this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.
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.
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first of all, Happy New Year. We made it to 2021 at last. 🥳
It's been a while since we posted a devlog entry and we figured that this would be a great time to do so. Today's topic, Dynamic pricing, has been on our minds for a long-long time, and finally, we've decided to pull the trigger on implementing it. To provide a little background on why we need it, let's review what happens in the current build of the game when you go trading.
Current Goods Pricing
Buying and selling goods on the market do not affect those respective prices. The first stack you buy will cost exactly the same as the last one you grab from that market. Similarly, the first unit of pottery you sell will go for the same amount as the 535th unit you dump on the locals.
This means that after you figure out what makes sense to trade in small quantities, you can rely on repeating that no matter how big your comitatus grows and end up making the same rounds over and over again. The whole thing turns into grinding, which never was our intent, of course.
It's problematic from an immersion perspective as well since dumping twenty stacks of pottery on an oasis camp makes absolutely no sense. What the heck would they do with that many, right?
Lastly, but just as importantly, that system created an economy balancing issue, too. As once the size of your comitatus grows, it becomes more and more profitable to repeat tried and static routes. While the buy and sell prices are the same regardless of the quantity, the other costs (upkeep, consumption, etc.) are not scaling linearly with the cargo size.
We have struggled with this through numerous attempts at balancing, failing in a new way every time.
A low profit per stack created a suitable challenge for bigger comitati but smaller ones had an extremely tough time surviving.
When we raised the profits high enough to make it relatively easy for smaller comitati to make a living, by the mid-late game players were swimming in money (known as the golden age of vagrus players, with many owning 10,000+ Bross).
Right now we are in the middle where smaller comitati still struggle while there is little challenge for high-end caravans since money is never a constraint for them.
Our solution?
Dynamic Pricing
The main change in this system is that markets react to the quantity available to them. The more of the same goods you sell on a market, the less they are willing to pay for it and similarly, the less quantity of a trade good remains on the given market, the higher the price they expect for it. It's a well-known concept: in economics, they refer to this as the 'invisible hand' that balances demand and supply at the right price.
But how does this help with the issues we listed above?
It allows increasing the profit margins to the high spectrum, so smaller comitati would have an easier time while effective trading still maintaining a challenge for mid- and large-sized caravans. The higher quantities you buy and sell, the closer the buy and sell prices become, so the profit margins stick closer to your cost-efficiency.
Does that mean that the game will become much harder for mid- or large-sized comitati?
Yes and no. Doing the same as before, running exactly the same trade rounds regardless of size, will not work well any longer. Players trying that will quickly see their profits dwindle and might feel that the game just got harder for them.
The answer is partly in: 'the bigger no longer means better' but also in: 'diversity over grinding'. Instead of trading in 2-3 types of goods in massive quantities, the best profits (better than before in small quantities) can be achieved in trading in many goods at once. Getting great deals and distributing between multiple locations along a trade route work much better.
It will be something new and challenging until players figure it out; also much less repetitive, hence more enjoyable, we hope.
It will surely take several iterations to balance this new system. We have already started testing it internally but the ultimate trial by fire will come when we make this available to you all and hear your insights: stories of success and failure. Learning those will help us tweak the system further and get closer to a good balance between challenging and enjoyable.
Hope you are just as enthusiastic about these upcoming changes as we are!
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!
We at Lost Pilgrims Studio want to wish you all Merry Christmas (or whatever else you celebrate in your neck of the woods at this time of the year) and a hopefully-much-better 2021 than this year has been globally! We hope that you are safe and well in these dark times.
Keep a weather eye on the horizon, as we'll continue working hard on Vagrus, releasing content and features continuously, to be able to deliver a final game (in 2021🤞) that has the high quality we aim for as well as our quirky, unique touch. :)
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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!
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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?
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!
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!
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.
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!
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. ✌️
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!
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.
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!
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!
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!