New Build Is Live - Patch v1.172 Codename: Victorious


Hey everyone,

This new patch brings with it one really important and big change and some other fixes we applied since our last update. The large change in question is the altering of how victory works in a campaign. Previously, you were able to win the game, then choose to continue playing. This caused a lot of consistency issues with Ending slides, as you were unable to check them later on and so even if something changed (like a major questline that has its own slide was completed) after the victory, players would miss them. And so from now on, once you retire as part of a victory, you will not be able to continue playing afterward. You can complete the victory condition and then play indefinitely until the time comes you decide to conclude the playthrough and then retire to experience the Endings. Of course, you can also save the game, retire to check the slides, and then load to play more.

Because this will affect savegames where players have already retired but kept on playing, we have reset the Ambition quests in all such savegames to the point where you only have to retire to finish the playthrough. Doing so, you will be able to see the (now up-to-date) slides again.

General Changes

  • Reworked several old generic Events to be more in line with current quality and style.
  • Crime and criminality received an entry in the Glossary to explain how it works.
  • You can no longer play after completing a victory condition and retiring. This change was necessary because playing after this point caused several issues with Ending slides and their states in a continued game. You can still play indefinitely but once you commit to retiring to “win” a campaign and watch the Ending slides, you are returned to the main menu. NOTE: We have reset the last step of the Ambition Quest for every player past that point in current saved games, so they can simply complete that last step to retire or go on playing as long as they want before that.

Bug Fixes

  • Each ending slide now resets scrolling to the top.
  • Fixed an issue that prevented sending reports via the built-in Bug Reporting Tool (though note that there are still pending issues with it we are working on).
  • The Kal-rish enemies now have all their Skill art assets straightened out (they were missing one and used another instead).
  • The Black Moloch enemy is visible again! The trickery of Demons is truly nefarious.
  • Fixed an issue that caused the game to lock up when an enemy using the Skill “On Guard” was defeated by a multi-phased Skill.
  • The Skill “Taunt” on the Manumitteris hireling is now Incorporeal, as was intended, meaning it cannot be Evaded or Blocked, but Mind Resist can still neutralize it.
  • Fixed an issue that caused Faction Offers to be generated at a higher (unreachable) tier than intended 
  • Fixed an issue that caused some players to be unable to trigger “The Curse of Wazir” quest even after prerequisites are met (completing “The Expansion of Wazirhai”, defeat Undead threatening the settlement, and waiting a couple of in-game months). The fix is retroactive, so you can now return to trigger the quest if you haven’t already.
  • The Skill of the Evocator Mortis hireling “Raise Dead” is now Enervating (preventing it to be used multiple times in a Round).
  • Repositioned the legend box of the Chart on Steamdeck and other 16:10 ratio displays so that it’s always visible now.
  • Fixed an issue that caused certain settlements to be impossible to highlight on the Chart. NOTE: This issue might have other, separate reasons, so please report to us if it still keeps happening.

Stay tuned and conquer the wasteland!

- The Lost Pilgrims Team

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