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2023 Autumn Sales & Steam’s ‘Labor of Love’ Nomination


[h3]Hello everyone,[/h3]

Fresh off of our expansion’s release exactly two weeks ago, we’re right back into bringing you an offer for Vagrus at the Steam Autumn Sale. Starting today, anyone looking to pick up the base game receives a whopping thirty-four percent discount on it, as well as on our patronage pack, and the original soundtrack.


On top of all this, as is typically the case around this time of year, the Steam Award Nominations are now open! We’d certainly be grateful if you were to nominate Vagrus for the Labor of Love Award; and, if you’d like to, you can do so here.

If, like many of our dedicated players, you’re enjoying Sunfire and Moonshadow, our new expansion, we’d just like to say that we’re grateful for your support. A sprawling new area jam-packed with content approaching half of that of the base game is yours to explore, and, were we able to, we’d offer a discount on that, too. Unfortunately, the expansion is on its 30-day sale launch cooldown along with the Vagrus Season Pass. The latter is a discount for 3 DLCs in and of itself, as well as helps support the production of future content we have planned. So, if you’d like to see more of the wasteland in the coming year, you can do so with the Season Pass.

That’s all for today, pilgrims; stay safe out there, stay fresh, prepared, and vigilant – and most importantly – conquer the wasteland!

The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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Expansion Build and Hotfix I-V are OUT - Patch 1.1.50 - Codename: New Realms

Update (Nov 22, 2023): Hotfix V. has been released.

See the details below.

Why are we reposting this?: Apparently, Steam does not allow a build to be linked to a DLC release announcement type post, so the game was shown to be last updated in August. Hence, we are reposting our patch notes along with the Hotfix I-II notes to be able to provide the algorithm a post about a new build. #indiedevlifehacks

[h3]Hey everyone,[/h3]
Hot on the heels of our expansion’s release, we were ready to deploy our first hotfixes. These hotfixes address a swathe of bugs we’ve become aware of since the content first went out a few days ago. Among the matters addressed are those that appeared in yesterday’s “known issues” and several others that we are still working to fix. Please bear with us while we do our best to clear any problems and bugs as they become known. Checking the "Send Crash Reports" box on the Disclaimer screen helps a lot in becoming aware of things early, so thanks to everyone who did that.

It has also come to our attention via crash reports that for some reason, quite a number of our players are on earlier versions of the game (pre-hotfixes). So please make sure that Vagrus is updated to the latest version at all times.

Important Note: Considering the extent of the 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 inbuilt reporting tool (F1 button), forums, and our Discord server.

[h3]Hotfix V. v1.1501121J/22K - Live as of Nov 22, 5 AM for all OSes[/h3]
  • Added a script to retrospectively unlock event-related Achievements for those who previously crossed the 10-year limit.
  • Crew Combat Auto-offer can no longer cause the game to be stuck
  • Steam deck/controller fixes/improvements (still working on resolving the config reset).
  • Outpost crew add/remove actions now work in the increments intended.
  • Mercenary tasks against newly added enemies/factions no longer get stuck.
  • Minor Outpost tweaks and bug fixes.
  • Dialogue issues in the Hall of Fame were corrected.
  • Removed redundant Quality dependencies from authorities discussing the winds in great cities.
  • You only need to have Mokoru instead of equipping them to be able to use them as bait in the relevant quest (sorry).
  • Eylani will no longer appear out of nowhere during the Onyx patrols sometimes.
  • You actually gain the slaves that you round up in various encounters during the Onyx patrols.
  • More NPCs and groups now react to the conclusions of the Nemesis questlines in dialogues.
  • Chimera Legion victory in Hakhtarast now improves the Church of Sergorod's faction presence there.
  • Chimera Legion Nemesis quest battles during the sun ritual were tweaked to better match their narrative circumstances.
  • The objective related to the theologian during Prince's Commissions can now be completed.
  • Raised the benefits of House Darius reputation in Caverns of Largas.
  • At the end of the Exquisite Brew quest, players will now be able to see when to expect changes in Utun Ghrayi.
  • Some settlement Event navigational issues were tweaked (specifically when exiting certain facilities).
  • Numerous NPC portrait-related issues were fixed.
  • A ton of typos and stylistic issues were corrected.


[h3]Hotfix IV. v1.1501117G - Live as of Nov 17, 1 PM for all OSes[/h3]
We resolved the issue introduced in ..1115C & 1117F and redeployed their fixes along with some new improvements.
  • No enemies turning up - and hence getting stuck - in Companion Combat after selecting the Eliminate Their Leaders command from within Crew Combat issue fixed
  • The Eliminate their Leaders command can no longer be selected if no Leader/Elite units of the opponent are alive in Crew Combat
  • Fixed some issues in the Outpost upgrade progression scripts
  • Fixed an issue that caused some dialogue options to erroneously appear after finishing the "An Exquisite Brew" quest
  • Fixed an issue occurring during the quest "Suboptimal Efficiency" that caused more than one construction crew to be taken and thus caused players to get stuck with them (if you did get stuck with one, you can remove them now in Oil Field Venari after delivering one crew).
  • Commander Thadirath will no longer talk about the curse after finishing the quest at Wazirhai
  • Finndurarth can no longer save you in the caleri indefinitely
  • Price history bug where the prices were erroneously multiplied by the stack size again finally fixed. All hail 'Dauntless' who provided us with a repro. \m/
  • (Pertinent) Equipment now grant their boons at the Outpost as intended
  • Outpost mechanics / UI tweaks applied - mostly around productivity. (More coming later)
  • Tutorial sizing fixes (again)
  • "Mysteries of the Dead Forest" quest ending issue fixed
  • D'shír games difficulties tweaked
  • Changes were made to the sequence and frequency to the Blazing Oasis encounters where you can attain Aharutun plants
  • Lowered the Aharutun plant requirement during the quest "The Legate's Fall"
  • Instead of ambushing you, the raiders in the random Event where you can rush to the aid of faction shipments now get ambushed
  • Tweaked dialogue options of the Legate during her nemesis questline
  • Various typos and stylistic issues corrected


[h3]Hotfix III. v1.1501114C - Live as of Nov 15, 3 AM for all OSes[/h3]
  • Machine translations were added for the Expansion content
  • Camp UI getting stuck during multi-day rests (e.g.: Black/Mushroom Rot healing) was fixed
  • Kadaath highlight when crossing over to the Outer Realms for the first time was made significantly more visible
  • A bug that caused stacks being removed instead of units in Event trades was fixed
  • Outpost Nutrition dropping at Ration 100% instead of gravitating to 5 was fixed
  • Outer Realms movement issue when playing in a language other than English was fixed
  • Journal Note entry issues with controller fixes
  • Spiders' Accuracy stat was fixed
  • Some Equipment did not grant their supposed Outpost effects, it's now fixed
  • Tutorial sizing issue when the font size is increased was fixed
  • Various discrepancies that caused choices not to appear in the Event where you find stranded passengers were fixed
  • Many glitches and discrepancies of the quest "Suboptimal Efficiency" were fixed
  • Interactions leading to a softlock with Raewanar in Onyx Outpost were fixed
  • Entry to the Breach in Stygios Lumber camp was tweaked not to confuse players by disappearing choices
  • An edge case occurring if the quest "A Conspicuous Shipment" was repeated quickly was fixed
  • Softlocks caused by talking to the Chief Architect at Phlegetos Bridge were fixed
  • Softlock following the crew fight against Kasar when all Companions were wounded was fixed
  • Renkailon's Mark Target description was expanded to better inform what you gain by upgrading it
  • "Prince's Commissions" quest glitches were fixed
  • Suspicious Ahari passengers can no longer be taken when you ally with the Chimera Legion
  • Kabur's Prince can no longer boost the nemesis factions' reputation after you choose a side for good
  • Changed the materials needed for the Equipment "Hauling Litters" to better match the artwork
  • An issue that caused the Vaelenesthil part of the nemesis questlines to starting prematurely was fixed
  • Implemented a fix for players whose old save files contain No Repose issues (it is in the Ahskulite headquarters in Deven's Temple Ward)
  • A ton of text was improved (spelling, style, clarity, etc)


[h3]Hotfix I-II. v1.1501109Z - Live as of Nov 9, 4 AM for all OSes[/h3]
Hotfix II
  • Outpost capacity miscalculations from extremely old saves solved and some tweaks applied to the calculations, too
  • Outer Realms movement glitch with controller was fixed and some polish was applied
  • Settlement art enlargement related UI issues were fixed
  • Various smaller Event fixes, including some background image updates in old quests
Hotfix I
  • Deputy tutorial crash fixed- it is extremely awkward that we put this bug in with a performance improvement "fix" the day before release, sorry about that...
  • Camp UI calculation glitch solved
  • Several behind the scene crashes solved
  • Ambition texts still referring to the in-game 10-year limit were removed (Explanation here)
  • Allies can now be properly recruited in the later stages of the Nemesis questlines
  • A rare controller bug during the tutorial right before leveling up Morwen was fixed
  • A rare Steam Deck specific navigation issue in the Outer Realms was fixed
  • The occasional Movement Point weirdness in the Outer Realms was fixed
  • Fixed a Nemesis questline Companion Combat "boss" animation
  • Some NPCs received additional talk options sensitive of the state of the Nemesis questlines
  • The Forsaken Colony Codex entry can be attained by new means now
  • Some quest markers were updated
  • A number of smaller spelling and text issues were ironed out
  • A bit more informative "What's new?" pop-ups were added to point out where to start the Expansion


Now on to the original Patch notes of the major release we published on Tuesday (Nov. 7, 2032). Let's jump into the details!

[h2]Patch 1.501106U - Codename: New Realms[/h2]

[h3]New Content (Sunfire and Moonshadow) :sun: :moon: [/h3]
  • “Sunfire and Moonshadow” Expansion is released at the same time as this update.
  • Content and quests that come close to half the vanilla campaign in size.
  • The gigantic, seething Bronze Desert and the twilit Lands of Shadow are accessible
  • New settlements and points of interest in the added regions, including oil fields, oases, and frontier outposts.
  • New faction: the Handjari – work for them to earn their friendship and rewards.
  • Nemesis factions: The Chimera Legion and the Ahari are embroiled in a cruel fight for survival. Choose a side and fight for their victory!
  • Brand new music to accompany the Expansion, soon to be added to available OST.
  • Breathtaking artwork featuring the new regions and locations of the Expansion.
  • A great many new NPCs with their own stories and personalities.
  • An abundance of new Gear and Equipment.
  • Well over a dozen new enemy types, both in Companion and Crew Combat encounters.
  • New banners for your vagrus to display proudly.

[h3]New Content (General) :gift:[/h3]
  • New content related to the Outer Realms was added for everyone (No DLC required). It involves a quest and a new unique location with its own Outpost.
  • Some new art assets were added to previous Events in the main campaign.

[h3]New and Updated Game Design (Sunfire and Moonshadow) [/h3]
  • The Twilight mechanic was introduced with a new “Lamps” Equipment slot and all sorts of lamps to counter the negative effects of darkness.

[h3]New and Updated Game Design (General) :shiny:[/h3]
  • The main campaign’s in-world time limit was removed entirely for various reasons. You can read about it here.
  • Day of the week type of dependencies were added, so you might come across choices that only appear on a certain day of the in-game week.
  • Camp defense Fighter requirements were reduced for all voluntary crew members.
  • Outposts were reworked in a major way (see below).

[h3]Outpost-related Changes :sun: :moon: [/h3]
  • A brand new Outpost User Interface was added
  • Warehouse: you can store your Goods and Equipment at your Outpost
  • Statio: your own mansio at your Outpost where you can store your Mounts and Beast, as well as switch between beast types
  • The Outpost license fee was reduced by 2000 Bross (upon loading a save where you already paid for it, you get that money back as a reimbursement automatically)
  • The Outpost upgrade’s resource requirements were somewhat reduced
  • The Outpost production was tuned down to be in line with the cheaper setup
  • Mounts are no longer used for salt production
  • Certain pieces of Equipment stored in your Warehouse provide bonuses for Outpost activities (e.g. Mining Equipment enhances resource yields)

[h3]User Interface Improvements :pencil:[/h3]
  • The Camp UI now uses a single lock feature that locks all in your current settings for rations, guards, and so on.
  • The Price History tab has been improved, offering new sorting options and making it easier to navigate between settlements for easy comparison.
  • The Scouting UI has been enhanced to make the available options clearer.
  • The Custom Notes UI has been improved, making it easier and more enjoyable to jot down your thoughts.
  • Chart legend improvements have been made for clarity, including the introduction of multiple-category Chart entities.
  • Giving away Equipment in Events has been improved. Now, you can choose to give away or keep your currently equipped pieces of Equipment and you are warned if you are about to part with your only piece of a type of Equipment.

[h3]Bug Fixes :bug:[/h3]
  • Breaking camp conditions are now synchronized with the tooltips, providing a clearer understanding of the requirements.
  • The process of moving Gear between Companions has been improved. Unequipped Gear of the same type will be equipped first if available. Furthermore, in Events and Tasks, you will offer unequipped Gear to meet conditions first.
  • The Insight tooltip is now clearer about the purpose and use of Insight.
  • Various elements on the Camp UI have been fixed.
  • Passengers are now more willing to indicate their desired destination: before you take them, you can click on the Destination icon to see where they are going on the Chart, and you can also click the new button at the front of each Passenger entry now to see their destination on the Chart.
  • Some node background anomalies have been fixed, primarily those related to the day and night cycle in settlements.
  • The delay and graphical glitch when the Codex is opening has been fixed.
  • Fixed an issue that caused the travel time between settlements in some cases to appear out of place.
  • Resourcefulness can no longer overflow.
  • Discovered settlement and POI nodes are now consistently displayed on the Chart, whether or not the player has clicked on them or merely moved through them.
  • The Loader's Guild storage unit lottery now provides rewards as indicated on the UI. The Guild has been kindly asked not to deceive players any longer. 🙂
  • If an Event is active, you can no longer use hotkeys to interact with inactive windows.
  • Events sometimes caused you to exit settlements when it was not intended, and at other times, you remained within the settlement despite the narrative suggesting otherwise. The entire system has been adjusted to ensure consistency.
  • Anomalies in Beast type swapping have been resolved, especially in cases where the settlement did not possess the type of Beast that matched that of your comitatus.
  • The text overlapping on Crew Combat buttons has been fixed.
  • Fixed an issue that caused unresponsive Camp UI buttons after engaging in Companion Banter.
  • At times, it was possible that theme-specific music was not playing in certain regions. The orchestra has been instructed to be more attentive to the surroundings and play the appropriate tunes for each location. 🙂
Known Issues:
  • There is a rare controller-related bug during the tutorial right before leveling up Morwen
  • Allies are not recruitable for the nemesis show-down quests (fix coming very soon)
  • A rare Steam Deck-specific navigation issue in the Outer Realms

[h2]Coming Up Next[/h2]
  • Bug Fixes and Balancing Tweaks for “Sunfire and Moonshadow”
  • Additional Content for “Sunfire and Moonshadow”
  • Outpost UI and balance tweaks
  • Machine translations for the Expansion

Stay vigilant as you conquer the wasteland!

- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

Sunfire and Moonshadow & Season Pass are Live!


[h3]Hey everyone,[/h3]

Xeryn is about to become even more captivating as we proudly announce the release of our highly anticipated expansion: Sunfire and Moonshadow, featuring a vast new region to explore. As of now, it is available to the public on all major PC platforms and it can be purchased as part of our Season Pass, which includes two future DLCs. Check out the trailer here: [previewyoutube][/previewyoutube]
Brace yourselves for adventures filled with treacherous challenges and untold secrets waiting to be unveiled. A swathe of new settlements, new enemies to conquer, new stories to be a part of, a large cast of characters, and new quests to complete through which you can make your mark on the continent await you. That’s not all, however, as the Bronze Desert introduces a central conflict involving three new factions – the Ahari, the Chimera Legion, and the Handjari. The expansion features content approaching half the size of the core game.

https://store.steampowered.com/app/2297000/


https://store.steampowered.com/app/1762031/

It is also important to note that we’ve just done away with the in-game campaign time limit (those elusive 11ish years). This became necessary because there’s just so much to do now (with all the free DLCs and now the expansion) that it would have created a requirement from players we felt would be against the slow and methodical style of Vagrus. Unfortunately, expanding the time limit was not a good option either, especially considering future content. More on this in the article we penned on the issue.

We have also hammered out quite a number of issues in our latest update. You can read the Patch Notes here.

Stay vigilant as you conquer the wasteland!

- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

Sunfire and Moonshadow Release Date and Season Pass Announcement


[h3]Hey everyone,[/h3]

It’s been quite the year since we started developing Sunfire and Moonshadow, our first expansion. Those of you who’ve been following us know that it is introducing a new vast region to explore with a swathe of new settlements, new enemies to conquer, new stories to be a part of, a large cast of characters, and new quests to complete through which you can make your mark on the continent of Xeryn. That’s not all, however, as the Bronze Desert introduces a central conflict involving three new factions – the Ahari, the Chimera Legion, and the Handjari. The expansion features content approaching half the size of the core game.

[previewyoutube][/previewyoutube]
We have already shared many of its numerous teasers and tidbits, and now we have very good news for those who have been looking forward to getting their hands on it. *Drumroll* The release date for Sunfire and Moonshadow is officially the 7th of November! We’ve been looking forward to it for quite a while now and we are eager to share the anticipation with you all. So much love has been poured into its development; we can only hope that when the time comes, you’ll be able to enjoy playing it as much as we have creating it.


Furthermore, we are adding a Season Pass that will allow players to buy both the expansion and a further two upcoming DLCs! This way, we will gauge interest in our unannounced DLCs, one of which will be adding two companions to the core game (planned release in the first half of 2024) while the other will add a new region (expected around the end of 2024). The Season Pass will grant you a small discount on all that is included, and will greatly support future content creation as well.

Until then, stay patient, stay vigilant, and conquer the wasteland!
- The Lost Pilgrims Team
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!

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

Colony Ship leaving Earth on Nov 9

It is the Year of Our Lord 2754…

You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.

The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

From our friends at Iron Tower Studio comes COLONY SHIP - an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.



A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.



Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...



Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles a deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.



Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.

Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.


Come try the demo and play through the entire first chapter:

https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/?utm_source=steam&utm_medium=affiliate&utm_campaign=vagrustherivenrealms