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Enduring Effects (Video)
24 Oct | 10:00 am

Hey everyone,

in this short video we demonstrate one of the added new features, Enduring Effects (long-lasting attributes that help or hinder your comitatus), with the Blessing of Sergorod now appearing in the (redesigned) crew UI. Sharp-eyed viewers can spot other differences as well. We are very excited as we have released a new build to our backers and get closer and closer to that big Open World release. Thank you for all the support!

The Lost Pilgrims Team

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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 

Character Animation - The Congregated
22 Oct | 10:00 am

Another week, another peek at the new animations that are slowly being added to our builds. This time, everyone's favorite Congregated is showcased. A semi-petrified thing like this undead abomination can not move a lot and we tried to capture that rigidness. Later on, we plan to add grey dust that shakes off of it every time it moves.

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The New Open Access Build (v0.4.5) is OUT!
18 Oct | 6:00 pm

Key Highlights on what's included in the new release

 

  • Milestone 3 - Extended Narration Voice Over for Agos
  • Milestone 7 - Character Idle Animations in Companion Combat
  • Milestone 8 - Enduring Effects (it means curses, of course)
  • Milestone 9 - Random Passengers, and
  • Milestone 12 - Workforce Mechanics (partially).



The have been or will be game design posts about all but one: narration so let's focus on that for a second.

New Content: Extended Narration
It has taken much longer than expected to reach Charles - the voice of Agos the Wanderer - due to some personal matters as well as his change of career. We are happy to share that now we have all the narration recorded for Agos through-out Pilgrims of the Wasteland, and even for the beginning of the main game as he leaves your comitatus after sharing his story. We plan to make a few minor sound editing changes to these new recordings but wanted to delay this build no further, so we will do that in a subsequent iteration only. When playing the PotW story, it gives so much to it already that we think you will like this a lot. Also, here's a shout-out for Charles' new focus as he instructs singers on how to become more confident. Check out and sign up to support his Patreon page if you are interested.

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#patch

Project Update - Social Media Update Q3 2019
17 Oct | 10:00 am

It's been a long time since we posted an update about our social media numbers, so it is time to set that right.

We have twice as many followers on game portals - like Steam, GameJolt, and so on - as we did in Q1 this year, and another few hundred came even on top of that with GOG.com accepting Vagrus into their portfolio just recently (as a note: we only consider actual followers, and do not count people who put the game on their wishlist).

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Obedience and Unrest Mechanics (Game Design Post)
10 Oct | 10:00 am

Obedience is a stat describing how disciplined (or disgruntled) the slaves owned by the comitatus are at a given time. It was implemented to give a rather fluid drawback to owning slaves: they might provide free workforce but keeping men and women enslaved does have its risks even if it is 'part of the system'. You typically lose Obedience if you do not guard your slaves well enough (too few fighters to look after them), if you get or buy a lot of new slaves, if you do not feed them enough, if you arm them in Crew Combat, or keep choosing options in Events that endanger or embolden them.

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Workforce Mechanics (Game Design Post)
03 Oct | 10:00 am

Workforce is a fairly hidden stat that measures the complete work output of your comitatus. There are a lot of tasks to be done around a venture like yours in the game, and your workforce has to meet the requirements. These include feeding and tending to beasts and mounts, logistical tasks (such as loading or setting camp), cooking, and much more. This is represented by each type of crew member generating a certain amount of 'workforce need'.
 
To meet this requirement, your workers and slaves generate 'workforce' (with sometimes passengers potentially adding to the mix as well). Ideally, the workforce generated is enough to cover your needs but this can change fairly rapidly out in the wasteland. For one, low Morale and Obedience - a stat we will tell you more about next week - affect workforce and by losing crew you lose workforce directly.
 
When you fail to produce enough workforce, bad things start to happen:
  • Understaffed (lower workforce than the requirement) applies Movement Point penalties.
  • Severely understaffed (workforce below 50% of the requirement) applies severe Movement Point penalties.
Additionally, with the new Enduring Effects and the brand new property system we've developed to support them it is possible to assign temporary buffs and debuffs to this stat, too, which goes a long way to spice things up a little.
 
The Lost Pilgrims Team

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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

Hidden Stash and Smuggling Contraband (Game Design Post)
26 Sep | 10:00 am

As the new Trading system was shaping up for Milestone 5 alongside the emergence in our storylines of some of the less lawful factions (such as the Loader's Guild), we figured we would need a sub-system for smuggling goods as it makes sense that these organizations would be willing to hire a vagrus to do just that.

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Project Update - GameDevDaysGraz 2019
19 Sep | 10:00 am

In short: GameDevDays was phenomenal. The speakers and the community made it an absolutely amazing experience for us.

It started off a little rough considering that we could not borrow a reasonable size car for the trip to Graz and with all the tech equipment we needed to bring along it was a miracle that everyone could squeeze in. In the end we did get there even if a bit cramped. The next hoop we needed to jump was a mix-up with our accommodation (someone was already in the room we booked :O ) but eventually we solved that, too.

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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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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

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