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Vagrus - The Riven Realms News

Steam Awards Nomination - Outstanding Story-Rich Game Category


Hey Folks,

Having played decades of tabletop RPG campaigns in the setting and Vagrus' narrative landing north of one million words in the form of stories and codex entries, Story-Rich certainly rings true when it comes to our game.

If you enjoyed the setting and stories of Vargus, it would be an honor to receive your nomination in the Outstanding Story-Rich Game category.

Thank you very much for your support!
The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer

Ps.: the category template art of Steam does seem a little off from the dark tone of Vagrus but hey, here goes anyway. :D

Mother of All Secrets ㅡ new narrative-based RPG announced

Hey, everyone!

While we work on our next patch and formulate our plans for this and next year, we wanted to say thanks to our indie developer friends at Sever studio who helped us with a great Vagrus cross-promo post on their The Life and Suffering of Sir Brante Steam community page at the time our launch.

The timing is just great as they have just announced their new game:Mother of All Secrets, an RPG of mythical intrigues and occult mysteries.

https://store.steampowered.com/app/1747660/Mother_of_All_Secrets/


If you are one who's into the text-based game, consider following and wishlisting the game, so you won't miss the upcoming news, latest devlogs, and sneak peeks!

Mother of All Secrets, a mystery RPG about an orphanage where the fates of the heroes irreversibly change with every tick of the clock. Become one of the pupils and unravel the mysteries of the House by influencing the minds, hearts, and plans of its inhabitants.

Here's their official trailer:

[previewyoutube][/previewyoutube]

Get ready to dive into the very heart of the events that unfold inside the orphanage's closed society. Hand-drawn graphics will immerse you into the reality of your new home.

Create your own character and live out a unique story — only you decide how to spend each and every hour. Go about uncovering the asylum's secrets however you like. Make friends or enemies at your own discretion. Explore the darkest and most dangerous corners of the House. Unravel other people's schemes and draw up your own plans. Obey or risk breaking the cryptic rules that govern the orphanage and face the consequences.




Also don't miss other games from Studio sever and 101XP, including critically acclaimed narrative-driven RPG The Life and Suffering of Sir Brante. If you are interested in getting a glimpse of the game, check its free prologue now OR participate in the community event to win your personal Deluxe Edition.

A New Build is OUT - Patch 1.015. - Codename: Wasted



[h3]Hey everyone,[/h3]

We are putting out another round of fixes today. Though the list is shorter than usual, it has some bugs on it that we've been trying to squash for a while now. Hopefully, they won't cause any trouble from now on.

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:

--------------------------------------------------
[h2]Patch 1.015. - Codename: Wasted[/h2]

[h3]New Content :gift:[/h3]
  • New Jagged Waste codex entry added to all vagri


[h3]User Interface Improvements :pencil:[/h3]
  • "P" hotkey now opens and closes Price History (the Chart remains in the background)


[h3]Bug Fixes :bug:[/h3]
  • Merging UI glitch (causing several interfaces to merge into a mess) is now fixed
  • "Less than a stack" drag&drop exploit is no longer possible
  • The issue causing various New Game related anomalies like ruined Velarias or Fort Larius has been fixed so it should not reoccur in the future
  • 'Cull Their Ranks' now shows the correct number of deployable companions
  • Withdrawing money from the outpost causing a crash fixed
  • Mount crew stats not showing up when 'All mounted' is now fixed
  • Abolitionist-related Tasks now always point to valid destination settlement (with unlocked Abolitionist presence)
  • Shift + click on the Outrider converting buttons (+/-) now work on the Crew Combat UI
  • Settlement UI no longer pops up randomly during Crew Combat


Known Issues:
  • 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
  • AI taking too long in Companion Combat is still being looked at by the team


[h2]Coming Up Next[/h2]
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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

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

A New Build is OUT - Patch 1.012. - Codename: Settled

[h3]Hey everyone,[/h3]

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:

--------------------------------------------------
[h2]Patch 1.012. - Codename: Settled[/h2]

[h3]Improvements and Tweaks :gift:[/h3]
  • Gor’Goro receives a tiny Loyalty boost if you visit Drius every 40 days or so
  • You can now buy booze for the crew in Larnak’s Bumbling Boatman
  • 3 new equipment added (Perimeter Alarms and Traveling Saddles can be bought in some markets, while Mount Blankets can be acquired via other means)
  • Removed the Evade malus from Gor’Goro’s Armor so that certain builds are not unfairly gimped retroactively (Dragonsteel IS very light and flexible!)
  • Several characters received the ability to invest Proficiency points into the Religion Perk (to variable degrees)
  • 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
  • Lowered Skornar’s insanely high Cold Resistances across the board (he is still very good at resisting cold)
  • Specters received a new combat Skill called ‘Chill of the Grave’, which can lower the target’s Cold Resistance for 3 rounds
  • Mining stealthily at the Hills of Plenty was tweaked so that your actual mining skills and workforce decides your yield, not your skill in sneaking (yields from this can never reach the potential of legitimate mining, but you can still mostly avoid being caught with the right amount of stealthy Perks)
  • Skornar can now enter the Tomb of Kathovras with more of his buddies
  • Added a long, long codex entry to all characters called 'the Imperial Calendar' (you asked for it!)
  • Tectum Carvos’s Tarkian population is now willing to sell you some specialized equipment (some only after helping the town with the siege)
  • 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)


[h3]User Interface Improvements :pencil:[/h3]
  • We unlocked the Companion and Deputy buttons on Leader UI again
  • Inactive effects on Statuses now indicate why they are inactive similarly to Equipment inactive effects


[h3]Bug Fixes :bug:[/h3]
  • 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
  • Consumption and Workforce calculated erroneously while fully mounted are now fixed
  • The 'Cull Their Ranks' action in Crew Combat now always allows for the maximum number of Companions to be deployed
  • Prowess nodes on the level-up UI now indicate the gated levels correctly
  • Frenzy Perk granted by the Smoldering Heart is now working properly
  • Some Outpost-related background calculations were fixed
  • Now you can actually profits from your outpost's piggy bank
  • Garrik and Skornar personal questline Achievements are fixed (should be retroactively restored with the right journal entries completed)
  • Corrected the faulty turn-in step of the Golden Theory once you finish Kandake’s requests
  • Fixed an instance where the Event choice took you to the wrong step in Avernum’s Carpenters’ Guild
  • Skornar’s Prowess unlocks occurring at the wrong points in his questlines are now fixed
  • Skornar's Axe Swing not triggering from Guard Stance fixed (again, hopefully permanently this time)
  • Fixed another instance of softlocking paths in the Wayward Souls quest’s Artakin Tomb
  • The test dummy bandit was again removed, this time from the final battle of the Wyrm War questline (replaced with the correct battle)
  • Living Shadows as Mercenary Task opponents are now properly indicated as Impervious
  • Corrected Kral Hestaera’s NPC portraits across her appearances in Tectum Carvos
  • 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)
  • 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)
  • 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)
  • 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)
  • Fixed some quest items not being removed (not retroactive)


Known Issues:
  • 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
  • AI taking too long in Companion Combat is still being looked at by the team


[h2]Coming Up Next[/h2]
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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

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

A New Build is OUT - Patch 1.01 - Codename: Outpost



[h3]Hey everyone,[/h3]

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:

--------------------------------------------------
[h2]Patch 1.01 - Codename: Outpost[/h2]

[h3]New Content :gift:[/h3]
  • Your outpost can be completed and upgraded via related Events
  • 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)
  • The Venari Agent and Senior Agent hirelings have been added
  • Added more character portrait options to Dark Elven and Demonkin vagri


[h3]User Interface Improvements :pencil:[/h3]
  • You can now use Shift+click to mount/dismount by 10 units
  • The Deputy UI drag-and-drop area has been enlarged (it's easier to drop Deputies into circles)
  • In settlements without slavery, the tooltip will now correctly indicate the reason for not being able to deal in slaves
  • Crew condition tooltip effects now roll-up from Perk levels into individual lines


[h3]Updated Mechanics :shiny:[/h3]
  • Companion Prowess storyline gating was moved to 4, 6, and 8 (from 3, 5, and 7) to alleviate the unintended combat difficulty increase with the addition of companion loyalty events
  • Winning a battle against enemies lessens the impact on your material losses (fleeing survivors can still take stuff and the enemy can still cause harm to beasts and perishable cargo during a fight, so some losses will remain)
  • Choosing the 'enslave' option lowers Abolitionist faction reputation
  • Staying on the lowest or highest reputation point barrier with a faction disables their knock-on reputation effects for other factions
  • A number of market- and economy-related tweaks
  • Removed the estimation of days of travel from settlements in your Chart that are not reachable in the game (though this may be somewhat immersion-breaking, the Chart this way might cause less confusion when planning journeys)
  • Beast lures received a buff, making them more useful during Appease


[h3]Bug Fixes :bug:[/h3]
    /Contains spoilers for some quests/
  • Mansio 'Rest' button fix (it will no longer kick you out of the settlement, nor will it cause any other UI issues)
  • You can no longer assign Deputies without them actually having the right Perk
  • 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)
  • Skornar's upgraded Axe Swing will properly trigger in his Guard Stance Found the core problem, will be fixed in the next patch
  • Multiple listings of the same equipment will not show up as equipped, only the one that really is equipped
  • Fixed a crash caused by riposte-type skills killing the attacker
  • Combat Skill Cleanse effect tooltip was fixed
  • Your companions after Bestiaris Arena fights will now properly be deselected (making subsequent fights like the challenge battle non-restricted companion-wise)
  • Statistics are now shown (and work) on several previously glitched pieces of Gear and Equipment
  • The first navigation Equipment slot is open by default while the second gets opened up by assigning a Scout Master deputy
  • Skornar’s slave trading in Pilgrims of the Wasteland is now not repeatable ad nauseum (used to allow you infinite money with enough clicking)
  • Cleaned up some Companion portrait mistakes in Events
  • The Golden Theory delivery steps now show the correct amount of goods you need to bring to Kandake
  • 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
  • Wayward Souls quest blocked progress fixed (when delving into the tomb)
  • Dread Reavers guide chart marker repositioned to the correct place
  • 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)
  • Blessings of the Sadirar quest (with the 4 blessings to access the upper village) fixed
  • 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)
  • 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
  • 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)
  • 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
  • Thadraz now actually returns your Smoldering Heart when he completes the armor for Gor’Goro (sneaky Dwarves!)
  • Morgarthan’s Gaol can now be equipped on other Companions beside Nedir, as originally intended (its bonuses were also tweaked)
  • Skornar’s Shield Bash upgrades now have and show the proper requirements
  • The Dread Reavers will be now less confusing when it comes to their destinations during a certain part of their questline
  • We added options to lower your criminality in Larnak and Avernum, too, you scoundrels, you!
  • Harvek’s payback in the Mines of Plenty now actually requires him to be there with you
  • Various objective markers were updated or fixed
  • Half-Elves receive minor maluses for Imperial factions at character creation to offset their great potential a bit
  • Added clarification to Attributes tooltips as well as some Leadership abilities
  • 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)
  • Several Companion storyline fights were tweaked (especially Skornar’s and Nedir’s early battles)
  • Criftaa now actually dies when you have her murdered following the Krog’Vor showdown
  • Victory screen slides where the text was too large to fit the box are fixed
  • Your weird nightmares will not give you insight infinitely from now on (just several times, as it was intended)
  • 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)
  • 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:
  • A few Settlement and Camp buttons are disabled until we find the cause of lockups they cause
  • Edge cases can softlock UI - you can load the game to fix it for now
  • Loading the game while the settlement art is open causes the UI to crash
  • AI taking too long in Companion Combat is still being looked at by the team


[h2]Coming Up Next[/h2]
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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------

Please share our pages and posts with your friends through your favorite social media channel(s). It helps a lot and it is much appreciated!

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