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Prometheus Wept Update: Progress & Release Information

Hi there, I hope you're having a good day. It's taken longer than I'd hoped, but Act 1, Mission 4 of Prometheus Wept is complete. You can find out more about, and wishlist Prometheus Wept on its Steam Page. https://store.steampowered.com/app/1208110/Prometheus_Wept/ Here's the development video, and you'll find additional information below: [previewyoutube=QQJmsSLASjY;full][/previewyoutube]

Act 1 Mission 4:


In Act 1 Mission4, you are charged with locating Dr. Kreisler, who has gone missing under unusual circumstances. You begin by visiting multiple locations in Sunny Pines, including Kriesler's house, to search for clues.

Once you've narrowed down the search area with clues, you get a number of search attempts to locate the missing doctor. Along the way, you'll encounter a number of unusual gangs, who have formed as a result of bizarre misunderstandings about the pre-virus world.

If you managed to find enough evidence, you will locate Kriesler. If not, Sunny Pines will have to do without him. Either way, you will encounter an usual entity with big plans for Sunny Pines, who will either join your party or serve as the primary antagonist of act 1, depending on your choices.

Release Schedule:


The intention is to release an updated demo for Kickstarter backers in the coming months, to participate in the Steam Next Festival in February, and to release on early access in Q1/2 2023.

Work on Illustrations:


All of the 40+ character illustrations have been improved, as have some dozens of the item illustrations.


World Map


Code to implement the world map has been added, as has a provisional map for act 1.
That's all for now - sorry this update was delayed - I appreciate your patience and will check in again next month :) As always, feedback is welcome! Talk soon! Daithi


[ 2022-09-07 08:53:26 CET ] [ Original post ]

Happy New Year!

Hi! I hope you had a fun and restful holiday and that 2022 is a great year for you! I got some work in, mainly writing, over the holiday and enjoyed some time off. Though the emphasis for Prometheus Wept is on writing and scripting the encounters, today I'm working on improving how lethal and non-lethal damage will work in Prometheus Wept. In case you missed the dev log for December, it's up on the Steam page. https://store.steampowered.com/app/1208110/Prometheus_Wept/ Finally, if you've ever wanted to experience a hero playthrough of Vigilantes, but don't like the idea of dealing with the punishing difficulty, TheEdmon is battling his way through the Reiker Underworld. TheEdmon mainly covers strategy games at their most challenging settings - his channel's well worth checking out if you like the genre! https://www.youtube.com/watch?v=aN3wJJICQp8&list=PLrGILJcqTblXwmh_tKRya62zvw7vzfDMu All the best, Daithi


[ 2022-01-06 12:10:54 CET ] [ Original post ]

Merry Christmas!

Hi- I'd like to wish you a merry Christmas, or whatever you happen to celebrate! I'm starting to wind down for the holiday at this stage, though sitting around all day doesn't really suit me, so I'll likely end up chipping away at Prometheus Wept's story in a leisurely way :) Monthly development logs for Prometheus Wept will be posted from here on in the first will be out in the next week or so. If you'd like to get these updates, just head on over to its Steam page, wishlist and follow the game. Enjoy the holiday! Daithi https://store.steampowered.com/app/1208110/Prometheus_Wept


[ 2021-12-22 13:58:04 CET ] [ Original post ]

Prometheus Wept Almost at 80%, but time is running out!

Prometheus Wept is almost at 80% on Kickstarter, thanks to the support of almost 270 backers. We're drawing closer to the finish line, but there's not a lot of time left, and the campaign is slowing down. To have a good chance of being funded, it will need to reach close to 90% before the last 2 days. If you'd like to help out, you can find the campaign here. I've made a couple more development videos to showcase the game. These videos show the first combat area of the game, the Drag, a dilapidated fishing village where the residents have inexplicably gone insane. Being effectively a tutorial area, the gameplay is simpler than it will be later on, but it will give you a pretty good sense of the game. Part 1: [previewyoutube=fnHHUsOUvGY;full][/previewyoutube] Part 2: [previewyoutube=WVCBDr7ntRA;full][/previewyoutube] If you have any questions or feedback, do let me know :)


[ 2021-11-11 22:53:22 CET ] [ Original post ]

Prometheus Wept nearly 50% Funded!

Hi, Over 180 people have backed Prometheus Wept's Kickstarter to date, bringing it to almost 50%. With just over two weeks to go, it looks like it's going to be down to the line, and we could really use your help. [previewyoutube=MzNEnbXJAbQ;full][/previewyoutube] There are a number of great rewards available, including working with the developer (i.e. me) to add a personalised item or perk to the game. You can even digitally immortalise yourself by appearing in the game as an NPC or playable character :) A successful Kickstarter will make it much easier to bring Prometheus Wept to Steam Early Access next year. Thanks for reading / watching. If you have any questions or feedback, please let me know! Daithi


[ 2021-11-03 21:41:47 CET ] [ Original post ]

Prometheus Wept: Kickstarter & Demo!

Hi all, After over 2 years work, the Kickstarter campaign for Prometheus Wept is now live. If you'd like to check it out, it's the Kickstarter is here and the demo is here. Prometheus Wept is a party and action point turn based RPG set in a near-future Earth, in which most of our digital technology has been disabled by a virus. The game offers hardcore squad-level combat, with simultaneous battles between cyberspace and the physical world, meaningful choices, deep character progression and an advanced crafting system. Here's the pitch video: [previewyoutube=MzNEnbXJAbQ;full][/previewyoutube] Thanks for reading - if you have any questions or feedback, do let me know!


[ 2021-10-23 12:56:35 CET ] [ Original post ]

Prometheus Wept - Dev Log 3: New Feature - System Infiltration

Hi again! I hope you're keeping safe and healthy. Previously, I've hinted at a big, unannounced feature of Prometheus Wept. Finally, enough progress has been made to talk about it. To begin, you may be aware that Prometheus Wept takes place in the aftermath of a cyber attack which corrupted most of our digital technology. The new feature allows the protagonist to digitise their consciousness and enter corrupted computer networks as an avatar. This means that two turn-based battles can occur simultaneously and the actions taken in one battle can affect the other. Typically, this will involve your allies protecting the player character from physical enemies, while your avatar battles the network's security protocols. Each network is comprised of a number of nodes. Each node controls a system in the physical world, for example a door or defences. When an avatar defeats and captures a node, the player gains control of that system. To make more sense of this, here's a concrete example which will be available in the upcoming demo. If you'd like to find out more about Prometheus Wept and add it to your wishlist, you can find it here: https://store.steampowered.com/app/1208110/Prometheus_Wept/
In the company of your first companion, Ferdia Galloway, you discover an underground complex.
You continue along the tunnel until you are accosted by the complex's mysterious guardian.
There's no way you're getting through the door, but there is a terminal nearby. You might be able infiltrate the network and get control of the door that way, however, when in cyberspace, you can't act in the physical world.
Here we are. Cyberspace. The terrain is fragmented, but you can use the portals to island hop. You can use viral projection, a ranged attack, on any hostiles. At the bottom centre of the screen there are six buttons, which correspond to abilities called scripts. Scripts cost power to run and you generate power each turn in cyberspace based on your tech stat.
Using the ScanNode() script, you discover that Node B is responsible for external defences. The other two nodes control the main door and interior defences. Node B is a good place to start, in case you are attacked in the physical world. Spoiler: you will be.
The node's attack range is greater than yours, but you manage to avoid its attacks. You don't have enough AP to close in and make an attack this turn, so you call the SetMemoryLocation() script, which allows you to relocate to a position up to five tiles away.
You've got one last trick up your sleeve. You call the InstantiateCover() script to create cover to help protect from the nodes attacks.
Control returns to the physical world. All quiet... so far. [img]https://i.imgur.com/hE7z1Ug.jpg[Screen 9][/img] You've beaten the node and used CaptureNode() on it. You switch on the external defenses. The node will now attack any enemies in range and provide you with power every turn. Even with the cover, your avatar has taken a lot of damage. You use Avatar.Debug() to repair some of the damage and head towards the next node.
And back to the physical world, where trouble, in the form of a group of marauders, has just found you. Thankfully, it's going to take them a few turns to reach you.
The entrance turret is online and two retractable cover plates have extended to offer protection to Ferdia, who readies his weapons, a pipe pistol and a more powerful, single shot pipe rifle. Each ally has a unique set of abilities, so Ferdia has a couple of tricks up his sleeve too, but we'll get to that another time. On the next turn in cyberspace, the avatar can exit, but the player will lose a turn due to transfer syndrome, an ailment caused by the jarring effects of returning to the physical world. There are multiple ways to handle this encounter: exit cyberspace immediately and fight, try to activate the exterior defences before the marauders reach you, or open the door and try to use the hostile-to-all internal turrets to your advantage. The intention is to allow players to upgrade and create scripts using the computer science skill and to customise their script selection within the limits of the RAM on their data warfare suite. I'll follow up in the not too distant future with a video of this encounter and some more screenshots of in-game locations. If you have any feedback or questions, it would be great to hear from you! Take care, Daithi


[ 2021-06-12 13:38:56 CET ] [ Original post ]

Prometheus Wept Update 3: Hec8 Labs, UI Update

Hi everyone, I hope you've been keeping well since the last update. The first demo area is very close to complete, with the exception of optimisation, balancing and testing. The more recent focus has been on: 1: Preparing the Hec8 Research Bunker Demo Area This is the second play area to feature in the upcoming demo. Here, you will have to overcome the bunker's mysterious guardian to gain access to the bunker's secrets. An as of yet unannounced feature of the game, which will distinguish it from other games in the genre, will be showcased here. I'll go into more detail on this in the near future, but for the time being, here are a few screen-grabs from the bunker.

2: Improving the UI screens I've also been working on the appearance of the UI screens. Prometheus Wept will have more depth than Vigilantes. This creates a need to display more information, which in turn makes creating a clean and clear UI more challenging. Here's the current character screen for the game.
What's next? After these two jobs, I'm going to add the first permanent ally to the game. In Vigilantes, each ally had a single, unique perk. In Prometheus Wept, each ally will have between 4-8 unique perks and many of these will unlock powerful activated abilities. This will result in a fair amount of extra work, but the pay off will be unique allies who play very differently from one another. I'll update you on the first ally, Ferdia Galloway, a con man and sociopathic mentalist, as soon as he has been added. If you have any feedback, questions, or comments, do let me know :) All the best, Daithi


[ 2021-02-27 13:51:05 CET ] [ Original post ]

Happy New Year & Prometheus Wept Update!

Hi everybody, I'd like to wish you a happy new year. Last year was very difficult for a lot of people. I hope 2021 will be easier for you. Work towards a demo for Prometheus Wept is progressing well. The present focus is on balancing the first of two play areas which will feature in the demo, with the most likely release window being Q2 or Q3 2021.
I'll keep you posted. Stay safe and healthy. Daithi https://store.steampowered.com/app/1208110/Prometheus_Wept/


[ 2021-01-07 13:26:53 CET ] [ Original post ]

Vigilantes v1.07 Update

Hi everyone, It's coming up on two years (yikes!) since the release of Vigilantes, so you probably weren't expecting another update, but here it is. The focus of the update is new content: perks, weapons, and equipment along with a few fixes. You can find more below: [Perk] Death Wish: Increases damage when the character's health is below 60%. For each 10% less health than the threshold, all damage is increased by 8% [Perk] Next: Gain 15% damage increase until the end of the next turn by incapacitating an enemy. [Perk] Shrug it off: No negative debuffs when the character is wounded and debuffs for severely wounded are halved [Utility Item] How to Blow Stuff Up: This book increases explosive damage by 15% [Utility Item] Burning Man Figure: Increases fire damage by 20% when equipped. [Utility Item] Laser Sight MK II: Increases ranged CTH by 8% [Weapon] Vintage Fire Axe [Weapon] Eurocorp Nemesis + [Weapon] Tactical Baton SE [Crafting Options] Laser Sight MK II, Nemesis + [Fix] Fixed an issue preventing scrolling to the bottom of the combat panel of the help screen (Komissar Gebet) [Fix] Fixed a typo on Caia Winters' occupation (Komissar Gebet) You may be aware that I've been working on a new game, Prometheus Wept, since finishing Vigilantes. It's a turn based RPG set in a post-apocalyptic world in which all digital technology has been destroyed by a virus. I'm currently working towards a demo, and then a release on Steam Early Access. Here's a link to the Steam page, if you'd like to check it out and add it to your wishlist. Please keep in mind that the visuals are quite rudimentary at present! https://store.steampowered.com/app/1208110/Prometheus_Wept/ Have a good one! Daithi


[ 2020-09-07 21:50:08 CET ] [ Original post ]

Prometheus Wept Dev Log 2 Released!

Hi everyone, The most recent dev log for Prometheus Wept is now available. The log covers the second half of the key ways in which Prometheus Wept will improve on Vigilantes. You can find the log/video here: https://store.steampowered.com/newshub/app/1208110/view/2749962854609277179 All the best, Daithi


[ 2020-07-29 13:43:08 CET ] [ Original post ]

First Prometheus Wept Dev Log Released!

Hi all, You can find the first dev log for Prometheus Wept linked below. The log, in video and text format, covers around half of the ways in which Prometheus Wept will improve on Vigilantes. https://steamcommunity.com/games/1208110/announcements/detail/2403181242984340539 All the best, Daithi


[ 2020-06-11 20:50:26 CET ] [ Original post ]

New Turn Based RPG, Prometheus Wept, Announced!

Hi everyone, I hope you're safe and healthy in these difficult times. As you may be aware, since wrapping up Vigilantes, I've been working on another turn based game. The good news is that enough progress has been made to announce the game, Prometheus Wept, and set up a Steam page with some early visuals and info.
https://store.steampowered.com/app/1208110/Prometheus_Wept If Prometheus Wept is of interest and you'd like further development updates, please consider adding it to your wishlist and signing up to the community hub. It would be a huge help! If you have any questions about Prometheus Wept, feel free to ask! It's quite early in development and the design is very provisional, but I'll do my best to answer! Hope you enjoy. Stay safe! Daithi


[ 2020-04-30 06:51:04 CET ] [ Original post ]

Happy Christmas!

Hi everyone, I'd like to wish you a Happy Christmas, or whatever you happen to celebrate! Thanks for your support over the year and here's to a great 2020. You may be aware that I'm working on a new turn based RPG. The majority of the work to date has been on changes and improvements to game design and features, so not a lot to show just yet. Since it will be a few months before the game is announced and there's anything to see, I've set up a discussion here, for occasional, brief updates on what's being working on. Enjoy the holiday! Daithi


[ 2019-12-18 18:43:11 CET ] [ Original post ]

Vigilantes V1.06 Released!

Hi everybody, Vigilantes Version 1.06 is now available for your crime-fighting pleasure. The focus of this update is content, with 5 new perks, 2 weapons, 3 utility items, 3 crafting recipes, and 7 newspaper articles. A bug causing issues with the difficulty of gang raids and a number of text errors have also been fixed.

New Content


- Perk: Float Like A Bee - Increases armour class by 6, if no firearm or melee weapon is equipped - Perk: Underworld Nemesis - Demoralises up to 3 enemies at the start of combat, reducing their AP and initiative - Perk: Mobility Drills - Increases move AP by 1 for entire team - Perk: Don't Interrupt Me - Reduces chance of triggering an interrupt or attack of opportunity by 8% - Perk: Influential - Doubles the character's area of influence, allowing them to inflict fear and terror on more distant enemies - Utility Item: Specialised Tools + - Utility Item: Field Manual - Utility Item: Advanced EMT Kit - Utility Item: General Arms Peacemaker + - Utility Item: Bar Mace + - Added 7 new newspaper articles

Bugs & Text


- Raid difficulty now scales with time, rather than being linked to the difficulty of the tile the raid occurs on (Dorok) - Defeating Elias Rooke now provides a single piece of high level intel - Fixed a number of text errors (liessahl & awg)

The Final Update


It's been almost a year since Vigilantes released, and almost 5 years (yikes!) since development began. This sixth, post release update is likely to be the last. So if you've been holding out on playing until the game is *really* finished, this is it! Thanks for all your support over the years - Vigilantes is a huge project in relation to the size of the development team, and it just wouldn't have been possible to bring it this far without your help.

What's Next?


I've been working on a new game between updates for Vigilantes. It's still early stages in a several year project, but I can reveal the following: - The next game will be... are you sitting down? ... a turn based RPG. The setting is post apocalyptic with a dash of cyberpunk. It avoids the more common set-ups for the apocalypse. - There will be increased emphasis on design depth, story, gameplay variety and player choice. Combat will not be the only solution, but will still be important and more refined. Crafting will also be substantially enhanced. - Each act will have a very different setting and feel, and there will be unique game mechanics for each act. Also, the quests you undertake in each act won't just be a series of steps to the finale. The majority of actions you take will affect how the finale plays out, and its difficulty. It's exciting (and frightening) to be embarking on a new game after such a long time, and though it will be a few months before regular progress updates begin, I hope you'll stay tuned and play a part in the next game's development. All the best, Daithi


[ 2019-09-06 15:42:32 CET ] [ Original post ]

Vigilantes V1.05 Released!


Hi everybody, Vigilantes version 1.05 is now available for your gaming pleasure! The update adds a variety of new content: perks, utility items, weapons, diary entries, newspaper articles and encounter epilogues, along with a couple of enhancements. I hope you enjoy the latest update, and should you encounter any issues with the new build, please let me know!

Content


+ New Utility Item: Alcohol - Injuries don't reduce stats, but -3 initiative + New Utility Item: Sharpening Stone - +15% bleeding and +4% critical chance on bladed weapons + New Utility Item: Weight - +15% concussion chance and +6% damage on blunt weapons + New Utility Item: Spinning Bow Tie - Reduces the chance of enemy interrupts and AOO by 10% + New Weapons: Tactical Katana +, Preston Mule + + New Perk: Perky - gain 2 perk points + New Perk: Skull Cracker - Increases damage from close combat targeted head attacks by 25% + New Perk: Linebacker - Increases interrupt/AOO chance by 15% + New Perk: Fan Out - The entire team can move 2 additional tiles in the reposition phase + New Perk: Ops Specialist - Reduces the time required for ally operations by 40% + New Crafting Recipes: Sharpening Stone, Weight, Tactical Katana +, Preston Mule + + Added an epilogue for the Elias Rooke & Nadia Belmont encounters + Added 5 new diary entries + Added 4 newspaper articles

Improvements


+ Stat points for undiscovered allies are no longer automatically allocated + Added extra information on commonly used TLAs (three letter acronyms) and overwatch + Modified the overwatch threshold buttons to make the active button more obvious + Changed the diary font for improved legibility

Bugs & Text Errors


+ Fixed bug whereby if gang boss is eliminated, the highest ranking lieutenant will not display on the gang intel screen. (inanimate carbon rod & liessahl)


[ 2019-05-06 21:00:19 CET ] [ Original post ]

Armour Duplication Bug Fixed

Hi everyone, An update has just been uploaded to fix an error causing copies of armour not to be destroyed. This update will be live within 30 minutes. To explain the issue: the problem was with copies of the armour not being removed from the inventory they were dragged from, when the armour was added to a character. This didn't result in the creation of new armour, but rather there were multiple copies of the same armour. This means that if the armour is equipped on one character, and then a copy is equipped on another character, damage to either character will affect the armour. Sorry for the oversight and thanks to Agagamemnon & Nomad for reporting this issue. If there are any further issues with armour or with any other area, please let me know, and I'll sort them out. The standalone build will also be updated within the next 24 hours.


[ 2019-04-15 17:44:02 CET ] [ Original post ]

Vigilantes DLC Announcement!

Hi everyone! Now that the dust has settled on the release of Vigilantes and the marketing team at Timeslip Softworks have had plenty of time to consider ways to [strike]rifle your wallet[/strike] add value to your Vigilantes experience, it's time to talk paid DLC plans!

DLC 1: Sam's Ski Trip


Sam finally gets around to taking that ski trip, but it doesn't quite turn out as expected. Following a bizarre incident involving a grizzly bear, a kayak, an uzi and a packet of microwave popcorn, Sam becomes the subject of a national manhunt by mounted police.

DLC 2: Sam Croc Hunter


Sam travels to a remote village in southern Australia to help the locals take down a mutant crocodile, which has been terrorising the populace. Features voice acting by Alf Stuart, president of Australia (unconfirmed). Warning: this product contains kangaroo and liberal use of the word Drongo.

DLC 3: Tamagotchi Trouble


When Elena Furey's tamagotchi is struck by lightning during one of the frequent, in-game thunderstorms, through a freak accident, it becomes self aware. Tired of being scolded and fed digital snacks, the tamagotchi AI turns the tables on Elena, trapping her consciousness inside itself. Join Sam as he infiltrates the deadly digital world of the self aware tamagotchi and hacks stuff until Elena is free!

DLC 4: Sam's Day in Court


When Edgar Kowalski is arrested under suspicion of arson, Sam must hang up the mask and step up to the task of acting as Edgar's defense lawyer. The evidence against Edgar is overwhelming. To make matters worse, Edgar has threatened to detonate an incendiary device under the judge's seat if Sam attempts to make an insanity plea!


[ 2019-04-01 08:51:53 CET ] [ Original post ]

Vigilantes V1.04 is Live!

Hi everybody, Vigilantes V1.04 is now available for Windows, Mac and Linux. The update focuses on new content (perks, weapons and utility items), improves balance and puts a number of minor bugs to rest. The update also provides better information on which character's skills will be used in a given situation. Thank you for your continued support for Vigilantes, your feedback and help with tracking down the last couple of bugs without your support and help, these updates wouldn't be possible! As a courtesy to anyone considering buying the game, I'd just like to let you know that Vigilantes will be going on sale in the next few hours. Have a good weekend! Daithi

With the four new perks, Vigilantes now has a whopping total of 72 perks!



  • New Perk: Momentum - Gain +1AP for defeating an enemy, with a 20% of gaining an additional AP
  • New Perk: Engineer This character contributes twice as much to crafting and repairs, and contributes the same amount of work as two characters when building a facility.
  • New Perk: Utility Belt - Increases critical chance by 3% for each utility slot, regardless if an item is equipped in it
  • New Perk: Preventive Medicine - Reduces received damage converted to Max HP damage from 25% to 15%

Seven new items and 3 new crafting options!



  • Utility Item: The Wealth of Nations - Increases sell price by 5%, decreases buy price by 5%
  • Utility Item: Flame Resistant Clothing - Resist 100% of fire damage!
  • Utility Item: Protein Shake - Prowess +1
  • Utility Item: Armoured Ski Mask MK II - Reduces chance of being critically hit by 75%
  • Utility Item: Backpack MK II - Increases max carry weight by 15 lbs
  • New Weapons: Eurocorp Artemis+, Tactical Katana
  • New Crafting Recipes: Eurocorp Artemis+, Armoured Ski Mask MK II, Backpack MK II

Balance, Information & Improvements


  • Added information to the character section of the help screen to explain which character's skills are used in different situations
  • Pack mule perk now increases max carry weight by 22lbs (was 15)
  • Changed layout of Nightclub map, so all enemies don't start with line of sight to the player team
  • Mafia boss will now drop loot, regardless if you fight him or not
  • Rain SFX can now be disabled

Bugs & Text Errors


  • Fixed armour disappearing if the player crafted multiple armours in one go, then filtered by item type armour, and equipped one of the armours. (Nikopol)
  • Fixed an issue preventing the highest team trade skill being used to determine trade prices. (Brasidas)
  • Fixed the Instinct Tooltip incorrectly claiming that Instinct affects Trade Skill (RickyIcky)
  • Fixed typo in Friendly Fire perk and in interrogations. (Nikopol)
  • Fixed a number of text errors. (liessahl)
  • Fixed a number of tooltips not being hidden when the mouse exits the tooltip object (Brasidas)


[ 2019-03-01 16:18:12 CET ] [ Original post ]

V1.04 Incoming!

Hi all, The windows version of Vigilantes V1.04 is currently being uploaded and should be available in less than half an hour. Mac and Linux (and the standalone versions on Humble) should be available within 24 hours. A more complete post will follow, but for now, the update notes are here. The build has been tested, but should you find any issues with it, please do let me know! All the best, Daithi


[ 2019-02-28 16:22:23 CET ] [ Original post ]

Happy Christmas!


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!


[ 2018-12-24 14:18:41 CET ] [ Original post ]

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)


[ 2018-12-01 16:52:44 CET ] [ Original post ]

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


[ 2018-11-20 12:21:00 CET ] [ Original post ]

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)


[ 2018-11-16 16:36:11 CET ] [ Original post ]

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. [Quality of Life & Interface] [Game information] [Content perks & equipment] [Balance Thread] 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.


[ 2018-10-20 15:01:05 CET ] [ Original post ]

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


[ 2018-10-11 13:36:27 CET ] [ Original post ]

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


[ 2018-10-09 11:31:29 CET ] [ Original post ]

Mac users, can you help?

Hi everyone, It's come to my attention that a number of Mac users are experiencing issues with clicks on the save and sometimes options menu not being recognised. I've been unable to recreate the issue on my test machine. I'm extremely eager to resolve these issues as soon as possible. The first step to fixing a bug is gathering information, in order to understand the cause. So far, no log information has been provided, so unfortunately, there's no way for me to tell what's causing the problem. If you are experiencing issues on Mac, please have a look at this thread: https://steamcommunity.com/app/545600/discussions/1/1729837292634480365/ It would be good to also know what OS version you are using. Even if you aren't experiencing these issues, please consider reporting your OS version. Thank you for your patience, Daithi


[ 2018-10-07 00:05:28 CET ] [ Original post ]

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 Jeux really knows the game, and does a playthrough in French!


[ 2018-10-04 00:20:10 CET ] [ Original post ]

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. https://www.youtube.com/watch?v=VFfr4lChcJw If you'd like to help us spread the word of the release, please consider retweeting us on Twitter, or sharing on Facebook. It would be a big help :) If you have any comments, or questions, or just want to have a chat, please do leave a comment!


[ 2018-10-03 15:33:20 CET ] [ Original post ]

Windows 10 Users - Can you help

Hi all, I've just become aware of an issue with windows 10, which is preventing the game from starting. I'd like to find out how widespread the problem is. If you are using windows 10, could you try starting the game, and report on the outcome? This would be a massive help. If you're experiencing this issue and would be able to spare a little time to help, please let me know, it would be a huge help. Thank you! Daithi


[ 2018-09-30 16:04:59 CET ] [ Original post ]

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)


[ 2018-09-24 19:34:55 CET ] [ Original post ]

Crafting Issue

Hi all, 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.


[ 2018-09-05 11:15:47 CET ] [ Original post ]

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


[ 2018-09-02 15:27:57 CET ] [ Original post ]

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!


[ 2018-09-01 21:00:07 CET ] [ Original post ]

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


[ 2018-08-22 12:27:17 CET ] [ Original post ]

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.


[ 2018-07-13 12:14:23 CET ] [ Original post ]

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.


[ 2018-07-12 10:04:17 CET ] [ Original post ]

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)


[ 2018-06-07 22:12:27 CET ] [ Original post ]

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


[ 2018-06-06 10:16:22 CET ] [ Original post ]

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


[ 2018-05-04 16:06:54 CET ] [ Original post ]

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

New Content


  • 5 new perks: Volatile, Better Criticals, UPLIFT!, Berserker Charge, Pack Mule
  • 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!


[ 2018-05-03 17:33:24 CET ] [ Original post ]

V26 Incoming!

Hi everyone, Good news! Version 26 is expected to release in the next few hours. It's a big, content heavy update, and the key things you should know about it are:

  • V26 uses the same save format as the previous two updates so you can update safely and keep your saved games.
  • To encounter the new ally, Edgar, you will need to start a new game
  • A development video will follow, if not today, then tomorrow. In the mean-time you can find info on the additions and improvements here
  • A courtesy notice: Vigilantes will be on sale (10% off) 24 hours from now


[ 2018-05-02 18:01:05 CET ] [ Original post ]

Trading Cards, Edgar Kowalski Voiced Intro V26

Hi everyone, During the week, trading cards have been added to Vigilantes, and if you've clocked up 2+ hours, you should have the entire drop of 4 cards. All the background work required to add Edgar Kowalski, the 5th ally, to version 26, has been completed, including his encounter and a voiced introduction. While I could tell you that he's an RCPD fireman, who may or may not be a firebug, it would be better to let him speak for himself and let you decide! https://www.youtube.com/watch?v=SFAzG40jf_M Finally, testing has begun on version 26, which should be available in ~ a week. At this point, it's almost certain that V26 will use the existing save format, but in order to encounter Edgar, a new game will need to be started. It's likely that Caia Winters, the final ally, will be added in V27, so you may want to hold off starting a new game until then. Have a good weekend!


[ 2018-04-28 12:23:16 CET ] [ Original post ]

Development Video For V25

Hi everyone, Here's the development video and update notes for Vigilantes V25, covering Utility items, ally operations and more! https://www.youtube.com/watch?v=-_sCtjOyvxo Stay tuned for updates on V26!

[Features]


+ Added Utility Slots: additional equipment slots for characters. The number of slots is determined by the Utility stat. This allows for characters to be further customised to suit your playstyle + Allies can be used to do the following: Speed up facility construction and raid enemy supplies + Allies can get district, racket or lieutenant intel,

[Content]


+ Added 5 utility items: Light Armour Plate, EMT Kit, Armoured Ski Mask, Athletic grips, Speed Loader + Added 5 new crafting recipes + Added 4 new crafting components: Weapon Parts, Hardware, Chemicals, Cloth

[Balance]


+ Facilities now take time to build + The highest party trade skill is now used for making trades + The highest active party craft skill is now used for crafting + Crafting and repair time is higher, but available allies reduce craft time + Enhanced health restoration and injury removal to allow for more fine grained control + Improved algorithim for getting loot, resulting in generally better loot

[Fixes]


+ Fixed a number of minor issues on chinatown graveyard map, which were preventing cover icons from being shown. + Fixed a couple of minor issues with loot acquisition. + Fixed a bug that could cause inventory items to disappear under a certain set of conditions + Fixed a bug which could cause inventory item duplication with item slots under a certain set of conditions (Ushas) + Fixed tooltip not appearing for Ronin rifles (Nomad, Brasidas, Nonamenan, irishmankentuckian) + Fixed a typo in one of Ray Case's barks. (Nomad) + Fixed an issue where transferring item stacks in combat could cause inventory to become non-responsive. (Necroscourge & Ushas) + Fixed a number of inventory issues which occur when tabbing away from Vigilantes. (Ushas) + Fixed intel searches on bodies preventing level completion when all intel is found. (Nonamenan, irishmankentuckian) + Fixed top bar icons showing lower resolution. (Nomad) + Fixed no ap cost for transferring all items between inventories. (Ushas)


[ 2018-03-31 14:10:46 CET ] [ Original post ]

V25 Imminent!

Hi everyone, A quick note to let you know that V25 will be available very soon (i.e. probably within the next hour). The development video will likely be tomorrow (it's been a long day, and I'd likely sound grumpy and world weary if I recorded it tonight) but wanted to let you know that the save data from V24 stands, so you can safely update without losing your saves. If you'd like info on the main changes, you can find it here. All the best, Daithi


[ 2018-03-30 20:36:39 CET ] [ Original post ]

Update on V25 General Development Progress

Hi everyone, Here's the most recent development video, which gives a quick update on V25 and covers the overall progress of Vigilantes. To summarise, release is expected in Q3 2018, and after V25, the focus will shift from features to content and balance. There are many reasons for this, but in short, I feel that the overall quality of the game will suffer if the emphasis remains on adding new features, primarily because it will not allow sufficient time to be committed to content, balancing, and enhancing existing features. https://www.youtube.com/watch?v=OHvHhAq-gv0&lc=z22ghpbzvwyaxzirx04t1aokg45nq4gw5puftr0hd31tbk0h00410 As always, comments and questions are welcome!


[ 2018-03-19 13:36:28 CET ] [ Original post ]

A very quick update on V25!

Hey everyone! In Vigilantes V25, a new equipment class will be added. Utility equipment provides passive bonuses to your characters, with the number of slots being determined by each character's utility stat. The addition of utility items brings a lot to the table. Not least, they will provide expanded options for customising your team, greatly improve item variety, more than double the number of crafting options in the game, and will enhance the usefulness of the Utility stat. So far, five pieces of utility equipment have been added, with more to come. These are:

  • EMT Kit: Increases effectiveness of healing by 15%
  • Armoured Ski Mask: Halves chance of being critically hit
  • Light Armour Plate: Reduces incoming damage by 7%
  • Athletic grips: Increases initiative by 1
  • Speed loader: First firearm reload costs no AP
We'd also like to let you know that V25 will take a little longer than usual - we've had to take care of some company admin work. Not fun, but necessary. As always, let us know what you think and have a good day!


[ 2018-03-01 20:43:18 CET ] [ Original post ]

Can you spare a moment to help us with a 3 question survey?

Hi everyone, We're trying to get a snapshot of people who are playing, or are interested in playing Vigilantes, and were wondering if you could spare a moment for a super brief survey, which has 3 multiple choice questions. The survey will take about 30 seconds to complete, and will not capture any personal data, such as email, name, etc. Here's the survey: https://docs.google.com/forms/d/e/1FAIpQLSfy7b14cwNvPL92jekyd1oyZvP4zohoL7ootx3KCDw1D9tYKw/viewform Thanks for reading, Daithi


[ 2018-02-14 15:21:58 CET ] [ Original post ]

Vigilantes Version 24 Released!

Hi all, We're very pleased to announce that Vigilantes V24 is now available. The emphasis of this relatively short update is the addition of the most frequently requested feature: improved weapon crafting, which will allow you to upgrade the stats of weaponry. It's worth pointing out that this is a provisional iteration which will receive more attention in the future, and that for now, weapon upgrade kits are used for upgrades, whereas a more common component, weapon parts, will be introduced in future. There have also been a few balance improvements, and a number of bug fixes, most notably 3 cases in which the AI could hang have been resolved. If you'd like to find out more, you will find a development video and update notes below. https://www.youtube.com/watch?v=B2HkAl3_wDU

Features


+ Added an improved crafting system, which allows for a number of weapon stats to be upgraded

Balance


+ Player characters now sustain an injury when they are incapacitated + Sniper rifle minimum range generally increased, and more severe penalties for shooting below minimum range + Increased the minimum chance to hit for an AI order, which will further reduce the AI taking shots at long distance

Completion Requirements


+ Added code to prevent non repeatable dialogue encounters player multiple times + Added code to allow gang leaders to be given specific equipment

Tweaks


+ Improved the way grenade tooltips are displayed

Fixes


+ Fixed AI hanging in some situations when a high ap enemy attempts to make 3 or more melee attacks. (ushas) + Fixed AI hanging occasionally when throwing a grenade. (Huggles, ushas, & awg) + Fixed AI hanging in some situations when attacking an environment object. (awg & ushas) + Fixed enemies not able to flee in apartments map. (ushas) + Fixed being ambushed by gang leaders in error(Huggles, Finite Thrills) + Fixed gang bosses not being removed when they are defeated. (awg) + Fixed AI not escaping from environment objects exploding triggered by melee attacks. (ushas) + Fixed perk button being available in combat. (Nomad) + Fixed grenade cth ui element persisting after character turn has ended. (ushas) + Fixed unload icon not appearing when reload all button pressed. (ushas) + Fixed a number of typos and informational issues with perks. (awg) + Fixed controlled breathing carrying between missions. (awg) + Fixed an occasional crash when loading gang leader battles (Rathbone404 & Ushas) + Fixed gang leaders gaining levels faster than they should (Ushas & Rathbone404) + Fixed combat rigging perk not activating immediately. (awg) + Fixed ranged attacks against environment objects not consuming ammo. (awg) + Added information on how to cancel activation of the know thine enemy perk, as this wasn't clear (Finite Thrills) + Fixed grenades gained through "defuser" perk not showing the correct number of items. (Finite Thrills) + Fixed hotloaded ammo being converted to regular ammo when unloaded using the unload button (awg) + Fixed an error in Arcadi's skill allocation


[ 2018-02-09 17:16:22 CET ] [ Original post ]

Important Notice Concerning V24 Previous Version Save Data

Hi everyone, Testing has begun in V24, which will be released within a week. As you are likely aware, changes to the data which needs to be saved can make save games from previous versions incompatible. We've managed to maintain save compatibility for V21, V22 and V23, but we've had to make changes on V24, so your saves won't be compatible. If you'd like to keep playing on your existing save game, you can get more information on how to prevent the update and keep playing on your existing save here: http://steamcommunity.com/app/545600/discussions/0/1489992080502783238/ In order to reduce the number of times the save is rendered incompatible over the development cycle, when making the changes to for V24, we've also added save data for upcoming additions, so the V24 save data will likely stand for the next few updates. We regret that saves have to be rendered incompatible at all. Unfortunately, it's necessary to accommodate additions and improvements to Vigilantes and we'd like to thank you for understanding.


[ 2018-02-06 20:21:52 CET ] [ Original post ]

Version 23 Released!

Hi everybody, Version 23 of Vigilantes is now available. The focus of this update was an enemy traits system, new perks, ai and balance improvements, and a number of bug fixes. https://www.youtube.com/watch?v=WLrVoek7TQY Here's the development video, and the full update notes are below. If you have any comments, questions or observation, please do let us know!

Features


+ Added an enemy trait system. Some traits will be randomly assigned to enemies, whereas some enemies will automatically be assigned specific traits. Traits provide a variety of bonuses to their owners.

Content


+ Added 6 enemy traits: fearsome, terrifying, melee resistant, firearms resistant, martial artist, marksman + Boss fights are now available, but dialogue is not yet added + Added a new map: Old Industrial 3 + New craftable item: MK3 Trauma Kit + New Perk: Combat Rigging - allows 3 items to be equipped + Added a new background city + Worked on a number of dialogue encounters + Added new perk: Regeneration - regenerate 6% hp per turn, up to 50% of the character's current max hp + Added new perk: Know Thine Enemy - reveal an enemy trait once per turn, at no AP cost + Added 3 new character portraits

AI Enhancements


+ Enemies can now target environment objects with melee, and run away to avoid the blast + Made a number of optimisations to the tactical AI to improve the speed at which enemies with this AI will choose an order + Enemies will continue to try to avoid fire, but will now pass through it if it's the best option + AI is now less likely to make very long range shots with firearms

Balance


+ Firearms can now be unloaded. + If all gang lieutenants have been fought, intel on the boss can be gained from specialists. + Rackets now have a small chance to provide intel on bosses + There is now a greater chance to gain lieutenant/racket intel from basic troops. The chance is based on presence for live interrogations and surveillance for searches + Armoured enemies now have a chance to drop armour components + Slightly reduced the amount of cash and ammo enemies drop + Survivalists drop less cash now, in light of the better equipment they drop + Enemies who flee now gain 2 levels and become a specialist, if they aren't already one. + Increased the cost of player facilities + Heavy Hitter perk now provides +10% damage with blunt weapons + Reduced the number of enemies who carry explosives, and delayed the point at which they get them

Tweaks


+ Added a panel to display information on the various attack modes an item is capable of. + If a character has unspent stat, skill, or perk points, a notification will flash at the beginning of their turn + Added a button to reset keys to their defaults. This allows a quick solution for rebinding all keys, if the bindings become confused by the additional of new keys + Improved the floating damage font

Fixes


+ Fixed a crash caused by raising Arcadi's relationship to +/-10. (Relendis, MNM) + Fixed a number of inventory operations not costing AP (ushas) + Fixed an issue preventing the introductory cutscene from being skipped if escape was pressed before cutscene starts. + Fixed an issue with armour upgrades not showing if unavailable receipes were selected. (Nomad) + Disabled menu at a number of times when it should not be allowed to activate. (Ushas) + Ronin Effect no longer carries between missions. (Nomad) + Fixed a number of cases where AOO indicator was showing when it should not be. (Ushas) + Fixed an issue in which a fleeing enemy could cause the game to hang (MNM) + Fixed characters with the tactical AI hanging when all paths blocked by fire. (Doktor_Who) + Fixed an issue where using the last sodium thiopental would result in the item not being removed from inventory (AWG) + Fixed an AI issues whereby enemies with a high AP weapon, and suffering an AP reduction from wounding would cause game to hand (SevenAteNein) + Fixed an incorrectly imported texture for Arcadi. (AWG) + Fixed an issue which could cause an enemy with lowered AP not to select an order and complete their turn + Fixed a typo (AWG)


[ 2018-01-16 20:15:41 CET ] [ Original post ]

Version 23: Interim Report - Enemy Traits, New Map, AI Enhancements

Hi everyone, Happy new year! Hope 2018 will be a good one for you. Below you will find development video 45, which covers the work to date on V23, expected to release in around 2 weeks. The biggest change in this update is the addition of an enemy traits system. This is an addition I've wanted to make for quite some time. Traits could be thought of as enemy perks, some are assigned by default to certain character types, whereas others are randomly assigned. Traits start as unrevealed, but when they are used your highest party surveillance skill is passively used to try to reveal them. Some traits will make enemies more skilled with certain weapons, whereas others reduce the damage taken from firearms or close combat, while others allow enemies to inflict status effects, like terror or fear on your team. Overall, enemies with traits will present a more varied challenge, thereby increasing the tactical depth of battles.

Development Video


https://www.youtube.com/watch?v=mOArYA4lEl0

Summary of work to date


Features + Added an enemy trait system. Some traits will be randomly assigned to enemies, whereas some enemies will automatically be assigned specific traits. Traits provide a variety of bonuses to their owners. Content + Added 6 enemy traits: fearsome, terrifying, melee resistant, firearms resistant, martial artist, marksman + Boss fights now occur on correct map, but dialogue is not yet added + Added a new map: Old Industrial 3 + New craftable item: MK3 Trauma Kit + New Perk: Combat Rigging - allows 3 items to be equipped + Added a new background city + Worked on a number of dialogue encounters AI Enhancements + Enemies can now target environment objects with melee, and run away to avoid the blast Tweaks + Added a panel to display information on the various attack modes an item is capable of. + Firearms can now be unloaded. + If a character has unspent stat, skill, or perk points, a notification will flash at the beginning of their turn + Added a button to reset keys to their defaults. This allows a quick solution for rebinding all keys, if the bindings become confused by the additional of new keys Fixes + Fixed a crash caused by raising Arcadi's relationship to +/-10. (Relendis, MNM) + Fixed a number of inventory operations not costing AP (ushas) + Fixed an issue preventing the introductory cutscene from being skipped if escape was pressed before cutscene starts. + Fixed an issue with armour upgrades not showing if unavailable receipes were selected. (Nomad) + Disabled menu at a number of times when it should not be allowed to activate. (Ushas) + Ronin Effect no longer carries between missions. (Nomad) + Fixed a number of cases where AOO indicator was showing when it should not be. (Ushas)


[ 2018-01-03 18:17:27 CET ] [ Original post ]

Known Issue: Arcadi on team and game locking up when an enemy is killed

Hi all, Just a quick announcement to let you know about an issue in the current version and how to avoid it. The error occurs if you raise your relationship with Arcadi to 10 or drop it to -10, so it will usually happen when you KO an enemy, or heal Arcadi. Among other problems, this could cause enemies to remain standing post KO and prevent the level from completing. It is fixed now, and the fix will be made available in the next version, which should happen in roughly two weeks. You can avoid the problem for now, by replacing Arcadi with another ally, once your relationship with him approaches one of these thresholds. Thanks to Relendis for reporting and for a save file which helped us locate the bug, and to MNM for confirming and providing additional detail.


[ 2018-01-03 14:13:04 CET ] [ Original post ]

Happy Christmas and a brief update on V23!

Hi everyone, We'd like to wish you all a happy Christmas - we hope you have an enjoyable and peaceful time, and that next year will be a great year for you! We're making good progress on version 23, having added an enemy trait system (think simplified perks, which are randomly allocated to enemies to allow them to provide a more varied challenge), and today I just finished adding AI code which allows enemies to target gas canisters, and run away so they don't get damaged. If you'd like to see notes on the work so far on V23, you can find them here. We're going to wind down development for a few days, but since it's a nice time of year to do some writing, a few new encounters will likely be written and old ones edited between time with family and friends, movies, games, and dinners which are too big :) Thanks for your support, and enjoy the holiday! Daithi (on behalf of Timeslip Softworks)


[ 2017-12-23 18:06:24 CET ] [ Original post ]

Vigilantes Version 22: Update Summary

Hi everybody! Vigilantes Version 22 is now available. Version 22 enhances features, improves balance, and brings a lot of new content into play, including Arcadi, a new ally, 2 new enemies, 6 new perks, 2 new maps, and an improved armour variant.

Enhanced Leadership Mechanics


Now, both the player and criminal team can have bonus providing squad leaders, but there's a catch: losing a leader inflicts the "Ronin" negative status effect on the entire team, which creates new risks and opportunities in combat

New Ally & Enemy Leaders


Arcadi, a fugitive Russian officer joins the vigilante team, offering a strong candidate for the squad leader role. The newly introduced mafia made man, and survivalist NCO do the same for their respective organisations, when no gang lieutenant or boss is present. https://www.youtube.com/watch?v=P3O_Opd_R68

New Perks


Vigilantes version 22 introduces 6 new perks, with an emphasis on perks to enhance squad leaders. The new perks are: Stand Fast: Twice per battle, when an attack should incapacitate an ally, the ally will survive with 1HP Tactical Delay: Allows the entire team to delay turns at no AP cost All Out Offensive: Increases team damage by 40% for 1 turn, for a substantial AP cost Terrifying Presence: Inflicts terror on enemies who enter this characters area of influence Mind Cracker: Increases this character's interrogation score Medical Emergency: Can only be activated if an ally has < 40% health. +3 AP, reduces AP cost of trauma kits by 1, does not trigger AOO, but attack damage reduced to 20%

New Maps


Two new maps have been added in this update, one subway map and one china town map. This brings the total maps in Vigilantes to 40, just 5 short of the minimum number we agreed to provide on Kickstarter. While it's likely that we'll over deliver in this area, it's good to be almost there!

Other Improvements & Dev Videos


Many other additions have been made, including the ability to view detailed descriptions of status effects on any character, an AI which will intelligently use environment objects (such as gas canisters) against the player, and stronger retinues for gang leaders and rackets. If you'd like a more complete run-down of the update, you can check out the development videos and the complete update notes below. As always your feedback is welcome and hope you enjoy the update! https://www.youtube.com/watch?v=hVO9pkZgDDA https://www.youtube.com/watch?v=Pvn8-e37nAI

[Features]


+ Enhanced the importance of leaders in combat + Added leadership bonuses to the criminal factions in combat + AI characters will now target fuel barrels and gas canisters

[Content]


+ New ally: Arcadi, an on-the-run Russian soldier skilled in battlefield command and firearms + New map: subway map + New Enemies: Mafia Made Man & Survivalist NCO - support their gangs and provide leadership in the absence of a lieutenant/boss + New perk: Stand Fast - Once per battle, when an attack should incapacitate an ally, the ally will survive with 1HP. + New perk: Tactical Delay - allows the player team to delay their turns at no ap cost + New perk: All out Offensive - Increases team damage by 40% for 1 turn at a substantial AP cost + New perk: Terrifying Presence - a scaled up version of initimidating presence, which is has been renamed to "fearsome presence" + New status effect: Ronin - applied to characters whose leader has been incapacitated + Added voiced cutscene for Arcadi + New perk: Mind Cracker - increases interrogation score + New perk: Medical Emergency. Can only be activated if an ally has < 40% health. Grants +4 AP, reduces cost of trauma kits by 1, does not trigger AOO, but attack damage reduced to 20% + Added Personal Armour Mk 3 + Added new map: Chinatown 3

[Balance]


+ Added code to allow more control over enemy loadouts and made a number of changes to loadouts + Demoralised now inflicts -1 Initiative, -1 AP + Slightly reduced cost of gang member recruitment. + Diagonal Melee attacks can now be made through tiles with adjacent half, but not full cover + Fuel barrels and gas canisters now trigger at the end of the turn they were activated in, allowing them to be used by melee characters + Gang leaders and rackets now start with a couple of specialists + Added code to allow for gang characters to be weakened in certain circumstances, such as the enforcer in the Ray Case encounter mission

[Tweaks]


+ Main UI buttons now available on Cityscape + Added better information on difficulty levels + Enemy status effects now have information provided on them on mouseover enemy + keypress + Environmental factors affecting combat are now displayed + Improved layout of the combat UI

[Fixes]


+ Fixed a non existent ammo object appearing in inventory when auto reloading. (Nomad) + Fixed the last enemy dying from fire/bleeding causing not to be auto looted to player inventory. (Nomad) + Fixed an issue causing the mafia lieutenant Rico Lucchesi not to end his turn. (Nomad, PhotoFinish) + Fixed enemies attacking through cover (Sheepify, Murkki017). + Fixed crash when trying to launch attack against gang bosses. + Fixed a number of typos (Nomad, Sheepify, Alatar, Shawdawg) + Fixed audio volume not being set on startup (Ushas, Nomad) + Fixed Peacemaker second fire mode not added correctly (Murkki017) + Fixed missing tooltip in options. (Ushas) + Fixed subsequent shots from an SMG going in unnatural angles, after hitting an environment object (Murkki017) + Fixed voices in cutscenes still playing after cutscene has ended + Prevented racket locations being accidentally revealed through surveillance + Fixed an issue which could allow the main gang HQ being overwritten by a built racket.


[ 2017-12-08 18:52:08 CET ] [ Original post ]

Quick Announcement: Version 22 is live

Hi all, Just a quick notice to let you know that Vigilantes version 22 has just gone live. Will post a development video and update notes soon (after getting some rest, it's been a looong, 13 hour day!) As a courtesy notice to those considering picking up the game, Vigilantes will be 10% off from 18:00 GMT tomorrow!


[ 2017-12-07 01:29:24 CET ] [ Original post ]

Courtesy notice on upcoming update

Hi everyone, The V22 update is currently being tested and if all goes well, should be available in the next 2-4 days. There were no changes to the save data in V22, so the save folder will remain the same. The only issue we anticipate with not starting a new game is that you will not be able to find Arcadi. As a cautionary note, if you want to be absolutely certain you can continue playing your existing game, we'd recommend not updating Vigilantes until you are ready to move on to a new game. You can find out how to do that here.


[ 2017-12-04 11:39:57 CET ] [ Original post ]

Vigilantes Version 22 - Interim Update!

Hi everyone, Work is progressing well on the new update. So far, a second subway map has been added, along with Arcadi, a new ally. Arcadi is a former army officer, and will serve as the combat leader if Sam doesn't want the job. Arcadi is geared towards leadership and ranged combat, and his unique perk (Stand Fast) allows him to prevent an ally from being incapacitated once per battle.
The leadership mechanics have also been enhanced. Now, both player and criminal squads can have leaders, and losing a leader in battle imposes the "Ronin" negative status effect on the entire team. Additionally, 4 new perks have been added, 3 of which are specific to the leadership stat, including All Out Offensive, which increases party damage by 40% for one turn at a substantial AP cost to the leader, and Tactical Delay, which allows characters to delay their turns at no AP cost. Here's the most recent development video, in case you'd like more detail on the changes: https://www.youtube.com/watch?v=Pvn8-e37nAI Version 22 will be available in around 2 weeks, and we'll post another development video to cover the changes. If you'd like to maintain your save data when the game is updated, please have a look at this thread for more information. If you have any comments, please do let us know!


[ 2017-11-23 20:59:15 CET ] [ Original post ]

Vigilantes Version 21 Released!

Important: please note that previous save games will not work with the new version, as both the save game data, and the data which is initialised at the start of a game has been changed. If you want to continue playing on your existing save for now, please delay the update. Hi everyone, The V21 update for Vigilantes is now available, introducing new features, content, balancing improvements and fixes. In the latest update, the hunter becomes the hunted with gang lieutenants setting up ambushes for the player. The environment can be used against the enemy with the addition of gas canisters and fuel barrels, and you can take the fight underground with the introduction of the first subway map!
A survivalist captain ambushes the player team! The release notes for this update can be found below, and a more in-depth explanation of the additions and improvements can be found in these two development videos. https://www.youtube.com/watch?v=MqTA6Sn4F1E https://www.youtube.com/watch?v=-1M-5Aw_aCk

Features


+ Gang lieutenants can set up ambushes for the player + Fuel barrels and gas canisters as objects can be activated to set an area on fire or explode + Characters with 2 or more adjacent enemies gain the surrounded status effect. Being surrounded causes them to pay less attention to active threats, and are easier to score hits against + Night missions now impose a 5% penalty to ranged CTH and cover is more effective at night... could be a good time to hit the survivalists + When fighting indoors, assault and precision rifles suffer a 5% CTH penalty due to being used in an enclosed space
Use the environment against your enemies

Content


+ Added first subway map + Added 15 illustrations for gang leaders + Added MK II incendiary grenades and MKII improvised explosives + Added crafting recipes for MK II Incendiary and IE + Added new non combat encounter: From The Precipice + Added new encounter: Intimidation
Take the fight underground!

Balance


+ Gang lieutenants now require 2, rather than 3 pieces of intel to locate. + Rackets require 2, rather than the planned 3 pieces of intel to locate + Racket and boss encounters are now more difficult + The per tile tactical re-positioning cost is now lower + Failing tactical repositioning imposes a -1 initiative penalty on your team + City tiles with high wealth have a chance to provide gangs members with improved equipment + General Arms Peacemaker SMG can now fire a single, more accurate, 3AP shot in addition to a burst + Gang members gain a level bonus at Hard Boiled or greater difficultly + Gangs get a scaling bonus to income at higher difficulties + Penalty for having an adjacent enemy and trying to use an assault or sniper rifle is now more severe + The Friendly Fire perk now prevents allies being hit by the shotgun's cone of fire + The Battle Frenzy perk now has a 30%, rather than 10% to activate + The shop now generates more component items

Tweaks


+ Added an option to toggle between fullscreen and windowed + Added an option to disable film grain + Added an option to set camera move speed + Increased camera rotation speed + Camera scrolling can now be disabled when the level starts, and re-enabled with a key press. Workaround for the Linux wandering camera bug + Camera movement speed increases as camera gains elevation + Individual tutorials can now be disabled + Changed how current / max health is displayed, to make it more clear when a character is wounded

Fixes


+ Fixed a bug where swapping between regular and hot loaded ammo could cause errors with the ammo unloaded from the gun (Supervoid) + Fixed a bug where input was being disabled in error, forcing players to click a UI element to re-enable it (Ushas & murrki017) + Fixed a bug whereby input was enabled when enemies changed weapons, which caused an issue in AOO and potentially other areas (Ushas) + Fixed a number of typos (Gloomseeker) + Fixed reachable tile display showing for enemies is escaped to menu during enemy turn (Ushas) + Fixed armour replaced during combat not updating protection until first hit (Ushas) + Sodium Thiopental no longer used if you opt not to use it (MotherAce[No]) + Fixed issue with loading some gang leader fights (degzee64) + Rackets can no longer be found by surveillance only + Fixed issue with enemy fleeing in survivalist training facility (Ushas) + Made changes to code for switching between scenes, in the hope this resolves the issues with level loading. + Fixed crouching bonus was not being applied to characters in cover + Fixed issue with character not strafing after one strafe per turn + Fixed characters being able to shoot through one of the buildings in alleys 2 (Sheepify) + Fixed a bug where failing and retrying the first mission could cause crashes and unpredictable behaviour (Ushas, Tortousit, Tchey, Alatar) + Fixed an issue whereby dragging a stack of items onto a stack of the same type could cause unpredictable behaviour with inventory + Fixed rackets not being removed + Fixed rackets not providing a piece of intel on a lieutenant or another racket I hope you enjoy the update. Should you have any feedback, please let us know!


[ 2017-11-08 23:05:43 CET ] [ Original post ]

Important Notice Concerning Loading Issues In First Few Missions!

Hi everyone, We've had a couple of reports of issues around loading the home scene after combat during the first few missions. We couldn't re-create this until today. The problem has been fixed, and the version with the fix will be deployed in roughly one week, when we add one more feature and carry out testing on the new version. This bug occurs when you fail the first mission, retry it, and succeed. It will then cause a crash if you fail mission 2 or 3, may cause issues like duplication of inventory items, and potentially other issues. This one slipped under the radar because all of the pre EA testers are highly familiar with Vigilantes, and none of us would have subsequently failed the early missions in a long (long) time. Until the new version arrives, you can avoid this bug by exiting and restarting the game if you fail the first mission. Failing subsequent missions won't result in any issues, so once you progress beyond mission 1, you'll be in the clear. Sorry for the oversight, but thanks for helping us locate this bug!


[ 2017-10-31 10:51:19 CET ] [ Original post ]

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!


[ 2017-10-21 15:19:46 CET ] [ Original post ]

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 :)


[ 2017-10-05 17:02:18 CET ] [ Original post ]

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


[ 2017-09-20 12:59:09 CET ] [ Original post ]

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 :)


[ 2017-08-19 13:50:01 CET ] [ Original post ]

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!


[ 2017-07-22 12:46:31 CET ] [ Original post ]

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.


[ 2017-07-15 12:43:45 CET ] [ Original post ]

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!


[ 2017-07-09 14:58:59 CET ] [ Original post ]

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!


[ 2017-06-17 13:57:08 CET ] [ Original post ]

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.


[ 2017-05-22 19:06:00 CET ] [ Original post ]

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


[ 2017-04-01 13:19:31 CET ] [ Original post ]

Version 14 Released!

Hello! I'm a little late posting this, but version 14 is now available. It's one of the biggest updates so far. Here's a rundown on what's changed: Features + Added multiple attacks for each melee weapon type: unarmed, bladed, blunt + Added code to support temporary allies, which will allow for greater diversity in encounters + Characters can become lightly and heavily wounded as when their current HP drops below a % of the max HP. Wounded characters have less AP, are easier to attack, and suffer a CTH penalty on attacks + Enemies can now flee. Should they make it to the flee point, they will gain a level and you will have to encounter them later. + Added new pre combat encounter advantages: Reposition, Damage enemy + Added code to support encounter rewards: Cash, Items, Reputation Content + Added 3 suburban maps + Added 1 suburban graveyard maps + Added 3 suburban city backgrounds + Added new encounter: The Hit + Added new encounter: Grave Robbers + Added new encounter: Bootleggers + Added new perk: Artery Strike - Unlocks a special attack, which can inflict the heavy bleeding status effect + Added new perk: Concussive Blow - Unlocks a special attack, which can inflict the heavy concussion status effect + Added new perk: Friendly Fire - Reduces chance of hitting ally in the shotgun's zone of fire to 33% of its existing value + Added new perk: Message Sent - Incapacitating an enemy with a shotgun has a 50% chance to apply the traumatised status effect (+15% damage for 2 turns) to enemies within a two tile range Tweaks + Improved lighting on all maps. Fixes + Fixed a number of text errors. (Thanks Nathan) + Fixed errors in firing sniper rifles. (Thanks Nathan) Development Videos https://www.youtube.com/watch?v=hfcZwwkNT8s https://www.youtube.com/watch?v=T7YUaeoqLvU As always, your comments and feedback are more welcome!


[ 2017-03-14 21:35:56 CET ] [ Original post ]

Vigilantes Version 13 Released!

Hello again. Vigilantes version 13 is now available for download. This update includes the usual boost of new content, with 4 new maps and 4 new perks. Building on the emphasis of the last few updates on enhancing the tactical depth of combat in Vigilantes, 3 of these perks provide abilities which can be activated in battle to give you a tactical edge. Furthermore, a cone of fire has been added to shotguns, which brings both the potential to hit numerous enemies and the risk of friendly fire, making positioning of key importance. If you'd like to see some of the new content, and the additions in action, you can check out the development video below, or the release notes on our forums . https://www.youtube.com/watch?v=XyAG6MVwLPE Suggestions, criticism and questions most welcome, as always!


[ 2017-02-11 16:01:05 CET ] [ Original post ]

Vigilantes Version 12 Released

Hi again. We've just released the 12th version of Vigilantes, so if you backed on Kickstarter, it is now available for download. This video provides a brief summary of the changes, including new maps, perks, the ability to target specific body parts and weapon crafting. Comments most welcome! https://www.youtube.com/watch?v=gDo33jbVCmo If you weren't aware about the Kickstarter, Vigilantes is still available at a substantial discount on the release price here.


[ 2017-01-12 00:13:08 CET ] [ Original post ]

Vigilantes Version 11 - New Content

Now that the dust has settled after the Vigilantes Kickstarter and Greenlight, it's back to full throttle development. The first post Kickstarter update, version 11, is now available. Starting with version 11, only the paid version will be updated. Primarily, this is because version 11 moves to a more open ended format, where you can access the city map, run surveillance and launch tactical missions as required. As a result of the format change, much more content is required, so we've decided to leave the demo as a more focused and linear experience. If you missed the Kickstarter, but would like to have access to early access versions of Vigilantes, you can purchase a discounted copy here. In terms of content, version 11 represents the single biggest update so far. The additions include: + 4 new maps: 1x city park, 2x construction yard, 1x down town + 5 new weapons: double barrel shotgun, tier 2 pistol, tier 2 assault rifle, tier 1 light sniper rifle, tier 2 knife + 3 new perks: Defuser (catch grenades), Dim Mak(paralyse enemies), Quarterback (increase throw range) If you'd like to see these new weapons, perks and maps, you can find out more in the development video below. https://www.youtube.com/watch?v=5SVCb1KQ_80 Thanks for reading/watching. If you have an comments, questions, or observations to share, please do!


[ 2016-12-18 19:10:09 CET ] [ Original post ]

Vigilantes Release FAQ

Hi all, Just a few bits of general information about the upcoming release of Vigilantes. If you have any other questions, please ask! When will Vigilantes be released on Steam? We anticipate that Vigilantes will be completed in June 2017, and expect to release an early access version on Steam sometime before then. At present, no hard release date has been set. Where can I find the alpha demo? The alpha demo is available for Windows, Linux, Mac on IndieDB. Note: there is an issue with using the "end turn" key binding. You can just click the UI button for now. Can I purchase a copy of Vigilantes before it is released on Steam? Yes! You can purchase Vigilantes at a discounted price here. If you purchase direct, you will have immediate access to the most current version of Vigilantes, and will be provided with a Steam key, when Vigilantes is released on Steam.


[ 2016-11-22 17:56:54 CET ] [ Original post ]

Vigilantes
Timeslip Softworks Developer
Timeslip Softworks Publisher
2017-10-05 Release
Game News Posts: 76
🎹🖱️Keyboard + Mouse
Very Positive (265 reviews)
The Game includes VR Support
Public Linux Depots:
  • Vigilantes Linux Depot [3.18 G]
Inspired by the classic turn based strategies of the 90s, Vigilantes is a compelling, crime themed, turn based tactical RPG with an old school heart. Assume the role of Sam Contino, an idealist dragged down the rabbit hole of vigilantism after intervening in a violent mugging. In Sam's crusade against crime in the declining city of Reiker, you will:

  • Lead a team of hardboiled Vigilantes in tense, turn based tactical combat against 3 distinct gangs.
  • Take down criminals with bone shattering melee attacks, a variety of firearms, and explosives.
  • Run surveillance operations to locate the criminal threat.
  • Develop your character with the in-depth UPLIFT system.
  • Locate and recruit other vigilantes operating in Reiker City.
  • Purchase or liberate a wide variety of weapons and equipment.
  • Craft special items, such as high damage, hotloaded ammo, armour, and advanced medical items.
  • Experience a compelling story, supported by quality artwork and voice acting.

    Tense, Tactical, Turn Based Combat

    Challenge your tactical abilities by engaging an overwhelming enemy in tense, turn based combat. Take down criminals with choreographed, bone breaking hand to hand combat, and melee weapons ranging from a ball peen hammer to a deadly katana. If you're more of a gunslinger, stick to cover and trade lead with your foes using pistols, close range burst fire SMGs, shotguns, assault and precision rifles. If things get too hectic you can always break out the explosives...

    Deep Character Development

    Vigilantes allows you to customise your team to your play-style. The UPLIFT character system is comprised of 6 core stats, nine crime-fighting skills, and a wide variety of game changing perks. With the UPLIFT system, character level is increased by using skills, rather than by gaining XP. Every time you gain a level, you gain an additional stat point to allocate.

    Know Thine Enemy

    Before launching tactical missions, you must run surveillance operations to locate criminal activity. Low level criminal activity can be located with limited surveillance, but taking down grunts isn't going to get you anywhere. In order to put a gang out of commission, you must locate and dismantle well-hidden facilities and the gang's leadership.

    Face An Overwhelming Enemy

    Always out-numbered, often out-gunned, you must adapt to face over fifteen enemy types across three criminal gangs: the numerous, melee orientated, cult-like Church of the Final Exodus, the Survivalists, an elite paramilitary group of highly trained shooters, which more closely resemble an army than a street gang, and the Mafia, a balanced, insidious enemy, which excels at keeping its activities hidden. Trade punches with heavyweight Mafia Enforcers, outmanoeuvre stalking Survivalist Sharpshooters, and take down crazed, explosive wielding, Church of the Final Exodus Fanatics.

    Make Friends!

    You don't have to take on the criminal underworld alone. A number of allies can be found on the dark streets of Reiker, including hard-boiled private eye, Ray Case, Reiker City Police Lieutenant Emilia De Soto, and Elena Furey, who is hunting down Survivalists for reasons of her own. Once found, allies can be called in to help in tactical missions. You can find a voiced introduction video for each of these allies in the videos section, at the top of the page.

    Tools Of The Trade

    Wield baseball bats, fire axes, close range, burst fire SMGs, precision rifles, shotguns, incendiary grenades, smoke grenades. Kit out your team with crafted armour, advanced medical devices, and create specialised hot-loaded ammunition which causes increased damage. Don't forget to repair your equipment after combat, to prevent firearms jamming, melee weapons breaking, and to maintain the protective qualities of your armour.

    MINIMAL SETUP
    • OS: Ubuntu 12.04 or later (64-bit)
    • Processor: 2.4ghz Intel Core 2 Duo or equivalentMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 260 or Radeon HD 4850 (512 MB VRAM)
    • Storage: 5 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 or later (64-bit)
    • Processor: Intel i5 series or equivalentMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 or Radeon HD 5770 (1 GB VRAM)
    • Storage: 5 GB available space
    GAMEBILLET

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