Hey everyone,
Alongside the main game, we have been making changes to this demo version for some time now. Its been just over a year since we released our original demo on the 19th of May and thus, we have endeavored to include all changes weve made over the last year into it. Before we jump into every single detail, lets take a look at the most significant changes. Controller Support As is the case in the main game, controller support is now available for all demo players. The implementation of this feature should make the experience more amenable to those who have asked for it for some time. Tooltips and a zoom feature have also been added along with controllers; see the full list of patch notes for more details.
Quality of Life Improvements While they are too numerous to list individually, the last year of Vagrus updates has brought a slew of quality of life changes to the table. Among these are vast improvements to the Pilgrims of the Wasteland campaign, a slew of bug fixes, improved UI across the board, and changes that make failure much easier on players during each campaigns starting period. Given that the demo presents the player with a fixed time frame in which they can experience the game specifically 25 in-game days in total these changes should greatly improve player experiences with it. Demo Saves It is now possible to take your demo savegames and load them up in a game purchased via Steam, GOG, or other platforms. Now let's jump into the patch details: --------------------------------------------------
Patch 1.1660517H - Codename: Decked Vol II.
- Introduced a tooltip mode for controllers.
- Improved Glossary entries to be more helpful and more informative.
- Fixed a number of typos and textual errors in Events.
- Fixed an issue that caused parts of some localized (machine translated) tutorial windows to be off-screen.
- 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.
- Your Scouts can no longer find perilous calerus Events (that would slay an unprotected comitatus) when you have protective Equipment equipped.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- Equipment tooltips no longer display the price you originally bought it for (it was obsolete and confusing).
- The Mercenary Task UI in the Journal was significantly improved and now presents more information more consistently.
- 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 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).
- 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.
- 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 Spell Penetration Perk now provides the -15% Resistance it advertises.
- 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).
- Tweaked Companion Combat AI significantly, especially regarding the avoidance of performance drops and the use of Overwatch-type Skills.
- 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).
- 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.
- Fixed missing or glitchy dependency icons in Events.
- All Mercenary Tasks now display objectives in the quest-style (using status-sensitive bullet points)
- 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.
- Fixed some anomalies connected to leveling up Companions, so you will not lose Proficiency Points without getting the selected Perk levels (this could happen in certain combinations of language, Companion, and Skill/Perk selected).
- Fixed a Companion Combat AI issue that caused the erroneous calculation of the usefulness of Skills with certain effects (Buffs, Debuffs, DoTs, and HoTs). The AI will now use these Skills more often. This will also cause calculations to go faster, so Companion Combat will be quicker with some enemies.
- Characters with Spell Penetration will no longer get a -15 Resist All debuff at the beginning of each combat Round.
- Reflexive Skill effects in Companion Combat received their own icon and description.
- The rare case of a tooltip blocking its own button (happened in some resolutions) was fixed. Tooltip transparency now also allows you to click on buttons under them.
- Inconsistencies caused by the glitchy Display Mode setting that prevented certain resolutions to show up were fixed.
- Fixed some mismatching Escort Task flavor texts (regarding their objectives).
- The close icons on Price History are now distinct the left one (-) closes only Price History, the right one (x) closes the Chart, too.
- Escort Tasks that have a midpoint destination will now provide information about the status of that objective (ie. whether you have already been there).
- Camp Events can no longer trigger during nights spent in settlements.
- The Esc button can now be used to navigate back from the Savegame menu tab.
- Characters can no longer Evade twice in the same Turn of Companion Combat (for example, when Evading from an attack and into an overwatched position), and thus will no longer cause a softlock by doing so.
- The yields of Critical Successes in Hunting have been tweaked to give more supplies but less random goods.
- Hidden Compartments and Smuggers Compartments Equipment received the minimum 100 Cargo capacity requirement, thus preventing vagri from hiding everything they own if it was a small enough haul.
- Tooltip sizing was rebuilt from scratch: the new system is more robust with various fixes. For instance, tooltips can never float out of the screen.
- Non-hovering Characters who were floating over positions in Companion Combat no longer do so.
- Multiple instances of the Resistance stat from the same source (e.g. the same Gear) are now displayed correctly on Companions (i.e. added together).
- Activating Auto-Scouting no longer causes issues with the calculation and display of Movement Points and March Movement Points.
- Pieces of Equipment can not be placed into locked slots directly from the Market panes list.
- Fixed an issue that caused Faction reputation rewards for delivering certain Passengers to be displayed differently in the Journal and in the popup window upon their arrival, preventing the right amount of reputation to be added to your standing (often this meant no reputation at all).
- Tasks will no longer disappear from your Journals Active pane while standing on the target Node before actually turning them in. They will be shown as Ready while standing on the target Node but revert to Active when moving away from it.
- Maximum Resourcefulness upgrade tooltips on the Leader UI have been clarified further to make a distinction between your current maximum and the absolute maximum of 12 Resourcefulness. Now they always display how much Insight it costs to raise the stat and mention only the absolute maximum until it is reached.
- The tooltips of effects that belong to the comitatus (like Crew Properties) will now add up bonuses for the same stat from different sources.
- Updated how Trade Tasks display the Goods you have to deliver to the destination to be more streamlined.
- Fixed an issue that allowed an exploit to use infinite Insight when generating a new player character.
- Hunting and Foraging will now actually grant yields when successful even if the comitatus is camped via an Event.
- Fixed an issue that allowed the skipping of compulsory camping during Event sequences.
- The display of potential Faction rewards were changed to show all contextual/conditional requirements for certain rewards (e.g. a specific Beast Type to gain a bonus) and you can also see which of these requirements you currently satisfy.
- Tooltip flickering on high refresh rates was fixed.
- Localization: Certain characters from Chinese and Japanese fonts that caused display issues specifically on the character creation screens and ending slides should now appear properly.
- When a Passenger disembarks via an Event choice and thus offers no regular Passenger reward, the UI display is now clearer about this fact
- In Crew Combat, we fixed some texts that could overlap
- The Odd Jobs window not showing up to display results was fixed
- Fixed the issue of two entities occupying the same position in Companion Combat
- Rolling a critical success on hunting and foraging provides extra loot now properly (as originally intended)
- Odd Jobs now correctly use 2 MPs if the player has enough remaining MPs instead of always using up Vigor
- It is no longer possible to enslave 0 enemies in Crew Combat
- You cannot enslave more enemies than the number of living characters in Crew Combat
- Crew Combat Auto-offer can no longer cause the game to be stuck
- Steam deck/controller fixes/improvements (still working on resolving the config reset).
- Dialogue issues in the Hall of Fame were corrected.
- Removed redundant Quality dependencies from authorities discussing the winds in great cities.
- Some settlement Event navigational issues were tweaked (specifically when exiting certain facilities).
- No enemies turning up - and hence getting stuck - in Companion Combat after selecting the Eliminate
- Their Leaders command from within Crew Combat issue fixed
- The Eliminate their Leaders command can no longer be selected if no Leader/Elite units of the opponent are alive in Crew Combat
- Price history bug where the prices were erroneously multiplied by the stack size again finally fixed. All hail 'Dauntless' who provided us with a repro. \m/
- Camp UI getting stuck during multi-day rests (e.g.: Black/Mushroom Rot healing) was fixed
- A bug that caused stacks being removed instead of units in Event trades was fixed
- Journal Note entry issues with controller fixes
- Spiders' Accuracy stat was fixed
- Tutorial sizing issue when the font size is increased was fixed
- Various discrepancies that caused choices not to appear in the Event where you find stranded passengers were fixed
- Renkailon's Mark Target description was expanded to better inform what you gain by upgrading it
- Settlement art enlargement related UI issues were fixed
- Various smaller Event fixes, including some background image updates in old quests
- Camp UI calculation glitch solved
- Some new art assets were added to previous Events in the main campaign.
- Day of the week type of dependencies were added, so you might come across choices that only appear on a certain day of the in-game week.
- Camp defense Fighter requirements were reduced for all voluntary crew members.
- The Camp UI now uses a single lock feature that locks all in your current settings for rations, guards, and so on.
- The Price History tab has been improved, offering new sorting options and making it easier to navigate between settlements for easy comparison.
- The Scouting UI has been enhanced to make the available options clearer.
- The Custom Notes UI has been improved, making it easier and more enjoyable to jot down your thoughts.
- Chart legend improvements have been made for clarity, including the introduction of multiple-category Chart entities.
- Giving away Equipment in Events has been improved. Now, you can choose to give away or keep your currently equipped pieces of Equipment and you are warned if you are about to part with your only piece of a type of Equipment.
- Breaking camp conditions are now synchronized with the tooltips, providing a clearer understanding of the requirements.
- The process of moving Gear between Companions has been improved. Unequipped Gear of the same type will be equipped first if available. Furthermore, in Events and Tasks, you will offer unequipped Gear to meet conditions first.
- The Insight tooltip is now clearer about the purpose and use of Insight.
- Various elements on the Camp UI have been fixed.
- Passengers are now more willing to indicate their desired destination: before you take them, you can click on the Destination icon to see where they are going on the Chart, and you can also click the new button at the front of each Passenger entry now to see their destination on the Chart.
- Some node background anomalies have been fixed, primarily those related to the day and night cycle in settlements.
- The delay and graphical glitch when the Codex is opening has been fixed.
- Fixed an issue that caused the travel time between settlements in some cases to appear out of place.
- Resourcefulness can no longer overflow.
- Discovered settlement and POI nodes are now consistently displayed on the Chart, whether or not the player has clicked on them or merely moved through them.
- The Loader's Guild storage unit lottery now provides rewards as indicated on the UI. The Guild has been kindly asked not to deceive players any longer.
- If an Event is active, you can no longer use hotkeys to interact with inactive windows.
- Events sometimes caused you to exit settlements when it was not intended, and at other times, you remained within the settlement despite the narrative suggesting otherwise. The entire system has been adjusted to ensure consistency.
- Anomalies in Beast type swapping have been resolved, especially in cases where the settlement did not possess the type of Beast that matched that of your comitatus.
- The text overlapping on Crew Combat buttons has been fixed.
- Fixed an issue that caused unresponsive Camp UI buttons after engaging in Companion Banter.
- At times, it was possible that theme-specific music was not playing in certain regions. The orchestra has been instructed to be more attentive to the surroundings and play the appropriate tunes for each location.
- Fixed an issue where the hyperlinks were not working in the bottom textbox of the Main Menu.
- Fixed an issue related to the buttons of the Crew UI.
- Fixed a bug where the Imperial comitatus icon in the Task pane of the Journal was blank
- Fixed a visual bug where the campfire in Agoss scene had a blank white rectangle in its place while the asset was loading.
- Fixed an issue where some Equipment had the wrong art.
- Fixed a bug related to using the Companion Combat effect Cleanse.
- Fixed a stuck UI issue related to buying and butchering Beasts and Mounts.
- Multiple issues related to the Initiative Order in Companion Combat were fixed.
- Fixed an issue where the Back to Cargo button was unclickable on the Offer Items part of the Crew Combat UI.
- Fixed a bug where comitatus upkeep was only deducted after every other turn.
- Fixed the Event UI sometimes scrolling down all the way to the choices by default after displaying the steps text.
- Fixed a bug where the event UI would become stuck after sending a bug report.
- Fixed an issue where Equipment icons were not visible after butchering every Beast of Burden.
- Fixed a rare issue caused by opening the Rest UI in a settlement, then the Deputies UI and switching tabs then closing the window, which caused a stuck Camp UI.
- Fixed a bug where during vagrus creation players would not get the bonus perks from Race, Ambition, etc. if they left everything as default.
- Some UI elements were unselectable using a controller. This should now work as intended.
- Fixed an issue where the game would crash if you used a controller and a character was down during the Aid/Inspire tutorial in the second tutorial fight.
- Removed the option to show the current version number in the upper right corner. It is still visible in the main menu
- Redesigned Overwatch mechanics.
- Implemented a new diagonal Push/Pull feature that opens up more strategic opportunities and challenges for Companion Combat.
- The Main Menu background can be changed now with the corresponding button on the bottom-right of the screen.
- We have added a wider range of available resolutions.
- Fixed a bug where the enemy Flee chance increased with actions that give additional Chase.
- The tooltip of Explore is now fixed on the node radial menu.
- We have made some fixes related to the Settlement UI.
- Fixed a bug where there was no sound the first time a new game was started.
- Fixed a rare crash at the beginning of PotW.
- Fixed a bug where the quantity of remaining goods were displayed incorrectly when a stack was bought by dragging.
- Some faction related UI issues were fixed.
- Fixed crashes caused by gears in the deploy.
- Fixed a crash related to scouting.
- Longer tooltips can no longer go out of the screen.
Changes to Pilgrims of the Wasteland:
- The Lock button on the Camp UI is locked to prevent players accidentally burning Supplies during the journey.
- The default camp options were changed so that players who dont switch them wont lose Vigor and Morale daily by default.
- Morale losses were slightly tweaked in Events.
Hey everyone,
Its been quite the year since we started developing Sunfire and Moonshadow, our first expansion. Those of you whove been following us know that it is introducing a new vast region to explore with a swathe of new settlements, new enemies to conquer, new stories to be a part of, a large cast of characters, and new quests to complete through which you can make your mark on the continent of Xeryn. Thats not all, however, as the Bronze Desert introduces a central conflict involving three new factions the Ahari, the Chimera Legion, and the Handjari. The expansion features content approaching half the size of the core game. [previewyoutube=KgoVBmy15zw;full][/previewyoutube] We have already shared many of its numerous teasers and tidbits, and now we have very good news for those who have been looking forward to getting their hands on it. *Drumroll* The release date for Sunfire and Moonshadow is officially the 7th of November! Weve been looking forward to it for quite a while now and we are eager to share the anticipation with you all. So much love has been poured into its development; we can only hope that when the time comes, youll be able to enjoy playing it as much as we have creating it.
Furthermore, we are adding a Season Pass that will allow players to buy both the expansion and a further two upcoming DLCs! This way, we will gauge interest in our unannounced DLCs, one of which will be adding two companions to the core game (planned release in the first half of 2024) while the other will add a new region (expected around the end of 2024). The Season Pass will grant you a small discount on all that is included, and will greatly support future content creation as well. Until then, stay patient, stay vigilant, and conquer the wasteland! - The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------ If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated! Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord
Hey everyone,
Its been a while since weve updated our free Demo and we feel that weve made enough changes to justify a pre-summer present like this to you all. So, lets see what weve been cooking up at Lost Pilgrims over the last few quarters, which will now all be added to the Demo.
Localization Alpha Version
Back in October, we announced our plans to get location efforts underway, while also offering the opportunity to take part in the project by setting up volunteer localization teams. Interest has been varied (more on that later), so most translations offered are machine-translated, which is to say that they are, at the very best, not perfect. Its been a difficult, drawn-out process, but were glad to have a number of translations available for those playing the Demo. Weve been using DeepL and have had mixed results with it translating Vagruss texts. That means that the quality does occasionally drop with the same language, but also that translations to some languages are simply very poor overall (or so we are told; Chinese is among these, unfortunately). For other languages, there are better translations, for example in the case of French and German. These are mostly okay with a few minor mistakes, while Hungarian, on the other hand, is far worse. Apparently, some translations have strange word usage and sentence structures. To address these issues, we have created language-specific reporting tables where mistakes or grammatical errors can be logged. These will be based on the primary and secondary languages chosen through the options menu, as shown below.
The error-logging feature can be reached via the help menu (F1) through the top bar and is based on the primary and secondary languages chosen in the options menu. If set up properly, the log you create will then go to the correct sheet on our end.
Coming back to localization teams, we are happy to note that two parts of the community have stepped up in particular the Poles and the Russians. They have translations available through mod.io for the Demo, which can be accessed directly from the options menu as shown above in our first screenshot. Other languages, sadly, have not had enough volunteers, and thus, their translations are machine-generated. Please note that this means fixes for those languages that are needed may not arrive soon, or not at all, if no one volunteers. We appreciate that these machine-translated texts are far from proper translations but it is our hope that they will allow many more people to enjoy the game than if we hadnt implemented them. With our players reporting mistakes in their own languages, a few more volunteers working on real translations, and a lot of effort, these translations may improve significantly, but it will take time. Please let us know how you find this Alpha localization build for your language specifically in the comments or on our Discord server. Languages that are deemed good enough (i.e. not terrible) by the community will be enabled for the full game as well. The ones that do not reach that bar, however, cannot be enabled. This is because we would like to avoid setting up players for disappointment, thereby engendering negative reviews due to the quality of the translation. Also, for anyone who is open to more than just reporting typos and translation errors via our language specific tables, our Discord server is the best place to get involved. We hope to see you there!
Hand-held Porting, Screen Optimization, and Accessibility
Weve also successfully implemented support for handhelds, as well as screen optimization and accessibility features so that they now work in the Demo, too.
Included is the optimization of the Demo of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own. Another key aspect it has allowed us to address is accessibility. Players have, at times, expressed concerns about the font size in Vagrus, and with us focusing on porting, we have also been able to implement a zoom feature for the PC client. First, we optimized the formatting of the text to be legible on handheld devices. But is it possible to read all the wonderful prose that players have come to expect from the Riven Realms on a small screen, you ask? Absolutely! Just use the new double-tap to zoom in, as shown below.
Weve also included another screenshot of a closer view after the player has used the double-tap feature, of course! Check it out below.
Because we want to make sure that players user experience does not suffer even slightly while using a small screen, players will also be able to scroll or swipe to navigate the UI, as captured below with the Journal.
Heres the subsequent result of the player swiping left
Multi-platform Controller Support
We have now implemented full controller support for standard X-box controllers and Switch gamepad layouts, which is being added to the Demo, too. Although everything should work on most other controllers, assuring that is our future goal and the feature needs to be adequately tested before we can ensure flawless functionality. We have created a modern navigation system on the UI and for all functions from scratch, specifically for controllers. In other words, it isnt simply the existing cursor-based system repurposed for controllers. Direct buttons have been assigned for specific functions to make things easier.
Selecting and switching between UI elements during gameplay is also comfortable.
What about analog stick use? Weve come up with a radial menu to best tackle that.
We have also implemented an easy drag & drop system to be used at various points of gameplay. We have simplified Perk selection and trading functions in settlements, too.
After a long time in development, we are ecstatic to finally release these new features, and hope that they will improve player experiences across all platforms.
Movement- and Hunting-related Changes
Next, we have a handful of major changes to hunting and movement on the campaign map, which are now making their way into the Demo, too. Automarch and Quick Camp Quick Camp and Automarch make exploring the Wasteland easier and more efficient. While they are turned off by default, you can turn them on in the Options menu under Game Settings. Toggling automarch on will make it so that when you choose to travel beyond your normal Movement Points (MP) limit, your /comitatus/ will proceed forward and expend March Points automatically. Without this feature on, you will instead automatically stop moving when you run out of MPs. Toggling Quick Camp on will give you an additional option from the radial menu when you travel, which allows you to instantly camp, ending the day without the usual camp UI popping up. Quick Camp will use all the settings you have locked in from your previous camp, such as how much you wish to pay your crew or how many rations you want to give them. Manual/Daytime Supply Acquisition As an alternative to acquiring supplies when you camp and end the day, you may now also acquire supplies during the day! This can often be useful, as the node you choose to hunt or forage on may have a significant impact on the results. In almost all cases, this will cost 2 Movement Points (MP). If you do not have any remaining MP, it will instead cost 1 Vigor. You can send out multiple hunting and foraging expeditions during a day, though these will face diminishing returns depending on the outcome of previous attempts. Supply Auto-acquisition Until now, it was only possible to hunt and/or forage from the camp menu, though as of this build, players will now be able to do so during any point of their journey for the cost of two movement points or one vigor if you are out of movement points. Whats more, for the same price vagri will now be able to send out their crew on expeditions to get supplies multiple times during a single day, which can be especially useful if your first attempt is a fail and you still desperately need supplies. Take note, however subsequent attempts will face diminishing returns, depending on the result of your initial attempt. These additional attempts will always display the percentage chance of success, just as it has always been. It will then be up to you to decide if you wish to send out another expedition or give up on acquiring supplies for the day. Phew, quite a lot of changes are finally being added to the Demo, right? 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. -------------------------------------------------- Patch 1.134 - Codename: Lingua Machinarum
New Features :shiny:
- Redesigned Overwatch mechanics.
- Implemented a new diagonal Push/Pull feature that opens up more strategic opportunities and challenges for Companion Combat.
- The Main Menu background can be changed now with the corresponding button on the bottom-right of the screen.
- We have added a wider range of available resolutions.
- Controller Support! Now you can also use your controller to conquer the wasteland.
- A new pop-up window has been added so you can see whats new in Vagrus.
- Dissonance mode has become a little easier.
- Auto Hunting and Foraging features were added.
- Automarch feature was added.
- Quick camp feature was added.
- A new, Full UI Zoom feature can be activated in the Video Settings. It makes the content of the game easier to read and manage on smaller screens.
- Tutorial windows are resized and repositioned when the UI zoom is active.
- Players can zoom into an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
- A button is added for checking the location info of newly acquired Rumors.
User Interface Improvements :pencil:
- Removed the option to show the current version number in the upper right corner. It is still visible in the main menu under the Currently Known Issues section
- Revamped Bug reporting screen (and backend integration on our side).
- A new, Full UI Zoom feature can be activated in the Video Settings. It makes the games texts easier to read and manage on smaller screens.
- Tutorial windows have been resized and repositioned while UI zoom is active.
- Players can zoom in on an active UI window using the UI Zone Zooming feature also found in the Video Settings. UI Zone Zooming has 3 modes: Pinch, Double Tap, and Direct Button.
- A button has been added to check the location info of newly acquired Rumors.
- We replaced the Hold Space text with a button which you can use to go to the next step of the tutorial. You can still hold space as before.
- Event and Settlement image panning added
- Closing enlarged settlement picture with ESC now works
- Finndurarth's Fly II Skill will not change Skill slots
Bug Fixes :bug:
- The game no longer freezes on the Throw-out pane after a Mount-up + Dismount Outrider combo
- Slice and Dice enemy Skill animation was sped up
- Overwatch skills now break move+attack type Skills
- Conduit now has its proper animation (same as all POW regen Skills)
- Deploy max number of characters is working properly again (no more exploits here, sorry)
- Dead Weight (Vorax Skill) related crash was fixed
- Blade Dance enemy Skill layering was fixed
- Taunted (eg. GorGoros Skill) AI improved
- Entering the crystal forests on the day when protection gear was equipped will no longer result in the burning Event popping up
- Finndurarth storyline crash was fixed
- The Block/Evade button is now available only after the tutorial in Pilgrims of the Wasteland
- Companions are no longer falsely indicated as wounded
- Events that negatively affect Movement and Autocamp will now calculate MPs correctly
- Double position character markers form a single block now (instead of the weird two bases)
- "Damage" text in Crew Combat Actions is no longer white
- The tutorial will recommend Aid instead of Inspire when there is a Downed Companion
- Goods tooltip will mention Price History only after Price History has been unlocked
- A lot of minor tutorial-related polishing
- The bottom choice box text is no longer obstructed in Events
- Fixed some cases where Companions occupied the same position in combat
- The long tooltip on the Factions tab has been fixed
- Event tests are no longer rigged massively in the players favor
- Dragonlands-related Points of Interest (POIs) will no longer offer slaves as passengers
- The bug related to incorrect percentages shown for Odd Jobs has been fixed
- "Due to" Game log text will not be displayed twice
- Combat Log entries for Skills with a self-targeting phase have been fixed
- Players can no longer receive Yrg beasts through Crew Combat but will receive Supplies instead
- Various settlement background art-related bugs fixed
- A large number of mistakes, typos, and issues with texts all across the board were corrected
- Fixed a bug where Movement Points were not refreshed on a new day after inventory overflow
- A number of tooltips that were disappearing are now fixed
- Predicted Authority can no longer go over 6
- Fixed a bug where Event texts were chopped off on resolutions higher than 1080p(Full HD)
- Fixed a bug where the Heat Shielding Crystal was not working in some cases
- Some UI inconsistencies in Pilgrims of the Wasteland were fixed
- Reenabled shadow effect on Load Game/Save Game screens
- Fixed a bug that caused certain Companion Combat prepare animation phases to be missing
- Fixed a bug where the decals of DOT Skills were missing
- The name field of the description in Companion Combat is now empty when theres no character to show the description of
- Fixed a bug where sometimes the combat background was black if Companion Combat was triggered in a settlement
- Finndurarths missing Skill SFX was added
- Fixed a visual bug where the positions of the frames in the key bindings menu were off
- Fixed the issues with the Autoscout features chance to find Events and/or fights
- We have made some fixes related to the Settlement UI
- Fixed a bug where there was no sound the first time a new game was started
- Fixed a rare crash at the beginning of PotW
- Fixed a bug where the quantity of remaining goods were displayed incorrectly when a stack was bought by dragging
- Some faction related UI issues were fixed
- Fixed crashes caused by gears in the deploy
- Fixed a crash related to scouting
- Longer tooltips can no longer go out of the screen
- Fixed a bug where the enemy Flee chance increased with actions that give additional Chase
Hey everyone,
We keep working on improving features and fixing issues for the game and from time to time we push it into the Demo build as well this is such a time! The most significant additions are Character UI-related improvements, as well as new content, albeit the restricted nature of the Demo makes accessing some of these a bit tricky. Still, we included them for the sake of thoroughness. We have also improved visuals and fixed about a dozen bugs. 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. --------------------------------------------------
Patch 1.1.15 - Codename: Perficientur et Qualis Vitae
New/Updated Features :shiny:
- Major Companion Combat performance improvement
- Character UI is now:
- Openable before Companion combat (except in ambushes) so you can change Gear or level up to be more able to face adversity
- Available for enemy characters so you can check their stats and Skills before or during the battle
- Accessible during Companion selection in Events, allowing you more freedom to change Gear or level up Prowess, too (or simply check what's what)
- Game log now shows more updates, most entries are clickable to access relevant information
- You can add custom notes to your Journal
- You can add a maximum of five custom notes to each point of interest on the Chart
- Vagrus creation random name generator has been added (with lore-friendly names)
- Key bindings have been added to the options menu
- You can now change Deputies during the day at the cost of some Resourcefulness
- Shift + left click now works on Crew in the mansio (for hiring or kicking them out in bulk)
- Added option to toggle Ambience and Narration on/off
New/Tweaked Content :gift:
- Carpenters' and Loaders' Guild bases of operation, their Faction Leaders, and a faction quest for each was added
- Several new random Events were added
- Explorer starter item changed to be more in line with other Callings
- Killing tax collectors will have more severe consequences: bounty hunter attacks start at a slightly lower Imperial Criminality rate (as a warning), while at higher criminality legionaries will try to apprehend you
- Dissonance mode difficulty was further lowered in several ways
User Interface Improvements :pencil:
- Loyalty tooltip has been updated to indicate the order of Loyalty levels and the game log, and Event results now show what companions like and dislike (but deliberately do not expand on how much)
- Authority and Resourcefulness tooltips have been updated to be more precise and informative
- Companion background texts and Faction descriptions were streamlined
- Reworked Companion selection UI in Events
- New, unique Deputy art assets on the Deputy screen for each role
- Vagrus creation text lengths altered to fit boxes
- Cargo throw-out visuals polished
- Companions screen visuals polished
- Crew Details box visuals polished
- Deputy tab visuals polished
- Journal visuals polished
- Campaign map radial menu buttons now react to hover and click
- Camp shadow added to camping for more immersion
- Passenger details UI changed in the mansio, we streamlined the representation of information
- Added Equipment and Gear drag&drop highlights
- The Character UI has new parchment frames
- Some character portraits have been adjusted to better fit their frames
- Scrollbar on the UI streamlined
- Enchanted/Impervious color changed from purple to turquoise
- Now you can toggle Crew Combat and Companion Combat animations on/off separately
- New Initiative order animations have been added
- Completely reworked Vitality and Power bars in Companion Combat
- Added a new option to remove the Companion Combat position frames (for those that want a less busy UI)
- General button improvements
- Various fixes for ultrawide screens
Bug Fixes :bug:
- Enemy portraits in an opened Character sheet during combat now face the intended direction
- Taunt Skills now work as intended
- AOE attack Skills now hit all intended targets
- Various Acrobatics-related positioning bugs have been fixed
- Tons of tooltips have been added and existing ones corrected
- Various Proficiency-spending-related bugs have been fixed
- Locked foraging will not trigger working odd jobs in settlements from now on
- Workforce-related calculations fixed
- Maximum Cargo will no longer exceed 600 on the UI
- Crew change is now visible on the Camp UI on the first day
- Various exploits have been closed off
Hey everyone,
we are happy to share that Vagrus has been included in the Big Adventure Event (#theBAE) on Steam organized by Hitcents. The event will be running between January 20 -24 with 100 demos and games.
As part of #theBAE and with our schedules finally lining up with our dear content creator friend, KormakrTv, there will be a special Vagrus Let's Play on his twitch channel. While showing off the game, Kormakr will chat with Sztaszov, Lost Pilgrims' co-founder and game designer on Vagrus - The Riven Realms. It's a great opportunity to ask any questions during the stream, so come along and watch it if you can.
The event will be on air from 8:30am CST/3:30pm CET, 21st of January.
We're looking forward to talking about the game and our future plans as well. See you around,
The Lost Pilgrims Team
https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
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If you like Vagrus, please consider sharing our pages and posts with your friends through your favorite social media channel(s). It is much appreciated!
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Hey everyone,
The launch of the main app was a bit rough but since then we have fixed all the game breaking bugs and then some. There are still thing we need to iron out but we felt it was time to update this Prologue version so you could all enjoy a smoother experience. https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer 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. --------------------------------------------------
Patch 1.0.16 - Codename: Released
New/Updated Features and Content :shiny:
- Three new leader races (Dark Elf, Demonkin, and Kalani human)
- Leader races and backgrounds received a major overhaul
- Additional leader portrait variations
- New Jagged Waste codex entry added to all vagri
- Added a long, long codex entry to all characters called 'the Imperial Calendar' (you asked for it!)
- 3 new equipment added (Perimeter Alarms and Traveling Saddles can be bought in some markets, while Mount Blankets can be acquired via other means)
User Interface Improvements :pencil:
- "P" hotkey now opens and closes Price History (the Chart remains in the background)
- You can now use Shift+click to mount/dismount by 10 units
- The Deputy UI drag-and-drop area has been enlarged (it's easier to drop Deputies into circles)
- In settlements without slavery, the tooltip will now correctly indicate the reason for not being able to deal in slaves
- Crew condition tooltip effects now roll-up from Perk levels into individual lines
- Inactive effects on Statuses now indicate why they are inactive similarly to Equipment inactive effects
Improvements and Tweaks :gift:
- Specters received a new combat Skill called Chill of the Grave, which can lower the targets Cold Resistance for 3 rounds
- Mining stealthily at the Hills of Plenty was tweaked so that your actual mining skills and workforce decides your yield, not your skill in sneaking (yields from this can never reach the potential of legitimate mining, but you can still mostly avoid being caught with the right amount of stealthy Perks)
- Reworked the faction quest rewards and for Houses Venari, Darius, and Oquo to make them more in line with each other
Updated Mechanics :shiny:
- Companion Prowess storyline gating was moved to 4, 6, and 8 (from 3, 5, and 7) to alleviate the unintended combat difficulty increase with the addition of companion loyalty events
- Winning a battle against enemies lessens the impact on your material losses (fleeing survivors can still take stuff and the enemy can still cause harm to beasts and perishable cargo during a fight, so some losses will remain)
- Choosing the 'enslave' option lowers Abolitionist faction reputation
- Staying on the lowest or highest reputation point barrier with a faction disables their knock-on reputation effects for other factions
- A number of market- and economy-related tweaks
- Removed the estimation of days of travel from settlements in your Chart that are not reachable in the game (though this may be somewhat immersion-breaking, the Chart this way might cause less confusion when planning journeys)
- Beast lures received a buff, making them more useful during Appease
Bug Fixes :bug:
- Drag&drop less than a stack of goods should work under all circumstances
- Mansio crew between save/load remains the same
- Congregated fight no longer skips a certain tutorial
- Mount-up and consumption corrected
- Events affecting all or certain companions VIT has been fixed
- Test mode is not accessible
- Fixed the renaming manual saves to auto-saved files exploit
- Various Prowess related tooltips have been updated
- Outrider related calculations tweak has been implemented
- Drag and Drop equipment to locked EQ slot is no longer possible
- Fixed the low morale and obedience events where there was no available choice
- Hunting and Foraging quantity now has a maximum cap
- Encourage button no longer grays out instantly on the Camp UI
- Task list will no longer disappear using Exploit button
- Traverse button random deactivation has been fixed
- Options will no longer disappear
- Gear equipping tutorial fixed
- Camping during events can not be interrupted
- Accidentally deleted one of the loading screen art assets so it shows up as a grey screen now :(
------------------------------------------------------------------------------------------------------ Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! Fig| Website|Youtube|Twitter|Facebook|Instagram|Patreon|Discord
Hey Folks,
On October 5, so only a few days from now Vagrus - The Riven Realms will leave Early Access, and in celebration of that, we are releasing this refreshed Prologue build. Our recently published Devlog #58 post shares many details on what the 1.0 build will bring into the game. Also, in case you have not seen it yet, here's our Release date announcement trailer picked up by IGN. [previewyoutube=ROY7ieCcWWc;full][/previewyoutube] The Prolgoue now catches up with the main game, and even gets ahead for the time being, so it's now the perfect time to dive back in.
Mercenary Tasks
These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat-oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others. Mercenary Tasks are received from factions. Each faction is unique when it comes to the ratio of Trade and Mercenary Tasks you can get from them as well as the type of mercenary contracts they hand out. Enemies in these missions can be almost any kind, from beasts to outlaws and Undead - even the mercenaries of other factions. [previewyoutube=tISB1slrDKs;full][/previewyoutube]
Targeting Overhaul
Companion Combat targeting options have been added to suit different play-styles. The changes include a number of options from the main menu that allow the configuration of the way you target your foes and friendlies during the fights in Vagrus. There are also visual upgrades, like Area Targeting boxes instead of the previous visual effects on the metal bases of the characters. [previewyoutube=CRidAlq_NIg;full][/previewyoutube]
Revamped User Interface
Vagrus crew and settlement UI panes finally got some much-needed upgrades to make navigating the menu a more user-friendly experience. We previously covered some of the changes in Devlog #56, and you can even find a short video showcasing many of the changes on our YouTube Channel. [previewyoutube=hhSe5eM7QoA;full][/previewyoutube] Important Note: Considering the extent of these 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 inbuild reporting tool (F1 button), forums, and our Discord server. Now let's jump into the details: --------------------------------------------------
Patch 0.9.70 - Codename: The One Before Full Release
New Features :gift:
- Mercenary tasks and Dissonance Mode from the Conquest and Dissonance patch
- Combat rule changes around push and pull effects
User interface improvements :pencil:
- All changes from the Target Aquired update
- Complete Crew and Settlement UI revamp
- Revamped and improved Perk UI
New/Updated Features :shiny:
- Improved performance in a number of areas (the game is huge, though, so the initial load time is still significant
Bug fixes :bug:
- Scores of balancing tweaks
- Hundreds of bug fixes
So Steam has this new Event type called 'Game Discount' and we thought we would give it a go now that Vagrus is discounted* by 10% to celebrate its upcoming new trailer with the official full release date.
Tune in to Gamescom Studio. between 12:50 pm and 1:15 pm PDT (9:50 pm -10:15 pm CEST) if you want to watch the reveal live! [It's a live show hence the wide time frame.]
If you are new to Vagrus try the FREE Prologue to get a taste of what to expect.
Thanks, cheers,
The Lost Pilgrims Team
* The discount runs between Aug 25. 10 am PDT and Aug 31. 10 am PDT
https://store.steampowered.com/app/909660?utm_source=steam&utm_medium=organic&utm_campaign=website&utm_content=footer
------------------------------------------------------------------------------------------------------
Wanna see the full game released as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
Fig| Website|Youtube|Twitter|Facebook|Instagram|Patreon|Discord
Hey Folks,
we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months. COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our Steam blog post here: [url=https://store.steampowered.com/news/app/909660/view/3049471255377972402] 2020 Year-End Summary.
Vagrus - The Riven Realms News
As you could tell from the list of changes, we have been busy improving the main game. We added several new regions, expanding it to about 70-100 hours of playable content (depending on playstyle). We are immensely honored, happy, and proud to share that Vagrus has been nominated for two awards in the upcoming Unfold Games Awards show, and got into the finals of the Digital Dragons - Indie Celebration completion. It feels like quite an achievement for a game still in Early Access, especially since hundreds of high-quality games entered both of these contests. The nominees were selected by a panel of judges comprised of top industry professionals. Both competitions have their own form of audience awards, so you can support Vagrus if you like until those digital polls are open: - Unfold Games Awards: Best Game Design Award - Unfold Games Awards: Audience Award - Vote for Vagrus - Digital Dragons Indie Celebration: [url=https://bit.ly/2QYyYhb]Community Award - Vote for Vagrus
We cannot express how much these mean to the whole team, how their love for the game and dedication to turn it into something truly special got recognized in the form of these nominations. We are also grateful to You, our players, for having made it possible for Vagrus to get here. Your continued support, constructive criticism, and dedication to the game keep pushing us to deliver more and better. Now let's jump into the details of what's included in this new build: --------------------------------------------------
Patch 0.5.31 - Codename: Second Chances
Important Note: Considering the extent of these 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 inbuild reporting tool (F1 button), forums, and our Discord server.
General changes
- Open-world turn limit increased to 25 days (previously 5 days)
- Companion Prowess cap in the open-world section raised from 2 to 5
- Second level Skill upgrades enabled for companions (and can be boosted to third)
- Vagrus now can run in the background
- Options menu overhaul
- Graphics configuration options moved to 'Options' (no pop-up at the start)
New/Updated Features :shiny:
- Mercenary Tasks were added
- Beast-Type change option added to the mansions (between Mammal and Reptile types)
- Dozens of new enemies (humanoids/creatures) added
- Impervious enemies introduced (they can be damaged only by magical means)
- Higher Authority now reduces Companion loyalty penalties
- Dynamic pricing allows for higher profits in smaller quantities
- Having a high reputation with Factions gives you fabulous treasures and useful equipment as a reward
- Having good standing with them also opens up better deals at markets under the Faction Offers tab
Leadership Perks
- 'Enhance' Perk and functionality enabled (allows you to raise Test chances further in Events)
- 'Traverse' Perk and functionality enabled (allows you to convert MMP to MP every few days)
- 'Exploit' Perk and functionality enabled (allows you to reroll available Trade/Mercenary Tasks)
Companion Combat
- Diminishing returns on successful Evades and Blocks introduced
- New Combat Traits implemented: Arcane Leech, Blood Magic, Channeling, Durable Spells, Frenzy, Life Leech, Siphon, Spell Penetration, Resolute, Defender, Diehard, Acrobatic, and Marksman
- Push and Pull effects can now switch the combatants in the front and back rows
- Move + Action skills can now go through occupied spaces automatically switching with whoever is standing there
- AI improvements - enemies can now use complex skills and are less likely to skip their turn
- Animation and decal refinements
- New SFX added for a number of enemies
Crew Combat
- Actions & Advanced Actions with the 'Command' Leadership Perk were added
- Enter Companion Combat from Crew Combat action enabled, allowing you to fight a portion of the foe with your Companions during a Crew Combat encounter, weakening them seriously
- Retreat/Disengage/Flee options mid-fight are now possible - they take a full round to execute
- Looting added
- Gather/Harvest items, money, and goods from fallen enemy units
- Destroy the enemy or make it flee and get all their valuables
- Goals on the defender side added & option to change your goal between rounds
- Defense stat introduced
- The options to Mount/Dismount at start of combat added
- Decide on the fate of the foe if they surrender or you capture them as they flee or retreat
- Enemy banners added in Crew Combat for flavor and categorization
User Interface Improvements :pencil:
- Event UI revamp including: buy-sell icons, hover effect, clickable choice box, dependency icon improvements, and tooltip improvements
- Camp UI 'X' button added (the most requested feature ever) - goes inactive if any camp action is started, like banter, etc.
- Price History is a new tool for all vagri to track goods' prices across settlements
- Equipment design changes - new slots, some unlocked by Deputy assignments
- Banner selection for your comitatus with unlockable options via Factions
- Revamped mini-comitatus UI (campaign view top left) with more information
- Revamped Node & Marker cards on the Chart
- Objective area markers for certain events where you need to scout a larger area (like bounties), so you know, at least roughly, the location
- Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up in settlements
- Goods category filters on the Market
- Specify quantity button on the Market - mainly for Steam Remote Play users playing on iPads
Bug Fixes :bug:
- The bugged 'Second chance' achievement supposedly fixed
- A metric ton of other smaller and bigger fixes from the last nine months
Known Issues
- The initial load time is much longer than we would like it to be
- The companion combat AI has not been fully optimized yet, so enemy turns take longer currently
https://store.steampowered.com/app/909660
New/Updated Features
Leader Status and Perk Summary tabs added
User Interface and Experience improvements
- New Main Menu options added
- Font size option added (only affects Events, Codex entries, and Tooltips)
- Event Scroll Speed adjustment option added
- Music loop time setting added
- Brand new GFX setting to boost performance
- V-sync option now properly saved
- Massive number of Performance improvements across the game
- A great number of character art assets resized to better reflect their intended height.
- The way we resize the Event UI Scroll is slightly better suited for wide screens
Scouting changes
- Scouts now report on Crew Combat, Hunting, and Foraging chances too beside events during Scouting
- Scouting into multiple directions costs less Resourcefulness
- Scouting Movement Point cost got a little cheaper too
Bug fixes
- Almost all crash bugs fixed (still chasing one in the companion combat)
- Available Mansio crew numbers now work during reentering and reloading as intended
- Fixed the issue where companion recruitment events could be repeated
- Companion loyalty losses in events and due to game mechanics reduced a bit
- The bug that caused permanent Resourcefulness loss resolved (for the future only)
- Some wide-screen problems (like chat-heads covering text, etc.) solved
- Corrected the sound balance (it was accidentally heavy on the right channel)
- A metric ton of typos and event script errors fixed
- Tooltip improvements
The time is upon us! As we have previously announced, our permanent version of Vagrus' free Demo has finally landed on Steam today (July 10) following its success on the Steam Summer Event.
You will probably be pleased to know that this incarnation of the demo has a small set of achievements you can complete, too.
The Prologue is made up of two parts:
- The first section of the standalone story 'Pilgrims of the Wasteland', which is also the tutorial of the game.
- A taste of the Open-World main campaign with character creation and the first five turns to play.
We promised that we would bring Vagrus - The Riven Reams to you in Early Access on Steam when we felt the game was ready for it. Today we are proud and exhilarated to announce that the time has come, and now we know the exact date.
Vagrus - The Riven Realms enters Early Access on Steam on July 22, 2020.
[previewyoutube=mgtG1Jdr0aw;full][/previewyoutube] Thanks to all our crowdfunding Alpha backers and our demo testers, Vagrus has grown and improved massively in the last twelve months. We are proud to share that we kick off our Early Access journey with over fifty hours of available content that we look to expand further during our EA period, which is expected to last until the eventual full release sometime in 2021. We took our time. We have added and improved features that, based on insights from our players, we felt are essential before entering Early Access, but we know that the game is in no way finished yet. We have plans regarding where we would like to end up by the time of the full release, big plans in fact, in terms of content, features, and polish. When you play the current build, keep that in mind - see bugs and less polished areas for what they are: potential to make the game even better. Your help by reporting those using our in-game tool (F1) and sharing your experiences on our Discord server (discord.gg/vagrus) will be essential in identifying and prioritizing focus areas in our development process. We have compiled a short Q&A about the upcoming release that you might find informative:
Q: How much will the game cost?
A: The base price will be $29.99 with an initial launch discount. We do not have plans currently to increase that for the full release but with all the added content and features, it may happen.
Q: I have already bought my Steam/GOG.com key elsewhere but it says its locked. Why?
A: Your key will only become active when we release the game into Early Access, so on July 22. You will be able to access it right away from then on.
Q: How can I help before July 22?
A: Join our Discord community and help us by spreading the news about the upcoming Early Access release so that we can reach more people and learn about their player experience, which we can make the best use of during this EA period.
Q: There is a separate Vagrus - The Riven Realms: Prologue that is due to release on July 10 on Steam. Is that a different game?
A: After the success of our Demo during the Steam Summer Festival, we decided to make that free demo available for players in the long run so they could get a sense of Vagrus and see if it was their cup of tea. We wholeheartedly encourage you to try the free Prologue demo when it comes out to help you with your purchase decision. The Lost Pilgrims Team
------------------------------------------------------------------------------------------------------ Our crowdfunding campaign is LIVE Get instant access to the Alpha and Preview builds at Fig ------------------------------------------------------------------------------------------------------ Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! Fig| Website|Youtube|Twitter|Facebook|Instagram|Patreon|Discord
The time is upon us! As we have previously announced, new versions of Vagrus' free Demo is going to be published at the Steam Game Festival. You will probably be pleased to know that the Demo will have a small set of achievements you can complete! During the Steam Summer Festival (July 16-22), the Demo of Vagrus will be available on the main Vagrus - The Riven Realms store page. With the end of the Festival, Valve will remove Demo apps from players' libraries but the Vagrus Demo will return to this store page here on the 10th of July.
There are going to be two iterations of the Demo on Steam:
- Up until and during the Summer Edition of the Steam Game Festival, the Demo is downloadable from Vagrus' main store page.
- As the event ends, Steam will automatically remove the Demo for users' libraries. Fret not though, the demo will continue to exist in the form of a separate Prologue app. It will be available here after the Game Festival.
Interested in the setting of Vagrus - the Riven Realms and want to understand more about the strategic aspects of the game? Or have a question regarding development or the team? Ask Us Anything on our Vagrus discord starting 11 AM EST (5 PM EU). JOIN OUR DISCORD SERVER To streamline the discussion and make it easier to follow, we'll set up a separate channel where only devs can chat. The Lost Pilgrims Team ------------------------------------------------------------------------------------------------------ Our crowdfunding campaign is LIVE Get instant access to the Alpha build at Fig ------------------------------------------------------------------------------------------------------ Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! Fig| Website|Youtube|Twitter|Facebook|Instagram|Patreon|Discord
Vagrus - The Riven Realms: Prologue
Lost Pilgrims Studio
Lost Pilgrims Studio
2020-07-10
Strategy RPG Singleplayer
Game News Posts 13
🎹🖱️Keyboard + Mouse
Mostly Positive
(196 reviews)
https://vagrus.com
https://store.steampowered.com/app/1304660 
Vagrus - The Riven Realms: Prologue Linux [1.23 G]
Vagrus - The Riven Realms: Prologue is an early Demo to Vagrus - The Riven Realms, a 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.
Vagrus is currently in development (in late Alpha) but it already has over fifty hours of playable content. The game is coming to Steam in the form of Early Access in the near future.
This Demo showcases the beginning sections of the game - both from the more narrative-driven introductory part and from the open-world main campaign.
A vast realm is yours to explore, filled with unique locations, strange factions, and a colorful cast of characters. In order to punish the Empire for its sins, the Elder Gods unleashed their power a thousand years ago that ended up devastating the realms. The continent is now a wasteland, riddled with arcane anomalies, swarming with twisted monsters, and haunted by roaming undead even after long centuries of rebuilding.
A large selection of stories make up the game’s narrative in the form of events and quests. The choices you make in these often affect your 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.
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 as well as your own leadership-related abilities to succeed. Positioning and support skills are of paramount importance in these challenging engagements.
Journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, morale, and your crew’s vigor 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 well to optimize their effectiveness.
Recruit from a wide variety of companions to have them serve 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.
Follow and Wishlist Vagrus now.
- 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: 2 GB available space
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