As we are gearing up for the 1.0 release of Vagrus, we are finally coming around to implement the victory mechanics, which means that you will soon be able to complete a playthrough! There are caveats, of course, since we are still in Early Access, but we thought it was time to discuss what to expect (now and later).
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!
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:
Animated by pure hatred and unspeakable despair, the specters are mere echoes of people that lived long, long ago. Phasing in and out of reality, they are a looming danger to anything that is alive.
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Veles gladiators are mobile, evasive fighters who are best at supporting the sturdy Murmillos in the arena, although they can dish out punishment surprisingly suddenly if the tide turns in their favor. Although they are not the most stalwart front line fighters, their high Block and Evade stats make them actually hard to defeat. That, coupled with their good Armor and their amazing Initiative, gives them enough opportunities to control the flow of battle. Their Skills are not amazing, but dependable, with the kick being able to upset enemy lines and create opportunities for lethal attacks:
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:
Contempt personified, the enemy Necromancers are calm and calculating on the battlefield. Few comprehend, however, that most of their mental faculties are used to puppeteer their Undead servants.
The Lost Pilgrims Team
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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Early Access now!
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.
Dragonmages are quite calm for individuals who can command such devastating arcane powers. At least until they swing into action.
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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Early Access now!
The Sharduk are a savage, cruel, and opportunistic people who are notorious for raiding all the more civilized lands bordering their vast, barren territory, the Great Eastern Desert. When designing these tribal marauders, we went for a versatile damage-dealer enemy type that - when left unchecked - can work itself up to a huge threat.