Having played decades of tabletop RPG campaigns in the setting and Vagrus' narrative landing north of one million words in the form of stories and codex entries, Story-Rich certainly rings true when it comes to our game.
If you enjoyed the setting and stories of Vargus, it would be an honor to receive your nomination in the Outstanding Story-Rich Game category.
Thank you very much for your support! The Lost Pilgrims Team
If you are one who's into the text-based game, consider following and wishlisting the game, so you won't miss the upcoming news, latest devlogs, and sneak peeks!
Mother of All Secrets, a mystery RPG about an orphanage where the fates of the heroes irreversibly change with every tick of the clock. Become one of the pupils and unravel the mysteries of the House by influencing the minds, hearts, and plans of its inhabitants.
Here's their official trailer:
Get ready to dive into the very heart of the events that unfold inside the orphanage's closed society. Hand-drawn graphics will immerse you into the reality of your new home.
Create your own character and live out a unique story — only you decide how to spend each and every hour. Go about uncovering the asylum's secrets however you like. Make friends or enemies at your own discretion. Explore the darkest and most dangerous corners of the House. Unravel other people's schemes and draw up your own plans. Obey or risk breaking the cryptic rules that govern the orphanage and face the consequences.
Also don't miss other games from Studio sever and 101XP, including critically acclaimed narrative-driven RPG The Life and Suffering of Sir Brante. If you are interested in getting a glimpse of the game, check its free prologue now OR participate in the community event to win your personal Deluxe Edition.
We are putting out another round of fixes today. Though the list is shorter than usual, it has some bugs on it that we've been trying to squash for a while now. Hopefully, they won't cause any trouble from now on.
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.
"P" hotkey now opens and closes Price History (the Chart remains in the background)
Bug Fixes :bug:
Merging UI glitch (causing several interfaces to merge into a mess) is now fixed
"Less than a stack" drag&drop exploit is no longer possible
The issue causing various New Game related anomalies like ruined Velarias or Fort Larius has been fixed so it should not reoccur in the future
'Cull Their Ranks' now shows the correct number of deployable companions
Withdrawing money from the outpost causing a crash fixed
Mount crew stats not showing up when 'All mounted' is now fixed
Abolitionist-related Tasks now always point to valid destination settlement (with unlocked Abolitionist presence)
Shift + click on the Outrider converting buttons (+/-) now work on the Crew Combat UI
Settlement UI no longer pops up randomly during Crew Combat
Known Issues:
A rare soft-lock when various UI actions follow each other mixing Event, camping, crew, and companion combats in a particular fashion we've not been able to reproduce
AI taking too long in Companion Combat is still being looked at by the team
Coming Up Next
Bug fixing continues. Meanwhile, the team needs to regroup and assess things post-release, so this time we'll just say that our plans will be revealed soon.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team
A new week, a new patch! We keep tweaking things and adding smaller stuff for now while fixing bugs. Some are tougher than others, of course, so bear with us. Most of the fixes and tweaks were made possible due to a passionate and active player base - we can't thank you enough!
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.
Gor’Goro receives a tiny Loyalty boost if you visit Drius every 40 days or so
You can now buy booze for the crew in Larnak’s Bumbling Boatman
3 new equipment added (Perimeter Alarms and Traveling Saddles can be bought in some markets, while Mount Blankets can be acquired via other means)
Removed the Evade malus from Gor’Goro’s Armor so that certain builds are not unfairly gimped retroactively (Dragonsteel IS very light and flexible!)
Several characters received the ability to invest Proficiency points into the Religion Perk (to variable degrees)
Skornar’s Guard Stance was tweaked so that he retaliates once in a round (maximum) on Level 1, twice on Level 2, and three times on Level 3
Lowered Skornar’s insanely high Cold Resistances across the board (he is still very good at resisting cold)
Specters received a new combat Skill called ‘Chill of the Grave’, which can lower the target’s Cold Resistance for 3 rounds
Mining stealthily at the Hills of Plenty was tweaked so that your actual mining skills and workforce decides your yield, not your skill in sneaking (yields from this can never reach the potential of legitimate mining, but you can still mostly avoid being caught with the right amount of stealthy Perks)
Skornar can now enter the Tomb of Kathovras with more of his buddies
Added a long, long codex entry to all characters called 'the Imperial Calendar' (you asked for it!)
Tectum Carvos’s Tarkian population is now willing to sell you some specialized equipment (some only after helping the town with the siege)
Reworked the faction quest rewards and for Houses Venari, Darius, and Oquo to make them more in line with each other (including Oquo’s presence rising in case of your success in Larnak)
User Interface Improvements :pencil:
We unlocked the Companion and Deputy buttons on Leader UI again
Inactive effects on Statuses now indicate why they are inactive similarly to Equipment inactive effects
Bug Fixes :bug:
Players whose Outpost questline was locked from progressing (because they progressed far before 1.01) can now fix their questline via an Event step at the Officium Factum in any of the major cities
Consumption and Workforce calculated erroneously while fully mounted are now fixed
The 'Cull Their Ranks' action in Crew Combat now always allows for the maximum number of Companions to be deployed
Prowess nodes on the level-up UI now indicate the gated levels correctly
Frenzy Perk granted by the Smoldering Heart is now working properly
Some Outpost-related background calculations were fixed
Now you can actually profits from your outpost's piggy bank
Garrik and Skornar personal questline Achievements are fixed (should be retroactively restored with the right journal entries completed)
Corrected the faulty turn-in step of the Golden Theory once you finish Kandake’s requests
Fixed an instance where the Event choice took you to the wrong step in Avernum’s Carpenters’ Guild
Skornar’s Prowess unlocks occurring at the wrong points in his questlines are now fixed
Skornar's Axe Swing not triggering from Guard Stance fixed (again, hopefully permanently this time)
Fixed another instance of softlocking paths in the Wayward Souls quest’s Artakin Tomb
The test dummy bandit was again removed, this time from the final battle of the Wyrm War questline (replaced with the correct battle)
Living Shadows as Mercenary Task opponents are now properly indicated as Impervious
Corrected Kral Hestaera’s NPC portraits across her appearances in Tectum Carvos
You can no longer deploy other characters alongside Gor’Goro in his one-on-one duel in his questline (and the fight now has the Arena Maximus background)
The Dread Reavers guide quest marker repositioned again (hopefully to its final place - note that it is not retroactive, so if you were on the quest step before the update, you see the old marker)
You can ask the Stinger Lord and the Quiet Man about Wyrm-related things when on the right quest step (but don’t expect much from them)
The Perk ‘Flyer’ was removed and the single instance it was in a Test was replaced with Finndurarth (she is the only character with limited flight abilities)
Fixed some quest items not being removed (not retroactive)
Known Issues:
A rare soft-lock when various UI actions follow each other mixing Event, camping, crew, and companion combats in a particular fashion we've not been able to reproduce
AI taking too long in Companion Combat is still being looked at by the team
Coming Up Next
Bug fixing continues. Meanwhile, the team needs to regroup and assess things post-release, so this time we'll just say that our plans will be revealed soon.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team
We've been trying to catch up since the launch last Tuesday and get on top of some of the bugs that many of you reported while also rounding out the missing Outpost and Wealth victory path ending parts. Although some bugs are still being hunted, the latter two are now being added to Vagrus.
This means that you can now build your own outpost out in the wasteland (one specific spot for now, room for expansion later), and upgrade it bit by bit so that in the end it yields you profit from time to time if managed properly. It is important to know that no new UI or feature comes with the outpost, since Vagrus is not a game that involves building stuff - the outpost is instead presented in Event format like it was envisioned from the beginning (and similar to other victory paths). Once completed, the outpost can be used for vagri with the Wealth ambition to win the game (but can be completed with all vagri). It's super expensive to do that, mind you, giving you a nice endgame goal and challenge.
Along with this comes a list of bug fixes and adjustments. Thank you for highlighting these! Your help in identifying and squashing issues is priceless.
As for the future, we can see that many of you have been very vocal about which direction the game should go and we truly appreciate all the constructive input and the potential you see in Vagrus. That said, the last few months especially were unbelievably exhausting for our tiny team, and we are not ready to decide on where exactly to go just yet (we have plenty of exciting ideas and plans, of course). We'll take a little break to recharge and start working out our plans for post-release Vagrus with fresh minds. Again, thank you for all the support we received from you all! Bug fixing will continue in the meantime, of course.
Important Note: Considering the extent of these improvements and additions, 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.
Your outpost can be completed and upgraded via related Events
Wealth victory is now achievable via the outpost questline (although vagri with other Ambitions can also buy and upgrade the outpost to its full potential)
The Venari Agent and Senior Agent hirelings have been added
Added more character portrait options to Dark Elven and Demonkin vagri
User Interface Improvements :pencil:
You can now use Shift+click to mount/dismount by 10 units
The Deputy UI drag-and-drop area has been enlarged (it's easier to drop Deputies into circles)
In settlements without slavery, the tooltip will now correctly indicate the reason for not being able to deal in slaves
Crew condition tooltip effects now roll-up from Perk levels into individual lines
Updated Mechanics :shiny:
Companion Prowess storyline gating was moved to 4, 6, and 8 (from 3, 5, and 7) to alleviate the unintended combat difficulty increase with the addition of companion loyalty events
Winning a battle against enemies lessens the impact on your material losses (fleeing survivors can still take stuff and the enemy can still cause harm to beasts and perishable cargo during a fight, so some losses will remain)
Choosing the 'enslave' option lowers Abolitionist faction reputation
Staying on the lowest or highest reputation point barrier with a faction disables their knock-on reputation effects for other factions
A number of market- and economy-related tweaks
Removed the estimation of days of travel from settlements in your Chart that are not reachable in the game (though this may be somewhat immersion-breaking, the Chart this way might cause less confusion when planning journeys)
Beast lures received a buff, making them more useful during Appease
Bug Fixes :bug:
/Contains spoilers for some quests/
Mansio 'Rest' button fix (it will no longer kick you out of the settlement, nor will it cause any other UI issues)
You can no longer assign Deputies without them actually having the right Perk
Settlement Artwork collapses properly upon clicking and does not get stuck on your screen (see Known Issues for an exception that still remains for now)
Skornar's upgraded Axe Swing will properly trigger in his Guard StanceFound the core problem, will be fixed in the next patch
Multiple listings of the same equipment will not show up as equipped, only the one that really is equipped
Fixed a crash caused by riposte-type skills killing the attacker
Combat Skill Cleanse effect tooltip was fixed
Your companions after Bestiaris Arena fights will now properly be deselected (making subsequent fights like the challenge battle non-restricted companion-wise)
Statistics are now shown (and work) on several previously glitched pieces of Gear and Equipment
The first navigation Equipment slot is open by default while the second gets opened up by assigning a Scout Master deputy
Skornar’s slave trading in Pilgrims of the Wasteland is now not repeatable ad nauseum (used to allow you infinite money with enough clicking)
Cleaned up some Companion portrait mistakes in Events
The Golden Theory delivery steps now show the correct amount of goods you need to bring to Kandake
Corrected various errand quest errors in the initial Kernak Waystation event
The aptly named ‘BottomFront’ Dark Elf mercenary was replaced with a regular one, sadly
Wayward Souls quest blocked progress fixed (when delving into the tomb)
Dread Reavers guide chart marker repositioned to the correct place
Various Garrik personal storyline fixes, including: specialists are now recruitable only once, the final achievement for storyline fixed, brothel interaction that blocked progress is fixed, some wording at the smuggling den improved, and the bug that prevented you from picking up the gang in Lumen is fixed (you should get the passengers in your savegame if you progressed further without getting them)
Blessings of the Sadirar quest (with the 4 blessings to access the upper village) fixed
Criftaa will get to fight alongside all your companions at the last stage of her quest at the tower (not just the few she skulked around with)
Harvek’s personal villa fight will now have the correct enemies (although the 50 VIT Brigand test dummy is very sad about this)
You can no longer tell Caepasius that you failed after turning on him in the Trouble at Fort Larius questline (he holds grudges, that one)
The rumor about Ash’s slave market was reworded not to confuse anyone about the slave prices there
The issue preventing Eylani from joining the comitatus is fixed (she will magically appear in your comitatus if you recruited her but then never showed up)
Fort Viridium now allows you to rest there and to stock up on some (expensive) supplies and sell them some goods (via event choices, not the market tab)
Successfully investigating the lizard symbol for Finndurarth will not unlock the last part of that questline, too
Thadraz now actually returns your Smoldering Heart when he completes the armor for Gor’Goro (sneaky Dwarves!)
Morgarthan’s Gaol can now be equipped on other Companions beside Nedir, as originally intended (its bonuses were also tweaked)
Skornar’s Shield Bash upgrades now have and show the proper requirements
The Dread Reavers will be now less confusing when it comes to their destinations during a certain part of their questline
We added options to lower your criminality in Larnak and Avernum, too, you scoundrels, you!
Harvek’s payback in the Mines of Plenty now actually requires him to be there with you
Various objective markers were updated or fixed
Half-Elves receive minor maluses for Imperial factions at character creation to offset their great potential a bit
Added clarification to Attributes tooltips as well as some Leadership abilities
The Draconic Trading House factions now correctly indicate which settlements are included in the tax exemption on Tiers 3+ (the previous, unfortunate wording created some confusion)
Several Companion storyline fights were tweaked (especially Skornar’s and Nedir’s early battles)
Criftaa now actually dies when you have her murdered following the Krog’Vor showdown
Victory screen slides where the text was too large to fit the box are fixed
Your weird nightmares will not give you insight infinitely from now on (just several times, as it was intended)
Certain Crew Combat encounters that caused issues in Events when the foe retreated too early were tweaked - they might be tougher now but cases when they flee and can not be stopped, causing a “defeat” should be lessened)
The unintended, overly eager interest in metal (resulting in crazy prices) in Sadirar settlements have been toned down to what was originally intended
Known Issues:
A few Settlement and Camp buttons are disabled until we find the cause of lockups they cause
Edge cases can softlock UI - you can load the game to fix it for now
Loading the game while the settlement art is open causes the UI to crash
AI taking too long in Companion Combat is still being looked at by the team
Coming Up Next
Bug fixing continues. Meanwhile, the team needs to regroup and assess things post-release, so this time we'll just say that our plans will be revealed soon.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team
This one is mostly just a quick temporary fix, for the time being, aimed at circumventing an underlying UI bug that causes several interfaces to soft-lock or to stop responding, breaking the game for some players. We are working on a permanent fix for the issue but until then, some buttons on the UI that cause the lock are disabled:
Companion and Deputies while on the Leader UI
Assign Deputies on the camp UI
Companion Stats button on the camp UI
You can use all of these functions while not resting or not in settlement.
We have also implemented a forced UI rebuild when Loading a save file, this will help by shortening the time of getting out of a soft-lock/UI glitch.
Bear with us.
In the meantime, we've fixed a few other things, included in this hotfix. Check out the list below.
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.
Garrik's personal storyline's final NPC portraits were added
Bug Fixes :bug:
The issue causing drag and drop not to work properly (or at all) for Deputies is now fixed
For now, UI-related issues can be fixed by reloading a savegame (instead of restarting the whole game as before). NOTE that it is a temporary solution aimed at lessening the impact for you while we are investigating the underlying cause of the UI bug. Because of this, until we fix the major UI-related bugs, some buttons will be deactivated! These are: Companion and Deputies while on the Leader UI; Assign Deputies and Companion Stats buttons on the camp UI.
A lot of Event-related small fixes based on player feedback
The quest 'One Last Job' can now be turned in in Deven without having to unlock the Dark Elf Prince
Fighter and Outrider consumption is now properly affected by Equipment and other effects
Hunting extra loot (like Hides, Bones) is no longer accidentally overwritten by Supplies
Known Issues:
The above-mentioned UI glitches still persist
The later part of the Wealth victory path / Outpost building is not yet in
Some performance issues (including longer initial loading time)
Coming Up Next
The rest of the outpost building and Wealth victory path
Faction leaders for the two crime syndicates
Smaller user interface fixes/improvements
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team
Let us begin by thanking you all again for all the constructive feedback as well as the positive reception of the release of Vagrus! Of course, as most releases go with complex games, we managed to slip some glithces past testing before hitting 1.0, so today we're releasing a hotfix for these as well as adding more variety to character creation for the open world campaign.
Important Note: There is a small chance that we broke something with the update. Please 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.
The day is upon us! Vagrus - The Riven Realms is out now!
And by Ahskul what a journey this has been so far. Speaking of which, there is a bit of a parallel here that could be drawn between caravans trudging across a barren, post-apocalyptic dark fantasy world and a tiny studio scrambling to deliver a huge open-world game but we let's not go there on this fine day! :D
What's truly important in this whole journey is that it would not have been possible without the continued, constructive, persistent support of so many of you, the players. Everyone who spent hours and hours delving into the Early Access, everyone who dropped a few kind words or a review of the game, shared posts, talked to friends about Vagrus, sent bug reports, pointed out typos, and of course, bought the game - you are what made all this work worth it. If you could keep this up by playing the game and sharing this post we would be eternally grateful.
Size and Content With companion questlines, a new companion, and a new region, the game grew by about 30-35% compared to the last public Early Access build, with a lot of UI and feature improvements. Because of this large amount, there are certainly still glitches here and there but the team is ready and eager to address those as they rear their ugly heads. We also have some unfinished business regarding the Wealth victory path and the adding of new playable races, which we'll get around to presently.
For a detailed description of what is to come, check out the previous devlog post here. Below you will find the full patch notes, which is basically the same in a bullet point list.
The Future Because the Riven Realms have been part of our lives in one form or another for 30 years, rest assured that we have no intention of abandoning the game now that 1.0 is out, of course. On the contrary, our plans involve improving mechanics, adding content, and creating DLCs if there is a demand. We'll share more detailed plans when the tumult of the release abates somewhat.
And again, thank you for coming along for the journey with the Lost Pilgrims!
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) and our Discord server.
If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!
This week’s devblog is all about the plethora of quests being added to Vagrus with the full launch on October 5th. The update will include a revamped UI, a new companion to recruit, and plenty of quests to find on your journies across the wastelands. Let’s take a look at what’s coming!
Revamped User Interface and Extended Campaign Map
The cartographers of the wastelands have been hard at work preparing a new version of the Chart. There will soon be eight new points of interest on the campaign map with the remaining part of the Searing Plains becoming accessible along with them. These locations are deep in the desert so don't forget to resupply your comitatus before you set out on an expedition.
Vagrus’ crew and settlement UI panes are also getting some much-needed upgrades to make navigating the menu a more user-friendly experience. We previously covered some of the changes in Devlog #56, and you can even find a short video showcasing many of the changes on our YouTube Channel.
Companion Quests
In Devlog #57, we detailed how each companion in the game will have a loyalty questline. These long, complex stories will allow characters to level up to Prowess 9 and give you some incredible rewards, though you might need to raise their loyalty through gifts and other means as well. Multiple endings are also available for some of the companion quests.
Introducing Eylani, the Newest Companion
An opportunity for recruiting a new companion is opening up! We are adding Eylani, a Half-Elven warrior, wanderer, beastmaster, and huntress. Not only is she a formidable frontline fighter able to tank a lot of hurt but can also use Striker, her falcon, to disrupt enemies, as well as overwatch positions to cause good damage. You will be able to meet with her in one of the new locations. Additionally, Eylani will also have her own companion storyline!
The Sand Wyrm Invasion Quest
Take caution while traversing the endless dunes! It has been reported that hordes of abominable Sand Wyrms have attacked comitati traveling across the Searing Plains. Try to slay the monstrous Wyrms with your allies before the creatures cause even more mayhem!
Embark on a Spiritual Journey with the Sadirar Tribes
Among the scorching dunes of the wastelands, you may stumble upon its native inhabitants, the spiritual Sadirar. As a part of a new questline, you'll be guided by the Shamans of the four tribes who will enlighten you about the four elemental Great Spirits.
A New Ambition
We're also planning to add a new Ambition: Wealth. It's still in development and has to undergo a thorough testing phase, which means that while it will be available at character creation at the time of the launch, it may not be implemented all the way through, but rest assured: even what's left out will be coming to the game in a matter of one or two weeks. The challenge it poses comes from its appeal: as part of their win condition, players will be able to build their own outpost. Wealth will be coming as the second available Ambition for new vagri, next to the already available Renown option. Changing from Freeplay to Renown or Wealth will be an option as well.
Centurion Edition
On October 5th, the Centurion Edition of Vagrus will be released. It includes the base game, Soundtracks, and the Patronage Pack at a special launch price. Those who already own the game base will be able to purchase the DLC individually as well.
-------------------------------------------------------------------------------------------------- As we get closer to the launch, we’d like to take a moment to thank all of you for your continued support - this game would not have been possible without you, the players. We look forward to sharing exciting news with you all post-launch!
Stay tuned and conquer the wasteland! The Lost Pilgrims Team
Wanna help to make the game's launch successful so we can keep expanding and improving it? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
The time has come to reveal the miniature of Finndurarth that is packed in the game's Collector's and Emperor's Editions (available via fig)! It is a 40mm scale figure and here you can see the 3D model that is the base of the final product. [Shipped in three pieces so it needs assembly.] Soon, we'll reveal painted versions of it, too.
Although we are thinking about releasing these minis for sale separately, we can't make promises due to the difficulties involved with their production. But if you are dying to get your hands on one, you can still upgrade to the Collector's or Emperor's Editions - for now.
For a long while now, Geri has been working on what we call loyalty questlines for the eight companions in the game. These are long, complex stories, often with branching endings, personal to each companion. In this project update, we wanted to give you a heads-up about certain aspects of these without spoiling any content.
How Loyalty Questlines Work
Until now, players have not been able to start these questlines (although the beginnings of some of these were available in certain cases, like Criftaa or Harvek) but now companions will open up more easily about what they want or proceed with their personal story. This means that you'll always need the specific companion to continue their quest. By following these stories, you'll have the chance to earn the companions' trust, discover more about them, and gain Insight as well as a wide variety of other rewards.
Prowess Gating
The other important aspect of these personal storylines is companion progression. Prowess levels have been gated from the beginning because the design was that you have to progress with the loyalty questline to be able to level up a companion. Prowess levels 3, 5, and 7 can only be unlocked if you progressed past certain points in the companion's storyline (with 7+ levels only available after completing the whole story).
Loyalty
Another great addition of these questlines is that a lot of sections provide opportunities to gain Loyalty for the given companion. Until now, you could only use gifts to raise Loyalty, but that will not be necessary if you follow the quests. No longer will your most trusted lieutenants complain over and over again while you wait for gifting cooldowns.
Rewards and Endings
Unique Gear or Equipment, valuable Faction reputation, treasures worth a fortune - these and more can be yours if you follow through with companion quests. Of course, not all companions are made equal, nor are the rewards or endings of their stories are equal in any way.
Lastly, although some companions have only one ending to their personal questline, most have choices and consequences in their story that produces several outcomes, often with differing rewards.
Hope you are just as excited for the upcoming 1.0 release as we are.
Stay tuned and conquer the wasteland! The Lost Pilgrims Team
Wanna help to make the game's launch successful so we can keep expanding and improving it? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!