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:
New/Updated Features
- 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
- 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
- Split to three columns now instead of the previous four and also added new tooltips
Bug fixes
Known issues
'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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