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Vigilantes: Indie Developed, Crime Themed, Tactical RPG [Demo Available]
Vigilantes: Indie Developed, Crime Themed, Tactical RPG [Demo Available]
November 27th, 2018, 03:07
I'm itching, I mean truly itching to dive straight into this one, but I'll wait a tad bit more and let it stew for a bit. It really looks good to me!
SasqWatch
| +1: |
November 27th, 2018, 04:24
Originally Posted by joxerIt was an instabuy for me, but I don't have capacity to play it at the moment. Bit of backlog and bit of real life.
I didn't budge because of too many games being released at the same time. Some impressions would be nice to hear so guys, shoot please!
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How about all games have a single huge lootbox you pay for up front that contains all the options, items, skins, unlocks etc? I'd pay for that!!
How about all games have a single huge lootbox you pay for up front that contains all the options, items, skins, unlocks etc? I'd pay for that!!
| +1: |
November 30th, 2018, 21:17
Originally Posted by screegThanks screeg. Still working on Vigilantes - hope to start thinking seriously about next game soon. Looking forward to it.
I purchased Vigilantes and put a few hours into it. Wow, what an improvement over earlier demos! The game is very enjoyable and quite an accomplishment for a lone developer. That said, if some better combat algorithms could be applied to enemy units, it would catapult Vigilantes from being a great indie game to a legend.
But as you've said on the Steam forums, you can only invest so much time in one game. Any thoughts you want to share on your next effort?
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
| +1: |
November 30th, 2018, 21:18
Originally Posted by CarnifexThere will be another update out in a few days - a fair bit of new content in it.
I'm itching, I mean truly itching to dive straight into this one, but I'll wait a tad bit more and let it stew for a bit. It really looks good to me!
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
| +1: |
November 30th, 2018, 21:51
Yay, even more for me to do when I fire it up! I'm sure this game will deliver exactly what I expect, please keep up the great work.
SasqWatch
| +1: |
November 30th, 2018, 22:12
Originally Posted by CarnifexCheers Carnifex
Yay, even more for me to do when I fire it up! I'm sure this game will deliver exactly what I expect, please keep up the great work.![]()
I'm going to start on some groundwork for a new game soon, but there will be some more updates for Vigilantes down the line too.
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
December 6th, 2018, 21:54
Hey all - just dropping in to let you know that V1.03 is now live. Vigilantes is also 20% off on Steam at present. Here's a summary of the changes and additions.
[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
[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
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
January 6th, 2019, 14:54
Hi all. Happy new year!
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
January 6th, 2019, 15:31
Happy new year. Purchased it a couple of days ago. looking forward to playing it.
| +1: |
March 1st, 2019, 21:35
Hi all - an update has just been release for Vigilantes, which adds 4 new perks, 5 new utility items, 2 new weapons and more. Full release notes can be found here.
It's also 20% off on Steam at the minute!
It's also 20% off on Steam at the minute!
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
September 12th, 2019, 22:46
Hi all,
The sixth (and likely final) post release update is now available for Vigilantes. Here's what's new:
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
- Weapon: General Arms Peacemaker +
- Weapon: 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)
Vigilantes is also currently on sale at it's highest discount so far (40%).
The sixth (and likely final) post release update is now available for Vigilantes. Here's what's new:
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
- Weapon: General Arms Peacemaker +
- Weapon: 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)
Vigilantes is also currently on sale at it's highest discount so far (40%).
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
November 28th, 2019, 22:57
Hi everyone. Hope you're doing well. Just stopping by to tell you a little about what's been happening since the 6th post release update for Vigilantes, which is likely to be the last.
Since then, have been working on a new game. It's still very much early days, but here's some info:
1) Are you sitting down? It's a … turn based RPG. The setting is post apocalyptic, with a dash of cyberpunk. It's not the usual "Oh no, we nuked ourselves
" route to the apocalypse.
2) There will be much more variety in the game. Each act will have a different setting and feel, and unique game mechanics for each act are planned. 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.
3) There will be far more player choice. You'll be able to avoid or reduce the difficulty of combat in many situations, but combat will still be important.
4) Would expect that all of the game mechanics will have more depth than Vigilantes. That said, some features will likely be dropped. Interrogations and non lethal combat are uncertain. Base building may be available in certain parts of the game. Everything else, particularly combat, dialogue choices and crafting will be refined.
5) Party size will likely be 3. There might be an ally or two less than in Vigilantes, but each will be more developed. It's likely each will have a set of unique abilities, rather than just one in Vigilantes.
6) I've recently completed a first pass of an enhanced crafting system. The new system is much more granular and will offer more depth and content. At the minute, I'm looking into destructible cover. This won't include terrain or buildings, but the intention is that a good part of the remaining cover will be. I can't guarantee that it will be in the game at this point, but a good part of the coding for the feature is complete, so it looks good.
Afraid I have nothing visual to show just yet, but will check in again soon!
Since then, have been working on a new game. It's still very much early days, but here's some info:
1) Are you sitting down? It's a … turn based RPG. The setting is post apocalyptic, with a dash of cyberpunk. It's not the usual "Oh no, we nuked ourselves
" route to the apocalypse.2) There will be much more variety in the game. Each act will have a different setting and feel, and unique game mechanics for each act are planned. 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.
3) There will be far more player choice. You'll be able to avoid or reduce the difficulty of combat in many situations, but combat will still be important.
4) Would expect that all of the game mechanics will have more depth than Vigilantes. That said, some features will likely be dropped. Interrogations and non lethal combat are uncertain. Base building may be available in certain parts of the game. Everything else, particularly combat, dialogue choices and crafting will be refined.
5) Party size will likely be 3. There might be an ally or two less than in Vigilantes, but each will be more developed. It's likely each will have a set of unique abilities, rather than just one in Vigilantes.
6) I've recently completed a first pass of an enhanced crafting system. The new system is much more granular and will offer more depth and content. At the minute, I'm looking into destructible cover. This won't include terrain or buildings, but the intention is that a good part of the remaining cover will be. I can't guarantee that it will be in the game at this point, but a good part of the coding for the feature is complete, so it looks good.
Afraid I have nothing visual to show just yet, but will check in again soon!
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
April 30th, 2020, 10:05
Hey everyone.
I hope you're safe and healthy in these troubling times.
You may be aware that since completing Vigilantes, I've been working on a new turn based game. I've just posted about it here!
I hope you're safe and healthy in these troubling times.
You may be aware that since completing Vigilantes, I've been working on a new turn based game. I've just posted about it here!
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
May 1st, 2020, 05:52
So, finally pulled the trigger. Going to try this out
--
If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
Original Sin 2 Donor
| +1: |
May 1st, 2020, 15:58
Originally Posted by rune_74Hope you enjoy it!
So, finally pulled the trigger. Going to try this out![]()
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
May 1st, 2020, 17:22
Originally Posted by TimeslipI have played maybe 15 minutes….but man love the way it plays….it reminds me of an old ww2 game I used to play….silent storm.
Hope you enjoy it!
I haven't been able to tell yet but is the terrian destructable?
--
If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
Original Sin 2 Donor
May 1st, 2020, 22:36
Originally Posted by rune_74Glad to hear it! Inspiration wise, it draws more heavily from the 90s, but also a bit from the moderns. Terrain isn't destructible in Vigilantes, but some of the cover will be in Prometheus Wept.
I have played maybe 15 minutes….but man love the way it plays….it reminds me of an old ww2 game I used to play….silent storm.
I haven't been able to tell yet but is the terrian destructable?
--
Developer of Prometheus Wept, Vigilantes and Deadstone
Developer of Prometheus Wept, Vigilantes and Deadstone
Watchdog
RPGWatch Donor
May 1st, 2020, 22:55
Good game, well worth the money, you'll get hours of solid enjoyment out of this one. I'm due another play-through at some point, likely when I get bored with Everquest two again.
SasqWatch
| +1: |
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Vigilantes: Indie Developed, Crime Themed, Tactical RPG [Demo Available]
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