As we’ve alluded to in recent posts, the recent release of Old Acquaintances has set the creative part of the team into action on our next DLC, but what have our programmers, UI, and quality assurance people been up to?
Why, improving the game, of course. This is why we’re happy to present some impactful quality of life (QoL) changes that will help make your Vagrus experience all the smoother.
The first complaint we’ve received multiple times – and for which we’ve been trying to find a solution for a while – is related to the information available for Companions’ Skills. Currently, it is possible to use the arrow indicated on the right-hand column below to view the next Skill level above your current one by clicking on it. In the screenshot, you can see this is possible for both Suppressing Shots and Defensive Cut.
When the QoL changes are complete, however, you will be able to view all levels of the Skill. This means if you have Poison Arrow I. on Criftaa then you will also be able to see the statistics of levels II. and III.
But that’s not all: previously obtusely presented Skills – like Criftaa’s multi-phased Suppressing Shots – will now allow the player to toggle between their phases; the first phase is for the overwatch portion of the Skill, like in the picture above, while the second phase indicates how much actual damage it will do when it is triggered by an enemy.
Toggling between the two phases can be done simply by toggling the brown box just to the right of the Skill’s name.
We’ve also got changes coming for summoners. Previously, the issue was simply that one could not know what creature is going to be summoned and what its stats are. The below mockup – put together by our wonderful UI designer – illustrates how the player will be able to bring up information about the summoned creature from the character pane.
The next serious QoL change we’re making is to campaign map movement and it’s simple: you will be able to double-click on the node you wish to move to and you will go there. No more clicking on the node then on the footprint icon, which many have decried as a finicky waste of time (it probably was).
There are more QoL changes in the works – namely possible revisions to our hotkey system – but we still need to iron out the details. Naturally, we’ll inform you as we know more down the line. As for the above changes, we cannot say exactly when we’ll deploy them, but you can rest assured they’ll be with you soon.
This leaves us with our normal goodbye: stay safe, stay vigilant, and conquer the wasteland!
– The Lost Pilgrims Team
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