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Character Poses - Kindly Sister
13 Jul | 10:00 am

'Kindly Sister' is a euphemism that has become a colloquialism throughout the long and bloody centuries of the Fourth Age, denoting the common members of Nosferatis Sisterhood, a coven of furtive dark sorceresses and witches. The religious organization has secretive goals revolving around magical research but beyond that the Sisters support Imperial agenda all over the Realms.

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#character #pose

Project Update - Alternative Wyrms
08 Jul | 10:00 am

By 'alternative Wyrms' we do not refer to a group of odd subculture, but a series of new enemies that are coming to ruin your day! These Sand Wyrm variants share the general look of the basic creature with slight modifications (and in some cases, differences in size). The reason for this diversification is that the long, high-end storyline involving them we are working on called for more and more varied enemies to make fights interesting and keep players on their toes.

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#projectupdate #enemy

Project Update - Winning the Game: Renown Victory
01 Jul | 10:00 am

As we are gearing up for the 1.0 release of Vagrus, we are finally coming around to implement the victory mechanics, which means that you will soon be able to complete a playthrough! There are caveats, of course, since we are still in Early Access, but we thought it was time to discuss what to expect (now and later).

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#projectupdate #victory #renown

Location Artwork - Scrapheap
29 Jun | 11:00 am

'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.

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#art #location

A New Build is OUT - Patch 0.6.20. - Codename: Target Acquired
25 Jun | 3:00 pm

Hey Folks,

it was amazing to see how our latest patch was received. So many great new reviews and quite a few previously negative ones flipped to positive. We appreciate you all immensely for your vote of confidence! Especially as apparently we left a huge bug in the game that made the late game easier, instead of the early game, as we originally intended. So that's getting fixed but what else comes in this new patch, you might ask? Let's dive in!

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#projectupdate #patchnotes

Project Update - Combat Targeting Update
24 Jun | 10:00 am

This week, we return with new Companion Combat targeting options that suit different play-styles. The changes include a number of options from the main menu that allow the configuration of the way you target your foes and friendlies during the fights in Vagrus:

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#companion #combat #targeting

Project Update - Crew Combat Buy Off - Lure Away improvements
10 Jun | 10:00 am

The greatest thing about running open development is receiving amazing feedback from players that helps improving your game. The hardest thing about open development is identifying what the actual problem is that your players are having an issue with.

The perfect example of all this is Crew Combat in Vagrus, which is an aspect of the game that players complained about fairly regularly. After adding the Flee/Appease option, it got slightly better but not as much as we had hoped. While digging for the reasons, we came to some interesting realizations. Whenever we heard someone getting irked about how they bled out against a much stronger enemy, we asked whether they tried appeasing them and they pretty much all said "No, 'Flee' implied losing big time".

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#projectupdate #crewcombat

Project Update - Companion Combat Design Changes
03 Jun | 10:00 am

Companion Combat is an important facet of Vagrus even though players have quite a lot of control over how much they want to engage in it. At the same time, it is the most complex part of the game when it comes to code, so whatever changes we make requires more time relative to other parts.

After we added Mercenary Tasks, our focus has moved back to improving Companion Combat, partly because a lot of players opt to enter it from Crew Combat, so it is our goal to keep these fights interesting for as long as possible. The current set of changes are thus aimed at spicing things up a bit: more movement and thus further emphasis on positioning instead of spamming Skill 1 while standing still. The changes include:

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#projectupdate #companion #combat

Character Animation - Necromancer
01 Jun | 10:00 am

Contempt personified, the enemy Necromancers are calm and calculating on the battlefield. Few comprehend, however, that most of their mental faculties are used to puppeteer their Undead servants.

The Lost Pilgrims Team

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Our crowdfunding campaign is LIVE at Fig.co. Get instant access to the Early Access now!

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#art #animation

A New Build is OUT - Patch 0.6.00 - Codename: Conquest and Dissonance
21 May | 5:00 pm

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.

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#projectupdate #patch

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