





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
-Fixed a crash when creating a localization without a translation file in the locale/ directory.
Notable changes include localization support through user-created translations, along with a variety of bugfixes and tweaks! As always, many thanks to everyone who supported development by testing on the beta branch, as well as to all of our players new and old for playing our game. Read the full changelog, including from the beta updates previously, here: http://vagantegame.com/changelog.html
As always, thanks to the many players who continue to give feedback and report bugs! This update and future ones wouldn't happen with you. Changes: -Hardmode bonfire healing changed to a base value of 10 -Added a chance for spellbooks in loot sacks -Pure Type damage floating text now has a unique look to differentiate from physical damage -Factory BossMech now kills any MechGrunt (spinner mechs) that happen to fall into the boss arena -Reworked sword spin to be an upgrade to falling sword attacks -Increased overhead sword swing damage from 66% -> 80% -Added club affinity to random class generation -Removed english-only bitmap fonts, all floating text now uses true type fonts -Added new behavior to Final Boss laser array -Reduced ice ball damage scaling from 0.45 to 0.25 INT -Added a new unique modifier to the Mage Heirloom starting ring -Added additional supported locales (RU, PT, PL, TR, TH, IT, CS) -Reduced Ascetic background VIT gain by half -Preferred quick cast settings are now saved between games -New spells now automatically assign to a quick cast slot -Extended Final Boss invincibility throughout its phase 2 transformation -Final Boss second phase health increased from 300 => 400 -Reverted bouncing on enemy behavior to old, variable-bouncing -Hard mode respawns in Act 3 limited to one respawn per room -You can eat rats -Increased Skeleton base SPD stat from 0->1 (now equivalent to default speed of normal classes) -Bombs and Bombarrows no logner blow up when touching a torch -Background: Illiterate: Added an additional starting item -Background: Disciple of Scholar reworked, now offers better bonuses when sacrificing to shrines -Background: Circle of Light, charges 2->4, base healing 8->4, added scaling healing based on +1 per -Added missing translateable strings to Shrine names -Reworked Ascetic to alternate stat gains between STR/DEX/VIT and INT/LUK -Made Shopkeepers in the Rift less likely to run off ledges to their deaths -Items from Boss Chests are now automatically identified -Boulders no longer collide with Shrines -Removed randomness in Spriggan's bow-aiming times. Spriggans now aim and shoot at a consistent timing -Increased health of Summon Monster's minions by an amount based on caster's INT -Removed stealth immunity from a number of monsters and bosses (bosses will still be immune to stealth after being initially aggrod) -Updated default.pot for newest update: http://vagantegame.com/default.pot Bugfixes: -Fixed Input actionNames not being translated properly in Config GUI -Fixed some langauged to properly saving their setting in config.ini -Fixed saving/loading of Random class characters not properly saving the randomized affinities -Fixed camera zoom shifting slightly while entering a level -Fixed BossDragon dive bomb attack behavior to properly wait at apex of dive -Fixed SpikeTraps colliding with a player hanging on aledge adjacent/underneath it. -Fixed a couple of bugs where blocking damage doesn't result in expected behavior -Fixed game over menu position getting stuck when spamming START. -Fixed Fairy getting stuck in cornered animation when running against walls in intermission -Fixed some sprite offsets in Good Ending credits scene -Fixed throwing PetDog into water causing it to be unresponsive until it lands on the ground -Fixed custom level Bonfires only healing the first player to sit at them -Fixed custom level Shrines not properly initializing, resulting in bouncy shrines sometimes -Fixed Cursed Adherent background being able to curse throwable items -Fixed items stored in loot sacks not being properly destroyed when transitioning a level -Fixed Shop doors pushing units before it actually closes -Fixed PetDog damage scaling not being properly saved/loaded -Fixed possible level generation soft lock when branch exits are generated on a boulder trap -Fixed electricty damage stunning players despite full resistances -Fixed Hard-mode final boss having incorrect laser offsets -Fixed arrows in monster corpses appearing to float in mid-air -Fixed crash in online multiplayer -Fixed critical hit CombatText not showing proper color -Fixed Block affinity reflects not working on MechGrunts spinning attack -Fixed BossShadowKnight getting stuck casting teleport on a dead player thats fallen into the abyss -Fixed Mimic Whisperer mimics damaging allies in online game -Fixed some bugs with drawing of non-english characters on screen -Fixed the order of Houndmaster's Flail background, so that background icons are consistent between classes -Fixed hover cursor location being incorrect in the player STATS tab -Fixed typo in Snake Eater background -Fixed Shockwave spell not showing critical properly -Fixed saving/loading of Ascetic vow state -Fixed BossBroodDemon spawning way more eggs than normal when stunned -OMP: Fixed BossDragons' fireball zIndexing -OMP: Fixed overhead chat lines not being drawn sometimes -OMP: Fixed ManEatingPlants staying attached to a teleporting player -OMP: Fixed Mimics not being properly picked up client-side -OMP: Fixed Merchant background not giving gold properly -OMP: Fixed some interpolation issues with Fairies when picked up -OMP: Fixed bug where setting at Bonfire sometimes doesn't properly refresh skills or trigger bonfire effects -OMP: Fixed game over progression GUI flashing at start of game over -OMP: Fixed wrong sound-effect being played when picking up arrows -OMP: Fixed final boss not showing windup animation before dash attacking
This update adds new content and a bunch of tweaks and fixes we hope you'll enjoy. There's also been a number of engine updates, which hopefully increase performance for our players.
One major change you'll notice is that the game window has been increased to 720p, with updated menu graphics to make better use of modern displays.
We've also filled out the character selection page with new backgrounds, as well as updates to existing ones.
Each act now has a fairy equivalent to save. Try to save them all for maximum benefit!
There've been a lot of small tweaks and balance changes in this update. For the full changelog with all the nitty gritty, please visit: http://vagantegame.com/changelog.html
Thanks as always to everyone that's been patiently playing on the beta branch, especially to those who gave us feedback.
hotfix: Fixed a bug that caused Fairies to disappear.
Hey all! This update has been a long time coming, and features a bunch of new content, including an new unlock-able game mode, Steam Workshop custom level support, Steam Achievements, and more. As always, thanks everyone for supporting us all this way, and an extra big thank you to our beta testers! To skip to the full patch notes, click here
New update time!
While we are hard at work, listening to the growing community, and rolling out bugfixes as they come, we've since put out the 23 track Vagante OST. Enjoy the mystical and rapturous tunes Sam English has put together for your adventures!
We also wanted to let you know, we've been extending the launch discount before it hits $17.99 for a short while longer.
As always a big thank you to the community! Happy adventuring!
While we are hard at work, listening to the growing community, and rolling out bugfixes as they come, we've since put out the 23 track Vagante OST. Enjoy the mystical and rapturous tunes Sam English has put together for your adventures!
We also wanted to let you know, we've been extending the launch discount before it hits $17.99 for a short while longer.
As always a big thank you to the community! Happy adventuring!
Its been a long road (over four years!), but were super happy to present version 1.0 of Vagante. It wouldnt have been possible to make it this far if it werent for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!
Whats in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. Well also start looking into support for modding and adding user-generated content to the game.
Vagante will retain its Early Access price until February 25 2018, after which well be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.
If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. Well also be making the OST available on Steam in a couple days, if you prefer getting it here.
Without further ado, you can read the full changelog below.
New/Balance
It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!
What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game.
Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.
If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here.
Without further ado, you can read the full changelog below.
New/Balance
It’s been a while, but we’ve been hard at work on preparing for our exit from early access. Mark your calendars, we’ll be leaving Early Access on February 21, 2018. This update is our last major patch before our 1.0 release, although we’ll still be releasing some minor patches before then to fix any serious issues. This update consists of a ton of bugfixes and polish, as well as a number of new features.
While this is a small build content-wise, this update will help us polish the game further while we continue to work on the end-game content.
New/Balance
This update is mostly bugfixes. While we continue working on the end-game content, we'll likely release a couple more smaller patches like this one, with mostly bugfixes and polish. There's a lot to go through, so we appreciate everyone who's helping us out with continued bug reports and feedback.
This new build includes the new branch we've been working on. Although it's still a work in progress, we hope to get some early feedback. You'll find the entrance to The Factory in Act 4.
The resolution of fluid has been increased, to allow for more realistic and better-looking fluid movement. We hope this change will open up some interesting game mechanics in the future.
We've wanted to rework the worm boss for a while now. The new version of this boss is a little more interesting and challenging.
Potions other than healing potions tended to feel inconsequential. We've added new potions that offer permanent effects that we hope increase the usefulness of potions.
Just a small patch today that marks the end of our Halloween event.
Today’s update includes a Halloween event, as well as a handful of larger changes that I’d like to take a moment to talk about. Players can now jump while attacking with light weapons If you’ve ever been in the situation where you’ve had a sword but found yourself struggling to hit a bat in a narrow corridor, this change may make sense to you. While experienced players could deal with most of these maneuverability constraints, we’ve found that combat feels more intuitive when allowing for jumping while attacking. This change only applies to lighter weapons however, so you won’t be able to jump while swinging a heavy axe. Increased attack range of unarmed attacks and CQC weapons Playing Wildling could be frustrating sometimes, due to the very short attack range of fist attacks. Increasing the based attack range of fists increases the viability of fist weapons, and incentivizes Wildling trees besides Animal. Increased base damage of bows Using a bow tended to not feel great, due to their low impact and high investment of drawing a string. Increasing the damage of bows increases the satisfaction of getting a fully charged hit. Added a new lunging attack to Slimes We’ve also changed the behavior of Slimes (again). The rules for when slimes are able to deal contact damage felt a little unintuitive, especially for newer players. We’ve simplified slime contact damage to two cases: when slimes fall on your head, and when slimes do their new lunging attack. As always, we appreciate your feedback. If you have any suggestions, bug reports, or even complaints, please us know on our official forums. Thanks for your continued support.
Since Vagante first arrived on Steam two years ago(!), we've kept to a biweekly update schedule. While this schedule has worked out great in the past, as we near the game's completion we've found that we want to work on parts of the game which take longer than two weeks to complete. So instead of keeping to a biweekly schedule of smaller updates, we've made the decision to change our releases to larger and more interspersed updates. This will allow us to make our updates more substantial, as well as focus our efforts on the last big pieces of content for the game. We hope you understand our decision, and we appreciate everyone old and new sticking with us throughout our game's development. [spoiler]stay tuned for a
New/Balance
A seemingly small patch today, but we've made some major performance improvements which hopefully significantly improve the speed of the game for players on older machines.
Hey guys, Build 51 has been delayed until next week. Between visiting family and moving into new places, we haven't been able to get as much done as we wanted to. But rest assured, we're getting back on track to our normal schedule soon.
OMP: Fixed items turning invisible on level transitions.
New/Balance
New/Balance
New/Balance
The release of Build 45 will be delayed and expected to be out tomorrow, 6/22 ~ Nuke Nine
This is a beta patch, that includes 44h's changes as well.
Patch 44h has been reverted to 44g, at least until we can figure out what's going on now. If you'd like to help us debug the newest build, please check out the beta branch.
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