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Project Update - Beast Types
11 Feb | 10:00 am

The vagrus's ability to change the type of beasts their comitatus uses has been planned to be added to the game from the beginning but it had to wait until now for a couple of reasons. The first being that there were a number of other, more important, things to be added before and also because changing between two types only would have been a bit lackluster, but the third type was locked behind content that we got around to just now (and will be available with the addition of Larnak).

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The New Build is OUT - Patch 0.5.25. - Codename: Beasty
29 Jan | 4:00 pm

Hey Folks,

 

this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.

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Project Update - Equipment Design Changes
28 Jan | 10:00 am

With the addition of tons of new equipment for comitati, we have recently arrived at the point where a redesign of the equipment system became necessary. The new mechanic allows players to use these items in more diverse and specialized ways. New types of equipment, like armaments, tools, and animals are also added while we iron out the older list as well to make it more consistent and interesting. Another change is that Deputies will now be linked to equipment in a new way - they will open up extra slots for certain types when assigned to their post, further deepening the system. Now you'll be able to make use of more equipment at the same time and come up with combinations that better suit a large variety of situations in game.

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Project Update - End of the Year Summary
21 Jan | 10:00 am

Hey everyone,

and first of all, Happy New Year! We made it to 2021 at last.

We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

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Project update - Dynamic Pricing (coming soon)
14 Jan | 10:00 am

Hey everyone,

first of all, Happy New Year. We made it to 2021 at last.

It's been a while since we posted a devlog entry and we figured that this would be a great time to do so. Today's topic, Dynamic pricing, has been on our minds for a long-long time, and finally, we've decided to pull the trigger on implementing it. To provide a little background on why we need it, let's review what happens in the current build of the game when you go trading.

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Patch 0.5.21 - codename: HighLife
09 Dec | 10:00 am

Hey everyone, a quick recap of the patch/fix that went live during the weekend can be found here. Hopefully, the more egregious errors have been squashed, now onto the smaller ones as well as the upcoming content development before the year closes out. :)

New/Updated Features:  

  • Exploit leadership perk enabled. Use RF to reroll available Trade Tasks  
  • Objective area markers for certain events where you need to scout a larger area [like bounties] so you know, at least roughly, the location  
  • Goods category filters on the Market  
  • Specify quantity button on the Market - mainly for Steam Remote Play users playing on iPads  
  • Goods pilfered by the enemy can be taken back if you destroy them in Crew Combat  - Entering major settlements with a larger armed force now requires a license  
  • Vagrus now runs in the background

Bug Fixes:

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A New Build is OUT - Patch 0.5.20. - Codename: Plunder!
01 Dec | 10:00 am

Hey everyone,

today, we are happy to share the changes we squeezed into this new update! Better yet, we have included two additional features that we managed to implement on top of our initial plans.

A quick recap of what we have added (skip ahead to see the bonus additions):

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Project Update - New Combat Skills
22 Oct | 10:00 am

We have hinted at the rehauling of several Combat Skills recently, and we are happy to announce that these improvements made their way into the next build of Vagrus. Moreover, we ended up with many more skills that now work much better or are completely new than we had initially thought. Here are a few of these with some commentary:

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A New Build is OUT - Patch 0.5.16. - Codename: Salty!
14 Oct | 3:00 pm

Hey everyone,

and first of all let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.

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Project Update - Combat Improvements (video)
08 Oct | 10:00 am

Fellow vagri! In this video, we touch upon one of the (many) improvements we have added to Companion combat: diminishing returns. In essence, Block and Evade will receive stacking penalties with each successful use. This will prevent some enemies to endlessly avoid damage (as well as players to abuse buffs, heh), drawing out some fights too drastically.

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