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Vagrus - The Riven Realms News

A New Build is OUT - Patch 1.165 - Codename: Shore Up

[h3]Hey everyone,[/h3]

We haven’t released a new build since way back in February, so we have got a slew of changes to discuss. While the changes are wide-ranging and significant, we’ve broken down each batch into easily digestible sections, the first of which is the Outpost and its coming update. For those of you looking for an abridged breakdown of what we’ve been working on you may simply scroll down to the patch notes.



[h3]Refurbishing and Redesigning the Outpost[/h3]

The Outpost feature has been on our minds for a long time but with all the other pressing matters it kept getting pushed down our priority list. In the end, however, we were able to dedicate a week to making improvements, focusing on adding clarity and showing more information to players. Please note that while these changes are final for the time being, we welcome feedback and will patch accordingly.
To better understand all of the Outpost’s issues, we asked our players on the various forums and on our Discord server to provide feedback. This has been extremely useful, as it has flagged multiple areas where the design was already covered but the game did not communicate it sufficiently. One good example is the consumption of Supplies at the Outpost. Due to its location in an extremely desolate environment, Scouts had little to no chance to hunt and provide for the crew there, which was never intended to work like that. As a result, players believed they needed to keep hauling Supplies to the Outpost themselves. For many, this turned its Upkeep into a chore, as they would never be able to journey far from the Outpost’s proximity. This, however, was a matter of miscommunication. The reality was that the crew automatically bought any missing Supplies to run the place from nearby comitati in the background and the UI failed to communicate that fact.
Realizing that we had to remedy that created an opportunity: one that allowed us to include an option for players to choose where their Outpost gets their Supplies from. There are now multiple options (from cheapest to most expensive):
  • From nearby settlements (requires to have Beasts at the Outpost)
  • From passing comitati for a higher price
  • From Factions based nearby, which is even more expensive but will in turn help raise your Reputation with them


We have also added a new element called Work Shifts. Work Shifts allow players to set an amount of hours per day that their workforce will toil at the Outpost. Generally speaking, longer hours increase production but take a heavier toll on the crew’s Vigor, Morale, and Obedience. They also increase the potential for accidents or mishaps at the site, essentially offering the player another risk versus reward scenario for their operation. For this reason, we advise that you only set higher Work Shifts when the comitatus returns frequently to the Outpost and can take various measures to ameliorate problems if needed.



UI improvements have been made across the board; these focus on getting more accurate and better information across through the UI. Equipment that affects the Outpost is now highlighted in the Equipment section under the Warehouse tab and the length each such Equipment covers the needs of the Outpost for is also displayed. Green is used for anything beyond a year, yellow for half a year, and red for anything below. Equipment lost due to getting broken, eroded, or expired (in the case of animals) is indicated on a pop-up screen to the returning vagrus so they can bring replacements on their next arrival.



Players were instrumental in helping us decide on several further changes, and to that end, we’d like to offer our thanks. Though far from an exhaustive list, these changes include the following:
  • Scouts now decrease the chance of the Outpost getting attacked
  • The number of Equipment that affects the Outpost in some way has tripled
  • We went through all the UI panels to add missing tooltips and/or extend them with further information

While additional changes may still be on the cards, we are satisfied with the areas we’ve covered thus far, and we believe that all mechanics are now communicated in a much clearer fashion. As always, we encourage feedback and discussion regarding the new Outpost on both our forums and Discord server.

[h3]General Quality of Life and Design Improvements[/h3]

As we close in on the release of our Old Acquaintances DLC, the portions of the team that are not busy drawing or writing have been hard at work on a plethora of miscellaneous QoL improvements, the fruits of which have now been made public.

[h3]Mercenary Tasks[/h3]

We’ve always endeavored to make some sweeping changes to how Mercenary Tasks work, and happily, we’ve now had the time to implement them. These tasks have always had time limits, yet now, they function far more logically. This is to say that after you complete an elimination or defending task, you may return to the faction that gave it to you at any time after you do so, while in the past the time limit was still active, even after you had completed but haven’t turned it in.

Additionally, we have made significant changes to the corresponding UI for the Tasks, which will now be presented much like quests, displaying all appropriate information in an orderly fashion.



[h3]Companion Loyalty Details[/h3]

You asked for it and we’ve implemented it: more detailed information regarding Companion Loyalty changes. We have achieved this by providing an additional option in the main menu, which will allow players to choose between “Basic” (the same change log messages that were shown in the past), “Indicative” (additional information that will let you understand the gravity of the Loyalty changes), and “Off”, which won’t show anything at all regarding Loyalty. The last might just be the best choice if you’re looking for a fully immersive experience!



[h3]Tests in Events[/h3]

Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account in the given Test: the whole comitatus’s, only those of the Companions previously selected to accompany the vagrus, or only the vagrus’s.



[h3]General Design Improvements[/h3]
Here’s a selection of design changes that we’ve also included in the update:
  • Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
  • Damage from Critical Strikes in Companion Combat is now always calculated from the upper half of the used Skill’s damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled). This makes Critical Strikes deadlier for both foes and Companions.
  • Critical Strikes in Companion Combat are now always Armor-Piercing, which also raises their usefulness but also makes it possible to down very armored enemies even without the right abilities (albeit still being very, very difficult).


[h3]General QoL Improvements[/h3]
Lastly, we have also made a number of smaller improvements to make life easier for players:
  • We have reworked tooltips and general UI elements to provide more detailed information in a more understandable way
  • We concluded another round of performance improvements all across the board (related to both CPU and GPU usage)


And that, ladies and gentlemen, is it – at least for now. We’re sure to have further improvements on the way, though for the time being we are primarily focused on our upcoming DLC. More news is coming on that front soon, so stay tuned. In the meantime, you can check out the aforementioned patch notes below.



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.

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[h2]Patch 1.165 - Codename: Shore Up [/h2]

[h3] New/Updated Features :shiny:[/h3]
  • Outpost rework: most of the UI (buttons, structure, tooltips, and more), mechanics, and balancing received a major rehaul.
  • More pieces of Equipment have an Outpost-related effect now.
  • Savegame files made in the free Demo can be loaded up automatically in the full game from now on.
  • Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
  • Damage from Critical Strikes in Companion Combat are now always calculated from the upper half of the used Skill’s damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled).
  • Critical Strikes in Companion Combat are now always Armor Piercing.
  • Penalties for successive Evade and Block attempts in the same Round have been doubled (for example, the second attempt in the Round incurred a -5% penalty and now it incurs a -10% penalty).
  • Timers on Mercenary Tasks now stop when it makes sense narratively (and so timed task bonuses are granted based on this moment in time, not the moment of the turn-in). Once the timer stops, players have more freedom to turn in these Tasks. For example, the timer on Defense Tasks stops when the vagrus successfully defeated the foe during the defense battle.
  • Added a new setting to Options: Companion Loyalty Details. You can now use it to set the nature and depth of information the game log and Events provide on the Loyalty changes of Companions: Off: No feedback is provided. Basic (Default): Only the fact of the change is provided and its direction. Indicative: The measure of change is also provided (for example: Greatly disapproves, Slightly approves).
  • The highest Loyalty tier for Companions was renamed from ‘Amicable’ to ‘Loyal’.
  • Companion Upkeep (daily) is raised by 5 Changers for Companions assigned to a Deputy role and this is reflected on their character sheet and the tooltip of Companion Upkeep.
  • Further tweaked and enhanced the controller experience.


[h3]Updated Content :gift:[/h3]
  • Some Perks that Harvek was supposed to have but were actually missing were added back in. Players who have him in their comitatus receive a complete reset on him and regain the Insight to be able to respec him.
  • Gor’Goro received new, easier gift options in his Banter. Additionally, his personal questline’s first segment awards a lot more Loyalty now.
  • The Prowess (2) requirement to trigger Renkailon’s personal questline now has an alternative of a Renown requirement.
  • Entering Avernum’s Ossuary is now possible even with the Disdain of Ahskul property (allowing the completion of Nedir’s questline in a playthrough where you aim for certain achievements).
  • Eylani now loses Loyalty when you decide to fight against beasts in Kabur’s arena.
  • New entries on Companion Loyalty and the Outpost were added to the Glossary.
  • We have added a hidden, alternative way to get a certain quest item for Vrak the Haunted’s quest whereby you can circumvent having to interact with the Ahskulites in Deven (allowing the completion of Vrak’s quest in a playthrough where you aim for certain achievements).
  • Removed much of the Coal from Scrapheap in ‘Pilgrims of the Wasteland’ to avoid players accidentally buying it out and going broke during the early tutorial.


[h3]User Interface Improvements :pencil:[/h3]
  • The display of chances in Crew Combat (Critical Success, Success, Failure, Critical Failure percentages) now shows the actual percentages (this was only a display issue).
  • Reworked the “Faction Reward Filter” button on the Settlement UI to be more logical, displaying the active filter’s status.
  • Long savegame names will now be broken into more lines and they show in full on the loading screen.
  • The (glitchy) highlighter on selected choices in Events was changed to a more subtle underline.
  • The new “Enervated” Skill effect now has a proper icon and tooltip explaining it on the Character Sheet.
  • The ‘minimize’ button on tutorial popups was moved to the top right corner.
  • From now on, you can only change font size while the Event UI, Journal, and Codex are closed to prevent locks, and other issues.
  • All Mercenary Tasks now display objectives in the quest-style (using status-sensitive bullet points).
  • The Mercenary Task UI in the Journal was significantly improved and now presents more information more consistently.
  • The requirements of using certain Advanced Tactics in Crew Combat that were nebulous before are now much more informative (including why you cannot use one when you do not meet said requirements).
  • Added and improved various new Crew Combat tooltips to provide better information on mechanics.
  • The bug that caused the Outpost’s Consumption to be erroneously displayed was fixed.
  • The Font Size slider in Options became more informative (providing a percentage as well as demonstrating actual font size below the option, not in a janky tooltip).
  • Equipment tooltips no longer display the price you originally bought it for (it was obsolete and confusing).
  • Localized steps and choices in Events are now marked differently if they were merely machine-translated or were translated by a person.
  • Vitality and Power Regeneration are now correctly displayed on Companions’ character sheets.
  • Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account: the whole comitatus’s, only those of the Companions previously selected to accompany the vagrus, or only the vagrus’s.



[h3]Bug Fixes :bug:[/h3]
  • Fixed missing or glitchy dependency icons in Events.
  • You can no longer win the main campaign by retiring to your own upgraded Outpost while not having the Wealth Ambition (this was possible by choosing a combination of options during the Outpost upgrade process).
  • The Ahari and Chimera Legion Faction tabs now always display valid (including unlocked) Faction presence locations.
  • Cadmador does not show its faction locations any longer, as was originally intended.
  • Passengers headed to the Sunken Tower will no longer show up until a path to said location has been unlocked by the player through quests.
  • Removing a Deputy that provides an Equipment slot for the /comitatus/ now refreshes the slots immediately, preventing players from keeping Equipment in a closed slot.
  • When owning no Beasts of Burden, swapping to a different Beast Type no longer modifies Movement Points.
  • The font size of the Glossary will now reflect the one set in Options.
  • Great Lamps are no longer sold in core game territories when you do not own Sunfire and Moonshadow.
  • Tweaked Companion Combat AI significantly, especially regarding the avoidance of performance drops and the use of Overwatch-type Skills.
  • Performance improvements all across the board (regarding both CPU and GPU usage).
  • The Spell Penetration Perk now provides the -15% Resistance it advertises.
  • Fixed several bugs related to Mercenary Tasks (mostly related to Escort Tasks with interim targets).
  • Fixed various glitches, typos, and performance issues in the Glossary.
  • Dragging Market listings and dropping them earlier than your own cargo space will not purchase them now but cancel the interaction as it was supposed to.
  • Fixed an issue that caused parts of some localized (machine translated) tutorial windows to be off-screen.
  • Your Scouts can no longer find perilous calerus Events (that would slay an unprotected comitatus) when you have protective Equipment equipped.
  • In Crew Combat, you no longer need an active character to Stand Down once the enemy is retreating (as opposed to Pursue where you need someone to pursue the foe).



[h2]Coming Up Next[/h2]
  • The option to change between Wasteland and Dissonance modes during a playthrough
  • New DLC: Old Acquaintances



Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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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!

Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

Hail, Praetor!

[h3]Hey everyone,[/h3]

Great news, everyone: today we at Lost Pilgrims are excited to announce the release of a new Praetor Edition of the game coinciding with Steam’s Spring Sale. Similar to the Centurion Edition, the Praetor Edition will feature the updated soundtrack, which we wrote about at length here, the Patronage Pack, and here’s the kicker: the Season Pass, too. The Season Pass is a package that includes our major expansion, Sunfire and Moonshadow, and two upcoming DLCs we plan to release: a Companion DLC and a Region DLC. Picking up this is a great way to support the ongoing development of Vagrus and nab some of our upcoming content at a slight discount to boot.



Perhaps the best thing about the Praetor Edition – aside from the glorious art, mind – is its simplicity. We’ve set it up so that buyers will always receive the package discount on the products they don’t already own; this way, no matter how many Vagrus products you own, you only ever get the ones you don’t. This discount is cumulative with any ongoing sales that are taking place on various platforms, like Steam’s Spring Sale. And yes, we are taking part in that sale, so if you’re looking to get the best bang for your buck, keep your eyes peeled for us.

But wait, there’s more! We’d be remiss if we didn’t mention our plans to expand the Patronage Pack to include more goodies for those who wish to support the team in such a generous way. Another way to show support is via our Patreon page, where you can unlock wallpapers, early access to articles, and more for a monthly contribution.

https://store.steampowered.com/bundle/37029/vagrus__the_riven_realms_praetor_edition/?utm_source=steam&utm_medium=organic&utm_campaign=post&utm_content=art

The Praetor Edition is a great way to complete your set of Vagrus products. It’s the game’s Collector’s Edition, except without all the wasteful spending and tedium other such editions force you to endure. Perhaps most interestingly, when our next two DLCs are released, any Praetor Edition owner will have immediate access to every conceivable extra to boot. What will those DLCs contain? What locales or adventures will they explore or delve into? Well, we’ll keep that close to the chest for now. Development continues apace as we strive to bring you more of the wasteland, so until that time, do as you always do: stay tuned, stay vigilant, and conquer the wasteland!

- The Lost Pilgrims Team
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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!

Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

A New Build is OUT – Patch 1.160 – Codename: Clandestine Part I.

[h3]Hey everyone,[/h3]

As we have mentioned before, while we are working on the upcoming DLCs already, we would also like to expand Vagrus with smaller content drops – both the core game and the Expansion. The first of such additions comes in the form of this update, which adds the starting segments of a lengthy questline to all owners of Sunfire and Moonshadow. Without getting into spoilers, the quest deals with the Dreamwalker’s followers and will take you to places previously unseen. To start it, you have to have interacted with these strange fanatics several times and explored the Bronze Desert.



With this update come a handful of fixes, too, as usual. 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.

--------------------------------------------------
[h2]Update 1.1.60 - Codename: Clandestine Part I. [/h2]

[h3]New Content :gift:[/h3]
  • The first part of a new, extensive questline was added to the Expansion “Sunfire and Moonshadow”.
  • A new settlement can be revealed during the questline with a lot of interactions and locations.
  • New enemies and new rewards make their first appearance during the questline.
  • Cadmador, a Draconic Faction, can now be revealed during the questline (albeit they are not a fully-fledged Faction by intention).
  • Some new banners can be acquired for your comitatus - can you find them?
  • Added a way to gain the “Spires” Codex Entry for those who already completed Vrak’s quest and somehow missed it.


[h3]New/Updated Features :shiny:[/h3]
  • Skornar’s Level 3 “Commanding Shout” Skill was tweaked: it does not give an additional Action for two Rounds but instead gives Skornar an additional Action for the active Round, too. This additional Action on Skornar cannot be used for Commanding Shout (see why below).
  • Some Skills received a new effect called “Enervated”. This prevents these Skills from being used more than once per Turn.


[h3]User Interface Improvements :pencil:[/h3]
  • Renamed several banners to be more in-line with the setting.
  • Ending texts can now be scrolled.
  • Escort Tasks that have a midpoint destination will now provide information about the status of that objective (ie. whether you have already been there).
  • Tooltip transparency now also allows you to click on buttons under them.
  • We got rid of the small node/diamond symbols at the bottom of the ‘What’s new?’ window and pages are numbered instead.
  • The “close” icons on Price History are now distinct – the left one (-) closes only Price History, the right one (x) closes the Chart, too.


[h3]Bug Fixes :bug:[/h3]
  • Fixed a Companion Combat AI issue that caused the erroneous calculation of the usefulness of Skills with certain effects (Buffs, Debuffs, DoTs, and HoTs). The AI will now use these Skills more often. This will also cause calculations to go faster, so Companion Combat will be quicker with some enemies.
    NOTE: This may cause certain enemies to overuse previously neglected Skills. We are testing it as well but please let us know if you come across such cases. Thank you!
  • We concluded a round of optimization, so the game will not chew through graphical memory so vigorously.
  • We have identified and finally fixed the bug that caused infinite turns in Companion Combat, preventing the end of battles even after all enemies have been defeated in the Sunken Tower.
  • Many text inconsistencies, as well as stylistic and grammatical errors were fixed across a number of Events.
  • The expanded location images in Events should now always display the proper artwork.
  • Tooltips for entities below the Journal can no longer appear while the Journal is open.
  • Characters with Spell Penetration will no longer get a -15 Resist All debuff at the beginning of each combat Round.
  • You can no longer equip several different Tent type Equipment on the comitatus.
  • The Prince of Kabur can no longer intervene on your behalf in the Ahari-Chimera Legion war once the breaking point is reached.
  • The rare case of a tooltip blocking its own button (happened in some resolutions) was fixed.
  • Inconsistencies caused by the glitchy Display Mode setting that prevented certain resolutions to show up were fixed.
  • Fixed an issue that caused certain Escort Task-related Passengers to trigger an Event outside the settlement where they joined you that said they joined you (again).
  • Fixed some mismatching Escort Task flavor texts (regarding their objectives).


Known Issues:
  • The tooltip on the Equipment “Burhek’s Traps” is misleading, but it actually works as intended.
  • The F1 bug reporting tool may not work for certain users under certain circumstances.
  • Certain enemies might overuse previously neglected Skills (those with Buffs, Debuffs, DoTs, and HoTs). We are testing it as well but please let us know if you come across such cases.
  • Crew Combat success and fail percentage displays are one step behind the actual state of things (calculations work under the hood though).


[h2]Coming Up Next[/h2]
  • Pilgrims of the Wasteland rework and tweaks.
  • Outpost tweaks to enhance its earlier usefulness.
  • Clandestine Part II.
  • Additional content for the core game and the expansion.
  • Fixes, balancing, and tweaks.


Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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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!

Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

A New Build is OUT - Patch 1.151 - Codename: Primo

[h3]Hey everyone,[/h3]

Our original plan was to kick the year off with a neat content update (more about it here) in early February together with a host of fixes but the team crushed so many bugs in January – some of them critical – that we decided to release the update earlier. So here we are. We’ll follow this up soon with what we originally intended. Very soon, actually. As always, the majority of the bugs we have fixed were reported by our amazing community. We can’t thank you enough for helping us improve Vagrus, but we’ll try with additional content in the future.

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.

--------------------------------------------------
[h2]Patch 1.1.151 - Codename: Primo [/h2]

[h3]Updated Content :gift:[/h3]
  • We took steps to alleviate the narrative dissonance caused by the setup of Certain Crew Combat encounters versus their defeat texts in Events. Setups were significantly altered (e.g. in the Criftaa tower fight at the end of her questline or the Sand Wyrm fights at the entrance of Tectum Carvos) so that enemies in them do not disengage so easily (or at all), causing a defeat for the player when, in fact, they won.
  • Interactions with the Darkstone Garrison of Hakhtarast after finishing the Ahari quest there have been improved to better depict the state of the settlement.
  • Lady Zahraja’s comment on the state of the north will be more context-sensitive depending on dates and/or having interacted with Sunfire and Moonshadow content.
  • Added a new way to acquire the Sand Wyrm codex entry if you missed it during the questline concerning Tectum Carvos.
  • Farud’s comments on Tamarra are now more context-sensitive to the state of her questline.


[h3]User Interface Improvements :pencil:[/h3]
  • Tooltip sizing was rebuilt from scratch: the new system is more robust with various fixes. For instance, tooltips can never float out of the screen.
  • Event choice dependency tooltips in Kadaath or your Outpost now correctly display owned Equipment, Gear, Items, and Goods even if they are in the warehouse.
  • Tasks will no longer disappear from your Journal’s Active pane while standing on the target Node before actually turning them in. They will be shown as “Ready” while standing on the target Node but revert to “Active” when moving away from it.
  • Maximum Resourcefulness upgrade tooltips on the Leader UI have been clarified further to make a distinction between your current maximum and the absolute maximum of 12 Resourcefulness. Now they always display how much Insight it costs to raise the stat and mention only the absolute maximum until it is reached.
  • The display of potential Faction rewards were changed to show all contextual/conditional requirements for certain rewards (e.g. a specific Beast Type to gain a bonus) and you can also see which of these requirements you currently satisfy.
  • Updated how Trade Tasks display the Goods you have to deliver to the destination to be more streamlined.


[h3]Updated Features :shiny:[/h3]
  • The yields of Critical Successes in Hunting were tweaked to give more Supplies but less random Goods.
  • Hidden Compartments and Smugger’s Compartments Equipment received the “minimum 100 Cargo capacity” requirement, thus preventing vagri from hiding everything they own if it was a small enough haul.


[h3]Bug Fixes :bug:[/h3]
  • Numerous fixes to wording and style in Events, correcting typos, and improving texts otherwise.
  • Bandul and Ahari no longer take slaves in Crew Combat Appease interactions.
  • The Esc button can now be used to navigate back from the Savegame menu tab.
  • The tooltips of effects that belong to the comitatus (like Crew Properties) will now add up bonuses for the same stat from different sources.
  • Fixed the way Tasks can be arranged alphabetically and chronologically. This was working in a very confusing manner previously. Chronological ordering takes the date of gaining Tasks as a basis for the arrangement (Tasks that were taken later are toward the top of the list) with Active Tasks and the date of turning in (those turned in more recently are toward the top of the list) for Completed Tasks.
  • A very rare DLC requirement inconsistency preventing certain players from loading their manual saves was resolved.
  • Camp Events can no longer trigger during nights spent in settlements.
  • Characters can no longer Evade twice in the same Turn of Companion Combat (for example, when Evading from an attack and into an overwatched position), and thus will no longer cause a softlock by doing so.
  • Gifting Beasts of Burden to the locals of Shahsgabat will now work as intended (removing a Beast properly).
  • Non-hovering Characters who were floating over positions in Companion Combat no longer do so.
  • The Suncaller’s tiny shadow was fixed. They might revel in sunlight but they do cast shadows like everyone else.
  • All characters that were offset in their Companion Combat position were fixed.
  • Multiple instances of the Resistance stat from the same source (e.g. the same Gear) are now calculated and displayed correctly on Companions (i.e. added together).
  • The infinite swarming of certain enemies in Defend Tasks was fixed.
  • Fixed the location artwork issue at the Umbra River Bridge location.
  • Fixed an issue that caused Abolitionist faction location unlocks (via cyphers) to not work if you have reached the maximum unlocked locations in the base game. Cyphers are counted separately between the Expansion and the base game now as intended.
  • A lot of named enemies had their (modified) stats erroneously displayed or (in some cases) their stat modifications did not work at all. These were fixed, causing some “boss fight” encounters to be significantly more difficult, as intended.
  • Activating Auto-Scouting no longer causes issues with the calculation and display of Movement Points and March Movement Points.
  • Pieces of Equipment can not be placed into locked slots directly from the Market pane’s list.
  • Fixed an issue that caused Faction reputation rewards for delivering certain Passengers to be displayed differently in the Journal and in the popup window upon their arrival, preventing the right amount of reputation to be added to your standing (often this meant no reputation at all).
  • All legionnaire and elite legionnaire enemies that belong to the Chimera Legion now use their proper, unique artwork instead of the common Imperial variants.
  • Fixed an issue that allowed an exploit to use infinite Insight when generating a new player character.
  • Hunting and Foraging will now actually grant yields when successful even if the comitatus is camped via an Event.
  • Fixed an issue that allowed the skipping of compulsory camping during Event sequences.
  • Tooltip flickering on high refresh rates was fixed.
  • Machine Localization: Certain characters from Chinese and Japanese fonts that caused display issues specifically on the character creation screens and ending slides should now appear properly.


[h2]Coming Up Next[/h2]
  • The Dreamwalker questline Part I.
  • Bug fixes and balancing continue at full speed


Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
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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!

Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

A New Build is OUT - Patch 1.1501207T - Codename: Winter Canvas

[h3]Hey everyone,[/h3]

It’s that time of year again and so we at Lost Pilgrims wanted to wish you all Happy Holidays! Enjoy your well-deserved rest, spend time with your loved ones, or just chill, play your unplayed games, read, eat, or do whatever makes you happy.
We are winding down as well after we take care of a few things and although we’ll monitor the usual channels, we’ll hunker down until early January because the last half a dozen months have been quite exhausting for the Pilgrims.



Of course, we wouldn’t want to leave you without something of a holiday gift as well as a bunch of fixes we’ve been busily working on with a lot of help from our awesome community. The former is a quest that is available to any vagrus with enough Handjari reputation to visit Prince Faisal, called ‘The Canvas of Fate’. It’s replete with tragedy, ambition, and a dedication to art – we hope you’ll like it.

As for the fixes, the list below provides the most important ones, so let’s jump right in.

Important Note I.
It has also come to our attention via crash reports that for some reason, quite a number of our players are on earlier versions of the game (pre-hotfixes). So please make sure that Vagrus is updated to the latest version at all times.

Important Note II. 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.

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[h2]Patch 1.1501207T - Codename: Winter Canvas[/h2]

[h3]New Content :gift:[/h3]
  • ‘The Canvas of Fate’ quest for the Handjari was added (access at Prince Faisal)

[h3]Event/Story Fixes :pencil:[/h3]
  • ‘Mysteries of the Dead Forest’ quest can now be completed when you have at least 25 Deadwood Samples
  • Faction presence in Ahar Kadah end states were altered (Ahari, Chimera Legion, and Handjari)
  • Ahar Kadah now proudly displays the House Ectorius banners in their victory state of the ‘Of Survival and Blood’ quest
  • Several soft-locks in the Breach of Stygios Lumber Camp were fixed
  • Mehdar Ahara is no longer accessible to vagri with less than Tier 2 Ahari faction reputation at any given time
  • Further fixes were applied to the quest ‘Suboptimal Efficiency’ so that players with older saves (specifically with wrong objective states) can also progress the quest
  • You are no longer able to perform the slave nourishment step in Oil Field Daratan twice in quick succession
  • Upon reaching Tier 4 reputation with Nemesis factions now turns the opponent faction’s reputation to Tier -5 automatically (as was originally intended)
  • Upon completing either of the Nemesis questlines, changes occur in Ahari and Chimera Legion faction presence across a number of settlements (retroactive for those who had already completed a Nemesis questline)
  • Upon completing the quest ‘Prince’s Triumph’, Handjari faction presence rises in several settlements (retroactive for those who had already completed the quest)
  • From now on, the ‘Blessings of the Sadirar’ quest will now show up in a completed state in the Journal properly for those who have completed it
  • Some soft-locks in Events were fixed
  • Some portrait and background artwork issues in Events were fixed
  • The spreading of Abolitionists in the Bronze Desert now works as intended
  • Fixed an issue that caused some objectives in the repeatable quest ‘Prince’s Commissions’ to trigger their reward sequences twice

[h3]UI changes :shiny:[/h3]
  • When a Passenger disembarks via an Event choice and thus offers no regular Passenger reward, the UI display is now clearer about this fact
  • Added all missing enemy and ally Skill texts
  • In Crew Combat, we fixed some texts that could overlap
  • The “mixed Beasts” warning (Outpost) window shows up only at the right times now
  • Non-available Companions should not show up in tests as modifiers
  • The Odd Jobs window not showing up to display results was fixed
  • Fixed the appearance of the word “comitatus” on the Task pane in the Journal
  • The Legionnaire Peltas combat character’s Trench obstacle visual displacement was fixed
  • Enduring Effect name font size now scales with the available space on the UI

[h3]Bug Fixes :bug:[/h3]
  • Selling salt to the Handjari at your Outpost now properly gives reputation with the faction
  • Fixed anomalies caused by the renaming of the Outpost
  • Fixed the issue of two entities occupying the same position in Companion Combat
  • Rolling a critical success on hunting and foraging provides extra loot now properly (as originally intended)
  • Tarkian Tents were fixed and they now provide the advertised bonuses
  • Odd Jobs now correctly use 2 MPs if the player has enough remaining MPs instead of always using up Vigor
  • It is no longer possible to enslave 0 enemies in Crew Combat
  • You cannot enslave more enemies than the number of living characters in Crew Combat
  • The ‘Archive Rumor’ button has returned in all its former glory
  • Various minor crash fixes
Known Issues:
  • Escort Tasks and related anomalies
  • Equipment and Goods art assets are sometimes loaded a bit late or even mixed up

[h3]Coming Up Next[/h3]
  • Further bug fixes and balancing tweaks for “Sunfire and Moonshadow”
  • Additional Content for “Sunfire and Moonshadow”
  • Outpost UI and balance tweaks

Happy Holidays again and stay vigilant as you conquer the wasteland!
- The Lost Pilgrims Team
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