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Project Update - Milestones Funded
05 Mar | 10:00 am

There were a number of project milestones that we managed to unlock recently over at fig. Some of these are quite big and we are very excited to be able to work on them as they make the game better and deeper by what they bring to the table. Let's take a quick look at what is being developed currently:

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Character Poses - Splinter
25 Feb | 10:00 am

Without a doubt, Splinters are (currently) among the most difficult enemies of Vagrus. Immense in size and weight, built of solid, living crystal, these creatures are among the toughest customers you can run into. A very high Armor and Vitality stat makes Splinters very difficult to destroy, and a decent Block value results in an occasional rise in Armor to top things off. Due to their unconventional crystal structure, they are also extremely difficult to affect with magic, except electricity and pure magical energy.

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Manual Save (Game Design Post)
20 Feb | 10:00 am

We have thought long and hard about how to deal with manual saves in Vagrus, because there are a lot of complications stemming from certain game elements. Do we let players choose mid-combat? Do we let them save mid-Event? Is there a point to Event tests if manual saves scumming works? These are just a few of the many questions that have arisen.

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Character Animation - Criftaa
18 Feb | 10:00 am

Just a quick look at Criftaa, one of your future companions, as she eases herself into a combat stance, looking for jummy targets to single out with her lethal bow shots.

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Project Update - Chat Heads
06 Feb | 10:00 am

The decision to add the small portraits of Companions to the steps of Events where they appear was an easy one: it added a lot of character to the texts and was an easy addition due to the portraits being derived from the already existing art assets (idle combat images of said Companions).

But then in true Lost Pilgrims fashion we felt that this could become so much more if ALL major NPCs received a similar portrait, or 'chat head' in Events and so we started producing a few to see what they looked like. Most of these were based on friends to honor two decades of roleplaying together and they turned out so cool that we decided to open these up for Backers and influencers as well. So if you want your mug in the game as one of the many NPCs, here's the chance. :)

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Crew Combat (Game Design Post)
30 Jan | 10:00 am

Crew Combat is the most common way you will handle violent conflicts as you roam the wastelands of the Riven Realms. We wanted to give you a rundown of the basic concepts here so that those interested might find some insights.

Disposition

Each Crew Combat encounter identifies the two sides as either the Attacker or the Defender. The player's comitatus can typically be the attacker when they raid small settlements or prey upon other travelers, while they are often found as the defender when getting accosted by monsters, outlaws, or worse.

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Character Poses - Yrg Warrior
28 Jan | 10:00 am

Yrg Warriors are very tough enemies but luckily they are not encountered often. When they are, make sure you have the right Companions healed up and ready for a savage battle because these chitinous juggernauts give no quarter and won't stop until they are killed.
 
What makes Yrg Warriors difficult to destroy is their high Armor value (in addition to a large pool of Vitality) and good Resistances to effects. They are difficult to Stun or Bleed, and have a high Block value to add even more Armor against attacks. However, they are quite slow and due to their bulk they may not be able to move around much on the battlefield.
 
Both of their Skills are damage-oriented, though each of them has its special perks that make them even more dangerous:
 
Blade Arms: The Warrior attacks with one of its scythe-like arms then follows up with the other, so this Skill chains two attacks into one, but with separate Hit, Crit, and Damage rolls. Both attacks have a high damage potential as well as being difficult to Block.
 
Acid Spit: A ranged attack that penetrates Armor, Acid Spit hits for moderate damage but debuffs the target's Armor stat for the entire combat.
 
Yrg Warriors typically accompany their weaker kin but sometimes (if you are really unlucky) you will come across a contingent of these hardy killing machines by themselves. Whichever the case, you should be prepared for a very dangerous fight.

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

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Crewcombat Sneakpeek (Video)
16 Jan | 10:00 am

It was a long and difficult haul but as I am writing this, the new Crew Combat feature (in which you can have the whole comitatus fight against a more numerous foe) has been added to the game. To 'Pilgrims of the Wasteland', too, so you can run into all kinds of trouble while out among the dunes of Arenas Vorax in the latter part of the scenario.

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The New Open Access Build (v0.4.9) is LIVE!
09 Jan | 10:00 am

In the meantime, Patch 0.4.9 went live mid-December and all the goodies it brought can be checked out below or in-game, of course! I hope you enjoy the fixes and additional features, we'll be back soon with more.
 
New Features
  • MS 6: Crew Combat Alpha
  • MS 14: Unrest and Obedience Mechanics (Partial delivery): Liberate or Discipline Slaves to gain Obedience. Unrest will be added in a later update.
  • Butcher beasts or mounts for supplies
  • Warning triggers if an action would result in cargo loss
 Additional milestones delivered that will only appear in the main campaign 
  • MS 10: Chart Exploration
  • MS 11: Companion Select during Events
  • MS 13: Hidden Stash and Smuggling Contraband
 New / Updated Content or Game mechanics 
  • New sound effects for a number of creatures
  • Camping without guards decreases Obedience
  • Radial menu icons automatically pop up on the campaign map
  • Node sizes increased for Point of Interests to better indicate them
  • Goods tooltips now show more trade information
  • Merged a few perks to make them more impactful
 Fixes 
  • Passenger destinations are now generated correctly in new games (thanks for catching and reporting this!)! Old saves remain bugged.
  • New Day save now works after combat encounters in the Fighting Pit event
  • Cargo slot changes are now applied immediately
  • Fixed tutorial pins for closing the Journal and the Codex
  • Fixed a bug causing Companion conversation portraits to be empty
  • Healing companions no longer triggers the incorrect Event result text
  • Fixed the Journal entry order for The Black Knight chapter V, Eliminating the Abolitionist Camps
  • Clicking on the Journal or Codex during "Hold space..." tutorial/narration is up now does not open them
 Coming Up Next
  • More Sound Effects
  • Vagrus Creation for the Main Campaign
  • Companion Combat tweaks and additions
  • Factions UI
  • Animations for all characters
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  • Open World Prototype

 

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Project Update - December 2019
19 Dec | 10:00 am

Hey All,

it's been a long time since we posted a project update, and we have a number of important news to share so here we go!

Lost Pilgrims is 2 Years Old

It is hard to believe that we founded the studio two years ago - who would have thought that time was going to fly so quickly. We have achieved many things and learned a LOT about game development. We lived through highs and lows alike, but the most important thing is that we persevered. Just to give you an idea, here are a few highlights:

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