Lately, we've been working on the Abolitionists, a unique faction that is a bit hidden and up until now, their presence was very minor apart from their main base of operations. The next content build will include a new system that you will be able to use to unlock new faction locations for the Abolitionists. This involves getting ciphers from an already unlocked location (initially their main base) and taking it (within a time limit) to a new settlement where it will unlock the faction's presence there.
'We don't do alms 'ere, mate.'
- The "honest merchant" Narbo, talking about Scrapheap
The junk pile town of Scrapheap is one of the first locales you can visit in 'Pilgrims of the Wasteland', the standalone narrative scenario of Vagrus, and its location artwork was one of the first to be painted. Bazsó Lossonczy, the artist behind this amazing piece, captured the brooding, oppressive, desolate atmosphere of this town of scavengers in the sweltering shadow of the constantly volcanic mountains.
'This place is death.'
- Thula, apprentice shaman, upon entering the Writhing Oasis for the first time
Even among an abundance of amazing artwork pieces that we are lucky to have in Vagrus, the one depicting the weird and disgustingly beautiful Writhing Oasis is an exceptional one. Anyone who has seen the art of Péter Kovács, our amazing location painter, will know that he is quite at home when it comes to working on dark, haunting, or corrupted landscapes, while biological abominations are especially dear to his heart. Entrusting him with the Writhing Oasis - a cursed grove around a tainted pond that grew together to create a single deadly organism - was a no-brainer, and the result speaks for itself. I love all the little details and the strong call-back to Warhammer artwork.
Hey Folks,
it's been a long time coming but finally Mercenary Tasks are live in the latest build. These not only add a ton of variation and replayability but also go a long way in softening up story content and allow the running of a combat oriented comitatus for players. Fair warning, though: just like none of the other income sources work by themselves, Mercenary Tasks do not either. Combine them with Trade Tasks, passengers, and stories, with an emphasis on whichever you prefer over the others.
Hey Folks,
we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months.
COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our blog post here: 2020 Year-End Summary.
In Part I. of our breakdown of Mercenary Tasks, we discussed what this new kind of gameplay element brings to Vagrus, how it works, and began describing the types implemented in the current build. In the second part, we focus on the other four types of Mercenary Tasks, in which passengers play an important role.
The latest content update (Patch 0.5.30 Codename: Brimstone and Bones) brings with it a spacious region to explore, the most prominent part of which are the Smolderbone Flats. Players who took the 'Pilgrims of the Wasteland' standalone story for a spin surely recognize this place, as it was an important location in that story. And yet you will find that much has changed since your last visit, with 10 years passing, allegiances shifting, and new threats rising.
Tahrar Barak, or the "Grim Plains", is a volcanic highlands region surrounding the Molten Tongue. To the west, it reaches the Molten Kingdom of Dvendar Tharr, while to the east, west, and north it gives way to the less jagged but still excruciatingly hot Searing Plains. Clefts in the slag and hard earthen crust run dozens of miles in all directions, creating a hard-to-navigate spiderweb of ravines that most travelers shun.
The Riven Realms, the setting of Vagrus, is a harsh, violent place. Up until now many players have felt that their ventures are the primary targets of this cruelty but with Mercenary Tasks, you will have the opportunity to return the favor. This facet of gameplay has been in the works since we began developing Vagrus, and it not only adds a ton of variation and replayability, but also goes a long way in softening up story content. Along with the branching story and trading, we consider mercenary work as one of the three pillars that hold up the game. Of course, we leave it to players which facet they want to concentrate on at times in each playthrough. Mercenary Tasks even allow for a completely combat-oriented gameplay, concentrating on forging a warband from your comitatus.
'If they catch you, they will kill you this time. Or worse, sell you to the slavers of Ash.'
- Ecra to fellow household slave Fabo, upon hearing his plan of escape
As many Imperial citizens would tell you, Ash is truly the ass-end of the Empire, even though there are more remote or less inhabited regions out there over terra supra. And yet most agree that this border town is worse off than most others, or at least that it is among the most unpleasant places you can visit. Its location is rather unfortunate: the Wayward Ash that surrounds it is a desert of lifeless grey silt, tormented by ashen storms all too often. On the other hand, Ash has become the greatest slave market town north of the Sepis Mountains, in part because its surroundings discourage escape, and also because of its remoteness as well as closeness to regions loosely controlled by the Empire; regions where the slavers that converge here can gather their unfortunate inventory. And even though there are many more large slave markets in the Empire, none of them is considered as cruel and soulless as this one.