1. Vagrus - The Riven Realms
  2. News

Vagrus - The Riven Realms News

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

Patch 1.005 - Temporary Fix for UI Issues - Codename: Confined

[h3]Hey Folks, [/h3]

This one is mostly just a quick temporary fix, for the time being, aimed at circumventing an underlying UI bug that causes several interfaces to soft-lock or to stop responding, breaking the game for some players. We are working on a permanent fix for the issue but until then, some buttons on the UI that cause the lock are disabled:
  • Companion and Deputies while on the Leader UI
  • Assign Deputies on the camp UI
  • Companion Stats button on the camp UI

You can use all of these functions while not resting or not in settlement.

We have also implemented a forced UI rebuild when Loading a save file, this will help by shortening the time of getting out of a soft-lock/UI glitch.

Bear with us.

In the meantime, we've fixed a few other things, included in this hotfix. Check out the list 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:

--------------------------------------------------
[h2]Patch 1.005 - Temporary Fix for UI Issues - Codename: Confined[/h2]

[h3]New/Updated Features :shiny:[/h3]
  • Garrik's personal storyline's final NPC portraits were added


[h3]Bug Fixes :bug:[/h3]
  • The issue causing drag and drop not to work properly (or at all) for Deputies is now fixed
  • For now, UI-related issues can be fixed by reloading a savegame (instead of restarting the whole game as before). NOTE that it is a temporary solution aimed at lessening the impact for you while we are investigating the underlying cause of the UI bug. Because of this, until we fix the major UI-related bugs, some buttons will be deactivated! These are: Companion and Deputies while on the Leader UI; Assign Deputies and Companion Stats buttons on the camp UI.
  • A lot of Event-related small fixes based on player feedback
  • The quest 'One Last Job' can now be turned in in Deven without having to unlock the Dark Elf Prince
  • Fighter and Outrider consumption is now properly affected by Equipment and other effects
  • Hunting extra loot (like Hides, Bones) is no longer accidentally overwritten by Supplies


Known Issues:
  • The above-mentioned UI glitches still persist
  • The later part of the Wealth victory path / Outpost building is not yet in
  • Some performance issues (including longer initial loading time)


[h2]Coming Up Next[/h2]
  • The rest of the outpost building and Wealth victory path
  • Faction leaders for the two crime syndicates
  • Smaller user interface fixes/improvements


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

Born out of tabletop D&D, Vagrus: The Riven Realms has left Early Access

Vagrus: The Riven Realms has left Steam's Early Access programme, and the official launch has added a huge amount of content to the dark strategy RPG game. Early Access players have been tinkering with Vagrus since 2018, its development story begins much earlier, in tabletop RPG sessions played by a small group of friends 30 years ago.


Version 1.0 of Vagrus launched this week, already having pulled in 'very positive' reviews on Steam during Early Access. That's despite it being a complex, text-heavy, and brutal RPG that leans heavily into the pen-and-paper roleplaying systems its creators have always loved and played together.


In Vagrus, you play as the commander of a traveling caravan, and it's your job to manage your company and keep everyone alive as you travel across the post-apocalyptic wasteland of the Riven Realms. The world is big and open, and much of the game's joy is found in exploring new locations and discovering the stories and people hidden there. You'll also find all kinds of twisted monsters and undead, who you'll have to fight in turn-based battles that require careful attention to characters' abilities and positioning.


Read the rest of the story...


RELATED LINKS:

Vagrus is a tough-as-nails tactical RPG that looks like D&D Dark Sun

Vagrus - The Riven Realms is a deep and slow post-apocalyptic fantasy RPG out now

Slow, lots of reading involved and pretty deep mechanically with lots to keep an eye in, Vagrus - The Riven Realms is officially out now.

Read the full article here: https://www.gamingonlinux.com/2021/10/vagrus-the-riven-realms-is-a-deep-and-slow-post-apocalyptic-fantasy-rpg-out-now

A New Build is OUT - Patch 1.001. - Codename: No Rest for the Wicked

[h3]Hey Everyone,[/h3]

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:

--------------------------------------------------
[h2]Patch 1.001 - Codename: No Rest for the Wicked[/h2]

[h3]New/Updated Features :shiny:[/h3]
  • Three new leader races (Dark Elf, Demonkin, and Kalani human)
  • Leader races and backgrounds received a major overhaul
  • Additional leader portrait variations




[h3]Bug Fixes :bug:[/h3]
  • 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)


[h2]Coming Up Next[/h2]
  • The rest of the outpost building and Wealth victory path
  • Faction leaders for the two crime syndicates
  • Smaller user interface fixes/improvements


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