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KickStarter Vigilantes: neo-noir, turn based tactical RPG

Timeslip

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Soo, how long until the endgame is done? Asking for a friend.

I'm already testing (what will hopefully be) the release version. Most of the groundwork is in place for the endings, waiting on artwork and VO, which would expect to receive within a week. The release version may be live in around 10 days, with actual release date on Steam around 4th - 12th oct
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Aww, I liked the Joker accent narrator. But I guess this one is more marketable.
 

Timeslip

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Aww, I liked the Joker accent narrator. But I guess this one is more marketable.

On the marketing front, I sincerely hope so :) Funny you should mention the Joker, the voice actor (Anthony Ingruber) is the Joker in Telltale's Batman games.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Aww, I liked the Joker accent narrator. But I guess this one is more marketable.

On the marketing front, I sincerely hope so :) Funny you should mention the Joker, the voice actor (Anthony Ingruber) is the Joker in Telltale's Batman games.

I meant Heath Ledger's Joker from The Dark Knight, who used a distinct nasaly Chicago regional accent. An appropriate accent to use in a game about a crime-ridden city, but not very conventionally heroic-sounding.
 

Timeslip

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I meant Heath Ledger's Joker from The Dark Knight, who used a distinct nasaly Chicago regional accent. An appropriate accent to use in a game about a crime-ridden city, but not very conventionally heroic-sounding.

Ah right. The feedback on the original trailer voice wasn't so good - clarity wasn't the best and quite a few people just didn't like it. Have to admit it grew on me, but you only get one shot with a trailer.
 

ArchAngel

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4th of October? Come on man, I will still be playing Pathfinder Kingmaker at that time :(

I guess I will wait for a few patches before starting this one.
 

Timeslip

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4th of October? Come on man, I will still be playing Pathfinder Kingmaker at that time :(

I guess I will wait for a few patches before starting this one.

Yeah, it's sort of a crowded time. Not that there really is a good time to launch a game anymore. 4th is a provisional date. May postpone as late as 12th, depending on how this build goes and what else is coming out. Leaving it much later isn't going to be good either with the AAA christmas cash magnets, generally increased game launches making it even harder to get coverage, and (depending on when Steam's Winter Sales dates) losing the ability to put the game on sale before then.
 

Nutria

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Strap Yourselves In
I've had the Knight Rider theme stuck in my head all day. "One vigilante can make a difference." Good luck with the launch.
 

Roqua

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4th of October? Come on man, I will still be playing Pathfinder Kingmaker at that time :(

I guess I will wait for a few patches before starting this one.

Yeah, it's sort of a crowded time. Not that there really is a good time to launch a game anymore. 4th is a provisional date. May postpone as late as 12th, depending on how this build goes and what else is coming out. Leaving it much later isn't going to be good either with the AAA christmas cash magnets, generally increased game launches making it even harder to get coverage, and (depending on when Steam's Winter Sales dates) losing the ability to put the game on sale before then.

You guys really missed out on the perfect window as there hasn't been shit released for a long while. What was the last major release? Hero-U? And before that nothing for a long time. And since then nothing but BT1 which most got for free and was some lite fun, but is still just a re-release.
 

santino27

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My team has the sexiest and deadliest waifus you can recruit.
Sept/Oct are crazy this year. BT4, Pathfinder, Battletech expansion, Vigilantes...

I'm not going to complain though. Also, trailer looks great.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Looking just tactical RPGs that I've earmarked for possible purchase, that claim that those will be released during this year, there is:
-Depth of Extinction
-Pathway
-The Feud: Wild West Tactics
-Mutant Year Zero: Road to Eden
-Element: Space

+ some other games that are currently in EA and may be fully released soon-ish.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
I played longer campaign on current version on default difficulty until I got only gang leaders and building ultimate firearms left.
Some badly organized thoughts behind spoilers:

-Played it with same main character build as before (I have this tendency to default to builds that are some variant of burglar-shotgunners)
16B1C8DF27D5B7450208F4103F3D0C0555E44EB8


-My main strike team consisted of Sam (baton+shotgun (gotta love that assault variant)), Ray (mainly heavy blunt weapon user, carries pistol too), Edgar (grenadier, bladed weapon, carries pistol just in case) & Emilia (medic/fire support with revolver and sniper rifle)
-Pretty much everyone on the strike team has maxed out body armor, smoke & damage dealing grenade & some medikits.
-Arcadi has assault rifle + knife, Elena SMG + bladed weapon (bought her a katana that didn't see much use) and Caia is pistol wielder. I didn't really use these characters (except on character story related missions) much on combat missions after 14th game day or so.
-Trio of leftovers did mainly intel and later loot gathering (had to heavily respec Arcadi and give him lockpics for this purpose.)
-I managed to max out all facilities.

-During my current play I took out all lieutenants (4 because extended campaign). Two rackets from mafia and church, survivalists didn't spawn second one by the time I stopped playing. 1st church racket was particularly satisfying hornets nest to take out.
-Those missions where gang members try to escape with loot are nice distraction from usual combat missions, at least close combat oriented team have to approach those slightly differently.
-There is now some tension on protect the NPC missions. I actually failed to save the restaurant keeper.
-Got ambushed once during early game; managed to retreat in good order thanks smoke grenade cover.
-This time church was the hardest gang to deal with, probably thanks to their leveled up racket. They also kept causing some damage, probably because my close combat orientation meant that I kept fighting on their terms.
-Survivalists were, with the exception of early game, probably the easiest to deal with. Things that might factor to this might include their smaller squad sizes, my better cover and smoke usage (I didn't consider those too precious to use this time), build that put emphasis on bypass, mobility and initiative also added "interrupt" -mechanic makes putting dude with a melee weapon next to couple gun wielders a viable tactic. I could also swear that weapon loadout that their basic troopers wield went actually less effective as the game progressed; I saw 2*snapshot pistols on them on game day 10, but on day 25 they come at you with tier 1 pistols or revolvers and low tier close combat weapons (hammers and such). I probably didn't see a single basic mook with assault rifle or other long arm, those seem to be reserved for specialists.
btw. Their equipment level is currently 4 (whatever that means.)
-Mafia was the usual middle ground holder on difficulty, sometimes their combination of close combat fighters with some staying power combined with specialist/lieutenant fire support caused some problems.

-I think I reached the point where my power outpaced gangs on 16th day of campaign, before that I had to do some team member rotation. After that increased resting bonus and plentiful healing supplies meant that I could recover quickly even if some of my team went down during mission.
-Facilities seem to give guaranteed items now instead of X% change to get something like it was before.
-One thing I didn't pay much attention is that all injuries seem to be equally difficult to heal; I don't think I've never seen anything that would require more resources to heal.
-There seem to be now portraits for both genders for specialists.
-Lucky lighter occasionally goes to characters backpack form utility slot after missions, re-equipping it is no biggie, but still lightly annoying busy work.
-Encountered few bugs, most of those should be fixed by release version. There's one possibly game freezing one on which fix is still uncertain.

-If there ever is a sequel Phantom Doctrine might be a good game to take inspiration from.
-I probably had more, but I forgot.

-Good luck with release Daithi.

e.
-It would be nice if character could be picked from a portrait on healing screen too.

e2.
-There were couple occasions where I wasn't certain if attack of opportunities worked as intented.
1. I saw loot carriers, on missions where gangs were robbing things, making AoO's against my units. Gang members that carry loot have the same white flag symbol as fleeing enemies, though I've yet to see actual deserter make any attack against anyone
2.On one occasion gang member that was wielding a pistol, put his weapon away and made unarmed AoO against my team member that was moving around him.

e3.
-Game now offers a choice between close and far deployments. Close deployment gives extra AP (and perhaps initiative boost). I pretty much could always use close deployment after first 10 days. These don't seem to take effect in boss fights or racket raids.
-Events seemed mostly happen in first 12 days or so. Though those might now be bound to map tiles. I'm pretty sure that I didn't see any cemetery events during my time with V29. Only a couple normal fights in cemeteries too.
Probably low threat blocks that I didn't have much reason to visit.
-Now player can see which weapons are upgraded and how many upgrades those weapons have. Excellent.

e4.
-I've played the game enough that I can see if melee hits or misses just from how animation aligns in first couple frames.

e5.
-It seems that now post-mission looting screen tells what loot you got from downed criminals. Welcome improvement No more backpack cleaning from random team member that got 10 pistols and hammers into it.

edit.
-added stuff
e2.
-Speculation about attacks of opportunities.
e3.
-Note about deployment options, events and weapon upgrade markings.
e4.
-Bragging.
e5.
-Loot.
 
Last edited:

Timeslip

Timeslip Softworks
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Hey Taka-Haradin puolipeikko - cheers for the feedback and indeed for all the help testing the latest build. It's been a massive help. On the baseball bat thing you mentioned a page or so back, I've made the reinforced bat (5AP) available to enemies. They won't get it as early, but it seemed like the best way to preserve the variety and leave it up to the player if they want a 5ap weapon. It can also appear in store now, but you can craft it earlier if you hit the requirements.

I played longer campaign on current version on default difficulty until I got only gang leaders and building ultimate firearms left.
Some badly organized thoughts behind spoilers:

-Survivalists were, with the exception of early game, probably the easiest to deal with. Things that might factor to this might include their smaller squad sizes, my better cover and smoke usage (I didn't consider those too precious to use this time), build that put emphasis on bypass, mobility and initiative also added "interrupt" -mechanic makes putting dude with a melee weapon next to couple gun wielders a viable tactic. I could also swear that weapon loadout that their basic troopers wield went actually less effective as the game progressed; I saw 2*snapshot pistols on them on game day 10, but on day 25 they come at you with tier 1 pistols or revolvers and low tier close combat weapons (hammers and such). I probably didn't see a single basic mook with assault rifle or other long arm, those seem to be reserved for specialists.
btw. Their equipment level is currently 4 (whatever that means.)

I'll look into the issue with survivalist weapons on current playthrough. Equipment level is to some extent linked to difficulty, and knocking out a racket can slow them down in that regard. Survivalists have a penalty to melee weapons. I think the patriot revolver is T3 or even 4, and the ones they (and you) start out with are T2. Equipment level equals max item tier for basic troops. Specialists typically get bonuses, and district wealth/rackets can positively modify.


-Lucky lighter occasionally goes to characters backpack form utility slot after missions, re-equipping it is no biggie, but still lightly annoying busy work.

-Good luck with release Daithi.
Will look at this. Taking an injury can drop utility and cause and items to become unequipped. Cheers :)


-It would be nice if character could be picked from a portrait on healing screen too.
I'll put this on the list to be looked at post release. At the minute, if it doesn't involve something as simple as just changing a number, or isn't a bug/balancing issue, better to let it sit.

e2.
-There were couple occasions where I wasn't certain if attack of opportunities worked as intented.
1. I saw loot carriers, on missions where gangs were robbing things, making AoO's against my units. Gang members that carry loot have the same white flag symbol as fleeing enemies, though I've yet to see actual deserter make any attack against anyone
2.On one occasion gang member that was wielding a pistol, put his weapon away and made unarmed AoO against my team member that was moving around him.

1. The ones running in terror won't ever AOO, but the ones running away with stolen goods will. Clarity would be beneficial here.
2. Movement can trigger AOO, regardless of weapon. Interrupting attacks is only melee equipped. Was considering making AOO solely the domain of melee characters.



-It seems that now post-mission looting screen tells what loot you got from downed criminals. Welcome improvement No more backpack cleaning from random team member that got 10 pistols and hammers into it.
Yeah, that was one of the quality of life improvements from last time. The other screen just looked very bad. The loot should be quite a lot better now, and the loot level is increased +1 for hard containers. Have you found many items better than your existing ones through loot? I picked up a shotgun early on this playthrough and got a number of better weapons last time around. Would guess based on your build, you can unlock most containers.
 
Last edited:

Taka-Haradin puolipeikko

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Hey Taka-Haradin puolipeikko
Yeah, that was one of the quality of life improvements from last time. The other screen just looked very bad. The loot should be quite a lot better now, and the loot level is increased +1 for hard containers. Have you found many items better than your existing ones through loot? I picked up a shotgun early on this playthrough and got a number of better weapons last time around. Would guess based on your build, you can unlock most containers.
Yeah. Quality of loot has been improved.
I got a baton on 2nd or 3rd mission and a shotgun before 5th game day.
Main source for improved gear has been still specialist or lieutenant gear, though shop offers worthwhile gear more consistently than before.
There seem be now more difficult containers about; on late game I've still come across some that are 50-60% to open. On earlier versions I got to the point where everything seemed to be 95% to open before 10th day.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Trailer OCD... eventually overcome... well maybe should look at it once more.... Next step... endings.

Shouldn't you be deleting the old ones? Or just keeping them all private until you're satisfied? Seems confusing.
 

Timeslip

Timeslip Softworks
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Shouldn't you be deleting the old ones? Or just keeping them all private until you're satisfied? Seems confusing.

Have just set them all to unlisted. Cheers!
 

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