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New Build Is Live - Patch v1.151
29 Jan | 5:00 pm

Hey everyone,

Our original plan was to kick the year off with a neat content update (more about it here) in early February together with a host of fixes but the team crushed so many bugs in January – some of them critical – that we decided to release the update earlier. So here we are. We’ll follow this up soon with what we originally intended. Very soon, actually. As always, the majority of the bugs we have fixed were reported by our amazing community. We can’t thank you enough for helping us improve Vagrus, but we’ll try with additional content in the future.

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#2024 #projectupdate #patch

A New Build is OUT - Patch 1.1501207T - Codename: Winter Canvas
12 Dec | 3:00 pm

Hey everyone,

It’s that time of year again and so we at Lost Pilgrims wanted to wish you all Happy Holidays! Enjoy your well-deserved rest, spend time with your loved ones, or just chill, play your unplayed games, read, eat, or do whatever makes you happy.

We are winding down as well after we take care of a few things and although we’ll monitor the usual channels, we’ll hunker down until early January because the last half a dozen months have been quite exhausting for the Pilgrims.

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#2023 #patch #hotfix

February Tech Update Post
16 Feb | 10:00 am

Hello everyone,

In our previous post, we announced the opening of our public Beta branch. Since then, we’ve also been hard at work to implement all the improvements – and more – in our default branch, so here’s an overview of the things we are planning to include!

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#2023 #projectupdate #tech

A New Build is OUT - Patch 1.015. - Codename: Wasted
29 Oct | 3:00 pm

Hey everyone,

We are putting out another round of fixes today. Though the list is shorter than usual, it has some bugs on it that we've been trying to squash for a while now. Hopefully, they won't cause any trouble from now on.

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.

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#projectupdate #patch #update

A New Build is OUT - Patch 1.01 - Codename: Outpost
17 Oct | 2:00 pm

Hey everyone,

We've been trying to catch up since the launch last Tuesday and get on top of some of the bugs that many of you reported while also rounding out the missing Outpost and Wealth victory path ending parts. Although some bugs are still being hunted, the latter two are now being added to Vagrus.

This means that you can now build your own outpost out in the wasteland (one specific spot for now, room for expansion later), and upgrade it bit by bit so that in the end it yields you profit from time to time if managed properly. It is important to know that no new UI or feature comes with the outpost, since Vagrus is not a game that involves building stuff - the outpost is instead presented in Event format like it was envisioned from the beginning (and similar to other victory paths). Once completed, the outpost can be used for vagri with the Wealth ambition to win the game (but can be completed with all vagri). It's super expensive to do that, mind you, giving you a nice endgame goal and challenge.

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#projectupdate #patch #update #release

A New Build is OUT - Patch 0.7.00 - Codename: The Famous and the Furtive
22 Jul | 7:00 pm

Hey Folks,

with so many of you well over the hundred hours mark in the game, it was high time for us to add the opportunity to actually win it. The first winning condition we have implemented is the Renown victory. The other two, Wealth and Knowledge will become available in the 1.0 release later this year.

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#projectupdate #patchnotes

Project Update - Abolitionist Rework
15 Jul | 10:00 am

Lately, we've been working on the Abolitionists, a unique faction that is a bit hidden and up until now, their presence was very minor apart from their main base of operations. The next content build will include a new system that you will be able to use to unlock new faction locations for the Abolitionists. This involves getting ciphers from an already unlocked location (initially their main base) and taking it (within a time limit) to a new settlement where it will unlock the faction's presence there.

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#projectupdate #abolitionist

Factions (Game Design Post)
25 Jun | 10:00 am

We have long been talking about improving the experience with factions in Vagrus. They are currently in the game and can be interacted with one way or the other but there is no UI to track your standing with them, nor is it possible to claim rewards for each unlocked reputation tier (although there are already a lot of implicit benefits and rewards for high reputation with almost every faction). With Tasks being implemented and so intimately intertwined with factions, we thought we'd give you a rundown of what to expect from the next large addition to the game.

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#ganedesign #factions

The New Open Access Build (v0.5.11) is OUT!
18 Jun | 10:00 am

Based on the ton of feedback concerning initial difficulty and learning curve, we have listened to you, our players, and implemented Trade Tasks to make the initial experience smoother in the open-world campaign. While there, and because they are deeply intertwined, we also decided to include the brand-new Factions UI and the faction tier system. We were happy to see that everyone who tried it in the preview build loved it and we are also satisfied with the result. To top it off, we also have a long list of adjustments, fixes, and tweaks (see patch notes at the end of this post).

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#patch

The New Open Access Build (v0.4.9) is LIVE!
09 Jan | 10:00 am

In the meantime, Patch 0.4.9 went live mid-December and all the goodies it brought can be checked out below or in-game, of course! I hope you enjoy the fixes and additional features, we'll be back soon with more.
 
New Features
  • MS 6: Crew Combat Alpha
  • MS 14: Unrest and Obedience Mechanics (Partial delivery): Liberate or Discipline Slaves to gain Obedience. Unrest will be added in a later update.
  • Butcher beasts or mounts for supplies
  • Warning triggers if an action would result in cargo loss
 Additional milestones delivered that will only appear in the main campaign 
  • MS 10: Chart Exploration
  • MS 11: Companion Select during Events
  • MS 13: Hidden Stash and Smuggling Contraband
 New / Updated Content or Game mechanics 
  • New sound effects for a number of creatures
  • Camping without guards decreases Obedience
  • Radial menu icons automatically pop up on the campaign map
  • Node sizes increased for Point of Interests to better indicate them
  • Goods tooltips now show more trade information
  • Merged a few perks to make them more impactful
 Fixes 
  • Passenger destinations are now generated correctly in new games (thanks for catching and reporting this!)! Old saves remain bugged.
  • New Day save now works after combat encounters in the Fighting Pit event
  • Cargo slot changes are now applied immediately
  • Fixed tutorial pins for closing the Journal and the Codex
  • Fixed a bug causing Companion conversation portraits to be empty
  • Healing companions no longer triggers the incorrect Event result text
  • Fixed the Journal entry order for The Black Knight chapter V, Eliminating the Abolitionist Camps
  • Clicking on the Journal or Codex during "Hold space..." tutorial/narration is up now does not open them
 Coming Up Next
  • More Sound Effects
  • Vagrus Creation for the Main Campaign
  • Companion Combat tweaks and additions
  • Factions UI
  • Animations for all characters
...
  • Open World Prototype

 

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