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Project Update - Reworked Crew UI
06 Aug | 5:00 pm

In the long line of UI reworks, our next stop is the crew UI where all the panes will now receive a lot of changes and upgrades. We planned to make these changes earlier but the design was in motion all the time - with new stats and mechanics being added - and so other things were completed and added before these in the end. And so now, so close to 1.0, we finally got around to implement the new crew UI.

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#projectupdate #UI

Project Update - Settlement UI Update
22 Jul | 10:00 am

There are a large number of settlements (cities, towns, villages, outposts, encampments) that you can visit in Vagrus, all of them unique locations even though they share some characteristics and features. For a long while now, we have planned a rework for the original UI - as we usually do with all UI elements, really.

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#projectupdate #UI

Project Update - Abolitionist Rework
15 Jul | 10:00 am

Lately, we've been working on the Abolitionists, a unique faction that is a bit hidden and up until now, their presence was very minor apart from their main base of operations. The next content build will include a new system that you will be able to use to unlock new faction locations for the Abolitionists. This involves getting ciphers from an already unlocked location (initially their main base) and taking it (within a time limit) to a new settlement where it will unlock the faction's presence there.

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#projectupdate #abolitionist

Project Update - Event UI Revamp
02 Apr | 10:00 am

The long awaited rework of the in-game Events' UI is finally here! It brings a number of visual, gameplay, and QOL improvements, so let's have a quick rundown on what these are.

Choice Boxes

There is a frame around each choice now, and the whole box thus created is clickable while also providing visual feedback when hovered over, too. These choice boxes help differentiate the various choices better and contain everything you need to make the choice.

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#projectupdate #event #UI

A New Build is OUT - Patch 0.5.29. - Codename: Perky
31 Mar | 4:00 pm

Hey Folks,

this next patch is a bit lean on content but that is because we are gearing up to the next one that has a huge new region with tons of adventures awaiting - and it is coming sooner than you think! That said, this current update contains a pile of new features and Quality of Life improvements that will hopefully make you happy - like a completely reworked Event UI, Test boosting that allows you to use Resourcefulness to improve chances in Events, additions to Chart markers that makes it easier to find things in the wasteland (but still keeps it a challenge most of the time), new Hirelings, combat Skill tweaks, and a lot more!

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#projectupdate #patch

Project Update - Character Art Variations
11 Mar | 10:00 am

Hey everyone,

we thought we would share with you a glimpse into character art work that has been coming along for a while now. You may have noticed that common enemies in-game (like certain outlaws or Orc warriors) have received new variants when it comes to looks and well, this is how it began - concepts and outlines and ideas that ended up reworked until we picked the three or four we thought would be best. We believe that these small but significant variations give a lot of diversity to the roster of your more common foes and we hope you feel the same! Have at them!

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#projectupdate #art

Companion Healing (Game Design Post)
07 May | 10:00 am

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.

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#gamedesign

Project Update - New Combat Traits
19 Mar | 10:00 am

What did we learn when we started implementing the Specter and Shade enemies? Well, apart from them looking ghoulishly amazing, we realized that we need a new mechanic to best describe and present the idea behind them, that being physical damage defense and also methods to crack it.

So we added two new Combat Traits for these, Impervious and Unstoppable.

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Two More Milestones Funded | Crew Combat Coming Up Next
17 May | 1:00 am

What a Great Start!

Just in a few days from launching the public phase of our campaign we have passed two additional milestones: Scouting and Trade Systems.

Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!

So, let's take count of where we are and what comes next.

 

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#fig #projectupdate #development #team #crewcombat #milestone #crowdfunding

Companion Combat Improvements
22 Nov | 10:00 am


During the first wave of Alpha testing just recently, we've received a lot of useful feedback, especially on the UI (and Combat UI specifically). We've been keenly aware that these elements needed a rework and labored hard on improvements. We are happy to report on how far we've got:

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#2018 #companioncombat #ingamefootage #prealpha #video

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