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Project Update - New Map Section
24 Sep | 10:00 am

Just a quick update: in line with our efforts to have more frequent content updates for Vagrus, we are getting close to releasing one that involves the salt flats of northeastern Jagged Waste. Expect endless expanses of white lake beds, a cruel 'work camp' with corrupt leadership, Dragon riders, faction politics, miners, clandestine conspiracies, spying, secrets, and salt. Lots of salt.

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Project Update - Flee (video)
17 Sep | 10:00 am

As seen in this short video, the option to flee from crew combat encounters has been added to Vagrus' latest build. No need to die against a horde of Jhakrae or a throng of Undead (or to load your game...). Run away and live to fight another day!

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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.

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Project Update - Fleeing
03 Sep | 10:00 am

Lately, we have been working on Crew Combat to further enhance its mechanics and the latest improvement is the 'Flee' feature. Let's check it out!

Flee!

Fleeing will now be added to a selection of Crew Combat encounters with the following considerations:

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Character Animation - Ghoul
01 Sep | 10:00 am

Ah, yes, the Ghouls. Are they Undead? Not quite. But they are equally disgusting and very, very dangerous. This one is about to leap at a tasty target.

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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Alpha build now!

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Project Update - Scouting Updated
27 Aug | 10:00 am

With the previous large update (Codename: Bandage), we have introduced some changes to Scouting on the campaign map and we thought that we should give you a more detailed change log of what exactly happened. These alterations all appear on the Scouting Result UI.

  • A set of colored chevrons now indicate the success or failure state of your scouting in each direction instead of text saying how things went.
  • For each successful scouting, a set of icons appear that indicate what to expect there with chances for each of these outcomes next to the icons. The scroll icon indicates an Event, the axe icon means a crew combat encounter, the compass shows an exploration Task destination (but we'll implement this feature in the future), and the crossed-out circle indicates that nothing happens.
  • For each critical success, you will now get more precise percentages and more detailed information in the case of Events. The blue scroll indicates a priority Event (story-related or fixed local Event), while the golden scroll means a random Event (general or region-specific).
  • Scouting now also provides information about the viability of hunting and foraging on the scouted nodes. Percentages represent the expected chances of such activities on the nodes. The less successful the scouting, the less  accurate the percentages are (with critical success being perfectly accurate).

As you can see, we have been working on making Scouting more desirable for players, as we feel that in its current form it is rather under-used. This is but a first step - we have many more ideas and will hopefully be able to implement them as we go along. Thank you for all the amazing feedback and improvement suggestions you all gave us!

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Location Artwork - Tunnels
25 Aug | 10:00 am

In a long line of non-location-specific artwork, we have a version of the 'tunnels' to show you, which we use with many underground ruins, building interiors, mazes, and so on. Variants include lit corridors as well as dark, abandoned ones. This particular location artwork was done by Attuss Varga along with a whole lot of others of this type. These illustrations are key to the game's thick, dark atmosphere and luckily for us, Attuss has always done a great work with them.

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Project Update - Faction Rewards
20 Aug | 10:00 am

With the relatively recent arrival of Factions to Vagrus, you guys finally got your hands on a new way to specialize your comitatus. Up until now, this meant some obscure (albeit very welcome - I'm looking at you, road tax) boons and perks but now, with the addition of claimable rewards, Factions are going to become your best friends.

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Character Poses - Murmillo Gladiator
18 Aug | 10:00 am

The murmillo is a heavily armored gladiator with a large scutum (shield) and a gladius (short sword). Modeled after the ancient Roman arena fighters of the same name, these enemies are among the strongest specialized encounters.

Sturdy and resilient with a high Block value, these guys can tough it out in the front lines for long unless you find a way to break their defenses. They are also great at defending their fellow fighters standing next to them due to their Defender combat trait (which provides armor to these allies). The Murmillo combat Skills are as follows:

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Project Update - Leader Status and Perk Summary
13 Aug | 9:00 am

This week marks the addition of Leader Status and Perk Summary panes to the Leader UI. And although it might seem a superfluous gain, these will round out the status effect AI as well as the information provided about Perks, so it is indeed a very important milestone in our march towards completing the game.

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