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.
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).
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.
'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.'
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.
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.
Tor'Zag's Shelter is a vast, dark city in the belly of the Blackblood Mountains, carved out mostly by Imperials after obsidian became scarcer in the region and the fleeing armies of Warleader Tor'Zag, an Orc general, capitulated, leaving the tunnels beneath the mountain at the end of the Orc War. People who lost everything came here to share respite from the scorching sun of the Jagged Waste with traders who were looking to establish a way-station between Deven in the north and the Province in the south. Now, a couple of hundred years later, the Shelter is among the five greatest cities of the continent.
We have started almost every single project update with 'A lot has happened since our last update' but now the 'lot' of the past seems kind of tiny compared to the 'LOT' of today.
The Pandemic
Corona hit hard and unexpected. What we looked at with blissful ignorance and naivety in the early days turned our lives upside down in mere weeks. Luckily, everyone from the team is safe and sound as of now, though being in the middle of the flu season we cannot be certain whether we've been exposed to the virus already or not. Either way, we stay home to keep everyone around us safer.
The Riven Realms has been around for over two decades now for us who created it for our tabletop campaigns, and the setting has quite a lot of currencies, even if one only considers the continent of Xeryn. When we set out to develop Vagrus, we picked three coin types not to overcrowd the UI: the Lyrg, a copper coin; the Bross, a silver coin; and Draka, a rare and very valuable golden coin. These are all coins that are used fairly often in large-scale commerce on the continent, and they are also fairly easy to identify as the copper-silver-gold trio of currency is fairly common in historical and fantasy settings.
'What draws them to this place, I wonder. Is it the utter sadness that permeates this forsaken expanse? Does it call to them when they begin to feel the chill breath of death? Perhaps there is a wordless language spanning all species that speaks as the realm of Ahskul starts to beckon.'