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Vagrus - The Riven Realms News

A New Build is OUT - Patch 1.180



[h3]Hey everyone,[/h3]

This week’s update addresses several issues, removes the much criticized Chinese and Japanese machine translations and features some Quality of Life optimizations. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we progress.

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 1.180[/h2]

[h3]General Improvements :gift:[/h3]
  • After considering the overwhelmingly negative player feedback, we removed Chinese and Japanese machine translations because we felt that their quality was not up to standard.
  • Slightly increased/optimized savegame loading speed.
  • Greatly optimized the storage of archive logs, which will aid us to better identify certain types of issues in the future.
  • Added Dual Shock 4 and Dual Sense support.


[h3]User Interface Improvements :pencil:[/h3]
  • Changed the language selection screen texts to better indicate that those were not official translations.


[h3]Bug Fixes :bug:[/h3]
  • Fixed an issue that caused manual saves to be impossible if the player’s vagrus had special characters in their name.
  • Fixed an issue that caused the loading screen to lock up.
  • Pressing Shift+1 on the Settlement main screen no longer opens the first Event on the Story pane in addition to opening the player’s Crew pane (its expected behavior).
  • Further optimized the performance of the Outer Realms location.
  • Fixed an issue that caused the minus button on the Discipline UI to zero out the value instead of lowering it by on


As ever, more is coming, so 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

Enriching and Delaying Our New Region DLC

Hey everyone,

As we approach the end of 2024, it's time to give an update on our upcoming DLC. While our hope was to release it this year, it has become clear to us that it is an unrealistic target. We cannot announce its release date just yet, but we can be sure that it will take at least until next year to complete, and with good reason.



‘What is that good reason?’ we hear you ask. Well, let’s call it a habit at Lost Pilgrims. While developing large bits of content like the next DLC, we keep enriching them to have better density of content than previous releases. Part of this is organic, the rest is a deliberate attempt to push the envelope. In this case, the region is not going to be as large as the Bronze Desert of Sunfire and Moonshadow, but we are trying to do something special with depth. This includes stories, NPCs, enemies, varied and complex quests, improved reactivity, and so much more.

Needless to say, we shall keep you updated as things develop, writing here and on Steam about the DLC and how it is coming along. And of course, as we move closer to release, we’ll be introducing you to more folk like those pictured below, though we can promise they’ll not all be cannibals. We’ll ride the line between keeping your eyebrow raised and you cracking the code, because that’s what we love. However, the theme and location of the DLC is so telling that it’s quite difficult to reveal something without giving it all away.



Vagrus is currently taking part in Steam’s AdventureX Sale. If you’ve been on the fence about jumping into our newest content or have a friend who you want to introduce to the Riven Realms, you can make it happen.



Until next time, see you out there in the wasteland, vagri; don’t get too caught up in the struggles of the Riven Realms. There’s much, much more to come!

– The Lost Pilgrims Team

A New Build is OUT - Patch 1.176

[h3]Hey everyone,[/h3]

This week’s update addresses several issues that we’ve been aiming to fix since our last patch. It also adds several new small Quality of Life features that further streamline UI and UX elements across the board. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we move closer to the end of the development cycle.


As has become a habit, Vagrus is currently taking part in Steam’s Turn-Based RPG Fest, which marks the occasion of our final sale before price increases come into effect for Sunfire and Moonshadow and the Season Pass. So, if you’ve been on the fence about jumping into our newest content or have a friend who you want to introduce to the Riven Realms, you can make it happen for the old price with a discount to boot.

The detailed patch notes are below, as usual.

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 1.176[/h2]

[h3]New or Updated Features :gift:[/h3]
  • Improved the particle effects on the campaign map.

[h3]User Interface Improvements :pencil:[/h3]
  • From now on, Perk category Event choice dependencies also indicate whose Perks are required (vagrus only, whole comitatus) just like in Tests.
  • Changed the display of Quality dependencies without an added Quality level requirement so that they are easier to understand (the tooltip will no longer refer to a 0 requirement).
  • When starting a new game, the dialogue options of Agos can now be navigated by using number keys on the keyboard. We also added hover highlighting to them.
  • Removed the redundant X button from the Hunting and Foraging Results window.


[h3]Bug Fixes :bug:[/h3]
  • Fixed an issue that caused Companion Combat Skills that forced the target to move (for example, Javek’s Hypnosis) to have no effect when the target was surrounded by other entities. Now the target can swap places with every eligible character when forced to move.
  • Fixed a rare issue that caused the Ahskulite Retinue not to disembark, blocking players from passing through Realmgates and in general causing a lot of headaches. Ahskul disapproved, though He is sated now.
  • The right side Character Sheet in Companion Combat that is supposed to be empty when no enemy is selected will no longer display Renkailon’s stats (sorry Ren!).
  • Fixed an issue with controllers (including Steamdeck) that caused Events happening upon leaving a settlement/point of interest to immediately activate entry into that place.
  • Fixed an issue that caused the Game Log to display the wrong information (stat changes) related to Camping if it was canceled.
  • Fixed an issue that caused the Character Sheet to be missing its background when opened during Hero Select.
  • Fixed an issue that caused overwatch-type attacks to not trigger when an enemy is force-moved into the overwatched position.
  • Fixed an issue that caused players to be unable to switch between summoned entities or close the window on their Character Sheets when using a controller.
  • Fixed an issue that caused the radial menu to be open when returning to the campaign map from the Main Menu.
  • You can no longer softlock the game during the Deputy tutorial.
  • You can no longer accidentally (or intentionally if you knew how) skip the Outrider tutorial.
  • Fixed an issue that allowed players to move farther in Forced March than they had MPs for if using double clicking.


As ever, more is coming, so 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

Chunky DLCs and Price Increases



Hey everyone,

This week we’d like to broach a matter for the sake of transparency. Reality in the context of global gaming industry trends has set in, and the result is hard times for everyone. We are no exception and, since we have an insatiable desire for creating quality DLCs, this has left us in a rather precarious situation.

Financially, our DLCs need to break even for it to make sense for us to produce them. Indie game development is a passion, that’s true, but it’s also a business that needs to sustain itself and the developers. To that end, we have decided to increase the price of our Sunfire and Moonshadow expansion (SaM), along with the Season Pass, which will of course only affect future purchases.

[h3]A Little Background[/h3]

We were halfway through the development of SaM when we knew that its scope had grown far beyond what we had originally planned. We were, however, happy with the path it had taken, and wanted to keep a consistent quality throughout as well as enough “bang for your buck”.

Player feedback has vindicated its length and quality, with some saying that the expansion’s breadth encompassed hundreds of hours of additional gameplay. We are happy for it to have had so much good feedback, but there remains an issue.

[h3]Sales[/h3]

Our revenue predictions were spot-on, but due to the increased scope of the expansion, our costs were far higher than expected. With inflation ravaging our studio much like it has most of the world’s economy, the expansion was very expensive for us indeed. This is why we will be increasing its price.

[h3]Old Acquaintances[/h3]

This DLC took longer than we expected, but by this point, we had already learned our lessons from the previous expansion. Again, we put in a great deal of extra time and added many additional features, as it would seem we cannot help ourselves. Thus, we set a realistic price – one that we intend to keep the same. Unfortunately, however, sales on this DLC were not as high as we would have hoped.

[h3]The Future[/h3]

Our next big release will be our upcoming region DLC, which – like all the others – has already been enriched by a large scope and a wealth of ideas. Again, it seems that this is just what we do. The number of art assets, NPCs, questlines, and stories in the Riven Realms is growing larger by the day, and we want to do our best to bring you as much added value as possible.

To help pay for all this, we will be selling this third DLC at a slightly higher price.

Lastly, we are considering adding some cosmetics for sale to those who may be interested; these would be alternative sets of clothing for Companions and would be marketed as supporter content. If you would be interested in these sorts of additions, please let us know – as always we are eager to hear from you. You can join our Discord and interact with us directly if you so wish.

[h3]Conclusions[/h3]

And so, to summarize:
  • The price of Sunfire and Moonshadow will go up to $19.99
  • Old Acquaintances will stay at $8.99
  • The Season Pass’s price will increase to $34.99

The price of the third DLC (in the works and included in the Season Pass) is yet to be determined, but it will better reflect our production costs.

We are considering putting Companion cosmetics on sale and would appreciate your feedback about this idea.

Of course, the decision to increase some prices did not come about easily and we understand that this is not good news. However, we also believe in transparency and sometimes unfortunate things happen, too – but there’s a silver lining: we will have one more sale before these new costs come into effect. So, if you haven’t grabbed what you’re interested in yet, now might be the time to do so! That’s a wrap for now, so we’ll say goodbye and wish you luck out there, as we always do. Stay safe, stay vigilant, and conquer the wasteland!

– The Lost Pilgrims Team

A New Build is OUT - Patch 1.175 - Codename: Conrectus Ligaturae

[h3]Hey everyone,[/h3]

As we’ve alluded to in recent posts, the recent release of Old Acquaintances has set the creative part of the team into action on our next DLC, but what have our programmers, UI, and quality assurance people been up to?

Why, improving the game, of course. This is why we’re happy to present some impactful quality of life (QoL) changes that will help make your Vagrus experience all the smoother.



[h2]Companions and Character Sheets[/h2]

The first complaint we’ve received multiple times – and for which we’ve been trying to find a solution for a while – is related to the information available for Companions’ Skills. Currently, it is possible to use the arrow indicated on the right-hand column below to view the next Skill level above your current one by clicking on it. In the screenshot, you can see this is possible for both Suppressing Shots and Defensive Cut.



Now, you will be able to view all levels of the Skill. This means if you have Poison Arrow I. on Criftaa then you will also be able to see the statistics of levels II. and III.

But that’s not all: previously obtusely presented Skills – like Criftaa’s multi-phased Suppressing Shots – will now allow the player to toggle between their phases; the first phase is for the overwatch portion of the Skill, like in the picture above, while the second phase indicates how much actual damage it will do when it is triggered by an enemy.

Toggling between the two phases can be done simply by toggling the brown box just to the right of the Skill’s name.



We’ve also got changes coming for summoners. Previously, the issue was simply that one could not know what creature is going to be summoned and what its stats are. The below mockup – put together by our wonderful UI designer – illustrates how the player will be able to bring up information about the summoned creature from the character pane.



[h2]Campaign Map[/h2]

The next serious QoL change we’re making is to campaign map movement and it’s simple: you will be able to double-click on the node you wish to move to and you will go there. No more clicking on the node then on the footprint icon, which some have decried as a finicky waste of time (it probably was).

As we continued working on these features, however, another crucial element loomed large: key bindings. They needed to be revamped to make some of the game’s controls more intuitive and logical. Thus, we set ourselves to the task of not only streamlining the handling and navigation of the comitatus, but also overhauling the default key bindings. One of the main goals here was to dramatically reduce the amount of clicks or keys the average sequence of actions takes and create a more modern, intuitive user experience. We’ve mapped out the changes below so you can take a look for yourself.



For some, the commands here will be nothing new but there is one entirely new addition: the “Comitatus Tabbing” command. This will bring up the default comitatus menu and allow you to move – or tab – between different panes within that.

We’ve worked hard on these changes and we’re very excited to deploy them. As usual, let us know what you think! Below you can check out the whole inventory of changes.



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 1.175 - Codename: Conrectus Ligaturae [/h2]

[h3]New or Updated Features :gift:[/h3]
  • You can now double-click to move on the campaign map.
  • Revamped key bindings: defaults have been changed to be more intuitive and grouped by topics or UI categories, and new hotkeys have been added.
  • The Leadership Perk “Command” has been reworked: it now unlocks all advanced Crew Combat actions passively and when Resourcefulness is spent, it raises Combat Strength and Defense by 15% as well as turns Critical Failure rolls to Failure.
  • The effects of multiple “Terrifying” Perks no longer stack. Stacking caused Skills that target multiple positions with characters with the Perk to be close to useless.
  • You can now butcher Beasts and Mounts directly at your Outpost instead of having to move them to the comitatus.
  • You no longer lose Mounts when Fighters leave you during Events (ie. Outriders do not take their Mounts) for narrative reasons.


[h3]User Interface Improvements :pencil:[/h3]
  • Combat Skills with multiple phases are now displayed differently (better communicating these Skills) on Character Sheets. You can switch between the effects and stats of the different phases.
  • You can now check the stats and Skills of creature(s) that “summon” type Combat Skills spawn. Details are on the Character Sheet.
  • Improved the visuals during an Evade sequence in Companion Combat so that players will have an easier time understanding what input is required from them in cases where the target position has to be interacted with.
  • Evade is now displayed as a percentage on the Character Sheet.


[h3]Bug Fixes :bug:[/h3]
  • Fixed an issue that caused the erroneous display (and only the display) of framerate in Options.
  • Fixed an issue that caused Renkailon’s Caltrops Skill to cause a lock in Companion Combat.
  • Ironed out the discrepancies in Renkalion’s Loyalty changes caused by player choice after his storyline is concluded so now they should work as was originally intended.
  • Companions now lose less Loyalty from becoming Severely Wounded, as was originally intended.
  • Fixed a rare issue that prevented Javek’s ending slide from appearing despite his quest being completed in that playthrough.
  • From now on, hiring the forces of Dragonlands factions to defend your Outpost actually costs money, as advertised by the choice. No more freebies, sorry.
  • Fixed a glitch that caused Mount/Dismount to not always work as intended in Crew Combat, especially in relation to ambushes.
  • Fixed the wrong tooltip display of Impervious Ward in Crew Combat.
  • All relevant Factions purchase Salt from your Outpost more often, making it much rarer for it to pile up.
  • Players have encountered further issues with the Wazirhai Curse quest, so we have attempted to fix some outlying problems that may have arisen from old scripts; we’re crossing fingers that we won’t have to return to this again.
  • Reworked the Aid tutorial: it now only activates when it is the player’s turn after a character was Downed and it also provides enough Resourcefulness to use Aid. These changes prevent any locks that could have happened previously.
  • Fixed a bunch of offset and oddly displayed tooltips.
  • Multiple text-related improvements, as usual. Thanks for all the reports and feedback!


As ever, more is coming, so 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