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KickStarter Vigilantes: neo-noir, turn based tactical RPG

ushas

Savant
Joined
Jan 5, 2015
Messages
550
Is that all? :)
No. Want more? :positive:

Sorry :negative:
Hope it doesn't come harsh. The goal was only to highlight possible areas. Spend my energy to write down the stuff here because of voiced wish of both sides for responsiveness to improve, and because have nowhere else to drop it. I don't judge games based on small inconsistencies, however, doesn't matter to me what/if/how is tackled. Even sometimes see bugs as challenge or feature, like loosing a shop access in Wasteland or turning in x-com. So you don't have to take bug reports from me, if it helps anything. Seeing games that I gave my support thriving in general is all I wish for.:)
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
Ok. That's admirable, of course. Although the polish doesn't have to be perfect.
(i.e. as by the rule of S. Markowitz: the last bug isn't fixed until the last player is dead:P)

For example, ammo isn't included in the weight of weapon. Thus there can be a situation, you load a gun from home and aren't heavy encumbered when should. But that will happen so rarely... don't know why I'm even mentioning it.

Have always preferred endings which cause conflicted feelings, and to have a happy ending where Sam gets the girl and everything is great would ignore the terrible cost of a conscientious individual being involved in that much violence, regardless of the cause. It is necessary to answer right away - you have 10 minutes :)

It's about Sam's idealism - his desire to improve the situation in Reiker causing him to change the priority of his beliefs. The ideal of "not inflicting violence on others" is replaced with "not inflicting violence on others unless they are involved in a sustained attack on Reiker and its people". If you got the "good" ending, Sam hasn't fallen prey to fanaticism and adopted the belief that "crime should be punishable by death".
Damn, missed the deadline.
Getting the girl and everything doesn't sound much noir anyway. At least to me, not an expert.

Yeah, it was the 'good' ending. Think he said that, right, that he's worried who he would become, which makes me even more worried to go into that direction. So thanks:)

When playing before story elements were in, had sometimes imagined the killing path as a sort of last resort. Something like not believing that corrupted authorities will resolve anything. I guess that's pretty much strong conviction.

What if one sees it selectively though? Like decides to eliminate gang management but be merciful to basic troops. Kills can be offset. Perhaps might have neutral or even slightly positive rep, but still quite a punisher.
Edit: Or maybe should rephrase the question am trying to ask - where do you see threshold for the 'good' ending?
 
Last edited:

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
https://steamcommunity.com/games/545600/announcements/detail/2900777097265831142
Vigilantes V1.02 Released!
16 November - Timeslip
Hi everyone,

Vigilantes V1.02 is now available. It's a small, but important update, which fixes the vast majority of known issues. Most notably, the bug which could cause the game to become responsive when using the last trauma kit or explosive in an equipped stack is now fixed, as is the issue with displaying crafting options on 4K screens.

Though focusing on improving stability, the update also represents a small, first step toward providing better in-game information, improving usability, and adding content: Save games made from now on will be organised by real world date, there are notifications to better inform players about armour/weapon upgrades and an encounter in which you must escort a journalist being pursued by a mafia hit-squad has also been restored.

Complete update notes are below.

Thanks for reading and have a good weekend!
Daithi

[Content]
+ Restored the escort mission encounter.

[Improvements]
+ Save games made after V1.02 will be sorted by save time
+ Thrown weapons, including smoke grenades, can be used on the active character's current tile.
+ Added text to upgrades to inform players of armour and weapon type upgrades.
+ It is now possible to change attack type when targeting body part.
+ Crouching can be done with move AP.

[Balance]
+ Adrenaline now takes the highest of 50% current AP, or 50% of the AP per turn derived stat

[Bug Fixes]
+ Fixed issue with last trauma kit/explosive being used causing game to occasionally become unresponsive. (Thanks all!)
+ Fixed being able to walk inside building in Kurt Renko map (murrki017)
+ Fixed character skill leveling up quickly, in error, after 139. (Dickie & murrki017)
+ Fixed dragging more of a stackable item to an equipment slot not updating weight. (Dickie)
+ Fixed delaying turn causing cooldowns to be reduced in certain circumstances. (Ushas, Curious Fellow, Lord Lancelot)
+ The quantity of currently equipped, stacked items, is now updated when one of them are used.
+ Fixed errors with Nocturnal perk. (Curious Fellow)
+ Fixed Dim Mak Perk. (LordLancelot)
+ Fixed HP in the initiative queue not always being updated when healing an ally. (willsama974)
+ Fixed crafting recipes not being visible on 4K resolutions (Boughrock & Darcek)
+ Fixed turns not ending if last AP is expended by using a perk. (ushas)
+ Fixed message sent status effect (and achievement) not triggering (LordLancelot & Non)
+ Fixed not being able to delay turn with tactical delay if character has 0 AP and available movement points
+ Fixed boss info being displayed in wrong places (murkki017)
+ Fixed missing info on boss screen for Alex Mazlo. (dee221987)
+ Fixed upgrade description of Nobuki Samurai. (ushas)
+ Fixed a number of UI elements which remain on screen when delay turn is pressed. (ushas)
+ Fixed characters not healing during crafting. (ushas)
+ Fixed scrolling on looting screen (ushas)
+ Movement display no longer takes firing position into account (Ushas)
+ Movement display is now updated after using all out offensive. (Ushas)
+ Fixed crouch not being taken into account on movement display when using melee weapons. (Ushas)
+ Blocked input through UI buttons which could cause errors when targeting body parts.
+ Fixed normal thrown attacks reducing AP by same amount as snap attack. (Curious Fellow)
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
What a nice day for a tactical grid based game to release a patch.
(i.e. on the day of world chess championship match)
 

Nutria

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Mar 12, 2017
Messages
2,261
Location
한양
Strap Yourselves In
Whoa! Stop being so responsive to player feedback. If I get used to this from developers, I"ll turn into one of those entitled gamers that I keep hearing about.
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
So what is the threshold between two endings, is it something we shouldn't know?
Hope I wasn't becoming entitled to ask about this:(
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
Whoa! Stop being so responsive to player feedback. If I get used to this from developers, I"ll turn into one of those entitled gamers that I keep hearing about.

You could get a basic foothold by adding a demand in your review that multiplayer be added in the next week, or the review will be changed to negative. Extra points if you point out that it "will just be a small change". Dunno, keep hearing about entitled gamers too, have yet to encounter any. No doubt they are out there, but vast, vast majority of people I've interacted with are reasonable and just want to help make a better game.
 
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Dickie

Arcane
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Joined
Jul 29, 2011
Messages
4,376
Steve gets a Kidney but I don't even get a tag.
The game sure is a lot easier when you don't care about reputation. Just take the team members who don't mind killing people and get a constant damage boost. I don't think I even had any problems finding the bosses.
 

Timeslip

Timeslip Softworks
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Developer
Joined
Aug 27, 2016
Messages
910
The game sure is a lot easier when you don't care about reputation. Just take the team members who don't mind killing people and get a constant damage boost. I don't think I even had any problems finding the bosses.

Yeah, +15% damage bonus helps a lot in Hero difficulty. You can usually get the intel more reliably from not killing, assuming some investment in relevant skills, but the idea isn't to punish players who want to kill everyone.
 

Timeslip

Timeslip Softworks
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Developer
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Aug 27, 2016
Messages
910
For 1.03 among other things, would like to add more perks (especially for utility and leadership), and add in a few extra utility items. Suggestions welcome.
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
Yeah when one is getting intel from searching bodies and rackets, can even dump Presence skill if wishes to.

I've been thinking to give feedback on utility items, can try in the evening.

Btw.
https://www.gamersdecide.com/articles/top-17-best-tactical-rpgs-pc

Vigilantes is listed among Age of Decadence, Underrail, Battle Brothers, Phantom Doctrine, Hard West, etc.
Though not sure how this list works (huh, thought Wasteland 3 isn't out yet).
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
About utility items

First of all, am liking the system of utility slots and got used to asymmetry of stats in Vigilantes. For what is worth, haven't had any impression that Utility stat is or should be strictly a medic stat. That said, when it comes to utility items themselves, I think their effects are, indeed, somehow underwhelming.

Will try to distill and quantify my impressions into two points:

1) Equippable perks
Without further investment each character has only one utility slot (imagine having only one perk). Can equip only one item out of all. Assuming the goal is to offer us an interesting building possibilities with this, would expect ut. items to offer interesting/impactful things, so comparison to perks comes to mind (-> ut. items seem to have weaker effect).

2) Worth 2-3 stat points
In order to feel motivated to invest 2-3 points into Utility to unlock a slot, the item's effect also competes with 2-3 stat points put elsewhere else (-> again the effect is often weaker, eg. let's look at Backpack, +8lbs to max weight, whereas two points into Prowess give you +14lbs and other benefits)

Of course, this is not the only way how to look at utility items (assumptions won't hold, for example, if the goal is something like trinkets with flavor), it's simply a helper for me for evaluation. Soo the items found in the game:
Armour Plate
Medium Armour Plate

'Reduces incoming damage by 7%/12%'
A kind of weaker early, but later can equip both. The highest armour is 40% protection. Behemoth perk also reduces all incoming damage by 25%. If works additive, all combined yields 84% at the battle start, 99% when Taunt activated. That's some protection! Then the armour starts deteriorate by hits, of course.
-> Suggestion: Might be cool if we can somehow reach the first turn invincibility (i.e. without activated Taunt yet). Either a bit stronger plates or armour.


Armoured Ski Mask
'Reduces chance of being critically hit by 50%'
Thus also lowers chance of injuries. That said, most incoming damage isn't from criticals.
-> Suggestion: Can imagine upgraded ski mask offering 100%.


A strange figurine
'Increases critical chance by 8%'
The effect is too low, esp. as critical chances are low in overall. If one manages to get 10 in both, Prowess and Instinct, that's +14%. If you use weapons with better criticals and connected perks, you can possibly get above 50% with bladed weapons, but that's high end-game investment. Critical Charge makes critical build more interesting, but raising both stats together isn't worth it.
-> Suggestion: Something like +25% crit chance would be more attractive. But also depends if could become more viable to build around criticals, reaching closer to 100% (maybe stronger impact of stats).


Athletic Grips
'Increase character initiative by 2'
To put two points into Fleetness is muuuch better. There is also a perk (+3) that requires Fleetness 7. Think both are on weaker side, dunno from the interrupt pov.
-> Suggestion: Why not +5 or more, could be useful for somebody who wants to act first despite Fleetness stat, as well as for interrupt builds.


Backpack
'Increases weight by 8 lbs'
As mentioned, it's quite low, as one gets 14 lbs from 2 points in Prowess. Used it on low Prowess character, but it wasn't as if having backpack kind of difference.
-> Suggestion: It's the only option to increase max weight without Prowess (Pack Mule perk, +15lbs, requires 5), so something like 15-20lbs would be neat.


De Inventione
'Increases Presence by 7'
It's better to put 2 points into Leadership (+6 to Presence as well as +2% cth bonus).
-> Suggestion: Perhaps something like 15-30 to Presence (so we also see cth bonus going up).


EMT kit
'+15% additional healing from Trauma Kits'
There is skill, facility, 4 tiers of trauma kits and perks already providing additional +X% to healing. Tbh. haven't felt any need for EMT and barely used Tier 4 kits.
-> Suggestion: Maybe it can offer to modify healing in different way. For example, to also remove one negative status effect, or heal a bit of max AP.


Knuckle Duster
Heavy Knuckle Duster

'Increase unarmed damage by 7%/12%'
Can't be equipped together, thus max is 12%. The thing is, HtH base damage isn't that high (in comparison to blunt). So any damage multiplier has low impact.
-> Suggestion: Takes a slot (= commitment), won't be bad if it's more akin 25-50% and 50-100%. IIRC that translates into 16-19 and 19-26 at lvl 18 and Prowess 9. Or Prowess HtH bonus itself could be stronger.


Laser Sight
'Increases ranged CTH by 5%'
Again, this is low, would rather increase Instinct stat.
-> Suggestion: What about 15%? This could be interesting for hybrid allies.


Lightweight Footwear
'Increases movement AP by 1'
Nice item, used it on several allies, although Athletic perk gives 2. Other means to get move APs are: 4 from Medical Emergency and 3 from Berserker charge. Together 6-10 move APs at max.
-> Suggestion: Wouldn't be bad as +2 move AP, to be on par with the perk.


Lockpick Kit
'Increases Bypass by 5'
It's only half repostition tile. Really feels low.
-> Suggestion: Something around 15-30 to get some reposition boost. Can be also handy for allies at home to go on raid earlier, or to chose whose bypass is used. Alternatively, it can guarantee post-mission cache unlocking.


Lucky Lighter
'Absorbs damage from first bullet, once per battle'
It's a kind of situational, handy if the first bullet is from a lieutenant sniper. But if you don't manage to reposition, they can throw grenades at you etc.
-> Suggestion: If not a hassle, can imagine that it absorbs first damage from any source.


Night Vision Googles
'Removes the night penalty of 8% for ranged attacks' (btw. would add 'cth' in desc.)
Day/night distinction isn't very high. This penalty is easy to overcome by skill and leadership. Not sure if anybody bothers to re-dress ranged allies for the night.
-> Suggestion: My personal preference would be if night can impact ranged significantly. Not only bigger flat CTH debuff. Would rather suggest much stronger CTH dropoff with distance, or at least halving effective ranges of firearms (all except shotgun cones). Then melee gets more noticeable edge at night and an item canceling such night penalty will become more useful. Besides, it isn't so hard to plan your assaults around specific time of day even on higher difficulties. However, am aware this is my enthusiasm speaking, seeing potential in what Vigilantes provides.


Speed Loader
'First firearm reload, of any type, costs no AP'
One of my favorites. I often forget to check the bullet count when planning turns and needing to reload catches me unprepared.
-> Suggestion: Nice as is. Can imagine first two, but dunno.


Surveillance Kit
'Increases Surveillance by 5'
Two points in Instinct offer more. Also as this is non-combat skill, I'd argue boosting non-combat stuff looks less interesting to us.
-> Suggestion: Maybe something like 15-30 and lower workshop requirement. This can be handy when you want Sam to be your Surveillance guy while he has currently lower skill than an ally. The point is, we have limited way to influence who is used.
[hopefully the last] Edit: Not sure if useful, but can add info from my play. CC guys used mostly the plate or boots, tertiary the lighter. Ranged guys had the boots or speed reloader. Occasionally, backpack on a character who was on the edge of heavy encumbered. Unlocked all utility slots on Sam, although that was more for fun, I don't recall anything substantial out of it. Anyway, given the items, not sure if there is much reason to have more than 1-2 slots on anyone (dunno, maybe when build as a wall).

Some suggestions for new ones:
A duct tape
Crafting +X, and halves deterioration of equipment. Prob. just MacGyver fancy of mine, as crafting doesn't have any use in encounters, so could end up too weak.

Toolbox
Crafting +X and speeds up facility construction time
(eg. the wielder to be counted as 1.5 person).

Perfume
Presence +X, and increases taunt on this person
(ideally if can be combined with Taunt perk)

A bottle of water (or fire extinguisher)
No burn damage. So you can stay in and go through fire unharmed.

A flask of [insert your favorite alcohol]
Suffers no negative side-effects of wounds but -X to Initiative
(am imagining it like a habit to take a courage sip before combat, lowers pain threshold but prolongs reaction time)

Watches
Max AP +X (aka good with time management)

Unlucky Lighter
Auto-puts every adjacent enemy on fire during your turn
(or if it can work as an active perk for 1AP or so).

Field Manual
Command CTH bonus +X%, or being able to reposition +5 more tiles

Tactical Belt with accessories
Inventory operations cost no APs

Anatomy atlas
Increases effects of targeted attacks. Though this is probably better as a perk. Also not sure if criticals play a role here.

Paramedic equipment vest
Cost of healing -1 AP. There could be also a perk doing the same leading into joint 0 AP. The thing is, if you want to support it, then any character doubling in a medic role needs a lot of mobility. So either being able to reach the state of free movement, or to get a lot of movement APs and cheap/free healing.

Hood
The same or similar effect as Fearsome Presence (if it will get boost), and combines together when character has also fearsome/terrifying perks.

Sharpening stone
Doubles bleeding damage from bladed weapons:?
Easiest is probably to edit and reuse images of existing items. Was thinking if allies at home could find some use for utility slots too. Anyway, please feel free not to use anything am suggesting, I've pitched too many ideas in the past already.
 
Last edited:

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
About utility items

First of all, am liking the system of utility slots and got used to asymmetry of stats in Vigilantes. For what is worth, haven't had any impression that Utility stat is or should be strictly a medic stat. That said, when it comes to utility items themselves, I think their effects are, indeed, somehow underwhelming.

Will try to distill and quantify my impressions into two points:

1) Equippable perks
Without further investment each character has only one utility slot (imagine having only one perk). Can equip only one item out of all. Assuming the goal is to offer us an interesting building possibilities with this, would expect ut. items to offer interesting/impactful things, so comparison to perks comes to mind (-> ut. items seem to have weaker effect).

2) Worth 2-3 stat points
In order to feel motivated to invest 2-3 points into Utility to unlock a slot, the item's effect also competes with 2-3 stat points put elsewhere else (-> again the effect is often weaker, eg. let's look at Backpack, +8lbs to max weight, whereas two points into Prowess give you +14lbs and other benefits)

Of course, this is not the only way how to look at utility items (assumptions won't hold, for example, if the goal is something like trinkets with flavor), it's simply a helper for me for evaluation. Soo the items found in the game:
Armour Plate
Medium Armour Plate

'Reduces incoming damage by 7%/12%'
A kind of weaker early, but later can equip both. The highest armour is 40% protection. Behemoth perk also reduces all incoming damage by 25%. If works additive, all combined yields 84% at the battle start, 99% when Taunt activated. That's some protection! Then the armour starts deteriorate by hits, of course.
-> Suggestion: Might be cool if we can somehow reach the first turn invincibility (i.e. without activated Taunt yet). Either a bit stronger plates or armour.


Armoured Ski Mask
'Reduces chance of being critically hit by 50%'
Thus also lowers chance of injuries. That said, most incoming damage isn't from criticals.
-> Suggestion: Can imagine upgraded ski mask offering 100%.


A strange figurine
'Increases critical chance by 8%'
The effect is too low, esp. as critical chances are low in overall. If one manages to get 10 in both, Prowess and Instinct, that's +14%. If you use weapons with better criticals and connected perks, you can possibly get above 50% with bladed weapons, but that's high end-game investment. Critical Charge makes critical build more interesting, but raising both stats together isn't worth it.
-> Suggestion: Something like +25% crit chance would be more attractive. But also depends if could become more viable to build around criticals, reaching closer to 100% (maybe stronger impact of stats).


Athletic Grips
'Increase character initiative by 2'
To put two points into Fleetness is muuuch better. There is also a perk (+3) that requires Fleetness 7. Think both are on weaker side, dunno from the interrupt pov.
-> Suggestion: Why not +5 or more, could be useful for somebody who wants to act first despite Fleetness stat, as well as for interrupt builds.


Backpack
'Increases weight by 8 lbs'
As mentioned, it's quite low, as one gets 14 lbs from 2 points in Prowess. Used it on low Prowess character, but it wasn't as if having backpack kind of difference.
-> Suggestion: It's the only option to increase max weight without Prowess (Pack Mule perk, +15lbs, requires 5), so something like 15-20lbs would be neat.


De Inventione
'Increases Presence by 7'
It's better to put 2 points into Leadership (+6 to Presence as well as +2% cth bonus).
-> Suggestion: Perhaps something like 15-30 to Presence (so we also see cth bonus going up).


EMT kit
'+15% additional healing from Trauma Kits'
There is skill, facility, 4 tiers of trauma kits and perks already providing additional +X% to healing. Tbh. haven't felt any need for EMT and barely used Tier 4 kits.
-> Suggestion: Maybe it can offer to modify healing in different way. For example, to also remove one negative status effect, or heal a bit of max AP.


Knuckle Duster
Heavy Knuckle Duster

'Increase unarmed damage by 7%/12%'
Can't be equipped together, thus max is 12%. The thing is, HtH base damage isn't that high (in comparison to blunt). So any damage multiplier has low impact.
-> Suggestion: Takes a slot (= commitment), won't be bad if it's more akin 25-50% and 50-100%. IIRC that translates into 16-19 and 19-26 at lvl 18 and Prowess 9. Or Prowess HtH bonus itself could be stronger.


Laser Sight
'Increases ranged CTH by 5%'
Again, this is low, would rather increase Instinct stat.
-> Suggestion: What about 15%? This could be interesting for hybrid allies.


Lightweight Footwear
'Increases movement AP by 1'
Nice item, used it on several allies, although Athletic perk gives 2. Other means to get move APs are: 4 from Medical Emergency and 3 from Berserker charge. Together 6-10 move APs at max.
-> Suggestion: Wouldn't be bad as +2 move AP, to be on par with the perk.


Lockpick Kit
'Increases Bypass by 5'
It's only half repostition tile. Really feels low.
-> Suggestion: Something around 15-30 to get some reposition boost. Can be also handy for allies at home to go on raid earlier, or to chose whose bypass is used. Alternatively, it can guarantee post-mission cache unlocking.


Lucky Lighter
'Absorbs damage from first bullet, once per battle'
It's a kind of situational, handy if the first bullet is from a lieutenant sniper. But if you don't manage to reposition, they can throw grenades at you etc.
-> Suggestion: If not a hassle, can imagine that it absorbs first damage from any source.


Night Vision Googles
'Removes the night penalty of 8% for ranged attacks' (btw. would add 'cth' in desc.)
Day/night distinction isn't very high. This penalty is easy to overcome by skill and leadership. Not sure if anybody bothers to re-dress ranged allies for the night.
-> Suggestion: My personal preference would be if night can impact ranged significantly. Not only bigger flat CTH debuff. Would rather suggest much stronger CTH dropoff with distance, or at least halving effective ranges of firearms (all except shotgun cones). Then melee gets more noticeable edge at night and an item canceling such night penalty will become more useful. Besides, it isn't so hard to plan your assaults around specific time of day even on higher difficulties. However, am aware this is my enthusiasm speaking, seeing potential in what Vigilantes provides.


Speed Loader
'First firearm reload, of any type, costs no AP'
One of my favorites. I often forget to check the bullet count when planning turns and needing to reload catches me unprepared.
-> Suggestion: Nice as is. Can imagine first two, but dunno.


Surveillance Kit
'Increases Surveillance by 5'
Two points in Instinct offer more. Also as this is non-combat skill, I'd argue boosting non-combat stuff looks less interesting to us.
-> Suggestion: Maybe something like 15-30 and lower workshop requirement. This can be handy when you want Sam to be your Surveillance guy while he has currently lower skill than an ally. The point is, we have limited way to influence who is used.
[hopefully the last] Edit: Not sure if useful, but can add info from my play. CC guys used mostly the plate or boots, tertiary the lighter. Ranged guys had the boots or speed reloader. Occasionally, backpack on a character who was on the edge of heavy encumbered. Unlocked all utility slots on Sam, although that was more for fun, I don't recall anything substantial out of it. Anyway, given the items, not sure if there is much reason to have more than 1-2 slots on anyone (dunno, maybe when build as a wall).

Some suggestions for new ones:
A duct tape
Crafting +X, and halves deterioration of equipment. Prob. just MacGyver fancy of mine, as crafting doesn't have any use in encounters, so could end up too weak.

Toolbox
Crafting +X and speeds up facility construction time
(eg. the wielder to be counted as 1.5 person).

Perfume
Presence +X, and increases taunt on this person
(ideally if can be combined with Taunt perk)

A bottle of water (or fire extinguisher)
No burn damage. So you can stay in and go through fire unharmed.

A flask of [insert your favorite alcohol]
Suffers no negative side-effects of wounds but -X to Initiative
(am imagining it like a habit to take a courage sip before combat, lowers pain threshold but prolongs reaction time)

Watches
Max AP +X (aka good with time management)

Unlucky Lighter
Auto-puts every adjacent enemy on fire during your turn
(or if it can work as an active perk for 1AP or so).

Field Manual
Command CTH bonus +X%, or being able to reposition +5 more tiles

Tactical Belt with accessories
Inventory operations cost no APs

Anatomy atlas
Increases effects of targeted attacks. Though this is probably better as a perk. Also not sure if criticals play a role here.

Paramedic equipment vest
Cost of healing -1 AP. There could be also a perk doing the same leading into joint 0 AP. The thing is, if you want to support it, then any character doubling in a medic role needs a lot of mobility. So either being able to reach the state of free movement, or to get a lot of movement APs and cheap/free healing.

Hood
The same or similar effect as Fearsome Presence (if it will get boost), and combines together when character has also fearsome/terrifying perks.

Sharpening stone
Doubles bleeding damage from bladed weapons:?
Easiest is probably to edit and reuse images of existing items. Was thinking if allies at home could find some use for utility slots too. Anyway, please feel free not to use anything am suggesting, I've pitched too many ideas in the past already.

Some nice ideas here - thanks. The utility items are more smaller character customisations, something that's worth dropping a stat point in Utility to get, but probably not 2. Could collectively be pretty useful for a high utility medic character though. The workshop now gives the utility buff one level earlier to help make up the points sooner. Have buffed quite a few perks so far in this update, and might get a chance to look at balancing some utility items too. Have to be a bit careful here, don't want to throw overall balance off :negative:
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,699
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Have to be a bit careful here, don't want to throw overall balance off
Why bother with overt "balancing"?
Ultimately a handyman or sweet talker can't clean the streets.

Not every build have to be viable or equally difficult.

edit.
Codex generally seems to frown upon self imposed restrictions, but I've found lots of fun in some play throughs where I used builds that were generally considered sub-par (some frustrations too; Eschalon: Book 1, short blade & no offensive magic. Enemies took several terror filled nights to die).
 
Last edited:

Timeslip

Timeslip Softworks
Patron
Developer
Joined
Aug 27, 2016
Messages
910
Why bother with overt "balancing"?
Ultimately a handyman or sweet talker can't clean the streets.

Not every build have to be viable or equally difficult.

Meant balancing player power vs criminal faction power, as opposed to balancing player builds with one another. If you decide to build a team of smooth talking traders for a hero playthrough.... well, you know how it's going to end.
 
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ushas

Savant
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Jan 5, 2015
Messages
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Codex generally seems to frown upon self imposed restrictions, but I've found lots of fun in some play throughs where I used builds that were generally considered sub-par (some frustrations too; Eschalon: Book 1, short blade & no offensive magic. Enemies took several terror filled nights to die).
You aren't alone. My common modus operandi is to poke long enough to, um, understand everything, but then choose some sub-par build or impose restriction. Not completely sure why. Maybe partially because I find dissatisfying when games reward effective use of systems by becoming too easy (or bloated on higher difficulties).

That's cool, the nomination :salute:

If you decide to build a team of smooth talking traders for a hero playthrough.... well, you know how it's going to end.
Hmm
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Messages
20,699
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
You aren't alone. My common modus operandi is to poke long enough to, um, understand everything, but then choose some sub-par build or impose restriction. Not completely sure why. Maybe partially because I find dissatisfying when games reward effective use of systems by becoming too easy (or bloated on higher difficulties).
I have these "mister mediocre" builds that I try initially for every game.
Some have bias to int., some dex and some char.
Assumption is that that I could overcome initial difficulties with fights with tactics.
 

ushas

Savant
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Jan 5, 2015
Messages
550
I have these "mister mediocre" builds that I try initially for every game.
Some have bias to int., some dex and some char.
Assumption is that that I could overcome initial difficulties with fights with tactics.
It's definitely sign of a good game when it's possible.

I like to have some interesting pros and cons on my party members. Recalling fondly Realms of Arkania games, with positive and negative stats. Think you can choose a fighter class with high superstition and such.
 

ushas

Savant
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Jan 5, 2015
Messages
550
Some nice ideas here - thanks. The utility items are more smaller character customisations, something that's worth dropping a stat point in Utility to get, but probably not 2. Could collectively be pretty useful for a high utility medic character though. The workshop now gives the utility buff one level earlier to help make up the points sooner. Have buffed quite a few perks so far in this update, and might get a chance to look at balancing some utility items too. Have to be a bit careful here, don't want to throw overall balance off :negative:
Ok, possibly I've made wrong assumptions then:)
I suppose one can still look at ut. items that they compete with each other for a slot.

A bit strange though. You yourself are of mind that it shouldn't be worth of 2-3 points investment into the stat. Might as well make Utility about something else and give us the second slot through workshop upgrade or so.

Had Sam as high utility character. He got some defense through items and Medical emergency is nice, but haven't felt all the slots that useful and the perk came later. I'm wondering how would it compare to a character with good medicine focused on Fleetness and Toughness instead (more HPs, more Max APs, Berserker charge).
 

Dickie

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Jul 29, 2011
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4,376
Steve gets a Kidney but I don't even get a tag.
New patch today.

The 1.03 update focuses on adding new content: perks, equipment, crafting options, diary entries and newspaper articles, along with providing a number of quality of life and balance improvements.

In addition to balancing 16 existing perks, five new ones have been added, bringing the total number of perks to 68. These perks provide new options for melee and ranged fighters, and strengthen Utility and Leadership builds. With "Support Smoke", utility characters can throw a supporting smoke grenade at no AP cost every second round. "Know no Fear" is a leadership perk, which removes the effect of fear and reduces the effects of terror.

Six new pieces of equipment have been added: the bar mace, the upgraded Bellum 9 SMG, sharpened machete, smoke grenade MKII, heavy armour plate, and specialised tools.

Among the quality of life additions in this update is the heavily requested ability to choose which weapon each character starts combat with. Since it was in the same area, I also added the ability to set default attack lethality.

If you would like a complete summary of the changes, please scroll down to the update notes below. As always, your feedback and comments are most welcome!

Have a good weekend!
Daithi

+ New Perk: Support Smoke - deploy a smoke grenade at no AP cost every 2 rounds and +10% CTH for throwing smoke.
+ New Perk: Fast Reload - reduces reload AP cost by 2
+ New Perk: Know No Fear - Allies are unaffected by enemies who cause fear. Enemies who inflict terror now inflict fear.
+ New Perk: Don't Crowd Me - Each adjacent enemy, excluding the first, increases close combat damage by 7%, to a maximum of 28%
+ New Perk: Court Martial - 20% damage bonus against enemy squad leader & 10% damage bonus if perk owner incapacitates squad leader
+ New Weapon: Bar Mace
+ New Weapon: Sharpened Machete
+ New Weapon: Bellum 9+
+ New Equipment: Smoke Grenade MK II
+ New Utility Item: Heavy Armour Plate
+ New Utility Item: Specialised Tools
+ New crafting recipes: Sharpened Machete, Bellum 9+, Trauma Kit MK I, Smoke Grenade MK I , Smoke Grenade MK II, Heavy Armour Plate
+ Added 3 diary entries and 3 newspaper articles

[Quality of Life, Interface & Information Improvements]
+ A character's influence area (in which fear and terror are inflicted) is now displayed on mouseover
+ It is now possible choose between starting combat unarmed, or with the item in the first equipped slot
+ It is possible to choose between starting combat in lethal / non lethal
+ Combat team's equipped items can be automatically repaired before combat.
+ The quick repair buttons now repair equipped items and items held in a character's inventory
+ Moved activated perk panel to a more central location to make it more obvious.
+ Added tooltips to armour to explain damage absorb & resistance.

[Balance]
+ The first gang lieutenant is now a danger level 2 encounter
+ Gang leaders now carry increased numbers of weapon parts
+ Improved Perks: Flurry, Heavy Swing, Precise Strike, Concussing Blow, Artery Strike, Investor, Grazed Limbs, Fearsome Presence, Terrifying Presence, Taunt, Tagged, Insult, Regeneration, Eye for Weakness, Close Quarters Rifleman, Close Quarters Sniper.
+ Improved Utility Items: De Inventione, Surveillance Kit, Lockpick Kit
+ Increased number of weapon parts available from defeating gang leaders
+ Investor perk can now be picked by any character, but does not stack
+ Enemy lieutenants now inflict fear, enemy bosses inflict terror
+ Increased number of weapon parts and chemical components stocked by shop
+ Multiple armour plate utility items can no longer be equipped together
+ Utility stat bonuses from Workshop now occur 1 level earlier
+ Increased bladed damage bonus from Instinct and Prowess stats
+ Penalties from fear and terror are now higher
+ Balanced skill allocation for Ray Case & Emilia De Soto

[Bugs & Text]
+ Fixed bug introduced in V1.02 allow melee and ranged attacks to reduce AP below 0 (B.vanhertum)
+ Trading ammo no longer contributes to trade skill or shop level, due to an exploit. (Nomad & Ba$t@rd)
+ Fixed a number of text errors. (Nomad)
+ Fixed delay turn ap cost showing as 1AP when player has tactical delay perk. (Nomad)
+ Fixed issue in which dialogue hotkeys were incorrectly mapped the survivalist rally encounters (B.vanhertum)
https://steamcommunity.com/games/545600/announcements/detail/1692687668306137285
 

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