Happy Christmas to you and your families! Even Sam is getting in the festive spirit, although his new look will probably merit a penalty to interrogations. Thanks very much for your support and feedback over the last year. It really has made a world of difference to the scope, balance, and stability of Vigilantes. Hope you have a great 2019!
Vigilantes V1.03 Available Now!
Hi everybody,
The 1.03 update focuses on adding new content: perks, equipment, crafting options, diary entries and newspaper articles, along with providing a number of quality of life and balance improvements.
In addition to balancing 16 existing perks, five new ones have been added, bringing the total number of perks to 68. These perks provide new options for melee and ranged fighters, and strengthen Utility and Leadership builds. With "Support Smoke", utility characters can throw a supporting smoke grenade at no AP cost every second round. "Know no Fear" is a leadership perk, which removes the effect of fear and reduces the effects of terror.
Six new pieces of equipment have been added: the bar mace, the upgraded Bellum 9 SMG, sharpened machete, smoke grenade MKII, heavy armour plate, and specialised tools.
Among the quality of life additions in this update is the heavily requested ability to choose which weapon each character starts combat with. Since it was in the same area, I also added the ability to set default attack lethality.
If you would like a complete summary of the changes, please scroll down to the update notes below. As always, your feedback and comments are most welcome!
Have a good weekend!
Daithi
[Content]
+ New Perk: Support Smoke - deploy a smoke grenade at no AP cost every 2 rounds and +10% CTH for throwing smoke.
+ New Perk: Fast Reload - reduces reload AP cost by 2
+ New Perk: Know No Fear - Allies are unaffected by enemies who cause fear. Enemies who inflict terror now inflict fear.
+ New Perk: Don't Crowd Me - Each adjacent enemy, excluding the first, increases close combat damage by 7%, to a maximum of 28%
+ New Perk: Court Martial - 20% damage bonus against enemy squad leader & 10% damage bonus if perk owner incapacitates squad leader
+ New Weapon: Bar Mace
+ New Weapon: Sharpened Machete
+ New Weapon: Bellum 9+
+ New Equipment: Smoke Grenade MK II
+ New Utility Item: Heavy Armour Plate
+ New Utility Item: Specialised Tools
+ New crafting recipes: Sharpened Machete, Bellum 9+, Trauma Kit MK I, Smoke Grenade MK I , Smoke Grenade MK II, Heavy Armour Plate
+ Added 3 diary entries and 3 newspaper articles
[Quality of Life, Interface & Information Improvements]
+ A character's influence area (in which fear and terror are inflicted) is now displayed on mouseover
+ It is now possible choose between starting combat unarmed, or with the item in the first equipped slot
+ It is possible to choose between starting combat in lethal / non lethal
+ Combat team's equipped items can be automatically repaired before combat.
+ The quick repair buttons now repair equipped items and items held in a character's inventory
+ Moved activated perk panel to a more central location to make it more obvious.
+ Added tooltips to armour to explain damage absorb & resistance.
[Balance]
+ The first gang lieutenant is now a danger level 2 encounter
+ Gang leaders now carry increased numbers of weapon parts
+ Improved Perks: Flurry, Heavy Swing, Precise Strike, Concussing Blow, Artery Strike, Investor, Grazed Limbs, Fearsome Presence, Terrifying Presence, Taunt, Tagged, Insult, Regeneration, Eye for Weakness, Close Quarters Rifleman, Close Quarters Sniper.
+ Improved Utility Items: De Inventione, Surveillance Kit, Lockpick Kit
+ Increased number of weapon parts available from defeating gang leaders
+ Investor perk can now be picked by any character, but does not stack
+ Enemy lieutenants now inflict fear, enemy bosses inflict terror
+ Increased number of weapon parts and chemical components stocked by shop
+ Multiple armour plate utility items can no longer be equipped together
+ Utility stat bonuses from Workshop now occur 1 level earlier
+ Increased bladed damage bonus from Instinct and Prowess stats
+ Penalties from fear and terror are now higher
+ Balanced skill allocation for Ray Case & Emilia De Soto
[Bugs & Text]
+ Fixed bug introduced in V1.02 allow melee and ranged attacks to reduce AP below 0 (B.vanhertum)
+ Trading ammo no longer contributes to trade skill or shop level, due to an exploit. (Nomad & Ba$t@rd)
+ Fixed a number of text errors. (Nomad)
+ Fixed delay turn ap cost showing as 1AP when player has tactical delay perk. (Nomad)
+ Fixed issue in which dialogue hotkeys were incorrectly mapped the survivalist rally encounters (B.vanhertum)
What Perks and Utility Items would you like to see added?
Hi everyone,
For V1.03, I'd like to add a number of new utility items and perks (especially for Utility and Leadership). If there's a perk or utility item you'd like to see in Vigilantes, please do post here, or in this thread
Vigilantes V1.02 Released!
Hi everyone,
Vigilantes V1.02 is now available. It's a small, but important update, which fixes the vast majority of known issues. Most notably, the bug which could cause the game to become responsive when using the last trauma kit or explosive in an equipped stack is now fixed, as is the issue with displaying crafting options on 4K screens.
Though focusing on improving stability, the update also represents a small, first step toward providing better in-game information, improving usability, and adding content: Save games made from now on will be organised by real world date, there are notifications to better inform players about armour/weapon upgrades and an encounter in which you must escort a journalist being pursued by a mafia hit-squad has also been restored.
Complete update notes are below.
Thanks for reading and have a good weekend!
Daithi
[Content]
+ Restored the escort mission encounter.
[Improvements]
+ Save games made after V1.02 will be sorted by save time
+ Thrown weapons, including smoke grenades, can be used on the active character's current tile.
+ Added text to upgrades to inform players of armour and weapon type upgrades.
+ It is now possible to change attack type when targeting body part.
+ Crouching can be done with move AP.
[Balance]
+ Adrenaline now takes the highest of 50% current AP, or 50% of the AP per turn derived stat
[Bug Fixes]
+ Fixed issue with last trauma kit/explosive being used causing game to occasionally become unresponsive. (Thanks all!)
+ Fixed being able to walk inside building in Kurt Renko map (murrki017)
+ Fixed character skill leveling up quickly, in error, after 139. (Dickie & murrki017)
+ Fixed dragging more of a stackable item to an equipment slot not updating weight. (Dickie)
+ Fixed delaying turn causing cooldowns to be reduced in certain circumstances. (Ushas, Curious Fellow, Lord Lancelot)
+ The quantity of currently equipped, stacked items, is now updated when one of them are used.
+ Fixed errors with Nocturnal perk. (Curious Fellow)
+ Fixed Dim Mak Perk. (LordLancelot)
+ Fixed HP in the initiative queue not always being updated when healing an ally. (willsama974)
+ Fixed crafting recipes not being visible on 4K resolutions (Boughrock & Darcek)
+ Fixed turns not ending if last AP is expended by using a perk. (ushas)
+ Fixed message sent status effect (and achievement) not triggering (LordLancelot & Non)
+ Fixed not being able to delay turn with tactical delay if character has 0 AP and available movement points
+ Fixed boss info being displayed in wrong places (murkki017)
+ Fixed missing info on boss screen for Alex Mazlo. (dee221987)
+ Fixed upgrade description of Nobuki Samurai. (ushas)
+ Fixed a number of UI elements which remain on screen when delay turn is pressed. (ushas)
+ Fixed characters not healing during crafting. (ushas)
+ Fixed scrolling on looting screen (ushas)
+ Movement display no longer takes firing position into account (Ushas)
+ Movement display is now updated after using all out offensive. (Ushas)
+ Fixed crouch not being taken into account on movement display when using melee weapons. (Ushas)
+ Blocked input through UI buttons which could cause errors when targeting body parts.
+ Fixed normal thrown attacks reducing AP by same amount as snap attack. (Curious Fellow)
Vigilantes V1.01 & What Happens Next!
Hi everyone,
Vigilantes version 1.01 is now available. This update focuses exclusively on fixing bugs and the bugs which have been addressed are listed at the bottom. The crunch period for the release of Vigilantes began 10 weeks ago, and it's been relentless, 70 hour weeks since then. With the update out, (and assuming the discovery of no new severe bugs) I'm going to take a break from development to recuperate.
So what happens next?
The intention is to continue working on Vigilantes for a period of time.
How is Vigilantes likely to change in the future?
With a finite amount of time left to work on the game, the addition of new, large scale features is unlikely, primarily because adding features is time consuming, will reduce the stability of the game and simply will not provide the greatest benefit to the game in relation to the amount of time that is available.
A significant amount of feedback mentions quality of life/interface improvements and providing better information on game systems as areas that need attention - these areas will be addressed.
Game balance will also get attention, and I believe adding content, such as new perks, equipment, diary entries and encounters will add value for new players, and freshen up the game for veterans considering “one more game”. In order to gather your feedback in a structured way, one thread per topic has been set up.
While I won't be actively developing Vigilantes during the rest-break, I will continue to drop in to the forums for a chat :)
Have a good weekend,
Daithi
Fixes
+ Worked around an issue causing a crash the first time an enemy is knocked out. This is caused by a problem establishing a connection with Steam. The work around allows the predicted <1% of players experiencing the issue to play Vigilantes, but achievements will not be registered.
+ Fixed issue with players or enemies equipping MK4 trauma kits preventing further action.
+ Fixed being able to fire shots through walls on urban playground map.
+ Fixed surveillance kit giving +5 bypass rather than +5 surveillance
+ Fixed issue on Kurt Renko map in which unobstructed tiles are unwalkable, if you select the wait option.
+ Fixed encounter with the boxer, survivalists attacking police, recurring.
+ Fixed stat modifications from ally relationships not being factored in loaded games.
+ Fixed utility items being removed in error during load / save
+ Fixed a couple of instances where 3d models were not correctly mapped to tiles
+ Fixed AP not updating after reloading, firing and using trauma kits
+ Fixed bonuses from a close deployment carrying over into subsequent missions
+ Fixed incorrect description on tactical baton upgrade and bug which allowed tactical baton to be upgraded to itself repeatedly
+ Fixed firing position not being taken into account for overwatch purposes
+ Fixed multiple strafe from cover attacks causing a crash, if subsequent clicks occur too quickly.
+ Fixed game input becoming locked if a firearm jams when making a targeted attack
+ Fixed increasing the stats of one character, switching characters using the character portraits, and reducing the same stat in another character
+ Fixed issue with using prowess on Emilia in the "From the Past" encounter reducing Sam's relationship with himself!
+ Added a minimum delay between clicks on end turn button to prevent mis-clicks and potential interference with enemy turns
+ Fixed using Team reload causing the creation of a "ghost" stack of ammo, if the exact number of bullets needed to reload a weapon are in the inventory
+ Reduced the number of decimal places in the display strings of a number of derived stats
+ Added a potential fix to an issue with the game not progressing after a double shotgun blast. This fix is not definite, as the information in the log file didn't reveal the exact cause.
+ Fixed an issue with a player character having their HP reduced to 0 when moving through fire not having their turn ended.
+ Fixed certain encounters allowing you to spend more cash than you have.
Work on V1.01 underway & a guide
Hi everyone,
First, I'd like to say a big "thank you" for supporting Vigilantes. It's been a long, difficult but very satisfying 4 years, and it's great for motivation to hear so many of you are enjoying the game.
Last week, some Mac users experienced issues with the game crashing after the first mission. This issue didn't occur on the test machine and was fixed on Sunday night, thanks to a log file helpfully provided by Laufer, which provided enough information to act on the bug. Apologies for the oversight, and thanks for your patience while this issue was resolved.
Work has begun on fixing the current issues in the game. The first update will focus on fixing bugs, and will likely be available within the week. Subsequent updates will focus on improving usability and the level of information about the various game systems, which a number of players found lacking and I accept could do with being improved. You can also expect a number of content updates down the line, which focus on adding perks, items, encounters, diary entries, and newspaper articles.
As a short term solution to the lack of information in the game, LordLancelot has kindly authored a guide here, and I'll release a number of videos in the coming days to provide better information on key areas.
Thanks for reading & have a good day!
Daithi
Reformist, Jake Vegas, and Yeti Try Vigilantes
Hi all,
Here's the latest coverage for Vigilantes. ReformistTM does a fun, mechanics focused playthrough of the first few levels:
https://www.youtube.com/watch?v=Yoxr5D1XfCg
If you're looking for a more narrative focused look at the game (with everything read and some extra narration thrown in), you could check out this one by Jake Vegas
https://www.youtube.com/watch?v=4AhjZK7tGzg
Yeti takes a longer look at the game:
https://www.youtube.com/watch?v=oatxZjWvzMc
SplatterCatGaming, Gamezine & Jeux 1d100 Checks out Vigilantes
A big thanks to SplatterCatGaming, Gamezine and Jeux 1d100 for playing Vigilantes!
https://www.youtube.com/watch?v=GgYEdaW4OCQ
https://www.youtube.com/watch?v=l-0Mzk72W2g
https://www.youtube.com/watch?v=YY389hVnfwU
TChey really knows the game, and does a playthrough in French!
The Wait Is Over! Vigilantes Is Now Available!
Hi everyone. We decided to go ahead and release Vigilantes a little early. After all, we've been working on it, and you've been waiting for it, for almost 4 years :) The last year in early access has been a great experience, and we're very grateful for all your support, feedback, and help improving the game's stability. Your help has hugely sped up development, allowing us to make a much bigger, better game than we initially imagined. Thank you so much - getting Vigilantes here wouldn't have been possible without you.
If you have any comments, or questions, or just want to have a chat, please do leave a comment!
Vigilantes V30 Released!
Hi everyone,
You may have noticed a small update going through earlier today. The current version of Vigilantes should be considered a release candidate, meaning it may or may not be the release version, depending on whether an issue of sufficient severity to merit a rebuild is found in the next few days.
While Vigilantes won't change substantially before release, if you want to ensure you are playing the release version, or benefit from the release discount, which will be available from 04 October, my recommendation would be to hold off until then.
This update is, by design, small, conservative, and important. Most significantly, it adds the voiced endings to the game. Which of the two endings you get depends on Sam's reputation when you defeat the third and final gang boss. They represent two very different outcomes for Sam and Reiker City (and perhaps beyond), and we hope you enjoy them!
There have also been a number of bug fixes and quality of life improvements, which are outlined below. The trailer has been updated over the last week, and in case you haven't seen the updated version, it's linked below!
https://www.youtube.com/watch?v=VFfr4lChcJw
As always, your comments and questions are most welcome.
Thanks for reading,
Daithi
[Content]
+ Added game endings
[Improvements]
+ Utility slots now unlock at 3, 5, 7, 10, 13 (was 3, 5, 9, 12, 15)
+ Added information on which skills allies points are most heavily invested in
+ It is now more clear when a dialogue choice is not available.
+ Clearer instructions are provided on applying activated abilities, and enemy information is displayed when selecting a target
+ Color coded a number of cityscape icons
+ Added a help section describing the character system
[Fixes]
+ Fixed Edgar's achievement not unlocking. (Brigand231 & Murkki017)
+ Fixed a bug which could prevent all rackets being displayed in the intel screen. (murkki017)
+ Fixed a number of typos (Megan, Santino27, Nomad)
+ Fixed crafting multiple armours or utility items only creating a single item. (Captain Defrenestrator, Nomad)
+ Fixed newspaper article headings being clipped
+ Fixed a duel with a cultist breaking under certain circumstances. (Captain Defrenestrator)
+ Fixed issue preventing players leaving the inventory during combat by pressing esc (liessahl)
+ Fixed incorrectly mapped walls in a downtown map (liessahl)