Hey everyone,
We keep working on improving features and fixing issues for the game and from time to time we push it into the Demo build as well – this is such a time! The most significant additions are Character UI-related improvements, as well as new content, albeit the restricted nature of the Demo makes accessing some of these a bit tricky. Still, we included them for the sake of thoroughness. We have also improved visuals and fixed about a dozen bugs.
Now let's jump into the patch details:
**Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
Patch 1.1.15 - Codename: Perficientur et Qualis Vitae
New/Updated Features
- Major Companion Combat performance improvement
- Game log now shows more updates, most entries are clickable to access relevant information
- You can add custom notes to your Journal
- You can add a maximum of five custom notes to each point of interest on the Chart
- Vagrus creation random name generator has been added (with lore-friendly names)
- Key bindings have been added to the options menu
- You can now change Deputies during the day at the cost of some Resourcefulness
- Shift + left click now works on Crew in the mansio (for hiring or kicking them out in bulk)
- Added option to toggle Ambience and Narration on/off
Character UI is now
- Openable before Companion combat (except in ambushes) so you can change Gear or level up to be more able to face adversity
- Available for enemy characters so you can check their stats and Skills before or during the battle
- Accessible during Companion selection in Events, allowing you more freedom to change Gear or level up Prowess, too (or simply check what's what)
New/Tweaked Content
- Carpenters' and Loaders' Guild bases of operation, their Faction Leaders, and a faction quest for each was added
- Several new random Events were added
- Explorer starter item changed to be more in line with other Callings
- Killing tax collectors will have more severe consequences: bounty hunter attacks start at a slightly lower Imperial Criminality rate (as a warning), while at higher criminality legionaries will try to apprehend you
- Dissonance mode difficulty was further lowered in several ways
User Interface Improvements
- Loyalty tooltip has been updated to indicate the order of Loyalty levels and the game log, and Event results now show what companions like and dislike (but deliberately do not expand on how much)
- Authority and Resourcefulness tooltips have been updated to be more precise and informative
- Companion background texts and Faction descriptions were streamlined
- Reworked Companion selection UI in Events
- New, unique Deputy art assets on the Deputy screen for each role
- Vagrus creation text lengths altered to fit boxes
- Cargo throw-out visuals polished
- Companions screen visuals polished
- Crew Details box visuals polished
- Deputy tab visuals polished
- Journal visuals polished
- Campaign map radial menu buttons now react to hover and click
- Camp shadow added to camping for more immersion
- Passenger details UI changed in the mansio, we streamlined the representation of information
- Added Equipment and Gear drag&drop highlights
- The Character UI has new parchment frames
- Some character portraits have been adjusted to better fit their frames
- Scrollbar on the UI streamlined
- Enchanted/Impervious color changed from purple to turquoise
- Now you can toggle Crew Combat and Companion Combat animations on/off separately
- New Initiative order animations have been added
- Completely reworked Vitality and Power bars in Companion Combat
- Added a new option to remove the Companion Combat position frames (for those that want a less busy UI)
- General button improvements
- Various fixes for ultrawide screens
Bug Fixes
- Enemy portraits in an opened Character sheet during combat now face the intended direction
- Taunt Skills now work as intended
- AOE attack Skills now hit all intended targets
- Various Acrobatics-related positioning bugs have been fixed
- Tons of tooltips have been added and existing ones corrected
- Various Proficiency-spending-related bugs have been fixed
- Locked foraging will not trigger working odd jobs in settlements from now on
- Workforce-related calculations fixed
- Maximum Cargo will no longer exceed 600 on the UI
- Crew change is now visible on the Camp UI on the first day
- Various exploits have been closed off
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
Hey everyone,
The launch of the main app was a bit rough but since then we have fixed all the game breaking bugs and then some. There are still thing we need to iron out but we felt it was time to update this Prologue version so you could all enjoy a smoother experience.
Now let's jump into the patch details:
Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
Patch 1.0.16 - Codename: Released
New/Updated Features and Content
- Three new leader races (Dark Elf, Demonkin, and Kalani human)
- Leader races and backgrounds received a major overhaul
- Additional leader portrait variations
- New Jagged Waste codex entry added to all vagri
- Added a long, long codex entry to all characters called 'the Imperial Calendar' (you asked for it!)
- 3 new equipment added (Perimeter Alarms and Traveling Saddles can be bought in some [i]markets[/i], while Mount Blankets can be acquired via other means)
- User Interface Improvements
- "P" hotkey now opens and closes Price History (the Chart remains in the background)
- You can now use Shift+click to mount/dismount by 10 units
- The Deputy UI drag-and-drop area has been enlarged (it's easier to drop Deputies into circles)
- In settlements without slavery, the tooltip will now correctly indicate the reason for not being able to deal in slaves
- Crew condition tooltip effects now roll-up from Perk levels into individual lines
- Inactive effects on Statuses now indicate why they are inactive similarly to Equipment inactive effects
Improvements and Tweaks
- Specters received a new combat Skill called ‘Chill of the Grave’, which can lower the target’s Cold Resistance for 3 rounds
- Mining stealthily at the Hills of Plenty was tweaked so that your actual mining skills and workforce decides your yield, not your skill in sneaking (yields from this can never reach the potential of legitimate mining, but you can still mostly avoid being caught with the right amount of stealthy Perks)
- Reworked the faction quest rewards and for Houses Venari, Darius, and Oquo to make them more in line with each other
Updated Mechanics
- Companion Prowess storyline gating was moved to 4, 6, and 8 (from 3, 5, and 7) to alleviate the unintended combat difficulty increase with the addition of companion loyalty events
- Winning a battle against enemies lessens the impact on your material losses (fleeing survivors can still take stuff and the enemy can still cause harm to beasts and perishable cargo during a fight, so some losses will remain)
- Choosing the 'enslave' option lowers Abolitionist faction reputation
- Staying on the lowest or highest reputation point barrier with a faction disables their knock-on reputation effects for other factions
- A number of market- and economy-related tweaks
- Removed the estimation of days of travel from settlements in your Chart that are not reachable in the game (though this may be somewhat immersion-breaking, the Chart this way might cause less confusion when planning journeys)
- Beast lures received a buff, making them more useful during Appease
Bug Fixes
- Drag&drop less than a stack of goods should work under all circumstances
- Mansio crew between save/load remains the same
- Congregated fight no longer skips a certain tutorial
- Mount-up and consumption corrected
- Events affecting all or certain companions VIT has been fixed
- Test mode is not accessible
- Fixed the renaming manual saves to auto-saved files exploit
- Various Prowess related tooltips have been updated
- Outrider related calculations tweak has been implemented
- Drag and Drop equipment to locked EQ slot is no longer possible
- Fixed the low morale and obedience events where there was no available choice
- Hunting and Foraging quantity now has a maximum cap
- Encourage button no longer grays out instantly on the Camp UI
- Task list will no longer disappear using Exploit button
- Traverse button random deactivation has been fixed
- Options will no longer disappear
- Gear equipping tutorial fixed
- Camping during events can not be interrupted
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
Hey Folks,
On October 5, so only a few days from now Vagrus - The Riven Realms will leave the 'Game in Development' stage, and in celebration of that, we are releasing this refreshed Prologue build.
Our recently published Devlog post has all kinds of details what the 1.0 build will bring into the game. Also, in case you have not seen it yet, here's our Release date announcement trailer picked up by IGN.
The Prolgoue now catches up with the main game, and even gets ahead for the time being, so it's now the perfect time to dive back in.
Mercenary Tasks These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat-oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others.
Mercenary Tasks are received from factions. Each faction is unique when it comes to the ratio of Trade and Mercenary Tasks you can get from them as well as the type of mercenary contracts they hand out. Enemies in these missions can be almost any kind, from beasts to outlaws and Undead - even the mercenaries of other factions. https://youtu.be/tISB1slrDKs
Targeting Overhaul Companion Combat targeting options have been added to suit different play-styles. The changes include a number of options from the main menu that allow the configuration of the way you target your foes and friendlies during the fights in Vagrus. There are also visual upgrades, like Area Targeting boxes instead of the previous visual effects on the metal bases of the characters. https://youtu.be/CRidAlq_NIg
Revamped User Interface Vagrus’ crew and settlement UI panes finally got some much-needed upgrades to make navigating the menu a more user-friendly experience. We previously covered some of the changes in Devlog #56, and you can even find a short video showcasing many of the changes on our YouTube Channel. https://youtu.be/hhSe5eM7QoA
Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.
Now let's jump into the details:
Patch 0.9.70 - Codename: The One Before Full Release
New Features
- Mercenary tasks and Dissonance Mode from the Conquest and Dissonance patch
- Combat rule changes around push and pull effects
User interface improvements
- All changes from the Target Aquired update
- Complete Crew and Settlement UI revamp
- Revamped and improved Perk UI
New/Updated Features
- Improved performance in a number of areas (the game is huge, though, so the initial load time is still significant
Bug fixes
- Scores of balancing tweaks
- Hundreds of bug fixes
Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team
Patch 0.5.31 - Codename: Second Chances (12 May 2021)
Hey Folks,
we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months.
COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our blog post here: 2020 Year-End Summary.
Vagrus - The Riven Realms News
As you could tell from the list of changes, we have been busy improving the main game. We added several new regions, expanding it to about 70-100 hours of playable content (depending on playstyle).
We are immensely honored, happy, and proud to share that Vagrus has been nominated for two awards in the upcoming Unfold Games Awards show, and got into the finals of the Digital Dragons - Indie Celebration completion. It feels like quite an achievement for a game still in Early Access, especially since hundreds of high-quality games entered both of these contests. The nominees were selected by a panel of judges comprised of top industry professionals. Both competitions have their own form of audience awards, so you can support Vagrus if you like until those digital polls are open:
Unfold Games Awards: [Best Game Design Award]https://unfoldgamesawards.com/index.php?p=nominees&category=6)
Unfold Games Awards: [Audience Award - Vote for Vagrus]https://unfoldgamesawards.com/index.php?p=nominees&category=11)
Digital Dragons Indie Celebration: Community Award - Vote for Vagrus
We cannot express how much these mean to the whole team, how their love for the game and dedication to turn it into something truly special got recognized in the form of these nominations.
We are also grateful to You, our players, for having made it possible for Vagrus to get here. Your continued support, constructive criticism, and dedication to the game keep pushing us to deliver more and better.
Now let's jump into the details of what's included in this new build:
Patch 0.5.31 - Codename: Second Chances
Important Note: Considering the extent of these improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.
General changes
- Open-world turn limit increased to 25 days (previously 5 days)
- Companion Prowess cap in the open-world section raised from 2 to 5
- Second level Skill upgrades enabled for companions (and can be boosted to third)
- Vagrus now can run in the background
- Options menu overhaul
- Graphics configuration options moved to 'Options' (no pop-up at the start)
- New/Updated Features
- Mercenary Tasks were added
- Beast-Type change option added to the mansions (between Mammal and Reptile types)
- Dozens of new enemies (humanoids/creatures) added
- Impervious enemies introduced (they can be damaged only by magical means)
- Higher Authority now reduces Companion loyalty penalties
- Dynamic pricing allows for higher profits in smaller quantities
- Having a high reputation with Factions gives you fabulous treasures and useful equipment as a reward
- Having good standing with them also opens up better deals at markets under the Faction Offers tab
- Leadership Perks
- 'Enhance' Perk and functionality enabled (allows you to raise Test chances further in Events)
- 'Traverse' Perk and functionality enabled (allows you to convert MMP to MP every few days)
- 'Exploit' Perk and functionality enabled (allows you to reroll available Trade/Mercenary Tasks)
Companion Combat
- Diminishing returns on successful Evades and Blocks introduced
- New Combat Traits implemented: Arcane Leech, Blood Magic, Channeling, Durable Spells, Frenzy, Life Leech, Siphon, Spell Penetration, Resolute, Defender, Diehard, Acrobatic, and Marksman
- Push and Pull effects can now switch the combatants in the front and back rows
- Move + Action skills can now go through occupied spaces automatically switching with whoever is standing there
- AI improvements - enemies can now use complex skills and are less likely to skip their turn
Animation and decal refinements
- New SFX added for a number of enemies
Crew Combat
- Actions & Advanced Actions with the 'Command' Leadership Perk were added
- Enter Companion Combat from Crew Combat action enabled, allowing you to fight a portion of the foe with your Companions during a Crew Combat encounter, weakening them seriously
- Retreat/Disengage/Flee options mid-fight are now possible - they take a full round to execute
- Looting added
- Gather/Harvest items, money, and goods from fallen enemy units
- Destroy the enemy or make it flee and get all their valuables
- Goals on the defender side added & option to change your goal between rounds
- Defense stat introduced
- The options to Mount/Dismount at start of combat added
- Decide on the fate of the foe if they surrender or you capture them as they flee or retreat
- Enemy banners added in Crew Combat for flavor and categorization ![]https://vagrus.com/game/Screenshots/demo1.jpg)
User Interface Improvements
- Event UI revamp including: buy-sell icons, hover effect, clickable choice box, dependency icon improvements, and tooltip improvements
- Camp UI 'X' button added (the most requested feature ever) - goes inactive if any camp action is started, like banter, etc.
- Price History is a new tool for all vagri to track goods' prices across settlements
- Equipment design changes - new slots, some unlocked by Deputy assignments
- FactionsBanner selection for your comitatus with unlockable options via
- Revamped mini-comitatus UI (campaign view top left) with more information
- Revamped Node & Marker cards on the Chart
- Objective area markers for certain events where you need to scout a larger area (like bounties), so you know, at least roughly, the location
- Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up in settlements
- Goods category filters on the Market
- Specify quantity button on the Market - mainly for Steam Remote Play users playing on iPads
Bug Fixes
- The bugged 'Second chance' achievement supposedly fixed
- A metric ton of other smaller and bigger fixes from the last nine months
Known Issues
- The initial load time is much longer than we would like it to be
- The companion combat AI has not been fully optimized yet, so enemy turns take longer currently
'Is Vagrus properly balanced now?'- Nope.
'Was it a step in the right direction?'- We think so. Please let us know how you find it.
Well, that's it for now. Quite a lot of things to, and more is coming soon to the main game!
Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team
Patch Notes v0.5.15 (18 August 2020)
New/Updated Features
- Leader Status and Perk Summary tabs added
User Interface and Experience improvements -New Main Menu options added
- Font size option added (only affects Events, Codex entries, and Tooltips)
- Event Scroll Speed adjustment option added
- Music loop time setting added
-- Brand new GFX setting to boost performance
-- V-sync option now properly saved
-- Massive number of Performance improvements across the game
-- A great number of character art assets resized to better reflect their intended height.
-- The way we resize the Event UI Scroll is slightly better suited for wide screens
- Scouting changes
-- Scouts now report on Crew Combat, Hunting, and Foraging chances too beside events during Scouting
-- Scouting into multiple directions costs less Resourcefulness
-- Scouting Movement Point cost got a little cheaper too
Bug fixes
- Almost all crash bugs fixed (still chasing one in the companion combat)
- Available Mansio crew numbers now work during reentering and reloading as intended
- Fixed the issue where companion recruitment events could be repeated
- Companion loyalty losses in events and due to game mechanics reduced a bit
- The bug that caused permanent Resourcefulness loss resolved (for the future only)
- Some wide-screen problems (like chat-heads covering text, etc.) solved
- Corrected the sound balance (it was accidentally heavy on the right channel)
- A metric ton of typos and event script errors fixed
- Tooltip improvements
PATCH NOTES v0.5.12 (10 July 2020)
New Features
- New available Leadership perk: Encourage
- Milestone 21 — Brand new camp UI and along with it a number of new features
-- Hunting and Foraging in the wilderness (less effective on the roads / near settlements)
-- Odd Jobs in settlements
-- Better visibility on companion Healing (no change in the back-end functionality, just that you get more info)
-- Workforce and Workforce need numbers present
-- The use of Encourage leadership perk to trade Resourcefulness to Morale
-- Liberate & Discipline functions available from the camp screen
-- Option to lock your camp choices
New or Tweaked Game Mechanics
- Changes to Camp Defense Order requirements and impacts
-- Now you can select higher level Guarding orders even when you do not have sufficient number of guards at the cost of -1 Vigor
-- Ordering guards to rest instead of guard now generates +1 Vigor (if you have many of them)
- Slight tuning of Trade tasks to make them early on a bit more profitable
- Small tweaks to reputation knock-on effects between Opposing/Allied Factions (smaller losses and gains on lower tiers)
- Max node distance in a single movement increased
User Interface Improvements
- Deputy pane tooltip improvements
- Warning icons displayed for Understaffed and Unguarded status effects to draw your attention to crew composition imbalances
Fixes
- Day-night bug squashed
- Cargo calculation issues resolved
- Events coming up twice on the same day bug fixed
- Reachable distance refresh triggered properly after MP impacting actions
- Unintended Gear unequip from companions during loads fixed
- A shedload of smaller fixes, typo corrections and such
Coming Up Next
- ...
- Faction rewards
- More Sound Effects
- Companion Level Up and Progression
PATCH NOTES v0.5.11 (June 15 2020)
New Features - have limited impact on the Prologue
Milestone 20 — Trade tasks are now available in the open-world campaign
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Take tasks from factions to deliver goods from one settlement to another, earning reputation and coins on delivery
-
The better your standing with a faction the higher tier Tasks you can get and you can take on more Tasks at once
-
Beware: failing to deliver on time or losing cargo will have severe consequences
Milestone 21 — Brand new Factions tab on the Leader UI
-
Track your progress with factions
-
Learn more about them (including their locations, allies and opponents, etc.)
New / Updated Content or Game Mechanics
-
A lot of Event and other texts revamped in the early parts of the game
-
New Chat heads added (Narbo and Skornar) in the PotW story
-
New sound effects have been added
User Interface Improvements
- Passenger task UI design refreshed to match other tasks (now include Workforce / Workforce need details)
- Loads of character and clash positions have been adjusted in Companion combat
New or Tweaked Game Mechanics
- Massive Buy and Sell price differences on the market now BUT as you earn reputation with Factions the margins shrink
- Equipment gained during vagrus creation are now automatically equipped when starting a new game
- PotW and Vanilla scenarios now have separate New Day and Left Settlement automatic saves
- Faction presence actions added so event chains concerning Faction rivalries have an actual impact (for example in Crystal)
Fixes
- Supercargo related Throw out UI bug (fingers crossed) fixed
- Fixed crashes and other "Continue" button related bugs
- Understaffed status effect stacking fixed
Coming Up Next
- Hunting and Foraging, Odd Jobs, and a new Healing System
- ...
- Faction rewards
- More Sound Effects
- Companion Level Up and Progress