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Patch 0.5.31 - Codename: Second Chances 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.
General changes • Open-world turn limit increased to 25 days (previously 5 days)
• Companion Prowess cap in the open-world section raised from 2 to 5
• Second level Skill upgrades enabled for companions (and can be boosted to third)
• Vagrus now can run in the background
• Options menu overhaul
• Graphics configuration options moved to 'Options' (no pop-up at the start)
• New/Updated Features
• Mercenary Tasks were added
• Beast-Type change option added to the mansions (between Mammal and Reptile types)
• Dozens of new enemies (humanoids/creatures) added
• Impervious enemies introduced (they can be damaged only by magical means)
• Higher Authority now reduces Companion loyalty penalties
• Dynamic pricing allows for higher profits in smaller quantities
• Having a high reputation with Factions gives you fabulous treasures and useful equipment as a reward
• Having good standing with them also opens up better deals at markets under the Faction Offers tab
• Leadership Perks
• 'Enhance' Perk and functionality enabled (allows you to raise Test chances further in Events)
• 'Traverse' Perk and functionality enabled (allows you to convert MMP to MP every few days)
• 'Exploit' Perk and functionality enabled (allows you to reroll available Trade/Mercenary Tasks)
Companion Combat • Diminishing returns on successful Evades and Blocks introduced
• New Combat Traits implemented: Arcane Leech, Blood Magic, Channeling, Durable Spells, Frenzy, Life Leech, Siphon, Spell Penetration, Resolute, Defender, Diehard, Acrobatic, and Marksman
• Push and Pull effects can now switch the combatants in the front and back rows
• Move + Action skills can now go through occupied spaces automatically switching with whoever is standing there
• AI improvements - enemies can now use complex skills and are less likely to skip their turn
Animation and decal refinements • New SFX added for a number of enemies
Crew Combat • Actions & Advanced Actions with the 'Command' Leadership Perk were added
• Enter Companion Combat from Crew Combat action enabled, allowing you to fight a portion of the foe with your Companions during a Crew Combat encounter, weakening them seriously
• Retreat/Disengage/Flee options mid-fight are now possible - they take a full round to execute
• Looting added
• Gather/Harvest items, money, and goods from fallen enemy units
• Destroy the enemy or make it flee and get all their valuables
• Goals on the defender side added & option to change your goal between rounds
• Defense stat introduced
• The options to Mount/Dismount at start of combat added
• Decide on the fate of the foe if they surrender or you capture them as they flee or retreat
• Enemy banners added in Crew Combat for flavor and categorization !
(game screenshot) User Interface Improvements • Event UI revamp including: buy-sell icons, hover effect, clickable choice box, dependency icon improvements, and tooltip improvements
• Camp UI 'X' button added (the most requested feature ever) - goes inactive if any camp action is started, like banter, etc.
• Price History is a new tool for all vagri to track goods' prices across settlements
• Equipment design changes - new slots, some unlocked by Deputy assignments
• FactionsBanner selection for your comitatus with unlockable options via
• Revamped mini-comitatus UI (campaign view top left) with more information
• Revamped Node & Marker cards on the Chart
• Objective area markers for certain events where you need to scout a larger area (like bounties), so you know, at least roughly, the location
• Added the use of preview markers: this allows you to check the destinations of Tasks before picking them up in settlements
• Goods category filters on the Market
• Specify quantity button on the Market - mainly for Steam Remote Play users playing on iPads
Bug Fixes • The bugged 'Second chance' achievement supposedly fixed
• A metric ton of other smaller and bigger fixes from the last nine months
Known Issues • The initial load time is much longer than we would like it to be
• The companion combat AI has not been fully optimized yet, so enemy turns take longer currently
'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.
Well, that's it for now. Quite a lot of things to, and more is coming soon to the main game!
Stay tuned, stay alive, conquer the wasteland!
The Lost Pilgrims Team
(on a side note, GOG could make it easier to copy-paste the changelog from the downloads page)