Doktor Best
Arcane
- Joined
- Feb 2, 2015
- Messages
- 2,877
Watched a bit of the LP and bought the game. Will try it out after Divinity 2. My gaming pace is currently pretty slow though unfortunately.
Watched a bit of the LP and bought the game. Will try it out after Divinity 2. My gaming pace is currently pretty slow though unfortunately.
By sound of it looks like quite prevalent. Does Steam plan to do something about it?
It's possible false positive.
I might have been fooled by that very slow zoom speed.
I cannot see the point in reviewing a game for free, besides publicity. If you're unwilling to spend cash on a game, how will you convince others to do so?
I would like to have 20 friends interested in TB games like Vigilantes
I bought this as soon as it came out, but I'll probably wait until it's out of EA before playing. Do you need more EA players to find bugs or do you have enough?
Yet another observation about shotguns:
Shotguns wielded by enemy units are treated the same as shotguns in overwatch; single shot, no cone.
Enemies wielding shotguns also take very long time to resolve turns.
I also encountered couple bugs:
1.Sometimes when controlling unit that wields baseball bat you cannot use "end turn" -button. Changing wielded item resolves that issue.
2. Had one instance where enemy unit glitched and its model got misaligned from its actual position on battlescape. He could still be attacked once I located the square he was in.
Hypothetical question Timeslip :
Did you ever consider adding quests that are analogous of X-com terror missions?
Levels where foes are targeting AI controlled civilian units and player must stop them causing damage to said civilians.
Targets could range from "small fry stealing handbags from grannies" to "defend storefront that is being looted" to all the way to "gangbangers are going to kill them all."
I consider it more a slight oddity than actual shortcoming.Yeah, that's how it works at present. To explain why: using the cone of fire effectively is something a player can do without really thinking, but programming the AI to do it could take up to a couple of days. This raises the question, is there a better way this time could be used? What are your thoughts on how big of a shortcoming this is?
Or you can do it this way: Give shotguns only to some lower ranking goons. They are not intelligent specimens and will not care if their cone hits allies or not. Higher intelligence soldiers will only use different weapons. And this way you got your cake and you ate it too.Yet another observation about shotguns:
Shotguns wielded by enemy units are treated the same as shotguns in overwatch; single shot, no cone.
Enemies wielding shotguns also take very long time to resolve turns.
I also encountered couple bugs:
1.Sometimes when controlling unit that wields baseball bat you cannot use "end turn" -button. Changing wielded item resolves that issue.
2. Had one instance where enemy unit glitched and its model got misaligned from its actual position on battlescape. He could still be attacked once I located the square he was in.
Yeah, that's how it works at present. To explain why: using the cone of fire effectively is something a player can do without really thinking, but programming the AI to do it could take up to a couple of days. This raises the question, is there a better way this time could be used? What are your thoughts on how big of a shortcoming this is?
Was thinking about not caring too. From the decision making perspective, it's the same solution as could be for overwatch: cone is simply centered at the primary target. A high risk weapon... Doesn't have to be lower ranking goons. High rank doesn't imply higher intelligence. But they can also take that perk that lowers friendly fire in the cone.Or you can do it this way: Give shotguns only to some lower ranking goons. They are not intelligent specimens and will not care if their cone hits allies or not. Higher intelligence soldiers will only use different weapons. And this way you got your cake and you ate it too.Yet another observation about shotguns:
Shotguns wielded by enemy units are treated the same as shotguns in overwatch; single shot, no cone.
Enemies wielding shotguns also take very long time to resolve turns.
Yeah, that's how it works at present. To explain why: using the cone of fire effectively is something a player can do without really thinking, but programming the AI to do it could take up to a couple of days. This raises the question, is there a better way this time could be used? What are your thoughts on how big of a shortcoming this is?
Those options are about CTH vs damage.- i played melee and noticed several attack types consume the same AP. with fist there is attack, haymaker, and light attack. without the AP difference and explanation, it's difficult to find out what each type do. i hope this is a placeholder thing and AP distribution and attack type will be properly implemented.
Oj, strange. You should definitely be able to save & load. The game also makes an autosave before each mission. The second point is the issue that happens when there is no autosave to load from.- can't really save or load. i open the menu, the only button i can click is resume, main menu, option and quit.
- i died in the 2nd battle, and when i try to retry it brought me to the home screen and sam's image is replaced by white screen with his HP being (555/555) and in each stat there is a "[no text]" written beside it. tried different buttons to navigate it just won't let me gain control.
C:\Users\USER\AppData\LocalLow\Timeslip Softworks\VigilantesV20
/home/USER/.config/unity3d/Timeslip Softworks/VigilantesV20
Ranged weapon hit chances and even damage should go down in melee against melee trained opponents with a melee weapon.
Or you can do it this way: Give shotguns only to some lower ranking goons. They are not intelligent specimens and will not care if their cone hits allies or not. Higher intelligence soldiers will only use different weapons. And this way you got your cake and you ate it too.
so i tried the game for a quick look
-so far pretty good progress. definitely have improved alot since the super old demo from the pre kickstarter
- i played melee and noticed several attack types consume the same AP. with fist there is attack, haymaker, and light attack. without the AP difference and explanation, it's difficult to find out what each type do. i hope this is a placeholder thing and AP distribution and attack type will be properly implemented.
- melee weapon cost more AP, make sense and the same AP amount with every type of attack is still there.
- locational damage is great. basically no compain here. difference body part give different injuries, different hit chance, etc. glad one of my suggestion early are being responded in such a great depth.
- graphics, atmosphere and portraits are alot better than before.
- music is great
- voice acting is surprisingly good too and the writing is enjoyable. it convey the message well. if you skip voice over cutscene, it continue on through the next screens. can be annoying.
- it would be nice to have a pop-up explanation of what each stat and skill do. i mean the numbers of character sheet change obviously whenever you reduce or add stat point, but a popup message can be a nice QoL update.
run into some bugs (or just isn't implemented yet)
- can't really save or load. i open the menu, the only button i can click is resume, main menu, option and quit.
- i died in the 2nd battle, and when i try to retry it brought me to the home screen and sam's image is replaced by white screen with his HP being (555/555) and in each stat there is a "[no text]" written beside it. tried different buttons to navigate it just won't let me gain control.
overall i am happy for the progress it's made so far. good luck!