Patch 1.1761004S
Hello everyone,
This week’s update addresses several issues that we’ve been aiming to fix since our last patch. It also adds several new small Quality of Life features that further streamline UI and UX elements across the board. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we move closer to the end of the development cycle.
The detailed patch notes are below, as usual.
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 1.176
New or Updated Features
- Improved the particle effects on the campaign map.
User Interface Improvements
- From now on, Perk category Event choice dependencies also indicate whose Perks are required (vagrus only, whole comitatus) just like in Tests.
- Changed the display of Quality dependencies without an added Quality level requirement so that they are easier to understand (the tooltip will no longer refer to a 0 requirement).
- When starting a new game, the dialogue options of Agos can now be navigated by using number keys on the keyboard. We also added hover highlighting to them.
- Removed the redundant X button from the Hunting and Foraging Results window.
Bug Fixes
- Fixed an issue that caused Companion Combat Skills that forced the target to move (for example, Javek’s Hypnosis) to have no effect when the target was surrounded by other entities. Now the target can swap places with every eligible character when forced to move.
- Fixed a rare issue that caused the Ahskulite Retinue not to disembark, blocking players from passing through Realmgates and in general causing a lot of headaches. Ahskul disapproved, though He is sated now.
- The right side Character Sheet in Companion Combat that is supposed to be empty when no enemy is selected will no longer display Renkailon’s stats (sorry Ren!).
- Fixed an issue with controllers (including Steamdeck) that caused Events happening upon leaving a settlement/point of interest to immediately activate entry into that place.
- Fixed an issue that caused the Game Log to display the wrong information (stat changes) related to Camping if it was canceled.
- Fixed an issue that caused the Character Sheet to be missing its background when opened during Hero Select.
- Fixed an issue that caused overwatch-type attacks to not trigger when an enemy is force-moved into the overwatched position.
- Fixed an issue that caused players to be unable to switch between summoned entities or close the window on their Character Sheets when using a controller.
- Fixed an issue that caused the radial menu to be open when returning to the campaign map from the Main Menu.
- You can no longer softlock the game during the Deputy tutorial.
- You can no longer accidentally (or intentionally if you knew how) skip the Outrider tutorial.
- Fixed an issue that allowed players to move farther in Forced March than they had MPs for if using double clicking.
As ever, more is coming, so stay tuned, and conquer the wasteland!
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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Patch 1.1760930Q
Hello everyone,
This week’s update addresses several issues that we’ve been aiming to fix since our last patch. It also adds several new small Quality of Life features that further streamline UI and UX elements across the board. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we move closer to the end of the development cycle.
The detailed patch notes are below, as usual.
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 1.176
New or Updated Features
- Improved the particle effects on the campaign map.
User Interface Improvements
- From now on, Perk category Event choice dependencies also indicate whose Perks are required (vagrus only, whole comitatus) just like in Tests.
- Changed the display of Quality dependencies without an added Quality level requirement so that they are easier to understand (the tooltip will no longer refer to a 0 requirement).
- When starting a new game, the dialogue options of Agos can now be navigated by using number keys on the keyboard. We also added hover highlighting to them.
- Removed the redundant X button from the Hunting and Foraging Results window.
Bug Fixes
- Fixed an issue that caused Companion Combat Skills that forced the target to move (for example, Javek’s Hypnosis) to have no effect when the target was surrounded by other entities. Now the target can swap places with every eligible character when forced to move.
- Fixed a rare issue that caused the Ahskulite Retinue not to disembark, blocking players from passing through Realmgates and in general causing a lot of headaches. Ahskul disapproved, though He is sated now.
- The right side Character Sheet in Companion Combat that is supposed to be empty when no enemy is selected will no longer display Renkailon’s stats (sorry Ren!).
- Fixed an issue with controllers (including Steamdeck) that caused Events happening upon leaving a settlement/point of interest to immediately activate entry into that place.
- Fixed an issue that caused the Game Log to display the wrong information (stat changes) related to Camping if it was canceled.
- Fixed an issue that caused the Character Sheet to be missing its background when opened during Hero Select.
- Fixed an issue that caused overwatch-type attacks to not trigger when an enemy is force-moved into the overwatched position.
- Fixed an issue that caused players to be unable to switch between summoned entities or close the window on their Character Sheets when using a controller.
- Fixed an issue that caused the radial menu to be open when returning to the campaign map from the Main Menu.
- You can no longer softlock the game during the Deputy tutorial.
- You can no longer accidentally (or intentionally if you knew how) skip the Outrider tutorial.
- Fixed an issue that allowed players to move farther in Forced March than they had MPs for if using double clicking.
As ever, more is coming, so stay tuned, and conquer the wasteland!
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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Patch 1.1750821J
Hello everyone,
As we’ve alluded to in recent posts, the recent release of Old Acquaintances has set the creative part of the team into action on our next DLC, but what have our programmers, UI, and quality assurance people been up to? Why, improving the game, of course. This is why we’re happy to present some impactful quality of life (QoL) changes that will help make your Vagrus experience all the smoother.
Companions and Character Sheets
The first complaint we’ve received multiple times – and for which we’ve been trying to find a solution for a while – is related to the information available for Companions’ Skills. Currently, it is possible to use the arrow indicated on the right-hand column below to view the next Skill level above your current one by clicking on it. In the screenshot, you can see this is possible for both Suppressing Shots and Defensive Cut.
Now, you will be able to view all levels of the Skill. This means if you have Poison Arrow I. on Criftaa then you will also be able to see the statistics of levels II. and III.
But that’s not all: previously obtusely presented Skills – like Criftaa’s multi-phased Suppressing Shots – will now allow the player to toggle between their phases; the first phase is for the overwatch portion of the Skill, like in the picture above, while the second phase indicates how much actual damage it will do when it is triggered by an enemy.
Toggling between the two phases can be done simply by toggling the brown box just to the right of the Skill’s name.
We’ve also got changes coming for summoners. Previously, the issue was simply that one could not know what creature is going to be summoned and what its stats are. The below mockup – put together by our wonderful UI designer – illustrates how the player will be able to bring up information about the summoned creature from the character pane.
Campaign Map
The next serious QoL change we’re making is to campaign map movement and it’s simple: you will be able to double-click on the node you wish to move to and you will go there. No more clicking on the node then on the footprint icon, which some have decried as a finicky waste of time (it probably was).
As we continued working on these features, however, another crucial element loomed large: key bindings. They needed to be revamped to make some of the game’s controls more intuitive and logical. Thus, we set ourselves to the task of not only streamlining the handling and navigation of the comitatus, but also overhauling the default key bindings. One of the main goals here was to dramatically reduce the amount of clicks or keys the average sequence of actions takes and create a more modern, intuitive user experience. We’ve mapped out the changes below so you can take a look for yourself.
For some, the commands here will be nothing new but there is one entirely new addition: the “Comitatus Tabbing” command. This will bring up the default comitatus menu and allow you to move – or tab – between different panes within that.
We’ve worked hard on these changes and we’re very excited to deploy them. As usual, let us know what you think! Below you can check out the whole inventory of changes.
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 1.175 - Codename: Conrectus Ligaturae
New or Updated Features
- You can now double-click to move on the campaign map.
- Revamped key bindings: defaults have been changed to be more intuitive and grouped by topics or UI categories, and new hotkeys have been added.
- The Leadership Perk “Command” has been reworked: it now unlocks all advanced Crew Combat actions passively and when Resourcefulness is spent, it raises Combat Strength and Defense by 15% as well as turns Critical Failure rolls to Failure.
- The effects of multiple “Terrifying” Perks no longer stack. Stacking caused Skills that target multiple positions with characters with the Perk to be close to useless.
- You can now butcher Beasts and Mounts directly at your Outpost instead of having to move them to the comitatus.
- You no longer lose Mounts when Fighters leave you during Events (ie. Outriders do not take their Mounts) for narrative reasons.
User Interface Improvements
- Combat Skills with multiple phases are now displayed differently (better communicating these Skills) on Character Sheets. You can switch between the effects and stats of the different phases.
- You can now check the stats and Skills of creature(s) that “summon” type Combat Skills spawn. Details are on the Character Sheet.
- Improved the visuals during an Evade sequence in Companion Combat so that players will have an easier time understanding what input is required from them in cases where the target position has to be interacted with.
- Evade is now displayed as a percentage on the Character Sheet.
Bug Fixes
- Fixed an issue that caused the erroneous display (and only the display) of framerate in Options.
- Fixed an issue that caused Renkailon’s Caltrops Skill to cause a lock in Companion Combat.
- Ironed out the discrepancies in Renkalion’s Loyalty changes caused by player choice after his storyline is concluded so now they should work as was originally intended.
- Companions now lose less Loyalty from becoming Severely Wounded, as was originally intended.
- Fixed a rare issue that prevented Javek’s ending slide from appearing despite his quest being completed in that playthrough.
- From now on, hiring the forces of Dragonlands factions to defend your Outpost actually costs money, as advertised by the choice. No more freebies, sorry.
- Fixed a glitch that caused Mount/Dismount to not always work as intended in Crew Combat, especially in relation to ambushes.
- Fixed the wrong tooltip display of Impervious Ward in Crew Combat.
- All relevant Factions purchase Salt from your Outpost more often, making it much rarer for it to pile up.
- Players have encountered further issues with the Wazirhai Curse quest, so we have attempted to fix some outlying problems that may have arisen from old scripts; we’re crossing fingers that we won’t have to return to this again.
- Reworked the Aid tutorial: it now only activates when it is the player’s turn after a character was Downed and it also provides enough Resourcefulness to use Aid. These changes prevent any locks that could have happened previously.
- Fixed a bunch of offset and oddly displayed tooltips.
- Multiple text-related improvements, as usual. Thanks for all the reports and feedback!
As always: stay vigilant, stay resilient, 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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Patch 1.16720708A
Hello everyone,
This new patch brings with it one really important and big change and some other fixes we applied since our last update. The large change in question is the altering of how victory works in a campaign. Previously, you were able to win the game, then choose to continue playing. This caused a lot of consistency issues with Ending slides, as you were unable to check them later on and so even if something changed (like a major questline that has its own slide was completed) after the victory, players would miss them. And so from now on, once you retire as part of a victory, you will not be able to continue playing afterward. You can complete the victory condition and then play indefinitely until the time comes you decide to conclude the playthrough and then retire to experience the Endings. Of course, you can also save the game, retire to check the slides, and then load to play more.
Because this will affect savegames where players have already retired but kept on playing, we have reset the Ambition quests in all such savegames to the point where you only have to retire to finish the playthrough. Doing so, you will be able to see the (now up-to-date) slides again.
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 1.172 - Codename: Victorious
General Changes
- Reworked several old generic Events to be more in line with current quality and style.
- Crime and criminality received an entry in the Glossary to explain how it works.
- You can no longer play after completing a victory condition and retiring. This change was necessary because playing after this point caused several issues with Ending slides and their states in a continued game. You can still play indefinitely but once you commit to retiring to “win” a campaign and watch the Ending slides, you are returned to the main menu. NOTE: We have reset the last step of the Ambition Quest for every player past that point in current saved games, so they can simply complete that last step to retire or go on playing as long as they want before that.
Bug Fixes
- Each ending slide now resets scrolling to the top.
- Fixed an issue that prevented sending reports via the built-in Bug Reporting Tool (though note that there are still pending issues with it we are working on).
- The Kal-rish enemies now have all their Skill art assets straightened out (they were missing one and used another instead).
- The Black Moloch enemy is visible again! The trickery of Demons is truly nefarious.
- Fixed an issue that caused the game to lock up when an enemy using the Skill “On Guard” was defeated by a multi-phased Skill.
- The Skill “Taunt” on the Manumitteris hireling is now Incorporeal, as was intended, meaning it cannot be Evaded or Blocked, but Mind Resist can still neutralize it.
- Fixed an issue that caused Faction Offers to be generated at a higher (unreachable) tier than intended
- Fixed an issue that caused some players to be unable to trigger “The Curse of Wazir” quest even after prerequisites are met (completing “The Expansion of Wazirhai”, defeat Undead threatening the settlement, and waiting a couple of in-game months). The fix is retroactive, so you can now return to trigger the quest if you haven’t already.
- The Skill of the Evocator Mortis hireling “Raise Dead” is now Enervating (preventing it to be used multiple times in a Round).
- Repositioned the legend box of the Chart on Steamdeck and other 16:10 ratio displays so that it’s always visible now.
- Fixed an issue that caused certain settlements to be impossible to highlight on the Chart. NOTE: This issue might have other, separate reasons, so please report to us if it still keeps happening.
As always: stay vigilant, stay resilient, 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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Patch 1.501106U - Codename: New Realms
Hello everyone,
Xeryn is about to become even more captivating as we proudly announce the release of our highly anticipated expansion: Sunfire and Moonshadow, featuring a vast new region to explore. As of now, it is available to the public on all major PC platforms and it can be purchased as part of our Season Pass, which includes two future DLCs. Check out the trailer here:
https://www.youtube.com/watch?v=KgoVBmy15zw
Brace yourselves for adventures filled with treacherous challenges and untold secrets waiting to be unveiled. A swathe of new settlements, new enemies to conquer, new stories to be a part of, a large cast of characters, and new quests to complete through which you can make your mark on the continent await you. That’s not all, however, as the Bronze Desert introduces a central conflict involving three new factions – the Ahari, the Chimera Legion, and the Handjari. The expansion features content approaching half the size of the core game. It is also important to note that we’ve just done away with the in-game campaign time limit (those elusive 11ish years). This became necessary because there’s just so much to do now (with all the free DLCs and now the expansion) that it would have created a requirement from players we felt would be against the slow and methodical style of Vagrus. Unfortunately, expanding the time limit was not a good option either, especially considering future content. More on this in the article we penned on the issue. https://vagrus.com/news/how-vagrus-got-rid-of-the-time-limit
We have also hammered out quite a number of issues in our latest update.
Now let's jump into the 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.
New Content (Sunfire and Moonshadow)
- “Sunfire and Moonshadow” Expansion is released at the same time as this update.
- Content and quests that come close to half the vanilla campaign in size.
- The gigantic, seething Bronze Desert and the twilit Lands of Shadow are accessible
- New settlements and points of interest in the added regions, including oil fields, oases, and frontier outposts.
- New faction: the Handjari – work for them to earn their friendship and rewards.
- Nemesis factions: The Chimera Legion and the Ahari are embroiled in a cruel fight for survival. Choose a side and fight for their victory!
- Brand new music to accompany the Expansion, soon to be added to available OST.
- Breathtaking artwork featuring the new regions and locations of the Expansion.
- A great many new NPCs with their own stories and personalities.
- An abundance of new Gear and Equipment.
- Well over a dozen new enemy types, both in Companion and Crew Combat encounters.
- New banners for your vagrus to display proudly.
New Content (General)
- New content related to the Outer Realms was added for everyone (No DLC required). It involves a quest and a new unique location with its own Outpost.
- Some new art assets were added to previous Events in the main campaign.
New and Updated Game Design (Sunfire and Moonshadow)
- The Twilight mechanic was introduced with a new “Lamps” Equipment slot and all sorts of lamps to counter the negative effects of darkness.
New and Updated Game Design (General)
- The main campaign’s in-world time limit was removed entirely for various reasons. You can read about it here: https://vagrus.com/news/how-vagrus-got-rid-of-the-time-limit
- Day of the week type of dependencies were added, so you might come across choices that only appear on a certain day of the in-game week.
- Camp defense Fighter requirements were reduced for all voluntary crew members.
- Outposts were reworked in a major way (see below).
Outpost-related Changes
- A brand new Outpost User Interface was added
- Warehouse: you can store your Goods and Equipment at your Outpost
- Statio: your own mansio at your Outpost where you can store your Mounts and Beast, as well as switch between beast types
- The Outpost license fee was reduced by 2000 Bross (upon loading a save where you already paid for it, you get that money back as a reimbursement automatically)
- The Outpost upgrade’s resource requirements were somewhat reduced
- The Outpost production was tuned down to be in line with the cheaper setup
- Mounts are no longer used for salt production
- Certain pieces of Equipment stored in your Warehouse provide bonuses for Outpost activities (e.g. Mining Equipment enhances resource yields)
User Interface Improvements
- The Camp UI now uses a single lock feature that locks all in your current settings for rations, guards, and so on.
- The Price History tab has been improved, offering new sorting options and making it easier to navigate between settlements for easy comparison.
- The Scouting UI has been enhanced to make the available options clearer.
- The Custom Notes UI has been improved, making it easier and more enjoyable to jot down your thoughts.
- Chart legend improvements have been made for clarity, including the introduction of multiple-category Chart entities.
- Giving away Equipment in Events has been improved. Now, you can choose to give away or keep your currently equipped pieces of Equipment and you are warned if you are about to part with your only piece of a type of Equipment.
Bug Fixes
- Breaking camp conditions are now synchronized with the tooltips, providing a clearer understanding of the requirements.
- The process of moving Gear between Companions has been improved. Unequipped Gear of the same type will be equipped first if available. Furthermore, in Events and Tasks, you will offer unequipped Gear to meet conditions first.
- The Insight tooltip is now clearer about the purpose and use of Insight.
- Various elements on the Camp UI have been fixed.
- Passengers are now more willing to indicate their desired destination: before you take them, you can click on the Destination icon to see where they are going on the Chart, and you can also click the new button at the front of each Passenger entry now to see their destination on the Chart.
- Some node background anomalies have been fixed, primarily those related to the day and night cycle in settlements.
- The delay and graphical glitch when the Codex is opening has been fixed.
- Fixed an issue that caused the travel time between settlements in some cases to appear out of place.
- Resourcefulness can no longer overflow.
- Discovered settlement and POI nodes are now consistently displayed on the Chart, whether or not the player has clicked on them or merely moved through them.
- The Loader's Guild storage unit lottery now provides rewards as indicated on the UI. The Guild has been kindly asked not to deceive players any longer.
- If an Event is active, you can no longer use hotkeys to interact with inactive windows.
- Events sometimes caused you to exit settlements when it was not intended, and at other times, you remained within the settlement despite the narrative suggesting otherwise. The entire system has been adjusted to ensure consistency.
- Anomalies in Beast type swapping have been resolved, especially in cases where the settlement did not possess the type of Beast that matched that of your comitatus.
- The text overlapping on Crew Combat buttons has been fixed.
- Fixed an issue that caused unresponsive Camp UI buttons after engaging in Companion Banter.
- At times, it was possible that theme-specific music was not playing in certain regions. The orchestra has been instructed to be more attentive to the surroundings and play the appropriate tunes for each location.
Known Issues
- There is a rare controller-related bug during the tutorial right before leveling up Morwen
- Allies are not recruitable for the nemesis show-down quests (fix coming very soon)
- A rare Steam Deck-specific navigation issue in the Outer Realms
Coming Up Next
- Bug Fixes and Balancing Tweaks for “Sunfire and Moonshadow”
- Additional Content for “Sunfire and Moonshadow”
- Outpost UI and balance tweaks
- Machine translations for the Expansion
Stay vigilant as you 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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Patch 1.1.340721K Codename: Decked (21/07/2023)
Hey everyone,
While the main focus of our team is, of course, working on our upcoming Expansion, Sunfire and Moonshadow, we have also been making some progress with bug fixes and smaller improvements. We finally managed to get a bit of time from Valve’s Steam Deck assessment team and received their recommendation, so we have applied some changes to remediate their concerns. Hopefully that will do the trick to receive the Verified badge. We have also eliminated a number of localization related issues. Mostly, we moved hardcoded stuff to dictionaries or text templates, but there is much to do on that front still, so stay tuned!
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.
Bug Fixes
- Fixed an issue where the hyperlinks were not working in the bottom textbox of the Main Menu.
- Fixed an issue related to the buttons of the Crew UI.
- Fixed a bug where the Imperial comitatus icon in the Task pane of the Journal was blank.
- Companion Combat in the Crystal Library will no longer crash.
- Fixed a visual bug where the campfire in Agos’s scene had a blank white rectangle in its place while the asset was loading.
- Fixed an issue where some Equipment had the wrong art.
- Fixed a bug related to using the Companion Combat effect “Cleanse”.
- Fixed a stuck UI issue related to buying and butchering Beasts and Mounts.
- Multiple issues related to the Initiative Order in Companion Combat were fixed.
- Fixed an issue where the “Back to Cargo” button was unclickable on the “Offer Items” part of the Crew Combat UI.
- Fixed a bug where comitatus upkeep was only deducted after every other turn.
- Fixed the Event UI sometimes scrolling down all the way to the choices by default after displaying the step’s text.
- Fixed a bug where the event UI would become stuck after sending a bug report.
- Fixed an issue where Equipment icons were not visible after butchering every Beast of Burden.
- Fixed a rare issue caused by opening the Rest UI in a settlement, then the Deputies UI and switching tabs then closing the window, which caused a stuck Camp UI.
- Fixed a bug where during vagrus creation players would not get the bonus perks from Race, Ambition, etc. if they left everything as default.
- Some UI elements were unselectable using a controller. This should now work as intended.
- Fixed an issue where the game would crash if you used a controller and a character was down during the Aid/Inspire tutorial in the second tutorial fight.
Known Issues
- Escort Tasks and related anomalies.
- The Event UI can act funny in 21:9 aspect ratio.
- Blank Equipment icons appear if the throwout UI is triggered from a Settlement (they refresh later)
Localization Issues
- There are many places in the UI where the translated text still appears in English. We are progressing with fixing these slowly but steadily.
- No mod.io Language packs for a number of languages. Volunteers are welcome.
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!
Patreon / Website / Youtube / Twitter / Facebook / Instagram / Discord
Magnificatus est Controls Hotfix III. (v1.1300303A) Change Log (March 3rd, 2023)
Here's the list of fixes included:
- Cascading properties did not work (example: Blessing of Unbinding on the comitatus does not automatically grant the same blessing on Companions)
- Market stack trade button did not update the prices properly
- Stach trade button UI bug sometimes did not indicate its actual state
- Rare bug that resulted in full stack buy instead of a single unit
- Sliders sometimes malfunctioned on touch screens
- Wide-screen-related issues: NPC portraits shifted to the right, Bug reporting box to the left
- Controller navigation box was shown on the Settlement Faction UI even when not using a controller
- Controller icons could pop up for a frame while refreshing the UI after certain hotkeys were pressed
- Imperial comitatus flags did not appear properly
- Auto-scouting possible exploit closed off :P
- Rare scouting bug for certain crew combat encounters
- Various smaller visual bugs
- SPOILER ------ The wyrms at Tectum Carvos entry will no longer disengage
Thanks, cheers,
The Lost Pilgrims Team
Hey everyone,
Today we are releasing a large patch with features that we’ve been talking about for some time, most of which are a reiteration from the post we released about a public Beta weeks ago. With that Beta now over, you can now scroll down to see all of the details regarding our implementation of full controller support, UI and text zooming, improved initial game loading times, and much, much more. Alongside these, we have also implemented a new pop-up window for players to see what’s new when they load up the game, and a DLC catalog, which lets you see what content you already own.
Hand-held Porting, Screen Optimization, and Accessibility
We’re proud to finally release what our best and brightest pilgrims have been working on here at Lost Pilgrims Studio. The first major change is porting.
Included under porting is the optimization of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own.
Another key aspect it has allowed us to address is accessibility. Players have, at times, expressed concerns about the font size in Vagrus, and with us focusing on porting, we have also been able to implement a zoom feature for the PC client. We are still in the process of fine-tuning and fully integrating the feature, but we are confident that in doing so we will improve user experiences across the board.
First, we optimized the formatting of the text to be legible on handheld devices. But is it possible to read all the wonderful prose that players have come to expect from the Riven Realms on a small screen, you ask? Absolutely! Just use the new double-tap to zoom in.
We’ve also included another screenshot of a closer view – after the player has used the double-tap feature, of course!
Because we want to make sure that players’ user experience does not suffer even slightly while using a small screen, players will also be able to scroll or swipe to navigate the UI.
Multi-platform Controller Support
We have now implemented full controller support for standard X-box controllers and Switch gamepad layouts. Although everything should work on most other controllers, assuring that is our future goal and the feature needs to be adequately tested before we can ensure flawless functionality. We have created a modern navigation system on the UI and for all functions from scratch, specifically for controllers. In other words, it isn’t simply the existing cursor-based system repurposed for controllers.
Direct buttons have been assigned for specific functions to make things easier.
Selecting and switching between UI elements during gameplay is also comfortable.
What about analog stick use? We’ve come up with a radial menu to best tackle that.
We have also implemented an easy drag & drop system to be used at various points of gameplay.
We have simplified Perk selection and trading functions in settlements, too.
After a long time in development, we are ecstatic to finally release these new features, and hope that they will improve player experiences across all platforms.
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 1.1.30 Codename: Magnificatus est Controls
Content Changes (SPOILER ALERT)
- Knowledge victory questline: Increased the drop rate for Pristine Crystals in the Crystal Archives
- Slightly better price for Spice in Larnak, should you bring some from Tectum Carvos when it becomes available
New/Updated Features
- Controller Support! Now you can also use your controller to conquer the wasteland.
- DLC status can be checked on the updated Extras screen.
- A new pop-up window has been added so you can see what’s new in Vagrus.
- Dissonance mode has become a little easier.
User Interface Improvements
- Revamped Bug reporting screen (and backend integration on our side).
- A new, Full UI Zoom feature can be activated in the Video Settings. It makes the game’s texts easier to read and manage on smaller screens.
- Tutorial windows have been resized and repositioned while UI zoom is active.
- Players can zoom in on an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
- A button has been added to check the location info of newly acquired Rumors.
- We replaced the “Hold Space” text with a button which you can use to go to the next step of the tutorial. You can still hold space as before.
Bug Fixes
- The game no longer freezes on the Throw-out pane after a Mount-up + Dismount Outrider combo
- Fixed a bug where Movement Points were not refreshed on a new day after inventory overflow
- A number of tooltips that were disappearing have been fixed
- Predicted Authority can no longer exceed 6
- Fixed a bug where Event texts were chopped off on resolutions higher than 1080p (Full HD)
- Fixed a bug where the Heat Shielding Crystal was not working in some cases
- Some UI inconsistencies in ‘Pilgrims of the Wasteland’ have been fixed
- Reenabled shadow effect on Load Game/Save Game screens
- Fixed a bug that caused certain Companion Combat preparation animation phases to be missing
- Fixed a bug where the decals of DOT Skills were missing
- The name field of the description in Companion Combat is now empty when there’s no character to show the description of
- Fixed a bug where sometimes the combat background was black if Companion Combat was triggered in a settlement
- Finndurarth’s missing Skill SFX has been added
- Fixed a visual bug where the positions of the frames in the key bindings menu were off
- Fixed the issues with the Autoscout feature’s chance to find Events and/or fights
Known Issues
- There are still some inconsistencies with UI zooming and the new tutorial windows
- Sometimes escort/rescue Tasks do not work correctly
- The character sheet pictures are sometimes not correct in Companion Combat
- Sometimes Gear is shown to be still used by a Companion who has already left the comitatus
Coming Up Next
- Controller support /Beta/ refinements
- Obstacles in Companion Combat
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
Hey everyone,
Thanks for the amazing welcome of the Seekers of Knowledge DLC and our patch published parallel with all kinds of improvements. Seeing so many new players and hundreds of old ones who picked up the game again made the whole team very happy, especially with the game’s full release anniversary coming up soon. Expect a post on the day from us with a summary of the first year.
So, with a content and code update of such size, there were indeed some issues that we needed to iron out. Thanks for everyone reporting them and sorry for the inconvenience they may have caused. This hotfix will make the game much more stable while we continue to work on further fixes, improvements, and who knows, we might even start on new content. ;)
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 1.1.251003L The Seekers of Knowledge - Hotfix II
Bug Fixes
- Game will no longer crash when ESC is spammed before an Event loads
- Crash while Finndurarth used Electrify to kill an Orc Marauder with Die Hard perk was fixed
- Fixed a crash related to the tutorial pins
- Icons are no longer multiplying when dragged repeatedly in the Cargo menu’s Owned Equipment section
- Crash involving Nedir’s Conflagration and a Wight’s Grave Call cast on the same position was fixed
- Texts and event choices are now fully visible in ultrawide resolutions
- Fixed a bug where in rare occasions, the game crashes when entering the first fight of Pilgrims of the Wasteland
- In case the comitatus moves via a camp/quick camp order, and the movement is interrupted by an Event, camp/quick camp will not come up automatically
- Various problems related to the comitatus having excess cargo were fixed
- Heat Shielding Crystal will no longer be unequipped automatically
- Fixed a bug where the game crashes during vagrus creation in rare instances
- Sedarias will start the second PotW fight in Block mode as originally intended
- Fixed a bug where the game crashes if an Event comes up after camping in rare instances
Currently Known Issues
- Escort tasks-related anomalies
- Crew combat chance percentages are sometimes shown in reverse
- Some infrequent crashes are still being investigated
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
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
- The Sunken Tower can now be unlocked via questing
- A massive storyline centered around the Tower was added (it can be played through without doing the new Knowledge Ambition)
- The Tower is a massive dungeon that changes each time you enter - it can be explored bit by bit, unlocking more dangerous locations, secrets, and precious Insight
- A number of new enemies, Gear, and commercial Items were added to give the Tower its own challenges and rewards
- The Knowledge Ambition can be selected during vagrus creation or switched to from Freeplay
Content Update
- A number of new opportunities added to obtain certain Codex entries to already existing locations and Events
- Two new achievements connected to the newly added questlines
New or Updated Features
- Scouting update (new representation of results and a revamped Manual Scouting)
- Added the Auto-scouting feature
- Added the Glossary
Design Tweaks
- The Renown Victory condition raised to 40 Renown to be more on par in terms of difficulty with Wealth and Knowledge Ambition victory conditions
- The Church of Sergorod is now the opponent of both the Ratharnak Alliance and the Scythichnis Covenant (and vice versa)
- Significant combat AI improvements (the game may have gotten harder)
User Interface Improvements
- Added a new text template to the Gamelog
- New Prowess tooltip was added when there is insufficient Insight
- A new Prowess button has been implemented
- Companions now have 5 status lines instead of 4
Bug Fixes
- Finndurarth storyline crash was fixed
- The Block/Evade button is available only after the tutorial in Pilgrims of the Wasteland
- Companions are no longer falsely indicated as wounded
- Events that negatively effect Movement and Autocamp will now calculate MPs correctly
- Double position character markers form a single block now
- "Damage" text in Crew Combat Actions is no longer white
- The tutorial will recommend Aid instead of Inspire when there is a Downed Companion
- Goods tooltip will mention Price History only after Price History has been unlocked
- A lot of minor tutorial-related polishing
- The bottom choice box text is no longer obstructed in Events
- Fixed some cases where Companions occupied the same position in combat
- The long tooltip on the Factions tab has been fixed
- Event tests are no longer rigged massively in the players’ favor
- Dragonlands-related Points of Interest (POIs) will not offer slaves as passengers
- The bug related to incorrect percentages shown for Odd Jobs has been fixed
- "Due to" Game log text will not be displayed twice
- Skills with self-targeting phase in the Combat Log have been fixed
- Players can no longer receive Yrg beasts through crew combat but will receive Supplies instead
- Various settlement background art-related bugs fixed
- A large number of mistakes, typos, and issues with texts all across the board were corrected
What’s Coming Up Next
- Optimization to Steam Deck and other tablets
- Controller support
Currently Known Issues
- Escort tasks-related anomalies
- Crew combat chance percentages are sometimes shown in reverse
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
- Carpenters Guild and House Venari are each other's associates from now on
- Some crew stats (mostly Reptile beasts’) have been slightly tweaked
User Interface Improvements
- Event and Settlement image panning added
- Closing enlarged settlement picture with ESC now works
- Finndurarth's Fly II skill will not change skill slots
Bug Fixes
- Deploy max number of characters is working properly again (no more exploits here, sorry)
- Dead Weight related crash fixed
- Bladedance layering fixed
- Taunted AI improved
Coming up next
- Scouting Changes
- Glossary (beta)
- Sunken Tower free DLC
- Knowledge Ambition (Codex-realted victory)
Currently Known Issues:
- Escort tasks-related anomalies
- Crew combat chance percentages are sometimes shown in reverse
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
- Daytime Supply Acquisition (aka Hunting and Foraging)
- Set up Auto Supply Acquisition rules during camp
- Automarch option
- Quick camp option
Bug Fixes
- Slice and Dice animation sped up
- Overwatch skills now break move+attack skills
- Conduit now has its proper POW animation
- Various smaller fixes/polish
Coming up next
- Scouting design changes
- Glossary (beta)
- Sunken Tower free DLC
- Knowledge Ambition (a Codex-related victory path) and related quests
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
- 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)
Gameplay improvements
- Additional Codex tagging has been added to existing entries
- Companion Combat performance has been improved
- The Black Rot condition has been fixed - it now affects crew and companions
User Interface Improvements
- The Character UI has new parchment frames
- Enchanted/Impervious color changed from purple to turquoise
- Some character portraits have been adjusted to better fit their frames
- Scrollbar corrections on the UI so that it is more streamlined
Bug Fixes
- Enemy portraits on an opened Character sheet during combat now face the intended direction
- Companion Combat action-related crashes fixed (Nedir's Famulus and Assassin's Battle Narcotics Skills were the culprits)
- Skornar's Defender Perk bonus is now granted on the same turn when someone is moving next to him
- The maximum available Codex entries are now properly shown in each game type
- Fixed a Camp UI-related soft lock (there might be more!)
- Fixed the Deputy tutorial related soft-lock if Morwen is severely wounded
- Frame misalignment is fixed in Companion Combat
- Combat Traits have been reworked, so upgrading more levels at once is now possible if other requirements are met
- Initiative order icons now only appear after the fight has begun
- A Burrow Skill related bug has been fixed
- Fixed the bug causing the frame of the Companion who got placed the last to disappear on the combat field
- A proficiency point exploit has been fixed
- A vagrus creation exploit has been fixed
- Crew change is now visible on the Camp UI on the first day
- Several tooltips that lacked color coding are now fixed
- The hotkey for Empower and Inspiration are now fixed (they are no longer inverted)
- Item and Gear lists, as well as the Passenger scroll bar disappearing, are now fixed
- Waiting multiple days in Events now works properly
Coming Up Next (in early 2022)
- Map movement and Scouting changes
- Knowledge Ambition (a Codex-related victory path) and related quests
Known Issues
- Escort Task-related anomalies
- Crew combat chance percentages are sometimes show in reverse
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
- New Companion: Vorax with his own Loyalty quest-chain, combat Skills, and abilities
User Interface Improvements
- Passenger details UI was changed in the mansio, we streamlined the representation of information
- Key bindings were added to the options menu
- Selection skirts are now in front of characters instead of behind them
- UI tooltips (such as Codex or Journal) now pop up in Settlements, too
- Added Equipment and Gear drag&drop highlights
- Equipment will automatically unequipped when a requirement is no longer met
- New Initiative order animations have been added
- Crew change list on CampUI will not cut off longer texts
- Further improvements to the Game Log
- Drag & Drop sound effects were added for character portraits, as well as highlights for Equipment and Gear
- Now you can turn on/off Crew Combat and Companion Combat animations separately
- Various fixes for ultrawide screens
New and Updated Features
- Game Log now indicates if Equipment is unequipped automatically and specifies the reason
- Added option to turn Ambience and Narration on/off
Bug Fixes
- Fixed the bug causing Outriders to dismount in case of maximum Cargo
- Maximum Cargo will no longer exceed 600 on the UI
- Anomalies with resolution changes have been fixed
- The position of Conflagration’s circle has been fixed
- Companion selection now filters Deputies in Event choices
- Fixed a UI-wide related bug that resulted in the vagrus being kicked out of a settlement sometimes
- Various Achievement fixes
- Taunt Skills are now working as intended
- Fixed the bug causing Hireling Loyalty changes being listed in the Game Log
Known Issues
- Companion Combat performance drops
- Escort Task-related anomalies
- The occasional disappearance of sliders from Equipment and Item lists
Coming Up Next
- UI improvements and bug fixes
- Free note-taking feature on the Chart and in the Journal
- Obstacles in combat
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
Patch 1.0.51 - Easter Hotfix (14.04.2022)
- Camp shadow pops up parallel with the camp UI (will no longer slow down the transition)
- Fixed the bug causing Movement Points to not replenish after camping
- Fixed the Perk UI-related crash that occurred on Hirelings
- Fixed disappearing allies in more instances after starting Companion Combat
- Fixed a Game log crash when clicked on reputation tier change during events
- Fixed an Event script error that led from the authorities of Deven to another storyline altogether
- You can now talk to Renkailon while on his recruitment quest (he reiterates what needs to be done)
- Eylani is now always deployed in the last fight of her questline
Patch 1.0.50 - Codename: Prepared (07.04.2022)
New/Updated Content
- Character UI is:
- Now openable before Companion combat (except in ambushes) so you can change Gear or level up to be able to face the adversities
- Now available for enemy characters so you can check their stats and Skills in advance
- Now also available during Companion selection in Events, allowing you more freedom to change Gear or level up Prowess, too (or simply check what's what)
- Camp shadow added to camping for more immersion
- Shift + left click now works on Crew in the mansio (for hiring or kicking them out in bulk)
- Changing Deputies during the day is available for some Resourcefullness
- Game log now shows more updates and most entries are clickable to access the relevant information
User Interface Improvements
- Reworked Compaion selection UI in Events
- Completely reworked Vitality and Power bars in Companion Combat
- Campaign map node radial menu highlights were added
- Enduring Effect tooltip updated on Crew and Character UIs
- A new standalone Character UI was implemented, which is now visible in the deploy phase and during Companion select
- Unused Skill boxes were removed from the enemy Character UI
- Simplified the Outrider feedback on the Crew UI
- Added tooltips to main menu options
- Added a new option to remove the Companion Combat position frames (for those that want a less busy UI)
Bug Fixes
- Skornar won't retaliate when in Guard Stance if the triggering attack Downs him
- Out of Action is now logged only once in the Combat Log, not twice
- Stats affected by Gear now update instantly
- Vagrus background dependency tooltips were reformatted to avoid script-like text
- Fixed a bug preventing converting Mounts to Outriders when having less than 1 cargo slot
- Locked foraging will not trigger working odd jobs in settlements from now on
- Workforce related calculations were fixed
- The smelter in Avernum deducts 15 Scrapmetal instead of 20, as displayed
- The Ahskulite retinue will now properly remove themselves from the party when you convince them to go back to Deven by themselves
Known Issues
- Vitality bars sometimes blink briefly during Round switching
Coming Up Next
- New Companion: Vorax - FreeLC for all owners of Vagrus
- Options to change key bindings
Stay tuned and conquer the wasteland! The Lost Pilgrims Team
Patch 1.0.20 - Codename: Guilder (23.02.2022)
New/Updated Content
- Carpenters' and Loaders' Guild bases of operation, their Faction Leaders, and a faction quest each were added
New and Tweaked Features
- Loyalty feedback: the game log and Event results now show what companions like and dislike (but deliberately do not expand on how much they like or dislike the choice)
Dissonance mode difficulty was further lowered in several ways
- Simply trading Goods on the Market is now slightly more profitable
- Faction Tasks now pay slightly more
- Supplies now cost less in certain regions
- The chance of running into Crew Combat encounters is now slightly lower
- Working and defending crew requirements got a bit lower
User Interface Improvements
- New, unique Deputy art assets on the Deputy screen for each role
- Added "and" and "or" in event dependencies to clarify them
- "Not" dependency tooltips have been added
- Mercenary/Trade Task tooltip on Chart was added
- Faction descriptions were streamlined
- Chart default position added when opening for the first time
- Keyboard zoom on Chart was implemented
- Overlapping Markers now shuffle
- Added a new button in the Codex that opens the Chart for Point of Interest entries
- Vagrus creation text lengths altered to fit boxes
- Deputy tooltip now shows the available characters for that role
- Relevant Camp UI tooltips also show up on the Crew UI
- Leadership Perk tooltips now indicate the Resourcefulness cost of use Renown gained from reaching
- Faction standing thresholds are now indicated in the game log
- Cargo throw-out visual was polished
- Companions screen visual was polished
- Crew Details box visual was polished
- Deputy screen buttons were improved
- Campaign map radial menu buttons now react to hover and clicking
- Main menu options colors were adjusted
- Journal visual was polished
- Market Buy and Sell buttons were improved
- Camp UI's End Day button was improved
- Chart text outline was tweaked to be more legible
Bug Fixes
- Incorrect Ward (defense) calculation in Crew Combat was fixed
- Beast Swap and Slave Sell buttons' tooltips are updated and indicate the real reason when inactive
- Various Proficiency-spending-related bugs have been fixed
- Chart text corrections
- In restricted settlements, hotkeys will not open Mansio/Market anymore
- Force Shield III now grants buff to Finndurath as it supposed to
- Perks going negative after Gear swap issue fixed
- The stickyUI stuck on the screen (pun intended) issue resolved
- Wind shaman icon asset resolution fixed
- Criminality feedbacks are now hidden everywhere as was always intended
- Fixed some broken Codex links in events
- Broken Crew Combat enemy and comitatus mini-flags fixed
- Avernum smelting yield was rebalanced
- Average price shows up on Goods tooltips in settlements on both the Market and Cargo sides
- Sell button tooltip fixed
- Grit calculation has been fixed
Known Issues
- Companion Combat performance drops
- Escort Task-related anomalies
- Occasional disappearence of the slides from Equipment and Item lists
Coming Up Next
- User Interface improvements and bug fixes
- New Comapnion Free-LC
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
- House Venari faction rewards have been reworked
- Various faction reward tweaks (Only reclaimables, not Enduring Effects. The new rewards are claimable in addition and will not replace the old ones. We are uncharacteristically generous in this regard... but the Holidays are coming up, so enjoy!)
- Some Equipment and Gear stats were tweaked
- Explorer starter item changed to be more in line with other Callings
- You can get a second Heat Shielding Crystal in case you accidentally sell the first one (it might not be easy, however)
- Hollow Eyes are now silent in combat, as they should be
- Killing tax collectors will have more severe consequences: Bounty hunter attacks start on a slightly lower Imperial Criminality rate (as a warning) while on higher criminality, the legionaries try to apprehend you
- Small economy tweaks so that the rumors do not contradict actual market prices
User Interface Improvements
- Loyalty tooltip has been updated to indicate the order of Loyalty levels
- Authority and Resourcefulness tooltips have been updated to be more precise and informative
- Companion background texts and Faction descriptions were tweaked (fixed length and polished texts)
- Blessing of Unbinding description now refers to a more generic source of the effect
Event Fixes
- Several journal inconsistencies were fixed
- Choices leading to the wrong step in several Events were fixed
- A lot of Event text has been polished across the board
- Garrik is no longer recruitable twice (sorry)
SPOILERS AHEAD
- The final showdown in Garrik's questline was tweaked not to spoil a surprise ahead of time by applying a certain buff too soon
- Eylani's loyalty adjustments in events have been revamped and some gift-related choices are now visible in her banter
- You can no longer ask about ingredients from Thadraz during Gor'Goro's questline when you've already delivered them
- Skornar's stealthy prison break now does not refer to fighting patrols if it was successful
- Eylani's personal quest progression related to Tectum Carvos was rewritten a bit not to refer to the town's current state so much (seeing that it could be vastly different depending on the time of doing her quest)
- Finndurarth-related story inconsistencies have been fixed in Salum
- Agoram now blesses the party with Unbinding in Finndurarth's last quest step (if you called him to the Conclave)
- The Source of Discord quest was tweaked so that you can complete the (optional) dream-catching step even if all the required sub-objectives are already completed (this makes it so that patient players are unlikely to miss this optional objective)
- The description of the forum of Tectum Carvos - as well as its initial description - now reflects the town's state better in relation to the major questline there
- The shamans are always back at Kotrar when you return the trial contingent
- A Terathion's Fall event softlock when there were no choices is now fixed
- There are now no rumors about Wyrms after their final defeat
Bug Fixes
- Camp UI soft-lock related to the throw-out UI resolved
- AOE attack Skills now hit all intended targets
- Fixed the bug where Companions could occupy the same position
- Various Acrobatics-related positioning bugs have been fixed
- Jhakra Alpha's Roar accuracy has been nerfed further
- Morgarthan's strange glow should be gone now
- Victory screen texts were improved where they were a bit wonky
Known Issues
- Combat performance
- Various Escort tasks related anomalies
Coming Up Next (in early 2022)
- Faction leaders for the two criminal syndicates (with a faction quest each)
- A new companion as a Free-DLC
- Criminal system tweaking
- Continued bug fixes and tweaks
- UI improvements
Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
Patch 1.0.16 - Codename: Lil' Bugger
Bug Fixes
- Outpost progress-related bug (image and required crew not advancing properly) in older saves has been fixed
- Various Outpost management related tweaks
- Longer Journal entries can be scrolled all the way down
- Goods placed in Hidden Compartments will stay there after loading the game
- Camping during events can not be interrupted
- Mercenary Task-related throw-out UI bug has been fixed
- When a Perk is unlocked but we have insufficient Proficiency, a tooltip line now indicates how many points you lack to buy that Perk
- Some save file exploits fixed
- Fixed a few Event script issues
Known Issues:
- Combat performance
- Various Escort tasks related anomalies
- A shed-load of bugs you folks reported but we have not gotten to process yet. On it!
Coming Up Next
- Bug fixes and tweaks
- UI improvements
- Early 2022 - A new companion as a Free DLC
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
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Gor’Goro receives a tiny Loyalty boost if you visit Drius every 40 days or so
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You can now buy booze for the crew in Larnak’s Bumbling Boatman
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3 new equipment added (Perimeter Alarms and Traveling Saddles can be bought in some markets, while Mount Blankets can be acquired via other means)
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Removed the Evade malus from Gor’Goro’s Armor so that certain builds are not unfairly gimped retroactively (Dragonsteel IS very light and flexible!)
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Several characters received the ability to invest Proficiency points into the Religion Perk (to variable degrees)
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Skornar’s Guard Stance was tweaked so that he retaliates once in a round (maximum) on Level 1, twice on Level 2, and three times on Level 3
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Lowered Skornar’s insanely high Cold Resistances across the board (he is still very good at resisting cold)
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Specters received a new combat Skill called ‘Chill of the Grave’, which can lower the target’s Cold Resistance for 3 rounds
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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)
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Skornar can now enter the Tomb of Kathovras with more of his buddies
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Added a long, long codex entry to all characters called 'the Imperial Calendar' (you asked for it!)
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Tectum Carvos’s Tarkian population is now willing to sell you some specialized equipment (some only after helping the town with the siege)
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Reworked the faction quest rewards and for Houses Venari, Darius, and Oquo to make them more in line with each other (including Oquo’s presence rising in case of your success in Larnak)
User Interface Improvements
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We unlocked the Companion and Deputy buttons on Leader UI again
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Inactive effects on Statuses now indicate why they are inactive similarly to Equipment inactive effects
Bug Fixes
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Players whose Outpost questline was locked from progressing (because they progressed far before 1.01) can now fix their questline via an Event step at the Officium - Factum in any of the major cities
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Consumption and Workforce calculated erroneously while fully mounted are now fixed
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The 'Cull Their Ranks' action in Crew Combat now always allows for the maximum number of Companions to be deployed
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Prowess nodes on the level-up UI now indicate the gated levels correctly
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Frenzy Perk granted by the Smoldering Heart is now working properly
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Some Outpost-related background calculations were fixed
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Now you can actually profits from your outpost's piggy bank
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Garrik and Skornar personal questline Achievements are fixed (should be retroactively restored with the right journal entries completed)
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Corrected the faulty turn-in step of the Golden Theory once you finish Kandake’s requests
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Fixed an instance where the Event choice took you to the wrong step in Avernum’s - Carpenters’ Guild
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Skornar’s Prowess unlocks occurring at the wrong points in his questlines are now fixed
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Skornar's Axe Swing not triggering from Guard Stance fixed (again, hopefully permanently this time)
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Fixed another instance of softlocking paths in the Wayward Souls quest’s Artakin Tomb
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The test dummy bandit was again removed, this time from the final battle of the Wyrm - War questline (replaced with the correct battle)
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Living Shadows as Mercenary Task opponents are now properly indicated as Impervious
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Corrected Kral Hestaera’s NPC portraits across her appearances in Tectum Carvos
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You can no longer deploy other characters alongside Gor’Goro in his one-on-one duel in his questline (and the fight now has the Arena Maximus background)
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The Dread Reavers guide quest marker repositioned again (hopefully to its final place - note that it is not retroactive, so if you were on the quest step before the update, you see the old marker)
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You can ask the Stinger Lord and the Quiet Man about Wyrm-related things when on the right quest step (but don’t expect much from them)
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The Perk ‘Flyer’ was removed and the single instance it was in a Test was replaced with Finndurarth (she is the only character with limited flight abilities)
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Fixed some quest items not being removed (not retroactive)
Known Issues:
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A rare soft-lock when various UI actions follow each other mixing Event, camping, crew, and companion combats in a particular fashion we've not been able to reproduce
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AI taking too long in Companion Combat is still being looked at by the team
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,
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
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New Content
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Your outpost can be completed and upgraded via related Events
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Wealth victory is now achievable via the outpost questline (although vagri with other - - Ambitions can also buy and upgrade the outpost to its full potential)
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The Venari Agent and Senior Agent hirelings have been added
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Added more character portrait options to Dark Elven and Demonkin vagri
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User Interface Improvements
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You can now use Shift+click to mount/dismount by 10 units
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The Deputy UI drag-and-drop area has been enlarged (it's easier to drop Deputies into circles)
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In settlements without slavery, the tooltip will now correctly indicate the reason for not being able to deal in slaves
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Crew condition tooltip effects now roll-up from Perk levels into individual lines
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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
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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)
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Choosing the 'enslave' option lowers Abolitionist faction reputation
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Staying on the lowest or highest reputation point barrier with a faction disables their knock-on reputation effects for other factions
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A number of market- and economy-related tweaks
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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)
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Beast lures received a buff, making them more useful during Appease
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Bug Fixes /Contains spoilers for some quests/
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Mansio 'Rest' button fix (it will no longer kick you out of the settlement, nor will it cause any other UI issues)
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You can no longer assign Deputies without them actually having the right Perk
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Settlement Artwork collapses properly upon clicking and does not get stuck on your screen (see Known Issues for an exception that still remains for now)
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[strike]Skornar's upgraded Axe Swing will properly trigger in his Guard Stance[/strike] - Found the core problem, will be fixed in the next patch-
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Multiple listings of the same equipment will not show up as equipped, only the one that really is equipped
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Fixed a crash caused by riposte-type skills killing the attacker
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Combat Skill Cleanse effect tooltip was fixed
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Your companions after Bestiaris Arena fights will now properly be deselected (making subsequent fights like the challenge battle non-restricted companion-wise)
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Statistics are now shown (and work) on several previously glitched pieces of Gear and - Equipment
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The first navigation Equipment slot is open by default while the second gets opened up by assigning a Scout Master deputy
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Skornar’s slave trading in Pilgrims of the Wasteland is now not repeatable ad nauseum (used to allow you infinite money with enough clicking)
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Cleaned up some Companion portrait mistakes in Events
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The Golden Theory delivery steps now show the correct amount of goods you need to bring to Kandake
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Corrected various errand quest errors in the initial Kernak Waystation event
The aptly named ‘BottomFront’ Dark Elf mercenary was replaced with a regular one, sadly
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Wayward Souls quest blocked progress fixed (when delving into the tomb)
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Dread Reavers guide chart marker repositioned to the correct place
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Various Garrik personal storyline fixes, including: specialists are now recruitable only - once, the final achievement for storyline fixed, brothel interaction that blocked progress is fixed, some wording at the smuggling den improved, and the bug that prevented you from picking up the gang in Lumen is fixed (you should get the passengers in your savegame if you progressed further without getting them)
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Blessings of the Sadirar quest (with the 4 blessings to access the upper village) fixed
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Criftaa will get to fight alongside all your companions at the last stage of her quest at the tower (not just the few she skulked around with)
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Harvek’s personal villa fight will now have the correct enemies (although the 50 VIT - Brigand test dummy is very sad about this)
You can no longer tell Caepasius that you failed after turning on him in the Trouble at - Fort Larius questline (he holds grudges, that one)
The rumor about Ash’s slave market was reworded not to confuse anyone about the slave prices there
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The issue preventing Eylani from joining the comitatus is fixed (she will magically appear in your comitatus if you recruited her but then never showed up)
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Fort Viridium now allows you to rest there and to stock up on some (expensive) supplies and sell them some goods (via event choices, not the market tab)
Successfully investigating the lizard symbol for Finndurarth will not unlock the last part of that questline, too
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Thadraz now actually returns your Smoldering Heart when he completes the armor for - Gor’Goro (sneaky Dwarves!)
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Morgarthan’s Gaol can now be equipped on other Companions beside Nedir, as originally intended (its bonuses were also tweaked)
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Skornar’s Shield Bash upgrades now have and show the proper requirements
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The Dread Reavers will be now less confusing when it comes to their destinations during a certain part of their questline
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We added options to lower your criminality in Larnak and Avernum, too, you scoundrels, you!
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Harvek’s payback in the Mines of Plenty now actually requires him to be there with you
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Various objective markers were updated or fixed
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Half-Elves receive minor maluses for Imperial factions at character creation to offset their great potential a bit
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Added clarification to Attributes tooltips as well as some Leadership abilities
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The Draconic Trading House factions now correctly indicate which settlements are included in the tax exemption on Tiers 3+ (the previous, unfortunate wording created some confusion)
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Several Companion storyline fights were tweaked (especially Skornar’s and Nedir’s early battles)
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Criftaa now actually dies when you have her murdered following the Krog’Vor showdown
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Victory screen slides where the text was too large to fit the box are fixed
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Your weird nightmares will not give you insight infinitely from now on (just several times, as it was intended)
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Certain Crew Combat encounters that caused issues in Events when the foe retreated too early were tweaked - they might be tougher now but cases when they flee and can not be stopped, causing a “defeat” should be lessened)
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The unintended, overly eager interest in metal (resulting in crazy prices) in Sadirar settlements have been toned down to what was originally intended
Known Issues:
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A few Settlement and Camp buttons are disabled until we find the cause of lockups they cause
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Edge cases can softlock UI - you can load the game to fix it for now
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Loading the game while the settlement art is open causes the UI to crash
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AI taking too long in Companion Combat is still being looked at by the team
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
- Three new leader races (Dark Elf, Demonkin, and Kalani human)
- Leader races and backgrounds received a major overhaul
- Additional leader portrait variations
Bug Fixes
- The confusion-causing Prowess tooltip is fixed (the right one appears from now on)
- Gear tutorial bug circumvented (equipping the talisman on Morwen is optional)
- 'Delayed' achievement triggering prematurely is now fixed
- Smaller Event script fixes based on player feedback, including reduced Insight rewards - for some story stages (they used to be quite outlandish)
Known Issues:
- The later part of the Wealth victory path / Outpost building is not yet in
- Some NPC portraits are missing in Garrick's personal storyline
- Some performance issues (including longer initial loading time)
Coming Up Next
- The rest of the outpost building and Wealth victory path
- Faction leaders for the two crime syndicates
- Smaller user interface fixes/improvements
- Bug fixes
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
- The westernmost region of the Searing Plains (with a number of settlements and lots to do)
- Eylani, a new recruitable Companion added
- Companion Personal Storylines (for all 9 available Companions)
- Wyrm War Storyline (a long, late game storyline)
User Interface Improvements
- Most of the UI was completely overhauled (Crew, Settlements, Companion Perks)
- New Conditions tab on the Crew UI
- Now you can track the Loyalty status of your Companions (Companion pane)
New/Updated Features
- Equipment tooltip improvements (Lances, Guard Animals)
Bug Fixes
- In Crew Combat, when checking actions that involve Companion Combat, the number -of maximum deployable Companions is now visible
- Hunting and Foraging now has quantity caps
- Multiple types of wheels can not be equipped at the same time (sorry!)
- Outrider-related background calculations are updated
- Workforce calculations are updated
- Disappearing settings in the Options fixed
- Traverse button random deactivation fixed
- No longer will loosing a Deputy slot unassign all Deputies
- Fixed the bug that caused Tasks to disappear after using the Exploit Leadership Perk
- Encourage button fixed
- Banners will not carry over to new games (sorry!)
- Fixed the bug that allowed Equipment to be equipped in a locked slot
- The market of The Last Oasis now restocks its goods over time (finally!)
- Prowess tooltip in Events fixed
Known Issues:
- Slight performance issue in certain stages of the game
- Loading times on certain hardware take a bit long
- Some NPC portraits in late stages of certain storylines are missing
Coming Up Next
- Wealth Victory and outpost building storylines' later stages (so that you can complete them and win the game)
- The two crime syndicates will each receive a glorious leader and a quest
- New playable races
- More leader portraits
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
- Renown Ambition can be selected during vagrus creation
- Renown win condition implemented (triggered by the player from an Event)
- The option to change from Freeplay to Renown Ambition added (at the same location as the Renown victory Event chain)
- Callings now grant a temporary commission boost on the applicable Tasks (Trade or Mercenary)
- A great number of market, task, and equipment related tweaks
- Shorter initial loading time
New Content
- Option to unlock Abolitionist faction locations in numerous settlements via contacting cells
- A new NPC and quest line added that leads up to Renown victory (but part of the Event chain is playable by any vagri)
- New types of Wyrm enemies added
- New Jhakra and Legionnaire visual variations added
User Interface Improvements
- Companion combat area targeting perspective added
- Leader UI rearranged a bit so the vagrus's details would not overlap
- Companion Perk UI runs a bit smoother (but still needs further improvement)
Bug Fixes
- Various trade and Task generation related fixes and tweaks
- Very rare Kindly Sister VIT to POW convert crash fixed
- Occasional Oghre Tantrum crash fixed
- Encourage now works during +1 Days in Events
- Liberating slaves now yields the correct amount of reputation with the Abolitionists
- Several animation sizes have been fixed
- Applied a great number of combat decal refinements
- Various other UI and/or bug fixes
Known Issues
- Companion Perk UI is bugged and lags - this will be fixed in a later build
'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
- Tweaks to the starting comitatus crew composition and beast type stats to enable an easier start
- New open-world starting tutorial added about the game being hard, and also Wasteland vs Dissonance Modes
- Dissonance Mode Heal (camp & event) boost
- Increased the workforce offered on a number of low-income passengers
Companion Combat
- Area targeting as an option (instead of having to click on the character bases)
- Area targeting visual update
- Previously targeting steps only worked in this order: Skill > Target > Confirm; now you can also do Target > Skill > Confirm
- You can switch Skills without having to select the target again
- Character selection refreshes the Skill bar to show which Skills can be used on the given target
- Change between targets using 'Tab'
- Confirm Skills with 'Space'
- Option to 'Target First Available' - after selecting a Skill, the first available target gets automatically selected
- 'Hover as Selected' option added
- UI, logic, and performance improvements to the new targeting features
- Unfocused enemies will fade to have a better focus on the target(s)
- Added SFX for a number of enemies
Crew Combat
- Item offering option added to Appease/Bribe
- Auto Offer functionality extended to offer Cargo and Items as well
- Beast lures and Undead Charms added in Events (mostly shops in settlements)
Bug Fixes
- Supply price limit period (Late vs Early game) corrected
- The disappearing character UI during successful Evade with the Acrobatic perk fixed
- Maxed out Cargo hold vs Stash anomalies solved
- Vitality mod anomalies in Dissonance mode after combat & camping fixed
- The bug where market and events did not refresh after 'One more day' fixed
- Journal scroll bar no longer cuts into text/assets
- Exquisite Banner Renown modifier counts towards Event dependencies now
- Various Task/Passenger related validations and auto-repair jobs added
- Rare Discipline/Liberate crash bug fix
- Fixed when some Trade Tasks were not visible on the Chart
- Failed Escort Tasks and stuck Passengers are fixed
Known Issues
- There is a rare bug where the skill selection with keyboard misfires. Planning to apply a hotfix once we are able to reproduce and resolve the issue
- The Companion Perk UI is buggy (lags). Planing to rebuild it.
- Long initial loading time - we will see if we have time to do something about it before 1.0
'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
- Mercenary Tasks were added to the game
-Wasteland and Dissonance Modes are now selectible upon New Game
- 'One More Day' option to continue your playthrough after the 10 year mark added (alas with Achievements disabled)
- Companion and Crew Combat
- Push/Pull now switches the characters behind each other. Both roll Resist & immunities apply (Stunned, Immobilized, and Downed combatants can also switch place this way)
- Move +Action Skills no longer need an empty space but auto-switch with the other party member occupying the target position
- Downed Companions can now be dragged away to switch places with an active - Companion using a full Move action
- Combat Skills with multiple phases are presented in the same camera zoom
- Garrik's 'Salvaged Rune' Skill now works as intended: it randombly draws a rune from several possible ones - each affects the enemy in different ways
- 'Acrobatic' Perk now available (you can select where to Evade!)
- Decide the fate of the foe if they surrender in Crew Combat or if you capture them as they flee or retreat - they can be let go, enslaved, and more!
- User Interface Improvements
- Passengers and Trade Tasks now have chart markers by default
- We have also added a selector that allows you to filter which markers you want to see
- Inside a settlement, you can see the destinations of all available tasks and passengers with the filter turned on
- Factions - Active tab filter buttons added
- Equipment filter buttons on the Market added
- Event choice hover SFX added
Bug Fixes
- Boosting Chain Lightning now works as intended
- Some end of the day exploits prevented
- Various smaller fixes and Event script tweaks
Known Issues:
- Load times are getting higher and higher. We plan to address the issue closer to the final release.
'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
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
- 1 new Venari and 3 new Oquo Hirelings became available at their respective headquarters
- New Deputy Perk options now available on most companions (most of these you have to unlock via Prowess progression)
- New SFX for a few enemies
- User interface improvements
- Event UI revamp including: buy-sell icons, hover effect, the whole choice box clickable, dependency icon improvements, and tooltip improvements,
- Test chance boosting is now available (normal & advanced with the 'Enhance' Perk)
- Revamped Mini-comitatus UI (campaign view top left) with more information
- Revamped Node & Marker cards on the Chart
- Chart markers are differentiated by colors and icons from now on
- Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up
- Enemy banners added in Crew combat for flavor and categorization
- 'Ready' sub-header added under Journal Tasks to be used in certain quests (typically in cases when you have to bring X amount of Y to the quest-giver)
New/Updated Features
- '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).
- A shedload of balancing changes to Companion Skills.
- Tasks no longer automatically grant the settlement destination on the chart. Instead, they spawn a marker similar to quest markers that can be used to locate the settlement.
- Passengers also get a marker. Their destinations also is now clickable in the mansios (so you could preview the direction they are heading to).
- Several tweaks to market prices aiming to make cheaper goods a bit more profitable while curbing the effortless riches on expensive goods (let us know how you find these).
- Trade task commissions got a ~8% increase to make them more worthwhile
Bug fixes
- Faction offers no longer accumulate the available offer quantity infinitely (hopefully that puts an end to the 1k bross rounds)
- Sand Wyrm burrow got an interim fix - a proper fix will come at a later time
- A number of smaller bugs squashed
- Can no longer poach Yrgs from Crew Combat
- Crew Combat offerings no longer disappear when clicking 'Back'
- Event occurrence tweaks regarding the frequency of wind and dream events
- Another round of infinite insight exploits closed off
Known issues
- The initial Loading time might have gotten even higher as we had added the new nodes for the upcoming content patch (hidden from players for now)
'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.
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.
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:
- One-time obtainable rewards (like equipment and gear) can be reclaimed for most unlocked faction tiers. Some of these are not attainable anywhere else in the game.
- Constant effects, like increased worker efficiency, ambush chance, or Odd Jobs bonus. - These are unique for each faction per tier and they have several levels you can unlock on higher tiers.
- New vagrus and comitatus customizations in the form of banners. Most factions give you their banner upon reaching a high tier of standing. You will be able to change banners on the leader UI.
Mounted Fun
Did we mention the third beast type becoming available for high-end comitati? How about the option to mount up your whole crew (provided you do not have any beasts and have enough mounts for all your crew including companions, passengers, and yourself)?
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
- Faction Offers / Access to Faction reserves
- Faction Rewards (gained for each tier of standing)
- Buy Market info via your Faction connections
- The third beast type enabled (attainable via quests)
- Mount-Up (though not quite feasible yet, more enablers to come)
- Companion Combat formations (save and deploy your fav positionings)
- Hero Select autofill and remove (filling order based on health rate)
- Venari hireling characters (expensive professionals to hire)
New/Updated Content
- The Larnak-Ash region
- Venari HQ in Larnak
- Oquo HQ in Drusian Quarry
- New Companion: Nedir
- Dread Reavers on the road again (though technically this time you are on the road for them)
- Three new music tracks [Deven, Larnak, and an alternate Jaggest Waste]
- Brand new enemies, as well as new versions to existing ones
Updated Game Mechanics
- A great number of changes to the effects of existing and new equipment/gear/statuses
- In many cases, changes to the availability of equipment and gear (now often available as Factions Rewards only as opposed to the market)
- Stronger versions of equipment added - sometimes the original ones nerfed a bit to make the upgrade noticeable without breaking the balance completely
User Interface Improvements
- Indicators added on both the Crew Combat and the Companion Combat side to better indicate which unit participates in them, and also if they were Elite or Leader units
- Market prices and quantities now shown in stacks when the 'mass trade button' is pressed
- Tooltip improvements all across the board
Bug Fixes
- The trickling reputation rates were in reverse for Opponents and Adversaries, now corrected which will make it a great deal easier to remain on good terms with opponents
- A great number of insight and reputation exploits closed off [sorry, not sorry :P]
- Event decisions impacting Faction presence in settlements were not working property - fixed and reconstructed for prior saves as well based on journal entries
- All known crash root-causes resolved
- Various other smaller fixes
Known Issues
- 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!
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
- Thee immunity Perks added: Thick Skull (vs Stun), Immovable (vs Push/Pull effects), Fearless (vs Fear effects)
Bug Fixes
- Butchering crash solved
- Price History UI off the screen on certain screen resolutions fixed
- Action Select buttons work again on the Crew Combat UI
- The bug that opened an exploit that allowed the instant healing of Wounded companions at the end of crew combat was removed. Now it works just like healing during Camping (as intended)
- Corrected the issue when the outcome of the companion combat started from crew combat overrode the results sent back to the encompassing Event (and sometimes the Event got stuck)
- Turning off the Open World Tutorials in the Options no longer suppresses the New Game starting-event with Agos
- Renkailon throws two daggers instead of one once again
- AI triggered Companion turn skips no longer occur in companion combat
Known Issues
- 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!
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
- Dynamic pricing allows for higher profits in smaller quantities.
- Enter Companion Combat from Crew Combat - actions enabled
- The two combats 'run parallel' - you get to play first the Comp combat and see the result impacting the Crew combat side
- You can decide which companions fight in which combat but only in one (meaning their CS/Def do not count in crew combat)
- Every Crew Combat round allows you to fight six rounds in Comp combat. After that, the battle continues
- Victory (killing all enemies) achieved within the six rounds causes 10 grit damage to the enemy
- Defeat ( all deployed companions pushed to downed/out of combat) results in serious morale loss (so you better take it seriously)
- Summoning Skills for Necromancers and Hollow Eyes
- Price History is a new tool for all vagri to track goods' prices across settlements
- Equipment design changes - new slots, unlocked by deputy assignments
- Equipment can be mounted into one or more slots specifically and the Miscellaneous slot is no longer a default for all
- Faction Flag selection (incl. minimap flag)
- Beast Type change option at the Manios between Mammal and Reptile
New / Updated Content or Game Mechanics
- Created alternative versions for some of the bandit roster characters
- Few dozen Event balancing changes
- Beast & Mount Buy-Sell ratio corrected
- New game default beast type: Mammal
- Indirect Faction reputation change is not limited to the [-1 : 3] tier range
- A metric ton of smaller economy & crew combat tweaks
- Some Equipment stat changes [a shed load of new equipment coming soon as Faction Rewards]
- Road Tax event priority change (High to Preferred)
- Road Tax event no longer considers goods in Stash
- Road Tax event option to pay with Supplies
- Leader and Elite unit kills cause additional Grit loss to the enemy [regardless of dying from comp combat or crew combat damage]
User Interface Improvements
- Graphics config within Options (no pop-up)
- Options menu overhaul
- Combat Clash Speed option added (1.5x set as default)
- Combat Round Announcements
- Character turn announcement
- Turn off tutorials for Open-World gameplay
- Equipment is now listed in two columns
Bug Fixes
- Criftaa Suppressing Shot + Evade crash fixed
- Negative Power stat companion freeze fixed
- Mass trading buttons removed from Discipline and Liberate screens
- Selling equipment when full cargo exploit fixed
- Empty Odd jobs result after settlement Rest due Scouting lock on the Camp UI
- Deputy perk refund exploit removed
- Death animation restored to its original size
Known Issues
- 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!
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:
- Objective area markers added on the Chart for a number of questlines - typically for those where you need to scout within a given area, so you would know at least the approximate location. Note that this is the first version of this feature and will change over time when we add Mercenary and Exploration tasks as they will use the same system. Also, we might add an option in the main menu to turn these off so hardcore explorers can hunt for these locations solely based on rumors and other clues.
- Exploit Leadership perk is enabled, which now allows players to use Resourcefulness to reroll available Trade faction contracts in settlements once per seven days.
- Goods category filters added on the Market to help finding the exact things you are looking for.
- Specify quantity button added for those playing via Steam Remote Play using their iPads (or somethin').
Okay, so what got fixed? Here go the patch notes.
Patch 0.5.21 - Codename: HighLife!
New/Updated Features
- Objective area markers
- Exploit Leadership perk to reroll available Trade Tasks
- Goods category filters on the Market
- Specify quantity button on the Market (mostly for remote play on tablets)
- Goods pilfered by the enemy can be taken back if you destroy them in Crew Combat
- Entering major settlements with a larger armed force now requires a license
- Vagrus now runs in the background
Bug Fixes
- Heritage of Hatred questline location is now actually on the map
- Blessing of Unbiding works on companions - time to hunt some specters
- Eliminated over 300 nodes and 2000 lines from the overpopulated areas of the campaign map
- The Wyrm's Teeth shows up on the Chart as intended
- The event connected to the Wyrm's Teeth now properly pops up (if all dependencies are met)
- Initiating banter during the rest before the Gor'Goro Arena match no longer breaks the game
- Chapter I. save in the PotW story fixed
- Applied a great many changes to Crew Combat calculations
- Approximately 300 Crew Combat templates rebalanced (probably needs 3-4 more passes before release :P)
- Crew Combat Action with 'Not against Beast/Undead' requirement fixed
- Crew Combat casualties now properly show up on the conclusion screen and at the time of camping
Known Issues
- We will explore options to reduce the initial loading time.
- Scouting result crash - still unable to reproduce.
- 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! 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:
- The Deven region with one major settlement, Deven, and a smaller one, Sun Rock, as well as a lot of new ground to explore.
- The Church of Ahskul faction is fleshed out in all its macabre glory.
- Try your luck at tomb robbing in the Valley of Sleepers - if you dare.
-The Ratharnak Alliance's headquarters were extended and moved to the Mines of Plenty.
- Your journey with the Dread Reavers continues!
- A lot of new (shorter and longer) storylines you can follow through.
- The Dark Elf companion Renkailon can now be recruited through story progression.
Crew Combat Improvements:
- Looting in crew combat
- Destroy the enemy or make it flee and get all their valuables
- Gather/Harvest items, money, and goods from fallen enemy units
- Catch - with a small chance - the surviving mounts of your outriders who fell in battle
- Extract supplies from mounts that did not survive Of course, the Riven Realms remains a dog-eat-dog place, so none of this loot is available if you lose or are forced to flee. Also, 'immersion is king' even when it comes to looting. Do not expect desperate lowlife tugs attacking your comitatus carrying heaps of valuables. Now, in case you are the aggressor and ambush their camp with all their possessions... that is another story.
Provided that you are okay to prey on the weak. Will your companions approve?
Combat preparations
- You can mount fighters, dismount outriders right before crew combat (except if you are ambushed)
- Goal (objective) selection changes
- Now you select a goal on the defensive side as well, so you can choose what you defend the most (crew, beast, cargo)
- The main target of the enemies is only revealed in the second round
- You can change your objective at the end of each round
Added the option to flee or retreat even during ongoing crew combat (albeit at potentially heavy losses)
- New 'defense' stat introduced
- It better reflects how easy or hard it is to take out certain enemies and characters (i.e.: outriders are much harder to damage)
- You can improve your crews' combat strength and/or defense stats with equipment and properties separately
- Actions in crew combat (tactical commands)
- Giving more tools to the vagrus, we are now enabling 'Actions' in crew combat. These can significantly influence the outcome of crew level combat encounters. Our ultimate goal is to enable entering Companion combat directly from Crew Combat but even until then, players can choose from a number of actions (more to come), like:
'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
- Looting added
- Goals on the defender side added & option to change your goal between rounds
- Defense stat introduced
- Actions & Advanced Actions with the Command Leadership perk added
- Impervious enemies now appear
- Mount/Dismount at start of combat added
- Retreat/Disengage/Flee options mid-fight now possibel - they take a full round to execute
- Load Screens added with tips
- Updated mechanics
- Outriders auto-dismount to free up cargo space if needed
- Keeping an 'army-sized' comitatus got a little harder
- New/Updated Content
- Deven region added with the settlements Deven and Sun Rock and a ton of new content
- Renkailon can be now recruited normally (without Braxius' involvement)
- Ratharnak HQ moved to Mines of Plenty; Church of Ahskul more prominent in Deven (their new HQ)
- The Dread Reavers hit the road again and get into all kinds of shenanigans
UI Improvements
- Progress Counter shown on certain Quality journals
- Animation and decal refinements
- Various smaller UI changes & Tooltip updates
- Bug Fixes
- Sorcerer's Apprentice background is back
- Shedload of smaller fixes
Known Issues
- We will explore options to reduce the initial loading time
- Scouting result crash - still unable to reproduce
- The visual presentation of companion combat skills with two phases are 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! 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.
We have also made various other improvements that make Companion combat more interesting:
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Diminishing returns will help against enemies with high Block or Evade stats, and though it is applied on the player side as well, some of the Companions have access to the Resolute perk now that allows them to ignore diminishing returns, meaning they can Evade or Block without getting a debuff.
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Thanks to some AI improvements, the enemies will now be much better at using complex skills instead of spamming a unit's base attack or even just skipping turns or swapping when out of position somewhat.
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The mechanics of many combat perks, like Channeling or Life Leech, that are available through companion progression or as gear effects, have been implemented giving even more Companion upgrade options.
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.
The Great Salt Basins
Let's dive into the detailed list of changes:
New/Updated Features
Companion progression
- Prowess cap raised from 2 to 5
- Second level skill upgrades enabled (and can be boosted to third)
- New companion-specific Traits added that raise baseline stats such as VIT, ARM, ACC, etc.
- For an interim period, companions can be 'reset' during camping (via the 'brain' button on camp/rest screens)
Companion Combat
- Diminishing returns on Evade and Block introduced
- New 'Resolute' combat trait available for certain companions; this trait makes the companion unaffected by diminishing returns
- AI improvements - enemies can now use complex skills and are less likely to skip their turn
- Skills involving movement or two phases now work as intended (their animation is split into two so that is still not final)
- Enemies may now seem to have gotten new skills whereas in truth, those just started to work properly
- Initiative order altered to accommodate enemies with multiple actions per round; also to properly remove/add characters losing or gaining actions (i.e: Stunned or Aided)
New combat traits implemented
- Arcane Leech; Blood Magic; Channeling; Durable Spells; Frenzy; Life Leech; Siphon; Spell penetration
New/Updated Content
- The salt basins region added with settlements, events, and a questline
- Gor'Goro has a new fourth combat skill
UI improvements
- Camp UI 'X' button added (the most requested feature ever ) - goes inactive if any camp action is started, like banter, etc.
- Companion combat decal flips finally work for enemies used as allies, as well as some other decal effects fixed
- Animation and decal refinements
- Various smaller UI changes & Tooltip updates
Bug fixes
- A bunch of Resourcefulness/Authority/Perk base/effect related bugs/potential exploits resolved
- Save/Load issues around camping resolved
- Companion combat skill effect resists against Impervious enemies now properly work (no Bleed status vs Specters, sadly)
- DOT damage kills now trigger companion combat victory when defeating the final enemy
- Wrong node-path taken bug fixed
- Various smaller fixes
Known issues
- Scouting result crash - still unable to reproduce
- Crew combat looting does not work yet
- The visual presentation of companion combat skills with two phases are not final ye'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.
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
- Crew Combat Flee including the first version of Appease
- In case the Enemy is the attacker, you may choose to Flee instead of fighting
- Some Enemies are slow and easier to flee from while others are good at chasing and you may be better off fighting them
- Increase the chance of your Flee by Appeasing the enemy with leaving stuff behind
- Based on their attributes, enemies accept offerings and appreciate them on a different level
- Auto-offer does not work for goods yet
- Crew combat enemy-demands scale a bit better
- Tax collectors no longer factor in Trade Task cargo when coming up with the tax amount. At the same time, tax immunities through Factions also reduced.
- The accidentally released Perk Summary Tab properly implemented now
- 'Manual' companion heal phased out by natural healing replacing it completely - as planned
- Loads of perk related updates and fixes:
- Perks granted by gear/etc do not count towards certain requirements (other Gear, Perk prerequisites, etc)
- Gear/Deputy/Combat perk requirements only consider the companion's base perks now
- On the Leader and Companion Perk UIs, only the base perks are indicated
- Perk insight and proficiency costs consider base perk levels only (no overcharge for levels granted by other things)
UI improvements
- Companion Perk UI refreshed (still not the final version, though)
- Split to three columns now instead of the previous four and also added new tooltips
Bug fixes
- Settlement Slave/Mounts sell, also Banter misdirects to the Chart fixed
- Dream event script fixed
- Fixed disappearing proficiency points on deputy skills
- Price tooltip resets when all goods are sold
- 'Location ?' bug on the Load game screen fixed
- POTW Chapter 9 autosave occasional load-back issue resolved
- A number of typos and event script errors fixed
- Tooltip improvements
- Various smaller fixes
Known issues
- Gear & Status bonuses will be added back to the Companion and Leader Perk UIs
- Scouting result crash - unable to reproduce
- One combat decal crash - unable to reproduce