue for Dilettant, Insurance Claim, Meltdown, The Hit, Grave Diggers
+ New Utility Item: Lightweight Footwear (+1 Move AP)
+ New Utility Item: Lockpick Kit (+5 Bypass)
+ New crafting recipes: Lockpick Kit, Nobuki Samurai +, Katana +
+ Improved Grand Theology Auto encounter with multiple choices and ally dialogue
+ Added extra ally dialogue to a number of encounters

[Balance]
+ Made a number of adjustments to how enemies scale over time, to maintain difficulty level of game over time.
+ Sam begins with intel on 3 danger level 1 tiles.
+ Provisionally set max character level at 35, max skill at 125, max stat at 15
+ Reduced upgrades per weapon to 7. Previously, there were up to 14. Upgrades now focus on enhancing the weapons' strengths and retaining distinctions between weapon classes.
+ Melee weapon special attack (bleeding, concussion, winded) chance and armour damage can now be upgraded.
+ Know Thine Enemy Perk now reveals armour condition of enemies, types of equipment carried, and number of enemy reinforcements.
+ Increased Church of the Final Exodus Fleetness and Toughness Stats.
+ Increased critical chance of bladed weapons
+ Adjusted start, spawn, and flee positions for players and enemies for all patrol maps
+ Choosing a to deploy close to enemies provides a +1 initiative bonus
+ Enemies gain an initiative and ap bonus at hardboiled and hero difficulty.
+ Shop will always refresh stock with at least 1 weapon upgrade parts, gunpowder and medical supplies.
+ Gang leaders will ambush at level 9+ now, but will react more quickly to your attacks on districts.

[Improvements]
+ The maps missions take place in are now linked to the city tile they are launched from
+ Dialogue encounters now occur more frequently
+ Additional enemies can now be spawned as a result of a dialogue choice
+ Players can sustain an injury as a result of a dialogue choice
+ Enemies can be removed from play as a result of dialogue choices.
+ Improved crafting interface for weapon and armour stat upgrades.
+ Improved crafting interface for general crafting and item/armour type upgrades.
+ All dialogue options are now shown regardless if they are available or not.

[Quality of Life]
+ The number of upgrades a weapon or armour has are now displayed.
+ The quantity of items crafted can now be increased.
+ Added reload button to firearms at home.
+ A character's, or your entire team's items can be repaired with a single click.

[Fixes]
+ Fixed cancelling body part targetting preventing character from ending turn until another action is carried out
+ Fixed incorrect text being displayed on the city map wealth tooltip (Murkki017)
+ Fixed upgrading a single weapon upgrading multiple weapons of that type. (liessahl, Nomad, Ushas, Snobby)
+ Fixed an issue where items could be duplicated by dragging placing them in the shopping cart, and dragging them back. (FiniteThrills)
+ Fixed an issue where rapidly changing equipped item could cause issues with hand positioning.
+ Fixed melee interrupt on a thrown attack sometimes causing game to freeze.
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Report a Bug / Re: [Minor] V26 - Paralised enemy does not drop dead
« Last post by Chabbrik on June 01, 2018, 10:27:48 AM »
I think it was HtH combat.
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The Book Board / Re: The Stranger [Albert Camus]
« Last post by Daithi on May 31, 2018, 11:02:21 AM »
Liked the Fall too, though it is a few years since I read it.

@Staub: Nice that you got to read it early. Our reading at that stage was much less interesting!
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The Book Board / Re: The Stranger [Albert Camus]
« Last post by Staub on May 30, 2018, 03:44:09 PM »
I remember reading The Stranger in highschool. It was a mandatory read at out school. Amazing book!
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Report a Bug / Re: [Minor] V26 - Paralised enemy does not drop dead
« Last post by Daithi on May 29, 2018, 11:35:28 AM »
Can you remember how what type of weapon you were using when you knocked down the enemy?
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Report a Bug / Re: [Minor] V26 - Paralised enemy does not drop dead
« Last post by Daithi on May 29, 2018, 11:22:25 AM »
Thanks for reporting, will take a look at this now!
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Suggestions & Feedback / Re: Map mode improvements
« Last post by Daithi on May 24, 2018, 07:10:40 PM »
Hey Chabbrik!

Good to hear you're enjoying the additions. I appreciate the kind words.

It's been on my to do list for a long time, and it was just added in V27, the current version (see quality of life category, here). The way the information is displayed is a little crude at present, will work on the presentation in the future.
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Suggestions & Feedback / Map mode improvements
« Last post by Chabbrik on May 24, 2018, 05:48:26 PM »
Hello Daithi!

I am recently back to Vigilante and quite enjoy it. Commendations on your hard work, dedication and great improvement since I last tried it.

I would like to propose looking into map mode. It would be great to have a few overlays, that could provide information at a glance - which sector is controlled by which gang, what's the threat lvl, etc. Currently it requires a lot of memorisation who controls what.
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Report a Bug / [Minor] V26 - Paralised enemy does not drop dead
« Last post by Chabbrik on May 24, 2018, 05:35:22 PM »
Hello,

I am back and really impressed with how the game progress over time.

I would like to report, that if an enemy is paralised with Dim Mak move and then knocked out, the figure will keep standing. For gameplay purposes it does count as a kill though.
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