





Vagante is an adventure set in a dark fantasy world filled with monsters, demons, and crooks. Despite these dangers, adventurers commonly travel these unforgiving lands questing for fame, riches, and power.
A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
Patch 59f
Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75 Slightly reworked Shockwave visual effects Added a destroy effect to BossWorm projectiles Reduced animation time for The Smith shrine Fairys now light up the level around them Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards) Vagante files are now compressed, reducing their size significantly [/list]
Balance/Misc
- Added one more level to Wildling's Fist Weapon tree, Pummel 3
- Wildling Pummelling no longer fires a non-quickened attack
- Knight's falling sword slightly reworked
[list] - Damage has been greatly increased, and damage fall-off of successive attacks decreased
- Added a short delay before retracting the sword after hitting something
Bugfixes
- Fixed a crash related to certain NetMenu actions
- Fixed a crash related to Mech Grunts in Branch 4 (Factory)
- Fixed a crash related to the new plant boss's grappling behavior
- Fixed a bug that caused players to randomly die to a "mysterious force"
- Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
- Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
- Fixed dead minimechs being targetable by spells
- Fixed some glitches with Imp animation in Branch 3 (Tower)
- Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
- Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
- Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
- Fixed players being able to block while frozen
- Fixed charmed Spiders hurting friendly units
- OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
- OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
[ 2018-01-03 04:51:58 CET ] [Original Post]
Patch 59f
Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75 Slightly reworked Shockwave visual effects Added a destroy effect to BossWorm projectiles Reduced animation time for The Smith shrine Fairys now light up the level around them Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards) Vagante files are now compressed, reducing their size significantly [/list]
Balance/Misc
- Added one more level to Wildling's Fist Weapon tree, Pummel 3
- Wildling Pummelling no longer fires a non-quickened attack
- Knight's falling sword slightly reworked
[list] - Damage has been greatly increased, and damage fall-off of successive attacks decreased
- Added a short delay before retracting the sword after hitting something
Bugfixes
- Fixed a crash related to certain NetMenu actions
- Fixed a crash related to Mech Grunts in Branch 4 (Factory)
- Fixed a crash related to the new plant boss's grappling behavior
- Fixed a bug that caused players to randomly die to a "mysterious force"
- Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
- Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
- Fixed dead minimechs being targetable by spells
- Fixed some glitches with Imp animation in Branch 3 (Tower)
- Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
- Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
- Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
- Fixed players being able to block while frozen
- Fixed charmed Spiders hurting friendly units
- OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
- OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
[ 2018-01-03 04:51:58 CET ] [Original Post]
Minimum Setup
- Processor: Intel i3-4005U @ 1.7 Ghz
- Graphics: GeForce 9400M
- Storage: 200 MB available space
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