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Project Update - Glossary
11 Aug | 10:00 am

Hello everyone,

Revamping campaign map movement and scouting into a sleeker system allowed us to move on to something else our players have expressed their need for. Many of you wanted more information and clarity on gameplay mechanics to be able to better understand its complexity – rightly so. That is why we are publishing a Beta version of the new Glossary. This feature doesn’t deal with content, but is aimed at clarifying game mechanisms and UI segments. It is accessible in the game by pressing ‘G’ or clicking on the eye icon in the top-right corner of the screen.

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#projectupdate #feature #glossary

Project Update - The Scouting Rework Part II – Auto-scouting
04 Aug | 10:00 am

Following on from last week’s post about our overhaul of manual scouting, today we’re excited to delve a little deeper into our newest feature: Auto-scouting.

First off, let’s talk a little about our goals with these changes. We had been aware for some time that many players did not feel scouting was worth the investment, so when we set out to rework it, our approach was multi-pronged: we needed to provide changes to scouting in general that made it compelling and useful to engage with manually, while also offering a lower investment approach with some level of trade-off with the automated version.

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#projectupdate #scouting #feature #update

Project Update - Scouting Rework Part I.
28 Jul | 10:00 am

As it has become standard since the release of Vagrus, the team has been hard at work on another much-requested update – this time it’s scouting we’re addressing. Players have been expressing their concerns about the state of scouting for some time now, and we’re happy to announce that we think we have managed to bring it to a place where it offers a great deal to those who are willing to make use of its more niche qualities while incorporating enough concrete drawbacks that it does not become a default or even mandatory choice for vagri out traversing the wasteland.

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#projectupdate #scouting #feature #update

A New Build is OUT - Patch 1.1.21 - Codename: Spectacular
27 Jul | 12:00 pm

Hey everyone,

Originally, we haven’t scheduled a patch before your next DLC, but since that is still in progress and you’ve reported a few larger bugs – which is always much appreciated – we decided to release one anyway. The new major scouting features are still being tested, however, we squeezed in a few smaller changes into this build, so it’s more than just a simple hotfix. Event image panning is a new effect you may have heard of already, while House Venari and the Carpenters’ Guild becoming one another’s associates is a meaningful change in the life of the comitati roaming Terra Supra.

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#2022 #build #patch #update

Project Update - Event Art Panning
14 Jul | 11:00 am

Hey folks,

Here’s a small update we hope you’ll like! We’ve wanted to introduce a panning view of Event backgrounds for a while now, but only managed to find the time to implement it these days. Check it out in the short video!

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#projectupdate #video #feature #2022

Project Update – Upcoming DLC Teaser
07 Jul | 10:00 am

Hey everyone,

We are working on something special for you, especially those who would enjoy picking the Knowledge ambition in a future playthrough. Our next free DLC will feature the Sunken Tower and the Knowledge ambition victory. That’s right, you will get the chance to explore that location and in doing so, win the game! Let’s look into it, shall we?

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#projectupdate #teaser #DLC

Project Update - All the Quality of Life Features (Teaser Video)
30 Jun | 10:00 am

After extensive development and testing, we are now almost ready to release several large quality of life improvements with our next build. These include Automarch, Quick Camp, daytime Hunting and Foraging, and Auto-acquire Supplies – all of which significantly impact general gameplay loops in Vagrus overall. For the sake of brevity, we have included links to posts that explain these features in more detail, though if you would prefer, you can simply watch the short video we have put together.

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Project Update - Hunting and Foraging Design and UI Changes
23 Jun | 10:00 am

Recently, we took the time to explain how we approach suggested changes and feature requests. We also went over our main priorities moving forward, and are excited to present some of those updates to you today. Having now made changes to movement in a general sense, our next goal was to tackle hunting and foraging, and consequently, we have made some significant alterations and additions that will be integrated into one of our upcoming builds.

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Project Update - Map Movement Update
16 Jun | 10:00 am

Hey everyone,

In our previous project update on feature requests, we hinted at improving map movement. Great news – we got the moves! And we are happy to share them with you as promised. However, please be advised that what we outlined below is subject to change as it is yet to be tested extensively.

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#projectipdate #feature #2022 #map

A New Demo Build is OUT - Patch 1.1.15 - Codename: Perficientur et Qualis Vitae
10 Jun | 11:00 am

Hey everyone,

We keep working on improving features and fixing issues for the game and from time to time we push it into the Demo build as well – this is such a time! The most significant additions are Character UI-related improvements, as well as new content, albeit the restricted nature of the Demo makes accessing some of these a bit tricky. Still, we included them for the sake of thoroughness. We have also improved visuals and fixed about a dozen bugs.

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