Vigilantes: TB Tactical RPG [Coming to Steam Soon!]

Propsed Changes for Vigilantes V19

Hi again!

Several testers have expressed the view that combat takes too long to resolve. We agree, so our first step in the last leg of development will be to improve combat pacing and begin finalising the character system. Here's a summary of what the changes will involve:

+ Fewer, relatively more powerful enemies in combat: Currently there can be up to 20 characters in combat. The result is long turns, with many enemies getting to act between your characters' turns.
+ Fewer stat points: The current system of one stat point every level was created with quickly building test characters in mind, and allows for "master of all trade" characters. With less enemies, the player team must be balanced in relation to the opposing force. The ability to build stat increasing facilities will recoup some of these "lost" stat points.
+ Ally skill points: You will now get some skill points to allocate for your allies, providing better control over their development.
+ Fewer perk points, but more powerful perks: Underpowered perks is an other issue brought up by testers. We feel less perk points which unlock more powerful perks would be beneficial.

If you'd like a more in-depth explanation of the upcoming changes, feel free to check out the below video.



We plan to look at combat pacing and the character system in version 19. We've thought a lot about these changes, received a lot of feedback, and while we believe these changes will offer substantial benefit, they are not set in stone. If you have any comments, observations, or concerns, we'd really like to hear from you.
 
Vigilantes Version 18 Released!

Hello,

Hope you're having a nice weekend! Version 18 of Vigilantes is now available. Version 18 represents one big, final push to deliver a number of features we felt would substantially benefit Vigilantes, emphasising features which enhance tactical depth. Now you can set ambushes with overwatch, delay your turn to outmaneuver opponents, and punish enemies attempting to disengage with attacks of opportunity. Furthermore, characters can now sustain injuries, which reduce stats, and can be healed by time, by Doc, or D.I.Y. healthcare.

An ally relationship system has been added, which provides stat bonuses to allies who approve of your actions, along with a reputation system, which, depending on how much chaos you cause, will determine how some NPCs react to you, and the outcome of your crusade against crime in Reiker City. Finally, we've added hand drawn portraits for most of Vigilantes' characters, 2 new maps, and fixed a number of bugs.

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It's been a busy, intense 3 weeks and 6 days. If you'd like to get more detail on the additions and improvements, you can find out more in the below development video:



As always, if you'd like to chat about any aspect of Vigilantes, I'd be happy to!
 
Just dropping off the hand drawn portrait for Emilia De Soto, a Reiker City Police Lieutenant and one of Sam's allies in the crusade against crime in the city. They don't exactly get off to the best start...

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Vigilantes Version 19 Released

Hello again!

Hope you're having a nice weekend. Vigilantes version 19 has just gone live. This update is somewhat different from previous releases: rather than committing a considerable chunk of time to building new features, we've emphasised tweaking existing features, balancing and bugs fixes. If you'd like to get a detailed run down of the changes, you'll can find out more in the below development video.




Improved Pacing & Character System Finalised
We've made the changes to the character system and number of enemies we discussed two updates back. Overall, the pacing is considerably better, there are less stat and perk points, but more powerful perks. Finally, by getting skill points, you have more control over how Sam and his allies develop.

Improved Interrogation

The interrogation system has had two key changes. First, if you encounter an enemy who can provide intel on gang lieutenants or rackets, you can choose which to get information on, and whether to get intel on a new or existing racket/lieutenant. Second, if all enemies have been killed, or are unconscious, you can now search their bodies for intel. This provides a slower route to locating each gang's leadership, but allows players who have opted for a more violent route to make progress.

Enhanced Armour Mechanics
The protection armour provides now degrades more quickly. The intention here is to introduce an additional layer to combat, by making damaging armour a potential strategy and allowing for an armour destroying melee character build, which will be useful for softening up tougher enemies. Blunt weapons do additional armour damage passively, and the effect can be enhanced by a new perk, wrecking ball.

Other Notable Additions
+Gang leaders and rackets can now be located and attacked
+Added Church of the Final Exodus Racket Map
+Restored weather conditions (rain and storm)
+Targeted attacks now cost +1AP, but their effects are more profound
+First 3 missions are now preset, and will introduce you to doc, cuda & a random ally
+Improved keyboard support

Full release notes can be found here and Vigilantes can be found on Steam here

If you have any questions about the update, or Vigilantes in general, let me know!
 
Just dropping off a couple of new portraits. This is Doc, your friendly neighbourhood sawbones:

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...and Cuda, your less than friendly neighbourhood arms dealer:

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There are also voiced cut scenes for both characters, if you'd like to get to know them a bit better:





We're getting close to a Steam EA release, so if you enjoy turn based tactical games, and would like a notification when Vigilantes goes live, you can add Vigilantes to your wishlist here.
 
You talk of Steam Early Access, but your vids also still refer to Kickstarter. What's the plan there? Are you going to pursue both?
 
Hey SuAside - we went for Kickstarter in late 2016 and reached our modest goal. We've been working hard since then expanding the feature set and content, and the next step is to make it available on Early Access for the last phase of development.
 
I was more wondering if you were planning on keeping the Kickstarter open once you make the game widely available in Early Access on Steam (since the Kickstarter page says you can still pledge). Or do you plan to halt the Kickstarter once you launch on EA? And will the pricing remain the same, or will Kickstarter backers have an advantage?

I don't really care either way, I'll probably just buy on release. I'm not a big fan of Early Access things, though in your case it makes more sense than for an actual professional gamestudio.
 
The link in Kickstarter is redirecting to our website, to offer direct sales of Vigilantes, plus a couple of the rewards that were available on the Kickstarter campaign. Direct sales (which have a download & steam key, when we launch on Steam) will be kept, but after a certain point, we'll remove the options to add a perk and your name as a backer.

Price wise, early bird backers could get Vigilantes from $8. Current direct price is $10.49 (download & steam key) and we'll likely launch EA @ $11-12, increasing likely to $14-15 on final release. Does this seems like a fair/sensible approach?
 
Here's a portrait of Elias Rooke, a member of the survivalist faction's tactical command. To find Elias, you'll need a mix of interrogation and surveillance. To take him and his crew down, you'll need a lot of firepower.

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Here's the illustration for a successful assault on a enemy racket. Hope you enjoy! Let's just hope Sam can get some useful intel on the gangs before the place burns to the ground!

In terms of development, this is going to be a smaller update. It's mostly fixing and tweaking, but will also include 2 new maps (Mafia Villa and Nightclub) and currently working on the opening cut scene. If the stability of version 20 is good, this is mostly likely the version we'll go to Steam Early Access with.

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Here's the illustration for Arcadi Konstantin, a fugitive Russian soldier whose flight from the motherland led him to Reiker. Arcadi hasn't quite completed the journey yet, and likely won't be added to the Vigilantes for the initial EA release. Which, by the way is coming soon. Basic steamworks integration has been added at this point, and while I don't have exact date yet, it's very probable that it will happen in 3-4 weeks. Also have updated the Steam Page with information on EA, in case that's of interest to you.

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New Trailer & Steam EA Release Date Confirmed!

Hi everyone,

It's been almost a year since the trailer for Kickstarter and Greenlight was released, so with our Steam EA release coming up on 05 Oct, we decided it was time to refresh the to reflect the enhanced feature set and visual quality. It's an intense 99 seconds which represents 3 years of work. Hope you enjoy and feedback is very welcome.

In case you'd like more information on EA, or would like to add Vigilantes to your wishlist, here's a link to the Steam page. We'll be filling in more information about EA in the discussions section of the community hub over the next few days, so please stay tuned.

 
Cheers SuAside. Current estimate is late Q2 2018, but that's assuming we don't try to push the scope a little further. If EA goes well, we're open to extending development a little further.
 
Release a full stable game and extend the scope with DLC later on down the road. If the base game is good enough the DLC will sell itself.
 
Release a full stable game and extend the scope with DLC later on down the road. If the base game is good enough the DLC will sell itself.

It's a fair point. Being honest though, not a huge fan of the way most modern DLC is done. I liked expansion packs of old - a big chunk of extra gameplay. If I ever do release DLC for Vigilantes, it will be a substantial boost of content and features at a very fair price.
 
Now that the dust is settling on the EA launch, we're getting stuck into development again. Here's the development video covering the interim update for version 21 of Vigilantes. This update brings a new map, enhanced tactical re-positioning (allowing you to get into position before combat) balance improvements and tweaks.

 
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