Just wanted to let you know there is an issue with crafting in the current build. The issue occurs when you try to create more than one non stackable item, (armour, utility items) in a single crafting session. Stackable items, such as ammo, trauma kits, grenades are not affected by this issue.
This will be fixed in the next update, so for now, you can avoid the issue by creating non stackable items one at a time.
Vigilantes V29 Dev Video and Release Notes
Hi everyone,
Vigilantes V29 is now available and represents the largest content and balance update so far. With the exception of the game ending, and a few small adjustments to be made in the next update, Vigilantes is effectively complete. Release is still on schedule for the first half of October 2018. Please note, the below summary just lists the key changes, for a more complete list, please check out the update thread here
Development Video
The development video covers many of the additions and improvements. If you have any comments, questions, or observations, please do leave a post!
https://www.youtube.com/watch?v=jLdR6mmiyXg
New Content Summary
Version 29 adds a huge amount of new content, with over 20 new items, 10 new encounters, news paper and diary entries, Steam achievements, and more!
+ 11 rare or unique weapons, including a machine gun!
+ 9 new utility items, including laser sights, night vision goggles, and a strange figurine.
+ 3 boss encounters
+ 6 lieutenant encounters. You can challenge some lieutenants to a duel!
+ Newspaper articles and diary entries
+ New crafting options
+ 2 new perks
+ Steam achievements
+ Improved city map
Balance Summary
Balance in V29 has been considerably improved. Weapons are now more distinct from one another, and mission loot is considerably better in quality.
+ Improved balance between ranged and melee weapons
+ Each weapon class is now more distinct
+ Better loot from missions, and faster shop level up speed
+ Facilities are now less expensive, and provide greater bonuses
+ Balanced perks and crafting requirements
Other Improvements
A considerable number of quality of life improvements have been made, including the addition of a help section, better perk information, usability enhancements, and improved information on gang activity.
+ Added a help section
+ Improved perk information, and allowed them to be filtered by type
+ Added information on ally relationship modifiers
+ Provided better information on gang upgrades and rackets
+ All weapons in inventory can be unloaded with a single click
+ Improved firearm SFX
V29 Incoming
Hi all!
Vigilantes V29 is currently being uploaded, and will be available within the next hour. Save data remains unchanged. Will post a development video tomorrow or Monday to cover changes. Hope you enjoy!
Version 29: Testing has begun!
Hi everyone,
Testing has begun on version 29, which is the single biggest content update so far. The update will add over 20 items (including unique items, which can only be found by defeating gang leaders, and high end, craft only weapons), over 10 new encounters, along with a number of newspaper articles and diary entries.
The expectation is that testing will be complete in around 1 week. You can get more information on the update here . The expectation that Vigilantes will release in early October stands.
Also, the price of Vigilantes will increase to its release price over the next few days (otherwise, it won't be possible to offer a launch discount). I'd be interested to hear your opinions on a fair release price!
Finally, a creator studio page has been set up here if you'd like to stay in touch!
Thanks for reading!
Daithi
Vigilantes Version 28 Update Information
Hi everyone,
Like the past few updates, version 28 focuses on adding content, improving balance, but also on completing work which is required for final release. The expectation is that there will be two more updates, and that release will occur in the first 2 weeks of October 2018.
We hope you enjoy the latest update and as always, your comments, questions and observations are welcome. Have a good weekend!
Summary
+ You can choose the deploy close to enemies or further away
+ Patrols on city tiles now link to combat on the correct map type
+ Additional tile types added to city map
+ Crafting system and crafting UI improved
+ Several 1000 additional words of dialogue (3 non combat, 5 post combat encounter)
+ Final two maps added
+ 7 perks added
+ 2 new utility items
+ Balance and quality of life improvements.
Development Video
https://www.youtube.com/watch?v=FzcAN4Ui9wA
Update Notes
[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.
Version 28 Incoming
Hi everyone,
Edit: V28 is live!
At this point Vigilantes version 28 is nearing the end of a longer than usual testing phase, and will likely release today or tomorrow at the latest. The save format has not changed in V28, nor is it likely that it will again.
An upcoming development video will cover the changes in more detail, but if you'd like to preview the additions and improvements, you can find out more here.
Vigilantes Version 27 - Release Notes!
Hi everybody! Version 27 is now live, and represents another big push on content and improving balance.
New Content Summary
Caia Winters, the final ally is now in the game, as are 6 new high end weapons, 5 new perks, additional dialogue encounters, a new map, a new utility item and 2 new crafting options.
Melee Interrupts
The first key balance change is the addition of melee interrupts, which allows melee equipped or unarmed characters to interrupt adjacent characters who are attempting to fire a gun or throw an explosive. This makes the two primary combat skills more distinct and gives melee characters some much needed close quarters superiority.
Difficulty Curve
The second big change relates to game difficulty and how it develops over time. Reports and my own experience suggest that the game starts out difficult, and generally becomes easier over time. To create a more consistent difficulty curve, enemies now start with lower stats, but gain levels more quickly. There's not a huge difference at the first two difficulty levels, but from now on, it will be more difficult to out-pace enemies on hard boiled and hero difficulty levels.
Player Stats
Fleetness is largely considered the best stat in the game, so to improve balance, Prowess, Instinct, Leadership and Toughness now offer improved benefits. Balance isn't something that can be easily addressed in a single update, but it will remain one of the key areas of focus for the remainder of development, so expect further improvements in this area.
Thanks very much for your continued support and feedback! It really is a huge help with both motivation and tuning Vigilantes into the best game it can be.
Have a good weekend!
Daithi
Development Video
https://www.youtube.com/watch?v=gL3iTFJpQCU
Update Notes
[Features] + Added melee interrupt attacks. These occur when unarmed or equipped with a melee weapon and an enemy in an adjacent tile attempts to throw a grenade or fire a weapon.
+ Vigilantes now has 2 campaign lengths: regular and extended. Extended is the same as the existing campaign, whereas regular focuses on reducing the minimum amount of time required to complete the game.
[Content] + Added new ally: Caia Winters & her dialogue encounter
+ 3 new Ranged Weapons: General Arms Breacher (Shotgun), Nobuki Ronin+ (Precision Rifle), Eurocorp Tactical (SMG)
+ 3 new melee weapons: Fire Axe, Katana, Sledgehammer
+ New Utility item: Knuckle Dusters
+ New Crafting recipe: Nobuki Ronin +
+ New Perk: Fast Off The Blocks (+3 Initiative)
+ New Perk: Grazed Limbs (15% chance to inflict shaky hands or hamstrung status effect when attacking an enemy with a shotgun)
+ New Perk: Behemoth (20% reduction to incoming damage)
+ New Perk: Atheist - 15% additional damage VS Church of the Final Exodus (specific to Caia)
+ New Perk: Soldier +15% Assault Rifle Damage
+ New Map: Farm
+ Added post combat dialogue for Ray Case's encounter
+ Added post combat dialogue for Emilia De Soto's encounter
+ Added post combat dialogue for Elena Furey's encounter
+ Added new dialogue encounter: Insurance Claim
[Balance] + Enemies start with lower stats, gain stats more slowly on leveling up, but level up more quickly. This will maintain a more consistent difficulty curve, and keep enemy max stats in line with player max stats
+ [Experimental] Firearm and explosive damage has increased, but damage scaling based on skill has been removed. Critical chance for melee, firearms and explosive now increases with skill.
+ Shop level now increases as you buy and sell items.
+ Further increased quantity of armour components the shop generates
+ Increased number of armour components the shop generates
+ Athletic grips increase initiative by 2, rather than 1
+ Mind cracker perk and sodium thiopental now give a flat % bonus to interrogation.
+ Toughness now grants 6hp, rather than 4 hp per stat point, but each character level now grants 1hp, rather than 2hp.
+ Prowess now grant substantially larger (2x) damage bonuses to close combat.
+ Prowess and Instinct grant substantially (4x) larger bonuses to critical chance.
+ Leadership grants a larger command bonus.
+ Command bonus is now applied to entire teams, regardless of proximity to leader.
+ Once gang leader / racket detection has reached 100%, they can be attacked immediately. Surveillance is no longer required.
+ Eurocorp Artemis now costs the same AP to use as other precision rifles
+ Armour can now take more damage
+ Increased AOO chance. Having a higher close combat skill than your opponent will increase chance of triggering AOO.
[Quality of Life] + Information on gang, danger level, tile wealth, crime rate, gang leaders and rackets can now be displayed on the city map
[Fixes] + Fixed error in displaying completed ally operations, when the operation completes on a mission (Murkki017, awg, sed.cupla)
+ Fixed issue where characters KOed in a melee attack will sometimes remain standing. (ushas)
+ Fixed equipped items not being minimised when clicking on delay turn (ushas)
+ Fixed encumbered text disappearing in inventory when heavily encumbered (ushas)
+ Fixed queued close combat attack not always triggering after movement when character has move AP (ushas)
+ Fixed pathing for move + queued close combat not always picking the shortest move path
+ Prevented characters reloading in inventory by dragging ammo, when they don't have enough AP for a reload. (ushas)
+ Reachable tiles no longer show that an attack is possible in error, when a character has move AP. (ushas)
+ Fixed an issue where rapidly right clicking a tile adjacent to an exploding object after mousing over same object could lead to character melee attacking the object in error (ushas)
+ Fixed shotguns with no ammo not notifying the player when they attempt to attack (Nathan)
+ Fixed enemies not always spawning with full health, when they are receiving a stat buff from a racket (Murkki017)
+ Fixed getting intel from a racket causing game to become stuck in some cases, if all boss intel is already known. (Murkkio017)
+ Fixed a number of errors with perk descriptions. (awg)
Version 27 Incoming
Hi everyone,
Version 27 is expected to release today. It's another large update, which focuses on balance and content. The most important things you should be aware of are:
1) The save data remains the same, so you can continue playing on your existing game
2) All additions in this update (including perks, new weapons, the new map and the majority of balance based changes) are available on existing saves, however, there are two exceptions.
The first is that Caia Winters, the final ally, will not be available on existing saves. The second is that changes made to enemy difficulty and level up speed will not take full effect until the game is restarted. The longer you have played with an existing save, the less representative the game difficulty will be, with a general trend toward the game becoming easier the longer you have played for.
Thanks for reading & hope you enjoy V27!
Daithi
V26 Time Issue - Fix Released!
The Bad News
We've had reports of an error in displaying and progressing time in the latest build.
The Good News
The issue has been fixed and I'm currently creating updated builds, which fix the bug. These new builds will be available in around 2 hours. Thanks to Murrki017 and Sed.Culpa for finding and reporting the issue.
If you are playing right now, and want to avoid the bug:
Don't repair an items until the 4th mission.
Before repairing an item, click on the team screen, and ensure that at least 1 ally is not "resting" and is "available for combat missions"
If you have already encountered the bug:
If you haven't spent much time in your current game, it would be best to restart (sorry!)
If you just want to quickly try out the new update, or don't want to restart, wait for the updated version, and just re-load the affected save. Time will be reset to 00:00 on the current day, gang and shop progression will resume as normal. The extent to which the bug will interfere with the balance will depend on how long you have played while the bug was active.
Apologies for missing this issue. I spent 30+ hours testing version 26, and did not encounter the problem. Unfortunately, with the significant complexity of Vigilantes, things like this will happen from time to time.
Have a good weekend!
Daithi
Vigilantes Version 26 Development Video
Hi everyone,
Vigilantes version 26 has just gone live. Now that the focus has shifted away from developing new features, we've been able to release what is likely the single largest content and balance update so far. The headline addition is a new ally, Edgar Kowalski, a hard-hitting fire fighter who may or may not be a firebug. Is he? Hear him out, and decide for yourself!
https://www.youtube.com/watch?v=SFAzG40jf_M
Below you will find a summary of the new content and balance improvements released with version 26. If you would like more detail on the update, you will find a development video further down and more detailed notes here
2 new melee weapons: Combat Machete & Nailed Baseball Bat
2 new firearms: Abramovich Pump & General Arms Red Hawk
2 new maps, based in the rural outskirts of Reiker City
3 new dialogue encounters
Trading cards on Steam
Balance
The melee perks Solar Plexis Strike, Concussive Blow and Deep Cut are now free to all characters
Firearms do slightly more damage
Criminal Rackets now provide greater bonuses to their owners
Church of the Final Exodus are tougher and get a bonus to melee weapon quality
Survivalists get a penalty to melee weapon quality
Added movement AP
Added equipment weight and negative status effects for overloading
Well Oiled perk is now Tinkerer, and the reduction to item deterioration extends to armour
Athletic Perk now adds 2 movement AP, rather than 1 standard AP
Development Video
https://www.youtube.com/watch?v=NkuNdlh5P7k&feature=youtu.be
We really appreciate your support and patience as we work to make Vigilantes the best game that it can be. If you have any questions, observations, or would like to talk about any aspect of Vigilantes, please do leave a comment!