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Devlog #13 - Companion combat ☠️⚔️ - Part 1: The Basics



In the final chapter in our Character Design series, we have touched upon how we come up with the stats and skills for the Companion characters and enemies in Vagrus. A great number of those stats come in to play in action, so in this new Companion combat series, we are going to walk you through how they work in the game. Let's start at the basics!

Companion Combat is turn-based, where 1 to 6 enemies fight against your team of 1 to 6 Companions. You can use the Skills of your Companions to defeat your enemies, protect your Companions, and set yourself up in advantageous positions on the combat board.

Companion combat is made up of rounds. Each round, all the participants take turns to act, and when everyone has had their turn, the current round ends and a new round is started. This goes on until either all your Companions or all your enemies are defeated.


The main blocks that you can see in the Companion combat are these:


The Combat board is divided into two sides: the friendly side (left), where your Companions and occasional allies are, and the opponent side (right), where your enemies are. Both sides can have a maximum of 6 combatants. Each side has a front row (melee row) and a back row (support row). Each row has 3 positions. Certain skills can only be used when standing in a position of the appropriate row (for example, melee skills can only be used from the melee row).



The minimized Character sheet features the basic stats of your active Companion: their set of skill icons and the stats of said skills (more on skills in Part 2!). The Character Sheet can be opened to its full size, where you can see all the combat-relevant stats of the active Companion and consult the tooltips to learn more of each stat.

The Combat Log can be consulted at any time to see what exactly occurred. The log can be scrolled but if you wish to see more of it, it can be opened fully.

The order in which combatants receive their turns is according to their Initiative (INI): at the beginning of each round all active combatants add 1-6 (random) to their INI to determine in what order they will progress through the round (starting from the highest INI). The Initiative order (portraits at top left) shows the order in which combatants receive their turns. Wise leaders use this information to plan ahead.

You as a vagrus do not take part in combat directly but you can influence what happens in a very direct way nonetheless. The Leader medallion (top left corner) shows your Resourcefulness (purple bar) and Leadership skills. Each such skill can be unlocked by leveling up your vagrus, and each of these can be used to alter the course of combat using Resourcefulness. For example, Empower can be used to give Power to a Companion so that they can use powerful skills again, or Aid can be used to bring back Downed characters (who are essentially defeated and can't act in their turn). This brings a whole new strategic level to Companion combat.

In the next part of this series, we are going to go into skills and movement rules in Companion combat. Stay tuned!

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Intro teaser | Vagrus - The Riven Realms 📽️

https://youtu.be/iiKBGW9B1zQ

This time we brought you a snippet from the Intro of Vagrus. We hope find it intriguing and watch the full video in the game itself when it becomes available.

We also wanted to share with you that we are soon opening up the closed Alpha testing of the Prologue section of Vagrus. It will not be here on Steam though, simply because it is too risky to share games too early on Steam as negative comments/reviews can ruin the rating of the game even before it starts to take shape.

Instead, we will start with opening the game up for testing in a smaller and more contained environment on an indie game portal. You guys are of course welcome to join that effort but if you preferred to play through Steam only, worry not: we do plan to bring the game here sometime in 2019.

If you are interested, please visit our website for more information. Cheers!

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