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KickStarter Vigilantes: neo-noir, turn based tactical RPG

Timeslip

Timeslip Softworks
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Stopping a bank heist scenario might be fun. But it would require a bigger indoors map.

Or for those survival nuts, they send their lowest members to rob a gun shop. Most of them start the map with bad weapons but they charge for the best guns instead of fighting you. You need to stop as many of them as you can before they do that or you get a much harder fight now.

Church has a recruitment meeting which is more like obduction event. You need to stop them from taking away X number of people from the crowd

A few interesting ideas. There is a stop the heist scenario, but it's outdoors.
 

Timeslip

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Edit: I was a bit joking by piling up the options but the deserter state, if possible, could be also used for as-if-enemies-attacking-civilians scenarios...

Open to the possibility of protect civilian missions, but how would they be distinct from missions when you get a temporary ally and have to protect them?
Very much.

But you'll have better idea whether holds or if worth at all. Can imagine, if enemies are able to attack their own under certain conditions, it opens new possibilities. Perhaps emergent mechanic like deserting, or us [accidentally] causing civilian casualties. Moreover, if AI controlled NPCs have simple behaviours (fleeing variant or other non-violent) -> is it possible to have more units on the battlefield? Allows mentioned terror-like scenarios and others. For example, a variant of the bank robbery where we protect fleeing this time (heh, initially thought the bank building is hospital): with them being AI controlled, can be spawned each turn. Etc.

As over-thinking already, some vague thoughts on distinct civilians below.
First of all, only summing up civilian units tactically/mechanically. Objectives don't need to be always protection, or even tied to them. No idea what fits the game or viable.

1. Joinable NPCs on our side (we control them but can't harm, limited number)
1a. Stats: 1-3 civilians with very low stats (so indeed need protection); versus missions with 1-2 badass NPCs (more like helping our team, or have common goal).
1b. Aggression: can vary across scenarios (enemies go more after NPC or after us), or within a scenario (eg. when nearing the flee zone or otherwise triggered change).
1c. Game mechanic: For example, when friends with police, Emilia has a phone number (active perk). You can call a backup once per battle, spawns a cop to join next turn. Each use lowers their goodwill though, and no backup when drops bellow buddies threshold.


2. Neutral NPCs on enemy side (controlled by AI, we can harm them)
2a. Deserter mechanic: Perhaps the battle starts with some units deserting or they might when motivated (a purse was stupid, let's have a bribery perk...)
2b. Civilian-enemy rank: technically enemy but counts as a civilian. Apart deserter, can have other non-violent behaviours. Or even a situation where a neutral NPC is aggressive and it's up to us what to do - eliminate in self defense or make/let him flee?
2c. Scenarios with up to ~6 civilians having very simple behaviours versus with few but more refined <- that said if simpler AI allows more units at all.
2d. Switching AI behaviour during battle (eg. triggers in # of turns, or they are standing around till an object blocking their exit path isn't eliminated, then switch to running).

3. Fluid NPCs
3a.
Alliances to be decided at start: For example, initially it says cops and gangsters are having a chat. Based on what we say and/or on our prior reputation, cops either join us, join enemies, stick around to watch the show or flee... Or because viva la bribery, the scenario may as well be about gangsters trying to bribe a cop and we outbid them.
3b. If possible can switch sides during combat (eg. some trigger like head injury, scripted to betray us in # of turns, or is opportunist - his side is loosing)

4. Map obstructing NPCs (map objects uncontrollable by either side)
4a. More such people around maps, even as a background. City having civilians feel.
4b. Destructible human-objects? (then a human-object next to a fuel barrel-object....)
4c. Can barks be positioned above them? Getting some cheering up. Or the opposite.
Btw. a bug report: they aren't providing half-cover.

Whoops, I meant civilians might be worth looking at, rather than deserter. There's no hard limit on characters on map, but characters are the most detailed and hence demanding.
 

Timeslip

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1. Have you encountered any rackets yet? They don't seem to have built any so far, and focused on better equipment / training.
I've taken out a racket from every gang (chopshop, night club and that training center), besides special maps those didn't seem to be much different from usual street fights.
None of the gangs deployed any specialists into those levels.

There should be more characters, and they should be tougher, but it shouldn't be difficult to add a few specialists to the rackets. Can I ask how you found the rackets? I think there might have been an issue with how rackets are revealed in V21 - it should require intel from 2 specialists.

3. Any guess on how many hours you've clocked up? You've got quite a lot of intel on the lieutenants, which is the best measure of progress to completion. Don't want to make the game too long, and overstay its welcome.

About 12 hours on this version.[/QUOTE]

Ah, okay that's somewhere in the right area.
 

ushas

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Whoops, I meant civilians might be worth looking at, rather than deserter.
The post you cited and the following are about civilians. Even excluding Sect. 2 about civilian rank, still a lot of options with temporary allies and people aka map objects. The thought is, once it's clear what is possible to vary, diverse scenarios follow. However, having ideas around a mechanic doesn't mean those are good or viable. Esp. gangs, you have some concept how they operate, what are willing to do. Etc. So rather wanted to nudge than talk too concrete.

There's no hard limit on characters on map, but characters are the most detailed and hence demanding.
Oh the graphics, forgot. Was more or less referring to pacing. The fleeing AI usually takes shorter [thinking + execution] time than the battling AI. Whether giving us 5 temporary allies is viable, etc.

IMO, player controlled and AI controlled civilians offer different things. Even when not worth for an aggressive AI to have rules [if AI unit is tagged 'civilian' -> can be attacked], does it also exclude AI civilians not targeted by enemies?

For example, can be a map attribute: if the battleground is a shopping place during opening hours, a metro station or a disco at night. We and the gang focus on each other, while AI civilians are running in panic to the exit. Apart a change of scenery, a sort of challenge: not to be stupid to harm them or even to kill a gangster in front of witnesses (-> reputation & becoming wanted). Probably, you'll come with better idea while thinking me stupid. It's called brainstorming.

Of course, the question is whether adding some sort of rank 0 for counting civilians is worth looking at. Sorry in case I'm beating dead horse, was unclear if we're talking about the same. I might have caused confusion by using the word 'deserter' for them.
 
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Taka-Haradin puolipeikko

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There should be more characters, and they should be tougher, but it shouldn't be difficult to add a few specialists to the rackets. Can I ask how you found the rackets? I think there might have been an issue with how rackets are revealed in V21 - it should require intel from 2 specialists.
There were plenty of basic mooks, but they weren't harder than lieutenant hechmen.
Though taking out rackets was pretty much the last thing I did before posting about V21.

Got intel about rackets from specialists interrogations: no problem there what so ever.

Question:
Has anyone tried to find out what would happen if player would just kill lieutenants and then just runs away from the map?
So there wouldn't be change to interrogate or loot intel about captains from lieutenants.
Will specialists start to give info about captains or would player have to obtain said intel from rackets (I know for a fact that intel about captain can be gained from racket levels)?
 

Timeslip

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The post you cited and the following are about civilians. Even excluding Sect. 2 about civilian rank, still a lot of options with temporary allies and people aka map objects. The thought is, once it's clear what is possible to vary, diverse scenarios follow. However, having ideas around a mechanic doesn't mean those are good or viable. Esp. gangs, you have some concept how they operate, what are willing to do. Etc. So rather wanted to nudge than talk too concrete.

1a and 1b would be workable. What you described in 1c is being considered for high reputation characters. The Church of the Final Exodus don't abduct civilians for recruitment, but there are reasons why they may be interested in civilians.

Oh the graphics, forgot. Was more or less referring to pacing. The fleeing AI usually takes shorter [thinking + execution] time than the battling AI. Whether giving us 5 temporary allies is viable, etc.

IMO, player controlled and AI controlled civilians offer different things. Even when not worth for an aggressive AI to have rules [if AI unit is tagged 'civilian' -> can be attacked], does it also exclude AI civilians not targeted by enemies?

For example, can be a map attribute: if the battleground is a shopping place during opening hours, a metro station or a disco at night. We and the gang focus on each other, while AI civilians are running in panic to the exit. Apart a change of scenery, a sort of challenge: not to be stupid to harm them or even to kill a gangster in front of witnesses (-> reputation & becoming wanted). Probably, you'll come with better idea while thinking me stupid. It's called brainstorming.

Of course, the question is whether adding some sort of rank 0 for counting civilians is worth looking at. Sorry in case I'm beating dead horse, was unclear if we're talking about the same. I might have caused confusion by using the word 'deserter' for them.

Adding a handful of civilians should be possible. Not 100% sure on implementation of AI civilians though, it's certainly possible, but there are a couple of areas would be concerned about on the technical side. Unless the gang members explicitly target fleeing citizens, which would tactically be a bad move, it would be difficult to see how they could be harmed, unless I add a friendly fire mechanic (which could happen). Happy to get more ideas. I just finished implemented your (I think it was your) suggestion for enemies targetting fuel/gas cannisters, but just with ranged for now.
 

Timeslip

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There were plenty of basic mooks, but they weren't harder than lieutenant hechmen.
Though taking out rackets was pretty much the last thing I did before posting about V21.

Will start rackets/leaders with a few specialists in V22.

Got intel about rackets from specialists interrogations: no problem there what so ever.
You remember how you found the racket in H3? It's the main racket, and should only be attackable when you find the boss. Wouldn't mind fixing this one up.

Question:
Has anyone tried to find out what would happen if player would just kill lieutenants and then just runs away from the map?
So there wouldn't be change to interrogate or loot intel about captains from lieutenants.
Will specialists start to give info about captains or would player have to obtain said intel from rackets (I know for a fact that intel about captain can be gained from racket levels)?

I can't remember off hand, but it's something that needs to be looked at. Another thing that needs to be addressed is what happens when the player doesn't get boss intel from lieutenants (fails to interrogate/doesn't find intel on their body). Will likely have to allow gangs to recruit more lieutenants, or once all lieutenants are out of play, allow player to get boss intel from specialists.
 

Timeslip

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You remember how you found the racket in H3? It's the main racket, and should only be attackable when you find the boss. Wouldn't mind fixing this one up.
I didn't know about it, but it is locatable via normal map scouting.
Just checked that from my save.

There was an issue with it being possible to find the location of the racket through surveillance, but not attack it until you got the intel from interrogations. Fixed that up. It's possible to attack the bosses in this update, if you can successfully interrogation 3/4 lieutenants. Very likely will add a way to find bosses if you can't get the intel through lieutenant interrogations in the next release. Also, bosses and rackets now will start with a couple of specialists and may get more organically over time
 
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Taka-Haradin puolipeikko

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Timeslip

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Thanks for posting Taka-Haradin puolipeikko and Infinitron - here are the update notes:

The update's a little smaller than would have liked, it took around 3 days just to add Arcadi and anytime there's work to be done on the AI (in this case, adding the code which allows them to figure out if it's a good idea to shoot at gas canisters) it usually burns up a lot of time. Good to have the update out though. Currently running a 10% off sale on Steam (about 30% off final release price) #pimpingmysoftware

[Features]
+ Enhanced the importance of leaders in combat
+ Added leadership bonuses to the criminal factions in combat
+ AI characters will now target fuel barrels and gas canisters

[Content]
+ New ally: Arcadi, an on-the-run Russian soldier skilled in battlefield command and firearms
+ New map: subway map
+ New Enemies: Mafia Made Man & Survivalist NCO - support their gangs and provide leadership in the absence of a lieutenant/boss
+ New perk: Stand Fast - Once per battle, when an attack should incapacitate an ally, the ally will survive with 1HP.
+ New perk: Tactical Delay - allows the player team to delay their turns at no ap cost
+ New perk: All out Offensive - Increases team damage by 40% for 1 turn at a substantial AP cost
+ New perk: Terrifying Presence - a scaled up version of initimidating presence, which is has been renamed to "fearsome presence"
+ New status effect: Ronin - applied to characters whose leader has been incapacitated
+ Added voiced cutscene for Arcadi
+ New perk: Mind Cracker - increases interrogation score
+ New perk: Medical Emergency. Can only be activated if an ally has < 40% health. Grants +4 AP, reduces cost of trauma kits by 1, does not trigger AOO, but attack damage reduced to 20%
+ Added Personal Armour Mk 3
+ Added new map: Chinatown 3

[Balance]
+ Added code to allow more control over enemy loadouts and made a number of changes to loadouts
+ Demoralised now inflicts -1 Initiative, -1 AP
+ Slightly reduced cost of gang member recruitment.
+ Diagonal Melee attacks can now be made through tiles with adjacent half, but not full cover
+ Fuel barrels and gas canisters now trigger at the end of the turn they were activated in, allowing them to be used by melee characters
+ Gang leaders and rackets now start with a couple of specialists
+ Added code to allow for gang characters to be weakened in certain circumstances, such as the enforcer in the Ray Case encounter mission

[Tweaks]
+ Main UI buttons now available on Cityscape
+ Added better information on difficulty levels
+ Enemy status effects now have information provided on them on mouseover enemy + keypress
+ Environmental factors affecting combat are now displayed
+ Improved layout of the combat UI

[Fixes]
+ Fixed a non existent ammo object appearing in inventory when auto reloading. (Nomad)
+ Fixed the last enemy dying from fire/bleeding causing not to be auto looted to player inventory. (Nomad)
+ Fixed an issue causing the mafia lieutenant Rico Lucchesi not to end his turn. (Nomad, PhotoFinish)
+ Fixed enemies attacking through cover (Sheepify, Murkki017).
+ Fixed crash when trying to launch attack against gang bosses.
+ Fixed a number of typos (Nomad, Sheepify, Alatar, Shawdawg)
+ Fixed audio volume not being set on startup (Ushas, Nomad)
+ Fixed Peacemaker second fire mode not added correctly (Murkki017)
+ Fixed missing tooltip in options. (Ushas)
+ Fixed subsequent shots from an SMG going in unnatural angles, after hitting an environment object (Murkki017)
+ Fixed voices in cutscenes still playing after cutscene has ended
+ Prevented racket locations being accidentally revealed through surveillance
+ Fixed an issue which could allow the main gang HQ being overwritten by a built racket.
 

Taka-Haradin puolipeikko

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http://store.steampowered.com/news/externalpost/steam_community_announcements/2284879949514810408

Happy Christmas and a brief update on V23!
23 DECEMBER - TIMESLIP
Hi everyone,

We'd like to wish you all a happy Christmas - we hope you have an enjoyable and peaceful time, and that next year will be a great year for you!

We're making good progress on version 23, having added an enemy trait system (think simplified perks, which are randomly allocated to enemies to allow them to provide a more varied challenge), and today I just finished adding AI code which allows enemies to target gas canisters, and run away so they don't get damaged. If you'd like to see notes on the work so far on V23, you can find them here[timeslipsoftworks.com].

We're going to wind down development for a few days, but since it's a nice time of year to do some writing, a few new encounters will likely be written and old ones edited between time with family and friends, movies, games, and dinners which are too big :)

Thanks for your support, and enjoy the holiday!

Daithi (on behalf of Timeslip Softworks)
 

Infinitron

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This video covers the changes made to date on version 23 of neo noir turn based tactical RPG, Vigilantes. The additions include an enemy traits system, a new map, a new craftable item, perk, and the ability to unload firearms.
 

Timeslip

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Happy new year!

Here's the notes for the work so far on update 23.

Features

+ Added an enemy trait system. Some traits will be randomly assigned to enemies, whereas some enemies will automatically be assigned specific traits. Traits provide a variety of bonuses to their owners.

Content
+ Added 6 enemy traits: fearsome, terrifying, melee resistant, firearms resistant, martial artist, marksman
+ Boss fights are now available, but dialogue is not yet added
+ Added a new map: Old Industrial 3
+ New craftable item: MK3 Trauma Kit
+ New Perk: Combat Rigging - allows 3 items to be equipped
+ Added a new background city
+ Worked on a number of dialogue encounters

AI Enhancements
+ Enemies can now target environment objects with melee, and run away to avoid the blast

Tweaks
+ Added a panel to display information on the various attack modes an item is capable of.
+ Firearms can now be unloaded.
+ If a character has unspent stat, skill, or perk points, a notification will flash at the beginning of their turn
+ Added a button to reset keys to their defaults. This allows a quick solution for rebinding all keys, if the bindings become confused by the additional of new keys

Fixes
+ Fixed a crash caused by raising Arcadi's relationship to +/-10. (Relendis, MNM)
+ Fixed a number of inventory operations not costing AP (ushas)
+ Fixed an issue preventing the introductory cutscene from being skipped if escape was pressed before cutscene starts.
+ Fixed an issue with armour upgrades not showing if unavailable receipes were selected. (Nomad)
+ Disabled menu at a number of times when it should not be allowed to activate. (Ushas)
+ Ronin Effect no longer carries between missions. (Nomad)
+ Fixed a number of cases where AOO indicator was showing when it should not be. (Ushas)
 

Lhynn

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"Melee resistant" and "firearm resistant" sound retarded and gamey. would throw them in the dumpster and come up with something better.

Everything else looks pretty great.
 

ArchAngel

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Any chance we can get some weapon upgrade or tweeking system?

Even simple shit like poisoning all your blades and bullets before mission so they do bonus damage during one mission or disable those they hit in some way.
 

Timeslip

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"Melee resistant" and "firearm resistant" sound retarded and gamey. would throw them in the dumpster and come up with something better.

Everything else looks pretty great.

Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
 

Timeslip

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Any chance we can get some weapon upgrade or tweeking system?

Even simple shit like poisoning all your blades and bullets before mission so they do bonus damage during one mission or disable those they hit in some way.

The enemy trait system was the number one addition on my list (it felt like the extra, randomised challenge the traits would provide was well worth the few days it took to add it). If I get some extra time to push on features again, a weapon upgrade system, along with the possibility of different grades of each weapon type, and an additional type of equipment slots (and equipment to go with it) would likely be the next move. It's a much bigger job though, and would probably take several weeks to a month by the time all the kinks are worked out. Am seriously considering it, but can't guarantee it yet. Would need to take some time to figure out a sensible way to make the additions, and to make sure the people who have supported the game won't mind waiting that little bit longer.
 

Lhynn

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Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.
 

anvi

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Bruce Lee could dodge melee, but not bullets. A soldier in body armor could survive bullets but could easily be worked over with a bat!
 

ERYFKRAD

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Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.
From what little I know, an armour-vest designed to withstand ballistics is rather ineffective against knives, and vice versa, on account of the differing impacts involved.
 

ArchAngel

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Hey Lhynn, is it the naming or the buff itself that you reckon should be looked at again?
Probably just the naming, but im trying to think of a person that can shrug off bullets easily but that cant take a punch. I guess some could have a "bulletproof vest" buff and probably brawlers/martial artists would have better defenses against melee.
From what little I know, an armour-vest designed to withstand ballistics is rather ineffective against knives, and vice versa, on account of the differing impacts involved.
Military grade heavy armor (for example russian Fort armor) can withstand both.
 
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