Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the game’s unique atmosphere and the richness of its setting. https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms
Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
Feature list
A DARK REALM A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
UNIQUE COMPANIONS A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.
POWERFUL FACTIONS Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.
Centurion Edition
A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually.
Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!
After our Prologue was so kindly received (88% of positive reviews out of 2,185), together with our great publisher, we decided to invest even more in the game! Two talented people have joined the CrazyRocks team: Dawid (3d artist / level designer) and Adam (junior programmer). Now there are five of us, we are perfectly harmonious and our works are progressing much more dynamically! So far, we didn't want to reveal the progress of our work because we had to concentrate on creating new beautiful places, stable mechanics, sounds, music but I think now's a good time to finally reveal some secrets. You've been waiting long for the game and we'll do our best not to let you down!
Since the release of the Prologue, the game has undergone many important changes and improvements, such as:
World
Thorough reconstruction of the terrain and road system, thanks to which, the world of Acaristan looks even more realistic and the new, winding roads allow for more interesting travels and more dynamic chases.
Locations
We have already completed 9 out of 10 planned locations where you will play many interesting and dangerous missions (story and side). The places you know from the Prologue have been remastered and better suited to combat.
Weapons & Combat
We now have a total of 5 different firearms also used by NPCs: Pistol, Shotgun, Submachinegun, Rifle and Sniper Rifle. We also added an aiming option for player (RMB). Our allies and opponents use the Cover System, but at certain times they can still rush and even attack melee at close range.
Post Management
The only expenses during the Prologue were purchases from Vlad and the daily costs of maintaining the outpost. There was also a mention of expanding the warehouse and that was it... The computer at the office allows you to find out about the daily costs, hire staff, upgrade buildings and buy new vehicles!
If you think that the border crossing in Karikatka is a peaceful place, you are wrong. Your outpost can be attacked without a warning by Blood Fist rebel groups and the Smugglers Gang. Hire additional policemen to help repel the attacks. Over time, these attacks will become more and more dangerous. Upgrade your staff to increase your chances of survival.
A good job deserves a reward and a little luxury. Upgrade your quarters to gain more health and perception points needed to check documents.
In time you will need new police cars. Each has it's unique destiny: Zaved may be the best option for fast pursiuts while Grazduk can transport multiple prisoners at once.
Country Events
During the game, you will receive various regulations from the Ministry of Transport regarding the admission rules. They are related to important events in Acaristan, such as: Conflict of States, Economic Boom or Pandemic. During some events, drivers will be required to have additional documents, such as a vaccination card.
Ordering Transport
Running out of tools or magazine space? The prison is overcrowded and you don't feel like going for a ride? From today, for a certain fee, you can call Vlad or one-time police transport!
Searching For Contraband
The information board will still provide you with clues about possible smugglers, but you also need to look for the Smuggler Markers on the parts. There are several types of markers, and they are quite hard to spot. As the game progresses, there will be more and more smugglers, but they will be harder to spot!
We are currently working on refining all locations and we are putting together story missions. The last thing I want is to spoil the plot, so I will just say that there will be some shootings, some detective work and you can complete each mission in 2 different ways and reveal other possible endings of the game!
Stay tuned for more interesting News From Acaristan!
- Modding : added support for Eyebrows configuration - Modding : added support to move the outfit texture depending on the currently selected one
Changes :
- Player : the male player eyes now look more normal, thanks to sixstringseraph's tuned texture !
Bug Fixes :
- Animation : the engine was seeing very late when you were doing an inside out very early (that's a paradox ːsteammockingː ), leading to unfair errors - Outfit : the outfit code was too long to be fully applied and thus the face parameters were of no effect
Summer has come to an end, the weather is getting colder, perfect conditions to drop the next update. Get yourself a hot cup of tea, make yourself comfortable and let's rock!
Starting with some major bug fixes, AI tank gunners will now properly prioritize targeting other heavy combat vehicles as intended. Destroyed vehicle wrecks won't instantly respawn after being crushed, now only after the defined vehicle respawn time has elapsed. Furthermore, deployable turrets, sandbags, and other assets have had their mass reduced significantly so that heavier combat vehicles will crush them instead of trying to drive around, which could cause some serious road bottlenecks. Sandbags will also get destroyed by smaller vehicles easier than before, which helps the aforementioned navigation bottlenecks.
For balancing changes, we worked on pretty much every mode starting with Dominance (PvP) where the 150% HP vest was too strong due to its immunity to stun projectiles. In Man vs. World, we increased the player's speed by 15%, it's Rambo after all! Next is Man vs. Zombies, where the player also benefits from the speed boost - a buff maybe even more important than in the previous mode. Also in this game mode, the odds of a crate being empty is lower in this update so that you'll have more opportunities to replenish your equipment when an armory isn't at your disposal or when short on RP. Last but not least in this mode, we also fixed a bug where the Ripper and Elite Ripper were moving back and forth, taking more time to reach you than intended - this makes it harder, so make sure to get rid of them ASAP!
Beside several map changes to remove power farming locations in online invasion, some combat vehicles spawn flares were removed from specific maps that were also sources of farming abuse. While farming is tolerated when the team is not struggling to advance, it isn't anymore as soon as the team is getting a disadvantage through farmers not actively going after the objectives. To underline this, we also made a few rules changes and/or adjustments. Another change to make the online experience a bit smoother was the addition of a script to kick idle players so that after a few minutes, the idler will get booted from the server and open their slot for others.
Not only have we worked on bugfixes and balancing, there are also new additions you can experience in this update! The first is the introduction of a new soldier group: the combat dog! woof! :D The dog spawns are limited to campaign and invasion as a rare spawning unit and only for the player faction. We don't want PETA to knock at our doors for letting players shoot those doggos! They bark, bite, run around and can even heal wounded units <3 Another addition (in invasion only) is the rare chance that a DarkCat tank can spawn for the enemies on selected maps, not just in the arena of Frozen Canyon! The chances are low, but be ready for a sudden death out of nowhere! We've also added 6 new ranks between the "General of the Army" and "President" to close large gap in-between. These also have unique faction-specific skins!
Last but not least, and probably the coolest new addition is the AI awareness of cover when throwing grenades. While the grenade would always fall short in previous versions, the AI will now try to lob the grenade over and behind cover. It's been slightly randomized so that the grenade throw will not always land successfully behind cover (for balancing reasons), so keep on your toes! :)
We've also prepared a big update for our WW2 DLCs! Major content additions involve a new Medium Tank for the IJA, the Type 97 Chi-Ha Kai. Alongside this comes a new emplaced weapon, the Fortified Turret, a static Medium Tank turret that will present a new challenge to players in the later parts of the Pacific campaign. There are new weapons as well; a powerful Elite Pistol (usually a light Revolver) can be unlocked for all factions with the sale of briefcases, a suppressed De Lisle Carbine can be found on British Commandos during the Sealion Boss Battle, and powerful but slow-firing Elite Revolvers can be found on any enemy Veteran soldiers. Lastly, Elite Heavy MG deploys have been returned to the player's armory but must be unlocked with briefcase sales; these weapons include the HMG 42, Type 98 Autocannon, and Browning M2HB.
Various balance changes and bug fixes have been made as well, including a rebalance of the Bergetiger Escort Mission on Hell's Highway, alterations to the behavior of Heavy Machine Guns, an increase to the Scoped FG 42 spawn chance (with a few Fallschirmjaeger Snipers helping out the Volkssturm on Varsity now), protective armored shields for the IJN Ka-Tsu's machine guns, and the addition of Guadalcanal to the Quickmatch playlist. Two of the more significant bug fixes address enabling the missing in-game Difficulty options and Journal in the Campaign. Lastly, a variety of other tweaks, including many suggested by the community, round out the patch.
Extensive changelog below!
Don't forget to join the fun on Running with Rifles Discord and we'd be more than happy if you could let us know if you like the game and the WW2 DLCs by leaving a review on Steam, as it helps us a lot! Thank you!
Keep on running, Your Osumia Games
Changelog v1.87:
NEW content:
soldiers: added a dog soldier group as random rare spawn for the player faction. It attacks enemies and heals friendly units, woof!
invasion: DarkCat tank has a small chance to spawn in other maps than the map "Frozen Canyon"
invasion: idling players will be automatically booted from the server after a maximum idling time has been exceeded
ranks: added 6 news high ranks in online invasion between General of the Army and President
AI: grenade tossing ballistics behaviour added for potentially reaching a target behind a cover
items: added CB6 goodies to the lottery pool
modding: added kill_probability_offset_on_successful_hit weapon parameter, which is a penetration mutliplier if a bullet connects, to allow lower probability weapons to make "critical" hits if the projectile connects
modding: added use_ladders ai parameter
modding: added grenade_throw_over_obstacle_offset_min ai parameter
modding: added grenade_throw_over_obstacle_offset_max ai parameter
BALANCE Changes:
dominance: added a 150ms reaction time to the AI when choosing target to compensate the situation unawareness penalty because of FoV
dominance: 150% HP vest not immune to stun projectiles anymore for upper vest layers
Man vs World: player movement speed increased by 15%
Man vs Zombies: player movement speed increased by 15%
Man vs Zombies: Elite Ripper has now a reduced movement speed when very low on health
Man vs Zombies: increased the chance of crates to drop equipment (less empty crates)
items: AAV and SEV-90 vehicle flares do not deploy on King of the Hill type maps (Power Junction, Vigil Island, Dry Enclave) and Iron Enclave for online invasion anymore
vehicles: standard radio jammer respawning time increased from 180s to 300s
AI: taxi request time increased from 15 to 20 seconds
misc: XP combo bonus capped at 10 kills to infinitely increased linearly after the 10th kill instead of exponentially, which was abused by a minority of players
BUG Fixes and Tweaks:
maps: several fixes here and there
maps: Tropical Blizzard is now less foggy
maps: terrain in Vigil Island is a bit less steep
weapons: Benelli M4 and the suppressed Benelli M4 are now a single weapon with alternate (suppressor) fire
translations: few fixes mainly in PT(-BR) and RU
dominance: fixed the map "Moorland Apocalypse" where the vehicle spawn locations were faulty (already handled in a quick fix)
Man vs Zombies: fixed Ripper and Elite Ripper's movement to go back and forth
vehicles: destroyed vehicle wrecks will not instantly respawn anymore if crushed but after the vehicle set respawn time
vehicles: all deployable static combat vehicles (MG, GL, TOW, Hornet, mortar, etc.) are now easier to destroy through vehicle collision
vehicles: deployable sandbags are now easier to destroy through vehicle collision
vehicles: fuel tanks don't change the faction anymore when the base owner has changed
vehicles: fixed a bug where the SEV-90 got unsteerable even though he had enough health left
vehicles: fixed missing broken mass and remove collision threshold of the radar tank
calls: markers for rubber boat drop added
script: fixed the icecream van not showing on the map when using the GPS laptop
script: GPS Laptop now also shows the location of the DarkCat
AI: fixed a bug where some heavier combat tanks had a low target priorization
AI: drivers of tank class vehicles are not trying to steer around deployable static vehicles anymore
AI: drivers of tank class vehicles are not trying to steer around deployable sandbags anymore
ui: fixed a bug where vehicle_marker_atlas_size in hud.xml was locked to 8x8 atlas size
misc: online rules slightly reworked
WW2 changelog v1.87:
NEW content:
vehicles: Type 97 Chi-Ha Kai added (medium tank). Begins to spawn on Tarawa (Island4) and is available through the call-in menu
weapons: Elite Secondary Pistols added - available as a random unlock via selling the Briefcase (Type 26 Revolver (IJA), C 96 Pistol (WH), Enfield No.II (UKF) and M1917 Revolver (USF and USMC)
weapons: Officer's Engraved variant of the Enfield No. II has been added
weapons: rare Elite Revolvers added - the Reichsrevolver (WH) and Model 1899 Revolver (all other factions including IJA)
weapons: De Lisle suppressed carbine added - rare suppressed bolt-action rifle carried by British Commandos
weapons: reintroduced Elite Heavy MG Deploys - available as a random unlock via selling the Briefcase (Type 98 Autocannon (IJA), MG 42 HMG (WH), and M2 HB (Allies))
BALANCE Changes:
Bergetiger mission: speed in Hell's Highway has been increased by 40%
Bergetiger mission: repair multiplier has been doubled (campaign only)
Bergetiger mission: Hell's Highway (Axis) Bergetiger escort mission has been rebalanced to be less challenging (significantly more attacking friendly units)
maps: Operation Sealion now has more Allied Homeguard soldiers defending at the start of the map
maps: Operation Downfall now spawns 3 Medium Tanks on the enemy force during the final phase instead of 3 Light Tanks
maps: Saipan now has a new capture zone added, and a new armoury located somewhere in the town before the airfield
heavy MGs: completely re-balanced, more forgiving recoil control resulting in greater firepower, but with slower turning speed and lower velocity, plus more vulnerability to explosives
heavy MGs: now limited to carrying only 1 in inventory (formerly 2 when high enough rank)
elite heavy MGs: alongside being re-balanced, have additional health to resist explosives slightly more than normal heavy MGs
items: Veteran Vest's reverted a change in previous patch to the resistance (it was affecting enemy veterans too much)
items: Assault Vest slightly lowered the bullet resistance of the final layers
weapons: Heavy MG 34 cost raised from 60 RP to 75 RP
weapons: Type 98 Autocannon (IJA elite heavy MG) anti-tank damage reduced, cost raised from 200 RP to 250 RP
weapons: M12 Trench Gun adjusted damage profile; it is now far more powerful in short ranges and good against enemy Elite Soldiers, but has slightly shorter maximum range
weapons: Light MG 34 and Beardmore-Faruqhar LMG slightly lowered recoil
weapons: Vickers Mk VI Bipod raised damage profile
weapons: Type 96 slightly raised damage, intending to improve reliability
weapons: LP 08 Carbine slightly lowered damage range
weapons: Sten Mk II SD (suppressed) lowered the maximum range to 40m
weapons: Enfield No. 4 (regular) reduced velocity - this change does not affect the sniper version
weapons: M1 Garand 60mm Launcher blast radius raised to 5.5m
weapons: M1918 BAR (heavy) raised crouching accuracy to be much closer to Light and Rapid Fire BAR's; keeps its slow stance recovery
weapons: SMGs: slightly lowered recoil of the following: Type 100/44, MP 34, Lanchester, Type BE, and Type STE
weapons: Bayonet range of Type 44 Carbine and Type 99 LMG have been raised
Scoped FG 42-G: Fallschirmjager Snipers spawn more often on Sealion
Scoped FG 42-G: occasionally, Fallschirmjager Snipers and Veterans can now spawn on Operation Varsity to support the Volkssturm (giving a few more opportunities to collect a Scoped FG 42-G)
Scoped FG 42-G: slightly raised commonness of the weapon to show up on Fallschirmjager Veterans and Snipers
vehicles: Deployable Sandbag's mass reduced by 90% so that tanks don't see them as obstacles, which could lead to traffic jams
vehicles: Bofors raised projectile blast radius from 1.5m to 3.75m
vehicles: Ka-Tsu is no longer immune to Anti-Tank Rifle Grenades, however like Medium Tanks it remains immune to Flamethrowers
vehicles: Ka-Tsu machine gunners are now protected by a shield, but the guns turn slower
vehicles: M10 GMC has had its health increased (will absorb 1 extra Panzerfaust shot but same amount of Medium Tank shots) and its cost lowered to 1000 RP
vehicles: Willys MB Recoilless Rifle Jeep raised the damage and area-of-effect of recoilless rifle
vehicles: Coastal Gun raised the reload time from 4 seconds to 6.5 seconds
call-ins: M4 Sherman can now be called in by the USMC on Tarawa and Saipan as well as the rest of the late-war maps
call-ins: Airborne Paratrooper call-ins now guarantee one soldier with a medkit (ground-based infantry call-ins are unaffected)
BUG Fixes and Tweaks:
difficulty options: fixed an issue where in-game difficulty changing was not possible for WW2
journal: fixed issue that Journal was not accessible in WW2 Campaigns
soldier models: when combining Sniper Gear with the Sten Mk II SD or De Lisle Carbine on the UKF faction, you now receive a Commando uniform
soldier models: when combining Assault Gear with the Vampir StG 44 on the German factions, you now receive a Nachtjaeger uniform, though without the black tunic
soldier models: adjusted brightness of USF Varsity soldier model set to help differentiate them better from the Volkssturm
weapons: Kar98k Elite fixed missing reload sound
weapons: Folded M3 Greasegun now uses the proper reload animation
weapons: Kar98k Scout now can toggle bayonet
weapons: SMGs: fixed an issue where bayonet melee range was not being extended on all IJA SMGs as well as the 9mm MP 34
icons: M43 Stick Grenade icon tweaked to remove the (nearly impossible to see) fragmentation sleeve
items: Sniper Gear can now be dropped like other vests
maps: Pacific Campaign - fixed some issues with captureable attack-ship bases
maps: Pacific Quickmatch - removed attack-ship spawn points since the bases are not objectives anyways
maps: Guadalcanal can now be played in Quickmatch
maps: Saipan has fixed attack-ship platforming
vehicles: Type 98 Autocannon Ka-Tsu 13mm Machine Guns can no longer damage themselves
vehicles: Maus guns slightly repositioned as they formerly sat too low
call-ins: US Army Rifle soldiers no longer have a 20% chance to spawn with a vest, but the Squad Leader will still keep theirs
soldiers: Sniper soldiers (AI) are now more accurate
soldiers: IJA regular soldiers - addressed an issue where some could spawn with unintended weapons on some maps of the campaign
Back in May we introduced the Director Mode, in which at the end of each expedition year you are required to select a new negative modifier, making the game more and more difficult the further you proceed in your adventure. Lots of players appreciated the increasing challenge, but some of you have asked to make this mode a little more forgiving.
With today's update, alongside the existing negative modifiers you will always be offered a "No Modifier" option. You can select this for every single year or only for some: we know many explorers will be happy to finally being able to leave the Club Inspector behind! However, if you do take him (or select any other Modifier) you will get a permanent fame boost for returned treasures for the rest of the Director Mode run.
Additionally, this update includes a few other changes:
Village Quests are now much more worthwhile: you gain more Experience and better items for completing village quests, and the more elaborate quests have extra rewards on top of that.
Lava crust tiles break after you walk over them, but they will now "re-crust" after 25 days, which means that the path is no longer permanently broken.
The Parasaurolophus Crest item now starts off a little weaker, but gets better bonuses at higher levels.
Added new music tracks.
You can find the full change notes on our wiki (English only). Make sure to check out the rest of the wiki site as well, our former intern Felix has been updating it recently and it now includes a lot of useful information, tips and insights. You're also welcome to contribute and expand the wiki further, or translate it into other languages — there's a Simplified Chinese version that could use some love!
In the past few months we've been working on new content for the game (if you're a member of our Discord you might have seen some previews already), we'll have more information to share soon...
We have already told you about the brand-new mechanics that will appear in one of the next updates and answered F.A.Q. about modifications. This publication will provide even more details on the novelty for weapons from the Vendor system.
If you do not know what a mod system is or feel like brushing up on the matter, you are welcome to watch the video below. In the video, you can learn more about the key features of the mechanics.
Modifications are new progression mechanics in Warface. They allow changing the specs of any primary or secondary Vendor weapon applying special bonuses - mods. In the future, the range of available items of this kind may be expanded.
Simply speaking, mods can improve the specifications of weapons, but the greater the boost, the more likely it will be set off by an additional negative effect, which mitigates the positive bonus. We want to ensure that the influence of mods will not be too strong and will not imbalance the game. Therefore, we will closely monitor the situation and your feedback, changing the characteristics of modifications if necessary.
HOW DO I UNLOCK MODS?
It's simple: just select the weapon you want to boost in the Inventory and play with it. The more you play, the more mastery you accumulate. The higher the mastery level, the more mods will become available and the higher their quality will be.
At the end of each match, you will get a certain amount of mastery points. The currency for generating mods can be obtained in several ways, for example, by increasing the mastery level of an item or as a reward for completing special contracts that will be available for the in-game currency in the future.
WHAT MODS ARE THERE?
You can see the complete list of modifications in the dedicated game menu. To go to it, open your Inventory, select a permanent arm and click on the corresponding button to the right that will take you to the modifications interface.
Each weapon type has its own set of mods. So the shotgun mods will be different from those of assault rifles.
Each type of mod has several levels of rarity, ranging from common to legendary. In total, there are five levels. The higher the level, the more difficult it is to get it.
With an increase in rarity, the mod becomes more effective, but, at the same time, the influence of the balancing negative effect grows. For example, the mod allows taking more ammunition. The greater the effect, the slower the character will move since the weight of the fighter's equipment increases due to the greater number of cartridges he carries, like in real life.
There are mods (including especially rare ones) that do not have negative effects.
You can instal up to three mods on each primary or secondary weapon model. Modification slots will open gradually as you unlock new mastery levels.
MORE DETAILS
You cannot install mods with the same effect or mods of the same type but with different rarity in two different slots (for example, epic and legendary damage mods). If a mod is equipped, it will no longer appear in other generation slots.
The mastery level of weapons can be increased using both temporary versions and permanent ones. However, modifications can be mounted only on permanent weapon versions.
When using a series weapon, the mastery level is accumulated for all available versions of the gun. Please note that the post-match statistics screen will show progress for only one arm, although it is being boosted for all weapon versions.
The mod system is only available for primary and secondary Vendor weapons. The list may be expanded in the future.
Activated mods cannot be moved from one item to another, only generated from scratch.
Some mods affect specs that are not displayed in the interface. However, there is an effect that can be felt in battle.
Mods work only for those weapons that are in the character's hands in battle. That is, the secondary weapon mods will start working when the player switches to the secondary arm.
Some mods are only available for a certain type of weapon (for example, a shotgun-only mod).
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Since we are participating in the Steam Next Fest 2021, we would like to cordially invite you all to ours tomorrow's stream of playing Medic: Pacific War Demo!
Tomorrow (Wednesday, October 6, 2021), 5:00 p.m. CET, we see you here and play the game!
We really hope you will have some comments on the gameplay and the game itself, as well as questions that we will be more than happy to answer.
Of course, you can also play the demo yourself. Once you've done that, be sure to share your feedback on Medic’s Discord channel, which is available at this link: Medic: Pacific War | Discord Channel
So… You’ll join us, won’t you? We count on you and looking forward for tommorow!