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A New Build is OUT - Patch 1.165 - Codename: Shore Up
We havent released a new build since way back in February, so we have got a slew of changes to discuss. While the changes are wide-ranging and significant, weve broken down each batch into easily digestible sections, the first of which is the Outpost and its coming update. For those of you looking for an abridged breakdown of what weve been working on you may simply scroll down to the patch notes.
The Outpost feature has been on our minds for a long time but with all the other pressing matters it kept getting pushed down our priority list. In the end, however, we were able to dedicate a week to making improvements, focusing on adding clarity and showing more information to players. Please note that while these changes are final for the time being, we welcome feedback and will patch accordingly. To better understand all of the Outposts issues, we asked our players on the various forums and on our Discord server to provide feedback. This has been extremely useful, as it has flagged multiple areas where the design was already covered but the game did not communicate it sufficiently. One good example is the consumption of Supplies at the Outpost. Due to its location in an extremely desolate environment, Scouts had little to no chance to hunt and provide for the crew there, which was never intended to work like that. As a result, players believed they needed to keep hauling Supplies to the Outpost themselves. For many, this turned its Upkeep into a chore, as they would never be able to journey far from the Outposts proximity. This, however, was a matter of miscommunication. The reality was that the crew automatically bought any missing Supplies to run the place from nearby comitati in the background and the UI failed to communicate that fact. Realizing that we had to remedy that created an opportunity: one that allowed us to include an option for players to choose where their Outpost gets their Supplies from. There are now multiple options (from cheapest to most expensive):
We have also added a new element called Work Shifts. Work Shifts allow players to set an amount of hours per day that their workforce will toil at the Outpost. Generally speaking, longer hours increase production but take a heavier toll on the crews Vigor, Morale, and Obedience. They also increase the potential for accidents or mishaps at the site, essentially offering the player another risk versus reward scenario for their operation. For this reason, we advise that you only set higher Work Shifts when the comitatus returns frequently to the Outpost and can take various measures to ameliorate problems if needed.
UI improvements have been made across the board; these focus on getting more accurate and better information across through the UI. Equipment that affects the Outpost is now highlighted in the Equipment section under the Warehouse tab and the length each such Equipment covers the needs of the Outpost for is also displayed. Green is used for anything beyond a year, yellow for half a year, and red for anything below. Equipment lost due to getting broken, eroded, or expired (in the case of animals) is indicated on a pop-up screen to the returning vagrus so they can bring replacements on their next arrival.
Players were instrumental in helping us decide on several further changes, and to that end, wed like to offer our thanks. Though far from an exhaustive list, these changes include the following:
As we close in on the release of our Old Acquaintances DLC, the portions of the team that are not busy drawing or writing have been hard at work on a plethora of miscellaneous QoL improvements, the fruits of which have now been made public.
Weve always endeavored to make some sweeping changes to how Mercenary Tasks work, and happily, weve now had the time to implement them. These tasks have always had time limits, yet now, they function far more logically. This is to say that after you complete an elimination or defending task, you may return to the faction that gave it to you at any time after you do so, while in the past the time limit was still active, even after you had completed but havent turned it in. Additionally, we have made significant changes to the corresponding UI for the Tasks, which will now be presented much like quests, displaying all appropriate information in an orderly fashion.
You asked for it and weve implemented it: more detailed information regarding Companion Loyalty changes. We have achieved this by providing an additional option in the main menu, which will allow players to choose between Basic (the same change log messages that were shown in the past), Indicative (additional information that will let you understand the gravity of the Loyalty changes), and Off, which wont show anything at all regarding Loyalty. The last might just be the best choice if youre looking for a fully immersive experience!
Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account in the given Test: the whole comitatuss, only those of the Companions previously selected to accompany the vagrus, or only the vagruss.
Heres a selection of design changes that weve also included in the update:
Lastly, we have also made a number of smaller improvements to make life easier for players:
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. --------------------------------------------------
[ 2024-05-08 15:27:31 CET ] [ Original post ]
Hey everyone,
We havent released a new build since way back in February, so we have got a slew of changes to discuss. While the changes are wide-ranging and significant, weve broken down each batch into easily digestible sections, the first of which is the Outpost and its coming update. For those of you looking for an abridged breakdown of what weve been working on you may simply scroll down to the patch notes.
Refurbishing and Redesigning the Outpost
The Outpost feature has been on our minds for a long time but with all the other pressing matters it kept getting pushed down our priority list. In the end, however, we were able to dedicate a week to making improvements, focusing on adding clarity and showing more information to players. Please note that while these changes are final for the time being, we welcome feedback and will patch accordingly. To better understand all of the Outposts issues, we asked our players on the various forums and on our Discord server to provide feedback. This has been extremely useful, as it has flagged multiple areas where the design was already covered but the game did not communicate it sufficiently. One good example is the consumption of Supplies at the Outpost. Due to its location in an extremely desolate environment, Scouts had little to no chance to hunt and provide for the crew there, which was never intended to work like that. As a result, players believed they needed to keep hauling Supplies to the Outpost themselves. For many, this turned its Upkeep into a chore, as they would never be able to journey far from the Outposts proximity. This, however, was a matter of miscommunication. The reality was that the crew automatically bought any missing Supplies to run the place from nearby comitati in the background and the UI failed to communicate that fact. Realizing that we had to remedy that created an opportunity: one that allowed us to include an option for players to choose where their Outpost gets their Supplies from. There are now multiple options (from cheapest to most expensive):
- From nearby settlements (requires to have Beasts at the Outpost)
- From passing comitati for a higher price
- From Factions based nearby, which is even more expensive but will in turn help raise your Reputation with them
We have also added a new element called Work Shifts. Work Shifts allow players to set an amount of hours per day that their workforce will toil at the Outpost. Generally speaking, longer hours increase production but take a heavier toll on the crews Vigor, Morale, and Obedience. They also increase the potential for accidents or mishaps at the site, essentially offering the player another risk versus reward scenario for their operation. For this reason, we advise that you only set higher Work Shifts when the comitatus returns frequently to the Outpost and can take various measures to ameliorate problems if needed.
UI improvements have been made across the board; these focus on getting more accurate and better information across through the UI. Equipment that affects the Outpost is now highlighted in the Equipment section under the Warehouse tab and the length each such Equipment covers the needs of the Outpost for is also displayed. Green is used for anything beyond a year, yellow for half a year, and red for anything below. Equipment lost due to getting broken, eroded, or expired (in the case of animals) is indicated on a pop-up screen to the returning vagrus so they can bring replacements on their next arrival.
Players were instrumental in helping us decide on several further changes, and to that end, wed like to offer our thanks. Though far from an exhaustive list, these changes include the following:
- Scouts now decrease the chance of the Outpost getting attacked
- The number of Equipment that affects the Outpost in some way has tripled
- We went through all the UI panels to add missing tooltips and/or extend them with further information
General Quality of Life and Design Improvements
As we close in on the release of our Old Acquaintances DLC, the portions of the team that are not busy drawing or writing have been hard at work on a plethora of miscellaneous QoL improvements, the fruits of which have now been made public.
Mercenary Tasks
Weve always endeavored to make some sweeping changes to how Mercenary Tasks work, and happily, weve now had the time to implement them. These tasks have always had time limits, yet now, they function far more logically. This is to say that after you complete an elimination or defending task, you may return to the faction that gave it to you at any time after you do so, while in the past the time limit was still active, even after you had completed but havent turned it in. Additionally, we have made significant changes to the corresponding UI for the Tasks, which will now be presented much like quests, displaying all appropriate information in an orderly fashion.
Companion Loyalty Details
You asked for it and weve implemented it: more detailed information regarding Companion Loyalty changes. We have achieved this by providing an additional option in the main menu, which will allow players to choose between Basic (the same change log messages that were shown in the past), Indicative (additional information that will let you understand the gravity of the Loyalty changes), and Off, which wont show anything at all regarding Loyalty. The last might just be the best choice if youre looking for a fully immersive experience!
Tests in Events
Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account in the given Test: the whole comitatuss, only those of the Companions previously selected to accompany the vagrus, or only the vagruss.
General Design Improvements
Heres a selection of design changes that weve also included in the update:
- Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
- Damage from Critical Strikes in Companion Combat is now always calculated from the upper half of the used Skills damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled). This makes Critical Strikes deadlier for both foes and Companions.
- Critical Strikes in Companion Combat are now always Armor-Piercing, which also raises their usefulness but also makes it possible to down very armored enemies even without the right abilities (albeit still being very, very difficult).
General QoL Improvements
Lastly, we have also made a number of smaller improvements to make life easier for players:
- We have reworked tooltips and general UI elements to provide more detailed information in a more understandable way
- We concluded another round of performance improvements all across the board (related to both CPU and GPU usage)
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 1.165 - Codename: Shore Up
New/Updated Features :shiny:
- Outpost rework: most of the UI (buttons, structure, tooltips, and more), mechanics, and balancing received a major rehaul.
- More pieces of Equipment have an Outpost-related effect now.
- Savegame files made in the free Demo can be loaded up automatically in the full game from now on.
- Negative Resistance values now raise damage from the specific type as it was originally intended (for example, a -50% Cold Resistance raises a Cold type damage of 2 to 3). The way Resistances work against Effects remains unchanged (ie. they provide a chance to entirely negate Effects when the Resistance roll is successful).
- Damage from Critical Strikes in Companion Combat are now always calculated from the upper half of the used Skills damage value (for example, if the damage of the Skill is 3-6, then Critical Strikes from it are always calculated as if a 5 or a 6 were rolled).
- Critical Strikes in Companion Combat are now always Armor Piercing.
- Penalties for successive Evade and Block attempts in the same Round have been doubled (for example, the second attempt in the Round incurred a -5% penalty and now it incurs a -10% penalty).
- Timers on Mercenary Tasks now stop when it makes sense narratively (and so timed task bonuses are granted based on this moment in time, not the moment of the turn-in). Once the timer stops, players have more freedom to turn in these Tasks. For example, the timer on Defense Tasks stops when the vagrus successfully defeated the foe during the defense battle.
- Added a new setting to Options: Companion Loyalty Details. You can now use it to set the nature and depth of information the game log and Events provide on the Loyalty changes of Companions: Off: No feedback is provided. Basic (Default): Only the fact of the change is provided and its direction. Indicative: The measure of change is also provided (for example: Greatly disapproves, Slightly approves).
- The highest Loyalty tier for Companions was renamed from Amicable to Loyal.
- Companion Upkeep (daily) is raised by 5 Changers for Companions assigned to a Deputy role and this is reflected on their character sheet and the tooltip of Companion Upkeep.
- Further tweaked and enhanced the controller experience.
Updated Content :gift:
- Some Perks that Harvek was supposed to have but were actually missing were added back in. Players who have him in their comitatus receive a complete reset on him and regain the Insight to be able to respec him.
- GorGoro received new, easier gift options in his Banter. Additionally, his personal questlines first segment awards a lot more Loyalty now.
- The Prowess (2) requirement to trigger Renkailons personal questline now has an alternative of a Renown requirement.
- Entering Avernums Ossuary is now possible even with the Disdain of Ahskul property (allowing the completion of Nedirs questline in a playthrough where you aim for certain achievements).
- Eylani now loses Loyalty when you decide to fight against beasts in Kaburs arena.
- New entries on Companion Loyalty and the Outpost were added to the Glossary.
- We have added a hidden, alternative way to get a certain quest item for Vrak the Haunteds quest whereby you can circumvent having to interact with the Ahskulites in Deven (allowing the completion of Vraks quest in a playthrough where you aim for certain achievements).
- Removed much of the Coal from Scrapheap in Pilgrims of the Wasteland to avoid players accidentally buying it out and going broke during the early tutorial.
User Interface Improvements :pencil:
- The display of chances in Crew Combat (Critical Success, Success, Failure, Critical Failure percentages) now shows the actual percentages (this was only a display issue).
- Reworked the Faction Reward Filter button on the Settlement UI to be more logical, displaying the active filters status.
- Long savegame names will now be broken into more lines and they show in full on the loading screen.
- The (glitchy) highlighter on selected choices in Events was changed to a more subtle underline.
- The new Enervated Skill effect now has a proper icon and tooltip explaining it on the Character Sheet.
- The minimize button on tutorial popups was moved to the top right corner.
- From now on, you can only change font size while the Event UI, Journal, and Codex are closed to prevent locks, and other issues.
- All Mercenary Tasks now display objectives in the quest-style (using status-sensitive bullet points).
- The Mercenary Task UI in the Journal was significantly improved and now presents more information more consistently.
- The requirements of using certain Advanced Tactics in Crew Combat that were nebulous before are now much more informative (including why you cannot use one when you do not meet said requirements).
- Added and improved various new Crew Combat tooltips to provide better information on mechanics.
- The bug that caused the Outposts Consumption to be erroneously displayed was fixed.
- The Font Size slider in Options became more informative (providing a percentage as well as demonstrating actual font size below the option, not in a janky tooltip).
- Equipment tooltips no longer display the price you originally bought it for (it was obsolete and confusing).
- Localized steps and choices in Events are now marked differently if they were merely machine-translated or were translated by a person.
- Vitality and Power Regeneration are now correctly displayed on Companions character sheets.
- Tests in Events now indicate (via icons and tooltips) whose Perks are taken into account: the whole comitatuss, only those of the Companions previously selected to accompany the vagrus, or only the vagruss.
Bug Fixes :bug:
- Fixed missing or glitchy dependency icons in Events.
- You can no longer win the main campaign by retiring to your own upgraded Outpost while not having the Wealth Ambition (this was possible by choosing a combination of options during the Outpost upgrade process).
- The Ahari and Chimera Legion Faction tabs now always display valid (including unlocked) Faction presence locations.
- Cadmador does not show its faction locations any longer, as was originally intended.
- Passengers headed to the Sunken Tower will no longer show up until a path to said location has been unlocked by the player through quests.
- Removing a Deputy that provides an Equipment slot for the /comitatus/ now refreshes the slots immediately, preventing players from keeping Equipment in a closed slot.
- When owning no Beasts of Burden, swapping to a different Beast Type no longer modifies Movement Points.
- The font size of the Glossary will now reflect the one set in Options.
- Great Lamps are no longer sold in core game territories when you do not own Sunfire and Moonshadow.
- Tweaked Companion Combat AI significantly, especially regarding the avoidance of performance drops and the use of Overwatch-type Skills.
- Performance improvements all across the board (regarding both CPU and GPU usage).
- The Spell Penetration Perk now provides the -15% Resistance it advertises.
- Fixed several bugs related to Mercenary Tasks (mostly related to Escort Tasks with interim targets).
- Fixed various glitches, typos, and performance issues in the Glossary.
- Dragging Market listings and dropping them earlier than your own cargo space will not purchase them now but cancel the interaction as it was supposed to.
- Fixed an issue that caused parts of some localized (machine translated) tutorial windows to be off-screen.
- Your Scouts can no longer find perilous calerus Events (that would slay an unprotected comitatus) when you have protective Equipment equipped.
- In Crew Combat, you no longer need an active character to Stand Down once the enemy is retreating (as opposed to Pursue where you need someone to pursue the foe).
Coming Up Next
- The option to change between Wasteland and Dissonance modes during a playthrough
- New DLC: Old Acquaintances
[ 2024-05-08 15:27:31 CET ] [ Original post ]
Vagrus - The Riven Realms
Lost Pilgrims Studio
Developer
Lost Pilgrims Studio
Publisher
2020-07-22
Release
Game News Posts:
159
🎹🖱️Keyboard + Mouse
Very Positive
(1205 reviews)
Public Linux Depots:
- Vagrus - The Riven Realms Linux [1.29 G]
Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader, who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
A vast continent is yours to explore, filled with unique locations, strange factions, lurking dangers, and a lot of characters you can interact with. In order to punish the Empire for their sins a thousand years ago, the Elder Gods manifested themselves in the world, letting loose powers that ended up devastating it. Following this Calamity, the Empire was slow to rebuild and became a dark caricature of its former image. The continent is now a wasteland, riddled with arcane anomalies, twisted monsters, and undead.
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 often affect the companions and the world around you. Pick your background from trader, mercenary, or explorer; work for factions, follow rumors and trading opportunities; acquire wealth, gain fame, and discover hidden knowledge. The world is sandbox, yet it is filled with hand-crafted content.
Engage in turn-based, tactical combat that involves your companions and a large variety of enemies, both humanoid and monstrous. Use a wide range of character skills to succeed, as well as your own leadership-related abilities. Positioning and support skills are of paramount importance when your companions struggle against powerful foes.
Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and the freshness of your people effectively to survive. Haul cargo and valuables across the wasteland or take it from others. Your crew of workers, fighters, scouts, and slaves have to be managed to optimize their effectiveness. Equip your caravan with upgrades and your companions with magical gear.
The player can recruit a wide variety of companions into the caravan to serve in versatile roles, such as scoutmaster, guard captain, quartermaster, or navigator. Each of them comes with their own combat skills, background stories, and personal quest lines that, when completed, can upgrade them in unforeseen ways. They can progress through experience levels to become more potent crew members as well as in combat.
A vast continent is yours to explore, filled with unique locations, strange factions, lurking dangers, and a lot of characters you can interact with. In order to punish the Empire for their sins a thousand years ago, the Elder Gods manifested themselves in the world, letting loose powers that ended up devastating it. Following this Calamity, the Empire was slow to rebuild and became a dark caricature of its former image. The continent is now a wasteland, riddled with arcane anomalies, twisted monsters, and undead.
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 often affect the companions and the world around you. Pick your background from trader, mercenary, or explorer; work for factions, follow rumors and trading opportunities; acquire wealth, gain fame, and discover hidden knowledge. The world is sandbox, yet it is filled with hand-crafted content.
Engage in turn-based, tactical combat that involves your companions and a large variety of enemies, both humanoid and monstrous. Use a wide range of character skills to succeed, as well as your own leadership-related abilities. Positioning and support skills are of paramount importance when your companions struggle against powerful foes.
Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and the freshness of your people effectively to survive. Haul cargo and valuables across the wasteland or take it from others. Your crew of workers, fighters, scouts, and slaves have to be managed to optimize their effectiveness. Equip your caravan with upgrades and your companions with magical gear.
The player can recruit a wide variety of companions into the caravan to serve in versatile roles, such as scoutmaster, guard captain, quartermaster, or navigator. Each of them comes with their own combat skills, background stories, and personal quest lines that, when completed, can upgrade them in unforeseen ways. They can progress through experience levels to become more potent crew members as well as in combat.
Get instant access to the Alpha build by backing Vagrus at https://fig.co/vagrus
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Intel Pentium 2Ghz or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1280x768 minimum resolution. DirectX 9.0c compatible graphics card
- Storage: 6 GB available space
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