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KickStarter Vagrus: The Riven Realms - post-apocalyptic fantasy caravan master RPG

Gruncheon

Savant
Joined
Apr 30, 2015
Messages
114
Completed
Finduraath's companion quest after several tries, 4 fights in a row of increasingly difficult bullshit
. Once completed, a day passes in the story, rest menu happens. Game for some reason doesn't autosave. Go to next settlement, attacked by sandwyrms. Use beast lures to reduce chance of encounter to 0% - 4 of my wounded companions die for a reason I cannot understand. Cannot load autosave, most recent save was directly before I completed the quest that took like 5 increasingly long tries. Game uninstalled. Negative reviews left on Steam, GoG and Goodreads. Death threats sent to dev. Anger still not sated.
 

Lares Hill

Lost Pilgrims
Developer
Joined
Jan 2, 2020
Messages
44
[Source: Steam page]

Devlog #59 - Our high level plans for next year

2022: Fixes, DLCs, Merch, Ports, Patreon, and more
f7704d47bdf603eb3ffd0bc6025333fe56365d53.jpg


Hey everyone,

this last month has been slow but we managed to push out new builds for both the main game and our demo last week, so that's a relief. Throughout November, most of our team members were either on sick leave or vacation, while the rest of us were trying to finish tasks related to our physical Vagrus products or were busy formulating plans for the future of Lost Pilgrims. Bear with us though, as we are getting closer to realizing these plans. For now, let us look at what we are working on in more detail.

Producing Merchandise is Hard

When you have a game full of content, you might think that it's easy to "pull together stuff" and produce merchandise from it but in reality, anything you want to use needs some rework to fit for that new purpose. Still, that was within our domain. What came as a bigger shock was how hard it was to find partners for the actual production. No one wants to deal with small order numbers or produce on the level of quality we aimed for. Just as an example, we tried four suppliers to produce our Emperor's Edition boxes but in the end, we ended up giving the job to a creator who makes them by hand because that was the only way that the final product would meet our expectations. But hey, at least now we can say they are truly "handcrafted".

With the little delays eating into our timeline and due to the game's rocky launch, we had to pause our merch production for October but once our hotfixes were rolled out, we got back to it and everything seems to be on track. So expect some new posts about the ready products soon.

Overall, it also means that we will only be able to start merchandise deliveries this month (December 2021).

Planning Our Future

We promised to share our plans soon after launch, but to do that, we needed to make said plans first: assess options and decide where and how we would like to get to with the game and with our studio.

Video games, especially indie games, often earn half of their lifetime revenue in the first month of their release. From that perspective, the launch of Vagrus was satisfactory. Not bad but not particularly amazing either. We have enough runaway to continue but we also need to find and create additional revenue sources within a reasonable time to ensure our long-term financial stability, especially considering our debt payments in the future.

Continuing with Vagrus

With Vagrus, being short on content- and improvement ideas has never been an issue. The challenge we face now is how to split our resources between improving the base game and creating new revenue sources like DLCs, ports, and so on.

We received tons of great insights from our players. That helps us in prioritizing our endless improvement-idea list. So we would definitely like to implement some of those sooner rather than later. The question is how far we can go with those before switching to porting and other endeavors. We are a tiny team, you see, with a single coder, so presently that is a bottleneck we have to account for.

Hedging long term

The solution to the above conundrum would be to grow the team (aka: hire more people), so improvements and other development areas could run parallel. It's a risk but one we are leaning toward taking, hoping that our community will appreciate those efforts and supports us on the way.

Of course, hiring and onboarding new folks take time too, so if we do that, it will slow down things even more for a period of time. But then, afterwards, the new speed can be higher, so naturally, it's an investment into the future.

The Next Months and Beyond

There is little left of 2021 but we do hope to get some work done and then build on that in early 2022.
So here's a vague outline of what to expect (subject to change of course, due to a number of unforeseeable reasons):

f7704d47bdf603eb3ffd0bc6025333fe56365d53.jpg


Plans for PC:
  • Continue with general bugfixes
  • UI design improvements based on community feedback
  • Smaller content bits (stories, NPCs, additional options, portraits, etc.)
  • DLCs

As for the latter, we are currently considering three DLCs by the end of 2022 on top of smaller content additions:
  • DLC1 (Free) - A new Companion [yes, a Supercargo
    steamthumbsup
    ]
  • DLC2 (unsure if Free or Paid) - Additional major storyline(s) within the currently available playable area
  • DLC3 (Paid) - A new region with new stories

Opening New Revenue Sources

The above-mentioned DLCs can be one new source we could count on (naturally, only the paid DLCs). Their creation requires a significant investment, though, so they are not exactly a surefire way to drum up money for the future. Thus, we are trying to come up with other avenues as well. For example, once the game is fairly stable, we will be looking into potentially releasing it on other, smaller platforms (like Humble, Epic, etc.). Their potential is tiny compared to Steam but maybe the effort is low enough to release on them and get access to a new audience.

Porting to handhelds

While Nintendo Switch and iPads seem like two good candidates, there is a lot to be reworked on the UI to make it usable on their smaller screens, not to mention controller support, if we can solve it, otherwise, we will just need to stick to touch controls. Porting would certainly require a higher investment (time and effort) but one that looks promising enough to explore further as an option.
Update:
- thanks Rusty Dragon for pointing out - we forgot to mention Steam Deck which comes into play here too, requiring all the UI re-work but not extra porting effort, hopefully.

Merchandise

Having gone through the pain of creating our merchandise portfolio, it would be great to leverage that better and make it into a revenue-generating thing.

Reinvent our Patreon presence

With the game released, we need to revisit our content pipe anyways, so it's also a great time to consider how we could offer other and better things on Patreon that would be appealing to more people to pitch in. We'd love to hear your input on what you think we could do, like offering Tiers that include physical merch rewards, perhaps? Would you see more, exclusive posts about the world of the Riven Realms or perhaps about the creation of the game? Let us know.

Partner up

Perhaps there are mutually beneficial partnerships out there for indiedevs that could enable us to upscale our team. We are exploring this avenue too.

As always, thanks a lot for your continued support, it means a lot to us!

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
 

Grotesque

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Vatnik
Joined
Apr 16, 2012
Messages
6,818
Divinity: Original Sin Divinity: Original Sin 2
I gave this game a spin and it succeeded in grabbing my attention

The only reticence I have to play it further is the fact that I heard that is buggy.

How buggy is it? Is it ok to push forward of I'll be better to wait for further patches?

Something tells me that if I put it aside, with so many games coming up, the chances to pick it up again are slim.
 

Grotesque

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Vatnik
Joined
Apr 16, 2012
Messages
6,818
Divinity: Original Sin Divinity: Original Sin 2
upload_2021-12-6_23-43-14.png


upload_2021-12-6_23-43-22.png



these are the same buy/sale prices from two different towns, but the second is with the "difference" filter on


the fact that the "difference" is not between the buy/sell prices from the different towns, is a major drawback

all I am interested in is to buy low and sell high but they show me the difference between buy -buy and sell-sell

the difference SHOULD BE DIAGONALLY
 

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Joined
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Messages
1,047
This game was super captivating when I played it in EA, but I sadly can't really play it because I only have a Linux non-gaming laptop with me and the hardware is not good enough. To clarify, a laptop that is good for layers of windows emulation to play 3D games like Deus Ex, is not good enough for these 2D sprites. Screw Unity.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
5,574
This game was super captivating when I played it in EA, but I sadly can't really play it because I only have a Linux non-gaming laptop with me and the hardware is not good enough. To clarify, a laptop that is good for layers of windows emulation to play 3D games like Deus Ex, is not good enough for these 2D sprites. Screw Unity.
On the plus side, someone with an IQ of 85 can make a game in it with enough time and effort!

abstraction was a mistake
 
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AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
13,145
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At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire [Steve gets a Kidney but I don't even get a tag.] Pathfinder: Kingmaker
On the plus side, someone with an IQ of 85 can make a game in it with enough time and effort!
And too many of them actually do so.
 

Grotesque

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Patron
Vatnik
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Apr 16, 2012
Messages
6,818
Divinity: Original Sin Divinity: Original Sin 2
upload_2021-12-9_0-38-19.png
what the price history, 2 days old, tells me I'll get for a unit of wine

upload_2021-12-9_0-38-24.png
what I actually get when arriving with my cart full of win[e]




is this bug forever in the game from now on?

restarting the game did nothing
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
Joined
Apr 16, 2012
Messages
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Divinity: Original Sin Divinity: Original Sin 2
upload_2021-12-12_4-37-34.png
--------
upload_2021-12-12_4-37-48.png


the more you sell at the market something, the more the price received per unit drops???

I have 494 units of crystal in total

494 x 0.92= 454.48 So I should receive 454 silver 4 copper and 8 something. But I only get 266 silver 7 copper!?


After I sell first stack of 30 crystals, I start to get less.

Where is this explained in the game?

upload_2021-12-12_4-44-27.png


is it because when selling, the icon is faded in the "cargo" list?

I don't get it...
 

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fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
33,882
Location
Bulgaria
Where is this explained in the game?
Are you a retard ? It is a basic mechanic in every game that have the most basic complexity of trading. You can't have a trading game and don't have a marked affected by production and goods demand.

That said,it will be nice if there is price change brackets that tell you at which good quantity will change the price.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
6,818
Divinity: Original Sin Divinity: Original Sin 2
Where is this explained in the game?
Are you a retard ? It is a basic mechanic in every game that have the most basic complexity of trading. You can't have a trading game and don't have a marked affected by production and goods demand.

That said,it will be nice if there is price change brackets that tell you at which good quantity will change the price.

yes, I am a retard and you're another banal schmuck in a constant state of frustration.
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
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Divinity: Original Sin Divinity: Original Sin 2
how do you establish an outpost?

I've Been to Salum, explored the area, fuckin nothing
 

Lares Hill

Lost Pilgrims
Developer
Joined
Jan 2, 2020
Messages
44
[Source: Steam page]

A New Build is OUT - Patch 1.0.17 - Codename: Bombus Magnificus
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Hey everyone,
we've had a final patch for this year in the works for a while now. This one also includes fixes and tweaks primarily before we move on to adding chunks of new stuff next year. Still, rounding these glitches out first was more important than rushing headlong into creating new stuff, so we hope you appreciate the work we put in this one.

We would hereby like to express our appreciation and gratitude to the awesome people who have been active on our social media platforms, sharing articles and links, voting on Vagrus in award shows, giving advice to people on our discord and other platforms, or helping us by reporting a lot of large and small things that could be tweaked or fixed in Vagrus. It would be difficult to list you. But you know who you are. :)

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 1.0.17 - Codename: Bombus Magnificus
Content Tweaks

  • House Venari faction rewards have been reworked
  • Various faction reward tweaks (Only reclaimables, not Enduring Effects. The new rewards are claimable in addition and will not replace the old ones. We are uncharacteristically generous in this regard... but the Holidays are coming up, so enjoy!)
  • Some Equipment and Gear stats were tweaked
  • Explorer starter item changed to be more in line with other Callings
  • You can get a second Heat Shielding Crystal in case you accidentally sell the first one (it might not be easy, however)
  • Hollow Eyes are now silent in combat, as they should be
  • Killing tax collectors will have more severe consequences: Bounty hunter attacks start on a slightly lower Imperial Criminality rate (as a warning) while on higher criminality, the legionaries try to apprehend you
  • Small economy tweaks so that the rumors do not contradict actual market prices
User Interface Improvements

  • Loyalty tooltip has been updated to indicate the order of Loyalty levels
  • Authority and Resourcefulness tooltips have been updated to be more precise and informative
  • Companion background texts and Faction descriptions were tweaked (fixed length and polished texts)
  • Blessing of Unbinding description now refers to a more generic source of the effect
Event Fixes

  • Several journal inconsistencies were fixed
  • Choices leading to the wrong step in several Events were fixed
  • A lot of Event text has been polished across the board
  • Garrik is no longer recruitable twice (sorry)
SPOILER ALERT!!!

  • The final showdown in Garrik's questline was tweaked not to spoil a surprise ahead of time by applying a certain buff too soon
  • Eylani's loyalty adjustments in events have been revamped and some gift-related choices are now visible in her banter
  • You can no longer ask about ingredients from Thadraz during Gor'Goro's questline when you've already delivered them
  • Skornar's stealthy prison break now does not refer to fighting patrols if it was successful
  • Eylani's personal quest progression related to Tectum Carvos was rewritten a bit not to refer to the town's current state so much (seeing that it could be vastly different depending on the time of doing her quest)
  • Finndurarth-related story inconsistencies have been fixed in Salum
  • Agoram now blesses the party with Unbinding in Finndurarth's last quest step (if you called him to the Conclave)
  • The Source of Discord quest was tweaked so that you can complete the (optional) dream-catching step even if all the required sub-objectives are already completed (this makes it so that patient players are unlikely to miss this optional objective)
  • The description of the forum of Tectum Carvos - as well as its initial description - now reflects the town's state better in relation to the major questline there
  • The shamans are always back at Kotrar when you return the trial contingent
  • A Terathion's Fall event softlock when there were no choices is now fixed
  • There are now no rumors about Wyrms after their final defeat
Bug Fixes

  • Camp UI soft-lock related to the throw-out UI resolved
  • AOE attack Skills now hit all intended targets
  • Fixed the bug where Companions could occupy the same position
  • Various Acrobatics-related positioning bugs have been fixed
  • Jhakra Alpha's Roar accuracy has been nerfed further
  • Morgarthan's strange glow should be gone now
  • Victory screen texts were improved where they were a bit wonky
Known Issues

  • Combat performance
  • Various Escort tasks related anomalies
Coming Up Next (in early 2022)
  • Faction leaders for the two criminal syndicates (with a faction quest each)
  • A new companion as a Free-DLC
  • Criminal system tweaking
  • Continued bug fixes and tweaks
  • UI improvements
Stay tuned and conquer the wasteland!

The Lost Pilgrims Team
 

vazha

Prophet
Joined
Aug 24, 2013
Messages
1,938
The lingo they're using tells us two things:

1. More patches to come
2. More content to come after the game is properly patched, and then, consequently, yet more patches are to come to iron out the bugs introduced by the new content.

ERGO,
A wise man would wait for a gold edition of sorts. One more year to go, probably.
 

ntonystinson

Scholar
Joined
Nov 11, 2016
Messages
181
I started playing Vagrus this year and tbh so far I have been pleasantly surprised. I'm almost at 30 days(in-game) so decided to leave this little review.
I chose the mercenary calling (felt cool)despite the game suggesting trader as a simpler option, Race: Human (Kalani) and Background: Sorcerer's Apprentice.
I started with about 6 slaves: sold one and freed another, 4 workers, 3 scouts, 10 fighters, 2 mounts(bought 1 more) the beast of burden and met the first companion at Torzag.

Now to the gameplay: I was skeptical at first which is why I took so long to begin playing because I'm not Normally a fan of survival games where you constantly have to keep track of food and supplies to the point it becomes a burden and I'm not really big on trading, a lot of reviews seemed to suggest it was basically impossible to get by without running out of supplies if you weren't constantly trading. So far the only significant trade I have engaged in is selling the wine which was already in my inventory at the start of the game to Torzag shelter as apparently wines were hot due to the blockade.
Instead I have comfortably gotten by through taking convenient passengers wherever possible and delivery missions for the various factions (that was why I bought an extra mount for the cargo space).
I can't speak for the combat as I haven't been in any and I actually don't plan to (been keeping to the roads) but so far it's been very enjoyable.

Hints and tips:All you have to do is basic planning e.g if it's 6 days to the nearest settlement, simply buy enough supplies for that (you can see how long your current supplies will last for). You might need more if you take on passengers. Slaves are better than workers: they consume less supplies plus no wage. Always have enough cargo space so that you can haul long distance level supplies plus a lot of missions will require your cargo space (a lot of the one's I have embarked on at least)
 

Urthor

Liturgist
Patron
Joined
Mar 22, 2015
Messages
1,825
Pillars of Eternity 2: Deadfire
Read Tony's review, played demo and purchased. This is a much better version of Darkest Dungeon IMO.

Lore and UX design is also really beautiful. Illiterates need not purchase.


Edit: also shoutout to whoever did the UX programming in Unity. Unlike other Unity games, the response times for when I do just about anything in this game are *extremely* quick.

It's really living the "0.1ms" response time dream, which is absolutely beautiful for a turn based game which is about transitions between static states. I am a huge, huge fan.
 
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Lares Hill

Lost Pilgrims
Developer
Joined
Jan 2, 2020
Messages
44
[Source: Steam page]

A New Build is OUT - Patch 1.0.20 - Codename: Guilder
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Hey everyone,

we have a new patch for Vagrus, which is incidentally the first to add sizable new content - namely, the faction leader NPCs and interactions for the Loaders' and Carpenters' Guilds, something that has been lacking compared to other factions. Each of them can give you a new quest to further get into their good graces (and get a little something-something for yourself in the process, of course). Below are the detailed patch notes.

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 1.0.20 - Codename: Guilder

New/Updated Content
gift

  • Carpenters' and Loaders' Guild bases of operation, their Faction Leaders, and a faction quest each were added

New and Tweaked Features
shiny

  • Loyalty feedback: the game log and Event results now show what companions like and dislike (but deliberately do not expand on how much they like or dislike the choice)
  • Dissonance mode difficulty was further lowered in several ways:
    - Simply trading Goods on the Market is now slightly more profitable
    - Faction Tasks now pay slightly more
    - Supplies now cost less in certain regions
    - The chance of running into Crew Combat encounters is now slightly lower
    - Working and defending crew requirements got a bit lower

User Interface Improvements
pencil

  • New, unique Deputy art assets on the Deputy screen for each role
  • Added "and" and "or" in event dependencies to clarify them
  • "Not" dependency tooltips have been added
  • Mercenary/Trade Task tooltip on Chart was added
  • Faction descriptions were streamlined
  • Chart default position added when opening for the first time
  • Keyboard zoom on Chart was implemented
  • Overlapping Markers now shuffle
  • Added a new button in the Codex that opens the Chart for Point of Interest entries
  • Vagrus creation text lengths altered to fit boxes
  • Deputy tooltip now shows the available characters for that role
  • Relevant Camp UI tooltips also show up on the Crew UI
  • Leadership Perk tooltips now indicate the Resourcefulness cost of use Renown gained from reaching
  • Faction standing thresholds are now indicated in the game log
  • Cargo throw-out visual was polished
  • Companions screen visual was polished
  • Crew Details box visual was polished
  • Deputy screen buttons were improved
  • Campaign map radial menu buttons now react to hover and clicking
  • Main menu options colors were adjusted
  • Journal visual was polished
  • Market Buy and Sell buttons were improved
  • Camp UI's End Day button was improved
  • Chart text outline was tweaked to be more legible

Bug Fixes
bug

  • Incorrect Ward (defense) calculation in Crew Combat was fixed
  • Beast Swap and Slave Sell buttons' tooltips are updated and indicate the real reason when inactive
  • Various Proficiency-spending-related bugs have been fixed
  • Chart text corrections
  • In restricted settlements, hotkeys will not open Mansio/Market anymore
  • Force Shield III now grants buff to Finndurath as it supposed to
  • Perks going negative after Gear swap issue fixed
  • The stickyUI stuck on the screen (pun intended) issue resolved
  • Wind shaman icon asset resolution fixed
  • Criminality feedbacks are now hidden everywhere as was always intended
  • Fixed some broken Codex links in events
  • Broken Crew Combat enemy and comitatus mini-flags fixed
  • Avernum smelting yield was rebalanced
  • Average price shows up on Goods tooltips in settlements on both the Market and Cargo sides
  • Sell button tooltip fixed
  • Grit calculation has been fixed

Known Issues:
  • Companion Combat performance drops
  • Escort Task-related anomalies
  • Occasional disappearence of the slides from Equipment and Item lists

Coming Up Next
  • User Interface improvements and bug fixes
  • New Comapnion Free-LC

As you can see above, next up is a whole new Companion, so expect news about him soon. Stay tuned and conquer the wasteland!

The Lost Pilgrims Team
 

Lares Hill

Lost Pilgrims
Developer
Joined
Jan 2, 2020
Messages
44
[Source: Steam page]

Devlog #60 | What is happening around the team of Vagrus?

Happy International Women's Day
First of all, on behalf of us at Lost Pilgrims Studio, we would like to thank all the fantastic women in our lives and by extension, commend all women everywhere. Keep on rocking, ladies!

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Our New Office

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With the new year come new challenges and new momentum as well for Lost Pilgrims. As a part of that we've now moved into a new office space after a long period of working exclusively from home. During the Covid years the studio had to adapt to the unfortunate situation and admittedly, this arrangement was quite hit-and-miss for the majority of the team. Now that we are also recruiting, we decided to move into an office again - at least those of us who have to communicate and iterate on a daily basis.

As fates would have it, the new office is just a block or two away from our previous one and is in an office building that is in a better general condition.

Here's a photo of the empty office on the day of moving. It was a cold day, the first Monday of the new year.

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Moving into a new office is a logistical hurdle on its own but due to the general wood shortage and IKEA being literally empty after Christmas, we could only get used desks - at least it's easier on the environment, eh?

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The photo below shows phase 2, when we were looking for the screws as well as good places for desks. It was slowly coming together.

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Phase 3 (below): desks are in place and a handful of chairs were also deployed. We could not procure used shelves in the desired color and style but we managed to get a Kallax shelf set from the IKEA on the other side of Budapest. Irafons smiled on us!

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Phase 4: the Kallax and the rest of the furniture were assembled. Great success!

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With that, the new office was conquered and since then, the team's core has been working there every weekday. The personal interactions were sorely missed and we're very excited to be able to hang out and work on Vagrus again.

Just like with game development, while the front end looks good, there are still a few things to be tied off in the back. :D

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Pizza Time

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Because of your continuous support, we are still up and running and now that we have moved into our new office, we can finally enjoy the pizzas you have bought us via the supporter option. This is the sorta treat that the inhabitants of the wastelands would go to war for! Fortunately, our delivery arrived in time so we haven't had to raid the local pizzerias.

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All jokes aside, we are grateful to be able to share these simple, fun moments in the team (and with you with these posts) while working on the game.

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All Merch Dispatched & Fig Campaign Closing

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We are happy to report that after a long, drawn-out battle with boxes, wrappers, and the employees of the postal services, we managed to send out all the physical rewards we could. All that remains are a handful of rewards where some information is missing (we did not receive a name or an address from the customer) or that wasn't picked up. But the vast majority of the rewards are on their way - if not at their destinations already. (A number of US packages are still held up and waiting for entry at Customs.)

Altogether, the process was quite exhausting but the moments when the various items of merch arrived were great. By the time of penning this post, everyone on the team has received their T-shirts and had a chance to fiddle with the physical rewards.

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The artbook turned out to be a fan and team favorite. Picking the finished order up from the printer and moving it around on this tiny cart was quite a funny sight to behold.

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They barely fit in the trunk of the car!

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Packing for delivery was much less exciting but there is a certain pressure involved: you want to make sure that everything arrives to its destination intact.

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Of course, those that have no funds to hire people to handle fulfillment, nor to rent a warehouse, have to face the consequences: no living room for a couple of months!

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Luckily, order has returned by now and all that remains is a stack of Collectors' Editions - which, turns out, is quite an amazing sight!

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Closing our Fig Campaign in March

Fig is shifting their focus to investments only without the crowdfunding side, so it's time for us to move on as well. With barely a few pledges in the last few months, it was a no-brainer to decide that we are closing our Fig campaign down (on 13th March), and will eventually look for a new place to sell our merch through.

A big Thank You! to everyone supporting us over there - our earliest supporters along with our friends on Patreon. Stay tuned and conquer the wasteland!

Stay tuned and conquer the wasteland!
The Lost Pilgrims Team
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
1,859
https://store.steampowered.com/news/app/909660/view/3206007489943218814

A New Build is OUT - Patch 1.0.5 - Codename: Prepared
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Hey everyone,

We managed to squeeze in quite a number of improvements and reworks while new content is being created by the team. It includes a lot of things that we have been unable to rework until now, so we're super satisfied that we got around to them. In this patch, we specifically concentrated on Companion Combat UI and the Game Log, but there are a lot of other additions and fixes, too. We've collected a few here for your convenience, but you can find the detailed patch notes at the end of the post, too.
Companion UI

We reworked the majority of the UI pane for Companions and much of what we did was based on player feedback. The interface now comes across as much more obvious, easier to read, including targeting information on skills as well as other information represented by icons (each with its own tooltip). Power cost is also prominently featured now.

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Gear and Prowess Options

The improved Companion UI is now readily accessible during combat deployment and Companion selection (during Events) to provide more agency to players. This means that you can now change Gear and level up Companions on these screens, too (except in Crew Combat ambushes and its subsequent rounds).

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Matching these changes, enemies in Companion combat also received their own pane with stats and information that you can browse to be able to make decisions regarding your Companions' Gear and Perks.

Companion Selection Rework

This specific rework involved moving the Companion portraits from the left onto the Event scroll itself so that the Companion UI can open in its place.

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Assigning Deputies on the Fly

A new feature snuck into this new build, too: you will be able to reassign Deputies during the day at the cost of Resourcefulness from time to time. The timer is an in-game week just like with some of the other Leadership skills (lowered by the Authority stat).

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Game Log Changes

We've felt for a while now that despite providing important information, the game log is not as informative as we would like it to be. And so we took our tools to it to give it a nice facelift and rework.

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First off, important items in the log will now be clickable: codex links, journal references, chart, and so on. This change makes it much easier to find the things the log is about and dig deeper if you wish.

Additionally, save files now include the entries in the log, so if you open the game after a hiatus, you will be able to get back into the swing of things much easier using the game log.

Companion Combat UI Changes

Health bars received a major overhaul - gone are the round meters divided into 5 parts. They were often quite difficult to decode, as a single segment in the case of larger enemies often represented 5-8 Vitality points. Thus, it the meter did not budge even after several smaller hits, confusing players.

We've been looking for the right design for a while and now we think we've found it, so we took the time to implement it. The new health bar displays Vitality in a percentage-based gauge.

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Enemies that take up two spaces received extra care: we got rid of their weird double round bases and gave them a longer health bar along with a single, large targeting box.

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Another addition is that the bars will indicate expected damage (or heal) when hovering over them with an activated Skill.

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We've rolled with this display style and implemented it so that now after a damaging attack (or healing Skill use), the Vitality meter shows the damage for a moment before subtracting the value from the target.

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New Blood on Hit Types

Another small, albeit quite immersive, change we've finally gotten around to is that creatures that do not bleed or have an irregular blood color received their own blood decal when hit. No longer will Cinderborn and Splinters bleed but have their specific kind of damage represented in combat.

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Character Sheet Changes

In Part I. of upcoming changes, one of the most significant changes was the updated character sheet that can be opened and used in the deployment phase and during Companion selection in Events. You may have noticed it there that the sheets themselves received an overhaul, too. The whole Skill section was revamped to be more informative and less cluttered with text. All sorts of information is now displayed that Skills were lacking, along with new icons to ease the identification of combat Skill attributes and effects.

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Targeting now has its own block with sets of icons that make a simple reading of the Skill more intuitive. Categories like Impediment were broken down into sub-classes such as Push, Pull, Stun, and so on, so now you get more detailed information on what will happen upon using the Skill. A large number of tooltips were added to compliment the changes.

Whew, and that was only the big stuff. And 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[discord.gg].

--------------------------------------------------
Patch 1.0.50 - Codename: Prepared

New/Updated Features :shiny:
  • Character UI is:
    - Now openable before Companion combat (except in ambushes) so you can change Gear or level up to be able to face the adversities
    - Now available for enemy characters so you can check their stats and Skills in advance
    - Now also available during Companion selection in Events, allowing you more freedom to change Gear or level up Prowess, too (or simply check what's what)
  • Camp shadow added to camping for more immersion
  • Shift + left click now works on Crew in the mansio (for hiring or kicking them out in bulk)
  • Changing Deputies during the day is available for some Resourcefullness
  • Game log now shows more updates and most entries are clickable to access the relevant information

User Interface Improvements :pencil:
  • Reworked Compaion selection UI in Events
  • Completely reworked Vitality and Power bars in Companion Combat
  • Campaign map node radial menu highlights were added
  • Enduring Effect tooltip updated on Crew and Character UIs
  • A new standalone Character UI was implemented, which is now visible in the deploy phase and during Companion select
  • Unused Skill boxes were removed from the enemy Character UI
  • Simplified the Outrider feedback on the Crew UI
  • Added tooltips to main menu options
  • Added a new option to remove the Companion Combat position frames (for those that want a less busy UI)

Bug Fixes :bug:
  • Skornar won't retaliate when in Guard Stance if the triggering attack Downs him
  • Out of Action is now logged only once in the Combat Log, not twice
  • Stats affected by Gear now update instantly
  • Vagrus background dependency tooltips were reformatted to avoid script-like text
  • Fixed a bug preventing converting Mounts to Outriders when having less than 1 cargo slot
  • Locked foraging will not trigger working odd jobs in settlements from now on
  • Workforce related calculations were fixed
  • The smelter in Avernum deducts 15 Scrapmetal instead of 20, as displayed
  • The Ahskulite retinue will now properly remove themselves from the party when you convince them to go back to Deven by themselves

Known Issues:
  • Vitality bars sometimes blink briefly during Round switching
  • Combat performance drops
  • Escort task related anomalies

Coming Up Next
  • New Companion: Vorax - FreeLC for all owners of Vagrus
  • Options to change key bindings

Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
 

A-Minish

Literate
Joined
Oct 21, 2021
Messages
18
Location
Celt Baguette Land
For what my opinion is worth, here it is :
The Good : - Well built and well written world. If you want a kind of mix between Conan, Dark Fantasy and Post-Apo setting then this should satisfy you. I sure am.

- Stat checks are hard enough but not too hard, investing in a skill for them is definitly rewarding.

- Risks-Reward-Quests : Explore a dangerous old ruin ? Unique, dangerous, simple or long quests ? Good Xp and item rewards. Curious about the world and its people ? Xp reward for every 10 codex entry gained or for unique events/dialogs. Very very good for a text-heavy game :smug:

- Exploration : Take M&Blades, adds ruins, post-apo and gloomy bioms, strange, bad or good events on the roads/nodes + very rewarding dungeons(those that I did were at least rewarding in a good way). The survival and travel part can be tricky and hard but not too hard.

- Factions : Rudimentary but they have well established background and philosophy+custom rewards. A bit tedious to raise reputation but you can do it pacificly or aggresivly via generic fetch quests(called contracts).

- Fights, character building, quests, tradings, progression. MOST of the mechanics in the game are good and work well(I have little complains). Not too complex but not too simple either.

The "bad" : The game need to be debuged(to be expected) and unfortunatly there are no commands available to debug anything ingame(That kind of plus was helpfull in New Vegas and Dragon Age: Awakening for exemple). Music and sound effects are ok or good and yet they are too few for a game of this size. But it's a small dev' team so its okay I guess, I was listening a custom fantasy playlist instead(Music from Conan, TW:Rome, Tyranny and Elder Scrolls 2,3 and 5 go well with it).

The REAL "BAD" : I wasted precious points AND 20-30 hours maxing the hunting skill. Why ? To better survive in this harsh setting. Why "wasted" ? Because most of the hunting bonuses do not work(items and nodes), only character's bonuses do. For exemple a character occupying the venatoris deputy position gives a raw 10 percent point bonus, the Huntings Animals item should. It also seems there is an artificial cap to how much your bonuses affect you chances of succes, even on very good nodes(one of the nodes was supposed to give a +20 base hunting chance but gave a meagre 2). What the hell ? I was not punished with the others skills(Scouting for exemple). Worst, my team can track and hunt giant scoprions finger-in-their-butt(100% chances of success during events) and cannot even hunt properly(60% at best) to feed the camp(basic activity at rest) for a day. It is a pleasant and rewarding during events but honestly also a painfull coin-toss during exploration and resting phases. If it is done by design then it's half-garbage and I stopped playing thanks to it.¯\_(ツ)_/¯ AVOID the Hunting skill or just invest a few points for stat checks.

I just wanted to play a ranger suviving in the waste, not having a crew of retarded scouts and companions unable to effeciently catch mutants Bugs Bunny for diner:negative:

It is hard and vicious but also good and rewarding, a true raw gem worth its price. But may be wait a year ? I do not regret buying(I realy dont) but im going to wait a good year before replaying it.

PS : Sorry for my english, not my fist language.
 

Ibn Sina

Arbiter
Patron
Joined
Jul 12, 2017
Messages
711
Strap Yourselves In
it is a good game,will be better if it is finished,would love to see some expansions too

It is not bad, but I wish the player character was present at the tactical fights. There is a big dissonance between the writing and this glaring flaw, along with traits and skills you choose "being a badass fighter but not actually present during the fights" and the writing of some quests be like "you are being surrounded and there is something on your leg dragging you down!" when you are not even there when the fight. Greatest design mistake imo.
 

Lares Hill

Lost Pilgrims
Developer
Joined
Jan 2, 2020
Messages
44
[Source: Steam Store Page]

New Build is OUT - Patch 1.1.00 - Codename: Voracious
This new free DLC for Vagrus features a new Companion for recruitment: the esteemed Undead chef called Vorax.
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Hey everyone,

the new update is here, and with it comes a free DLC Companion! Note that all the features and changes are automatically accessed via the update, while the Undead chef Vorax is available by downloading the new DLC for free. Now let’s see in a bit more detail what each of these additions bring. As ever, you can find the detailed patch notes at the end of the page.

Companion: Vorax
First and foremost, the update brings a new free DLC, which adds a new Companion to the game: the garrulous Undead cook called Vorax. You will find that Vorax is a good fit for almost any comitatus, bringing perks to the table such as his Deputy role Supercargo, as well as his cooking during camping and combat Skills that make him a great support fighter. He comes with his own, expansive Loyalty quest chain, which involves a cooking challenge as well as a less gleeful delve in his dark past.

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Initiative Track Changes
To grant more immediate agency to the player during combat and to brush things up for increased visual clarity, we’ve adjusted combat design so that changes to Initiative will take effect from the active moment when they occur. Furthermore, downed and stunned characters will now show up in the Initiative order, along with new visual adjustments that show their diminished state.

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Key Bindings
Responding to your requests, we have added key bindings to this update. From now on, you will be able to find customizable bindings in the menu – you may assign up to two bindings for each action.

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 1.1.00 - Codename: Voracious

New Content
gift

  • New Companion: Vorax with his own Loyalty quest-chain, combat Skills, and abilities

User Interface Improvements
pencil

  • Passenger details UI was changed in the mansio, we streamlined the representation of information
  • Key bindings were added to the options menu
  • Selection skirts are now in front of characters instead of behind them
  • UI tooltips (such as Codex or Journal) now pop up in Settlements, too
  • Added Equipment and Gear drag&drop highlights
  • Equipment will automatically unequipped when a requirement is no longer met
  • New Initiative order animations have been added
  • Crew change list on CampUI will not cut off longer texts
  • Further improvements to the Game Log
  • Drag & Drop sound effects were added for character portraits, as well as highlights for Equipment and Gear
  • Now you can turn on/off Crew Combat and Companion Combat animations separately
  • Various fixes for ultrawide screens

New and Updated Features
shiny

  • Game Log now indicates if Equipment is unequipped automatically and specifies the reason
  • Added option to turn Ambience and Narration on/off

Bug Fixes
bug

  • Fixed the bug causing Outriders to dismount in case of maximum Cargo
  • Maximum Cargo will no longer exceed 600 on the UI
  • Anomalies with resolution changes have been fixed
  • The position of Conflagration’s circle has been fixed
  • Companion selection now filters Deputies in Event choices
  • Fixed a UI-wide related bug that resulted in the vagrus being kicked out of a settlement sometimes
  • Various Achievement fixes
  • Taunt Skills are now working as intended
  • Fixed the bug causing Hireling Loyalty changes being listed in the Game Log

Known Issues:
  • Companion Combat performance drops
  • Escort Task-related anomalies
  • The occasional disappearance of sliders from Equipment and Item lists

Coming Up Next
  • UI improvements and bug fixes
  • Free note-taking feature on the Chart and in the Journal
  • Obstacles in combat

LudoNarraCon
A final piece of good news: Vagrus will be taking part in the LudoNarraCon promotion and sale, so between May 5ht and 10th you will be able to purchase the game for the largest discount yet!

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Stay tuned and conquer the wasteland!
- The Lost Pilgrims Team
 
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