The v1.0.39 update is now live. This update brings various enhancements designed to enrich and streamline your gaming experience. Here are the key changes in this patch:
New Features and Improvements
1. 16:9 Aspect Ratio Support - The game now fully supports 16:9 aspect ratio resolutions. Enjoy a more immersive gameplay experience on a wider screen!
2. New Display Modes - Windowed Mode: You can now play the game in windowed mode. Enjoy multitasking while playing. - Borderless Windowed Mode: Get the immersive feel of fullscreen with the convenience of windowed mode by using the new borderless windowed mode.
3. Main Screen Image and UI Update - The main screen's image and UI have been redesigned. Experience a cleaner and more intuitive interface.
4. Options Menu UI Update - The UI of the options menu has been improved. Adjusting settings to suit your preferences is now easier than ever.
5. Pause Menu UI Update - The pause menu UI has been revamped to provide easier access to essential information and controls during gameplay.
We hope these updates enhance your gaming experience. Thank you for your continuous feedback and support. We are committed to making Random Core Defense the best it can be.
This time, we come to you with a nice package of changes to the game. The first order of business:
The Prologue (Demo)
This scenario offers players a fixed timeframe within which they can play Vagrus without purchasing the game. Since its release in May of 2023, we’ve been eyeballing it for quite some time, and have finally overhauled it with many of the quality of life improvements the main game has seen. See our Steam post here for more information.
And now, onto the patch for the open-world campaign:
Patch Notes 1.166
As part of an ongoing effort to address any concerns players may have, improve the game across the board, and offer hotfixes to any issues that have cropped up, we’re releasing another build today. Scroll down to the patch notes section to see exactly what smaller issues we have fixed and read on if you wish to know about some of the more significant gameplay changes.
Dissonance Mode Changes
As part of the lead-up to our coming Old Acquaintances DLC, some members of the team have been taking on board the feedback regarding certain aspects of the game’s difficulty, and thus, we have decided – along with a slew of other things – to revamp Vagrus’s Dissonance Mode. Most importantly, once we release this update, players will be able to switch their Wasteland Mode savegame into Dissonance mode at any time. After the switch, if they then save the game, two copies will be available in the Main Menu: one will contain the old Wasteland save and a fresh, new Dissonance mode savegame. Players only need to click the new icon (circled below) and they will be taken to a transition screen where they can confirm the change.
We’re also working on adding several additional elements to Dissonance Mode, but before we get into that, let’s talk a little bit about the goals of the game mode.
It is no secret that Vagrus - The Riven Realms simulates a difficulty more often found in old-school RPGs, which is why we knew at release we’d have to implement a mode that would be a little more forgiving. That mode was and still is Dissonance Mode. While Wasteland Mode simulates dynamics closest to what we feel is the reality of the Riven Realms, its alternative is set up to give players various advantages and make things slightly easier. It is, by no means, an “easy mode”. Dissonance Mode confers the following benefits to players:
The vagrus receives a hidden advantage in Tests and other percentage rolls
Companions heal at a faster rate while resting
Reduced enemy Accuracy in Companion Combat
Respeccing Companions can be done an unlimited amount of times
Trading is, as a whole, slightly more profitable
Supplies are cheaper
Hunting or Foraging have higher yields
There are greater breaks between random Crew Combat encounters
The player has more favorable odds in Crew Combat encounters that occur randomly
Penalties for missing crew are less harsh
In general, the game is more forgiving to players from the start of a playthrough and for a longer time
Those benefits are already in play, but the trouble was that players could only begin a new campaign in Dissonance Mode. Consequently, if a player was struggling to survive there was no way out; they simply had to start a new campaign. With the mode now accessible during a playthrough, those players will be able to curb some losses and effects through Dissonance Mode. It is important to note that once a savegame in Dissonance Mode is made, there is no going back in that game; this would cause too many issues and exploits. The player can, however, return to their old Wasteland Mode save. We are also considering offering some further optional benefits when the switch happens to somewhat set off the previous hardship, some of which are immediate. These are subject to change but currently include:
Stat boosts for comitati (Nutrition, Vigor, Morale, and Obedience)
Upfront coin to help propel a vagrus’s operations
A workforce boost to help the comitatus along (especially so if the comitatus is already dangerously low)
After this has been implemented, all players will need to do is select any savegame already in Wasteland Mode and load it into Dissonance Mode. Doing so will give a number of warnings (most notably that it is a one-way change), but after you click through, both immediate bonuses and long-term benefits will be accrued moving forward.
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.
The ability to switch Wasteland Mode savegames to Dissonance Mode is now available.
Introduced a tooltip mode for controllers, albeit it is incomplete as of now.
Bug Fixes :bug:
From now on, players will always gain the Insight reward for every tenth Codex entry (the fix was for an edge case related to saving and loading a game when the Insight was awarded).
The Outpost’s overseer is now more aware of what is going on at the Outpost and won’t nag the player upon leaving the Outpost to fix things that were not broken in the first place.
All Custodia type enemies are now visible again.
Fixed a number of bugs connected to the Outpost, most importantly one that stole money from the Outpost (yikes).
The Goods and pieces of Equipment whose effects on the Outpost were removed will no longer be visible in text-based Outpost interactions.
Fixed some edge cases that caused players to be unable to continue their savegames from the Demo in the main game.
Improved some Glossary entries to be more helpful and more informative.
Fixed a number of typos and textual errors in Events.
Stay tuned and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------
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Discover the dynamic day-to-night cycle in our game’s village, where every NPC has a role. By day, the village bustles with life; water carriers, cart pullers, and local tradespeople fill the streets. The drunkard’s antics and the blacksmith’s clang add to the lively atmosphere. As night falls, the mood shifts. NPCs retreat to their homes, and the village becomes a playground for lurking thieves, adding a layer of strategy and suspense.
This shift from day to night isn’t just visual—it’s integral to gameplay, influencing player interactions and decisions. Engage with NPCs by day to complete tasks and explore safely. At night, the risks grow, but so do the opportunities for those daring to venture out. Our game offers a rich, evolving environment where no two days are the same, ensuring a compelling and immersive experience that keeps players engaged over time."
This version maintains the essence of the game's day-to-night cycle, emphasizing how it impacts gameplay and player strategy.
Here's a second patch, this time fixing a lot more than the previous one. We keep on chasing those nasty bugs!
I'm also thanking you all for taking part of this ; you've really helped us a lot with all of your reports, either on Steam forums, to our support mail ( support@goblinzstudio.com , should you need it!) or on the Discord
This really allows us to gain precious time on fixing the bugs, and we're super grateful about this.
Here's a list of what's changed!
Hotfix #2 - 23/05/2024
Fixed a blocking bug that could occur when deselecting the Field Laboratory
Fixed a bug with keyboard camera movements in the Research tree
Fixed a bug that prevented the achievement linked to obtaining Tablets from updating
Harbor district is now asking for WaterPump as main building and Pontoon has been made optional. Its score has been ajdusted.
Fixed a bug preventing Citizens to go to the Infirmary in some situations
Order prioritisation (Harvesting, Analysis...) is now correctly saved
The option to disable autosave should now work correctly
The Plant Nursery can now be used to plant a new plant on top of the small decorative props
The game's logo has now been localised for the Japanese, Chinese and Korean versions
Added the missing resolution to the JourneysNeverTaken event. The event reward is now correctly obtained
Objectives requiring you to explore a zone should no longer take the starting zone into account
Added the Early Access info modal popup to the main menu
Unused researches and narrative researches are now invisible in free modes
Buildings and plants duplicates are displayed only once in district owner module view
(text consistency) Use correct text tags and terms around protections resource mentioned in researches
Adjust a brambles analysis info (it was not mentioning the spread of the plant)
Fixed various bugs in the display of the panel and tooltip of production buildings operating without citizens (eg. the Well)
Added various missing translations
Corrected various errors in the translation of certain texts
Hatted Tree : added depth map
Embassy: added depth maps and updated pathfinding for citizens walking through the building
Added a security check on a potentially destroyed object that the game was trying to access (Exploration pins)
The full version of the Clothing Store Simulator will be released later this year! Play the Prologue, and leave your feedback to help us make the best version of the game possible!
Join our Discord to talk with other players and developers and learn all the news before everyone else!
- Added a setting to reduce particle effects to improve performance - Fixed a bug where wormholes wouldn't function correctly on the Great Filter map if wormhole quality was set to zero