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Expansion Devlog 1 - The Geography of the Bronze Desert

Hey everyone,

With the announcement of Vagrus’s first expansion behind us, we thought that it’d be a good idea to create a short series of devlogs about certain frequently appearing topics regarding Sunfire and Moonshadow. The first of these – the one you’re reading – is about the region itself and its boundaries, with some lore tidbits sprinkled in. So, let’s get to it!

How Does it Measure Up?

Let’s not beat around the bush. The playable area of the expansion has the following borders:
  • The Brown Mountains in the west and northwest
  • The coast of the Northsea in the north
  • The River Lethe in the east
  • Voldano’s Shield, the Dead Forest, and the River Umbra in the south and southeast

Of these, some might deserve a short explanation, though we would not want to give away too much too early. The reason for not being able to travel past the Brown Mountains to the north is that the only traversable pass, the Pass of Glory, is kept open only for Imperial legions that are traveling to the frontlines past the continent and back. The lands beyond are either uninhabited or under martial law, so no free commerce is allowed anyway. Then there’s the Dead Forest, an accursed place where simply getting too close to the ailing trees can kill you, but nobody risks going in too deep. Moreover, beyond the forest and the mountain range called Voldano’s Shield lies the Plains of Agony – an ineffable, corrupted, nightmarish wasteland that none have returned from since its formation following the Calamity. And while you could theoretically pass over the Rivers Lethe and Umbra, each of these respective crossings are blocked for different reasons; these you will have to discover yourself.

And so you would have roughly the area below, which is more than a third but less than half of the original playable area of Vagrus’s open-world campaign.


The large majority of that playable area is the Bronze Desert with the foothills and coast surrounding it but down south travelers can descend into twilight made manifest as they reach the benighted Land of Shadows. Last but not least, there is the city of Kabur, Jewel of the North, a rich and diverse metropolis the likes of which can rarely be found in the Riven Realms.

What is the New Region Like?

The Bronze Desert is one of the largest contiguous deserts of a continent notorious for its arid wastelands. That said, it is markedly different from the dry badlands you have already come across in the game. For one, its natives, the Bandul, and their culture, is unique and cannot be found elsewhere on the continent. Then, there are the Tarkians – lots of them – who are not native but have certainly made a home away from home for their people. Imperials round out the list of the most prominent inhabitants, and as ever, their industrious and warlike ways have left their mark on the Bronze Desert. Even now, their war rages in the far north, and their legions are constantly on the march to and fro the frontlines. The three factions we’re adding to the already imposing list of potential allies mirrors these three people in intricate ways (more on them in the next devlog post).

They say that the region was already a desert long before the Calamity and it is true. For that reason, the people, creatures, and phenomena native to the Bronze Desert are much more in tune with the nature of this wind-beaten, sun-scorched realm. And so it would be potentially fatal ignorance to believe that the Bronze Desert is an empty, lifeless place. The many oases, outposts, and oil fields are teeming with nomadic wanderers and traveling opportunists alike, while the deep desert and the cold wasteland nights are stalked by many a strange creature.


And yet, the Bronze Desert is not the only realm of the expansion. As an almost anathema to its sun-drenched, coppery sands and blazing skies, the Land of Shadows is a dark, oppressive, benighted land that has been cursed into eternal twilight by the Calamity’s ruinous fallout. Even though few dare tread these forsaken plans and twilit forests, opportunities such as lumbering and mining draw enough interest to turn this region into a frontier – an extremely dangerous one at that. If the allegedly living shadows and life-draining trees weren’t enough, now a strange skittering echoes through the mountains to the west which brings dire portents to anyone trying to make it in this land of darkness.

So How Does One Get There?

A fair question, considering that hawk-eyed vagri such as you might have already noticed that the region outlined above does not have a direct border with the one in the base game. At this time, we can only say that it will be a unique, never-before-seen method of travel that we have spent a lot of time and love developing, and which – the dark gods willing – will be able to serve as a gateway to future content. For now, however, we shan’t give more away; instead, we hope that when you get to see it, it’ll be as exciting to explore and use as it was creating it.



That concludes our first devlogs on the expansion Sunfire and Moonshadow. In the upcoming weeks, we’ll have more of these posts on certain aspects of what we’ve been brewing up. Until then, stay tuned, stay vigilant, and conquer the wasteland!

The Lost Pilgrims Team
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Expansion Announcement: Sunfire and Moonshadow

The time has finally come to announce our upcoming expansion for Vagrus and go into a little detail about what we’ve been working on for the past seven months. It’s been a long, hard road, and while we’re slowly making our way to the finish line, we still have a great deal of testing to do, plus numerous final touches to iterate upon. It’s a terribly exciting time at Lost Pilgrims Studio, and it’s time to share at least some of it with those who made it possible: you, the players. The expansion’s store page is available for viewing and is ready to be wishlisted here on Steam.

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

Those of you who watched Tacticon may have already seen our short teaser, but rest assured, we’ve embedded it in this post for your perusal (and speculation!). First, we want to answer the most pressing question, however – what exactly is this expansion about? We’ve put together some of the key details below, as well as the trailer beneath it:

Occupying the northwestern corner of the continent of Xeryn, a desert older than the Calamity lies between the Brown Mountains and the River Lethe: the Bronze Desert. It is a realm torn by war in more than one way. The Empire rallies its immense legions here, sending them north toward the Green Continent to lay waste to its lush lands while the elite Chimera Legion remains behind to oversee this arid staging ground. Deep in the desert, however, lurks a different threat – that of the Ahari. Birthed by the native Bandul and tempered by their unwillingness to yield in the face of Imperial oppression, the Ahari seek to win back their sacred oases and holy sites, fighting an impossible campaign of terror. Amidst it all are the Handjari, sworn allies of the Empire and stewards of the greatest city in all the Bronze Desert – Kabur, the Jewel of the North.

The stage is set, the stakes are high. Who will you, a mere vagrus, align yourself with? The mysterious Ahari and their Sun God or the cruel Chimera Legion and their ruthlessly pragmatic leader, the Legate? Your decisions will shape the fate of the region writ large, paving the way for a new, uncertain future throughout the Realms.

[previewyoutube][/previewyoutube]
Sunfire and Moonshadow offers a new, vast region to explore complete 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 your vagrus may make their mark on Xeryn. With all this, as well as the introduction of a central conflict involving three new core factions – the Ahari, the Chimera Legion, and the Handjari – the expansion features content roughly one-third the size of the core game.

We hope you’re as excited as we are to return to the Riven Realms and explore and exploit an entirely new region. We’ll keep updating you on the exact date of the release as we know more, but for now, rest assured – the expansion will drop sometime in Q3 of 2023. Until next time, stay vigilant, stay awesome, and conquer the wasteland!

Oh, lest we forget: we have also deployed our latest Public Beta built to the default branch here on Steam. Enjoy!

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.

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[h2]Patch notes v1.1.340510E[/h2]

[h3]User Interface Improvements :pencil:[/h3]
  • Removed the option to show the current version number in the upper right corner. It is still visible in the main menu under the “Currently Known Issues” section.


[h3]New/Updated Features :shiny:[/h3]
  • Redesigned Overwatch mechanics.
  • Implemented a new diagonal Push/Pull feature that opens up more strategic opportunities and challenges for Companion Combat.
  • The Main Menu background can be changed now with the corresponding button on the bottom-right of the screen.
  • We have added a wider range of available resolutions.


[h3]Bug Fixes :bug:[/h3]
  • Fixed a bug where the enemy Flee chance increased with actions that give additional Chase.
  • Implemented an array of controller improvements.
  • The tooltip of Explore is now fixed on the node radial menu.
  • We have made some fixes related to the Settlement UI.
  • Fixed a bug where there was no sound the first time a new game was started.
  • Fixed a rare crash at the beginning of PotW.
  • Fixed a bug where the quantity of remaining goods were displayed incorrectly when a stack was bought by dragging.
  • Some faction related UI issues were fixed.
  • Fixed crashes caused by gears in the deploy.
  • Fixed a crash related to scouting.
  • Longer tooltips can no longer go out of the screen.


Known Issues:
  • Escort Tasks and related anomalies.
  • The Event UI can act funny in 21:9
  • Blank Equipment icons if the throwout UI is triggered from a Settlement (they refresh later)


[h2]Coming Up Next[/h2]
  • Obstacles in Companion Combat.
  • Outpost UI


Stay tuned 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

New Public Beta Build

[h3]Hey everyone,[/h3]

For those of you who have been brave enough to venture on our Public Beta Branch, we have just deployed a new build for you. Check it out and let us know how you find these changes.

P.s.: the work on additional content is still going on full steam, don’t get worried by the slim Public Beta build.


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[h2]Public Beta Patch 1.1.340419T[/h2]

[h3]New/Updated Features :shiny:[/h3]
  • Implemented a new diagonal Push/Pull feature that opens up more strategic opportunities and challenges for Companion Combat.
  • Redesigned Overwatch mechanics.
  • The Main Menu background can be changed now with the corresponding button on the bottom-right of the screen.
  • We have added a wider range of available resolutions.


[h3]Bug Fixes :bug:[/h3]
  • Fixed a bug where the enemy Flee chance increased with actions that give additional Chase.
  • Implemented an array of controller and Steam Deck specific improvements.
  • The tooltip of Explore is now fixed on the node radial menu.
  • We have made some fixes related to the Settlement UI.
  • Fixed a bug where there was no sound the first time a new game was started.
  • Fixed a rare crash at the beginning of PotW.


Known Issues:
  • Escort Tasks and related anomalies.


[h2]Coming Up Next[/h2]
  • Controller support /Beta/ refinements.
  • Obstacles in Companion Combat.


Stay tuned 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

Announcing Steam Community Items & Upcoming April Fool's Sale



Hello everyone,
[h2]Are you ready for our Community Items?[/h2]

Many of you might be familiar with Steam Trading Cards and other community items. Essentially, you can collect cards for playing games for which the feature is available. Complete sets of cards can be crafted into game badges that appear on your profile, earning you marketable items, such as profile backgrounds, emoticons, and coupons. They contribute to your Steam Level and are a fun way to show your love and dedication to the games you love.



Since we most definitely love Vagrus, we wanted to provide you with yet another way to engage with it and so we proudly present our very own community items. By playing the game, you are able to collect Steam Trading Cards, which you can turn into backgrounds, emoticons, and coupons. Players already owning the game should retroactively receive a number of cards corresponding to the amount of time they have spent playing Vagrus (capped at 6, half the maximum available by Steam default).



Our trading cards feature companions, backgrounds are beautiful displays of (mostly) location art, while badges and emotes consist of a set of coins and fun icons from the game, respectively.



The full list of all the neat little goodies to collect is as follows:
  • Badges (6)
  • Trading Cards (12)
  • Profile Backgrounds (9)
  • Emotes (10)
  • Animated Profile Backgrounds (3)
  • Animated Avatars (3)
  • Animated Avatar Frames (3)
  • Stickers (2)

You may find some of these in the Steam Points Shop.

April Fool's Day Sale

To celebrate this crazy happy occasion, Vagrus and its DLCs will be available for purchase at a discount throughout the upcoming weekend.


Until then, stay tuned for more, 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

The Most Dangerous Ruins of Terra Supra (Parts 1 and 2)

As you may know, terra supra, the northern part of Xeryn, is dotted with perilous and deadly places most people tend to avoid. Now, we are going to take a look at these, focusing on the ruined cities of yore. Embark with us upon a dread journey into the most dangerous ruins in the Riven Realms. Be warned, though, they are not for the faint of heart!

Arx Mortis

The Desert of Black Sands is a terrible place where no living thing can exist for more than a few hours due to its life-draining curse. At night, a strange bluish-white, sickly glow can be seen on the horizon: the dread mirage of Arx Mortis, the City of the Dead, and the source of all evil in the region. The place used to be Calderum, and it was the capital of the Sanvorati province. Known as the City of Light, Calderum was turned into its most horrible caricature by the Calamity. These days it is a dead city filled with eerie moaning and groans, cast in perpetual twilight, and beset by bone-chilling cold and a pale, warmthless light emanating from the faded rocks that are almost all that remain from its beautiful buildings and walls. The curse affected the surroundings of the city as well and thus the Desert of Black Sands was born, bereft of life and joy, and light forever.



Rhadamantis

Rhadamantis lies in the ancient valley of the River Lethe. It is known far and wide on the continent that touching the river’s waters will almost certainly erase one’s memory. Constant change storms rise from the valley and strike out north and west. Furthermore, the cursed ruins of the city itself are rumored to change people in even more despicable ways. Everything in the region is considered accursed, and it is said that people exiled from their tribe often wandered up the valley to meet their doom. Still, most travelers maintain that no sane person has any reason whatsoever to venture even close to Rhadamantis, so this region is largely abandoned. Unfathomable dangers lurk in these lands and the shattered city, the gray, broken ruins of which spread out on both sides of the Lethe for miles under strange skies. Is the doom that reached ancient Rhadamantis, oldest of cities, the same as the creeping blight that took over Agathon to the southeast?



Scorponar

The strange desert called the Plains of Bone used to be a place of rolling flats and gentle hills, but now it is a rocky desert region of gray and beige sands, as well as large piles of bones. In its heart, travelers can find the ruins of the once beautiful Madrigos, an Imperial city famous for its wealth, hospitality, and snow-white marble walls. Today it is a forsaken ruin that has become the capital of the Scortaur, a race of scorpion-men who hunt all other races mercilessly and uncompromisingly on and around the Plains of Bone. They call their city Scorponar, and very few can tell the tale of seeing its shattered buildings and crumbling walls. Those who did see it talk about bone scaffolding and fortifications – from ivory taken from the surrounding plains –, flayed bodies hanging from battlements, and banners crafted crudely from the skin of the Scortaurs’ victims. Scorponar is a place of horror and despair, with the old white stone of Madrigos peeking out from under the colorless sands like broken teeth or shattered bones. Much like a dreadful nest of poisonous wasps, Scorponar belches forth vermin when kicked, which has happened whenever someone decided to put an end to the Scortaur threat by attacking the ruins – and failed spectacularly every single time.



Vaelenesthil

Vaelenesthil is a great Elven ruin in the region of hills on the southern edge of the Bronze Desert. Before the Calamity, the place was a city-state of Elves that was loosely associated with the elder race’s realm of Dor Anthelas. Its inhabitants were famous for creating a magnificent garden in the otherwise arid regions of the northwest, although these Eldin (or ‘Green Elves’) were disinclined to contact and educate humans – though they were not hostile either. They traded with the Imperials and the Bandul locals but remained diplomatically detached from them.

The Calamity devastated the tranquil hills and great forests south of the city, turning them into cragged, arid rock desert and into the Dead Forest, respectively. Vaelenesthil's Elves did not survive the magical cataclysm and no account of their fate exists. Today, the city's ruins are half-buried under rocks and sand at the center of maze-like ravines and valleys that make them very difficult to approach. The few travelers who dare enter speak of cracked marble towers and domes, heralds of a faded beauty, but not much else. No gardens or riches remain, except perhaps deep below the ruins, though none have lived to tell the tale after delving below. There is talk of strange noises, voices, eerie lights – even odd scents during nights that make people avoid Vaelenesthil altogether. However, in truth, most ruins on the continent have such phenomena attributed to them.

Some whisper of the great ruins being haunted, fearing in equal measure the terrifying, azure apparitions that lurk in the night and at its tenebrous crannies and nooks. Such accounts are few and far between in the Fourth Age of Xeryn, though one such story does exist – a story we wrote of a comitatus that dared venture forth into its depths, facing down Yrg and the even more horrifying denizens that reside there.

If you fancy a read, you can find that story here. Sadly, as of yet the story remains unfinished, but we don’t want to give everything away now, do we?



Carravon, the Howling City

Carravhon, called the Howling City, is one of the most prominent ruins of the middle regions of Xeryn. It is of Elven origin, and it is said that the ancient magic of those fey people made the winds around its silver towers go mad. For that reason, no living soul has been able to enter Carravhon since its fall during the Calamity.

Carravhon was an independent Elven city-state on the edge of the Empire’s arboreal middle provinces. It seceded from Dor Anthelas - the Elven kingdom of the continent - many thousands of years ago when the Elven Queen Orowen aen Muír Dramwúa took her people over the continent and settled at the foot of the Sepis Mountains. There the Elves built a city of wonderful white marble and clear silver, and were foremost among those that taught the humans, thus aiding in their rise to dominance. Cultured and learned, Carravhon’s Elves were the masters of music. Orowen’s singing voice was said to be able to make people weep in joy, and her magic worked wonders through that voice. When the Calamity burned and destroyed everything, Carravhon was not spared either: the magnificent city shook and collapsed, its residents and music falling silent forever. Now situated at the far end of the Singing Winds, Carravhon is a haunted place.

The ruins look pristine from afar. The city was built of white marble with Elven decorations of silver and gold running in floral patterns along its slender towers and clean walls. Golden domes were rising above gardens and parks. Now only desiccated trees remain but the shining metal decoration and white marble can be seen even from afar, drawing many treasure hunters close who then fail to return. People speak in hushed tones of the voice of Queen Orowen being carried on the melodious winds of the desert but anyone going close to the ruins themselves tell tales of a horrid, deafening cacophony coming from there on the brutal gales and tornadoes.

Quite recently, the city has seen a lot of activity. A series of earthquakes and terrible, screaming winds burst out of the ruins northward, opening up the earth in giant, snake-like chasms. Ever since, the wind does not relent, burning the mind of anyone who ventures too close.



The Dread City of Agathon

Once a marvel of culture, creativity, art, tradition, and learning, Agathon stood as a symbol of prosperity long before the Calamity struck. Nestled in the ancestral lands of ancient Daromar southeast of the River Lethe, the great city fell into ruin in the wake of the Calamity’s decimation, and it is said that it has now been entirely consumed by a fleshy, membranous mass of interwoven organic matter, infused with an entropy that corrupts everything it touches. The dreadful corruption is said to have originated from the nearby source of River Lethe to the northwest, from whence it spread, enveloping and consuming everything in its path.

During the Restoration Period in the Fourth Age, legionnaires and settlers attempted to retake the city, only to perish against the tide of otherworldly corruption that the strange organic growth brought with it – a growth, which, according to some accounts, ails its victims with a sickness not dissimilar from the Taint or as is sometimes the case in the area, through Change Storms. For these reasons, the Imperials soon learned that survival in or near the confines of the Dread City was an impossibility, though their losses were already manifold. They named the accursed region the Plains of Agony and forsook their attempts for good. To this day, the reasons for the city’s surrounding corruption and deadly effects remain an enigma, for few dare to approach its dreadful, looming presence, and even fewer have returned to tell the tale in the thousand years that have passed since its thaumaturgical downfall.



As you can see, the Calamity has caused great damage to the once-great cities of the Empire but even worse - it cursed them so that they now cling onto a bleak, terrifying existence, waylaying travelers and corrupting whole regions around their sad remains. However, if you like reading about these kinds of things, we might return with another round of perilous ruins from the wasteland.

Until then, stay safe, stay sane, 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