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KickStarter Vigilantes: neo-noir, turn based tactical RPG

HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
Ah i see. So the one that messed me up was really only when i click retry and it brought me to the home screen and have white picutre in the character screen and couldnt click on anything.

Will verify integrity and take a deeper look later
 

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
My play through of current version has come into a cliffhanger.
I located a underboss, but the level when raiding against him won't load properly.
Early access is going to early access I quess. V21 apparently should fix that issue.

I will probably dive back in when next version comes along.

Some disjointed thoughts and game mechanics spoilers after 18 hours of playtime on "Vigilante" difficulty:

Here is my current character
74539E80B19DB8EE2C9784889F51203FC64D6C13
-Everybody on the team has fully upgraded personal armour, 20 mk II trauma kits on inventory & couple smoke grenades.
Sam wields baton & double barreled shotgun, Ray improved revolver & reinforced baseball bat+ grenades, De Soto sniper rifle & improved revolver.
Furey has 2nd tier smg, 2nd tier machete and incendiary grenades (not much use for those though; enemies seldom seem to gather into convenient groups outside of melee range, besides I try to go non-lethal as much as possible.)
-I've maxed out 2 out of 5 facilities (others are lvl 4) and I could max third if I sold excess trauma kits from storage (about 100+ of both mk I's and II's).

-I've done mostly non-lethal take downs, only exceptions being Furey's license to kill every survivalist that she can and two early engagements where I had to take gloves off (2nd one of those was the only one that I've lost so far; stopped ignoring available cover when fighting ranged enemies after that.)
-Despite letting Elena work her frustrations out on survivalists (probably 20+ on bodybags during less than month of games time) I have maxed out reputation and relationship on "rapport" with all companions (Furey lags bit behind.)
Perhaps reputation penalty for any killing should be higher?
-Relationship on rapport level doesn't seem to give any bonuses.

-My "strategy" has been very simple; I simply find out where highest danger level is and attack there. It's doable because I seem be massively over leveled compared to opposition (I'm currently getting level 5 mooks against my level 25 Sam & level 24 companions)
-Survivalists seem to be the most dangerous gang with plenty of ranged units around that have started wielding assault rifles, church is the easiest one with their basic mooks only starting to wield hammers and basic pistols. Mafia falls somewhere in between, their specialists seem to be more common than with other gangs.
-I think the reason why the church seems to lag behind is because they were spawned into poorer territories. So enemy AI may have to operate using limited resources generated by game's economy. Good.
-Despite my character's current being level 25 and enemies averaging lvl 5; I think they are catching up with their improving equipment.
As far I know I have the best armour available and enemy equipment keeps getting better. I've had to use cover more carefully and concentrate firepower to neutralize some greater threats.


-Armours seem to deteriorate quickly when taking damage. This is good, walking tanks wouldn't fit the setting.
-I think it's bit silly that I could set grenades into non-lethal. Some weapons should be just plain deadly regardless of intent.
-Currently intent seems to always decide if take down is lethal or not.

-Battle mechanics (cover, overwatch, attack of opportunity) seem to work as intended.
-Wounded enemies try occasionally flee like they should. I seldom let any of them escape.
-Player retreating seems to work as well.
-Interrogation is working though intel about bosses and rackets is rare, I think. Truth serum seems kinda
-Loot after battle is rather low end and containers quite easy to open. Though I'm playing utility character.
edit.
-Temporal allies don't seem so strong in latter levels, with their lack of armour. They went from the best tanks on battlefield from earlier levels to people that I have spend some effort to protect.
I probably should try switching into higher difficulty level.
Overall it's pretty good so far.

edit.
Added stuff behind spoilers.
 
Last edited:

ushas

Savant
Joined
Jan 5, 2015
Messages
550
My play through of current version has come into a cliffhanger.
I located a underboss, but the level when raiding against him won't load properly.
Early access is going to early access I quess. V21 apparently should fix that issue.

I will probably dive back in when next version comes along.

Some disjointed thoughts and game mechanics spoilers after 18 hours of playtime on "Vigilante" difficulty:

Here is my current character
-Everybody on the team has fully upgraded personal armour, 20 mk II trauma kits on inventory & couple smoke grenades.
Sam wields baton & double barreled shotgun, Ray improved revolver & reinforced baseball bat+ grenades, De Soto sniper rifle & improved revolver.
Furey has 2nd tier smg, 2nd tier machete and incendiary grenades (not much use for those though; enemies seldom seem to gather into convenient groups outside of melee range, besides I try to go non-lethal as much as possible.)
-I've maxed out 2 out of 5 facilities (others are lvl 4) and I could max third if I sold excess trauma kits from storage (about 100+ of both mk I's and II's).

-I've done mostly non-lethal take downs, only exceptions being Furey's license to kill every survivalist that she can and two early engagements where I had to take gloves off (2nd one of those was the only one that I've lost so far; stopped ignoring available cover when fighting ranged enemies after that.)
-Despite letting Elena work her frustrations out on survivalists (probably 20+ on bodybags during less than month of games time) I have maxed out reputation and relationship on "rapport" with all companions (Furey lags bit behind.)
Perhaps reputation penalty for any killing should be higher?
-Relationship on rapport level doesn't seem to give any bonuses.

-My "strategy" has been very simple; I simply find out where highest danger level is and attack there. It's doable because I seem be massively over leveled compared to opposition (I'm currently getting level 5 mooks against my level 25 Sam & level 24 companions)
-Survivalists seem to be the most dangerous gang with plenty of ranged units around that have started wielding assault rifles, church is the easiest one with their basic mooks only starting to wield hammers and basic pistols. Mafia falls somewhere in between, their specialists seem to be more common than with other gangs.
-I think the reason why the church seems to lag behind is because they were spawned into poorer territories. So enemy AI may have to operate using limited resources generated by game's economy. Good.
-Despite my character's current being level 25 and enemies averaging lvl 5; I think they are catching up with their improving equipment.
As far I know I have the best armour available and enemy equipment keeps getting better. I've had to use cover more carefully and concentrate firepower to neutralize some greater threats.


-Armours seem to deteriorate quickly when taking damage. This is good, walking tanks wouldn't fit the setting.
-I think it's bit silly that I could set grenades into non-lethal. Some weapons should be just plain deadly regardless of intent.
-Currently intent seems to always decide if take down is lethal or not.

-Battle mechanics (cover, overwatch, attack of opportunity) seem to work as intended.
-Wounded enemies try occasionally flee like they should. I seldom let any of them escape.
-Player retreating seems to work as well.
-Interrogation is working though intel about bosses and rackets is rare, I think. Truth serum seems kinda
-Loot after battle is rather low end and containers quite easy to open. Though I'm playing utility character.
edit.
-Temporal allies don't seem so strong in latter levels, with their lack of armour. They went from the best tanks on battlefield from earlier levels to people that I have spend some effort to protect.
I probably should try switching into higher difficulty level.
Overall it's pretty good so far.

edit.
Added stuff behind spoilers.

:salute: That's going to be useful info for Timeslip.
Yeah that's pretty far (currently probably far enough?).

Some comparison notes:
Seems you took an advantage of the leveling system. Higher difficulty might be more suitable indeed, but right now, even though it means more resting and less money (all in all lower level on July 30), would probably still outlevel them a lot at that date (on higher difficulty they will be perhaps in the range 7-9 lvl, unsure though)...

The character system and strategy layer are two areas that are (by my unfounded opinion) in need of balancing. But that's what EA is good for, isn't it?

Some thoughts:
-- Seems that Sam is your primary interrogator, bypass and intel guy? (skill monkey)
-- You were doing a fair bit of surveillance on the city map? And a chunk of crafting?
-- he uses two combat skills (though am unsure if advances lower numbers faster)
-- upgraded Library
-- non-lethal = lower dam -> more hits needed = more doing
-- Sam must be a fairly active during the battles



For the comparison, here comes my current character:
Vigilantes_Sam_27_July_v20.png
Three days less only but substantially lower level on Vigilante difficulty.

Where is the difference?
-- Given was testing and deliberately ineffective, BUT perhaps somebody unskilled in TB games might end up closer to this?
-- A long time it was only 3 pals. After ~20 battles we decided to pick up Emilia (she was hiding 2 weeks+ behind a car).
-- Trying to keep some skills highest on allies: Bypass on Ray and Surveillance on Elena
-- 3 facilities at lvl 2: Firing range, gym, workshop (that's all)
-- not much city map surveillance (so Sam won't out level Elena)
-- not much shopping, think crafted only lvl 2 armours

Despite my character's current being level 25 and enemies averaging lvl 5; I think they are catching up with their improving equipment.
Those two axes of progression are neat. The big difference aside, the past experiences felt to me that we level up faster initially but enemies steadily, so later the gap starts narrowing. Fits well the race.

incendiary grenades (not much use for those though; enemies seldom seem to gather into convenient groups outside of melee range
Well, it's good for a battlefield control. They don't like to stay or step inside the fire.

Interrogation is working though intel about bosses and rackets is rare, I think.
There was an issue with that, so in this build you probably saw it more rare than intended.
 
Last edited:

Timeslip

Timeslip Softworks
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Joined
Aug 27, 2016
Messages
910
My play through of current version has come into a cliffhanger.
I located a underboss, but the level when raiding against him won't load properly.
Early access is going to early access I quess. V21 apparently should fix that issue.

I will probably dive back in when next version comes along.

Yeah, there was an issue with getting the portraits for the mafia characters. Was able to get a boss encounter for survivalists. In any case, you'll be able to fight them in V21. Time permitting, it's also possible that you won't need to look for the first boss. They'll come looking for you. The boss fights won't be as interesting as the final game (need to define their stats, equipment, etc) and write dialogue for all the bosses and at least some of the lieutenants. Also the requirements for finding lieutenants is reduced to 2 x intel from V21 - it's way too slow at present - would expect many people would finish the final game in the time you've logged.

Some disjointed thoughts and game mechanics spoilers after 18 hours of playtime on "Vigilante" difficulty:

Here is my current character
74539E80B19DB8EE2C9784889F51203FC64D6C13
-Everybody on the team has fully upgraded personal armour, 20 mk II trauma kits on inventory & couple smoke grenades.
Sam wields baton & double barreled shotgun, Ray improved revolver & reinforced baseball bat+ grenades, De Soto sniper rifle & improved revolver.
Furey has 2nd tier smg, 2nd tier machete and incendiary grenades (not much use for those though; enemies seldom seem to gather into convenient groups outside of melee range, besides I try to go non-lethal as much as possible.)
-I've maxed out 2 out of 5 facilities (others are lvl 4) and I could max third if I sold excess trauma kits from storage (about 100+ of both mk I's and II's).

-I've done mostly non-lethal take downs, only exceptions being Furey's license to kill every survivalist that she can and two early engagements where I had to take gloves off (2nd one of those was the only one that I've lost so far; stopped ignoring available cover when fighting ranged enemies after that.)
-Despite letting Elena work her frustrations out on survivalists (probably 20+ on bodybags during less than month of games time) I have maxed out reputation and relationship on "rapport" with all companions (Furey lags bit behind.)
Perhaps reputation penalty for any killing should be higher?
-Relationship on rapport level doesn't seem to give any bonuses.

-My "strategy" has been very simple; I simply find out where highest danger level is and attack there. It's doable because I seem be massively over leveled compared to opposition (I'm currently getting level 5 mooks against my level 25 Sam & level 24 companions)
-Survivalists seem to be the most dangerous gang with plenty of ranged units around that have started wielding assault rifles, church is the easiest one with their basic mooks only starting to wield hammers and basic pistols. Mafia falls somewhere in between, their specialists seem to be more common than with other gangs.
-I think the reason why the church seems to lag behind is because they were spawned into poorer territories. So enemy AI may have to operate using limited resources generated by game's economy. Good.
-Despite my character's current being level 25 and enemies averaging lvl 5; I think they are catching up with their improving equipment.
As far I know I have the best armour available and enemy equipment keeps getting better. I've had to use cover more carefully and concentrate firepower to neutralize some greater threats.


-Armours seem to deteriorate quickly when taking damage. This is good, walking tanks wouldn't fit the setting.
-I think it's bit silly that I could set grenades into non-lethal. Some weapons should be just plain deadly regardless of intent.
-Currently intent seems to always decide if take down is lethal or not.

-Battle mechanics (cover, overwatch, attack of opportunity) seem to work as intended.
-Wounded enemies try occasionally flee like they should. I seldom let any of them escape.
-Player retreating seems to work as well.
-Interrogation is working though intel about bosses and rackets is rare, I think. Truth serum seems kinda
-Loot after battle is rather low end and containers quite easy to open. Though I'm playing utility character.
edit.
-Temporal allies don't seem so strong in latter levels, with their lack of armour. They went from the best tanks on battlefield from earlier levels to people that I have spend some effort to protect.
I probably should try switching into higher difficulty level.
Overall it's pretty good so far.

edit.
Added stuff behind spoilers.

Great feedback. At present, am mostly testing individual features, so feedback from long playthroughs is really helpful for balancing. Any chance you could send me your save - am especially interested in the state of the gangs after this much play, how much they have progressed, what upgrades they have purchased etc - email's daithi[@]timeslipsoftworks.com - if you are using window's the folder should be here: C:\Users\*YourUsername*\AppData\LocalLow\Timeslip Softworks\VigilantesV20\SaveData - you can also search for "ct03" one of the files in the save

- Concerning reputation penalty for killing, will look at it - it's a relatively new system and setting the initial values was close to guesswork
- Rapport should boost one stat, but there may be an issue there - will look into it

There's definitely a lot of work to do in balancing, but if you've clocked a lot of time in turn based games, Vigilante level will probably be too easy. Really should display info on who each difficulty level is intended for, but Vigilante is more for the occasional player. There will probably be a 5th difficulty level in the final game.

- Agree on grenades. The lethality thing is a can I've been kicking down the road. Have left a field in each item for minimum lethality, current plan is to have a % chance of killing with things like grenades, even on non lethal. Biggest concern here is that don't want to restrict the weapon choices too much for players who want to go non-lethal route.

- Also with you on loot. It's one of the areas that needs to be looked at over next couple of updates.

- That's probably for the best with temp allies, since the idea is to protect them. It's likely that encounters will have a minimum character level in the future, and this will allow some control over scaling their toughness to roughly when they are likely to appear
 

Timeslip

Timeslip Softworks
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Developer
Joined
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Messages
910
:salute: That's going to be useful info for Timeslip.
Yeah that's pretty far (currently probably far enough?).

Some comparison notes:
Seems you took an advantage of the leveling system. Higher difficulty might be more suitable indeed, but right now, even though it means more resting and less money (all in all lower level on July 30), would probably still outlevel them a lot at that date (on higher difficulty they will be perhaps in the range 7-9 lvl, unsure though)...

The character system and strategy layer are two areas that are (by my unfounded opinion) in need of balancing. But that's what EA is good for, isn't it?

Some thoughts:
-- Seems that Sam is your primary interrogator, bypass and intel guy? (skill monkey)
-- You were doing a fair bit of surveillance on the city map? And a chunk of crafting?
-- he uses two combat skills (though am unsure if advances lower numbers faster)
-- upgraded Library
-- non-lethal = lower dam -> more hits needed = more doing
-- Sam must be a fairly active during the battles



For the comparison, here comes my current character:
Vigilantes_Sam_27_July_v20.png
Three days less only but substantially lower level on Vigilante difficulty.

Where is the difference?
-- Given was testing and deliberately ineffective, BUT perhaps somebody unskilled in TB games might end up closer to this?
-- A long time it was only 3 pals. After ~20 battles we decided to pick up Emilia (she was hiding 2 weeks+ behind a car).
-- Trying to keep some skills highest on allies: Bypass on Ray and Surveillance on Elena
-- 3 facilities at lvl 2: Firing range, gym, workshop (that's all)
-- not much city map surveillance (so Sam won't out level Elena)
-- not much shopping, think crafted only lvl 2 armours [/spoiler]

I consider your unfounded opinion pretty well founded. Balance is definitely going to take some work - but will give it a nudge closer to centre on each update. Taka-Haradin puolipeikko has a level 25 char after 18 hours, that's somewhere in the right area. Think need to add more fine grained control over gang character level ups - currently it happens on X days and this doesn't allow much control, so at some point in not too distant future, will probably switch it over to hours.
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
Minor observation:
Also encountered minor sound bug.
Walking sound keeps playing repeatedly until next character's round if unit moves just 1 tile.

Is this happening every time for you? Can't seem to get it to happen - wondering if there's some other factor involved.
 
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supervoid

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Messages
1,076
Minor observation:
Also encountered minor sound bug.
Walking sound keeps playing repeatedly until next character's round if unit moves just 1 tile.

Is this happening every time for you? Can't seem to get it to happen - wondering if there's some other factor involved.
The same sound bug:
It happened 2 times before, on different maps and with different characters, the same situation- character 1 moving in the direction of character 2, to the tile directly adjacent to character 2. One time it happened with Sam and also his walk animation was looping (maybe it's something unrelated).
Recreated:
tyqpXEY.png

Emilia was standing in the active tile, then I moved her where's she's now. The same mission, it happened with Ray when he moved to attack the last enemy. Walking sound still played when he attacked and eliminated the enemy, and in the interrogation screen, loot screen and mission summary screen. The distance was longer than 1 tile, in all the other cases it was 1 tile.
Again, on this map, but another mission:
DAPw1Fh.png

The same but with a wall. Maybe one of the previous ones was also with scenery mesh rather than character, I don't remember. I spend some time trying to recreate this bug and never happened when the character was surrounded by empty tiles, but maybe it's just coincidence. It sounds like an entire loop of walk fx need to be played/character stops moving precisely when loop ends. Sound stops either in next character's turn or if character moves again.
Another bug:
40 or 50 modified medium caliber ammunition appeared in Emilia's inventory, it might be from the loot but I doubt it was, I don't remember it being on the list, I tried to load a gun (upgraded Patriot) by drag and drop, all the ammo disappeared. She had a small amount (<10) of this type of ammunition in her inventory before the mission.
Also there are problems with AP bar not showing current AP, "Insufficient AP" flashing even is there's enough AP.
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
"Walking sound still played when ... and in the interrogation screen... loot screen... and mission summary screen"
This would be a marvellous bug if it would continue playing on and on and on to the home base and onwards...:D


supervoid, as you did a detailed investigation, in case having time for a few questions on issues in the meantime:

About the sound-walking
-- Was is always move+attack joint action? (when one clicks at enemy when beeing melee)
-- On one of the screenshots Ray has a baton. Do you recall wielded items in those other cases?


One time it happened with Sam and also his walk animation was looping (maybe it's something unrelated).
On possible similarity with another issue: By any chance, does the scenario begin with Sam standing next to an enemy and then triggering AOO attack with his move? Did the walk animation ended itself at some point?

Also there are problems with AP bar not showing current AP, "Insufficient AP" flashing even is there's enough AP.
After some actions the AP bar may not update or with a delay, but it's usually a visual glitch. Thus the bar showing enough AP is false. But what you wrote seems it was the other way? If that is so, anything specific about the situation when it says "Insufficient AP" and the AP bar is showing less AP than you think should have available? Edit: Nevermind, there is such instance of course, eg. set a path + then fire at target: briefly says "Insufficient AP" + wrong bar, but it works properly underneath.

Small observation for AP bar not updating: Think it should always correct itself on the left-click (aka mode toggle). As it doesn't cost any resources, one can left-click to reset it properly.
 
Last edited:

Timeslip

Timeslip Softworks
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Messages
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It happened 2 times before, on different maps and with different characters, the same situation- character 1 moving in the direction of character 2, to the tile directly adjacent to character 2. One time it happened with Sam and also his walk animation was looping (maybe it's something unrelated).
Recreated:
tyqpXEY.png

Emilia was standing in the active tile, then I moved her where's she's now. The same mission, it happened with Ray when he moved to attack the last enemy. Walking sound still played when he attacked and eliminated the enemy, and in the interrogation screen, loot screen and mission summary screen. The distance was longer than 1 tile, in all the other cases it was 1 tile.
Again, on this map, but another mission:
DAPw1Fh.png

The same but with a wall. Maybe one of the previous ones was also with scenery mesh rather than character, I don't remember. I spend some time trying to recreate this bug and never happened when the character was surrounded by empty tiles, but maybe it's just coincidence. It sounds like an entire loop of walk fx need to be played/character stops moving precisely when loop ends. Sound stops either in next character's turn or if character moves again.
Another bug:
40 or 50 modified medium caliber ammunition appeared in Emilia's inventory, it might be from the loot but I doubt it was, I don't remember it being on the list, I tried to load a gun (upgraded Patriot) by drag and drop, all the ammo disappeared. She had a small amount (<10) of this type of ammunition in her inventory before the mission.
Also there are problems with AP bar not showing current AP, "Insufficient AP" flashing even is there's enough AP.
[/spoiler]

Thanks for the detailed report supervoid - will have a look at this now. Will load up this map and see if can get it to happen. If you get any more information on the running animation bug, please let me know. These bugs (walk sfx and running animation) only seemed to start happening after adding overwatch *shudder* and AOO. Concerning that ammo bug, it has happened to me a few times over the last year, but it is so infrequent I haven't been able to figure out how to recreate it - again very interested in nailing it down.
 
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supervoid

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supervoid
About the sound-walking
-- Was is always move+attack joint action? (when one clicks at enemy when beeing melee)
-- On one of the screenshots Ray has a baton. Do you recall wielded items in those other cases?
Only in one case it was move+attack, everything else was just move.
In other cases, various firearms.
It happened again, for Elena (moving 1 tile) and two times for the enemies (moving more than 1 tile), stopped when they used ranged attack. Different maps than previous ones.

Concerning that ammo bug, it has happened to me a few times over the last year, but it is so infrequent I haven't been able to figure out how to recreate it - again very interested in nailing it down.

Ammo bug:
I'm pretty sure it's the bug I mentioned in previous post, not sure if it's one you want to recreate, it looks like something that'll happen frequently.
First case:
un45G5Q.png

(sorry for a bad screenshot, it was 40 pieces of ammo)
He had a small number of those in the inventory and fully loaded gun, he hasn't reloaded during a mission, used 2 or 3 bullets. Other characters had the same setup (fully loaded guns and small number of bullets in inventory, used guns in combat)
Second one:
There was one bullet in his inventory, fully loaded gun, he used 3 bullets during a mission. All characters have 1 bulet in PI and fully loaded guns they used.
PpoXjFg.png

Third time:
This one was different, because it happened after I reloaded Emilia's gun with this type of ammo, and 40pcs appeared instead of small number (14) that Sam previously had in his inventory. His gun was previously loaded with normal ammo so I could see that it loads 7 rounds (so probably just full magazine) and disappears.
DEQZMlW.png

I played with the last one a bit:


I guess it works with both manual and automatic reloading, so ammo was appearing right after a mission without me doing anything. I recreated it for the older saves, and for SCA.
Also, is "7 Rounds Capicity (8)" a bug?


Run animation bug- I remember that I misclicked, Sam was locked between Elena, enemy, and environment, he wasn't able to move to the tile I clicked, but was facing that direction and animation was playing. It stopped when I moved him to the only available tile next to him.

Another thing- Highlighted tiles appeared for an enemy, just for his turn. It happened after I opened and closed option screen in the middle of the mission.
 

Timeslip

Timeslip Softworks
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Messages
910
Fixed one bug today that could cause characters to continue running after their turn. Do you remember if Sam triggered an attack of opportunity when he started moving? Difficult to say if it will fix the instance that you encountered as no one can figure out how to recreate it yet. That said, it was found using logs from when a running bug occurred, and was able to figure out why it happened. On the footsteps sfx, I tried to recreate the conditions from your screenshots, and had no luck. Would be possible to brute force the problem, but since it might be a symptom of some other problem, will see if can get it to happen and try to pick up on the pattern so can investigate.

Nice job capturing the ammo bug! So the seven ammo in everyone's inventory just appeared - did they have ammo in their inventories before? It seems suspect that everyone has the same amount of the same type of ammo. Based on the way it's behaving, it looks like a single item which has been copied in error to multiple characters' inventory. If it appears after you return home post mission, there are two things that are more likely: 1) an error in the automatic reloading code (called automatically when you return home) or 2) an issue with creating an ammo item in post mission looting (which seems less likely, as you noted it didn't show in the list)

If you still happen to have the save game, and have the time, could you send it to me at daithi[at]timeslipsoftworks.com ? If you are using windows it should be here: C:\Users\*YourUsername*\AppData\LocalLow\Timeslip Softworks\VigilantesV20\SaveData - you can also search for "ct03", one of the files in the save, and this will bring you to the right area - then you go up one level and copy the folder with the same name as your save.

Which weapon did 7 Rounds Capicity (8) appear on? Yeah, the bracketed number is the current number of rounds.
 
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supervoid

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Nice job capturing the ammo bug! So the seven ammo in everyone's inventory just appeared - did they have ammo in their inventories before? It seems suspect that everyone has the same amount of the same type of ammo. Based on the way it's behaving, it looks like a single item which has been copied in error to multiple characters' inventory. If it appears after you return home post mission, there are two things that are more likely: 1) an error in the automatic reloading code (called automatically when you return home) or 2) an issue with creating an ammo item in post mission looting (which seems less likely, as you noted it didn't show in the list)
It 7 because I set it up like this to check if it will work the same for all the characters after bug appeared in Sam's inventory. This one was the bug during manual reloading in the inventory screen. I send you some info about it in the email, but I wouldn't be surprised if there's a problem with game files on my side considering how many problems with ammo I had.
 

Timeslip

Timeslip Softworks
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Managed to get 100% recreation with the bug based on the info you sent. The issue was with swapping between between hot loaded and regular ammo variants - the ammo being replaced in the inventory was not a unique ammo object, so this was causing a variety of unusual behaviour when it ended up copied in multiple locations. It's fixed now. Found a logical error in the auto reload code, which could cause items to be reloaded with more ammo than the weapon had capacity for, so this is very probably the other issue you reported. That's also fixed.
 

Taka-Haradin puolipeikko

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Minor observation:
Also encountered minor sound bug.
Walking sound keeps playing repeatedly until next character's round if unit moves just 1 tile.

Is this happening every time for you? Can't seem to get it to happen - wondering if there's some other factor involved.
Not any longer. I just got bunch of updates to my system.
Week ago it happened every time when unit moved just 1 tile.

I haven't had any occurrences of issues that supervoid reported about.

btw.
Using hunker down -ability doesn't diminish movement outline.
AP will get spent and it shows correctly on AP bar, but outline gives false info.
Here are some screenshots about it:
54F6C09F210F84E4B0F1220D888B3544DC91CA26

B4C62B2C104189032031E5FCDB0DE5C117A9D3DE

I also probably should have said "18 hours played according to Steam", I tried slightly different initial build before starting current campaign and there was also several times when I wandered off to do something else while game was running. Current campaign has maybe 10-12 hours that I've played it.
 

Timeslip

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Ah that's good. Any thoughts on what would be a good average time for a playthrough? Was thinking in the range of 12-15 hours, as don't want to overstay welcome, with the possibility of a longer game mode, which requires additional intel to reveal leaders. That issue with the reachable tiles not updating when using an active perk is fixed.
 

Taka-Haradin puolipeikko

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- Rapport should boost one stat, but there may be an issue there - will look into it
It may happen, but I'm not probably noticing it, since I don't keep account of characters stats.
I was expecting that some NPC would be getting some stat marked with colour green which would indicate the stat that's currently getting bonus.
 

Timeslip

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- Rapport should boost one stat, but there may be an issue there - will look into it
It may happen, but I'm not probably noticing it, since I don't keep account of characters stats.
I was expecting that some NPC would be getting some stat marked with colour green which would indicate the stat that's currently getting bonus.

Make sense - will add it in.
 

ushas

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- Rapport should boost one stat, but there may be an issue there - will look into it
It may happen, but I'm not probably noticing it, since I don't keep account of characters stats.
I was expecting that some NPC would be getting some stat marked with colour green which would indicate the stat that's currently getting bonus.

Make sense - will add it in.
And what color will it be for when a boosted stat is injured?
By RGB: Red + Green = Yellow?
 

ushas

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And what color will it be for when a boosted stat is injured?
By RGB: Red + Green = Yellow?
Most convenient solution would be red to override green to tell player "here's problem, fix it."
Makes sense as communicating an injury. On different note, I tend to play not bothering to treat most of them, so could happen it's boosted while red. It means there is still a chance for confusion, though lower.
 

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
http://steamcommunity.com/games/545600/announcements/detail/2971673269672810186
Vigilantes Dev Video 41: Version 21 Interim Update
21 October - Timeslip
Hi everyone!

We've been hard at work implementing your suggestions, fixing bugs, adding content and improving systems, and are making good progress on V21, which will be available in roughly 2 weeks. Here's a video outlining the key improvements so far:

https://www.youtube.com/watch?v=-1M-5Aw_aCk

You can find the complete notes on the work to date on V21 here[timeslipsoftworks.com]

As always your comments, questions and observations are welcome!

 

Timeslip

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Had a look through that save Taka-Haradin puolipeikko - you are way ahead of the gangs in progress (25 vs 6/7). You must have been hitting them very hard, as they don't have much cash and they haven't made as much progress in terms of upgrades as would expect. Will make some small adjustments to the time cost of various actions in this update, and see if can boost the churcher troops.

At the next difficulty level, they would have been in the range of level 9-10
 
Last edited:

Taka-Haradin puolipeikko

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Had a look through that save Taka-Haradin puolipeikko - you are way ahead of the gangs in progress (25 vs 6/7). You must have been hitting them very hard, as they don't have much cash and they haven't made as much progress in terms of upgrades as would expect. Will make some small adjustments to the time cost of various actions in this update, and see if can boost the churcher troops.

At the next difficulty level, they would have been in the range of level 9-10
Yeah. I pretty much kicked them while they were down.
Any plan to add time cost for updating player facilities?
 

Timeslip

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Any plan to add time cost for updating player facilities?

It's pretty likely, though may not happen for this update. Would likely add the ability to assign an ally to speed up construction. Facilities might be a good area to give some extra attention to, so open to ideas in this area.
 

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