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Project Update - Equipment Design Changes
28 Jan | 10:00 am

With the addition of tons of new equipment for comitati, we have recently arrived at the point where a redesign of the equipment system became necessary. The new mechanic allows players to use these items in more diverse and specialized ways. New types of equipment, like armaments, tools, and animals are also added while we iron out the older list as well to make it more consistent and interesting. Another change is that Deputies will now be linked to equipment in a new way - they will open up extra slots for certain types when assigned to their post, further deepening the system. Now you'll be able to make use of more equipment at the same time and come up with combinations that better suit a large variety of situations in game.

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Against the Cold
26 Jan | 10:00 am

This is surely the case of 'one picture is worth a thousand words'. Keep warm, keep safe guys!

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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Project Update - End of the Year Summary
21 Jan | 10:00 am

Hey everyone,

and first of all, Happy New Year! We made it to 2021 at last.

We hope you all had the chance to relax during the holidays. 2020 has been a challenging year for us at Lost Pilgrims as much as for anyone else but it also brought a number of things that we really appreciate.

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Location Artwork - The Valley of Sleepers
19 Jan | 10:00 am

'They came at night - in the darkness that enveloped the valley, thick as ink. But then pale ghost light appeared and danced all over the carvings of the old tombs. The stink of terror was awful. And then I heard the screaming. Not that of the horrifying specters... but that of my comrades.'

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#art #location

Project update - Dynamic Pricing (coming soon)
14 Jan | 10:00 am

Hey everyone,

first of all, Happy New Year. We made it to 2021 at last.

It's been a while since we posted a devlog entry and we figured that this would be a great time to do so. Today's topic, Dynamic pricing, has been on our minds for a long-long time, and finally, we've decided to pull the trigger on implementing it. To provide a little background on why we need it, let's review what happens in the current build of the game when you go trading.

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Character Poses - Dark Elves
12 Jan | 10:00 am

This week's enemy breakdown post takes a look at he Dark Elf Marauder/Mercenary, one of the newer enemies added to the game. Let's dive in!

As we have previously discussed, these Dark Elven warriors either fight in lockstep formations in their Prince's armies, maraud on the surface at their lord's behest, or serve as mercenaries in the Riven Realms (mercenary variant).

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#art #poses

Project Update - Laci in da House
07 Jan | 10:00 am

Opening an indie game dev studio and developing a 100+ hour long, complex game right away comes with a lot of important lessons. One of which has been that we like to dream big and thanks to the abundant positive feedback from our amazing players, we like to make these visions even bigger. Thus we have felt since the end of 2019 that if we ever wanted to realize all the potential Vagrus has, we have to raise our core team's size.

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#projectupdate #team #2022

Project Update - Happy Holidays and New Year
22 Dec | 10:00 am

We at Lost Pilgrims Studio want to wish you all Merry Christmas (or whatever else you celebrate in your neck of the woods at this time of the year) and a hopefully-much-better 2021 than this year has been globally! We hope that you are safe and well in these dark times.

Keep a weather eye on the horizon, as we'll continue working hard on Vagrus, releasing content and features continuously to be able to deliver a final game in 2021 that has the high quality we aim for as well as our quirky, unique touch. :)

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#holiday #2020

Character Artwork - Assassin
15 Dec | 10:00 am

The Assassin enemy in Vagrus is a version of the Handjari Assassins of Tark, sharing skills and a general appearance of a masked, sneaky killer. Yet their looks are less culturally specific than their Tarkian brethren and this was the goal with their character art so that they can fit easier into the many combat encounters where mercenaries or henchmen are found, complementing their combat effectiveness with their deadly toys.

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#art #enemy #assassin

Project Update - The Vortex
19 Nov | 10:00 am

The Vortex is a prominent point of interest on our chart and takes up a lot of space on our gigantic playable area in game. It has been a static item for a long time but when it came to adding the Deven region, we knew that we had to change that and give players something much better.

So here we are, a little later, looking at the new Vortex, resting our gaze on its forever swirling form. We are very satisfied with the result and hope that you are, too. Let us know what you think!

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