Hey Folks,
this patch is a beast in all sense. So many new features and changes have been added that if you ever considered starting a new play-through, this might be the perfect time for it. A shedload of tweaks has been applied to make the early game a little more forgiving (without making the late game easier), and we look forward to your feedback on the direction of these changes.
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.
Patch 0.5.25 - Codename: Beasty!
New/Updated Features
Dynamic pricing allows for higher profits in smaller quantities. See our detailed design post.
Enter Companion Combat from Crew Combat - actions enabled
The two combats 'run parallel' - you get to play first the Comp combat and see the result impacting the Crew combat side
You can decide which companions fight in which combat but only in one (meaning their CS/Def do not count in crew combat)
Every Crew Combat round allows you to fight six rounds in Comp combat. After that, the battle continues
Victory (killing all enemies) achieved within the six rounds causes 10 grit damage to the enemy
Defeat ( all deployed companions pushed to downed/out of combat) results in serious morale loss (so you better take it seriously)
Summoning Skills for Necromancers and Hollow Eyes
Price History is a new tool for all vagri to track goods' prices across settlements
![pricehistory.png pricehistory.png](https://m.gjcdn.net/content/750/5509986-jjp4zkbv-v4.webp)
Equipment design changes - new slots, unlocked by deputy assignments
Equipment can be mounted into one or more slots specifically and the Miscellaneous slot is no longer a default for all
Faction Flag selection (incl. minimap flag)
Beast Type change option at the Manios between Mammal and Reptile
![beast.jpg beast.jpg](https://m.gjcdn.net/content/750/5509993-bkdcwwsw-v4.webp)
New / Updated Content or Game Mechanics
Created alternative versions for some of the bandit roster characters
Few dozen Event balancing changes
Beast & Mount Buy-Sell ratio corrected
New game default beast type: Mammal
Indirect Faction reputation change is not limited to the [-1 : 3] tier range
A metric ton of smaller economy & crew combat tweaks
Some Equipment stat changes [a shed load of new equipment coming soon as Faction Rewards]
Road Tax event priority change (High to Preferred)
Road Tax event no longer considers goods in Stash
Road Tax event option to pay with Supplies
Leader and Elite unit kills cause additional Grit loss to the enemy [regardless of dying from comp combat or crew combat damage]
User Interface Improvements
Graphics config within Options (no pop-up)
Options menu overhaul
Combat Clash Speed option added (1.5x set as default)
Combat Round Announcements
Character turn announcement
Turn off tutorials for Open-World gameplay
Equipment is now listed in two columns
Bug Fixes
Criftaa Suppressing Shot + Evade crash fixed
Negative Power stat companion freeze fixed
Mass trading buttons removed from Discipline and Liberate screens
Selling equipment when full cargo exploit fixed
Empty Odd jobs result after settlement Rest due Scouting lock on the Camp UI
Deputy perk refund exploit removed
Death animation restored to its original size
Known Issues
We will explore options to reduce the initial loading time.
The visual presentation of Companion Combat skills with two phases is not final yet.
'Is Vagrus properly balanced now'? - Nope.
'Was it a step in the right direction?' - We think so. Please let us know how you find it.
Stay tuned, stay alive, conquer the wasteland!
- The Lost Pilgrims Team
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