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The New Open Access Build (v0.4.5) is OUT!
18 Oct | 6:00 pm

Key Highlights on what's included in the new release

 

  • Milestone 3 - Extended Narration Voice Over for Agos
  • Milestone 7 - Character Idle Animations in Companion Combat
  • Milestone 8 - Enduring Effects (it means curses, of course)
  • Milestone 9 - Random Passengers, and
  • Milestone 12 - Workforce Mechanics (partially).



The have been or will be game design posts about all but one: narration so let's focus on that for a second.

New Content: Extended Narration
It has taken much longer than expected to reach Charles - the voice of Agos the Wanderer - due to some personal matters as well as his change of career. We are happy to share that now we have all the narration recorded for Agos through-out Pilgrims of the Wasteland, and even for the beginning of the main game as he leaves your comitatus after sharing his story. We plan to make a few minor sound editing changes to these new recordings but wanted to delay this build no further, so we will do that in a subsequent iteration only. When playing the PotW story, it gives so much to it already that we think you will like this a lot. Also, here's a shout-out for Charles' new focus as he instructs singers on how to become more confident. Check out and sign up to support his Patreon page if you are interested.

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Project Update - Social Media Update Q3 2019
17 Oct | 10:00 am

It's been a long time since we posted an update about our social media numbers, so it is time to set that right.

We have twice as many followers on game portals - like Steam, GameJolt, and so on - as we did in Q1 this year, and another few hundred came even on top of that with GOG.com accepting Vagrus into their portfolio just recently (as a note: we only consider actual followers, and do not count people who put the game on their wishlist).

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Creature Artwork - Yrg Warrior
15 Oct | 10:00 am

'I'm not afraid of your little bug. I've seen its kind before, squished its kind before. And you dare call it a 'warrior'?! Yrg are pathetic, as are people who think they can measure up to real warriors. So send it in, let me splatter its insect innards over the hot sands of the arena.'

- The Orc pit fighter Logh'Ran's last words before being vivisected in the arena by a Warrior Yrg

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Obedience and Unrest Mechanics (Game Design Post)
10 Oct | 10:00 am

Obedience is a stat describing how disciplined (or disgruntled) the slaves owned by the comitatus are at a given time. It was implemented to give a rather fluid drawback to owning slaves: they might provide free workforce but keeping men and women enslaved does have its risks even if it is 'part of the system'. You typically lose Obedience if you do not guard your slaves well enough (too few fighters to look after them), if you get or buy a lot of new slaves, if you do not feed them enough, if you arm them in Crew Combat, or keep choosing options in Events that endanger or embolden them.

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Workforce Mechanics (Game Design Post)
03 Oct | 10:00 am

Workforce is a fairly hidden stat that measures the complete work output of your comitatus. There are a lot of tasks to be done around a venture like yours in the game, and your workforce has to meet the requirements. These include feeding and tending to beasts and mounts, logistical tasks (such as loading or setting camp), cooking, and much more. This is represented by each type of crew member generating a certain amount of 'workforce need'.
 
To meet this requirement, your workers and slaves generate 'workforce' (with sometimes passengers potentially adding to the mix as well). Ideally, the workforce generated is enough to cover your needs but this can change fairly rapidly out in the wasteland. For one, low Morale and Obedience - a stat we will tell you more about next week - affect workforce and by losing crew you lose workforce directly.
 
When you fail to produce enough workforce, bad things start to happen:
  • Understaffed (lower workforce than the requirement) applies Movement Point penalties.
  • Severely understaffed (workforce below 50% of the requirement) applies severe Movement Point penalties.
Additionally, with the new Enduring Effects and the brand new property system we've developed to support them it is possible to assign temporary buffs and debuffs to this stat, too, which goes a long way to spice things up a little.
 
The Lost Pilgrims Team

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Creature Artwork - Scortaur
24 Sep | 10:00 am

Once beautiful Madrigos, a city famous for its wealth and hospitality, is now a forsaken ruin called Scorponar, dwelling of the Scortaur, a race of savage scorpion-men who hunt all other races mercilessly and uncompromisingly on and around the Plains of Bone. Only a handful of fortunate wanderers can tell the tale of seeing the city's shattered buildings and old walls at the heart of the wasteland. Those who did see it talk about bone scaffolding and fortifications, flayed bodies hanging from battlements, and banners fashioned from human skin. Scorponar is a place of horror and despair, with the old white stone of Madrigos peeking out from under the colorless sands like broken teeth or shattered bones.

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Project Update - GameDevDaysGraz 2019
19 Sep | 10:00 am

In short: GameDevDays was phenomenal. The speakers and the community made it an absolutely amazing experience for us.

It started off a little rough considering that we could not borrow a reasonable size car for the trip to Graz and with all the tech equipment we needed to bring along it was a miracle that everyone could squeeze in. In the end we did get there even if a bit cramped. The next hoop we needed to jump was a mix-up with our accommodation (someone was already in the room we booked :O ) but eventually we solved that, too.

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Creature Artwork - Ghoul
10 Sep | 10:00 am

'What... in Tartaris... is this horrible thing?'

- Decurion Flavius Arbo upon examining the corpse of the creature that tore apart three of his legionnaires the previous night

Little to nothing is known of the beasts now commonly referred to as 'ghouls' that appeared not long ago and now plague the Southern Jagged Waste and especially the gale-ridden expanse called the Singing Winds.

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Project Update - Meet-up with our fans at Vault 51 bar
05 Sep | 10:00 am

We met with the Vault 51 guys at PlayIT - a gameshow we attended with Vagrus - where we discussed how cool it would be to organize a fans & developers meet-up there some time. We exchanged numbers and unlike most things that get forgotten soon after, we followed through, and it was a blast.

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Project Update - Laurels, New Fig Milestones, and Platform Announcement
29 Aug | 3:00 pm

Laurels All Around

In our endeavour to get Vagrus into the sights of as many cRPG lovers as we can, we applied for featured spots in a number of nearby game shows - successfully! Not only did we get invited to present Vagrus the game itself but our art design and developer pitch has been rewarded as well making it into the official selection of said shows (see above). That reminds us to bring to your attention the upcoming opportunities to meet us in person:

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#fig #gameportals #gameshow #gog #milestone #projectupdate

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