Vagrus - The Riven Realms - Áka


Hey everyone,

We return to you with another round of updates, this time the focus being on performance improvements and save game files. Controllers received some love as well, fixing inconsistencies, updating UI, and squashing bugs that pertained to them specifically. We also reworked the Extras Menu due to requirements on certain other platforms, though admittedly, its functions are much better now, allowing you to listen to tracks of the OST there and check out other extra content you own.

Speaking of which…

Vagrus - the Riven Realms and all of its DLCs are now live on Xbox, Nintendo Switch, PS4, and PS5! It’s been a long, hard road getting the game into a ready state for consoles, offering the features necessary that allow it to play well on these platforms, but we got there, and we can’t wait for console players to sink their teeth into the experience. If you have friends who prefer to play on consoles, we’d very much appreciate it if you were to inform them of the game’s console release.

And now, onto the patch notes!

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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Patch 1.200 - Codename: New Horizons

Performance
  • All around performance improvements.
  • Additional improvements to the save/load game menu points (they could become choppy when you had a lot of savegame files).
  • Significantly improved the performance in long Companion Combat encounters.
  • Known Issue: the Camp UI can still become laggy; we are working on it!

Improved and Updated Features :gift:
  • Save file sizes have been reduced (and more reductions are on the way).
  • Reworked the Extras Menu (from the Main Menu): you can now check DLCs and artwork, as well as play music directly from there (the latter two only if you own the appropriate DLC of course – Patronage Pack and OST, respectively).
  • Removed some useless settings from the game options (for example, the ability to turn off tooltips).
  • Removed the option of double clicking/tapping for map movement – it is now default for mouse & keyboard users and disabled for controller users.
  • Deleted the obsolete, very old logs from local files, freeing up some (tiny) hard drive space.

Controller-related Fixes :pencil:
  • Reworked how Companion Combat is managed by controllers (resulting in much better and intuitive handling).
  • Added context-switching for controllers, allowing for quickly and effectively changing active tabs and windows.
  • Improved a number of tooltips and tutorials to adhere to terminology relevant to controllers.
  • A few missing controller-related icons were added to the Chart UI.
  • Fixed an issue that caused certain Task-related icons on the Chart to be unselectable with the controller.
  • Improved the drag&drop functionality on the Cargo UI.

Bug Fixes :bug:
  • The version number discrepancy between the main menu and the game log has been resolved.
  • Fixed an issue that caused certain location background illustrations to appear blank.
  • Fixed an issue that caused a soft crash during the tutorial (on Morwen’s Character Sheet).
  • Fixed an issue that caused the Outpost to switch back to selling Salt even after it was given a “Keep” order.
  • Fixed an issue that caused Deputies to be unassigned or prevented them from being assigned in the first place in machine-localized games.
  • Missing text on many UI elements in the Chinese machine localization due to font loading issues have been fixed.
  • The “Esc” key now consistently navigates to the Main Menu where it is intended to do so.
  • Removed the occasional double tooltip from certain vagrus (leader) Perks.
  • Corrected various inconsistencies in Events and fixed some typos.

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

Vagrus - The Riven Realms - Áka
Hi everyone,

As most of you probably know, we are currently deep in the development of our upcoming DLC (or dare we say expansion) for Vagrus, titled At the Heart of Ruin. It’s coming along nicely, though it’ll take some time to finish all the cool stories and juicy quests. In the meantime, we keep teasing locations, enemies, and characters from it over on our socials, so keep a weather eye on the horizon. However, that’s not all we’ve been cooking up, and it’s time to finally reveal that very soon, Vagrus is coming to consoles!

When we released Vagrus in October 2021, we could not have imagined that so many would be enthralled by the world of the Riven Realms. Naturally, we have been busy trying to get the game to as many people as possible, but the sheer complexity of the game left us skeptical of the viability of a release on consoles. However, those days are long behind us, and so we are thrilled to announce that Vagrus will be coming to consoles on the 31st of March, 2025 – specifically, to Playstation, Nintendo Switch, and Xbox.

None of this would be possible if it weren’t for the devotion and ample feedback of our players. That feedback, coupled with a strong desire to experience the game with a controller, was part of what drove our team to deliver on console releases, culminating in the builds or ports we shall share very soon.

Both previous free DLCs have been integrated into these releases, which means if you’re eager to sink your teeth into the game, it will also come with the Vorax DLC and the shifting dungeon known as the Sunken Tower included in Seekers of Knowledge. All other DLCs will be available for purchase, too, of course.

Vagrus is a complicated game. We know that, and thus, bringing together elements relating to UI and UX have been instrumental for the impending release. The testing process – both in-house and outside of the studio – has helped us craft a version of the game that we are proud to put on the market.

So, if you’re a returning player or a console aficionado who’s been waiting for more intricate, strategic, and lore-rich RPGs (with a lot of reading) to reach your favorite platform, we’ve got you covered. We’ve also created a new trailer to mark the release; it’s going to be an important one, and we hope you’ll spread the word. It’s important to note that getting the game into the hands of more players vastly raises the chance of a small indie studio such as Lost Pilgrims being able to deliver more content, more adventures, and more stories to all players.

As always, we wish you prosperity and good fortune out there exploring the Riven Realms, or indeed any realm. Stay safe, stay awesome, and conquer the wasteland!

– The Lost Pilgrims Team
Vagrus - The Riven Realms - Áka


Hey Everyone,

Our aim at Lost Pilgrims is not just to create memorable gaming experiences, but also to introduce you to people who contribute to building our cozy community. Therefore, we have interviewed Ben the Human, who has been streaming Vagrus for a while now and recently arrived at a major milestone by concluding a run with over 250 episodes. This seemed like the perfect opportunity to ask him about his gaming journey and his experience with Vagrus:

Lost Pilgrims: When did you start playing video games?

Ben the Human: I've been playing video games since I can remember. As a kid, my family had a Super Nintendo, and playing Mario was one of my earliest gaming memories and I never stopped gaming!

LP: What games do you feel were formative for you as a gamer?

BtH: The games I played the most when I was little were classics like The Legend of Zelda: Ocarina of Time on Nintendo 64 and Age of Empires II on PC. As I got older, I started getting into more challenging games like Dark Souls and XCOM. I even have a soft spot for racing games because Need for Speed Underground was the coolest when I was younger.

LP: What is it that you particularly like about streaming gameplay? What are the biggest challenges in streaming for you?

BtH: I started streaming and recording gameplay as a hobby in late 2022/early 2023. People seemed to enjoy it, so I kept it up. It's been a big learning experience – everything from video and audio production to figuring out what kinds of games people like to watch. But I'm still learning and improving all the time!

LP: How did you find Vagrus and what caught your interest?

BtH: Vagrus was a game I had my eye on for a while before playing it. I had read some great things about this in-depth trading RPG, so when I decided to start recording for YouTube, I thought, "Why not give it a try?" Now I have over 250 episodes recorded!



LP: What aspects of Vagrus do you like in particular?

BtH: I was instantly hooked by the incredible world-building in Vagrus. It's this living, breathing world that you get immersed in, where your actions can have major consequences – or go completely unnoticed. The narrative is brilliantly done, and the challenging yet rewarding trading simulation gameplay is a lot of fun to figure out.

LP: What are your most memorable stories, quests, or questlines in the game?
BtH: My favorite quest overall has to be the one with the Sand Wyrms. I spent so long fighting those horrible creatures that I think I developed some trauma! But the quest builds to this epic, climactic finale that it's definitely earned its place as one of my favorites in the game.



LP: In a Companion Combat, which Companions do you tend to use? What is your “best team”?
BtH: I find myself really attached to certain characters in combat. Right now, my frontline is Eylani, Gor'Goro, and Skornar, with Nedir, Finndurarth, and Javek in the back. Before Javek, I was torn between Crifta and Garrick for the other backline spot.



LP: Full mounted or all-in hunting & foraging?
BtH: I think my approach is a bit of a middle ground - I'm too attached to my beasts of burden to go fully mounted, but I also don't max out my scouts or foraging parties. I just kind of pick up supplies as I go and it seems to work out.

LP: What was your biggest challenge so far that you had to face in the game?
BtH: Nedir's questline was one of the toughest for me to complete. It might have been because it was relatively early in my game and my fighters weren't fully leveled yet, but that was the combat I had to restart the most.



LP: Do you remember any moment that drew an outstanding or weird reaction from you and your audience?

BtH: One of the coolest experiences was the first time I used the portals to the Bronze Desert. Popping out on the other side of the world in that vast desert was just an incredible feeling - a really unique moment in Vagrus.



Ben is taking a little break from streaming Vagrus for now, but cannot wait to get back into it and try our new DLC coming later this year. Don't forget to follow Ben on Twitch or Youtube for more amazing content!

With that, we’ll sign off for now. As for you, as always, stay awesome and conquer the wasteland!

– The Lost Pilgrims Team
Vagrus - The Riven Realms - Áka


Fellow vagri,

With 2024 behind us, we're closing the book on those adventures and looking forward to what 2025 brings. For this occasion, we thought we’d look back on the past year and list some of the things that happened around Vagrus.

How It Started
We kicked off 2024 with a post about our plans for the year. In retrospect, wanting to release smaller bits of content at intervals while developing two very content-heavy DLCs with our tiny writing team was wishful thinking. Why it did not exactly pan out like that also involved a lot of other factors, like the many, many other aspects of the game we’ve worked hard to improve. Also, it seems that there’s no such thing as “smaller bits of content” when it comes to Vagrus. With millions of words worth of written content behind us, everything is interconnected and adding things can be very tricky. Also, players now expect meaty additions, so just any odd small story just won’t cut it. Still, this effort gave us Clandestine, so it was not in vain.

Clandestine Part 1
Of course, we haven’t forgotten about Clandestine, which started out as a multi-part, free questline that we wanted to add part by part. Unfortunately, we fell in love with it, so it became intricate and too big in scope. We have every intention to keep adding the other parts but with the shift of the industry towards the middle of the year, we realized that we can’t spare the capacity for more free stuff for a while and instead have to concentrate on things that generate revenue. It’s not an ideal position but watching so many companies and studios close down around us made us face harsh realities. We’re super satisfied with Part 1, though – it has a unique atmosphere, artistic identity, and creepy storyline that we’d love to revisit one day.


Soundtrack
In the first quarter of 2024, after finally squashing most issues with Sunfire and Moonshadow, we also got around to adding its awesome soundtrack to the OST. With that, we also immersed ourselves again in the great, forlorn ambiance of Vagrus’s music.

A Team of Pilgrims
This year will no doubt go down in gaming history as a painful one for many and we’ve had our fair share of hardships. Despite these, we managed to keep the team mostly intact. Bence and Zoli, both consummate professionals in their own fields (graphic design and quality assurance/coding), have been integral parts of our team since last year even though we officially welcomed them early this year. Viktor also returned to Lost Pilgrims after spending some time honing his coding skills, which allowed us to expand into new territories. We’re happy to report that the Pilgrims also like spending time together outside work, be it fighting Great Old Ones on the tabletop or gathering for a few drinks and chatting.


Praetor Edition
Another big milestone was the introduction of the game’s Praetor Edition, our largest collected offering to date. It includes everything we offer for Vagrus, including the OST, the Patronage Pack, and the Season Pass, too, at what we believe is a great price.

Turn-based Thursday
It has become somewhat of a tradition now for us to get involved in the organization of this festival on Steam. Once again, we teamed up with Terra Randoma, Trese Brothers (Star Traders: Frontiers & Cyber Knights: Flashpoint), Unleash the Giraffe (Seer’s Gambit & Obsidian Prince), and Curious Dynamics (Folk Emerging). We can’t recommend these games enough.


QoL Quest
One of the important marks throughout 2024 for the team was our almost single-minded dedication to improving the game’s UI, mechanics, tutorials, and controls by adding quality-of-life (QoL) features or expanding already existing ones. There were several rounds of updates revolving around these, as well as improvements for the outpost (a seemingly well-received part of gameplay) and a complete rework of keyboard controls.

Old Acquaintances
June brought with it (apart from crippling heat) Vagrus’s second DLC that is part of the Season Pass, Old Acquaintances. It reintroduced two Companions from ‘Pilgrims of the Wasteland’ and expanded their stories in the main campaign. On top of that, it added four hirelings you could make use of in your playthroughs. It took longer to develop than we had anticipated but it delivered a depth in storytelling and characterization that we’re really proud of. The DLC’s reception was great, too, and we were really excited to see players enjoying the intricately built Companion storylines as they returned to old playthroughs or began new ones.


Store Page and Demo changes
While patching was being done on Old Acquaintances, we already started working on the next big release but we also had to return to some old stuff and rework it. Our demo and ‘Pilgrims of the Wasteland’ deserved a long-awaited new coat of paint, so we went in and made a lot of improvements. Then Steam changed things around and we had to separate our store page for the demo, just in time for us to capitalize on the work we had put into it.

At the Heart of Ruin Announcement
And so, here we are, at the announcement of the next big DLC – the last one of the Season Pass: At the Heart of Ruin. Revealed just recently, it promises to be a unique excursion, with a densely packed, multi-layered region full of overarching stories and a lot of things to do or fight. Check out the reveal trailer we’ve lovingly created here:


What to expect in 2025
We are fully committed to releasing At the Heart of Ruin as soon as it is done, which is in the first half of the upcoming year. It is no secret that it’s taking longer to finish but that’s because as usual, we keep adding awesome things to it. We hope you’ll appreciate all the love and cool stuff that go into producing it. It’s difficult to say further than that for now – especially times being what they are – but rest assured that we have plans and will reveal them in the upcoming months. There are some things we’d love to discuss already but we can’t just yet.

That concludes 2024's year review, and boy, what a year it was! We've had the chance to recharge our batteries and get ready to work harder than ever on a cool DLC (or hot, you might say!) for this year.

We hope you had the chance to wind down (or party like Tartaris if that's your preference) at the end of the year and have much planned for the year ahead. Stay safe and conquer the wasteland!

- The Lost Pilgrims Team
Vagrus - The Riven Realms - Áka
Vagri! We’re sure many of you’ve been waiting for more information about our next DLC (shaping up to be expansion-sized once again) and the time has come to deliver just that – in the form of a special story trailer we’re excited to share:



So, there you have it. Some exposition delivered by award-winning voice actor Phil Rowe, along with a title reveal and the year of release. Although the latter is fairly vague, we can already say that we are aiming for the first half of 2025, as we’ve been working on it very diligently for months now. There’s still a lot to go, but we’re making good progress and we’re very satisfied with how it’s shaping up. Can you guess where it’ll be set? There are quite a few indicators, we think.

We can’t wait to share more, of course, including a launch trailer with some gameplay closer to release, so stay tuned. In the meantime, you can wishlist the DLC on Steam.



Holiday Deals

In other news, we’ve teamed up with fellow developer Balcony Softworks to promote each other’s work and created a limited time bundle that includes Balrum and Vagrus, called Resourceful Realms. Plenty of story, exploration, and resource management strategy for everyone who loves to delve into such challenges.



Lastly, you might be keenly aware that the Steam Winter Sale is on, with discounts to many great games, including Vagrus.



With a super busy but satisfying year behind us and a very exciting one ahead of us, we’re taking a break soon, if only for a bit. See you after that, but until then have some fun, stay vigilant, and conquer the wasteland!

– The Lost Pilgrims Team
Vagrus - The Riven Realms - Áka


Hey everyone,

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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Patch 1.180

General Improvements :gift:
  • 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.

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

Bug Fixes :bug:
  • 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
Vagrus - The Riven Realms - Áka
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
Vagrus - The Riven Realms - Áka
Hey everyone,

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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Patch 1.176

New or Updated Features :gift:
  • Improved the particle effects on the campaign map.
User Interface Improvements :pencil:
  • 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.

Bug Fixes :bug:
  • 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
Vagrus - The Riven Realms - Áka


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.

A Little Background

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.

Sales

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.

Old Acquaintances

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.

The Future

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.

Conclusions

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
Vagrus - The Riven Realms - Áka
Hey everyone,

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.



Companions and Character Sheets

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.



Campaign Map

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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Patch 1.175 - Codename: Conrectus Ligaturae

New or Updated Features :gift:
  • 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.

User Interface Improvements :pencil:
  • 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.

Bug Fixes :bug:
  • 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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