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Release Notes for Vagrus - The Riven Realms

Hey everyone,

This time, we've got a new free DLC for you, along with revamped Scouting, a Glossary to clarify gameplay mechanisms and UI elements, as well as major backend improvements. It would be no understatement to say that this is a huge stepping stone for us and the Riven Realms. Before we get into anything, feel free to check out our highest-ever discounts as we celebrate the release of the new DLC on GOG between September 22nd and 26th.

Having already touched upon some elements that this patch will be covering, let’s get into the most important points and details.

Scouting Rework

We think we have managed to enhance player agency by bringing Scouting to a place where it offers a great deal to those who are willing to make use of its more niche qualities while incorporating enough concrete drawbacks that it does not become a default or even mandatory choice for vagri traversing the wasteland. To support that, scouting results remain visible for three in-game days (or turns). Manual Scouting is conducted in your general surrounding area, which can be expanded greatly if you have enough scouts at your disposal. Covering a large area can be a great way to find specific things you really need or want; for example, great hunting and foraging nodes, or combat encounters if you play an aggressive comitatus. It is also important to note that the more distance covered, the lower the chance of success becomes in general. Also, Vagri may now use Resourcefulness to guarantee success during manual scouting, which can be especially useful if you absolutely need to know specific results. While out traversing the wasteland with Auto-scouting on, you are not prompted by results in the same way you are when you initiate Manual Scouting. Results that can be moused over will show on the campaign map, but to get a full overview, you will need to click the emblem in the top left corner. Contextual options allow you to set up rules about when to stop the comitatus if you want to investigate something you found along the way.

Glossary

The Glossary does not contain story or lore content but rather it is aimed at clarifying game mechanisms and UI elements. It is accessible in the game by pressing ‘G’ or clicking on the eye icon in the top-right corner of the screen. The Glossary is structured into seven main categories representing the main facets of Vagrus’s gameplay mechanics. These categories are Story, Combat, Comitatus, Factions, Trading, Settlements, and the Campaign Map. All of these have subcategories, which in turn have their own subcategories, making the Glossary appear in a three-tier structure. Thus, when you browse the Glossary, you can read more about a certain topic by navigating to subcategories, after which you can easily switch back to higher levels. Entries contain references to other entries of relevance. You can just click on a highlighted word or expression to navigate to its entry. There is also a search function that comes in handy when you know what you are looking for, but you’re not sure where to find it.

Please note that the Glossary is still very much in Beta; by no means do we consider it final. Therefore, we would appreciate your feedback so that we can improve its usefulness to players (the easiest way to provide feedback is always our discord server or via the bug-reporting in-game tool).

https://youtu.be/-Y63F3bY_8o

Seekers of Knowledge Free DLC

We are also releasing our second free DLC – Seekers of Knowledge! With it, we are aiming to enrich the already vast playable realm and to further add to the victory paths available to players. The DLC introduces the Sunken Tower, a massive new dungeon and the focal point of the release’s new stories.

https://youtu.be/iRdSQ2qa8KA

Vagrus - The Riven Realms: Seekers of Knowledge

Once known as the Tower of Akarius, the Sunken Tower was home to a host of esteemed Elven, Human, and Dwarven scholars – all of whom worked tirelessly toward the unified pursuit of knowledge. Millennia have passed since that time, however, and due to the Calamity, the Tower now wrestles with a different fate. A fate where its once proud denizens languish in the recesses of its hallowed halls, seeking respite, unable to escape the terrible curse that has beset the place.

This free DLC introduces a variety of new enemies, NPCs, quests, and the new Knowledge Ambition, which tasks the player with amassing and uncovering all kinds of knowledge to achieve victory. The quest encompasses a story that will inevitably see vagri descend into the darkest depths of forbidden knowledge and madness-inducing truths that are best left forgotten.

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 1.1.25 - Codename: Seekers

Seekers of Knowledge Free DLC
Content Update
New or Updated Features
Design Tweaks
User Interface Improvements
Bug Fixes
What’s Coming Up Next
Currently Known Issues

Since we are adding a massive amount of content, revamping Scouting, and changing backend technology by implementing Unity addressables, there are bound to be issues that neither we nor our testers realized or flagged, so we will be taking all feedback sent by next Monday and address serious issues in a hotfix the same week.

Stay tuned and conquer the wasteland!

The Lost Pilgrims Team


Hello all,

Originally, we haven’t scheduled a patch before your next DLC, but since that is still in progress and you’ve reported a few larger bugs – which is always much appreciated – we decided to release one anyway. The new major scouting features are still being tested, however, we squeezed in a few smaller changes into this build, so it’s more than just a simple hotfix. Event image panning is a new effect you may have heard of already, while House Venari and the Carpenters’ Guild becoming one another’s associates is a meaningful change in the life of the comitati roaming Terra Supra. Youtube Furthermore, we have turned on ‘Cloudsaves’. It’s supposed to be easy-peasy but getting the config and cross-platforms sync right took longer than we initially anticipated. Nevertheless, we managed to crack it eventually! Please give us a shout if it works or not. Thank you!

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 1.1.21 - Codename: Spectacular

Content update
User Interface Improvements
Bug Fixes
Coming up next
Currently Known Issues:

Stay tuned and conquer the wasteland!

The Lost Pilgrims Team

If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

Fig / Website / Youtube / Twitter / Facebook / Instagram / Patreon / Discord


Hello all,

The team has been hard at work on a variety of impactful changes; this build is the culmination of those changes in the lead-up to our upcoming free content: The Sunken Tower (DLC). A teaser about the Tower and its associated knowledge victory questline is coming very soon.

The build itself introduces several quality of life improvements to general gameplay, including Quick Camp, automarch, daytime hunting and foraging, and automatic supply acquisition. The goal of these changes is to streamline core gameplay loops and minimize micromanagement for players who enjoy those less while still leaving the same options open for others. For more information about specifics regarding these changes you can view our recent devlog post, which covers each change in detail, and check out our summary video below: https://youtu.be/l-frlnryKAA

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 1.1.20 - Codename: Roamers of the Wasteland

New Features

Bug Fixes

Coming up next

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Hey everyone,

As usual, we’ve been working on fixing issues and adding new features as well as improvements. The most significant additions include our new name generator, along with the custom journal and chart notes features. As for improvements, besides smaller optimizations across various parts of the game, we have made the Companion Combat AI significantly faster while the initial loading time has been shortened as well.

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: Notas et effectus

New/Updated Features

Gameplay improvements

User Interface Improvements

Bug Fixes

Coming Up Next (in early 2022)

Known Issues

Stay tuned and conquer the wasteland!
The Lost Pilgrims Team

If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

Fig / Website / Youtube / Twitter / Facebook / Instagram / Patreon / Discord


Hey everyone,

the new update is here, and with it comes a free DLC Companion! Note that all the features and changes are automatically accessed via the update, while the Undead chef Vorax is available by downloading the new DLC for free. Now let’s see in a bit more detail what each of these additions bring. As ever, you can find the detailed patch notes at the end of the page.

Companion: Vorax First and foremost, the update brings a new free DLC, which adds a new Companion to the game: the garrulous Undead cook called Vorax. You will find that Vorax is a good fit for almost any comitatus, bringing perks to the table such as his Deputy role Supercargo, as well as his cooking during camping and combat Skills that make him a great support fighter. He comes with his own, expansive Loyalty quest chain, which involves a cooking challenge as well as a less gleeful delve in his dark past.

Initiative Track Changes To grant more immediate agency to the player during combat and to brush things up for increased visual clarity, we’ve adjusted combat design so that changes to Initiative will take effect from the active moment when they occur. Furthermore, downed and stunned characters will now show up in the Initiative order, along with new visual adjustments that show their diminished state.

Key Bindings Responding to your requests, we have added key bindings to this update. From now on, you will be able to find customizable bindings in the menu – you may assign up to two bindings for each action.

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 1.1.00 - Codename: Voracious

New Content
User Interface Improvements
New and Updated Features
Bug Fixes
Known Issues
Coming Up Next

Stay tuned and conquer the wasteland!

The Lost Pilgrims Team


Patch 1.0.51 - Easter Hotfix (14.04.2022)


Patch 1.0.50 - Codename: Prepared (07.04.2022)

New/Updated Content
User Interface Improvements
Bug Fixes
Known Issues
Coming Up Next

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Patch 1.0.20 - Codename: Guilder (23.02.2022)

New/Updated Content
New and Tweaked Features
Dissonance mode difficulty was further lowered in several ways
User Interface Improvements
Bug Fixes
Known Issues
Coming Up Next

As you can see above, next up is a whole new Companion, so expect news about him soon. Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Patch 1.0.17 - Codename: Bombus Magnificus (22.12.2021)

Content Tweaks
User Interface Improvements
Event Fixes
SPOILERS AHEAD
Bug Fixes
Known Issues

Coming Up Next (in early 2022)

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Patch 1.0.16 - Codename: Lil' Bugger

Bug Fixes
Known Issues:
Coming Up Next

The launch of Vagrus was good enough to give us some runaway to figure out the best way forward. While are still weighing our options on how to make the game and the studio financially stable in the long run and we are planning a post giving you a peek into our thought-process on that soon.

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Hey everyone,

A new week, a new patch! We keep tweaking things and adding smaller stuff for now while fixing bugs. Some are tougher than others, of course, so bear with us. Most of the fixes and tweaks were made possible due to a passionate and active player base - we can't thank you enough!

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 1.012. - Codename: Settled

Improvements and Tweaks

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Hey everyone,

We've been trying to catch up since the launch last Tuesday and get on top of some of the bugs that many of you reported while also rounding out the missing Outpost and Wealth victory path ending parts. Although some bugs are still being hunted, the latter two are now being added to Vagrus.

This means that you can now build your own outpost out in the wasteland (one specific spot for now, room for expansion later), and upgrade it bit by bit so that in the end it yields you profit from time to time if managed properly. It is important to know that no new UI or feature comes with the outpost, since Vagrus is not a game that involves building stuff - the outpost is instead presented in Event format like it was envisioned from the beginning (and similar to other victory paths). Once completed, the outpost can be used for vagri with the Wealth ambition to win the game (but can be completed with all vagri). It's super expensive to do that, mind you, giving you a nice endgame goal and challenge.

Along with this comes a list of bug fixes and adjustments. Thank you for highlighting these! Your help in identifying and squashing issues is priceless.

As for the future, we can see that many of you have been very vocal about which direction the game should go and we truly appreciate all the constructive input and the potential you see in Vagrus. That said, the last few months especially were unbelievably exhausting for our tiny team, and we are not ready to decide on where exactly to go just yet (we have plenty of exciting ideas and plans, of course). We'll take a little break to recharge and start working out our plans for post-release Vagrus with fresh minds. Again, thank you for all the support we received from you all! Bug fixing will continue in the meantime, of course.

Important Note: Considering the extent of these improvements and additions, 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 1.01 - Codename: Outpost

Coming Up Next Bug fixing continues. Meanwhile, the team needs to regroup and assess things post-release, so this time we'll just say that our plans will be revealed soon.

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Hey Everyone,

Let us begin by thanking you all again for all the constructive feedback as well as the positive reception of the release of Vagrus! Of course, as most releases go with complex games, we managed to slip some glithces past testing before hitting 1.0, so today we're releasing a hotfix for these as well as adding more variety to character creation for the open world campaign.

Important Note: There is a small chance that we broke something with the update. Please 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 1.001 - Codename: No Rest for the Wicked

New/Updated Features
Bug Fixes
Known Issues:
Coming Up Next

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Vagrus - The Riven Realms is OUT NOW! After three decades of pen-and-paper campaigns and four years of development Vagrus is now in Full Release

The day is upon us! Vagrus - The Riven Realms is out now!

And by Ahskul what a journey this has been so far. Speaking of which, there is a bit of a parallel here that could be drawn between caravans trudging across a barren, post-apocalyptic dark fantasy world and a tiny studio scrambling to deliver a huge open-world game but we let's not go there on this fine day! :D

What's truly important in this whole journey is that it would not have been possible without the continued, constructive, persistent support of so many of you, the players. Everyone who spent hours and hours delving into the Early Access, everyone who dropped a few kind words or a review of the game, shared posts, talked to friends about Vagrus, sent bug reports, pointed out typos, and of course, bought the game - you are what made all this work worth it. If you could keep this up by playing the game and sharing this post we would be eternally grateful.

Size and Content With companion questlines, a new companion, and a new region, the game grew by about 30-35% compared to the last public Early Access build, with a lot of UI and feature improvements. Because of this large amount, there are certainly still glitches here and there but the team is ready and eager to address those as they rear their ugly heads. We also have some unfinished business regarding the Wealth victory path and the adding of new playable races, which we'll get around to presently.

For a detailed description of what is to come, check out the previous devlog post here. Below you will find the full patch notes, which is basically the same in a bullet point list.

The Future Because the Riven Realms have been part of our lives in one form or another for 30 years, rest assured that we have no intention of abandoning the game now that 1.0 is out, of course. On the contrary, our plans involve improving mechanics, adding content, and creating DLCs if there is a demand. We'll share more detailed plans when the tumult of the release abates somewhat.

And again, thank you for coming along for the journey with the Lost Pilgrims!

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) and our Discord server.

Now let's jump into the details:

Change log - Version 1.0

New Content
User Interface Improvements
New/Updated Features
Bug Fixes
Known Issues:
Coming Up Next

Stay tuned and conquer the wasteland! The Lost Pilgrims Team


Patch 0.7.00 (22 July 2021)

Hey Folks,

with so many of you well over the hundred hours mark in the game, it was high time for us to add the opportunity to actually win it. The first winning condition we have implemented is the Renown victory. The other two, Wealth and Knowledge will become available in the 1.0 release later this year.

No worries, though, meeting the winning condition and actually retiring with your vagrus are two separate things. Even after you are able to win the game, you can decide to continue playing and trigger the victory screen later in the associated in-game Event, essentially postponing the victory (and the game's end).

The Movement (Warning: mild spoilers in this paragraph!)

The Abolitionist faction is a secretive one that only engages a vagrus when they see a like-minded individual, so many players have never met them. Still, even the vagri who did may have felt that their reach was rather limited in the previous builds. With this release, they receive a new mechanic that allows players to unlock interactions with them in many other locations over time as they gain the trust of the faction. This spreading mechanic also serves as the means to get faction Tasks from them in those unlocked locations and even have the chance to increase their faction presence in the settlement of your choosing.

There are a number of other improvements as well, detailed in the patch notes below.

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 0.7.00 - Codename: The Famous and the Furtive

New/Updated Features

New Content

User Interface Improvements

Bug Fixes

Known Issues

'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.

Coming Up Next

Crew and Settlement User Interface update and the first set of Companion loyalty questlines are inbound.

Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team


Hey Folks,

it was amazing to see how our latest patch was received. So many great new reviews and quite a few previously negative ones flipped to positive. We appreciate you all immensely for your vote of confidence! Especially as apparently we left a huge bug in the game that made the late game easier, instead of the early game, as we originally intended. So that's getting fixed but what else comes in this new patch, you might ask? Let's dive in!

Crew Combat Appease Improvements

Appease is a feature that is still not used by many players, though it often holds the key to avoid major losses. With better Appease conversions, the option to offer items going forward, and the improved Auto Offer function, hopefully more players will benefit from this feature. Have we mentioned adding Beast Lures and Ahskulite Charms to distract beasts and Undead from your fleeing forces? Yep. Those. too, are now in the game.

Companion Combat Targeting

Changes to targeting include making a number of new options to configure how you preferred to target your foes and friendlies:

Using ony the keyboard? Beside picking the Skill with keys 1-4 (and 5 for Move), now you can use 'Tab' to shuffle through available targets, and 'Space' to confirm. Okay with mousing over things but want to rest your index finger? You can now hover over the target and trigger the Skill from the keyboard without ever having to click with the mouse. Want to do away with having to confirm? Sure, attack like a pro without having to click twice. There are also visual upgrades, like Area Targeting boxes instead of the previous visual effects on the metal bases of the characters. While these changes are not final and there are further improvements planned, we hope you like this already and find the best combination fitting your play style.

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 0.6.20 - Codename: Target Acquired

New/Updated Features
General
Companion Combat
Crew Combat
Bug Fixes
Known Issues

'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.

Coming Up Next

As we work on rounding out the content for the 1.0 release, we are also continuing our final UI upgrades: Crew and Settlement panes will come next.

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team


Hey Folks,

it's been a long time coming but finally Mercenary Tasks are live in today's build. 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.

It's perhaps good to clarify here that major changes to Point of Interests on the campaign map (like razing a settlement) are always the result of an active choice by players in story-lines and not Mercenary Tasks. Mercenary tasks are similar to Trade Tasks: both are repeatable, procedurally generated options that influence Faction relations and serve as a way to earn money. Accordingly, they always involve locations out in the wasteland on unnamed nodes.

Perhaps the easiest way to learn more is to watch a video about this feature

You can read more about Mercenary Tasks in our design posts: Part I. and Part II.

Dissonance Mode

Another big change that comes with this build is Dissonance Mode, which you can select when starting a new game from now on. While based on our statistics (thanks to everyone for ticking the box!), the vast majority of players gets the hang of the game after a few botched trials, there are others who are looking for a more relaxed experience. Dissonance Mode is still not 'easy', so we try to avoid calling it an Easy Mode, nor is it a Story Mode since it is the cruel story itself that is left unsupported by the more lenient gameplay, but still, it's something along those lines, easing up on the management and combat mechanics so that you are less likely to be wiped out during a playthrough. Note that Achievements will be disabled in Dissonance Mode.

Combat Improvements

Just like for Mercenary Tasks and the Dissonance Mode, we will have a detailed design post about all the combat changes that are rolled out in this release but in short: skills involving movement or push-pull mechanics now switch around enemies making the tactical aspect of the companion combat more challenging and - hopefully - more exciting. You can find additional information on the exact improvements below.

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 0.6.00- Codename: Conquers and Dissonance

New/Updated Features
Coming Up Next

So we said that the Smolderbone region was the last one... but yeah, let's go for one more! Then that's it, promise. :)

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team


Hey Folks,

this next patch is a bit lean on content but that is because we are gearing up to the next one that has a huge new region with tons of adventures awaiting - and it is coming sooner than you think! That said, this current update contains a pile of new features and Quality of Life improvements that will hopefully make you happy - like a completely reworked Event UI, Test boosting that allows you to use Resourcefulness to improve chances in Events, additions to Chart markers that makes it easier to find things in the wasteland (but still keeps it a challenge most of the time), new Hirelings, combat Skill tweaks, and a lot more!

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 0.5.29 - Codename: Perky

New Content
New/Updated Features
Bug fixes
Known issues

'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.

Coming up next

Meanwhile we keep working on two major patches simultaneously. On the content side, the Smolderbone region has been coming along nicely, while the development of our single largest outstanding feature, Mercenary Tasks, is progressing well, too. We are not sure at this time which one will be ready for release first. Let us know in the comment section which of them you are waiting for the most.

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team

Wanna see the full game released as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!


Hey Folks,

so we uh... broke a few things again. Early Access for the win!

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 0,5.27..M - Codename: Luminous - Hotfix!

Bug Fixes

Crashes connected to Ashlander and Sand Wyrm variation character resolved Companion Combat Formations crash if the saved companion is no longer with the comitatus resolved Formation exploit allowing the deployment of companions not picked during hero select removed Formation exploit allowing more companions to be deployed than the max limit removed Gear and Status effects now added even if the companion does not have the given perk [They still do not count toward Combat Trait requirements] Companions showing as Wounded even on max health fixed (you need to camp one night for the code to recognize the actual health status) Event scripts related to the Oquo questline in Larnak corrected Larnak Hive quest line fixed The rare bug where Nedir could not be fitted out with any Gear resolved Nedir's Famulus is now always (re)summoned on full health Larnak is now by default visible on the chart just like the other major cities

Known Issues

Formations are still not perfect. We will improve the logic and its tooltip in a future build. We will explore options to reduce the initial loading time. The visual presentation of Companion Combat skills with two phases is not final yet.

'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.

Stay tuned, stay alive, conquer the wasteland!


Hey Folks,

this patch is our biggest to date in terms of complexity including a new region and a number of big features, so the tendency of taking on a lot seems to become a tradition for Lost Pilgrims by now.

Important note: considering the extent of these improvements, there is little to no chance that we broke nothing in the process of adding stuff and failed to notice despite extensive testing. 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.

New Content

Larnak is huge, although somewhat smaller than Deven and Tor'Zag's Shelter. The city has several unique districts, shops, temples, adventure hooks, and more. Larnak is the headquarters of House Venari, as well as home to the embassy of an insectoid people that arrived to negotiate with the Empire. A dark threat is also appearing on the horizon, as the long-disappeared Sand Wyrms are returning in great numbers to prey upon travelers of the scorching deserts that surround the city.

Vagrus

Ash is a small town in the middle of a grey silt desert west of Sun Rock. Run by House Darius, it has become the largest slave market near and far. Unique opportunities await vagri with no scruples about forced labor.

The Forsaken Colony to the southwest of Larnak is a mysterious place. Abandoned along with the mines and an odd Yrg hive nearby, it has been largely avoided for decades. However, something stirs there at the far end of the desert and a new presence might have set up shop in the old colony.

We have also added a proper Oquo headquarters in the Drusian Quarry as well and the Dread Reavers continue their journey. Find these and more hidden stuff in the new build!

New Companion

Nedir the sorceress joins the companion roaster! Without spoiling too much, we can say that she is a spellweaver who specializes in fiery displays of destructive power as well as magic involving... well... Demons. She is completely in control of course! At least if you want to believe her.

Hirelings

To top it off, we have also added Venari Hireling characters who can be hired for a period of time to help out with the toughest of challenges, albeit for a small fortune.

Factions, Factions, and Factions!

Dynamic pricing was the first step to our final economy design. The second: Faction Offers is now added with this patch. As the Factions own sole rights to trading in bigger quantities, finding enough goods to trade from the market can be quite challenging (and expensive with the prices shooting upwards with each bought stack). For the affiliates of the big Trading Houses though, the flow of goods opens up right away. Gain good standing with them and you will find their buy and sell Offers on the now enabled Faction Offers tab [Only in the open-world section]. Use a portion of your accumulated goodwill (reputation) and the deal becomes even sweeter.

Vagrus

Faction Rewards open up with each tier of Faction standing. Some of them you can reclaim at each of their headquarters, others are awarded simply by reaching new tiers (and lost when falling below a tier's threshold). These new rewards include:

Well, it would take too long to describe every fix and improvement in detail, so let's just switch to our traditional Patch notes format. Here goes:

Patch 0.5.27 - Codename: Luminous
New/Updated Features

'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.

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team


UpdatePatch 0.5.26 - Beasty Hotfix and Immunity Perks (3 Feb 2021)

Hey Folks,

Our concern that we may have broken some things with all the changes stuffed into the Beasty patch was not baseless it seems. We hope that the glitches have not botched the experience much.

Although the game will have fewer bugs with this patch we have certainly not squashed all of them, so 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.

After releasing this hotfix, we will continue working on the next big patch, which will include Ash and Larnak. Stay tuned for that, too!

Now, let's see the list of things we fixed and added:

Patch 0.5.26 - Beasty Hotfix
New/Updated Features
Bug Fixes
Known Issues

'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.

Stay tuned, stay alive, conquer the wasteland!


Update Patch 0.5.25 - Codename: Beasty (28 Jan 2021)

Hey Folks,

this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.

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.

New/Updated Features
User Interface Improvements
Bug Fixes
Known Issues

'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.

Stay tuned, stay alive, conquer the wasteland!

Update Patch 0.5.21 - Codename: HighLife! (5 December 2020)

Hey everyone,

our last patch with the Deven subregion and Crew Combat improvements was our biggest release since entering Early Access. Unfortunately, it also brought more bugs/setup issues that slipped through the cracks. Sorry about that. But now we are happy to share with you this 0.521 build that is, though, mostly a hotfix patch for 'Codename:Plunder', also has some new Quality of Live features we have been planning for some time.

Let's start with those QoL additions:
Patch 0.5.21 - Codename: HighLife!
New/Updated Features
Bug Fixes
Known Issues

'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.

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team

P.s.: If you like the game and/or the direction it's heading, posting a review is a great way to help the development. Much appreciated. Cheers!


Update Patch 0.5.20 (27 November 2020)

Hey Folks, we are happy to share that a massive number of changes are live as of posting this! With adding a new subregion the available content grew again significantly, while on the coding side we have focused our efforts to improve the Crew Combat feature that was causing all kinds of grief to players. So, let's see what's coming.

New Content:

Crew Combat Improvements:

Combat preparations

'Launch a mounted attack' that increases the CS of Outriders for the round 'Form a Shield wall' to increase the Defense of your Fighters 'Insult' the enemy to increase the chance of them making a mistake Access advanced Crew Combat Actions with the now enabled Command leadership perk

Impervious crew combat enemies Specters, Haunts, Living Shadows. Horrors that are immune to mundane weapons. Improve your companions, gain the blessing of Gods, gather rare magical items to defeat them. Alternatively, do the only thing you can if you come across these deadly enemies... FLEE! Impervious enemies are marked with purple borders and their defense stat is colored as such, too Only your Enchanted companions and/or crew can damage Impervious enemies in crew combat. Enchanted Combat Strength is highlighted - the axe and the CS value are colored to purple.

Miscellaneous Changes: With the game growing, so did loading times but finally, we got around to add a loading screen that also gives tips to new players. Made a massive number of smaller performance improvements, which together - hopefully - have a tangible effect on how the game runs The above includes Event UI performance updates to ease the jittering Higher Authority now reduces Companion loyalty penalties Outriders now automatically dismount to create cargo space in case the throw-out screen is (or would be) triggered Let's dive into the detailed list of changes:

Patch 0.5.20 - Codename: Plunder! New/Updated Features Crew Combat changes

UI Improvements

Known Issues

Stay tuned, stay alive, conquer the wasteland! The Lost Pilgrims Team


Patch 0.5.16 - Codename: Salty! (14 October 2020)

Hey everyone,

and first of all, let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.

It is important to mention that the Companion loyalty storylines that will in the final game open up Prowess 3 and 6, are not yet in the game and not planned any time soon either. Our plan is to add those once all the planned regions are added first, so those questlines can be placed to their ideal location rather than crammed into the currently available territory.

game

We have also made various other improvements that make Companion combat more interesting:

Beside changes on the code side, we are opening up a new subregion in this patch for the first time, the salt basins above the Mines of Plenty. The area includes Salum, the headquarters of the Scythichnis Covenant as well as the Auguros Work Camp, a prison colony of the Empire.

empire

The Great Salt Basins

Let's dive into the detailed list of changes:

New/Updated Features
Companion progression
Companion Combat
New combat traits implemented
New/Updated Content
UI improvements
Bug fixes
Known issues

Vagrus properly balanced now'? - Nope. 'Was it a step in the right direction?' - We think so. Please let us know how you find it.

We are eager to hear how you find these new changes. With Companion Progression added, we are refocusing on the most critiqued area - well actually two areas - of the game: crew combat and companion combat. Our first priority will be to implement our planned Crew combat looting design and depending on how long that takes, we might take a crack at Crew combat Actions, too, soon afterward. While Companion combat has received a number of feature updates, the visual representation is still far from what we imagined. Beside the generic goal of making it 'better paced and more impactful', we are planning to improve specifically how we visualize targeting and complex skills, and also explore adding turn/round announcements and initiative order animations - the list goes on. This may take a while, so no promises on the deadline but we thought it was important to share that we are working on it. In terms of content, our eyes are set on Deven and the surrounding area already. It's coming.

Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team

Patch 0.5.15 - codename: Flee! (2 September 2020)

New/Updated Features
UI improvements
Bug fixes
Known issues