My only suggestion is to go ahead and take your time to make the game better.
Maybe you can throw some investigation missions in there where you track a crime and pin it on the right group to stop their influence from expanding. Fail and you end up wasting resources against one group while the other groups can track you down and pin you in an inconvenient ambush.
Couldn't it be something that might be handled by a surveillance mission on city map (I assume that NPC that has been ordered to look into one of the city blocks is unavailable for other missions for the duration of the look out) or perhaps just special loot that you might obtain from successful missions.Maybe you can throw some investigation missions in there where you track a crime and pin it on the right group to stop their influence from expanding. Fail and you end up wasting resources against one group while the other groups can track you down and pin you in an inconvenient ambush.
I was thinking of way to weaken gangs, in particular the mafia and Church of the Final Exodus, by finding evidence and passing it on anonymously to the police. Haven't thought about it in a while though. How would you imagine an investigation mission working?
In very simple terms, do your surveillance on a block. Stumble onto a crime that has happened, say a stolen shipment of drugs, guns, whatever. Or hell, some important dude murdered. Investigate the scene with applicable skills to determine which gang's modus operandi the particular crime fits. Find out from whatever sources you can muster, where the perpetrators have gone. Take them down and stop that particular gang from receiving game changing advantages. Screw up somewhere above and leave yourself open to an ambush.I was thinking of way to weaken gangs, in particular the mafia and Church of the Final Exodus, by finding evidence and passing it on anonymously to the police. Haven't thought about it in a while though. How would you imagine an investigation mission working?
Couldn't it be something that might be handled by a surveillance mission on city map (I assume that NPC that has been ordered to look into one of the city blocks is unavailable for other missions for the duration of the look out) or perhaps just special loot that you might obtain from successful missions.
It's an interesting idea, will add it to the list. Haven't played long war, though have it installed. Really should get around to it.I would love if a sidekick system was added. Being able to recruit vigilantes that don't have backstory but can be used to fill out your team for missions.
Have them recruitable with some ingame currency, let them get a wider access to skills but not become as powerful as main characters. Limit them so they cannot go to missions alone without one of the main characters and let them die permanently on missions.
This would let you implement something similar to long war 2 with its infiltration mechanics. You could send different teams to infiltrate enemy territory before each mission and those are unavailable to be used in that time.
Also these sidekicks could be a resource to be used for intel tasks and you could do a balancing task of how many players want to send on such tasks instead of keeping them in base for when real mission needs to be done.
In very simple terms, do your surveillance on a block. Stumble onto a crime that has happened, say a stolen shipment of drugs, guns, whatever. Or hell, some important dude murdered. Investigate the scene with applicable skills to determine which gang's modus operandi the particular crime fits. Find out from whatever sources you can muster, where the perpetrators have gone. Take them down and stop that particular gang from receiving game changing advantages. Screw up somewhere above and leave yourself open to an ambush.
And you could then have an ability for main character that instead of making enemy goons run away you make them join your sidekick team permanently. Or be able to do that in some of the less combat focused missions.It's an interesting idea, will add it to the list. Haven't played long war, though have it installed. Really should get around to it.I would love if a sidekick system was added. Being able to recruit vigilantes that don't have backstory but can be used to fill out your team for missions.
Have them recruitable with some ingame currency, let them get a wider access to skills but not become as powerful as main characters. Limit them so they cannot go to missions alone without one of the main characters and let them die permanently on missions.
This would let you implement something similar to long war 2 with its infiltration mechanics. You could send different teams to infiltrate enemy territory before each mission and those are unavailable to be used in that time.
Also these sidekicks could be a resource to be used for intel tasks and you could do a balancing task of how many players want to send on such tasks instead of keeping them in base for when real mission needs to be done.
I like the idea. Sort of a multi part mission, the first bit being a non combat intel gathering encounter, and the second being the violent punchline. Can't guarantee its addition but will add it to the list.
And you could then have an ability for main character that instead of making enemy goons run away you make them join your sidekick team permanently. Or be able to do that in some of the less combat focused missions.
For me, yes, definitely. I have no idea what the current kickstarter-mob-mentality is though, making a poll among backers to prevent backlash might be worth a consideration. Even if a majority of backers would rather wait for a more feature and content rich game, a loud minority can easily shitstorm a small or mid-sized kickstarter project if they put their minds to it.I have been considering quite a few possibilities for enhancing Vigilantes. There's no way on this green earth that I can do them all, but picking the ones that offer the best return to the game in relation to the time required is going to result in a deeper, better game. Going to make a video soon to outline these possibilities. I'd feel much better about doing this if I have the support of the people who kindly backed Vigilantes on Kickstarter. Since many codexians backed, I thought I'd start by asking here. Assuming no risk to project completion, do you think there would be a positive reaction to a few more months of development in exchange for a more feature and content rich game?
For me, yes, definitely. I have no idea what the current kickstarter-mob-mentality is though, making a poll among backers to prevent backlash might be worth a consideration. Even if a majority of backers would rather wait for a more feature and content rich game, a loud minority can easily shitstorm a small or mid-sized kickstarter project if they put their minds to it.
Having a poll to point at could be effective at quenching that fire before it starts. One could argue that that didn't help Torment (the RTwP vs. Turn-based decision), I think they prevented an even louder backlash by having that poll.
I wish I had time to give you some actual feedback on your many updates about the game, I appreciate how much time and effort you spend keeping us updated.
Though generally, I would say the little feedback you're getting here is worth listening to. Lhynn and co. have great suggestions for the game.
I'd never thought of that combo. Would definitely like to add more perks which have nice synergies with one another. If you have any suggestions in the area, let me know!Adrenaline (paired with Controlled Breathing on Elena, as the second turn after using Adrenaline she doesn't act anyway).
At present, they last 2 turns each, shaky hands gives -5% cth, hamstrung reduces ap by 1 (2 if >9AP). They may need to be made more potent, but that's easy to do. I agree that more info is needed on status effects, among other things. Will either add a cheat sheet or tooltips to provide the info.Just I'm not sure how much shaky hands and hamstrung are debuffing as it didn't happened to me yet (what about an icon cheat sheet accessible from the menu we get when pressing Esc key?)
Yes, all status effects stack. Found the wounded mechanic pretty good for stopping the enemies trying to escape in the bank robbery encounter.(heavy wounded + hamstrung -> will various AP debuffs pile up?).
First, let me express my gratitude that you're not going to nerf it.I'd never thought of that combo. Would definitely like to add more perks which have nice synergies with one another. If you have any suggestions in the area, let me know!
Looking forward to that scenario!Yes, all status effects stack. Found the wounded mechanic pretty good for stopping the enemies trying to escape in the bank robbery encounter.
Having two teams is ok, perhaps improving and polishing the AI for that would be good way to go?The function the police play in the game is an open question at the minute. Right now, they mostly feature as bit parts in encounters. I'd like the idea of them reacting to the player, turning a blind eye, or hunting the player down depending on how murderous the player is, but it remains to be seen if there will be time. Having battles with police units, criminals and vigilantes would be neat, but to save time, I programmed the AI to allow for two teams in combat. Not impossible to change this, but likely time consuming. If anything happens in this regard, police support would probably be under player control, or attacking the player.
Sounds promising! Perhaps if player already overcame one of them and weaken two remaining, they will team up. So they stop volunteering to snitch each other out (-> will take longer / harder to find their bases) and on some randomized maps or where it makes sense they will fight together against him? However, just adding more enemies would make turns last unbearably long. Alternative would be the help coming later on. But you know better what will be suitable. I'm just speculating.It's unlikely the gangs will contest one another - they have similar levels of strength and have close to free reign, allowing them to make incredible amounts of profit. Making them fight each other would be cool, but it would take a lot of time, and to be honest it's unlikely. Making them team up against the vigilantes is possible. What is very likely, if the interrogation mechanic goes ahead, which it probably will in the next few updates, is that they will snitch each other out.
To be honest while I love party based games I'm not much into companions overall. So I don't feel like the right person to try answer this. Others would be more knowledgeable here. Anyway as developer if you feel strongly about something, it sounds like you have some ideas going, don't let us demoralize you.Do you think more companion interactions would be a bad way to spend time? I'm aware "bonding" dialogue can become overly sentimental, and I'll try to avoid this, though some of that is unavoidable. It's a fair point, though, to tie it back into the core gameplay, will think more about it. Your suggestion about attitude to killing is likely to feature, with you being able to encourage a more flexible attitude when you build up a relationship. In addition to telling you more about your newfound friends, I'm hoping to use this dialogue to tell you (hopefully very tangentially) about Sam. I have my own take on a set of life events which could create a person both capable and inclined to tackle crime in this way, which I hope to point at indirectly though the game (difficult to do well). The hope is to leave Sam as something of a mystery, so players can try to figure out his backstory or come up with their own for him.
The different melee attacks are fairly provisional. I was considering making the light attacks costs less AP, as it would make them more versatile, but there will also be larger bladed weapons which require more AP, such as Katana, so I'll need to think some more about damage% and AP reduction.So what about a passive perk changing the Light attack mode into faster one?
Really should take a look at these, break the rules sounds interesting.What about Fallout tactics perks? I can definitely recall one which can possibly nicely synergize with manyyy good ones:
Just AP per turn for now, they can still store the additional AP, but lower AP enemies may not be able to make an attack every turn.Do AP debuffs reduce Max AP, AP per turn, or both?
Please do, I'll be getting into fixes for this version soon.PS: I can post some bugs on your forum. Or should I wait for v15? (in case it's already locked or so)
Yeah, it still needs some work. Have a few ideas for fairly simple ways to create more varied behaviour.Having two teams is ok, perhaps improving and polishing the AI for that would be good way to go?
Yes, it is possible for both. No support for dialogue in the middle of combat, there can be pre mission and post mission dialogue. My current idea for making the police more important to gameplay is to spawn 1-2 police officers as allies if they like you, and to intercept you on the way back from missions, forcing you to reach the flee point, if you're causing too much mayhem.As you have implemented units spawning during combat, is it possible for both teams? And can it trigger a new dialogue? Mission example: after some time (number of turns) the police is coming to the area confronting us all, the conversation then determines which side they join for the rest of the encounter (or they can also cowardly back off of course).
That's an interesting one. Will add it to the list.You can use the spawning mechanic as a soft turn limit for some missions: after n number of turns reinforcements are coming. For example, I'm trying to save or kidnap somebody from a survivalist facility, there might be one enemy whose sole purpose is to run away as soon as possible and come back with more enemies say in <10 turns. Whereas if I manage to stop him or others from fleeing, then the backup will come much later. Or whatever.
Most of the effort will be spent on building gameplay depth. Current plan is add as many worthwhile gameplay enhancing features first, then a few updates down the line, re-evaluate the merits of the remaining ideas in relation to the time they will take. I'd like to down something on the RPG front, but Vigilantes is very much focused on combat.It's just that sidequests and content for companions feel sometimes like patched over the game. That also has its value, for narrative background, a place for PC to roleplay, pacing etc. But costs resources so I'm just trying to understand what is important from your perspective.