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Project Update - Upcoming Changes Part I.
25 Mar | 12:00 am

With March well underway, we are finally stepping out of the bug-fixing phase of the development of Vagrus. Of course, there are still a number of glitches and issues left (both smaller and more serious ones) but at least the improvements that we began designing and implementing in January are starting to bear fruit.

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#projectupdate #UI #revamp

Project Update - Quest, Quests, and More Quests!
30 Sep | 8:00 pm

This week’s devblog is all about the plethora of quests being added to Vagrus with the full launch on October 5th. The update will include a revamped UI, a new companion to recruit, and plenty of quests to find on your journies across the wastelands. Let’s take a look at what’s coming!

Revamped User Interface and Extended Campaign Map

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#projectupdate #release #UI #quests #trailer #companion

Project Update - New Crew and Settlement UIs Video
23 Sep | 10:00 am

We presented our design mock-ups for the reworked settlement and crew UIs in a previous post but now you can see them in-game in this short video, including the new crew stats, Perk UI, and settlement panels.

We're very proud of these changes as they are the perfect example of player involvement. Your feedback and insights were the basis on what most of the changes were built - like the info box that shows formerly hidden crew stats, including Ambush chance or Vigilance.

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#projectupdate #video #UI

Project Update - Reworked Crew UI
06 Aug | 5:00 pm

In the long line of UI reworks, our next stop is the crew UI where all the panes will now receive a lot of changes and upgrades. We planned to make these changes earlier but the design was in motion all the time - with new stats and mechanics being added - and so other things were completed and added before these in the end. And so now, so close to 1.0, we finally got around to implement the new crew UI.

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#projectupdate #UI

Project Update - Settlement UI Update
22 Jul | 10:00 am

There are a large number of settlements (cities, towns, villages, outposts, encampments) that you can visit in Vagrus, all of them unique locations even though they share some characteristics and features. For a long while now, we have planned a rework for the original UI - as we usually do with all UI elements, really.

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#projectupdate #UI

A New Build is OUT - Patch 0.6.20. - Codename: Target Acquired
25 Jun | 3:00 pm

Hey Folks,

it was amazing to see how our latest patch was received. So many great new reviews and quite a few previously negative ones flipped to positive. We appreciate you all immensely for your vote of confidence! Especially as apparently we left a huge bug in the game that made the late game easier, instead of the early game, as we originally intended. So that's getting fixed but what else comes in this new patch, you might ask? Let's dive in!

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#projectupdate #patchnotes

Project Update - Combat Targeting Update
24 Jun | 10:00 am

This week, we return with new Companion Combat targeting options that suit different play-styles. The changes include a number of options from the main menu that allow the configuration of the way you target your foes and friendlies during the fights in Vagrus:

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#companion #combat #targeting

Project Update - Crew Combat Buy Off - Lure Away improvements
10 Jun | 10:00 am

The greatest thing about running open development is receiving amazing feedback from players that helps improving your game. The hardest thing about open development is identifying what the actual problem is that your players are having an issue with.

The perfect example of all this is Crew Combat in Vagrus, which is an aspect of the game that players complained about fairly regularly. After adding the Flee/Appease option, it got slightly better but not as much as we had hoped. While digging for the reasons, we came to some interesting realizations. Whenever we heard someone getting irked about how they bled out against a much stronger enemy, we asked whether they tried appeasing them and they pretty much all said "No, 'Flee' implied losing big time".

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#projectupdate #crewcombat

Project Update - Companion Combat Design Changes
03 Jun | 10:00 am

Companion Combat is an important facet of Vagrus even though players have quite a lot of control over how much they want to engage in it. At the same time, it is the most complex part of the game when it comes to code, so whatever changes we make requires more time relative to other parts.

After we added Mercenary Tasks, our focus has moved back to improving Companion Combat, partly because a lot of players opt to enter it from Crew Combat, so it is our goal to keep these fights interesting for as long as possible. The current set of changes are thus aimed at spicing things up a bit: more movement and thus further emphasis on positioning instead of spamming Skill 1 while standing still. The changes include:

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#projectupdate #companion #combat

A New Build is OUT - Patch 0.6.00 - Codename: Conquest and Dissonance
21 May | 5:00 pm

Hey Folks,

it's been a long time coming but finally Mercenary Tasks are live in the latest build. These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others.

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#projectupdate #patch

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