1. Vagrus - The Riven Realms
  2. News
  3. The New Build is OUT - Patch 0.5.14. - codename: Bandage

The New Build is OUT - Patch 0.5.14. - codename: Bandage

[h3]Hi Folks,[/h3]

Our EA release has been an emotional roller coaster on both sides. Most managed to hold on tight, some even got to the finishing line (took them ~50 hrs on average) but there were also many who fell out of the carts. Sorry about that.😬 Know that most of the root causes are bugs and not intended design.

[h3]Have we entered EA too early? - we asked ourselves. Well, Yes and No.[/h3]
In retrospect, parts of the game could have been much better balanced, some critical features should have been added before the release. On the other hand, we did not have enough fresh eyes and those areas were confirmed 'okay' by hundreds of veteran players who played on way harder versions than the current one (survivor bias). Considering that, it is great that we got a new wave of players and learned about those issues, so now we can focus on the right things. Truth be told, if we entered EA a few months later we would have developed a bunch of new stuff and jumped into the same hot water. It will get better, though, promise.👌

Time to dive into the list of immediate fixes we have applied.

[h2]Patch 0.5.14 - codename: Bandage[/h2]
  • Almost all crash bugs fixed (still chasing one in the companion combat)
  • A massive number of performance improvements
  • Chapter 9 autosave added at PotW climax combat sequence
  • Trade Tasks a bit more profitable
  • The bug that preventing low-level Trade Tasks generation resolved
  • Another bug hindering Trade Tasks generation in general fixed
  • Crew combat strength calculation corrected
  • Crew combat difficulty introduced slower (The true answer will be 'Flee', though)
  • Random Crew combat on Point of Interest nodes bug resolved
  • Scouting into multiple directions costs less Resourcefulness
  • Scouting Movement Point cost got a little cheaper too
  • The tax percentage reduced on non-cargo valuables in the generic Road Tax event
  • Imperial 'wanted criminal' status increases slower but still can get locked out of Tor'Zag
  • Fixed the issue where companion recruitment events could be repeated
  • Companion loyalty losses in events and due to game mechanics reduced a bit
  • The bug that caused permanent Resourcefulness loss resolved (for the future only)
  • Some wide-screen problems (like chat-heads covering text, etc.) solved
  • Brand new GFX setting boost performance
  • V-sync option now properly saved
  • Music loop time setting added
  • Corrected the sound balance (it was accidentally heavy on the right channel)
  • A metric ton of typos and event script errors fixed
  • Tooltip improvements


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

From next week we will start to design and implement the Flee option in Crew Combat, also diminishing returns on Evade and Block in Companion combat to stack against RNG better. We are hoping to roll these out too within a few weeks.
After delivering those two and some smaller improvements, we plan to focus on bigger tickets, like Faction Rewards, Companion Progression, and more.

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

P.s.: We are flooded with messages, bug reports, and improvement ideas sent to us via the various channels so we might not able to respond to everyone but we're trying our best. ✌️