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Location Artwork - Leviathan's Demise
04 Aug | 10:00 am

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.

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#art #location

Project Update - Trade Tasks Demonstrated (Video)
09 Jul | 10:00 am

In this video, you can see a short display of the Trade Task system that has been added recently to the live builds of Vagrus. It starts with accepting Tasks on the new Faction UI in settlements, then goes on to show the Tasks and their related data in the Journal. Finally, the demonstration ends with traveling to the destination and turning in a Task for the promised rewards.

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#projectupdate #video

Passengers Revisited (Game Design Post)
11 Jun | 10:00 am

While working on Trade Tasks (see more here), we took the chance to revisit passengers and unified their currently existing UI with the new Task UI in the Journal since passengers are in fact Tasks both by definition and application.

The brand new passenger page shows all the associated stats, including (finally) the workforce the passenger provides or needs. For those passengers that reward faction reputation on arrival, you will now see the pretty new faction icons, too. Lastly, the expected tip upon fast arrival is also indicated.

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#ganedesign #passengers

The New Open Access Build (v0.4.9) is LIVE!
09 Jan | 10:00 am

In the meantime, Patch 0.4.9 went live mid-December and all the goodies it brought can be checked out below or in-game, of course! I hope you enjoy the fixes and additional features, we'll be back soon with more.
 
New Features
  • MS 6: Crew Combat Alpha
  • MS 14: Unrest and Obedience Mechanics (Partial delivery): Liberate or Discipline Slaves to gain Obedience. Unrest will be added in a later update.
  • Butcher beasts or mounts for supplies
  • Warning triggers if an action would result in cargo loss
 Additional milestones delivered that will only appear in the main campaign 
  • MS 10: Chart Exploration
  • MS 11: Companion Select during Events
  • MS 13: Hidden Stash and Smuggling Contraband
 New / Updated Content or Game mechanics 
  • New sound effects for a number of creatures
  • Camping without guards decreases Obedience
  • Radial menu icons automatically pop up on the campaign map
  • Node sizes increased for Point of Interests to better indicate them
  • Goods tooltips now show more trade information
  • Merged a few perks to make them more impactful
 Fixes 
  • Passenger destinations are now generated correctly in new games (thanks for catching and reporting this!)! Old saves remain bugged.
  • New Day save now works after combat encounters in the Fighting Pit event
  • Cargo slot changes are now applied immediately
  • Fixed tutorial pins for closing the Journal and the Codex
  • Fixed a bug causing Companion conversation portraits to be empty
  • Healing companions no longer triggers the incorrect Event result text
  • Fixed the Journal entry order for The Black Knight chapter V, Eliminating the Abolitionist Camps
  • Clicking on the Journal or Codex during "Hold space..." tutorial/narration is up now does not open them
 Coming Up Next
  • More Sound Effects
  • Vagrus Creation for the Main Campaign
  • Companion Combat tweaks and additions
  • Factions UI
  • Animations for all characters
...
  • Open World Prototype

 

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Passengers (Game Design Post)
30 May | 10:00 am

Throughout your journeys as a vagrus, you will come across many people who want to get from one place to another on the broken continent of Xeryn. This might seem trivial but travel over the accursed wastelands of the Empire a perilous venture which makes most people try to avoid it whenever they can.

Those who that do undertake journeys often pay comitati such as yours to take them where they want to be. In-game, this provides an optional source of revenue to help you keep afloat but one that requires you to plan your path ahead considering several factors, including where your passengers wish to go and how long you have to deliver them there.

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#2019 #gamedesign #journal #passengers #userinterface

Two More Milestones Funded | Crew Combat Coming Up Next
17 May | 1:00 am

What a Great Start!

Just in a few days from launching the public phase of our campaign we have passed two additional milestones: Scouting and Trade Systems.

Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!

So, let's take count of where we are and what comes next.

 

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#fig #projectupdate #development #team #crewcombat #milestone #crowdfunding

Project Update - Reboot 2019 Summary and Fig Campaign Outlook
30 Apr | 10:00 am

Hey everyone,

many of you asked us about our Croatian getaway, so we thought we would write a brief recount of the experience and share it with all of you.

In short: Reboot was awesome. We've enjoyed and learned about so many things that it would be hard to just list them all.

But let's start from the beginning: getting there and getting situated.

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#crowdfunding #fig #gameshow #projectupdate #reboot2019 #team

New Codex UI (Alpha)
14 Mar | 10:00 am

As we are cycling through and iterating the various UI elements of the game, we have now arrived to the Codex and gave it a neat little redesign. Many of you have enjoyed reading Codex entries (yay!) and we wanted to upgrade and update the experience, especially along the lines of your feedback.

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#2019 #art #codex #unity #userinterface

Rumors (Game Design Post)
28 Feb | 10:00 am

Another crucial game mechanic that is being added to Vagrus as we are writing this is a system of Rumors. Rumors are short entries in your Journal that are meant to guide players to content and unlock locations on their Chart in order to help them plan journeys and find places. We have come to the conclusion during playtesting that not only do we need to differentiate these Rumor entries from your Objectives in the Journal but we also need to separate them entirely and move them to a different pane. As evident from this, Rumors have undergone quite a lot of change since their original conception.

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#gamedesign #journal #location #map #rumors

Delivering News (Game Design Post)
14 Feb | 10:00 am

This time we would like to introduce a brand new game mechanic to you that you will see quite a lot in Vagrus: the acquiring and delivering of news across vast tracts of wasteland. Carrying news between settlements not only makes sense from a gameplay perspective but has its foundations in-world, too, that is, comitati are known to have a vital role in distributing news and taking messages all over the continent of Xeryn.

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#2019 #gamedesign #journal #news #vanilla

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