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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]
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
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
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 :)
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
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!
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
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
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/
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
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
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
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
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
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.
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!
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.
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!
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
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
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!
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
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
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
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.
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
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
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
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!
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!
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
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
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.
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
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!
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
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!
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.
Hi everybody! Version 27 is now live, and represents another big push on content and improving balance.
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
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
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:
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!
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!
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
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!
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:
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
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
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.
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!
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.
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.
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)
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.
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!
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.
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!
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
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!
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!
Hi all, Just a quick note to let you know that Vigilantes will release in 2 hours from now! Hope you enjoy playing :)
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
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 :)
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!
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.
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!
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!
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.
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
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!
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!
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.
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!
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.
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