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Character Animation - Brigand
10 Dec | 10:00 am

Another enemy animation has come off the conveyor belt! The Brigand is now ready to fight your companions in all his animated glory, brandishing his spear and sporting that baller turtle-shell helmet.

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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Character Poses - Scortaur
03 Dec | 10:00 am

This time, we'll revisit the dreaded Scortaur and take a look at their stats and skills in general. These creatures are devious, fierce, and horribly mutated, so you'll have to be prepared to be challenged by their combat abilities when you run into them.

The most apparent stats when it comes to these horrid savages are the high Vitality and Block chance, which often adds a bonus to their already considerable Armor. Additionally, they are quite resistant to many status effects and have great Initiative. Their four Combat Skills make them versatile opponents:

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Character Artwork - Criftaa
05 Nov | 10:00 am

'But guys, there has already been a post about Criftaa. Is this the same?'

'No! And yes! The Criftaa you have seen is from 'Pilgrims of the Wasteland'. She is an enemy there, and a very important one at that. This Criftaa is a companion version of the same person, some 10 years after the events of 'Pilgrims of the Wasteland'.'

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Chart Exploration (Video)
31 Oct | 10:00 am

Your chart is one of your most important tools in Vagrus, and we keep adding to and expanding on it with subsequent builds. Milestone 10 unlocked what we referred to as 'chart exploration', which really means that from now on, Rumors, Passengers, and Codex entries you gain of locations also reveal them on your Chart, adding a whole new depth to hunting for information.

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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 

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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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!

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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 Poses - Undead Legionnaire
01 Oct | 10:00 am

Legionnaires are often not relieved of their duties in the Empire once they die but are resurrected as Undead soldiers to continue serving the Emperor and His Holy Agenda. These mindless, soulless shamblers are then sent against enemies of the Empire in the thousands. They feel no fear - they feel nothing, really.

Sometimes these automatons still carry faded legionnaire equipment and pieces of armor, stumbling forward at the command of their necromantic masters. They are slow yet quite sturdy, their skeletal bodies and worn armor proving difficult for most attacks to damage.

Unliving Stab: This is the only skill of this enemy type, which is neither intimidating nor anything special - a single-target, weak melee attack.

Though no serious threat on its own, the real potential of the Unliving Legionnaire is unlocked when they swarm the battlefield in numbers and especially when they are supported by Necromancers who can buff, heal, and even summon additional units of them.

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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 

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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