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TIGSource ForumsCommunityTownhallVigilantes: Neo Noir, Turn Based RPG, Now on Steam!
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Author Topic: Vigilantes: Neo Noir, Turn Based RPG, Now on Steam!  (Read 12994 times)
TimeSlip
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« Reply #60 on: May 13, 2017, 06:58:10 AM »

Vigilantes Version 16 Released!

Version 16 of crime themed, turn based tactical RPG Vigilantes is now live. This version's key additions are: Interrogations as a means to gain intel on the criminal gangs of Reiker City, and Gang Leaders, dangerous opponents who must be taken down to eliminate each gang. If you'd like more detail on the update, you can check out the development video below, or the release notes below.





Thanks for watching/reading. Should you have any questions or comments, be happy to have a chat.

[Features]
+ Added first pass of interrogation feature, which allows you to gain intel from defeated enemies.
+ Re-integrated gang leaders (lieutenant rank)
+ Added a provisional gang intel screen.
+ Enhanced interrogation by allowing you to find intel on gang leaders

[Content]

+ Added 2 Old Industrial Area maps
+ Added 1 Old Industrial map background
+ Added hand drawn portraits for player team

[Tweaks]
+ Made a number of tweaks to visual effects
+ Visually improved a number of levels.
+ Improved lighting on all levels.
+ Carried out minor optimisations on all levels

[Fixes]
+ Fixed a number of minor issues with Downtown & Suburbs maps. (Thanks Ushas)
+ Fixed incorrect tile mapping on slum map (Thanks Nomad)
+ Repositioned car on slum map so cover display more visible (Thanks Ushas)
+ Volumetric spotlights disabled by default on Linux/Mac (Thanks Chabrick & Ushas)
+ Fixed a number of issues with suburbs 1 map. (Thanks Ushas)
+ Fixed shotgun fire mode button being active in error. (Thanks Ushas)
+ Fixed critical chance not being reset with certain firearms. (Thanks Ushas)
+ Improved quality of low level lighting. (Thanks Ushas)
« Last Edit: May 13, 2017, 07:34:10 AM by TimeSlip » Logged

Ashedragon
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« Reply #61 on: May 13, 2017, 07:33:12 AM »

Um, is that weird string of characters meant to be a link..?
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TimeSlip
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« Reply #62 on: May 13, 2017, 07:34:47 AM »

Oops, don't know what happened there. Fixed now - cheers for the heads up!
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« Reply #63 on: June 17, 2017, 06:35:45 AM »

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.





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!
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« Reply #64 on: June 17, 2017, 08:15:35 AM »

Hey congrats on the game. It's come a long way!

I watched the first video on this thread then the most recent and what a difference!

The art looks great. Keep up the good work. Hand Thumbs Up Right
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« Reply #65 on: June 21, 2017, 08:50:15 AM »

Thanks for the kind words, Fro! Yeah, it's coming along quite nicely, hope to release on Steam in the near future.

Olga, the artist, is finishing up an illustration for the aftermath of assaulting an enemy facility, and it's looking great so far - will share it soon, so stay tuned Smiley
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« Reply #66 on: June 24, 2017, 07:34:57 AM »

Vigilantes Version 17 Released!

Hello,

Hope you're having a good weekend! It's proved to be a work intensive and challenging update, but Vigilantes version 17 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.





Thanks for reading/watching. If you have any questions, comments, or observations, please leave a comment - we'd be happy to talk!

All the best,

Daithi
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« Reply #67 on: July 15, 2017, 04:55:14 AM »

Proposed Changes For Version 19

Hi again!

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.





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.
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« Reply #68 on: July 19, 2017, 12:27:12 PM »

Comparing to your first videos the graphics are much better now. Do you have any release date?
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« Reply #69 on: July 22, 2017, 03:14:45 AM »

Comparing to your first videos the graphics are much better now. Do you have any release date?

Hey, sorry I didn't get back to you sooner, Itharius - I didn't get a notification. Yeah, Vigilantes has come on a lot since the first video - the additions to the feature set are likely more drastic than the visual changes. We're pushing towards an early access release, and while we don't have a firm date just yet, < 3 months is likely. If you'd like a notification when Vigilantes goes live on Steam, we have our steam page active here, in case you'd like to add it to your wishlist!
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« Reply #70 on: July 22, 2017, 03:28:15 AM »

Vigilantes Version 18 Released!

Hello,

Hope you're having a nice weekend! Version 18 of Vigilantes is now available. Version 18 represents one big, final push to deliver a number of features we felt would substantially benefit Vigilantes, emphasising 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:





As always, if you'd like to chat about any aspect of Vigilantes, I'd be happy to!
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« Reply #71 on: July 23, 2017, 07:23:54 AM »

The world needs more strategy/tactical RPGs I say!

Looks interesting to me Smiley
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« Reply #72 on: July 24, 2017, 11:08:51 AM »

I'm with you on that. So much so, I've spent around 7,000 hours making one Smiley
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« Reply #73 on: July 29, 2017, 04:10:22 AM »

Just dropping off the hand drawn portrait for Emilia De Soto, a Reiker City Police Lieutenant and one of Sam's allies in the crusade against crime in the city. They don't exactly get off to the best start...

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« Reply #74 on: August 19, 2017, 04:59:39 AM »

Hello!

Hope you're having a nice 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.





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

Full release notes can be found here and Vigilantes can be found on Steam here
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« Reply #75 on: August 26, 2017, 04:46:32 AM »

Just dropping off a couple of new portraits. This is Doc, your friendly neighbourhood sawbones:



...and Cuda, your less than friendly neighbourhood arms dealer:



There are also voiced cut scenes for both characters, if you'd like to get to know them a bit better:









We're getting close to a Steam EA release, so if you enjoy turn based tactical games, and would like a notification when Vigilantes goes live, you can add Vigilantes to your wishlist here.
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« Reply #76 on: August 30, 2017, 10:51:24 AM »

Here's a portrait of Elias Rooke, a member of the survivalist faction's tactical command. To find Elias, you'll need a mix of interrogation and surveillance. To take him and his crew down, you'll need a lot of firepower.

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« Reply #77 on: September 02, 2017, 07:29:12 AM »



Here's the illustration for a successful assault on a enemy racket. Hope you enjoy! Let's just hope Sam can get some useful intel on the gangs before the place burns to the ground!

In terms of development, this is going to be a smaller update. It's mostly fixing and tweaking, but will also include 2 new maps (Mafia Villa and Nightclub) and currently working on the opening cut scene. If the stability of version 20 is good, this is mostly likely the version we'll go to Steam Early Access with.
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« Reply #78 on: September 09, 2017, 04:32:18 AM »

Here's the illustration for Arcadi Konstantin, a fugitive Russian soldier whose flight from the motherland led him to Reiker. Arcadi hasn't quite completed the journey yet, and likely won't be added to the Vigilantes for the initial EA release. Which, by the way is coming soon. Basic steamworks integration has been added at this point, and while I don't have exact date yet, it's very probable that it will happen in 3-4 weeks. Also have updated the steam page with information on EA, in case that's of interest to you.

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« Reply #79 on: September 23, 2017, 06:07:51 AM »

New Trailer & Steam EA Release Date Confirmed

Hi everyone,

It's been almost a year since the trailer for Kickstarter and Greenlight was released, so with our Steam EA release coming up on 05 Oct, we decided it was time to refresh the to reflect the enhanced feature set and visual quality. It's an intense 99 seconds which represents 3 years of work. Hope you enjoy and feedback is very welcome.

In case you'd like more information on EA, or would like to add Vigilantes to your wishlist, here's a link to the Steam page. We'll be filling in more information about EA in the discussions section of the community hub over the next few days, so please stay tuned.






« Last Edit: September 23, 2017, 06:14:06 AM by TimeSlip » Logged

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