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Feature Roadmap - as of June 24 2021 - (Subject to Updates and Changes)

Hey All,

Thanks for the countless improvement ideas shared with us via the various channels. We previously posted about our immediate priorities but realize it might help if we shared the broader list of features we are planning to implement during EA.
There are so many facets of the game that it will take some time to gather all of them, so we will keep expanding this list. Mind that these plans might change over time. Nothing is set in stone.

Legend
- Prio1 - features/fixes that we are actively working on (2021 Summer)
- Prio2 - features/fixes that we plan on working on after finishing the Prio1s (2021 Q3)
- TBD - features/fixes that we plan to add but have not set a priority/timing on yet
- Idea - ideas that need to be flashed out / thought through to see how they would fit with other systems

Crew Combat
- Flee option to avoid crew combat - Delivered
- Appease options to increase Flee chance (i.e.: drop food for monsters, bribe outlaws) - Delivered
- Proper looting after crew combat - Delivered
- Actions - tactical command to give more agency during CC - Delivered
- Enter Companion Combat via certain Actions to fight part of the Crew combat there - Delivered
- Offer items option during appease - Delivered
- Deal with the enemy options when humanoids surrender - Delivered
- Sack option to demand valuables from your opponent (inverse Flee) - TBD

Companion Progression
- Raise Prowess cap to 5 - Delivered
- Enable leveling up Combat Skills to level 2 - Delivered
- Introduce new mastery perks that grant stat increases (like Vitality, Accuracy, etc.) -Delivered
- First set of 'Loyalty quests' added - Prio 1
- Second and Third set of loyalty quests opening Prowess 5 and 7 respectively - 1.0 release in late 2021

Companion Combat
Companion progression will have a huge impact on Companion combat due to stat and skill upgrades. Better/bigger hits gonna speed it up. Beside those:
- Diminishing return on Evade and Block - Delivered
- Finish implementing the Impervious (physical immunity) vs Enchanted mechanics - Delivered
- Fix a great number of skills that are not working yet - Delivered
- Option to speed up / slow down clash animation - Delivered
- Implement summoning (i.e.: necromancer the undead) - Delivered
- Push and Pull mechanic changes - Delivered
- Move + Attack skill mechanic changes - Delivered
- Visual tweaks to make the clashes more impactful - Delivered
- Add obstacles (debris, barricade, etc.) - Idea (Not in 1.0)
- Implement Attack of Opportunity (as in DnD)- Idea (Not in 1.0)

Factions
- Add Faction rewards - Delivered
- Add the option to use Faction banners - Delivered
- Faction tax discounts rework - TBD
- Add Faction trade offers to replace the current discount system - Delivered
- Impement Mercenary tasks - Delivered
- Implement Exploration tasks (dependent on Exploration feature) - TBD/Idea [Not in 1.0]

Scouting
The main use of scouting is to locate take and quest nodes.
- Successful Scouting to increase Hunting/Foraging, and decrease night encounter chances - Idea
- Critical Success on Scouting to bring back resources (similar to hunting) - TBD
- Auto-scouting w/ outsiders (a less effective, more risky but automated way to scout) - Idea

Trading
- Market history on Chart (look up last known prices in the diff. settlements) - Delivered
- Get Market info via Rumors/News - Delivered
- Buy Market info via Factions for a small amount of reputation - Delivered
- Dynamic prices (the more you buy/sell influences the prices) - Delivered
- Temprary Settlement conditions influencing trade, and Rumors about them - Idea

Crew and Settlement Panes
- UI revamp - clearer design, showing more info on Workforce and other stats - Prio 1
- Additional Equipment slots - Delivered
- Introducing Beast types and the option to change at Mansios - Delivered
- Special services like Stable, Warehouse, Bank, etc. - Idea(s) (Not in 1.0)

Event Scroll
- UI revamp - nicer choice design, better tooltips, hover over choices - Delivered
- Enhance option - to boost test chances - Delivered

Content
- Salt basin: Salum - Auguros Workcamp subregion - Delivered
- Deven region - Delivered
- Larnak region - Delivered
- Smolderbone region - Delivered
- Sadirar settlements - Prio 1
- High-end questlines (after all regions added) - Prio 2

Again, this list in no way complete so we will keep adding to it. Feel free to check back on it time to time.

Thanks, cheers,
The Lost Pilgrims Team
Post edited July 03, 2021 by Sztaszov
Just updated this. Check it out.
:( i know this is might be a bit too late to see it possibly added to the game, but playing Vagrus on the main travelling map reminds me powerfully of Heroes of Might & Magic 3 - to the point that, though i've now got a fair amount of time sunk into the early access, i still cannot get over my inherent expectation that i will be able to scroll the map away from my "hero", to remind myself where my destination is or check on things like terrain variation/node travel cost while i plan my journeys. so please, is unbinding the camera from our Comitatus and letting us freescroll a feature you might consider adding at some point?

the ability to define a Route(s) would also be handy - eg in the early game you spend a lot of time travelling between Tor'zag, Lumen, and Arken. the ability to set a Route and just click "Go" for it would be much appreciated. having to node-by-node travel each time between what should/might be (depending, i guess, on your gameplay choices) well-worn paths is more than a bit frustrating, and personally i found it rather jarring, given that Vagrus' narrative is in large part about the paths you forge, both the new and the well-worn.
In the upper right edge there's a map drawing. By clicking it a map opens up that can be zoomed, scrolled, and it shows same basic informations about actual tasks. Maybe that helps a bit :) ?
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Tazzm: :( i know this is might be a bit too late to see it possibly added to the game, but playing Vagrus on the main travelling map reminds me powerfully of Heroes of Might & Magic 3 - to the point that, though i've now got a fair amount of time sunk into the early access, i still cannot get over my inherent expectation that i will be able to scroll the map away from my "hero", to remind myself where my destination is or check on things like terrain variation/node travel cost while i plan my journeys. so please, is unbinding the camera from our Comitatus and letting us freescroll a feature you might consider adding at some point?

the ability to define a Route(s) would also be handy - eg in the early game you spend a lot of time travelling between Tor'zag, Lumen, and Arken. the ability to set a Route and just click "Go" for it would be much appreciated. having to node-by-node travel each time between what should/might be (depending, i guess, on your gameplay choices) well-worn paths is more than a bit frustrating, and personally i found it rather jarring, given that Vagrus' narrative is in large part about the paths you forge, both the new and the well-worn.
Hey, HMM3 is awesome. Loved playing that game. It's a very different game though from a campaign map generation and hence controls perspective. Vagrus has a single, unchanging layout. and hence our campaign map is locked on purpose. It's oppressive. It makes one feel locked into a place, not being in control. No way to know what's in distant places. It makes journeying to new places feel uncertain and yet filled with wonder as one explores the campaign map.
That is integral to the game's design so free movement is not planned for even later.
No fast travel either for that reason. Traveling is a livelihood but a burden at the same time. The same chores every day, the crew grumbling, growing bored, then something happens. We believe that removing that, leaving in only the 'fun' parts when something happens, would be detrimental to the experience we wanted to create.
As you upgrade your comitatus and reach 20+ movement points, rolling with 5-7 nodes with each click, it speeds up significantly.
Thanks, cheers,
The Lost Pilgrims Team
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GMzH: In the upper right edge there's a map drawing. By clicking it a map opens up that can be zoomed, scrolled, and it shows same basic informations about actual tasks. Maybe that helps a bit :) ?
nah, i know about that. its just my subconscious expectation that i'll be able to set the path and click go, like you can in HoMM3, and scroll the map past your "hero" (the comitatus), again like in HoMM3, that keeps tripping me up. i just... don't quite feel that locking you in place camera-wise is in keeping with Vagrus' setting - you look ahead to check your route on a paper map, after all. i don't feel like scrolling a little afield in a video game is any different. but that's me. it'll just have to be a peeve i live with. nothing's perfect, after all, and it certainly won't stop me from sinking hundreds of hours into the Live game! ^^
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GMzH: In the upper right edge there's a map drawing. By clicking it a map opens up that can be zoomed, scrolled, and it shows same basic informations about actual tasks. Maybe that helps a bit :) ?
avatar
Tazzm: nah, i know about that. its just my subconscious expectation that i'll be able to set the path and click go, like you can in HoMM3, and scroll the map past your "hero" (the comitatus), again like in HoMM3, that keeps tripping me up. i just... don't quite feel that locking you in place camera-wise is in keeping with Vagrus' setting - you look ahead to check your route on a paper map, after all. i don't feel like scrolling a little afield in a video game is any different. but that's me. it'll just have to be a peeve i live with. nothing's perfect, after all, and it certainly won't stop me from sinking hundreds of hours into the Live game! ^^
+1 to making the "main" travel display zoomable.

This confused me at first, since I too expected this to be scrollable. Considering we have a map available (which we can scroll around), it seems strange that we can't scroll around the main display.

I too find myself clicking back and forth between the main display and the map, and since they don't exactly line up 1-1, I do this a LOT just to make sure I'm still going the right way.

Hell, even if the "main" display only allowed scrolling up to a certain distance away, or only showed nodes up to a certain distance away, would be an improvement.


Sort-of related, but what would be even more useful is if the map you click on allowed one to superimpose buy/sell prices of various goods on it. So you could for example choose a good (e.g. iron), then next to each location you would see the latest price of that good (that you know about).

Also unrelated, but it would be good if the price chart thing also listed the amount of stock (last known about), or some approximation thereof (e.g. some, a bit, lots, none, etc.).
Post edited September 19, 2021 by squid830