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Character Artwork - Shade
29 Sep | 10:00 am

'We may have lost the Krawags but by then the sun was high up in the desert sky and scorched the survivors relentlessly. My comrades fell one by one and we were so weak and thirsty that we just left them behind to die on the scalding sands. Only a handful of us reached those accursed ruins. One of the men recalled having seen the stone walls and broken arches on our march towards Dragmolac. We dragged ourselves atop another dune and there they were below us, like a jumble of rotten teeth sticking out of sick gums. But we still rejoiced upon seeing them because they had cover and shade; and that shade proved to be our undoing.

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#art #enemy #shade

A New Build is OUT - Patch 0.5.15. - Codename: Flee!
03 Sep | 8:00 pm

Hi Folks,

Thank you for all the feedback you shared with us in the last few weeks! This was immensely useful from the smallest bug reports to the super-ambitious ideas on how to turn Vagrus into a AAA title [thanks for crediting so grand a potential to our tiny team], and we appreciate you taking the time to help us with your insights.

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#projectupdate

Project Update - Scouting Updated
27 Aug | 10:00 am

With the previous large update (Codename: Bandage), we have introduced some changes to Scouting on the campaign map and we thought that we should give you a more detailed change log of what exactly happened. These alterations all appear on the Scouting Result UI.

  • A set of colored chevrons now indicate the success or failure state of your scouting in each direction instead of text saying how things went.
  • For each successful scouting, a set of icons appear that indicate what to expect there with chances for each of these outcomes next to the icons. The scroll icon indicates an Event, the axe icon means a crew combat encounter, the compass shows an exploration Task destination (but we'll implement this feature in the future), and the crossed-out circle indicates that nothing happens.
  • For each critical success, you will now get more precise percentages and more detailed information in the case of Events. The blue scroll indicates a priority Event (story-related or fixed local Event), while the golden scroll means a random Event (general or region-specific).
  • Scouting now also provides information about the viability of hunting and foraging on the scouted nodes. Percentages represent the expected chances of such activities on the nodes. The less successful the scouting, the less  accurate the percentages are (with critical success being perfectly accurate).

As you can see, we have been working on making Scouting more desirable for players, as we feel that in its current form it is rather under-used. This is but a first step - we have many more ideas and will hopefully be able to implement them as we go along. Thank you for all the amazing feedback and improvement suggestions you all gave us!

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#projectupdate

Character Artwork - Necromancer
21 Jul | 10:00 am

'The Emperor brought the Twelve back when the Elder Gods abandoned us and with that divine act had sown the blessed seeds for the Empire's resuscitation. Is it not then most holy to imitate his act by raising the dead to aid and serve us in our struggles and endeavors?'

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#art #enemy #necromancer

Project Update - AMA and FAQ
16 Jul | 10:00 am

Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.

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#projectupdate

The New Open Access Build (v0.5.11) is OUT!
18 Jun | 10:00 am

Based on the ton of feedback concerning initial difficulty and learning curve, we have listened to you, our players, and implemented Trade Tasks to make the initial experience smoother in the open-world campaign. While there, and because they are deeply intertwined, we also decided to include the brand-new Factions UI and the faction tier system. We were happy to see that everyone who tried it in the preview build loved it and we are also satisfied with the result. To top it off, we also have a long list of adjustments, fixes, and tweaks (see patch notes at the end of this post).

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#patch

Companion Healing (Game Design Post)
07 May | 10:00 am

We have always planned a fairly elaborate system of healing mechanics but when creating 'Pilgrims of the Wasteland', we first focused on getting the main features ready and implemented a more streamlined, placeholder set of healing rules.

Out with the Old

The PotW system simply had you use a relatively valuable resource - medical supplies - to fully heal one Companion at a time during camp. This is not only too 'gamey' but also very obtuse and not what we intended for the game or the setting.

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#gamedesign

Character Artwork - Dragon Mages
05 May | 10:00 am

'We do not worship the Dragons like you do your false Imperial Gods. We do not sacrifice to them or beg for their fickle blessings. Our Dragonlords are our paragons; a testament to what every being can aspire to and the source of the Flame that lives in all of us. That same Flame can burn your ass to crisp if you dare slander their name again.'

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#art #character #enemy

Trade Tasks (Game Design Post)
30 Apr | 10:00 am

According to players currently testing the open-world, it is hard to make a living as an independent comitatus in the Empire. That was an intended design choice, because almost all the trade is controlled by factions on the continent, be they Trading Houses, religious organizations or criminals. With their Imperial trading monopoly licenses or their raw negotiating power, factions buy and sell at significantly better prices. With that in mind, we have planned to include a Task-system from the beginning and we are now getting closer and closer to implementing it.

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#ganedesign #tasks

Project Update - Companion Combat AI Improvements
23 Apr | 10:00 am

Initially, we built Companion Combat without too much focus on the combat AI, knowing full well that it would be a massive task to code and having most of the combat features locked before we do so would make it overall a more efficient undertaking.

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#gamedesign

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