Vigilantes: Indie Developed, Crime Themed, Tactical RPG [Demo Available]

Welcome back Timeslip!
Wasnt' sure what happened to you :)
Keep posting the updates. This is an instant buy once you release for me!
 
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Another one I'm looking forward to when it is fully released. I know the early access is already on steam, will this also be available on GoG at some point? I'm curious, as GoG is my preferred method but I can live with steam as well. You've been great with the backer updates as well, which is greatly appreciated!
 
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Hey Wisdom and Carnifex. First, sorry for the slow reply, I didn't get a notification about your message. I'll see if I can fix that now. EDIT: Unfortunately the notification ended up in the spam folder (how dare you gmail!) - have fixed this now!

Thanks Wisdom! Version 25 just went out last night, so check the next post for the latest update!

The hope is to launch on GOG too, Carnifex. When we're a little closer to final release, we'll submit the game to them, so see if they'd like to host it on their store. It was a big thing for Vigilantes to get all that support on Kickstarter and Steam EA, so it's only fair to spend a little time keeping everyone who supported us up to date.
 
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Vigilantes V25 Released!

Vigilantes V25 adds Utility Items, the ability to dispatch allies on operations, 5 new craftable items and more. Here's the development video covering the additions, and you can also find the update notes below. If you'd like to find out more about Vigilantes, you can check out the Steam Page, where it's available at a low, early access price.

If you have any questions or comments, please leave a post and I'll get back to you!

https://www.youtube.com/watch?v=-_sCtjOyvxo

[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)
 
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Sam on holiday in the countryside.

Screen grab of the first city outskirts map, which is being made for an encounter where you rescue a police officer being interrogated by survivalists. Most of the remaining maps will likely be of this type, as it adds variety to the existing, exclusively urban map set.

MBlC78j.jpg
 
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Nice look, the way the road jumps out with the yellow stripe is cool. I'm not a fan of terrains that all seem to blend together, which this does not.
 
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Here's a short video of a new encounter, which will take place on the new map. The set up is that a group of survivalists have lured a police cruiser to the outskirts of the city, rammed the cruiser off the road and are preparing to interrogate the officer... until you step in. Since posting the video outlining the reasons for moving away from adding new features, most of the requests have been to flesh out the story and this is something I'd like to do. This is the second new encounter added for V26, and if all goes well, hope to add 1-2 more. I'm giving allies more dialogue in the new encounters, and will also revise existing ones to do the same, as it has been fairly pointed out that you don't interact with your allies much after the initial meeting, and this feels like a missed opportunity.

If Emilia De Soto is present, being a police lieutenant, she will try to attack the survivalists, losing you the ability to re-position, unless you can convince her to stay put while you figure things out.

https://www.youtube.com/watch?v=f0gJM_92XqI
 
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https://www.youtube.com/watch?v=SFAzG40jf_M

Meet Edgar Kowalski, who enters the fray as an ally in Version 26 of neo noir turn based tactical RPG, Vigilantes. Edgar's a Reiker City Fire-fighter. He's a hard hitting melee fighter with a knack for explosives, and he's absolutely not a firebug!
 
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Vigilantes V26 Released!

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.

If you'd like to check out the new additions, we're currently running a Vigilantes sale on Steam.

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

+ A new ally, Edgar Kowalski, a firebug fire-man!
+ 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


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!
 
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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.

47EnUmul.jpg


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.

Development Video

If you have any questions, comments, or observations, fire away!

Have a good weekend!

Daithi

[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 encounte
+ 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
+ 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)
 
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Vigilantes Version 28 Released!

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. To herald in the update, Vigilantes is currently on sale on Steam.

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.
 
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Vigilantes Version 29 Released

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. Vigilantes can be found here, on Steam.

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

Please note, the below summary just lists the key changes, for a more complete list, please check out the update thread here.
 
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Vigilantes Releases Today!

I just wanted to let you know that Vigilantes is launching today (a little ahead of schedule). Thanks for all the support and feedback over the last few years, it's been very much appreciated. Here's the steam page, in case you'd like to check it out and in case you haven't seen the release trailer, it's here.
 
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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?
 
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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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