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Project Update - Mercenary Tasks Showcase
13 May | 10:00 am

 

In this video, we decided to showcase how Mercenary Tasks work from beginning to end, starting with accepting Tasks, then finding its destination, fighting against the opponents there, and finally turning it in. Tasks are procedurally generated (within certain confines) and so you will see a lot of variation while adventuring as a mercenary company.

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A New Demo Build is OUT - Patch 0.5.31. - Codename: Second Chances
12 May | 5:00 pm

Hey Folks,

we have been a bit busy. Sorry about that! Now we are coming back big time with a patch that is a culmination of all the changes we have made on the main game over the course of the last nine months.

COVID did not help matters for us but overall, we are happy with our progress thus far. Read more about how 2020 went for us in our blog post here: 2020 Year-End Summary.

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Project Update - The Fate of the Foe Post Crew Combat
06 May | 10:00 am

As we teased in our latest devlog post about Mercenary Tasks, we are extending Crew Combat with a new feature: you can deal with the enemy from now on following a victorious battle. This simply means that you can decide the fate of the defeated foe.

The option appears on the Crew Combat UI at the end of the fight opposite your heal options provided that your enemy surrendered (remember, only humanoids can), fled or retreated but you caught some of them while pursuing them.

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Project Update - Mercenary Task Design Part II.
29 Apr | 10:00 am

In Part I. of our breakdown of Mercenary Tasks, we discussed what this new kind of gameplay element brings to Vagrus, how it works, and began describing the types implemented in the current build. In the second part, we focus on the other four types of Mercenary Tasks, in which passengers play an important role.

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Project Update - Mercenary Task Design Part I.
15 Apr | 10:00 am

The Riven Realms, the setting of Vagrus, is a harsh, violent place. Up until now many players have felt that their ventures are the primary targets of this cruelty but with Mercenary Tasks, you will have the opportunity to return the favor. This facet of gameplay has been in the works since we began developing Vagrus, and it not only adds a ton of variation and replayability, but also goes a long way in softening up story content. Along with the branching story and trading, we consider mercenary work as one of the three pillars that hold up the game. Of course, we leave it to players which facet they want to concentrate on at times in each playthrough. Mercenary Tasks even allow for a completely combat-oriented gameplay, concentrating on forging a warband from your comitatus.

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A New Build is OUT - Patch 0.5.30. - Codename: Brimstone and Bones
12 Apr | 10:00 am

Hey Folks,

the time has come to revisit the region that featured in Pilgrims of the Wasteland, the tutorial/prelude of Vagrus. We opened up that very zone for the open-world campaign, albeit we are 10 years in the future compared to that prologue story, so expect some changes. There was a bit of a switcheroo involving several patches in the works and eventually the choice fell onto pushing this out in part to fix a game-breaking bug from the previous patch. For this reason, expect a smaller update in the near future that irons out a few things regarding the currently added content, although we might end up merging that with Mercenary Tasks, the next larger addition.

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Project Update - QoL Improvements
08 Apr | 10:00 am

The most recent patch (Codename: Perky) brought with it a major Event UI overhaul but we did want to mention all the other Quality of Life improvements we managed to squeeze into the update, too. So, let's jump in and see what changed!

Comitatus UI

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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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Project Update - Trade Offers
25 Feb | 10:00 am

Commerce in the Riven Realms is held by the iron grip of Trading Houses through official monopolies or the control of locations that produce valuable goods. A simple merchant who deals in smaller quantities of wares can not begin to imagine what profit these factions work with, especially compared to what the actual manufacturing or harvesting costs. Yet there are considerable expenses involved in these operations, too. If the hardships of travel over the accursed wastelands were not enough by themselves, factions regularly wage bloody wars for resources, mostly in the shadows but often openly as well out on the frontier - and these are astonishingly expensive.

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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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