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Vagrus - The Riven Realms News

Devlog #48 | The Smolderbone Region



One of the latest content updates (Patch 0.5.30 Codename: Brimstone and Bones) brought with it a spacious region to explore, the most prominent part of which are the Smolderbone Flats. Players who took the 'Pilgrims of the Wasteland' standalone story for a spin surely recognize this place, as it was an important location in that story. And yet you will find that much has changed since your last visit, with 10 years passing, allegiances shifting, and new threats rising.

[h3]Companionship[/h3]
One of the most important additions is a new companion you can hire to serve in your comitatus. It is none other than Skornar, the kingpin and former marauder who ran a gang of smugglers in 'Pilgrims of the Wasteland'. What trouble did he get himself into? You will have to find out for yourself.

Skornar is a stout man who can take quite a beating despite his age, but he can also dish out one. His shield and armor allow for a defensive play-style enhanced by his ability to retaliate against attackers. He's also a veteran traveler, marauder captain, and lover of tall tales. He'll most likely fit right in.


[h3]Avernum[/h3]
Avernum itself is home to the private army called the Avernus Legion and its master, the Prefectus. Although Imperial in name and culture for the most part, the city has always been fairly independent. And with the sources of attainable ore in this metal-starved world, as well as the blacksmiths to work it into weapons and tools, Avernum has become a power in its own right, overshadowing all but the greatest of Imperial cities.



Should you not be drawn to the metallurgists and forges, worry not. Avernum has other services and attractions for enterprising travelers, such as the Carpenters' Guild's headquarters, the Imperial arena, or the odd but certainly very powerful mage who set up shop here decades ago.

[h3]The Sadirar[/h3]
A peculiar tribal people, the Sadirar are made up of several tribes, each worshiping the Great Spirits that embody the elements. They are masters of the western deserts and on the whole are a relatively peaceful folk. In this build, you can visit the village of the flame-worshiping Utvorar and the oasis of the water-worshiping Vitrar. Their shamans deal in special goods and services that might interest any industrious vagrus.



[h3]Paths To and Fro[/h3]
There were quite a number of story-lines that led to this very region and most of these can now be concluded or at least continued. Have you undertaken a job for House Venari or are you looking for the Invisible Arena? Or perhaps you are interested in stories that begin here? Bounties, investigations, errands, and quests will present themselves to those that look.



It is a good time to return to the Riven Realms if any of these grabbed your attention. With Brimstone and Bones, the main campaign's size grew considerably and we are now very close to adding the final zones to round out the map. But that is not the end of the story content - we'll be working on companion quests and longer, more complex questlines, too.

Stay tuned, stay alive, 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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A New Build is OUT - Patch 0.6.00 - Codename: Conquest and Dissonance


[h3]Hey Folks,[/h3]

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:
[previewyoutube][/previewyoutube]

You can read more about Mercenary Tasks in our design posts: Part I. (already here on Steam) and Part II. (on our website).

[h3]Dissonance Mode[/h3]
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.



[h3]Combat Improvements[/h3]
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:

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[h2]Patch 0.6.00- Codename: Conquers and Dissonance[/h2]

[h3]New/Updated Features :shiny:[/h3]
  • 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!

[h3]User Interface Improvements :pencil:[/h3]
  • 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 :eye: filter turned on
  • Factions - Active tab filter buttons added
  • Equipment filter buttons on the Market added
  • Event choice hover SFX added

[h3]Bug Fixes :bug:[/h3]
  • 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.

[h2]Coming Up Next[/h2]
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

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

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

Devlog #47 | Mercenary Task Design Part I.


The Riven Realms, the setting of Vagrus, is a harsh, violent place. Up until now, many players have felt that their ventures are the primary targets of this cruelty but with Mercenary Tasks, you will have the opportunity to return the favor. This facet of gameplay has been in the works since we began developing Vagrus, and it not only adds a ton of variation and replayability but also goes a long way in softening up story content. Along with the branching story and trading, we consider mercenary work as one of the three pillars that hold up the game. Of course, we leave it to players which facet they want to concentrate on at times in each playthrough. Mercenary Tasks even allow for a completely combat-oriented gameplay, concentrating on forging a warband from your comitatus.

Mercenary Tasks are received from factions. Their orientation influences the ratio of Trade versus Mercenary Tasks with a given faction and also 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.


[h3]Eliminate[/h3]
The simplest, most common type. You have to reach a location indicated on your chart, find the right node, then defeat the enemies, sometimes once, other times in a series of Crew Combat encounters. Victory and crushing the enemy is all that matters.

[h3]Defend[/h3]
You have to reach a location and defend it against the enemy. An option to reinforce the location with fighters from your own crew is always present in this type. The cunning vagrus plans ahead and brings extra forces to be able to reinforce, of course, for weakening yourself before a battle might prove disastrous even though the number of warriors given thusly lowers the fight's difficulty somewhat.

After the decision of reinforcing or not, there is some waiting, since the enemy you have to defend against takes some time to arrive. This also makes planning ahead with supplies important. Just like with Eliminate, there can be a single enemy wave or several.

[h3]Conquer[/h3]
This type is a sort of a combination of Eliminate and Defend: first you reach the location, then defeat the enemies already present there, then organize the defense (you can reinforce it similarly to Defend), wait for the enemy to arrive and beat it back. Should you fail the first time, you can attempt to complete the Task again until the deadline is reached.

Alternatively, you can move on after defeating the enemies the first time and hope that the place defends itself. In this case, you must reinforce it with fighters, however.


[h3]More To Come[/h3]
As you can see, Mercenary Tasks mix things up in the best way possible and add a huge amount of variation. In Part II. we are going to discuss the rest of the types: Escort, Abduct, Rescue, and Capture. And who knows, in the long run, we might be able to add even more Mercenary Task types.


Mercenary Tasks are coming to Vagrus soon so stay tuned and let us know what you think once you give this new feature a spin.

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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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!

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Devlog #46 | QoL Improvements and Vagrus in the Finals!

There has been a number of Quality of Life changes to the game in the last couple of months and we wanted to collect them in one post.



[h3]Comitatus UI[/h3]
The comitatus UI on the top left over the campaign map is one of the most frequently used interfaces in the game and we wanted to add several stats to make it more informative. To save space, we changed text to icons and now it also displays Nutrition and Obedience, as well as Combat Strength and Defense for Crew Combat.

[h3]Traverse[/h3]
Another addition to the comitatus UI is the button to use the Traverse Leadership Perk - the last one missing from that category. Activating it converts 3 March Movement Points to regular Movement Points, which can be done every 3 days for 4 Resourcefulness.


[h3]Deployment Autofill[/h3]
When deploying your companions in Companion Combat, now you have the option to autofill the positions using the new button. The order in which they are deployed depends on their health (Wounded entities come later).


[h3]Formations[/h3]
Similar to Autofill, this improvement helps with Companion Combat deployment. You can save and load three different formations. Especially since you can enter Companion Combat from Crew Combat, players have come up with their preferred setups so using Formations, they can access them very easily.

[h3]Chart Node Cards[/h3]
These cards unify settlement and POI cards with quest and Task markers. Button mechanics are the same now and there is a significant visual tune-up, too. For settlements, Codex, Price History, and Mark buttons are available, while quest and Task markers have buttons opening the relevant Journal entry as well as Mark options.


[h3]Chart Markers[/h3]
These were improved to show how many nodes fall into the area designated by the marker. They are color-coded to be easier to differentiate even at a cursory glance. Better yet, preview versions of these same markers are available for Tasks and Passengers (if the destination is unknown for your character), so you can better calculate travel times and risks.

We hope you'll enjoy these changes - we have put a lot of work into them.

[h3]Also great news[/h3]
Vagrus has made it into the finalists in the Digital Dragons Indie Celebration competition!

Besides the 1st, 2nd, and 3rd places awarded based on the votes of the jury, there is also a Community Vote you can participate in here. The list is in alphabetical order, so Vagrus is the last one. ;)



By the way, the voting for Untold Games Awards' community award is still on, so if you haven't, head over there, too, and have your voice heard.

Words can not express how much we appreciate your continued support. Stay tuned, stay safe, 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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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!

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

Devlog #45 | Event UI Revamp

In this short article we've collected the recent changes to the Event UI in a more detailed format. This is something that's been a long time coming and we believe that it improves the playing- and reading-experience considerably.



[h3]Choice Boxes[/h3]
There is a frame around each choice now, and the whole box thus created is clickable while also providing visual feedback when hovered over, too. These choice boxes help differentiate the various choices better and contain everything you need to make the choice.

[h3]Dependencies[/h3]
What you have and what you need to make choices are called dependencies (a fancier name for 'requirements' really) and from now on, these are much better differentiated. Each category has its own icon and detailed tooltips. Optional dependencies are now signified as such, and many hidden, story-related dependencies at least show up to inform players that they are lacking something for that choice.


[h3]Tooltips[/h3]
A great number of improvements were added to tooltips in Events, which mostly deals with the clean-up of dependency tooltips.

[h3]Buying and Selling[/h3]
Specialized shops or ad hoc deals are often encountered in Events. From now on, the choices that lead to buying or selling are better marked, with more information on the price (and its relation to prices elsewhere). You can also see the right icon for items, equipment, goods, and gear in these choice boxes.


[h3]Enhance[/h3]
Last but not least, we have implemented the 'Enhance' Leadership Perk, which can be used to raise your choices in Tests presented in some Event choices. This has been planned for a long time and we hope that it will lessen the impact of the somewhat more arbitrary Tests and give you a measure of agency.



The team has done a lot of awesome work on the Event UI and we hope you'll like these improvements when you get your hands on them in the next build! Until then, take care, 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
------------------------------------------------------------------------------------------------------

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!

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