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Gameplay Discussion / Re: Vigilantes Version 17: What's Happening?
« Last post by Daithi on June 24, 2017, 02:03:24 PM »
Whoops, forgot to say, it's out!
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Suggestions & Feedback / Re: Pitch A Perk
« Last post by Daithi on June 24, 2017, 01:40:05 PM »
Good ideas. Good chance the character system and enemy numbers will be tackled in V19, so it' a good time to be thinking about these things.

Am with you on splitting up the stat requirements for perks to move away from fleetness, so will take a look at this. Interesting idea to enhance medic mobility too. Probably could do with something similar for melee characters who KO an enemy.
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Suggestions & Feedback / Re: a suggestion and a few questions
« Last post by Daithi on June 24, 2017, 01:32:35 PM »
Hi JudgeJuryExecutioner - and welcome!

As Nomad observed, with a small budget and one coder + one artist, it pretty much all comes down to resources, and investing them in such as way as to bring the biggest improvement to the game.

It's unclear if making your own character will be an option yet, as the focus is mostly still on the "need to haves" rather than the "nice to haves". I suspect that naming the character would be as far as it could go. The main reason is that a lot of resources have been put into the illustrations, in which Sam is the most commonly appearing character, and it would be inconsistent if the portrait was different from the model, or the model from the illustration. One likely outcome is to allow you to choose who Sam is, by determining how he reacts to his enemies (i.e. does he kill them, or does he spare them) resulting in two different endings for the game.

It will be the 3 existing gangs for release. A lot of insight into the gangs, their activities, motivations, and mentality is provided through the in game encounters, which are text based encounters, often with choices. I'm a fan of the idea of providing little chunks of information along the way, and letting the reader fill in the blanks, but to give you a quick rundown of survivalists and churchers:

Survivalists: Unified by the belief that human civilization is corrupt, weak, and on the brink of collapse. Built around an ex military core, they are effectively on a resource grab before the lights go out.

Church Of Final Exodus: What the church represents depends one who you ask. A low level acolyte will tell you one thing, a fanatic will tell you something else, and leader will tell you something else. They are the most numerous gang and melee oriented, they produce and distribute a drug called elysium and tend towards low level opportunistic crime, like muggings, theft etc.

@Ushas: The idea of adding a list of criminals through a text file could be an option, will add to the list.
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Suggestions & Feedback / Re: a suggestion and a few questions
« Last post by ushas on June 24, 2017, 11:58:48 AM »
Yeah, the background of gangs interests me too. Sometimes finding out who enemies are and what they are after can be part of the experience, though.

Well, they are of The Final Exodus, so may as well provide services of the final wish before exiting you. :)

I also got the feeling that Sam and allies are set in stone. However, recalling from discussions on rpgcodex, we might be able to choose some nuances, such as his motivations (perhaps the name too).

Additional suggestions:
1) Externalized portraits, loaded from some directory. Then you can use yours  if adjusted to proper dimensions and names. I think there are 3 for allies: portrait + its smaller version for battles, and a whole-body one on the char. screen. Not that anybody would want to replace Olga's images, mind you.

2) If we cannot choose our allies, let us choose our enemies. Might be wrong, but it seems names are randomly assigned. So what if we put a list into a text file, then the game loads this when populating enemies? Goes well with barks and fleeing. Could also circle through (adding II, III, IV at the end).

I've really only watched Meridian's openxcom let's play so far, but I think it's fun for some of them if they can recruit their viewers and then comment on how they are faring. Usually it's into the squad, but...
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Suggestions & Feedback / Re: a suggestion and a few questions
« Last post by Nomad on June 24, 2017, 07:19:01 AM »
While we wait for an official response (Daithi is really good at responding to questions) I can give you an unofficial response.  =)

I like the suggestion... but you're right, it'll probably come down to resources.

Three gangs. Cult, Mafia, Survivalists.

I believe the cultists just want to watch the world burn.  =)
The survivalists, as far as I can tell, are just doing whatever they want because they've got the guns.
Daithi will go into more depth for you.  =)
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Suggestions & Feedback / a suggestion and a few questions
« Last post by JudgeJuryExecutioner on June 24, 2017, 03:24:07 AM »
Do you think we could be able to make our own character, allowing us to name him and maybe have a choice of different portraits for him? we can keep the same in game model if the budget is tight.

Now for my questions, how many gangs will be in the full release?

And what are the background of the various gangs.
Can't find any info on what those cultists believe in and what those mercs want.



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Suggestions & Feedback / Re: Pitch A Perk
« Last post by ushas on June 24, 2017, 12:44:42 AM »
Naturally, usefulness of perks vary with changes to char. system. I like this concept of AP Per Turn being our turn speed while the other one helps with maneuvering across turns, if that is intention. So some preliminary thoughts on stats are that you can disentangle Max AP from Fleetness.

IIRC, in v16 the formulae are like:
AP Per Turn = 4 + FLOOR( (Fleetness + 2)/3 )
                    -> Starts at 5 at F3;   +1 at F4, F7, F10...
Max AP = 4 + FLOOR( (Fleetness + 2)/3 ) + FLOOR( Toughness/4 )
                    -> Starts at 5 at F3 & T3;   +1 at F4, F7, F10...    and +1 at T4, T8, T12...
Note: There is close to 0 reason not start with F4 & T4, or F7 & T4. Max AP = 5 doesn't let you use some weapons.

An example of change:
AP Per Turn = 4 + FLOOR( (Fleetness)/3 )
                    -> Starts at 5 at F3;   +1 at F6, F9, F12...
Max AP = 6 + FLOOR( (Utility + Toughness)/4 )
                    -> Starts at 7 and increases when the sum, U+T, is wholly dividable by 4, eg. U4+T4, U3+T5, U13+T3...
Note: The motivation for higher Max AP is tactical. Also 7 lets you use a SMG or a rifle at least once per 2 turns.


As for go-around-AP perks - perhaps some symmetry with breathing space is possible:
Athletic:     +1 AP per Turn & +1 Max AP,     req. Fleetness + Prowess = X    OR   Toughness + Prowess = X
AP Bank:    +2 Max AP,                                      req. Toughness + Instinct = X   OR   Fleetness + Instinct = X
Efficient:    +2 AP per Turn,                              req. Utility + Leadership = X
Where X depends on balancing, eg. X=10. So you can take Efficient as soon as having U5+L5 or U4+L6 or U7+L3...
Additionally, if it fits can take those perks for the second time when total is 2X (eg. U10+L10 or U6+L14 or U17+L3 etc).


Have been thinking if some field medic could work here, thus the movement and healing AP savings. Another one:

Emergency (active)
Effect: No AP cost for movement in this turn, but lose your next turn.
Note: Handy for a medic!  Example for AI: The amount of HP loss on team to be used as a trigger for this perk (+bark). Then the unit goes around healing comrades and ending his turn in hiding. Now the player may want to deal with him soonish, not only because he is such a nuisance, but also source of trauma kits.
Obvious synergy: Say I'm having 8AP and activate Adrenaline + Emergency, so now can also run around and box anything on the battlefield up to 4 times (12AP). It's situationally powerful, yes, but based on how much movement we usually need and that you lose the next turn + spend 2 perk points, why not?
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Report a Bug / Re: [Resolved] Critical Charge doesn't seem to reset on critical hit
« Last post by ushas on June 21, 2017, 03:08:34 AM »
Looks fixed indeed, however, there is this thing: once you hit at least once using burst modes or shotgun cones the critical charge will go up by 4 points, but no more. A submachine gun, an assault rifle and a shotgun walk into a mission with Elena. She is Rambo of the party, but even when hitting a lot in one go she is always charged for one shot only.

If may, I would like to advocate for taking into account each successful hit for consistency. I understand balancing passes are yet to come, but wouldn't much worry about being overpowered. Even when it would be possible to reach 100% crit chance in a battle it will reset you back to the base right after the next hit.   

I've seen Casablanca and The Enforcer, Maltese Falcon is the next.
I think the only time I liked the movie more after reading a book is when didn't liked the book much in the first place. Used to wonder perhaps there is some sort of clash of imaginations when watching adaptations. Well, whatever.
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Report a Bug / Reachable tiles highlighting not updating after using perks
« Last post by ushas on June 21, 2017, 02:51:50 AM »
(v16, linux)

The ground coloring of reachable tiles will not redraw after using a perk.
Easy to test this is to use one of the 2AP costing perks at the end of a turn, and then it shows as if you can reach further than possible (see attachment for illustration).

I'm not 100% sure, but it also happens to me when using Adrenaline. Situation is opposite, as it's not updated I can then step at tiles outside of the reachable coloring. It will update if you change weapon or mode.
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Report a Bug / Re: [Resolved] Fireproof zones
« Last post by ushas on June 20, 2017, 08:48:22 PM »
Transposed coordinates, cool!
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