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Companion Reveal - Nedir the Sorceress
09 Feb | 10:00 am

We've got a bit of an announcement on our hands, folks! As it happens, you are about to get a new, previously unannounced companion for your travels in the person of Nedir, the lovely (but cruel) lady you can see on this character art image. It's no easy task adding new companions to the game but it is certainly rewarding to create them - we hope it'll be equally fun to find Nedir and have her as a member of your team. So who is she and what does she do?

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#art #enemy #assassin

Project Update Video - New Equipment System
05 Feb | 10:00 am

This short video was made to give you a rough idea how the new comitatus equipment screen and system were changed for the next build. Categories have been revamped, with new ones added into the mix. Deputies have an impact as well, opening up new slots when assigned.

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#projectupdate #video

The New Build is OUT - Patch 0.5.25. - Codename: Beasty
29 Jan | 4:00 pm

Hey Folks,

 

this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.

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#projectupdate #patch

Project Update - Equipment Design Changes
28 Jan | 10:00 am

With the addition of tons of new equipment for comitati, we have recently arrived at the point where a redesign of the equipment system became necessary. The new mechanic allows players to use these items in more diverse and specialized ways. New types of equipment, like armaments, tools, and animals are also added while we iron out the older list as well to make it more consistent and interesting. Another change is that Deputies will now be linked to equipment in a new way - they will open up extra slots for certain types when assigned to their post, further deepening the system. Now you'll be able to make use of more equipment at the same time and come up with combinations that better suit a large variety of situations in game.

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#projectupdate

Project Update - End of the Year Summary
21 Jan | 10:00 am

Hey everyone,

and first of all, Happy New Year! We made it to 2021 at last.

We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

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#projectupdate

Project update - Dynamic Pricing (coming soon)
14 Jan | 10:00 am

Hey everyone,

first of all, Happy New Year. We made it to 2021 at last.

It's been a while since we posted a devlog entry and we figured that this would be a great time to do so. Today's topic, Dynamic pricing, has been on our minds for a long-long time, and finally, we've decided to pull the trigger on implementing it. To provide a little background on why we need it, let's review what happens in the current build of the game when you go trading.

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#projectupdate

Project Update - Laci in da House
07 Jan | 10:00 am

Opening an indie game dev studio and developing a 100+ hour long, complex game right away comes with a lot of important lessons. One of which has been that we like to dream big and thanks to the abundant positive feedback from our amazing players, we like to make these visions even bigger. Thus we have felt since the end of 2019 that if we ever wanted to realize all the potential Vagrus has, we have to raise our core team's size.

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#projectupdate #team #2022

Project Update - Happy Holidays and New Year
22 Dec | 10:00 am

We at Lost Pilgrims Studio want to wish you all Merry Christmas (or whatever else you celebrate in your neck of the woods at this time of the year) and a hopefully-much-better 2021 than this year has been globally! We hope that you are safe and well in these dark times.

Keep a weather eye on the horizon, as we'll continue working hard on Vagrus, releasing content and features continuously to be able to deliver a final game in 2021 that has the high quality we aim for as well as our quirky, unique touch. :)

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#holiday #2020

Patch 0.5.21 - codename: HighLife
09 Dec | 10:00 am

Hey everyone, a quick recap of the patch/fix that went live during the weekend can be found here. Hopefully, the more egregious errors have been squashed, now onto the smaller ones as well as the upcoming content development before the year closes out. :)

New/Updated Features:  

  • Exploit leadership perk enabled. Use RF to reroll available Trade Tasks  
  • Objective area markers for certain events where you need to scout a larger area [like bounties] so you know, at least roughly, the location  
  • Goods category filters on the Market  
  • Specify quantity button on the Market - mainly for Steam Remote Play users playing on iPads  
  • Goods pilfered by the enemy can be taken back if you destroy them in Crew Combat  - Entering major settlements with a larger armed force now requires a license  
  • Vagrus now runs in the background

Bug Fixes:

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#projectupdate #patch

A New Build is OUT - Patch 0.5.20. - Codename: Plunder!
01 Dec | 10:00 am

Hey everyone,

today, we are happy to share the changes we squeezed into this new update! Better yet, we have included two additional features that we managed to implement on top of our initial plans.

A quick recap of what we have added (skip ahead to see the bonus additions):

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#projectupdate

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