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A New Build is OUT - Patch 0.7.00 - Codename: The Famous and the Furtive
22 Jul | 7:00 pm

Hey Folks,

with so many of you well over the hundred hours mark in the game, it was high time for us to add the opportunity to actually win it. The first winning condition we have implemented is the Renown victory. The other two, Wealth and Knowledge will become available in the 1.0 release later this year.

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#projectupdate #patchnotes

Project Update - Winning the Game: Renown Victory
01 Jul | 10:00 am

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).

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#projectupdate #victory #renown

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 - 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

A New Demo Build is OUT - Patch 0.5.31. - Codename: Second Chances
12 May | 5:00 pm

Hey Folks,

we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months.

COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our blog post here: 2020 Year-End Summary.

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#projectupdate #patch #demo

Project Update - The Fate of the Foe Post Crew Combat
06 May | 10:00 am

As we teased in our latest devlog post about Mercenary Tasks, we are extending Crew Combat with a new feature: you can deal with the enemy from now on following a victorious battle. This simply means that you can decide the fate of the defeated foe.

The option appears on the Crew Combat UI at the end of the fight opposite your heal options provided that your enemy surrendered (remember, only humanoids can), fled or retreated but you caught some of them while pursuing them.

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#projectupdate #changes #crewcombat

Character Poses - Sharduk Reaver
04 May | 10:00 am

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.

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#character #pose #enemy #sharduk

Project Update - The Smolderbone Region
22 Apr | 10:00 am

The latest content update (Patch 0.5.30 Codename: Brimstone and Bones) brings with it a spacious region to explore, the most prominent part of which are the Smolderbone Flats. Players who took the 'Pilgrims of the Wasteland' standalone story for a spin surely recognize this place, as it was an important location in that story. And yet you will find that much has changed since your last visit, with 10 years passing, allegiances shifting, and new threats rising.

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#projectupdate #region

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