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Genre: Role-playing (RPG), Strategy, Indie

Vigilantes

Vigilantes Dev Video 41: Version 21 Interim Update

Hi everyone!

We've been hard at work implementing your suggestions, fixing bugs, adding content and improving systems, and are making good progress on V21, which will be available in roughly 2 weeks. Here's a video outlining the key improvements so far:

https://www.youtube.com/watch?v=-1M-5Aw_aCk

You can find the complete notes on the work to date on V21 here

As always your comments, questions and observations are welcome!

Release in 2 Hours!

Hi all,

Just a quick note to let you know that Vigilantes will release in 2 hours from now! Hope you enjoy playing :)

New trailer & EA release date set

Hi everyone,

We've refreshed the trailer for Vigilantes, to provide a better representation of the game's features and visuals as they stand. In case you haven't seen it, here you go!

https://www.youtube.com/watch?v=hsWupQCqyYo&lc=

Vigilantes will make its early access debut on 5th October with the V20 build, which we are currently finalising.

If anyone has a favourite let's player or streamer who plays turn based tactics, please consider letting them know about Vigilantes, or telling us who they are, so we can get in touch.

All the best,
Daithi

Vigilantes Version 19 Released!

Hello again!

Hope you're having a good weekend. Vigilantes version 19 has just gone live. This update is somewhat different from previous releases: rather than committing a considerable chunk of time to building new features, we've emphasised tweaking existing features, balancing and bugs fixes. If you'd like to get a detailed run down of the changes, you'll can find out more in the below development video.

https://www.youtube.com/watch?v=YsUQYR2xl9M



Improved Pacing & Character System Finalised
We've made the changes to the character system and number of enemies we discussed two updates back. Overall, the pacing is considerably better, there are less stat and perk points, but more powerful perks. Finally, by getting skill points, you have more control over how Sam and his allies develop.

Improved Interrogation
The interrogation system has had two key changes. First, if you encounter an enemy who can provide intel on gang lieutenants or rackets, you can choose which to get information on, and whether to get intel on a new or existing racket/lieutenant. Second, if all enemies have been killed, or are unconscious, you can now search their bodies for intel. This provides a slower route to locating each gang's leadership, but allows players who have opted for a more violent route to make progress.

Enhanced Armour Mechanics
The protection armour provides now degrades more quickly. The intention here is to introduce an additional layer to combat, by making damaging armour a potential strategy and allowing for an armour destroying melee character build, which will be useful for softening up tougher enemies. Blunt weapons do additional armour damage passively, and the effect can be enhanced by a new perk, wrecking ball.

Other Notable Additions
+Gang leaders and rackets can now be located and attacked
+Added Church of the Final Exodus Racket Map
+Restored weather conditions (rain and storm)
+Targeted attacks now cost +1AP, but their effects are more profound
+First 3 missions are now preset, and will introduce you to doc, cuda & a random ally
+Improved keyboard support

There's quite a lot more in the full release notes here
if you'd like to check them out, and if you'd like to chat about the update or Vigilantes in general, I'll be here, working on version 20 :)

Vigilantes Version 18 Released!

Hello!

Hope you're having a nice weekend! Version 18 of Vigilantes is now available. Version 18 represents one big, final push to deliver a number of features we felt would substantially benefit Vigilantes, emphasizing features which enhance tactical depth. Now you can set ambushes with overwatch, delay your turn to outmaneuver opponents, and punish enemies attempting to disengage with attacks of opportunity. Furthermore, characters can now sustain injuries, which reduce stats, and can be healed by time, by Doc, or D.I.Y. healthcare.

An ally relationship system has been added, which provides stat bonuses to allies who approve of your actions, along with a reputation system, which, depending on how much chaos you cause, will determine how some NPCs react to you, and the outcome of your crusade against crime in Reiker City. Finally, we've added hand drawn portraits for most of Vigilantes' characters, 2 new maps, and fixed a number of bugs.



It's been a busy, intense 3 weeks and 6 days. If you'd like to get more detail on the additions and improvements, you can find out more in the below development video:

https://www.youtube.com/watch?v=MmSQXXOsCaU

As always, if you'd like to chat about any aspect of Vigilantes, I'd be happy to!

Proposed Changes for Version 19

Hi again!

Hope you're having a good day! Version 18 is coming along nicely and includes a number of new combat features: overwatch, attacks of opportunity, and the ability to delay your character's turn. Collectively, these bring a lot of new options and tactical depth to Vigilantes. Version 18 will be the last version where the addition of features will be the main focus; from here on in, we'll be working on preparing Vigilantes for release, focusing on balance, content, polish and bug fixes.

Several testers have expressed the view that combat takes too long to resolve. We agree, so our first step in the last leg of development will be to improve combat pacing and begin finalising the character system. Here's a summary of what the changes will involve:

+ Fewer, relatively more powerful enemies in combat: Currently there can be up to 20 characters in combat. The result is long turns, with many enemies getting to act between your characters' turns.
+ Fewer stat points: The current system of one stat point every level was created with quickly building test characters in mind, and allows for "master of all trade" characters. With less enemies, the player team must be balanced in relation to the opposing force. The ability to build stat increasing facilities will recoup some of these "lost" stat points.
+ Ally skill points: You will now get some skill points to allocate for your allies, providing better control over their development.
+ Fewer perk points, but more powerful perks: Underpowered perks is an other issue brought up by testers. We feel less perk points which unlock more powerful perks would be beneficial.

If you'd like a more in-depth explanation of the upcoming changes, feel free to check out the below video.

https://www.youtube.com/watch?v=Ta51OkJwK9s

We plan to look at combat pacing and the character system in version 19. We've thought a lot about these changes, received a lot of feedback, and while we believe these changes will offer substantial benefit, they are not set in stone. If you have any comments, observations, or concerns, we'd really like to hear from you.

Vigilantes V17 Released!

Hello,

Apologies for a slight delay in posting, but I hope you're having a good weekend! Version 17 proved to be a really work intensive and challenging update, but it is now available. The second half of the update focused on two inter-related additions: rackets and the gang strategic AI.

Rackets are bonus providing enemy facilities, which are located in city districts. There are currently eight racket types. Three of these are main bases, of which each gang starts with one, and the remaining five rackets can be purchased and built by the gangs throughout the city. Each racket provides different local (adjacent tile) and global bonuses, and income.

The Gang Strategic AI directs the gang's actions on the strategic, city map level. We wanted to avoid giving each gang a set of rigid orders, (such as acquire upgrade x on day Y) which they would follow regardless of what the player is doing. Instead, we invested some time to build a system which would allow the gang to use their financial resources to react strategically to the player, choosing which upgrades and rackets best suit their current needs.

If you'd like to get more information on this update, you can find out more in the development video below. Apologies for the slightly choppy footage, I accidentally opened and activated a second video capture program during recording.

https://www.youtube.com/watch?v=4mzNSm_yXmw

Thanks for reading/watching. If you have any questions, comments, or observations, please leave a comment - we'd be happy to talk!


Vigilantes V17 - Update 1: Player Facilities

Hello,

For the first part of version 17, we've added two new maps, and introduced player facilities. There are 5 facilities, which collectively make up your base: gym, workshop, library, surgery and firing range. Each facility can be upgraded 5 times, and each upgrade enhances the advantages the facility provides, includes free items, stat, skill, and damage bonuses.

If you'd like to check out the new map, and get more information on how facilities work, you can find out more from the below development video.

https://www.youtube.com/watch?v=1hX3UYquvv4

We're currently working on re-instating the gang strategic AI and adding criminal rackets, enemy structures which you will have to assault and destroy to remove the bonuses they provide to the faction to which they belong. This is mostly complete now, so expect the version 17 release soon!

Thanks for reading and/or watching. If you have any observations to share, or questions, please leave a comment - always happy to have a chat!

Vigilantes V16 Released!

Hello!

Apologies for a delayed posting of this update. Vigilantes version 16 is now available. Major additions for this update include interrogations and gang leaders. Currently, Vigilantes is only available direct, but we are moving towards Early Access, and expect to make an initial Steam release around version 19.

Interrogations


Interrogation was an addition we felt would be very beneficial, and since it was the highest requested addition, along with more mission types, by our Kickstarter backers, we've gone ahead and added it. Interrogation works well with Vigilantes' theme, adds general depth and most importantly, allows for a much more involved process for tracking down gang leaders and rackets.

Gang Leaders


Which brings us to the second major addition for this update: the introduction of gang leaders. These are dangerous criminals who have risen to the top spots in their respective gangs through viciousness, ruthlessness and cunning, and present a major threat to Sam and his allies. At present, it will require quite a long play time to find one, but we will tweak and balance the system over the coming updates.

Version 16 also adds a gang intel screen, 2 new maps in an industrial setting, hand drawn portraits for the player team, and a number of visual improvements. If you would like a more complete run down of the latest additions and improvements, you'll find more detail in the video below, and the release notes can be found here.

https://www.youtube.com/watch?v=WpDuao4vim4

Thanks for reading/watching, and if you have any comments or questions, we'd be happy to have a chat.

Vigilantes Version 15: Update 1

Recently, we asked our Kickstarter backers which additions they would like, and improved mission variety came out on top, so we tackled this first. This development video shows two new mission types: escort and prevent enemies fleeing. In the first, you have to escort a temporary ally being pursued by a criminal hit squad, and in the second, you have to prevent a group of paramilitary survivalists escaping with the proceeds of a bank robbery. Comments and suggestions most welcome!

https://www.youtube.com/watch?v=8KOLaGlPEA0