Vagrus - The Riven Realms - Lares Hill

Hey everyone,

we are happy to share that Vagrus has been included in the Big Adventure Event (#theBAE) on Steam organized by Hitcents. The event will be running between January 20 -24 with 100 demos and games.

As part of #theBAE and with our schedules finally lining up with our dear content creator friend, KormakrTv, there will be a special Vagrus Let's Play on his twitch channel. While showing off the game, Kormakr will chat with Sztaszov, Lost Pilgrims' co-founder and game designer on Vagrus - The Riven Realms. It's a great opportunity to ask any questions during the stream, so come along and watch it if you can.

The event will be on air from 8:30am CST/3:30pm CET, 21st of January.

We're looking forward to talking about the game and our future plans as well. See you around,

The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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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!

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Vagrus - The Riven Realms - Lares Hill


Hey everyone,

we've had a final patch for this year in the works for a while now. This one also includes fixes and tweaks primarily before we move on to adding chunks of new stuff next year. Still, rounding these glitches out first was more important than rushing headlong into creating new stuff, so we hope you appreciate the work we put in this one.

We would hereby like to express our appreciation and gratitude to the awesome people who have been active on our social media platforms, sharing articles and links, voting on Vagrus in award shows, giving advice to people on our discord and other platforms, or helping us by reporting a lot of large and small things that could be tweaked or fixed in Vagrus. It would be difficult to list you. But you know who you are. :)

Now let's jump into the patch details:

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

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Patch 1.0.17 - Codename: Bombus Magnificus

Content Tweaks
  • House Venari faction rewards have been reworked
  • Various faction reward tweaks (Only reclaimables, not Enduring Effects. The new rewards are claimable in addition and will not replace the old ones. We are uncharacteristically generous in this regard... but the Holidays are coming up, so enjoy!)
  • Some Equipment and Gear stats were tweaked
  • Explorer starter item changed to be more in line with other Callings
  • You can get a second Heat Shielding Crystal in case you accidentally sell the first one (it might not be easy, however)
  • Hollow Eyes are now silent in combat, as they should be
  • Killing tax collectors will have more severe consequences: Bounty hunter attacks start on a slightly lower Imperial Criminality rate (as a warning) while on higher criminality, the legionaries try to apprehend you
  • Small economy tweaks so that the rumors do not contradict actual market prices

User Interface Improvements :pencil:
  • Loyalty tooltip has been updated to indicate the order of Loyalty levels
  • Authority and Resourcefulness tooltips have been updated to be more precise and informative
  • Companion background texts and Faction descriptions were tweaked (fixed length and polished texts)
  • Blessing of Unbinding description now refers to a more generic source of the effect

Event Fixes :shiny:
  • Several journal inconsistencies were fixed
  • Choices leading to the wrong step in several Events were fixed
  • A lot of Event text has been polished across the board
  • Garrik is no longer recruitable twice (sorry)
    SPOILERS AHEAD
  • The final showdown in Garrik's questline was tweaked not to spoil a surprise ahead of time by applying a certain buff too soon
  • Eylani's loyalty adjustments in events have been revamped and some gift-related choices are now visible in her banter
  • You can no longer ask about ingredients from Thadraz during Gor'Goro's questline when you've already delivered them
  • Skornar's stealthy prison break now does not refer to fighting patrols if it was successful
  • Eylani's personal quest progression related to Tectum Carvos was rewritten a bit not to refer to the town's current state so much (seeing that it could be vastly different depending on the time of doing her quest)
  • Finndurarth-related story inconsistencies have been fixed in Salum
  • Agoram now blesses the party with Unbinding in Finndurarth's last quest step (if you called him to the Conclave)
  • The Source of Discord quest was tweaked so that you can complete the (optional) dream-catching step even if all the required sub-objectives are already completed (this makes it so that patient players are unlikely to miss this optional objective)
  • The description of the forum of Tectum Carvos - as well as its initial description - now reflects the town's state better in relation to the major questline there
  • The shamans are always back at Kotrar when you return the trial contingent
  • A Terathion's Fall event softlock when there were no choices is now fixed
  • There are now no rumors about Wyrms after their final defeat

Bug Fixes :bug:
  • Camp UI soft-lock related to the throw-out UI resolved
  • AOE attack Skills now hit all intended targets
  • Fixed the bug where Companions could occupy the same position
  • Various Acrobatics-related positioning bugs have been fixed
  • Jhakra Alpha's Roar accuracy has been nerfed further
  • Morgarthan's strange glow should be gone now
  • Victory screen texts were improved where they were a bit wonky

Known Issues:
  • Combat performance
  • Various Escort tasks related anomalies

Coming Up Next (in early 2022)
  • Faction leaders for the two criminal syndicates (with a faction quest each)
  • A new companion as a Free-DLC
  • Criminal system tweaking
  • Continued bug fixes and tweaks
  • UI improvements


Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer


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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!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lares Hill


Hey everyone,

this last month has been slow but we managed to push out new builds for both the main game and our demo last week, so that's a relief.
Throughout November, most of our team members were either on sick leave or vacation, while the rest of us were trying to finish tasks related to our physical Vagrus products or were busy formulating plans for the future of Lost Pilgrims. Bear with us though, as we are getting closer to realizing these plans. For now, let us look at what we are working on in more detail.

Producing Merchandise is Hard

When you have a game full of content, you might think that it's easy to "pull together stuff" and produce merchandise from it but in reality, anything you want to use needs some rework to fit for that new purpose. Still, that was within our domain. What came as a bigger shock was how hard it was to find partners for the actual production. No one wants to deal with small order numbers or produce on the level of quality we aimed for. Just as an example, we tried four suppliers to produce our Emperor's Edition boxes but in the end, we ended up giving the job to a creator who makes them by hand because that was the only way that the final product would meet our expectations. But hey, at least now we can say they are truly "handcrafted".

With the little delays eating into our timeline and due to the game's rocky launch, we had to pause our merch production for October but once our hotfixes were rolled out, we got back to it and everything seems to be on track. So expect some new posts about the ready products soon.

Overall, it also means that we will only be able to start merchandise deliveries this month (December 2021).

Planning Our Future

We promised to share our plans soon after launch, but to do that, we needed to make said plans first: assess options and decide where and how we would like to get to with the game and with our studio.

Video games, especially indie games, often earn half of their lifetime revenue in the first month of their release. From that perspective, the launch of Vagrus was satisfactory. Not bad but not particularly amazing either. We have enough runaway to continue but we also need to find and create additional revenue sources within a reasonable time to ensure our long-term financial stability, especially considering our debt payments in the future.

Continuing with Vagrus

With Vagrus, being short on content- and improvement ideas has never been an issue. The challenge we face now is how to split our resources between improving the base game and creating new revenue sources like DLCs, ports, and so on.

We received tons of great insights from our players. That helps us in prioritizing our endless improvement-idea list. So we would definitely like to implement some of those sooner rather than later. The question is how far we can go with those before switching to porting and other endeavors. We are a tiny team, you see, with a single coder, so presently that is a bottleneck we have to account for.

Hedging long term

The solution to the above conundrum would be to grow the team (aka: hire more people), so improvements and other development areas could run parallel. It's a risk but one we are leaning toward taking, hoping that our community will appreciate those efforts and supports us on the way.

Of course, hiring and onboarding new folks take time too, so if we do that, it will slow down things even more for a period of time. But then, afterwards, the new speed can be higher, so naturally, it's an investment into the future.

The Next Months and Beyond

There is little left of 2021 but we do hope to get some work done and then build on that in early 2022.
So here's a vague outline of what to expect (subject to change of course, due to a number of unforeseeable reasons):



Plans for PC:
  • Continue with general bugfixes
  • UI design improvements based on community feedback
  • Smaller content bits (stories, NPCs, additional options, portraits, etc.)
  • DLCs
As for the latter, we are currently considering three DLCs by the end of 2022 on top of smaller content additions:
  • DLC1 (Free) - A new Companion [yes, a Supercargo ːsteamthumbsupː]
  • DLC2 (unsure if Free or Paid) - Additional major storyline(s) within the currently available playable area
  • DLC3 (Paid) - A new region with new stories
Opening New Revenue Sources

The above-mentioned DLCs can be one new source we could count on (naturally, only the paid DLCs). Their creation requires a significant investment, though, so they are not exactly a surefire way to drum up money for the future. Thus, we are trying to come up with other avenues as well. For example, once the game is fairly stable, we will be looking into potentially releasing it on other, smaller platforms (like Humble, Epic, etc.). Their potential is tiny compared to Steam but maybe the effort is low enough to release on them and get access to a new audience.

Porting to handhelds

While Nintendo Switch and iPads seem like two good candidates, there is a lot to be reworked on the UI to make it usable on their smaller screens, not to mention controller support, if we can solve it, otherwise, we will just need to stick to touch controls. Porting would certainly require a higher investment (time and effort) but one that looks promising enough to explore further as an option.
Update: - thanks Rusty Dragon for pointing out - we forgot to mention Steam Deck which comes into play here too, requiring all the UI re-work but not extra porting effort, hopefully.

Merchandise

Having gone through the pain of creating our merchandise portfolio, it would be great to leverage that better and make it into a revenue-generating thing.

Reinvent our Patreon presence

With the game released, we need to revisit our content pipe anyways, so it's also a great time to consider how we could offer other and better things on Patreon that would be appealing to more people to pitch in. We'd love to hear your input on what you think we could do, like offering Tiers that include physical merch rewards, perhaps? Would you see more, exclusive posts about the world of the Riven Realms or perhaps about the creation of the game? Let us know.

Partner up

Perhaps there are mutually beneficial partnerships out there for indiedevs that could enable us to upscale our team. We are exploring this avenue too.

As always, thanks a lot for your continued support, it means a lot to us!

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------

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!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lares Hill
Hey everyone,

While our team is recovering from Covid/other illnesses, we finally managed to pull together a patch worth of bug fixes. More fixes are coming soon, but for now, let's take a look at what else we're working on.

Merch Shipped Soon
Despite all the hurdles (production issues, massive paper shortage, etc.) our Vagrus-related merchandise is in the last stages of production. Shipping will start as soon as we receive the finalized items from the printing factories. We are sorry about the delays, it has been a difficult road to get here.



Should you be interested in placing a last-minute order, you can do so on our Fig page making a $1 pledge and shop for 'Add-Ons'. Note that considering all the global shipping issues we can hear about on the news, we cannot guarantee delivery before the Holidays.

Now let's jump into the patch details:

Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.

--------------------------------------------------
Patch 1.0.16 - Codename: Lil' Bugger

Bug Fixes :bug:
  • Outpost progress-related bug (image and required crew not advancing properly) in older saves has been fixed
  • Various Outpost management related tweaks
  • Longer Journal entries can be scrolled all the way down
  • Goods placed in Hidden Compartments will stay there after loading the game
  • Camping during events can not be interrupted
  • Mercenary Task-related throw-out UI bug has been fixed
  • When a Perk is unlocked but we have insufficient Proficiency, a tooltip line now indicates how many points you lack to buy that Perk
  • Some save file exploits fixed
  • Fixed a few Event script issues

Known Issues:
  • Combat performance
  • Various Escort tasks related anomalies
  • A shed-load of bugs you folks reported but we have not gotten to process yet. On it!

Coming Up Next
  • Bug fixes and tweaks
  • UI improvements
  • Early 2022 - A new companion as a Free DLC
The launch of Vagrus was good enough to give us some runaway to figure out the best way forward. While are still weighing our options on how to make the game and the studio financially stable in the long run and we are planning a post giving you a peek into our thought-process on that soon.

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer


------------------------------------------------------------------------------------------------------

Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lost Pilgrims
Hey Folks,

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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer

Ps.: the category template art of Steam does seem a little off from the dark tone of Vagrus but hey, here goes anyway. :D
Vagrus - The Riven Realms - Lares Hill
Hey, everyone!

While we work on our next patch and formulate our plans for this and next year, we wanted to say thanks to our indie developer friends at Sever studio who helped us with a great Vagrus cross-promo post on their The Life and Suffering of Sir Brante Steam community page at the time our launch.

The timing is just great as they have just announced their new game:Mother of All Secrets, an RPG of mythical intrigues and occult mysteries.

https://store.steampowered.com/app/1747660/Mother_of_All_Secrets/


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.
Vagrus - The Riven Realms - Lares Hill


Hey everyone,

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.

Now let's jump into the details:

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Patch 1.015. - Codename: Wasted

New Content :gift:
  • New Jagged Waste codex entry added to all vagri

User Interface Improvements :pencil:
  • "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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------

Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lares Hill
Hey everyone,

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.

Now let's jump into the details:

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Patch 1.012. - Codename: Settled

Improvements and Tweaks :gift:
  • 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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------
Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Vagrus - The Riven Realms - Lares Hill


Hey everyone,

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.

Now let's jump into the details:

--------------------------------------------------
Patch 1.01 - Codename: Outpost

New Content :gift:
  • 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 Stance Found 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

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

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.

Now let's jump into the details:

--------------------------------------------------
Patch 1.005 - Temporary Fix for UI Issues - Codename: Confined

New/Updated Features :shiny:
  • 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

https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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