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Vagrus - The Riven Realms News

A New Build is OUT - Patch 1.1.00 - Codename: Voracious



[h3]Hey everyone,[/h3]

the new update is here, and with it comes a free DLC Companion! Note that all the features and changes are automatically accessed via the update, while the Undead chef Vorax is available by downloading the new DLC for free. Now let’s see in a bit more detail what each of these additions bring. As ever, you can find the detailed patch notes at the end of the page.

[h3]Companion: Vorax[/h3]
First and foremost, the update brings a new free DLC, which adds a new Companion to the game: the garrulous Undead cook called Vorax. You will find that Vorax is a good fit for almost any comitatus, bringing perks to the table such as his Deputy role Supercargo, as well as his cooking during camping and combat Skills that make him a great support fighter. He comes with his own, expansive Loyalty quest chain, which involves a cooking challenge as well as a less gleeful delve in his dark past.



[h3]Initiative Track Changes[/h3]
To grant more immediate agency to the player during combat and to brush things up for increased visual clarity, we’ve adjusted combat design so that changes to Initiative will take effect from the active moment when they occur. Furthermore, downed and stunned characters will now show up in the Initiative order, along with new visual adjustments that show their diminished state.



[h3]Key Bindings[/h3]
Responding to your requests, we have added key bindings to this update. From now on, you will be able to find customizable bindings in the menu – you may assign up to two bindings for each action.

Now let's jump into the patch details:

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 1.1.00 - Codename: Voracious [/h2]

[h3]New Content :gift:[/h3]
  • New Companion: Vorax with his own Loyalty quest-chain, combat Skills, and abilities

[h3]User Interface Improvements :pencil:[/h3]
  • Passenger details UI was changed in the mansio, we streamlined the representation of information
  • Key bindings were added to the options menu
  • Selection skirts are now in front of characters instead of behind them
  • UI tooltips (such as Codex or Journal) now pop up in Settlements, too
  • Added Equipment and Gear drag&drop highlights
  • Equipment will automatically unequipped when a requirement is no longer met
  • New Initiative order animations have been added
  • Crew change list on CampUI will not cut off longer texts
  • Further improvements to the Game Log
  • Drag & Drop sound effects were added for character portraits, as well as highlights for Equipment and Gear
  • Now you can turn on/off Crew Combat and Companion Combat animations separately
  • Various fixes for ultrawide screens

[h3]New and Updated Features :shiny:[/h3]
  • Game Log now indicates if Equipment is unequipped automatically and specifies the reason
  • Added option to turn Ambience and Narration on/off

[h3]Bug Fixes :bug:[/h3]
  • Fixed the bug causing Outriders to dismount in case of maximum Cargo
  • Maximum Cargo will no longer exceed 600 on the UI
  • Anomalies with resolution changes have been fixed
  • The position of Conflagration’s circle has been fixed
  • Companion selection now filters Deputies in Event choices
  • Fixed a UI-wide related bug that resulted in the vagrus being kicked out of a settlement sometimes
  • Various Achievement fixes
  • Taunt Skills are now working as intended
  • Fixed the bug causing Hireling Loyalty changes being listed in the Game Log
Known Issues:
  • Companion Combat performance drops
  • Escort Task-related anomalies
  • The occasional disappearance of sliders from Equipment and Item lists

[h2]Coming Up Next[/h2]
  • UI improvements and bug fixes
  • Free note-taking feature on the Chart and in the Journal
  • Obstacles in combat

[h3]LudoNarraCon[/h3]
A final piece of good news: Vagrus will be taking part in the LudoNarraCon promotion and sale, so between May 5th and 10th you will be able to purchase the game for the largest discount yet!



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!

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

A New Build is OUT - Patch 1.0.51 - Easter Hotfix



[h3]Hey everyone,[/h3]

here is another short list of much-needed fixes that should stabilize the latest build while maintaining the quality of the game. A huge thanks to everyone who reported issues and gave us feedback over at our discord server!

Important Note: There is always the chance that despite our best efforts we broke something. 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.

--------------------------------------------------
[h2]Patch 1.0.51 - Easter Hotfix[/h2]

[h3]Bug Fixes :bug:[/h3]
  • Camp shadow pops up parallel with the camp UI (will no longer slow down the transition)
  • Fixed the bug causing Movement Points to not replenish after camping
  • Fixed the Perk UI-related crash that occurred on Hirelings
  • Fixed disappearing allies in more instances after starting Companion Combat
  • Fixed a Game log crash when clicked on reputation tier change during events
  • Fixed an Event script error that led from the authorities of Deven to another storyline altogether
  • You can now talk to Renkailon while on his recruitment quest (he reiterates what needs to be done)
  • Eylani is now always deployed in the last fight of her questline


Lastly, on behalf of Lost Pilgrims Studio, happy Easter to everyone who celebrates it! The Companions are already busy hiding and finding eggs. :)

Stay tuned 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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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!

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

A New Build is OUT - Patch 1.0.50 - Codename: Prepared



[h3]Hey everyone,[/h3]

We managed to squeeze in quite a number of improvements and reworks while new content is being created by the team. It includes a lot of things that we have been unable to rework until now, so we're super satisfied that we got around to them. In this patch, we specifically concentrated on Companion Combat UI and the Game Log, but there are a lot of other additions and fixes, too. We've collected a few here for your convenience, but you can find the detailed patch notes at the end of the post, too.

[h2]Companion UI[/h2]

We reworked the majority of the UI pane for Companions and much of what we did was based on player feedback. The interface now comes across as much more obvious, easier to read, including targeting information on skills as well as other information represented by icons (each with its own tooltip). Power cost is also prominently featured now.



[h2]Gear and Prowess Options[/h2]

The improved Companion UI is now readily accessible during combat deployment and Companion selection (during Events) to provide more agency to players. This means that you can now change Gear and level up Companions on these screens, too (except in Crew Combat ambushes and its subsequent rounds).



Matching these changes, enemies in Companion combat also received their own pane with stats and information that you can browse to be able to make decisions regarding your Companions' Gear and Perks.

[h2]Companion Selection Rework[/h2]

This specific rework involved moving the Companion portraits from the left onto the Event scroll itself so that the Companion UI can open in its place.



[h2]Assigning Deputies on the Fly[/h2]

A new feature snuck into this new build, too: you will be able to reassign Deputies during the day at the cost of Resourcefulness from time to time. The timer is an in-game week just like with some of the other Leadership skills (lowered by the Authority stat).



[h2]Game Log Changes[/h2]

We've felt for a while now that despite providing important information, the game log is not as informative as we would like it to be. And so we took our tools to it to give it a nice facelift and rework.



First off, important items in the log will now be clickable: codex links, journal references, chart, and so on. This change makes it much easier to find the things the log is about and dig deeper if you wish.

Additionally, save files now include the entries in the log, so if you open the game after a hiatus, you will be able to get back into the swing of things much easier using the game log.

[h2]Companion Combat UI Changes[/h2]

Health bars received a major overhaul - gone are the round meters divided into 5 parts. They were often quite difficult to decode, as a single segment in the case of larger enemies often represented 5-8 Vitality points. Thus, it the meter did not budge even after several smaller hits, confusing players.

We've been looking for the right design for a while and now we think we've found it, so we took the time to implement it. The new health bar displays Vitality in a percentage-based gauge.



Enemies that take up two spaces received extra care: we got rid of their weird double round bases and gave them a longer health bar along with a single, large targeting box.



Another addition is that the bars will indicate expected damage (or heal) when hovering over them with an activated Skill.



We've rolled with this display style and implemented it so that now after a damaging attack (or healing Skill use), the Vitality meter shows the damage for a moment before subtracting the value from the target.



[h2]New Blood on Hit Types[/h2]

Another small, albeit quite immersive, change we've finally gotten around to is that creatures that do not bleed or have an irregular blood color received their own blood decal when hit. No longer will Cinderborn and Splinters bleed but have their specific kind of damage represented in combat.



[h2]Character Sheet Changes[/h2]

In Part I. of upcoming changes, one of the most significant changes was the updated character sheet that can be opened and used in the deployment phase and during Companion selection in Events. You may have noticed it there that the sheets themselves received an overhaul, too. The whole Skill section was revamped to be more informative and less cluttered with text. All sorts of information is now displayed that Skills were lacking, along with new icons to ease the identification of combat Skill attributes and effects.



Targeting now has its own block with sets of icons that make a simple reading of the Skill more intuitive. Categories like Impediment were broken down into sub-classes such as Push, Pull, Stun, and so on, so now you get more detailed information on what will happen upon using the Skill. A large number of tooltips were added to compliment the changes.

Whew, and that was only the big stuff. And now, let's jump into the patch details.

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.

--------------------------------------------------
[h2]Patch 1.0.50 - Codename: Prepared [/h2]

[h3]New/Updated Features :shiny:[/h3]
  • Character UI is:
    - Now openable before Companion combat (except in ambushes) so you can change Gear or level up to be able to face the adversities
    - Now available for enemy characters so you can check their stats and Skills in advance
    - Now also available during Companion selection in Events, allowing you more freedom to change Gear or level up Prowess, too (or simply check what's what)
  • Camp shadow added to camping for more immersion
  • Shift + left click now works on Crew in the mansio (for hiring or kicking them out in bulk)
  • Changing Deputies during the day is available for some Resourcefulness
  • Game log now shows more updates and most entries are clickable to access the relevant information


[h3]User Interface Improvements :pencil:[/h3]
  • Reworked Companion selection UI in Events
  • Completely reworked Vitality and Power bars in Companion Combat
  • Campaign map node radial menu highlights were added
  • Enduring Effect tooltip updated on Crew and Character UIs
  • A new standalone Character UI was implemented, which is now visible in the deploy phase and during Companion select
  • Unused Skill boxes were removed from the enemy Character UI
  • Simplified the Outrider feedback on the Crew UI
  • Added tooltips to main menu options
  • Added a new option to remove the Companion Combat position frames (for those that want a less busy UI)


[h3]Bug Fixes :bug:[/h3]
  • Skornar won't retaliate when in Guard Stance if the triggering attack Downs him
  • Out of Action is now logged only once in the Combat Log, not twice
  • Stats affected by Gear now update instantly
  • Vagrus background dependency tooltips were reformatted to avoid script-like text
  • Fixed a bug preventing converting Mounts to Outriders when having less than 1 cargo slot
  • Locked foraging will not trigger working odd jobs in settlements from now on
  • Workforce related calculations were fixed
  • The smelter in Avernum deducts 15 Scrapmetal instead of 20, as displayed
  • The Ahskulite retinue will now properly remove themselves from the party when you convince them to go back to Deven by themselves


Known Issues:
  • Vitality bars sometimes blink briefly during Round switching
  • Combat performance drops
  • Escort task-related anomalies


[h2]Coming Up Next[/h2]
  • New Companion: Vorax - FreeLC for all owners of Vagrus
  • Options to change key bindings


Stay tuned 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

------------------------------------------------------------------------------------------------------

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!

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

Support Our Indiedev Friends! Black Geyser Launches Today!

A fellow indie developer team from our hometown has just released their role-playing game so we are very happy to share this Steam cross-promotion post with you all.

https://store.steampowered.com/app/1374930/Black_Geyser_Couriers_of_Darkness/

If you’ve ever played Baldur’s Gate or Icewind Dale, you’ll feel right at home in the old school Black Geyser. Developed by a small indie studio in Budapest, Hungary, it’s a love letter to those titans of the genre, with plenty of its own twists. Developed since 2015, backed on Kickstarter, and having entered into Early Access in August 2022, its launch is today at 11 AM EST (4 PM GMT).



Black Geyser is set in Yerengal, a world where dark gods have brought nothing but venality and greed. For centuries, the Devil-god Rothgor has spread fear and terror, waging war upon the mortal races. Eventually banished, the nation of Isilmerald has enjoyed a time of peace and prosperity. Yet discontent has begun to fester once more, and a bloody civil war is brewing between the capital Isilbright and the wealthy mining town of Deron-Guld.

[previewyoutube][/previewyoutube]

Like any classic isometric CRPG, life starts out at the character creator. There are 5 playable races (Human, Dwarf, Elf, Feldegug and Rillow) and 13 unique classes, from 4 unique class groups (Priest, Outlaw, Warrior, and Wizard). Each plays completely different from the other and there’s enough here to suit all styles. After tinkering on the attribute screen (time to panic over those points!), you’re dropped into a world that’s plagued by pestilence and mysterious abductions. Without wishing to spoil the story, it’s your job to uncover the hidden legacy of your birth, across a world you’re free to explore.

Since its Early Access and over the last seven months, Black Geyser has taken the time to improve almost all areas of its game. The entire purpose of getting the game into the hands of players as soon as possible was clearly to refine its vision, identify problem areas and put them right. Having delivered over 20 huge updates, including Mac and Linux support, Black Geyser has made sweeping changes. From vastly improved loading times, to clearer player tutorials, improved crafting, new zones, enemies and questlines, the small development team have ensured they've focused on addressing and reacting to key player feedback.



As a CRPG with a large open world with dozens of unique locations, exploring, interacting with NPC’s and managing Black Geyser’s tactical-combat-with pause is key. Just like most party-based titles of old, you’ll need to recruit key allies, discover their motivations, choose your formations and deck them out in any weapons and armor you can lay your hands on, whether that’s from taking on epic bosses, or stealing from a nearby inn (just don’t get caught by the guards).

Black Geyser is undoubtedly a challenging experience, but first and foremost it puts its story and unique greed mechanic at the center. The choices you make will either advance the cause of the Goddess of Greed, or maintain the flame of hope to impact directly on the game world. Yerengal is brimming with content to discover, with varied grim biomes that have plenty of atmosphere that are filled with dangers. If you camp for the night, there’s every chance you’ll be ambushed. If you stray too far from the beaten track, don’t be surprised if you encounter enemies waiting to smash you to a pulp.

With a branching narrative spanning more than 300,000 lines of text and multiple endings, there’s more than 60 hours of content available here, not including all the side quests and secrets to uncover. Scratching that old school itch is the name of Black Geyser’s game, and with future launch plans set to bring pets, strongholds and additional content, its launch this week is only the beginning.

Available now on Steam at a discounted price before it launches into 1.0 today ($29.99).

Are you ready to be corrupted by Black Geyser’s greed?

https://store.steampowered.com/app/1374930/Black_Geyser_Couriers_of_Darkness/

Devlog #60 | What is happening around the team of Vagrus?

[h2]Happy International Women's Day[/h2]
First of all, on behalf of us at Lost Pilgrims Studio, we would like to thank all the fantastic women in our lives and by extension, commend all women everywhere. Keep on rocking, ladies!





[h2]Our New Office[/h2]



With the new year come new challenges and new momentum as well for Lost Pilgrims. As a part of that we've now moved into a new office space after a long period of working exclusively from home. During the Covid years the studio had to adapt to the unfortunate situation and admittedly, this arrangement was quite hit-and-miss for the majority of the team. Now that we are also recruiting, we decided to move into an office again - at least those of us who have to communicate and iterate on a daily basis.

As fates would have it, the new office is just a block or two away from our previous one and is in an office building that is in a better general condition.

Here's a photo of the empty office on the day of moving. It was a cold day, the first Monday of the new year.



Moving into a new office is a logistical hurdle on its own but due to the general wood shortage and IKEA being literally empty after Christmas, we could only get used desks - at least it's easier on the environment, eh?



The photo below shows phase 2, when we were looking for the screws as well as good places for desks. It was slowly coming together.



Phase 3 (below): desks are in place and a handful of chairs were also deployed. We could not procure used shelves in the desired color and style but we managed to get a Kallax shelf set from the IKEA on the other side of Budapest. Irafons smiled on us!



Phase 4: the Kallax and the rest of the furniture were assembled. Great success!



With that, the new office was conquered and since then, the team's core has been working there every weekday. The personal interactions were sorely missed and we're very excited to be able to hang out and work on Vagrus again.

Just like with game development, while the front end looks good, there are still a few things to be tied off in the back. :D





[h2]Pizza Time[/h2]



Because of your continuous support, we are still up and running and now that we have moved into our new office, we can finally enjoy the pizzas you have bought us via the supporter option. This is the sorta treat that the inhabitants of the wastelands would go to war for! Fortunately, our delivery arrived in time so we haven't had to raid the local pizzerias.



All jokes aside, we are grateful to be able to share these simple, fun moments in the team (and with you with these posts) while working on the game.



[h2]All Merch Dispatched & Fig Campaign Closing[/h2]



We are happy to report that after a long, drawn-out battle with boxes, wrappers, and the employees of the postal services, we managed to send out all the physical rewards we could. All that remains are a handful of rewards where some information is missing (we did not receive a name or an address from the customer) or that wasn't picked up. But the vast majority of the rewards are on their way - if not at their destinations already. (A number of US packages are still held up and waiting for entry at Customs.)

Altogether, the process was quite exhausting but the moments when the various items of merch arrived were great. By the time of penning this post, everyone on the team has received their T-shirts and had a chance to fiddle with the physical rewards.



The artbook turned out to be a fan and team favorite. Picking the finished order up from the printer and moving it around on this tiny cart was quite a funny sight to behold.



They barely fit in the trunk of the car!



Packing for delivery was much less exciting but there is a certain pressure involved: you want to make sure that everything arrives to its destination intact.



Of course, those that have no funds to hire people to handle fulfillment, nor to rent a warehouse, have to face the consequences: no living room for a couple of months!



Luckily, order has returned by now and all that remains is a stack of Collectors' Editions - which, turns out, is quite an amazing sight!



[h3]Closing our Fig Campaign in March[/h3]

Fig is shifting their focus to investments only without the crowdfunding side, so it's time for us to move on as well. With barely a few pledges in the last few months, it was a no-brainer to decide that we are closing our Fig campaign down (on 13th March), and will eventually look for a new place to sell our merch through.

A big Thank You! to everyone supporting us over there - our earliest supporters along with our friends on Patreon. Stay tuned and conquer the wasteland!

Stay tuned 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 help to make the game's launch successful so we can keep expanding and improving it? 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