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:
Bug Fixes:
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):
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:
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.
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.
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.
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:
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.
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!
Murmillo is a gladiator type from ancient Rome, one of the most iconic in fact, so when it came to designing gladiators for the world of Vagrus, there was no question about including one that looks and feels exactly like the real world warrior of the same name. We wanted to change it around a bit to make it compatible with the pseudo-Roman fantasy world, but these changes are subtle at best, like the absence of fish imagery, bronze used for the metal parts due to the rarity of harder metals, as well as a different loincloth and belt.
TL;DR: A new, extended Demo is coming to Steam and GOG so that those on the fence can take Vagrus for a spin and see what we've been cooking for a while now. This all comes at the tail end of over a month of hard work with the freshly released Open-World prototypes.
Now, let us see in more detail all the things that happened recently around the game.