Hey everyone,
This time, we've got a new free DLC for you, along with revamped Scouting, a Glossary to clarify gameplay mechanisms and UI elements, as well as major backend improvements. It would be no understatement to say that this is a huge stepping stone for us and the Riven Realms.
Great news, vagri: after testing our new content as much as possible, we can now put down a release date for what will be our second free DLC – Seekers of Knowledge. That’s right; mark your calendars, because Seekers of Knowledge will be dropping on the 22nd of September.
With this DLC we are aiming to enrich the already vast playable realm and to further add to the victory paths already available to players. The DLC itself unlocks a variety of extensive questlines and introduces the Sunken Tower; a massive new dungeon and the focal point of the release’s new, unique stories.
Hello all,
The team has been hard at work on a variety of impactful changes; this build is the culmination of those changes in the lead-up to our upcoming free content: The Sunken Tower (DLC). A teaser about the Tower and its associated knowledge victory questline is coming soon.
The build itself introduces several quality of life improvements to general gameplay, including quick camp, automarch, daytime hunting and foraging, and automatic supply acquisition. The goal of these changes is to streamline core gameplay loops and minimize micromanagement for players who enjoy those less while still leaving the same options open for others. For more information about specifics regarding these changes you can view our recent devlog post on steam.
Recently, we took the time to explain how we approach suggested changes and feature requests. We also went over our main priorities moving forward, and are excited to present some of those updates to you today. Having now made changes to movement in a general sense, our next goal was to tackle hunting and foraging, and consequently, we have made some significant alterations and additions that will be integrated into one of our upcoming builds.
Hey everyone,
In our previous project update on feature requests, we hinted at improving map movement. Great news – we got the moves! And we are happy to share them with you as promised. However, please be advised that what we outlined below is subject to change as it is yet to be tested extensively.
Hello everyone,
Our previous project update was about the random name generator during character creation. In this one, we will show you what else is to come, focusing on the feature requests we’ve been receiving. This current one is about all the input we’ve received on existing and new features.
Hey everyone,
As usual, we’ve been working on fixing issues and adding new features as well as improvements. The most significant additions include our new name generator, along with the custom journal and chart notes features. As for improvements, besides smaller optimizations across various parts of the game, we have made the Companion Combat AI significantly faster while the initial loading time has been shortened as well.
The new update is here, and with it comes a free DLC Companion! Note that all the features and changes are automatically accessed via the update, while the Undead chef Vorax is available by downloading the new DLC for free. Now let’s see in a bit more detail what each of these additions bring. As ever, you can find the detailed patch notes at the end of the page.
Hey everyone,
Another week, another patch! We keep tweaking things and adding smaller stuff for now while fixing bugs. Some are tougher than others, of course, so bear with us. Most of the fixes and tweaks were made possible due to a passionate and active player base - we can't thank you enough!
Important Note: Considering the extent of these improvements there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server. Now let's jump into the details:
Hey everyone,
We've been trying to catch up since the launch last Tuesday and get on top of some of the bugs that many of you reported while also rounding out the missing Outpost and Wealth victory path ending parts. Although some bugs are still being hunted, the latter two are now being added to Vagrus.
This means that you can now build your own outpost out in the wasteland (one specific spot for now, room for expansion later), and upgrade it bit by bit so that in the end it yields you profit from time to time if managed properly. It is important to know that no new UI or feature comes with the outpost, since Vagrus is not a game that involves building stuff - the outpost is instead presented in Event format like it was envisioned from the beginning (and similar to other victory paths). Once completed, the outpost can be used for vagri with the Wealth ambition to win the game (but can be completed with all vagri). It's super expensive to do that, mind you, giving you a nice endgame goal and challenge.