Vagrus - The Riven Realms - Lost Pilgrims


Hey everyone,

our last patch with the Deven subregion and Crew Combat improvements was our biggest release since entering Early Access. Unfortunately, it also brought more bugs/setup issues that slipped through the cracks. Sorry about that. But now we are happy to share with you this 0.521 build that is, though, mostly a hotfix patch for 'Codename:Plunder', also has some new Quality of Live features we have been planning for some time.

Let's start with those QoL additions:
  • Objective area markers added on the Chart for a number of questlines - typically for those where you need to scout within a given area, so you would know at least the approximate location. Note that this is the first version of this feature and will change over time when we add Mercenary and Exploration tasks as they will use the same system. Also, we might add an option in the main menu to turn these off so hardcore explorers can hunt for these locations solely based on rumors and other clues.
  • Exploit Leadership perk is enabled, which now allows players to use Resourcefulness to reroll available Trade faction contracts in settlements once per seven days.
  • Goods category filters added on the Market to help finding the exact things you are looking for.
  • Specify quantity button added for those playing via Steam Remote Play using their iPads (or somethin').

Okay, so what got fixed? Here go the patch notes.

Patch 0.5.21 - Codename: HighLife!

New/Updated Features
  • Objective area markers
  • Exploit Leadership perk to reroll available Trade Tasks
  • Goods category filters on the Market
  • Specify quantity button on the Market
  • Goods pilfered by the enemy can be taken back if you destroy them in Crew Combat
  • Entering major settlements with a larger armed force now requires a license
  • Vagrus now runs in the background

Bug Fixes 🤞🏽
  • Heritage of Hatred questline location is now actually on the map
  • Blessing of Unbiding works on companions - time to hunt some specters
  • Eliminated over 300 nodes and 2000 lines from the overpopulated areas of the campaign map
  • The Wyrm's Teeth shows up on the Chart as intended
  • The event connected to the Wyrm's Teeth now properly pops up (if all dependencies are met)
  • Initiating banter during the rest before the Gor'Goro Arena match no longer breaks the game
  • Chapter I. save in the PotW story fixed
  • Applied a great many changes to Crew Combat calculations
  • Approximately 300 Crew Combat templates rebalanced (probably needs 3-4 more passes before release :P)
  • Crew Combat Action with 'Not against Beast/Undead' requirement fixed
  • Crew Combat casualties now properly show up on the conclusion screen and at the time of camping

Known Issues
  • We will explore options to reduce the initial loading time.
  • Scouting result crash - still unable to reproduce.
  • The visual presentation of Companion Combat skills with two phases is not final yet.

'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.

Stay tuned, stay alive, conquer the wasteland!
- The Lost Pilgrims Team

P.s.: thanks for all the Steam award nominations. We love you too!
If you like the game and/or the direction it's heading, posting a review is a great way to help the development. Much appreciated. Cheers!

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!

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Vagrus - The Riven Realms - Lost Pilgrims


Hey everyone,

a few weeks ago we published a long post on the changes coming. Today, we are happy to share that the changes are live as of posting this! Better yet, we have included two additional features that we managed to implement in the meantime.

A quick recap of what we have added:
(Skip ahead to see the bonus additions)
New Content:
  • The Deven region with one major settlement, Deven, and a smaller one, Sun Rock, as well as a lot of new ground to explore.
  • The Church of Ahskul faction is fleshed out in all its macabre glory.
  • Try your luck at tomb robbing in the Valley of Sleepers - if you dare.
  • The Ratharnak Alliance's headquarters were extended and moved to the Mines of Plenty.
  • Your journey with the Dread Reavers continues!
  • A lot of new (shorter and longer) storylines you can follow through.
  • The Dark Elf companion Renkailon can now also be recruited through story progression.


Crew Combat Improvements:
Looting in crew combat
  • Destroy the enemy or make it flee and get all their valuables
  • Gather/Harvest items, money, and goods from fallen enemy units
  • Catch - with a small chance - the surviving mounts of your Outriders who fell in battle
  • Extract supplies from mounts that did not survive
Of course, the Riven Realms remains a dog-eat-dog place, so none of this loot is available if you lose or are forced to flee. Also, 'immersion is king' even when it comes to looting. Do not expect desperate lowlife tugs attacking your comitatus carrying heaps of valuables. Now, in case you are the aggressor and ambush their camp with all their possessions... that is another story. Provided that you are okay to prey on the weak. Will your companions approve? Will you provoke the Empire's ire?



Combat preparations
  • You can mount Fighters or dismount Outriders right before crew combat (except if you are ambushed)
Goal (objective) selection changes
  • Now you select a goal on the defensive side as well, so you can choose what you defend the most (crew, beasts, cargo)
  • The main target of the enemies is only revealed in the second round
  • You can change your objective at the end of each round
  • Added the option to flee or retreat even during ongoing crew combat (albeit at potentially heavy losses)
New 'defense' stat introduced
  • It better reflects how easy or hard it is to take out certain enemies and characters (ie: Outriders are much harder to damage for example)
  • You can improve your crews' combat strength and/or defense stats with equipment and properties separately
'Actions' in crew combat (tactical commands)
Giving more tools to the vagrus, we are now enabling 'Actions' in crew combat. These can significantly influence the outcome of crew level combat encounters. Our ultimate goal is to enable entering Companion combat directly from Crew Combat but even until then, players can choose from a number of actions (more to come), like:
  • 'Launch a mounted attack' that increases the effectiveness of Outriders for the round
  • Form a 'Shield Wall' to increase the defense of your Fighters
  • 'Insult' the enemy to increase the chance of them making a mistake


Impervious crew combat enemies
Specters, Haunts, Living Shadows. Horrors that are immune to mundane weapons. Improve your companions, gain the blessing of Gods, gather rare magical items to defeat them. Alternatively, do the only thing you can if you come across these deadly enemies... FLEE!
  • Impervious enemies are marked with purple borders and their defense stat is colored as such, too
  • Only your Enchanted companions and/or crew can damage Impervious enemies in crew combat. Enchanted combat strength is highlighted - the axe and the CS value are colored purple.


Miscellaneous Changes:
  • Event UI performance updates to ease the jittering
  • Higher Authority now reduces Companion loyalty penalties
  • Outriders now automatically dismount to create cargo space in case the throw-out screen is (or would be) triggered

And the additional changes we managed to squeeze in:
  • With the game growing, so did loading times but finally, we got around to add a loading screen that also gives tips to new players.🎉
  • Made a massive number of smaller performance improvements, which together - hopefully - have a tangible effect on how the game runs.
  • Implemented the Command leadership perk that opens up advanced Crew Combat Actions.

Let's dive into the detailed list of changes:

Patch 0.5.20 - Codename: Plunder!

New/Updated Features
  • Crew Combat changes
    - Looting added
    - Goals on the defender side added & option to change your goal between rounds
    - Defense stat introduced
    - Actions & Advanced Actions with the Command Leadership perk added
    - Impervious enemies now appear
    - Mount/Dismount at start of combat added
    - Retreat/Disengage/Flee options mid-fight now possibel - they take a full round to execute
  • Load Screens added with tips
  • Updated mechanics
    - Outriders auto-dismount to free up cargo space if needed
    - Keeping an 'army-sized' comitatus got a little harder

New/Updated Content
  • Deven region added with the settlements Deven and Sun Rock and a ton of new content
  • Renkailon can be now recruited normally (without Braxius' involvement)
  • Ratharnak HQ moved to Mines of Plenty; Church of Ahskul more prominent in Deven (their new HQ)
  • The Dread Reavers hit the road again and get into all kinds of shenanigans

UI Improvements
  • Progress Counter shown on certain Quality journals
  • Animation and decal refinements
  • Various smaller UI changes & Tooltip updates

Bug Fixes 🤞🏽
  • Sorcerer's Apprentice background is back
  • Shedload of smaller fixes

Known Issues
  • We will explore options to reduce the initial loading time
  • Scouting result crash - still unable to reproduce
  • The visual presentation of companion combat skills with two phases are not final yet

'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.

Stay tuned, stay alive, conquer the wasteland!
- The Lost Pilgrims Team

P.s.: If you like the game and/or the direction it's heading, consider nominating Vagrus for a Steam Award. Originally we meant to recommend the Story Rich category but people kept referring us to the Games you suck at award which is for hard games. 😂 What do y'all think?


https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
Vagrus - The Riven Realms - Lost Pilgrims
Hey Folks,

we just wanted to give you all a quick development update. We are pushing hard to publish the next big release still this year. Here's what's coming if all goes according to plan:

New Content:
  • The Deven region with one major settlement, Deven, and a smaller one, Sun Rock, as well as a lot of new ground to explore.
  • The Church of Ahskul faction is fleshed out in all its macabre glory.
  • Try your luck at tomb robbing in the Valley of Sleepers - if you dare.
  • The Ratharnak Alliance's headquarters were extended and moved to the Mines of Plenty.
  • Your journey with the Dread Reavers continues!
  • A lot of new (shorter and longer) storylines you can follow through.
  • The Dark Elf companion Renkailon can now be recruited through story progression.


Crew Combat Improvements:
Looting in crew combat
  • Destroy the enemy or make it flee and get all their valuables
  • Gather/Harvest items, money, and goods from fallen enemy units
  • Catch - with a small chance - the surviving mounts of your outriders who fell in battle
  • Extract supplies from mounts that did not survive
Of course, the Riven Realms remains a dog-eat-dog place, so none of this loot is available if you lose or are forced to flee. Also, 'immersion is king' even when it comes to looting. Do not expect desperate lowlife tugs attacking your comitatus carrying heaps of valuables. Now, in case you are the aggressor and ambush their camp with all their possessions... that is another story. Provided that you are okay to prey on the weak. Will your companions approve?



Combat preparations
  • You can mount fighters, dismount outriders right before crew combat (except if you are ambushed)
Goal (objective) selection changes
  • Now you select a goal on the defensive side as well, so you can choose what you defend the most (crew, beast, cargo)
  • The main target of the enemies is only revealed in the second round
  • You can change your objective at the end of each round
  • Added the option to flee or retreat even during ongoing crew combat (albeit at potentially heavy losses)
New 'defense' stat introduced
  • It better reflects how easy or hard it is to take out certain enemies and characters (i.e.: outriders are much harder to damage)
  • You can improve your crews' combat strength and/or defense stats with equipment and properties separately
Actions in crew combat (tactical commands)
Giving more tools to the vagrus, we are now enabling 'Actions' in crew combat. These can significantly influence the outcome of crew level combat encounters. Our ultimate goal is to enable entering Companion combat directly from Crew Combat but even until then, players can choose from a number of actions (more to come), like:
  • 'Launch a mounted attack' that increases the CS of Outriders for the round
  • 'Form a Shield wall' to increase the Defense of your Fighters
  • 'Insult' the enemy to increase the chance of them making a mistake


Impervious crew combat enemies
Specters, Haunts, Living Shadows. Horrors that are immune to mundane weapons. Improve your companions, gain the blessing of Gods, gather rare magical items to defeat them. Alternatively, do the only thing you can if you come across these deadly enemies... FLEE!
  • Impervious enemies are marked with purple borders and their defense stat is colored as such, too
  • Only your Enchanted companions and/or crew can damage Impervious enemies in crew combat. Enchanted Combat Strength is highlighted - the axe and the CS value are colored to purple.
Miscellaneous Changes:
  • Event UI performance updates to ease the jittering (still not 100% but we are committed to fix it as soon as we are able)
  • Higher Authority now reduces Companion loyalty penalties
  • Outriders now automatically dismount to create cargo space in case the throw-out screen is (or would be) triggered

We are looking forward to all of you getting your hand on the new update and hearing about your experience. In case you like the game and/or the direction we are taking with it, please consider leaving a review. It's a huge help. Thanks and see you around, vagri!

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!

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Vagrus - The Riven Realms - Lares Hill


One of the most requested additions by our Early Access players has been Companion progression for a while now, and it's no surprise. Being a party-based RPG at its heart, Vagrus has a roster of unique Companions that are your most trusty lieutenants with their own backstories, skills, and personalities. It is only natural that they can become stronger with time and effort - and we have naturally designed this progression system in the beginning, but we held off on adding it because there were a lot of specifics to work out and the EA experience functioned fairly well without it.

Now, however, the time has come to introduce the progression system to see what our players and fellow vagri think about it.



Prowess and Insight

Character levels (exclusive to Companions) in Vagrus are called Prowess. You unlock new levels of Prowess by spending Insight - the same Insight you can spend on your vagrus. Once you gain a level, you can spend Proficiency points on your Attributes, Professions, Combat Traits... and now the all-new Companion Traits and revised Combat Skills, too. These round out progression with the ability to make your Companions much stronger in combat.

The Prowess cap will be 5 for the time being, as we are still testing higher-end progression (and mostly lack high-end content), but it is more than enough for a significant rise in power.



Combat Skills

You have seen them already but the Combat Skills now have fully developed second and third (maximum) levels. These level ups potentially change the Damage, Accuracy, Critical Chance, and effects of the Skills, often quite drastically. A good example is Garrik's Gas Bomb that covers more and more ground with level ups.



Additionally, several of the Companion Skills were revised to be more desirable in certain situations. A ton of enemy Combat Skills are also now working as intended, but more on that in another post.



Companion Traits

Each Companion now has a set of unique Traits that raise several baseline stats like Vitality, Armor, Resistances, base Accuracy, Power, and more. This is the only way to change these stats apart from Gear, so you will have to think hard about what to pick. Especially because most of the Trait levels - as well as Skill levels - have requirements.

Requirements

We've planned to include Attributes (Mighty, Savvy, Tough, etc.) one way or the other in the progression from the beginning but we did not want to assign incremental stat increases to them directly. The way it works now, most Combat Skill levels and all Companion Traits have Attribute requirements you need to unlock before being able to purchase them. This means that with each Prowess level, you need to consider what build you are going for, what your desired Trait is, and plan accordingly when it comes to purchasing Attributes.

This also means that no Companion will be able to unlock all their Traits and Skills by reaching Prowess 9 (the absolute maximum), so you'll have to plan builds.



As ever, we are very excited to see how the community reacts to the progression system. We hope that we can build on this system from now on and we'll be able to round out Companions fully in the future based on this. Even now, though, the system's depth is intriguing, and every Companion can focus on certain things ahead of others to specialize according to your needs.

Let us know what you think!

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!

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Vagrus - The Riven Realms - Lost Pilgrims


Hey everyone,

and first of all let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.

It is important to mention that the Companion loyalty storylines that will in the final game open up Prowess 3 and 6, are not yet in the game and not planned any time soon either. Our plan is to add those once all the planned regions are added first, so those questlines can be placed to their ideal location rather than crammed into the currently available territory.



We have also made various other improvements that make Companion combat more interesting:

  • Diminishing returns will help against enemies with high Block or Evade stats, and though it is applied on the player side as well, some of the Companions have access to the Resolute perk now that allows them to ignore diminishing returns, meaning they can Evade or Block without getting a debuff.
  • Thanks to some AI improvements, the enemies will now be much better at using complex skills instead of spamming a unit's base attack or even just skipping turns or swapping when out of position somewhat.
  • The mechanics of many combat perks, like Channeling or Life Leech, that are available through companion progression or as gear effects, have been implemented giving even more Companion upgrade options.

Beside changes on the code side, we are opening up a new subregion in this patch for the first time, the salt basins above the Mines of Plenty. The area includes Salum, the headquarters of the Scythichnis Covenant as well as the Auguros Work Camp, a prison colony of the Empire.

[salt mvideo or image]


Let's dive into the detailed list of changes:

Patch 0.5.16 - codename: Salty!

New/Updated Features
  • Companion progression
    - Prowess cap raised from 2 to 5 ⬆️
    - Second level skill upgrades enabled (and can be boosted to third)
    - New companion-specific Traits added that raise baseline stats such as VIT, ARM, ACC, etc.
    - For an interim period, companions can be 'reset' during camping (via the 'brain' button on camp/rest screens)
  • Companion Combat
    - Diminishing returns on Evade and Block introduced
    - New 'Resolute' combat trait available for certain companions; this trait makes the companion unaffected by diminishing returns
    - AI improvements - enemies can now use complex skills and are less likely to skip their turn
    - Skills involving movement or two phases now work as intended (their animation is split into two so that is still not final)
    - Enemies may now seem to have gotten new skills whereas in truth, those just started to work properly 😅
    - Initiative order altered to accommodate enemies with multiple actions per round; also to properly remove/add characters losing or gaining actions (i.e: Stunned or Aided)
  • New combat traits implemented: Arcane Leech; Blood Magic; Channeling; Durable Spells; Frenzy; Life Leech; Siphon; Spell penetration

New/Updated Content
  • The salt basins region added with settlements, events, and a questline
  • Gor'Goro has a new fourth combat skill

UI improvements
  • Camp UI 'X' button added (the most requested feature ever :smile: ) - goes inactive if any camp action is started, like banter, etc.
  • Companion combat decal flips finally work for enemies used as allies, as well as some other decal effects fixed
  • Animation and decal refinements
  • Various smaller UI changes & Tooltip updates

Bug fixes 🤞🏽
  • A bunch of Resourcefulness/Authority/Perk base/effect related bugs/potential exploits resolved
  • Save/Load issues around camping resolved
  • Companion combat skill effect resists against Impervious enemies now properly work (no Bleed status vs Specters, sadly)
  • DOT damage kills now trigger companion combat victory when defeating the final enemy
  • Wrong node-path taken bug fixed
  • Various smaller fixes

Known issues
  • Scouting result crash - still unable to reproduce
  • Crew combat looting does not work yet
  • The visual presentation of companion combat skills with two phases are not final yet

'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.

We are eager to hear how you find these new changes. With Companion Progression added, we are refocusing on the most critiqued area - well actually two areas - of the game: crew combat and companion combat. Our first priority will be to implement our planned Crew combat looting design and depending on how long that takes, we might take a crack at Crew combat Actions, too, soon afterward. While Companion combat has received a number of feature updates, the visual representation is still far from what we imagined. Beside the generic goal of making it 'better paced and more impactful', we are planning to improve specifically how we visualize targeting and complex skills, and also explore adding turn/round announcements and initiative order animations - the list goes on. This may take a while, so no promises on the deadline but we thought it was important to share that we are working on it. In terms of content, our eyes are set on Deven and the surrounding area already. It's coming.

Stay tuned, stay alive, conquer the wasteland!

- The Lost Pilgrims Team

P.s.: We are still receiving a high number of messages, bug reports, and improvement ideas via the various channels so we might not be able to respond to everyone but we're trying our best. ✌️

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!

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Sep 23, 2020
Vagrus - The Riven Realms - Lares Hill
Lately, we have been working on Crew Combat to further enhance its mechanics and the latest improvement is the 'Flee' feature. Let's check it out!



Flee!

Fleeing will now be added to a selection of Crew Combat encounters with the following considerations:

  • You do not always have the option to flee. It depends on the encounter.
  • While trying to flee, your combat strength is significantly reduced.
  • Your Flee value comes from your crew composition, equipment, and crew combat attributes among other things, resulting in a percentile chance.
  • The enemy's Chase modifier further alters the chance of fleeing.
  • Flee chances represent how successfully you can flee from combat. You will suffer damages even in case of a successful flee, albeit much less than you would by staying in a fight where you are outmatched.



Appease

Appease is an option that further changes fleeing when you can use it.

  • Sometimes you have the option to try to appease your enemies. Again, this is dictated by the combat encounter.
  • When you choose to appease, you offer to leave behind a variety of things for the enemy but depending on your foe's type and motivation (crew combat attributes), they may or may not appreciate them equally or at all. Some Perks increase the effectiveness of appeasing your opponents.
  • If you offer enough things to satisfy their craving, the appeased opponents will not chase you at all. In case of a partial offering, some of them might still do but the damage caused by them will be comparatively less.

You can see a demonstration of these mechanics in the video below.


No need to die against a horde of Jhakrae or a throng of Undead (or to load your game...). Run away and live to fight another day! :)

We hope that these changes will significantly improve the WIP Crew Combat experience, making it less of a Load Game fest. Let us know what you think once you have tried it.

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!

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Vagrus - The Riven Realms - Lares Hill


Fellow vagri,

we thought that this would be a good time to take a look at the recently implemented User Interface changes in Vagrus.

With the Factions tab, you can track your standing with the various factions of the game's world. At a later point in the developement, it will be possible to claim rewards for each unlocked reputation tier (although there are already a lot of implicit benefits and rewards for high reputation with almost every faction).

The Leader Status and Perk Summary UI pages might seem superfluous gains at first, but they round out the status effect UIs, as well as provide vital information about Perks, so it is indeed a very important milestone in our march towards completing the game's interface.

Below you can read about each of them in more detail.

Faction UI

In short, factions are organizations you can gain reputation with. Enough reputation points unlock tiers of faction standing that award the player with all kinds of goodies: discounts, items, equipment, and better paying Tasks, to name a few. Factions are often at odds with each other, so gaining reputation with one might lower reputation with another or two. You can absolutely lose standing, which results in losing the passive benefits of that tier. Most factions also provide quests and other content with the right tier unlocked.

There are several places where you can find factions on already existing UI elements. First and foremost, factions appear as a separate UI tab under the Leader main UI (since faction relations belong to your character the vagrus). You can check your standing with all factions here as well as what each tier provides, read about all the factions, and check on their allies and enemies.

Apart from that, factions also appear on the settlement UI, where Tasks can be taken, turned-in, and rewards are redeemed, provided the faction in question is present in the given settlement. Faction presence is also varied, with headquarters allowing for the most interaction. The majority of factions have a presence in large cities, though.

There are 11 factions currently in game, though several of them are partially implemented and will be fleshed out more with upcoming content patches. Some of them you have already encountered when playing the Open-world campaign, like the Church of Sergorod, the Ratharnak Alliance, the furtive Abolitionists, or one of the Imperial Trading Houses. We'll discuss them in more detail in a future post.

Leader Status

All kinds of long-lasting and temporary status effects can be received that affect the vagrus, your character, and these are listed on this pane. Its addition became especially important with the coming of Faction rewards, many of which provide bonuses borne by the leader of the comitatus (while companion- and crew-related effects get listed on their respective UI elements).



Perk Summary

With this addition, you can check each Perk's cumulative value. These are collated from your vagrus, your companions (including their Gear), equipment, and enduring effects. You can also see the breakdown of these Perks ordered into categories. Naturally, this UI only shows Professions and Attributes, as only these can be gained from multiple sources.



We hope these additions will make your lives in game easier. Stay tuned, for more is to come!

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
Vagrus - The Riven Realms - Lost Pilgrims
Hi Folks,

Thank you for all the feedback you shared with us in the last few weeks! This was immensely useful from the smallest bug reports to the super-ambitious ideas on how to turn Vagrus into a AAA title [thanks for crediting so grand a potential to our tiny team], and we appreciate you taking the time to help us with your insights.

One of the most commonly flagged missing feature was the option to Flee from Crew Combat encounters, and so after the first bundle of quick-fixes, we shifted our focus to that. Soon after starting to design Flee, we just felt that Appeasing enemies -bribing them to let you go without even having to run for it - was so tied to the Flee mechanic that it only made sense to implement both. And so we did.
We also made a number of tweaks, including the change that Tax collectors no longer factor in cargo from Trade tasks when calculating the tax amount.

It took a little more time than we originally planned and we wanted to make it available as soon as possible, so it has not been extensively playtested. The game might have become a tad too easy with these changes - please share your views about that once you had the chance to play a couple of hours with this new build.



Okay, time to dive into the list of changes:

Patch 0.5.15 - codename: Flee!
New/Updated Features
  • Crew Combat Flee 🏃 including the first version of Appease
    - In case the Enemy is the attacker, you may choose to Flee instead of fighting
    - Some Enemies are slow and easier to flee from while others are good at chasing and you may be better off fighting them
    - Increase the chance of your Flee by Appeasing the enemy with leaving stuff behind
    - Based on their attributes, enemies accept offerings and appreciate them on a different level
    - Auto-offer does not work for goods yet
  • Crew combat enemy-demands scale a bit better
  • Tax collectors no longer factor in Trade Task cargo when coming up with the tax amount. At the same time, tax immunities through Factions also reduced.
  • The accidentally released Perk Summary Tab properly implemented now 🧮
  • 'Manual' companion heal phased out by natural healing replacing it completely - as planned
  • Loads of perk related updates and fixes:
    - Perks granted by gear/etc do not count towards certain requirements (other Gear, Perk prerequisites, etc)
    - Gear/Deputy/Combat perk requirements only consider the companion's base perks now
    - On the Leader and Companion Perk UIs, only the base perks are indicated
    - Perk insight and proficiency costs consider base perk levels only (no overcharge for levels granted by other things)
UI improvements
  • Companion Perk UI refreshed (still not the final version, though)
    - Split to three columns now instead of the previous four and also added new tooltips
Bug fixes 🤞🏽
  • Settlement Slave/Mounts sell, also Banter misdirects to the Chart fixed
  • Dream event script fixed
  • Fixed disappearing proficiency points on deputy skills
  • Price tooltip resets when all goods are sold
  • 'Location ?' bug on the 'Load game' screen fixed
  • POTW Chapter 9 autosave occasional load-back issue resolved
  • A number of typos and event script errors fixed
  • Tooltip improvements
  • Various smaller fixes
Known issues
  • Gear & Status bonuses will be added back to the Companion and Leader Perk UIs
  • Scouting result crash - unable to reproduce
  • One combat decal crash - unable to reproduce

'Is Vagrus properly balanced now'? - Nop.
'Was it a step in the right direction?' - We think so. Please let us know how you find it.

Now that we have released Flee, we are moving on to design and implement Companion Progression, which will move the cap on companion Prowess to five from the current two and bring along new combat traits to increase companion stats. It already looks and feels awesome, we think.
We are also changing our approach to content releases and instead of very rare big drops, we plan to open up new campaign map areas in smaller chunks. The first one will most likely be the salt basins above Mines of Plenty, including Salum, the headquarters of the Scythichnis Covenant and the Auguros Work Camp of the Empire.

Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team

P.s.: We are still receiving a high number of messages, bug reports, and improvement ideas via the various channels so we might not able to respond to everyone but we're trying our best. ✌️

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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Vagrus - The Riven Realms - Lares Hill

We have always planned a fairly elaborate system of healing mechanics but when creating 'Pilgrims of the Wasteland', we first focused on getting the main features ready and implemented a more streamlined, placeholder set of healing rules.

Out with the Old

The PotW system simply had you use a relatively valuable resource - medical supplies - to fully heal one Companion at a time during camp. This is not only too 'gamey' but also very obtuse and not what we intended for the game or the setting.

The old healing system did have hidden statuses, however they were not used for anything really:
  • Hurt: Received after losing 50% Vitality, limits Maximum VIT to 80% until removed.
  • Wounded: Received after Downed, limits Maximum VIT to 60% until removed.
  • Mortally Wounded: Received after falling Out of Action, limits Maximum VIT to 30% until removed.
In spite of these elaborate statuses, healing remained the same: the use of a medical supplies item healed Companions up to their Maximum VIT right away.

In with the New

When Crew Combat was added, we implemented an elaborate system that was used to heal up your wounded Crew and Companions at the end of each skirmish. It was based on rolls stemming from the Healing Perk. Now that we decided to rework Companion healing, we basically use the same principles for natural healing.

During camping, you roll for natural healing for each Companion that is not at Maximum VIT. The heal roll chance comes together from the following factors:
  • Major impact from Heal Perk levels (from Companions, the vagrus, gear, etc.)
  • Minor impact from Herb Lore Perk levels
  • Major impact from settlement accommodation if any (second or third Rest tiers only)
  • Major impact from taking it slow with the comitatus (spending less MPs before camping)
  • And most importantly: from medical supplies (item) if you choose to use them
Even without many impacting factors, Companions recover VIT more often than not, except if the natural healing roll is a Critical Failure and in that case can even lose VIT but only until it reaches 1, so Companions can not die but their condition can worsen.

The statuses from the old system still exist, and if a Companion reaches the temporary limit (for example, 60% of Maximum VIT when Wounded), a successful natural healing roll removes the current status and applies the next 'higher' one (for example, a Wounded Companion then becomes Hurt). A Critical Success results in a two-stage jump.



Using Medical supplies provides a huge advantage, as it removes the status even if the Companion has not reached the associated temporary VIT limit. It also increases the chance of status improvement and VIT recovery greatly.

Previously, one full healing required one medical supplies item with a 100% result. Now, there is a chance on the result and hence these healing items can be lost or retained based on a chance with each usage. Normally, this depends on the roll, like treating a Wounded with a success roll has a 10% chance to use up the item, while rolling a fail increases that chance to 20%, and so on.

We implemented the natural healing part already but left the Event heal option in too for the time being, at least until the changes on the Camp UI can be implemented, allowing the players to decide on the usage of medical supplies each time they strike camp. This new system is much better-suited to what we were planning from the beginning, and is also more fair, although healing will be slower and so you'll have to think twice before jumping into combat too soon.

The Lost Pilgrims Team

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Vagrus - The Riven Realms - Lost Pilgrims
Hi Folks,

Our EA release has been an emotional roller coaster on both sides. Most managed to hold on tight, some even got to the finishing line (took them ~50 hrs on average) but there were also many who fell out of the carts. Sorry about that.😬 Know that most of the root causes are bugs and not intended design.

Have we entered EA too early? - we asked ourselves. Well, Yes and No.
In retrospect, parts of the game could have been much better balanced, some critical features should have been added before the release. On the other hand, we did not have enough fresh eyes and those areas were confirmed 'okay' by hundreds of veteran players who played on way harder versions than the current one (survivor bias). Considering that, it is great that we got a new wave of players and learned about those issues, so now we can focus on the right things. Truth be told, if we entered EA a few months later we would have developed a bunch of new stuff and jumped into the same hot water. It will get better, though, promise.👌

Time to dive into the list of immediate fixes we have applied.

Patch 0.5.14 - codename: Bandage
  • Almost all crash bugs fixed (still chasing one in the companion combat)
  • A massive number of performance improvements
  • Chapter 9 autosave added at PotW climax combat sequence
  • Trade Tasks a bit more profitable
  • The bug that preventing low-level Trade Tasks generation resolved
  • Another bug hindering Trade Tasks generation in general fixed
  • Crew combat strength calculation corrected
  • Crew combat difficulty introduced slower (The true answer will be 'Flee', though)
  • Random Crew combat on Point of Interest nodes bug resolved
  • Scouting into multiple directions costs less Resourcefulness
  • Scouting Movement Point cost got a little cheaper too
  • The tax percentage reduced on non-cargo valuables in the generic Road Tax event
  • Imperial 'wanted criminal' status increases slower but still can get locked out of Tor'Zag
  • Fixed the issue where companion recruitment events could be repeated
  • Companion loyalty losses in events and due to game mechanics reduced a bit
  • The bug that caused permanent Resourcefulness loss resolved (for the future only)
  • Some wide-screen problems (like chat-heads covering text, etc.) solved
  • Brand new GFX setting boost performance
  • V-sync option now properly saved
  • Music loop time setting added
  • Corrected the sound balance (it was accidentally heavy on the right channel)
  • A metric ton of typos and event script errors fixed
  • Tooltip improvements

'Is Vagrus properly balanced now'? - Nop.
'Is it a step in the right direction?' - We think so. Please let us know how you find it.

From next week we will start to design and implement the Flee option in Crew Combat, also diminishing returns on Evade and Block in Companion combat to stack against RNG better. We are hoping to roll these out too within a few weeks.
After delivering those two and some smaller improvements, we plan to focus on bigger tickets, like Faction Rewards, Companion Progression, and more.

Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team

P.s.: We are flooded with messages, bug reports, and improvement ideas sent to us via the various channels so we might not able to respond to everyone but we're trying our best. ✌️

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!

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