This time, we come to you with a double feature of sorts, combining two topics into a single devlog post: changing the types of the beasts of burden of a comitatus and the mechanics of Trade Offers.
Beast Types
The vagrus's ability to change the type of beasts their comitatus uses has been planned to be added to the game from the beginning but it had to wait until recently for a couple of reasons. The first being that there were a number of other - more important - things to be added before and also because changing between only two types would have been a bit lackluster, but the third type was locked behind content that we got around to just lately (and is available since the addition of Larnak).
Of the three types of beasts, two are accessible in most settlements in-game. Mammals are slightly more common, which means that you can buy them in greater number in mansios, except in the deep deserts where reptiles are more common. Neither of these two types are better than the other in all respects. For example, reptile beasts of burden carry more cargo and move a tad faster but march less effectively and have a much larger consumption. Reptile mounts are slightly better at combat but less effective on long journeys than horses. Mammals are cheaper and so make it easier to scale up your comitatus but require more animal care, thus more work. The third type, insectioids, work as an upgrade in basically every aspect and cost a lot to obtain. This type is meant for high-end comitati in general.
Changing the beast type of your comitatus happens in the mansio and it changes both your beasts of burden as well as mounts to the selected type at once. From then on, you buy beasts and mounts for the new, active beast type, meaning you can never have mixed beast types in your comitatus.
Trade Offers
Commerce in the Riven Realms is held in the iron grip of Trading Houses through official monopolies or the control of locations that produce valuable goods. A simple merchant who deals in smaller quantities of wares can not begin to imagine what profit these factions work with, especially compared to what the actual manufacturing or harvesting costs. Yet there are considerable expenses involved in these operations, too. If the hardships of travel over the accursed wastelands were not enough by themselves, factions regularly wage bloody wars for resources, mostly in the shadows but often openly as well out on the frontier - and these are astonishingly expensive.
In accordance with the above outline, we have always wanted players to only have access to large quantities of wares through factions. We had a lot of the feature in place, including UI elements, but we needed dynamic pricing to work before being able to add Trade Offers. Until it could be implemented properly, the temporary solution was to control stocks through the market of settlements, but it was less transparent in many ways - a lot of players neglected to check back to depleted or markets with a seemingly low goods density, believing that it will never change.
The concept of Trade Offers is not complicated: factions that have presence in a settlement post bulk offers for buyers and sellers alike. The content and quality of these offers depend on a variety of factors, including the faction's interest in and the supply-and-demand of the wares in question, the extent of their presence, as well as the player's unlocked Trade Offer tiers (from I. to III.).
Trade Offers can only be bought and sold in full stacks, and beside the normal price, vagri can get a better deal when spending faction reputation. Although factions do not sell their wares cheaper (except at higher standing with them on the source nodes of the goods), each unit of the offered stack costs the same, which is a great advantage over the dynamically changing market price even though it may seem that the initial couple of units cost less at the market than the offered ones. The result is that large scale trading is mostly viable through faction Trade Offers.
Apart from fitting the setting of the game, the point of this design is to keep smaller comitati more viable through normal market trading while to upkeep larger ones you would have to progress through factions. This is only true of course if the player wishes to delve into the trading aspect. Trade Tasks remain for those who mostly care about a fixed, certain profit without risking their coins.
We hope you will like these new additions - they certainly add new levels of depth and strategy when it comes to comitatus management.
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!
This short video was made to give you a rough idea about how the new comitatus equipment screen and system were changed. Categories have been revamped, with new ones added into the mix.
The new mechanic allows players to use these items in more diverse and specialized ways. New types of equipment, like armaments, tools, and animals were added while we ironed out the older ones as well to make it more consistent and interesting. Many pieces of equipment are available for several slots, so you can mix and match in more ways than one.
Another change is that Deputies are now linked to equipment in a new way - they will open up extra slots for certain types when assigned to their post, further deepening the system. Now you'll be able to make use of more equipment at the same time and come up with combinations that better suit a large variety of situations in game. We also added a lot of new pieces of equipment with the last several patches, making the list of available ones fairly long by now, including some unique ones only acquirable through questing and faction reputation.
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!
With the arrival of Factions to Vagrus, you guys got a new way to specialize your comitatus. Up until the addition of Faction rewards, however, this meant some obscure (albeit very welcome - we're looking at you, road tax) boons and perks but then with claimable rewards, Factions quickly became our players' new best friends.
The Name of the Game
In its core, the system is well-known in video games: build more reputation by doing repeatable, procedurally generated Tasks as well as unique stories, unlock higher tiers of Standing with a Faction by doing so, and receive your rewards. The higher the Standing, the better the rewards - it is that simple. Or is it? Of course, staying friendly with a Faction might be a challenge of its own, seeing how they tend to hate each other so passionately. This means that gaining reputation with a Faction will reduce reputation with their enemies, albeit not with the same intensity. It was deliberately implemented this way so that you can not get all the goodies in a single run - a balancing act, a tool of immersion, and a factor in replayability.
The Rewards
Two kinds of rewards are bound to Faction Standing:
Prizes: These Gear or Equipment rewards are one-time only redeemables. Once you have the Standing, you can claim them at a settlement with the right Faction presence. There is some overlap between prizes here and there but you also get a lot of unique rewards among them to make them more interesting. The higher tier ones are powerful and valuable additions to any comitatus.
Boons: These are always Enduring Effects and they will stay applied to your comitatus until you lose the required Standing with the given Faction, in which case you'll lose the boon. However, upon regaining your Standing, you can again claim these effects by simply going to a settlement with any kind of presence for the Faction in question.
All in all, we are very happy with how Factions - and the related rewards - have turned out in the game. There is still some tweaking to be done, perhaps overhauls of rewards as well, but we have had a very positive feedback from our player base and we're very excited to see how these awesome rewards will motivate you guys to delve into the Faction system.
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!
the time has come to revisit the region that featured in Pilgrims of the Wasteland, the tutorial/prelude of Vagrus. We opened up that very zone for the open-world campaign, albeit we are 10 years in the future compared to that prologue story, so expect some changes. There was a bit of a switcheroo involving several patches in the works and eventually the choice fell onto pushing this out in part to fix a game-breaking bug from the previous patch. For this reason, expect a smaller update in the near future that irons out a few things regarding the currently added content, although we might end up merging that with Mercenary Tasks, the next larger addition.
Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.
Now let's jump into the details:
Patch 0.5.30 - Codename: Brimstone and Bones
New Content :gift:
The Smolderbone region is finally open, as well as a new part of the Searing Plains. They include five new points of interest: the city of Avernum, Omphalat Outpost, as well as the tribal settlements Vitrar and Utvorar, plus the dreaded Writhing Oasis.
A number of stories and quests that lead to this zone continue, and a lot of new ones begin here, too.
A new companion, the veteran warrior and former kingpin Skornar can be recruited in Avernum.
New/Updated Features :shiny:
Defender, Diehard, and Marksman Perks implemented.
Skill dependencies implemented for Burrow, Eviscerate, and a number of other enemy Skills. In some instances, these Skills appear as new (like Eviscerate) but mostly they got more restricted in their use by the tweaks.
Considerable changes to market prices.
A number of fixes/design changes to Trade Offers.
Enemy Mounts and Beasts gained through Crew Combat are now turned into supplies when your comitatus uses the Yrg beast type.
Enemy combat resistances nerfed all across the board.
Bug Fixes :bug:
Most Event UI crashes/bugs fixed - not all of them, though
Various smaller fixes and Event script tweaks
Known Issues:
Skornar's Guard Stance retaliation attack upon successful block may not always trigger. We are investigating the reason.
Load times are getting higher and higher. We plan to address the issue closer to the final release.
'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.
Coming Up Next:
Mercenary Tasks, along with a focus on spicing up Companion Combat.
Stay tuned, stay alive, conquer the wasteland! - The Lost Pilgrims Team
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!
Our friends at Iron Tower Studio have just released Colony Ship on Early Access. You can play the first chapter of the game and explore the first three locations.
Colony Ship is an isometric, turn-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship”, a massive spacecraft on a centuries-long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices alone will determine who your friends and enemies are.
Turn-based combat with action points and different attack types with different pros and cons. Gather a party of adventurers or explore the Ship alone.
Turn-based stealth: action points, noise and alert meters, and takedowns.
Dialogues with various checks: stats, skills, reputation, items, deeds, etc.
You start the game in the Pit, a container town sitting in one of the Ship's cargo holds. From there you can travel to two nearby 'locations': the Armory and Hydroponics. These and other locations will change and evolve throughout the game.
The Pit. The Free City. Ever since you were a kid, this has been your home: a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks have lived free and died fast, with those who survive earning their keep by either "diving" into the wreckage of Mission Control and bringing back valuable relics of the past, or figuring out a way to make money off the fools who do the diving.
Your destination lies ahead – a triply reinforced door flanked by twin auto-cannons drawing on a seemingly inexhaustible power supply. No one made it past during the Mutiny, and no one's made it past since. Like the proverbial flaming sword outside of Eden, it sits as a guardian, a symbol of ancient strength, and a promise of marvels beyond.
The Hydroponic Division was originally conceived to adapt Terran plants to the anticipated environment of Proxima Centauri. Extensive gene-editing was employed to develop resistance to alien fungi and pests, and accelerated adaptation hacked into the plants' genetic code.
Like many other critical systems, Hydroponics was abandoned during the Mutiny. The carefully cultivated flora and fauna was left on its own in harsh environs designed to propagate rapid and brutal evolutionary cycles. When men returned to reclaim Hydroponics, they discovered an environment as wild and hostile as any Earth jungle.
Party members with personal quests, development arcs (reflected in changing portraits), agendas, and beliefs. The first chapter gives you 3 party members out of 10:
... and introduces a party member who might join you later:
Wishlist and follow Colony Ship for up-to-date information about its development milestones and get notified about its release when the time comes.
this next patch is a bit lean on content but that is because we are gearing up to the next one that has a huge new region with tons of adventures awaiting - and it is coming sooner than you think! That said, this current update contains a pile of new features and Quality of Life improvements that will hopefully make you happy - like a completely reworked Event UI, Test boosting that allows you to use Resourcefulness to improve chances in Events, additions to Chart markers that makes it easier to find things in the wasteland (but still keeps it a challenge most of the time), new Hirelings, combat Skill tweaks, and a lot more!
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.
1 new Venari and 3 new Oquo Hirelings became available at their respective headquarters
New Deputy Perk options now available on most companions (most of these you have to unlock via Prowess progression)
New SFX for a few enemies
User interface improvements :pencil:
Event UI revamp including buy-sell icons, hover effect, the whole choice box clickable, dependency icon improvements, and tooltip improvements,
Test chance boosting is now available (normal & advanced with the 'Enhance' Perk)
Revamped Mini-comitatus UI (campaign view top left) with more information
Revamped Node & Marker cards on the Chart
Chart markers are differentiated by colors and icons from now on
Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up
Enemy banners added in Crew combat for flavor and categorization
'Ready' sub-header added under Journal Tasks
New/Updated Features :shiny:
'Enhance' Perk and functionality enabled (allows you to raise Test chances further in Events).
'Traverse' Perk and functionality enabled (allows you to convert MMP to MP every few days).
A shedload of balancing changes to Companion Skills.
Tasks no longer automatically grant the settlement destination on the chart. Instead, they spawn a marker similar to quest markers that can be used to locate the settlement.
Passengers also get a marker. Their destinations also is now clickable in the mansios (so you could preview the direction they are heading to).
Several tweaks to market prices aiming to make cheaper goods a bit more profitable while curbing the effortless riches on expensive goods (let us know how you find these).
Trade task commissions got a ~8% increase to make them more worthwhile
Bug fixes :bug:
Faction offers no longer accumulate the available offer quantity infinitely (hopefully that puts an end to the 1k bross rounds)
Sand Wyrm burrow got an interim fix - a proper fix will come at a later time
A number of smaller bugs squashed
Can no longer poach Yrgs from Crew Combat
Crew Combat offerings no longer disappear when clicking 'Back'
Event occurrence tweaks regarding the frequency of wind and dream events
Another round of infinite insight exploits closed off
Known issues:
The initial Loading time might have gotten even higher as we had added the new nodes for the upcoming content patch (hidden from players for now)
'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.
Coming up next
Meanwhile, we keep working on two major patches simultaneously. On the content side, the Smolderbone region has been coming along nicely, while the development of our single largest outstanding feature, Mercenary Tasks, is progressing well, too. We are not sure at this time which one will be ready for release first. Let us know in the comment section which of them you are waiting for the most.
Stay tuned, stay alive, conquer the wasteland! - The Lost Pilgrims Team
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!
Hirelings are a new kind of ally we have recently added to the game. They are in effect companions but can only be hired for a limited time - and for a steep price. They have no story of their own because they are only meant to represent nameless mercenaries, rounding out the abilities of your companions or making up for something you are missing in your comitatus. You always hire these henchmen from certain Factions.
Types and Use
There are two kinds of hirelings: non-combatants and combatants. The latter can take part in Crew- and Companion Combat encounters, and are quite capable in both, armed with their own Skills and Combat Traits. Non-combatant hirelings do not fight but provide their versatile skills to anyone who can pay them. They will be added in a later content update.
There are stronger variations of each hireling available to those vagri who can pay more.
Abilities and Limitations
Hirelings can not be leveled up, their Prowess is fixed. However, they start at a higher level, which makes them much more powerful than most starting companions. Several hirelings have Deputy Perks, which can make them useful when you want to obtain a character with a specific role. Hirelings' combat skills complement those of your own companions, with most of the mercenaries adept at crowd control, tanking, or support Skills.
Where to Get Them
House Venari is the sole purveyor of hirelings at the moment but you do not have to be on friendly terms with them, only neutral, to be able to make use of this service. Higher standing with the Faction will give you a significant discount on hirelings. If you are interested in these specialized mercenaries, seek out the Venari villa in the city of Larnak in-game!
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!
2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.
One of these is a gingerbread Vagrus fan art. Yes, that's a thing! Besides the Krawag we also received orc marauders and three replicas of the pilgrim with the lamp from our logo. Those have not survived long enough to be part of the final photoshoot, though.
The First Open-World Region
But let's rewind for a bit - to the start of 2020, in fact. It was a year we entered with big hopes, albeit with a lot of uncertainty. In January, we were in a frantic push to share the first open-world region of the game with our Fig and Patreon Backers, finally revealing our true vision for the game. We were all very excited to hear what people thought about it.
On March 26, the time has come to taste the pudding as they say. It was yummy but the crust was a bit too hard: new players struggled with the strategic aspects of Vagrus. After a few weeks, we knew that the game was not ready for an Early Access release in May as we had originally planned. We needed to implement Trade tasks first, along with a number of improvements in other areas.
COVID Impact
Soon after publishing the open-world patch, our team opted to work from home-office. An interim measure, or so we thought at the time. It took some getting used to but eventually, we got the hang of it. The occasional scare that one of us got the virus was not helping our mental health, and we had a storm gathering on the financing side. The private investment round we planned for spring tanked as one by one our candidates pulled out due to the global pandemic. We had to pull our belt in a few notches while working hard to get ready for Early Access and start generating some income. In the end, we held a smaller round of investment the same week that we released the game into EA. It wasn't fun but it bridged the gap until our first revenue share payment.
Early Access on Steam
After some shuffling around due to the Steam Summer Festival and Summer Sale date changes, we set a course to release the game at the end of July. We knew we were developing a niche game with a lot of reading from the start, so we set our expectations accordingly. Compared to that estimate, our debut ended up being a huge success (while remained modest in the grand scheme of things, of course). Most importantly, it was enough to keep us going.
The amount of initial feedback quite frankly overwhelmed us. At a certain point, we were over two weeks behind with processing our bug reports and other forms of communications we received but gradually worked it down to an acceptable threshold.
From all that insight from players, we gleaned new truths on how we should prioritize the upcoming features and fixes. It quickly became apparent that crew combat needed some additional love first. The good news was that there were plenty of people enjoying the game even in its Alpha state, which gave us hope and strength to march forward.
A Growing Team and Game
We got to know Laci, who joined Lost Pilgrims as a programmer, back in February and kept in contact, with the turbulent times of COVID ever-delaying our target-date for joining forces. His commitment to safely hand over his previous project to his replacement was something we admired a lot and proved that we picked the right person to join our team.
We added new content and features one after the other. Most recently, the largest content drop to date opened up the Deven region with a lot of new things to do. Looking at Steam, one can find many players with 60-70 but some over 150 hours of playtime. It's hard to grasp for how long some folks might play Vagrus when all the content will be added and finalized.
At the end of summer, the team decided to make home-office permanent and we canceled our office rent. With the second wave of the pandemic hitting not very long after, it proved to be a wise decision.
Social Numbers
It's been a while since we shared our progress in numbers. The trends have been similar to previous years. Traditional social media platforms grew a little but not significantly while the number of our following on gaming portals has more than doubled - a clear sign that most people follow their gaming news where they play.
The good news is that since Vagrus's Early Access release on Steam and other platforms back in July 2020, the revenues coming from those places cover the cost of our small development team, which means we can safely continue working on the game, adding new features and content with each patch to the great satisfaction of our existing player-base who come back to play and see more of Vagrus.
Perhaps the most significant news of 2020 for our team was that from our Early Access revenues we could expand our crew and so Laci joined us later in the year. He has proven himself an excellent and fitting addition to our team and we have high hopes as to our reinforced ability to deliver a great game during the course of 2021.
We still have a lot to do, of course. First, to add all the regions we plan to include in the final release, then to build on that and develop mid- and end-game content that connects all the places like a web. On the game design and code sides, the biggest ticket will be implementing Mercenary tasks, a feature that is much more complex than the already existing Trading tasks. As it stands, Exploration tasks will likely be added in a post-release patch only but who knows. We have an incredibly long list of other improvements we plan to cover until the 1.0 version, ranging from visual enhancements through complete User Interface revamps to Quality of Life features requested by our players.
We very much look forward to this new year and we'll see what it brings.
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!
so we uh... broke a few things again. Early Access for the win! 😅
If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.
Now let's jump into the details:
Patch 0,5.27..M - Codename: Luminous - Hotfix!
Bug Fixes :bug:
Crashes connected to Ashlander and Sand Wyrm variation character resolved
Companion Combat Formations crash if the saved companion is no longer with the comitatus resolved
Formation exploit allowing the deployment of companions not picked during hero select removed
Formation exploit allowing more companions to be deployed than the max limit removed
Gear and Status effects now added even if the companion does not have the given perk [They still do not count toward Combat Trait requirements]
Companions showing as Wounded even on max health fixed (you need to camp one night for the code to recognize the actual health status)
Event scripts related to the Oquo questline in Larnak corrected
Larnak Hive quest line fixed
The rare bug where Nedir could not be fitted out with any Gear resolved
Nedir's Famulus is now always (re)summoned on full health
Larnak is now by default visible on the chart just like the other major cities
Known Issues
Formations are still not perfect. We will improve the logic and its tooltip in a future build.
We will explore options to reduce the initial loading time.
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
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!
this patch is our biggest to date in terms of complexity including a new region and a number of big features, so the tendency of taking on a lot seems to become a tradition for Lost Pilgrims by now.
Important note: considering the extent of these improvements, there is little to no chance that we broke nothing in the process of adding stuff and failed to notice despite extensive testing. 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.
New Content
Larnak is huge, although somewhat smaller than Deven and Tor'Zag's Shelter. The city has several unique districts, shops, temples, adventure hooks, and more. Larnak is the headquarters of House Venari, as well as home to the embassy of an insectoid people that arrived to negotiate with the Empire. A dark threat is also appearing on the horizon, as the long-disappeared Sand Wyrms are returning in great numbers to prey upon travelers of the scorching deserts that surround the city.
Ash is a small town in the middle of a grey silt desert west of Sun Rock. Run by House Darius, it has become the largest slave market near and far. Unique opportunities await vagri with no scruples about forced labor.
The Forsaken Colony to the southwest of Larnak is a mysterious place. Abandoned along with the mines and an odd Yrg hive nearby, it has been largely avoided for decades. However, something stirs there at the far end of the desert and a new presence might have set up shop in the old colony.
We have also added a proper Oquo headquarters in the Drusian Quarry as well and the Dread Reavers continue their journey. Find these and more hidden stuff in the new build!
New Companion
Nedir the sorceress joins the companion roaster! Without spoiling too much, we can say that she is a spellweaver who specializes in fiery displays of destructive power as well as magic involving... well... Demons. She is completely in control of course! At least if you want to believe her.
Hirelings
To top it off, we have also added Venari Hireling characters who can be hired for a period of time to help out with the toughest of challenges, albeit for a small fortune.
Factions, Factions, and Factions!
Dynamic pricing was the first step to our final economy design. The second: Faction Offers is now added with this patch.
As the Factions own sole rights to trading in bigger quantities, finding enough goods to trade from the market can be quite challenging (and expensive with the prices shooting upwards with each bought stack). For the affiliates of the big Trading Houses though, the flow of goods opens up right away. Gain good standing with them and you will find their buy and sell Offers on the now enabled Faction Offers tab [Only in the open-world section]. Use a portion of your accumulated goodwill (reputation) and the deal becomes even sweeter.
Faction Rewards open up with each tier of Faction standing. Some of them you can reclaim at each of their headquarters, others are awarded simply by reaching new tiers (and lost when falling below a tier's threshold). These new rewards include:
One-time obtainable rewards (like equipment and gear) can be reclaimed for most unlocked faction tiers. Some of these are not attainable anywhere else in the game.
Constant effects, like increased worker efficiency, ambush chance, or Odd Jobs bonus. These are unique for each faction per tier and they have several levels you can unlock on higher tiers.
New vagrus and comitatus customizations in the form of banners. Most factions give you their banner upon reaching a high tier of standing. You will be able to change banners on the leader UI.
Mounted Fun
Did we mention the third beast type becoming available for high-end comitati? How about the option to mount up your whole crew (provided you do not have any beasts and have enough mounts for all your crew including companions, passengers, and yourself)?
Well, it would take too long to describe every fix and improvement in detail, so let's just switch to our traditional Patch notes format. Here goes:
Faction Rewards (gained for each tier of standing)
Buy Market info via your Faction connections
The third beast type enabled (attainable via quests)
Mount-Up (though not quite feasible yet, more enablers to come)
Companion Combat formations (save and deploy your fav positionings)
Hero Select autofill and remove (filling order based on health rate)
Venari hireling characters (expensive professionals to hire)
New/Updated Content :gift:
The Larnak-Ash region
Venari HQ in Larnak
Oquo HQ in Drusian Quarry
New Companion: Nedir
Dread Reavers on the road again (though technically this time you are on the road for them)
Three new music tracks [Deven, Larnak, and an alternate Jaggest Waste]
Brand new enemies, as well as new versions to existing ones
Updated Game Mechanics :tools:
A great number of changes to the effects of existing and new equipment/gear/statuses
In many cases, changes to the availability of equipment and gear (now often available as Factions Rewards only as opposed to the market)
Stronger versions of equipment added - sometimes the original ones nerfed a bit to make the upgrade noticeable without breaking the balance completely
User Interface Improvements :pencil:
Indicators added on both the Crew Combat and the Companion Combat side to better indicate which unit participates in them, and also if they were Elite or Leader units
Market prices and quantities now shown in stacks when the 'mass trade button' is pressed
Tooltip improvements all across the board
Bug Fixes :bug:
The trickling reputation rates were in reverse for Opponents and Adversaries, now corrected which will make it a great deal easier to remain on good terms with opponents
A great number of insight and reputation exploits closed off [sorry, not sorry :P]
Event decisions impacting Faction presence in settlements were not working property - fixed and reconstructed for prior saves as well based on journal entries
All known crash root-causes resolved
Various other smaller fixes
Known Issues
We will explore options to reduce the initial loading time.
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
Coming up next... Mercenary Tasks and a return to Avernum. Yes, you read it right! Stay tuned.
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!