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
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