First of all, I wish you the best for this new year and thank you deeply for supporting this project.
This update brings the ability to go on the mountains and adds dungeons that use the environment.
Relief Generation
I will let you discover in game the new dungeons. But, here are some screenshots of what you may encounter in the game:
As you can see there are now stairs, ladders and caves that allow you to get on the mountains.
Other Changes
Fix: Add the tooltip for barrels
Fix: Dead monsters were able to steal health from players just after their death and were in an "undead" state
Optimize the physics engine
What's Next?
I think this was the hardest thing I ever implemented for Vagabond. I have regretted many times getting into this. :D But, I am so glad this is finally done. The next features should be simpler. And from now on, I should deliver the updates at a faster pace.
As it brings many changes to the game, it may have broken certain things. I would be very grateful if you report any bug you encounter.
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.
Have a good day!
0.6.0 is released!
Hi,
Finally, an update! I’m sorry for the delay since the last update. Things didn’t go as expected. Adding relief to the worlds was quite a complex task. This update is the first part of the World Generation update, it adds mountains in the worlds. It will be followed by another update that will bring much more new content.
Mountains
Adding mountains required to rewrite a large part of the world generator. A lot of experiments were required to have something that works well. It also required to rework the graphics engine to work correctly with the third dimension. It was a real challenge, but I’m so happy (and a little proud) that I did it!
Currently, it is not possible to go on the mountains but it will in the next update! The only thing missing is the stairs.
Reworked Interiors
I also reworked the interiors of buildings, especially the inns and forges which were the first buildings included in the game.
What’s Next?
I am working on the second part of the World Generation update. I hope it goes more smoothly and to release it very soon!
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.
Have a good day!
0.5.1 is released!
Hi,
An update, less than a month after the previous one, what happened?! :D I took some time to work on a few highly requested QoL features and thought it would be a good idea to release them as soon as they are ready and not in a few months with the next big update.
Safe Mode
The most requested feature since the initial release is finally there! When the safe mode is enabled you can't do any illegal action. No risk to steal an item or assault a villager if you misclick! There is a little icon on the right on your toolbar that shows your current state.
You can toggle it by pressing "Left Alt" on your keyboard or "A" on your controller.
Quest Abandonment
Some of you abandon by accident the main quest or initiation quests and there were no way to start them again. Those quests can no longer be abandoned.
For the other quests, there are now a confirmation window to make sure you don't abandon them by accident.
Map Tooltip
There was some confusion between the name of places and the name of basements. I modified the quest texts in the previous update to mitigate this issue. In this update, I modified the map tooltip to show the name of the place below the name of the basement for more clarity.
Other Changes
Bugfix: Pointer position was incorrectly placed when navigating in the UI with the controller
Bugfix: Some texts were not properly formatted in the quest journal
Improvement: Names of villagers should no longer be too similar
Improvement: Better path following algorithms
What's Next?
I continue the work on the World Generation update! See the previous post for more info on it.
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.
Have a good day!
0.5.0 is released!
Hi,
The Dungeon update is finally released! A lot was done under the hood. Everything is not yet visible as worlds need to be bigger and the lore to be more developed to add more complex dungeons. But I am very happy with the work done and can't wait to see where it goes with the future updates.
Dungeons
I completely reworked the dungeon generation technology. It now uses graph grammars to generate the abstract structure of the generated dungeon. I started investigating this technology during the Summer 2023 and I finally implemented it in the game!
While the old dungeons were just a bunch of rooms connected to each others with an entrance room and a boss room. I can now easily generate much more interested dungeon structures. I am only starting to use this technology and will take advantage of it more in the future, but the newly added puzzles illustrate its power.
Puzzles
I already implemented three types of puzzles.
The first one is the classic Sokoban puzzle: you must push crates on buttons to unlock the door. You can notice that I had to implement movable objects and physics for the buttons to make it work. If you have suggestions on how these features can be used, feel free!
I called the second one the Hamilton path puzzle (yeah not a very attractive name, I know): you must walk on each button exactly once. It is inspired from a puzzle in The Legend of Zelda: The Minish Cap.
Finally, I also added a maze generator. It is quite simple for now. But I have some ideas to make the mazes more interesting.
I started to prototype a fourth puzzle generator. But if you have ideas about other concepts of puzzles that may be fun, feel free to send me a message!
I would also be interested in your feedback on the difficulty of the already implemented puzzles. Let me know if you find them too easy or too hard!
Traps
New traps were added. In particular, there are now traps that throw projectiles and swinging blades.
There will be more in the next updates!
Combat
I started to implement a lot of things but I didn't have the time to use them at their full potential yet.
Ranged Combat
I implemented ranged attacks for monsters. For now, only the eyeballs use them.
I also tried to add archers but the attack speed of bows is currently too high and the archers were way too strong. So I need to balance the weapons before being able to add them.
Status Effects
Status effects were added. This will enable to add a lot of future features. For now, only slimes slow you down and snakes poison you.
I will add more status effects in the future, and the ability to apply poisons on your weapons so that you can also give status effects to enemies!
AI
I reworked a bit the AI of enemies. Humanoids are now running when they attack you.
Both humanoids and monsters will now search for you if you attack them from afar.
I also started to think about more interesting attack patterns for monsters. I already reworked the spiders.
UI
In the quest journal and the dialogue window, "important" names are now highlighted by using an italic font. Let me know what you think about it and if it helps.
Other Changes
Bugfix: buff bar didn't update correctly
Bugfix: regions destroyed by arrows entering a not-yet loaded region
Bugfix: Thieves Guild initiation quest failed to be generated
Bugfix: the message for the discovery of a village now appears when the character effectively enters the village
Bugfix: issues with the French translation
Improvement: better spider animations
Improvement: characters complain when they are hungry
Improvement: replaced the lockpicks by a lockpicking kit in the Thieves Guild initiation quest
Improvement: all the quests should mention the same location name as the one displayed on the map for more clarity
What's Next?
I always wanted to do more but I am still satisfied with what I delivered in this update. And I am confident about being able to release the two others "big" updates in 2024 (Lore and World Generation).
I will now work on the World Generation update which will allow to generate bigger and more interesting worlds. There will be more space in the world to generate more intriguing dungeons. And the full potential of dungeons will be reached with the Lore update that will allow to associate background stories to places and dungeons.
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.
Have a good day!
0.4.0 Hotfix 2
Fix an issue with user folder paths that contain special characters on Windows.
0.4.0 Hotfix 1
The different branches I released with the 0.4.0 update to fix the lighting issue on certain setups were helpful. Thus, this update finally fixes this lighting issue! :) Thanks for your help!
0.4.0 is released!
Hello everyone and happy New Year! I wish you the best and thank you again for the support!
You amazed me by creating crop fields much bigger than expected and suggested some improvements. This new version finally brings the long-awaited quality-of-life features for farming.
Reworked Farming
Firstly, you can plant lots of seed just by maintaining the mouse button pressed and moving your character:
Then, the cursor will indicate you if the crop is ready to be harvested or not:
Finally, you can harvest a whole field by simply pressing the right mouse button and moving your character:
Note that the attraction distance of items has been increased and so it should also be easier to pick all the items.
Removing Trees and Plants
You were numerous being frustrated that trees or bushes were in the middle of your crop fields and they weren't any way to remove them. This is no longer the case, you can now take your shovel and remove them:
Lighting Issue
Some players have a very annoying issue with the lighting system not working correctly. I tried to understand and fixed the issue with their help (and I thank them again!) with no luck yet. I released three modified versions of the game (for Windows only, if you have the issue on Linux, let me know) to try to gather more info and fix the issue.
So if you have the issue, I would be very grateful if you could:
send me info about your setup (OS, CPU, GPU).
try the "opengl_debug" branch and send me your log.txt file located in "C:\Users\AppData\Local\Vagabond".
try the "rgba_textures" and "shader_always_bind" and let me know if they fix the issue or not.
Other Changes
Bugfix: invalid item stats after enchanting
Bugfix: you can plant in the crop fields in the villages (new worlds only)
Bugfix: crash when guards exit the barracks after sleeping
Bugfix: many crashes with the take dialog
What's Next?
I'm still working on the dungeon update. I hope to release it in March!
The plans for this year, it would be great if I were able to release the three "big" updates: Dungeon, Lore and World Generation. The hardest parts would be done. Then it would only remain smaller features and polishing to end the early-access period!
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.
Have a good day!
0.3.0 Hotfix 4
Fix another bug with the Split window
Sorry for the delay for this fix. I had the bad idea of updating my compiler which introduced a very very strange issue that caused a crash at loading and it took me nearly a week to find a way to solve it. I hope this compiler update didn't introduce other crashes, let me know!
0.3.0 Hotfix 2
* Fix the issue with splitting stacks * Fix the crypts that contained some WIP elements from the next update
Moreover, there is now a beta version called "opengl_debug" that logs graphics issues to investigate the lighting issue that some players are experiencing. If you do, send me a message! :)
0.3.0 is released!
Hello everyone,
This new version brings world/character separation and controller support.
Controller Support
We can now choose the attack direction which is shown with a little arrow using the controller stick. Attacking in the direction of the mouse was added as an option in a previous update, now it is the default option.
This little feature was necessary so I could start reworking the combat.
In controller mode, you can now see what the next action will be if you press the “Interact” button.
Finally, the controller is fully supported in all the user interfaces. This was a huge amount of work. This isn’t perfect yet, but I will continue to refine it.
World/Character Separation
In this new version, characters and worlds are separated. You can use a same character in different worlds. When updates will bring new content, you will be able to keep your character progression, and try the new features in new worlds.
Other Changes
Bugfix: characters are displayed correctly on the bed
Running is as discreet as walking in sneaking mode
What’s Next?
I spent months working on the next Dungeon update. The underlying technology (mainly Graph Grammars) is ready. Unfortunately, I didn’t have time to add all the new content that will use it. So the next update will bring the new dungeons and the reworked combat system.
I also started working on a larger UI. I won’t release it in the next update as I need to focus on the dungeons, and I’m completely exhausted from working on the user interface. But this is coming.
Finally, there are still some QoL features that need to be implemented, and I will try to do that as soon as possible. Thank you for your patience!
If you face any issue or have any feedback, feel free to come on the Steam forum, the Discord server or send me an email.