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!
This week marks the addition of Leader Status and Perk Summary panes to the Leader UI. And although it might seem a superfluous gain, these will round out the status effect AI as well as the information provided about Perks, so it is indeed a very important milestone in our march towards completing the game.
This, too, has come to pass: we entered Early Access with Vagrus on Steam and GOG.com over a week ago. It has been an emotional roller-coaster since, to say the least, and a very exciting experience altogether. In this post, we thought to give you our thoughts on the whole shebang and look into what comes next.
Day 26 - Disaster struck today. We were making good progress up until last night. The Plains of Bone are a desolate place if I've ever seen one but at least we've got to some of the richer ivory piles. No Scortaur in sight as of yet, which is a boon already. As it was getting darker yesterday, we could see something large over the horizon, like a dark hill - something very uncharacteristic of this flat, empty expanse. But due to the worsening dust and wind we could not make out what it was and struck camp before night fell.
Patch 0.5.14 - codename: Bandage
- Almost all crash bugs fixed (still chasing one in the companion combat)
- A massive number of performance improvements
Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.
We have always planned a fairly elaborate system of healing mechanics but when creating 'Pilgrims of the Wasteland', we first focused on getting the main features ready and implemented a more streamlined, placeholder set of healing rules.
Out with the Old
The PotW system simply had you use a relatively valuable resource - medical supplies - to fully heal one Companion at a time during camp. This is not only too 'gamey' but also very obtuse and not what we intended for the game or the setting.
Keeping your comitatus well-supplied - or in some cases even keeping it from starving - has always been intended to be challenging in Vagrus, and it makes sense: you are the leader of a daring traveling company in a post-apocalyptic fantasy world where resources are often scarce and terrible encounters can turn a simple trip into a living nightmare.
What did we learn when we started implementing the Specter and Shade enemies? Well, apart from them looking ghoulishly amazing, we realized that we need a new mechanic to best describe and present the idea behind them, that being physical damage defense and also methods to crack it.
So we added two new Combat Traits for these, Impervious and Unstoppable.
The Riven Realms has been around for over two decades now for us who created it for our tabletop campaigns, and the setting has quite a lot of currencies, even if one only considers the continent of Xeryn. When we set out to develop Vagrus, we picked three coin types not to overcrowd the UI: the Lyrg, a copper coin; the Bross, a silver coin; and Draka, a rare and very valuable golden coin. These are all coins that are used fairly often in large-scale commerce on the continent, and they are also fairly easy to identify as the copper-silver-gold trio of currency is fairly common in historical and fantasy settings.