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KickStarter Vigilantes: neo-noir, turn based tactical RPG

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.
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
By sound of it looks like quite prevalent. Does Steam plan to do something about it?

Yeah, it's pretty bad. They mostly follow a couple of patterns and are easy enough to spot, but it does consume time. Steam can't really do much - they give you press keys, and then it's up to you to decide if the person contacting you is legit. They do allow you to ban keys also, and remove them from people's accounts, but there's no way of telling what account the keys have been redeemed to, and if this is the same person you sent the key to. For the most part, it's places like G2A and Kinguin which provide an easy way for scammers to move on the keys, it would be much more work intensive for them otherwise. All you can really do is exercise caution when giving out keys, to make it less profitable for scammers, and not really worry about it.
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
It's possible false positive.
I might have been fooled by that very slow zoom speed.

Haven't been able to recreate the bug, but there was another report. Noticed that multiple requests to zoom can be queued, and this could push camera closer to map than intended, also blocked input from being accepted when you are not in the city map. Do you happen to remember if it got locked while you were in the map, or when you clicked in it from the main base screen. Also increases zoom speed and decreased the number of increments to make it faster to use
 

ERYFKRAD

Barbarian
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29,892
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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?
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
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?

Don't mind giving a press copy to active, legitimate press outlets - get a bit of publicity & they can cover the content at no cost (outside time) - I'm sure some do buy them, but suspect games journalism is a tough way to make a living
 

Nutria

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한양
Strap Yourselves In
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?
 

Timeslip

Timeslip Softworks
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Developer
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Aug 27, 2016
Messages
910
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?

Cheers, Nutria! Getting a fair bit of feedback, but more is always good - if you think it might spoil your enjoyment of the final game, don't worry about it
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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."
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
And if he ever implements ability to have multiple factions in one mission one could have missions where gangs go after smaller groups of cops and you can intervene.
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
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?

I'll keep an eye out for the slow decision making. Have noticed that enemies with the more tactical "cautious" AI take longer to make up their minds - think it's just generating too many potential orders. Should be able to find away to cut down the amount of work, and retain the differences in behaviour.

I'll check out those bugs. Pretty sure I know what's causing 2, and hopefully it will be easy enough to recreate 1.
 

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
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."

Was considering a recurring mission type for the Church of the Final Exodus, where you have to protect civilians from them. To some extent, the missions where you gain a temporary ally are in this territory - any thoughts about differentiating them? It's really hard to say at the minute, but wouldn't rule out a base defence mission either.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
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20,705
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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?
I consider it more a slight oddity than actual shortcoming.
 
Last edited:

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Ranged weapon hit chances and even damage should go down in melee against melee trained opponents with a melee weapon.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
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?
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.
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
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?
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.
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.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
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Mar 27, 2016
Messages
9,426
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
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!
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
Apr 24, 2015
Messages
20,705
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
- 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.
Those options are about CTH vs damage.
Light attack has highest chance to hit but lowest damage; while haymaker makes most damage etc.
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
- 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.
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.

Is it possible that the whole game directory isn't set or at least the one for saves? Not having currently any other ideas than re-downloading / re-installing / re-verifying files / rebooting everything...

As for where that directory is - depends on OS, and perhaps also if from Steam or Humble.

Humble Win might be somewhere under:
C:\Users\USER\AppData\LocalLow\Timeslip Softworks\VigilantesV20

Humble Linux:
/home/USER/.config/unity3d/Timeslip Softworks/VigilantesV20
 

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
Ranged weapon hit chances and even damage should go down in melee against melee trained opponents with a melee weapon.

That happens with assault rifles and more severely with sniper rifles.
 

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
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.

Cake's always good :) Right now, the AI is completely unable to use the cone of fire, but like the idea.
 

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
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!

Thanks HoboForEternity! Glad you like most aspects of the game.

- You're right concerning the attack types, explaining (and likely differentiating these attacks further) is on the list of to dos (it's a pretty big list, but will get there)
- I'll have a look at the voice continuing to play
- May be misunderstanding you, but if you mouse over each stat/skill/derived stat on the char screen, it should give you a quick explanation

Concerning the bugs, can I ask if you are using Steam/Humble and what OS you are running?
- If you're on Steam, it would be worth verifying the files - steam had some trouble with their servers recently and have had a few instances of bugs as a result of corrupted downloads
- Saving and loading is only for when you are at home. Could conceivably add them to battles, but battles are typically quite short and at a guess, it would likely take a week or more - if you are still having a problem with this, please let me know
- As Ushas mentioned, if there's no auto save, this can happen - if we can figure out the save issue, this should be fine
 

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