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Character Idle Animations
12 Sep | 10:00 am

For the last couple of weeks, Szonja has been busy animating our idle characters after we had finally managed to settle on a process. There are still a lot of things to test and work out but after the first few prototypes we came to several important conclusions.

For instance, we decided to have two distinct types of idle combat animations. One would be a very simple 'breathing' anim that is the default one for characters, in an endless loop. The other is a more pronounced movement that sometimes breaks up the more monotonous breathing one. A good example is when Javek fiddles with his goatee or when Gor'Goro brandishes his axe and stomps on the ground. We may even end up using the latter type for character activations in combat.

But for the time being enjoy this gif of a nasty Scortaur savage that provides a glimpse into the future for our Companion combat idles.

The Lost Pilgrims Team

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Creature Artwork - Ghoul
10 Sep | 10:00 am

'What... in Tartaris... is this horrible thing?'

- Decurion Flavius Arbo upon examining the corpse of the creature that tore apart three of his legionnaires the previous night

Little to nothing is known of the beasts now commonly referred to as 'ghouls' that appeared not long ago and now plague the Southern Jagged Waste and especially the gale-ridden expanse called the Singing Winds.

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Project Update - Meet-up with our fans at Vault 51 bar
05 Sep | 10:00 am

We met with the Vault 51 guys at PlayIT - a gameshow we attended with Vagrus - where we discussed how cool it would be to organize a fans & developers meet-up there some time. We exchanged numbers and unlike most things that get forgotten soon after, we followed through, and it was a blast.

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Character Poses - Imperial Legionnaire
03 Sep | 10:00 am

 
The backbone of the Imperial legions are its legionnaires and for a good reason. Disciplined and rigorously trained, these men and women are further hardened by years of service in faraway provinces and front lines, which involves incessant marching with heavy equipment, surviving in hostile environments, and of course combat. Due to their quality equipment and developed fighting style the legionnaires are among the most successful armed forces of the continent.

Both the regular legionnaire and the legionnaire captain are enemies you can encounter in the game - usually when you go up against the law or the Empire in some way. Alone these soldiers are tough but manageable opponents; their true strength comes from standing next to each other as they grant Armor to any neighboring allies in the same line. This is complemented by their set of combat skills:

Gladius Stab: A single-target melee attack that has the Armor Piercing property. Though it does not deal a lot of damage, it is reliable and accurate.

Scutum Shove: The legionnaire uses his large shield (scutum) to shove a melee opponent, pushing them back and dealing low damage. This attack is very difficult to block.

Formations!: Only the legionnaire captain has this combat skill. It can be used to buff a single friendly unit with bonus Accuracy, Block, and Resistance against all effects.

Though lacking real burst damage potential, these soldiers are great at becoming a great barrier that is almost impossible to break up. Using shoves, they set their enemies for accurate attacks and wear them down slowly but steadily. You must be aware of this and try to separate them to rob them of their buffs. Otherwise, you'll have a hard time dealing with them.

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

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Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! 

Fig.co | Steam | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord 

Project Update - Laurels, New Fig Milestones, and Platform Announcement
29 Aug | 3:00 pm

Laurels All Around

In our endeavour to get Vagrus into the sights of as many cRPG lovers as we can, we applied for featured spots in a number of nearby game shows - successfully! Not only did we get invited to present Vagrus the game itself but our art design and developer pitch has been rewarded as well making it into the official selection of said shows (see above). That reminds us to bring to your attention the upcoming opportunities to meet us in person:

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#fig #gameportals #gameshow #gog #milestone #projectupdate

Enduring Effects (Game Design Post)
29 Aug | 10:00 am

As I am writing these lines, we are actively working on what we call Enduring Effects for the game. What are these? Well, in short and to put it simply, these are all buffs and debuffs that last for several in-game days or are permanent (until removed somehow). They come in a variety of types and can be used for a lot of things to enhance gameplay and narrative alike.

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#enduringeffects #gamedesign #openworld #projectupdate #unity

Character Artwork - Orc Juggernaut
27 Aug | 10:00 am

'A simple matter, eh? A wee bit o' thrashin', you said, a right an' proper shindin'. Just seventeen guys, you said. What you forgot to mention is those seventeen are bloody Orcs, every single one of 'em! From the Chipped Fang tribe, no less. So here's your coin, find someone else to get killed. The Dread Reavers ain't takin' this one.'

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#art #bandits #character #juggernaut #orc

Location Artwork - The Singing Winds
20 Aug | 10:00 am

The wind was speaking to her, telling her terrible things, singing of her demise, chanting of her worst fears becoming manifest, of her never reaching her destination, never achieving her dreams, never being content, never finding rest or refuge or love. It kept on whining and screaming and whimpering until she herself started screaming in a vain attempt to blot it all out.

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Character Poses - Dragonguard
13 Aug | 10:00 am

Dragonguard are the elite soldiers of the Dragonlands, tentative allies of the Empire. Their training is extremely tough, and only already accomplished soldiers are selected to take part in it. Equipped with powerful Dragonsteel equipment that harnesses the magic of Dragonkind, these elite troopers are among the most dangerous opponents you can come across in the Riven Realms. Be sure not to make enemies of them needlessly.
 
The different versions of Dragonguard not only sport different coloring but also in the elemental effects of their combat skills. The red Dragonguard, for example, applies fire damage on its strikes with the buff ability, the blue one applies lightning, while the green applies Poison.
 
Disciplined Swing: A basic attack that is very accurate due to the rigorous training of the Dragonguard but has low critical chance. It is still deadly enough combined with the amazing toughness of these soldiers.
 
Invoke the Flame: Each and every member of the Dragonguard is able to wield the Flame, that is, the power of the Dragonlord they swore fealty to. The Flame is channeled through their Dragonsteel equipment and enhances that gear for a short time, granting them Resistance bonuses as well as elemental damage on their normal attacks.
 
Draconic Roar: The Dragonguard make use of another draconic power - the mighty roar of their Dragon counterparts. Even used by a mere mortal, this ability is quite devastating, potentially Stunning the target and applying a Fear debuff on them for a short period.
 
 
Even a lone Dragonguard can be quite a challenge to a Companion thanks to their amazing defenses, stamina, and selection of skills but a platoon will be very tough nut to crack even for an experienced band of adventurers.

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

--------------------------------------------------

Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! 

Fig.co | Steam | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord 

Trading Between Settlements (video)
08 Aug | 10:00 am

We are super excited to share some of our progress as we are getting closer and closer to releasing the build that has the new trade pricing system feature.

This short video demonstrates how the comitatus carries goods from one market to the other trying to make some profit. The quantity and price of goods are calculated based on their source location and the time spent on the road to get to a certain place. Will your comitatus be able to transport them quicker than the market flow to realize a profit? 

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