Hey everyone, a quick recap of the patch/fix that went live during the weekend can be found here. Hopefully, the more egregious errors have been squashed, now onto the smaller ones as well as the upcoming content development before the year closes out. :)
New/Updated Features:
Bug Fixes:
Hey everyone,
today, we are happy to share the changes we squeezed into this new update! Better yet, we have included two additional features that we managed to implement on top of our initial plans.
A quick recap of what we have added (skip ahead to see the bonus additions):
and first of all let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.
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.
This, too, has come to pass: we entered Early Access with Vagrus on Steam and GOG.com over a week ago. It has been an emotional roller-coaster since, to say the least, and a very exciting experience altogether. In this post, we thought to give you our thoughts on the whole shebang and look into what comes next.
Patch 0.5.14 - codename: Bandage
- Almost all crash bugs fixed (still chasing one in the companion combat)
- A massive number of performance improvements
We have long been talking about improving the experience with factions in Vagrus. They are currently in the game and can be interacted with one way or the other but there is no UI to track your standing with them, nor is it possible to claim rewards for each unlocked reputation tier (although there are already a lot of implicit benefits and rewards for high reputation with almost every faction). With Tasks being implemented and so intimately intertwined with factions, we thought we'd give you a rundown of what to expect from the next large addition to the game.
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).
TL;DR: A new, extended Demo is coming to Steam and GOG so that those on the fence can take Vagrus for a spin and see what we've been cooking for a while now. This all comes at the tail end of over a month of hard work with the freshly released Open-World prototypes.
Now, let us see in more detail all the things that happened recently around the game.
There were a number of project milestones that we managed to unlock recently over at fig. Some of these are quite big and we are very excited to be able to work on them as they make the game better and deeper by what they bring to the table. Let's take a quick look at what is being developed currently: