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Devlog #52 | Companion Combat Design Changes



Companion Combat is an important facet of Vagrus even though players have quite a lot of control over how much they want to engage in it. At the same time, it is the most complex part of the game when it comes to code, so whatever changes we make requires more time relative to other parts.

After we added Mercenary Tasks, our focus has moved back to improving Companion Combat, partly because a lot of players opt to enter it from Crew Combat, so it is our goal to keep these fights interesting for as long as possible. The current set of changes are thus aimed at spicing things up a bit: more movement and thus further emphasis on positioning instead of spamming Skill 1 while standing still. The changes include:

Push-Pull Improvement:

When enemies are pushed into or pulled into another enemy, instead of being damaged slightly and staying at the previous position, the two combatants switch places, potentially setting weaker targets up for attacks or messing with their available Skills.



Skills Involving Move Action:

These Skills no longer require a free position to move into. Instead, the acting combatant will switch places with the one on the target position. In the example here, Gor'Goro charges forth, switching places with Harvek in the front line.



Here, Harvek jumps back, taking Renkailon's position while throwing his dagger.



Multi-phase Skills:

Speaking of Renkailon, one of the changes is not mechanical but visual, namely that Skills that have multiple phases will now perform these during the same camera zoom clash animation as originally intended, making it much more pleasing to the eye.



Acrobatics Perk:

Acrobatics is a Perk that is typically used by certain very agile characters - and opens up a new mechanic for them. When a combatant with this Perk Evades an attack successfully, they do not move onto a random empty position but can choose where to Evade, even onto an occupied spot, thereby opening up new tactical considerations.



Diehard Perk:

This Perk essentially saves a combatant from becoming Downed 30% of the time. When successful, Diehard makes it so that the character stays standing. Although far from reliable, it can save you in a pinch.



Although that's it for now, more improvements on the way for Companion Combat.

Stay tuned, stay safe, 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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A New Build is OUT - Patch 0.6.20. - Codename: Target Acquired


[h3]Hey Folks, [/h3]

it was amazing to see how our latest patch was received. So many great new reviews and quite a few previously negative ones flipped to positive. We appreciate you all immensely for your vote of confidence! Especially as apparently we left a huge bug in the game that made the late game easier, instead of the early game, as we originally intended. So that's getting fixed but what else comes in this new patch, you might ask? Let's dive in!

Crew Combat Appease Improvements
Appease is a feature that is still not used by many players, though it often holds the key to avoid major losses. With better Appease conversions, the option to offer items going forward, and the improved Auto Offer function, hopefully more players will benefit from this feature. Have we mentioned adding Beast Lures and Ahskulite Charms to distract beasts and Undead from your fleeing forces? Yep. Those. too, are now in the game.



Companion Combat Targeting
Changes to targeting include making a number of new options to configure how you preferred to target your foes and friendlies:
  • Using ony the keyboard? Beside picking the Skill with keys 1-4 (and 5 for Move), now you can use 'Tab' to shuffle through available targets, and 'Space' to confirm.
  • Okay with mousing over things but want to rest your index finger? You can now hover over the target and trigger the Skill from the keyboard without ever having to click with the mouse.
  • Want to do away with having to confirm? Sure, attack like a pro without having to click twice.

There are also visual upgrades, like Area Targeting boxes instead of the previous visual effects on the metal bases of the characters. While these changes are not final and there are further improvements planned, we hope you like this already and find the best combination fitting your play style.

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

Now let's jump into the details:

--------------------------------------------------
[h2]Patch 0.6.20 - Codename: Target Acquired[/h2]

[h3]New/Updated Features :shiny:[/h3]
General
  • Tweaks to the starting comitatus crew composition and beast type stats to enable an easier start
  • New open-world starting tutorial added about the game being hard, and also Wasteland vs Dissonance Modes
  • Dissonance Mode Heal (camp & event) boost
  • Increased the workforce offered on a number of low-income passengers
Companion Combat
  • Area targeting as an option (instead of having to click on the character bases)
  • Area targeting visual update
  • Previously targeting steps only worked in this order: Skill > Target > Confirm; now you can also do Target > Skill > Confirm
  • You can switch Skills without having to select the target again
  • Character selection refreshes the Skill bar to show which Skills can be used on the given target
  • Change between targets using 'Tab'
  • Confirm Skills with 'Space'
  • Option to 'Target First Available' - after selecting a Skill, the first available target gets automatically selected
  • 'Hover as Selected' option added
  • UI, logic, and performance improvements to the new targeting features
  • Unfocused enemies will fade to have a better focus on the target(s)
  • Added SFX for a number of enemies
Crew Combat
  • Item offering option added to Appease/Bribe
  • Auto Offer functionality extended to offer Cargo and Items as well
  • Beast lures and Undead Charms added in Events (mostly shops in settlements)

[h3]Bug Fixes :bug:[/h3]
  • Supply price limit period (Late vs Early game) corrected
  • The disappearing character UI during successful Evade with the Acrobatic perk fixed
  • Maxed out Cargo hold vs Stash anomalies solved
  • Vitality mod anomalies in Dissonance mode after combat & camping fixed
  • The bug where market and events did not refresh after 'One more day' fixed
  • Journal scroll bar no longer cuts into text/assets
  • Exquisite Banner Renown modifier counts towards Event dependencies now
  • Various Task/Passenger related validations and auto-repair jobs added
  • Rare Discipline/Liberate crash bug fix
  • Fixed when some Trade Tasks were not visible on the Chart
  • Failed Escort Tasks and stuck Passengers are fixed


Known Issues:
  • There is a rare bug where the skill selection with keyboard misfires. Planning to apply a hotfix once we are able to reproduce and resolve the issue
  • The Companion Perk UI is buggy (lags). Planing to rebuild it.
  • Long initial loading time - we will see if we have time to do something about it before 1.0
'Is Vagrus properly balanced now?' - Nope. 'Was it a step in the right direction?' - We think so. Please let us know how you find it.

[h3]Coming Up Next[/h3]
As we work on rounding out the content for the 1.0 release, we are also continuing our final UI upgrades: Crew and Settlement panes will come next.

Stay tuned, stay alive, 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
------------------------------------------------------------------------------------------------------

Wanna see the full game released as early as possible with even more content? 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

Devlog #51 | Dissonance Mode



What is this 'Dissonance Mode', you ask? Essentially, it is a game mode you can select when starting a new game, and that shifts the experience toward a more narrative route, easing up on the management and combat mechanics to transform Vagrus into more of an exploration game with a strong visual novel element for those that find the challenge too taxing.

We decided to include this game mode due to player feedback, but the decision to do so was not an easy one because we dreamed up Vagrus as a game that closely fits its setting: a cruel, harsh, merciless world that pulls no punches but once the challenges presented by it are conquered, the sense of accomplishment would be all the more satisfying. So if the world is presented as savage and unforgiving while the difficulty is lower, it can easily cause what is called ludo-narrative dissonance, which in the broadest terms means that what you are told in a game does not match what you play.

This kind of dissonance has been reported by a number of players in times when more experimental patches caused the economy to pour money on enterprising vagri. Most of this feedback described the lack of challenge and the resulting tension, which caused the dissonance, eventually leading to players to abandon a playthrough.

However, not everyone is looking for the same thrills when they play video games, and those players that do not enjoy the tactical combat or the strategy aspect of managing resources and logistics will ultimately feel that they want to delve into the world but not at the cost of a steeper learning curve. Well, Dissonance Mode is tailored for them.
In general, it comes with easier combat challenges and a more forgiving economy, allowing players to explore more freely. However, with the removed challenge comes the removal of Achievements, too. It is our hope that those who still wish to earn these badges will get practiced in Dissonance Mode and then go on to enjoy the full experience that we'll from now on call Wasteland Mode.

The list of what Dissonance Mode and 'an easier playthrough' exactly entails is not final yet and will probably change quite a lot until the final release. We'll see what to add partly based on future feedback.

Here is the list of impacts [effective from v0.6.20 going live (hopefully next week)]:
  • Cheaper supplies
  • Significantly distorted RNG in the players' favor
  • Higher level Trade and Mercenary Task commissions available from the start
  • Easier Mercenary Tasks (lower opponent combat stats)
  • Higher trade-distance market premium (wider price differences between source and sell locations resulting in higher possible profits)
  • Constant 'Favored' Property on Companions granting them extra Vitality and Accuracy
  • Lower chances of Crew Combat encounters, especially in the early game
  • Slightly easier Crew Combat encounters
  • Lower defense rate requirements to guard your camp
  • More allowing workforce rate requirements before the Severely Understaffed and Critically Understaffed states are triggered
  • Healing chances are higher (both during Camp and via Events)

There is, of course, the possibility that a number of players choose a Mode that is not suited for them consistently, causing them not to enjoy the story without the challenge in Dissonance Mode or become disheartened by the cruelty of Wasteland Mode, but our hope is that in the end, more of them will find the right alternative in the two modes available.

Now that Dissonance Mode was added to the game, we are looking forward to your feedback on it. Until then, stay tuned, stay safe, 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 see the full game released as early as possible with even more content? 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

Wildermyth is out of Early Access


[h2]Wildermyth is out of Early Access![/h2]

Our friends at Worldwalker Games have just released the 1.0 build of their amazing game.

https://store.steampowered.com/app/763890/wildermyth/?utm_source=steam&utm_medium=affiliate&utm_campaign=vagrustherivenrealms

Wildermyth follows heroes over their whole careers, from their pitchfork days to their powerful primes, and on into old age and memory. It’s a party-based procedural storytelling RPG where tactical combat and story decisions will alter your world and reshape your cast of characters.

Sometimes described as "Fantasy XCOM" or "Single Player D&D", if you like turn-based squad combat and characters who grown and change in response to your choices, check it out! There's a 20% sale running this week.

[h2]Here's what's new in the 1.0 release:[/h2]
[See the full patchnotes on Wildermyth's community site: here]

[h3]All the Bones of Summer[/h3]

A five chapter campaign focused on Drauven. This story follows both human and Drauven heroes over the span of the campaign. It's complex and beautiful. Something the team can be extremely proud.

[h3]Achievements![/h3]
Over 50 achievements have been added to the game. Each achievement unlocks a piece of concept art or a theme skin. You can browse your achievements in the legacy browser or on Steam.

[h3]Theme Skins[/h3]
Some themes now have skins that can be unlocked with achievements. Theme skins are cosmetic variants, and once unlocked, they can be chosen in the customize section in the character sheet.

[h3]Ability Upgrades[/h3]

When a hero levels up, they will now often see 4 choices instead of 3. The 4th choice is for upgrading an existing class ability or theme attack. This is a very big change to how heroes are built, and it will allow players to be more intentional with their builds, and differentiate heroes more.

[h3]Generic Campaign Chapters[/h3]

The team has revamped their generic campaigns, and it's a huge improvement!

Now instead of seeing generic events, each chapter will have an omen, capstone, and victory events that fit together, with a custom capstone mission. Some chapters also include custom keystone missions. These chapters will be mixed together to create a whole campaign. Some are monster specific, and some work for any monsters, but they all have unique battle maps and stories that match what's going on in the overall campaign. Right now there are over 20 chapters in the game, with several more on the way.

[h3]Launch Week Schedule[/h3]
  • Tuesday: Nookrium
  • Wednesday: Penny Arcade Acquisitions Inc. C Team
  • Thursday: ReformistTM
  • Friday: Paul Soares Jr
  • Saturday: Seri! Pixel Biologist
  • Sunday: Blind IRL & friends
Purchase or wishlist and follow Wildermyth for up-to-date information about its development.

https://store.steampowered.com/app/763890/wildermyth/?utm_source=steam&utm_medium=affiliate&utm_campaign=vagrustherivenrealms

Devlog #50 | The Fate of the Foe Post Crew Combat


As we teased in our latest devlog post about Mercenary Tasks, we have extended Crew Combat with a new feature: you can decide how to deal with the enemy from now on following a victorious battle.

The option appears on the Crew Combat UI at the end of the fight opposite your heal options provided that your enemy surrendered (remember, only humanoids can), fled, or retreated but you caught some of them while pursuing them.



Your options are:

Recruit: Depending on their willingness to join, this results in a few fighters, scouts, or workers to be added to your ranks. That, of course, will not sit too well with your existing crew who have fought them just moments ago, and the result is Morale loss. It's also considered to be a 'kind' action and certain companions may like or dislike it for the same reason.

Conscript: Somewhat similar to Recruit, except joining is not voluntary, and so in this case, neither your existing crew nor the newly added members are happy about it, leading to an even more significant Morale drop.

Enslave: Instead of joining as free crew members, all surviving enemies are pushed into slavery. As expected, a massive drop in Obedience accompanies this decision.

Release: Once you stripped the foe of their valuables, you set them free. It may sound kind but in fact, it's a relatively cruel decision given the dangers of the wasteland.

Execute: This is a drastic measure considered 'malevolent' and brings no benefits since the valuables of the enemy have been turned over anyway when they surrendered or got caught.

Imprison: The last one is an option that players will only see when they have an active Mercenary Task to capture such enemies (be them bandits or other faction rivals). Hence the timing of us implementing this feature alongside Mercenary Tasks.

These expanded options provide further incentive, strategic depth, and even immersion to Crew Combat encounters and we hope you'll like them and provide us with the usual valuable feedback.

Stay tuned, stay safe, 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
------------------------------------------------------------------------------------------------------

Wanna see the full game released as early as possible with even more content? 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