A New Build is OUT - Patch 0.5.15. - Codename: Flee!
03 Sep | 8:00 pm

Hi Folks,

Thank you for all the feedback you shared with us in the last few weeks! This was immensely useful from the smallest bug reports to the super-ambitious ideas on how to turn Vagrus into a AAA title [thanks for crediting so grand a potential to our tiny team], and we appreciate you taking the time to help us with your insights.

One of the most commonly flagged missing feature was the option to Flee from Crew Combat encounters, and so after the first bundle of quick-fixes, we shifted our focus to that. Soon after starting to design Flee, we just felt that Appeasing enemies -bribing them to let you go without even having to run for it - was so tied to the Flee mechanic that it only made sense to implement both. And so we did.

We also made a number of tweaks, including the change that Tax collectors no longer factor in cargo from Trade tasks when calculating the tax amount.

It took a little more time than we originally planned and we wanted to make it available as soon as possible, so it has not been extensively playtested. The game might have become a tad too easy with these changes - please share your views about that once you had the chance to play a couple of hours with this new build.

Okay, time to dive into the list of changes:

Patch 0.5.15 - codename: Flee!

New/Updated Features

  • Crew Combat Flee including the first version of Appease

        - In case the Enemy is the attacker, you may choose to Flee instead of fighting

        - Some Enemies are slow and easier to flee from while others are good at                    chasing and you may be better off fighting them

        - Increase the chance of your Flee by Appeasing the enemy with leaving stuff                 behind

        - Based on their attributes, enemies accept offerings and appreciate them on a              different level

        - Auto-offer does not work for goods yet

  • Crew combat enemy-demands scale a bit better
  • Tax collectors no longer factor in Trade Task cargo when coming up with the tax amount. At the same time, tax immunities through Factions also reduced.
  • The accidentally released Perk Summary Tab properly implemented now
  • 'Manual' companion heal phased out by natural healing replacing it completely - as planned
  • Loads of perk related updates and fixes:

        - Perks granted by gear/etc do not count towards certain requirements (other                             Gear, Perk prerequisites, etc)

        - Gear/Deputy/Combat perk requirements only consider the companion's base                           perks now

        - On the Leader and Companion Perk UIs, only the base perks are indicated

        - Perk insight and proficiency costs consider base perk levels only (no                                             overcharge for levels granted by other things)


UI improvements

  • Companion Perk UI refreshed (still not the final version, though)

        - Split to three columns now instead of the previous four and also added new                tooltips


Bug fixes

  • Settlement Slave/Mounts sell, also Banter misdirects to the Chart fixed
  • Dream event script fixed
  • Fixed disappearing proficiency points on deputy skills
  • Price tooltip resets when all goods are sold
  • 'Location ?' bug on the 'Load game' screen fixed
  • POTW Chapter 9 autosave occasional load-back issue resolved
  • A number of typos and event script errors fixed
  • Tooltip improvements
  • Various smaller fixes


Known issues

  • Gear & Status bonuses will be added back to the Companion and Leader Perk UIs
  • Scouting result crash - unable to reproduce
  • One combat decal crash - unable to reproduce


'Is Vagrus properly balanced now'? - Nop.

'Was it a step in the right direction?' - We think so. Please let us know how you find it.


Now that we have released Flee, we are moving on to design and implement Companion Progression, which will move the cap on companion Prowess to five from the current two and bring along new combat traits to increase companion stats. It already looks and feels awesome, we think.

We are also changing our approach to content releases and instead of very rare big drops, we plan to open up new campaign map areas in smaller chunks. The first one will most likely be the salt basins above Mines of Plenty, including Salum, the headquarters of the Scythichnis Covenant and the Auguros Work Camp of the Empire.


Stay tuned, stay alive, conquer the wasteland!


The Lost Pilgrims Team


P.s.: We are still receiving a high number of messages, bug reports, and improvement ideas via the various channels so we might not able to respond to everyone but we're trying our best.


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