Vagante cover
Vagante screenshot
Linux PC Mac PS4 XONE Switch Steam
Genre: Platform, Role-playing (RPG), Adventure, Indie

Vagante

Patch 59i


  • Fixed a crash related to StatusEffects (such as burning, freezing, poison) starting and ending
  • Fixed a crash related to the Chimera Boss
  • Fixed a crash related to pathfinding
  • Fixed a crash related to new collision detection code
  • Fixed a crash related to level transitions
  • Fixed Thief sometimes getting stuck or pathing strangely
  • Fixed BoulderTraps sometimes spawning inside of breakable walls
  • Fixed Wisp not having death particles and sfx

<*> Added a command-line option to disable threaded game initialization: --load-threads-off

Patch 59h


  • Fixed a crash when attacking Abomination with lightning-based attacks
  • Fixed Zombie's attacks sometimes persisting after death
  • Fixed visual offsets of lobbies not being correctly updated in NetMenu

Patch 59g

Bugfixes



  • Fixed crash related to loading saved games
  • Fixed crash related to falling sword attack
  • Fixed Plant boss needles being unblockable
  • Fixed Ruins boss being pushed away to the infinite void when pushed by a player's Force Shield
  • Fixed XInput gamepads having incorrect bind names on Windows
  • OMP: Fixed a couple of issues with projectiles being drawn incorrectly when they're first created

New/Balance



  • The angle of aimed ranged attacks now persists until the player uses a melee attack
  • Reworked Abomination boss
    • Abomination's gore balls now return back to their original position after being thrown
    • Abomination is no longer physical, allowing players to pass through without issue

  • Increased Zombie's attack windup by three frames, and decreased hp from 75 -> 60
  • Increased the minimum range of damage for Lightning and Chain Lightning.
  • Optimized performance in a number of entities by reducing number of collision calls

Patch 59f

Balance/Misc



  • Added one more level to Wildling's Fist Weapon tree, Pummel 3
  • Wildling Pummelling no longer fires a non-quickened attack
  • Knight's falling sword slightly reworked
    • Damage has been greatly increased, and damage fall-off of successive attacks decreased
    • Added a short delay before retracting the sword after hitting something

  • Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
  • Slightly reworked Shockwave visual effects
  • Added a destroy effect to BossWorm projectiles
  • Reduced animation time for The Smith shrine
  • Fairys now light up the level around them
  • Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
  • Vagante files are now compressed, reducing their size significantly

Bugfixes



  • Fixed a crash related to certain NetMenu actions
  • Fixed a crash related to Mech Grunts in Branch 4 (Factory)
  • Fixed a crash related to the new plant boss's grappling behavior
  • Fixed a bug that caused players to randomly die to a "mysterious force"
  • Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
  • Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
  • Fixed dead minimechs being targetable by spells
  • Fixed some glitches with Imp animation in Branch 3 (Tower)
  • Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
  • Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
  • Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
  • Fixed players being able to block while frozen
  • Fixed charmed Spiders hurting friendly units
  • OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
  • OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them

Patch 59e


  • Fixed some Linux machines not being able to start the game.

  • Fixed crash related to the player blocking an attack
  • Fixed crash when loading a saved game and then summoning a monster
  • Fixed crash related to BossZombieDragon pathfinding
  • Fixed crash related to BossAbomination pathfinding
  • Fixed a crash related to attacking a breakable wall
  • Fixed BossGolem attack animations being overrided by its hurt animation
  • Fixed players being able to pick up an object that had already been picked up

Patch 59d


  • Fixed a crash when using a falling sword attack
  • Fixed a crash that could occur when Items were destroyed (like by a Smith shrine)
  • Fixed some units being killed despite having hp values greater than zero

Patch 59c

Balance



  • Additional enemy health scaling per player reduced from 50% -> 33%
  • Knights can now block immediately after moving, instead of having to come to a complete stop

Bugfixes



  • Fixed a crash related to Thief targeting
  • Fixed a crash related to the Wand of Chaos
  • Fixed a crash related to save and load points becoming null
  • Fixed a crash related to Familiars
  • Fixed Heirloom mage ring sprite being invisible
  • Fixed water effects playing while phasing hrough walls
  • Fixed charmed Hands grabbing players
  • Fixed a lag spike associated with BossAbomination
  • Fixed FishMan's floating head drawing when they're dead
  • Fixed Chimera tail becoming invulnerable after Chimera dies
  • Fixed Chimera floating away after dying
  • Fixed Branch 2 ( Forest Temple ) boss music not using the Act 2 boss music
  • Fixed Branch 4 ( Factory ) boss music not using the Act 4 boss music
  • Fixed Plant Boss vines not showing correct hp with Zygox ring

Patch 59b


  • Fixed a crash related to using certain controllers as Steam Controllers
  • Fixed an issue that prevented linux players from starting the game
  • Fixed ranged weapons not applying their elemental damage to projectiles.
  • Added in-game option to enable legacy DirectInput support (for older gamepads)

Release Date Announcement



It’s been a while, but we’ve been hard at work on preparing for our exit from early access. Mark your calendars, we’ll be leaving Early Access on February 21, 2018. This update is our last major patch before our 1.0 release, although we’ll still be releasing some minor patches before then to fix any serious issues. This update consists of a ton of bugfixes and polish, as well as a number of new features.

New/Balance



  • New difficulty scaling:

    • Character starting stats are now consistent no matter how many players you have
    • Monster damage and health scales up with additional players

      • Monster health increases by 50% for each additional player
      • Monster damage increases by 10% for each additional player


  • Numerous tweaks to enemy difficulty
  • Added some new spells: Charm, and Summon Monster
  • Elemental enchant damage on weapons now scales with weapon damage
  • Elemental enchants now affect Rod spells
  • Added ability to remove certain positive status effects from the status menu
  • Improved game loading screen and speed
  • Removed disclaimer from NetMenu
  • Homing arrows now eventually lose rotation speed
  • Improved online packet compression
  • Identified Identify scrolls no longer work on identified items
  • Magic Rods now trigger by holding the attack button
  • Before, players needed to press the [Interact] button
  • Players can now switch facing direction with a charged bow by double tapping a direction
  • Before, players needed to press the [Interact] button
  • Removed old up/down tooltip indicators, replaced by controller-specific sprites
  • Added a few frames of delay before BoulderTraps trigger
  • Affinity levels are now visually displayed in-menu
    Forest
  • Reworked Forest’s Plant Boss (again)
  • Ruins

    • Added SFX
    • Reworked Demon Knight
    • Improved summoning animations of Cultists

  • Forest Temple

    • Added SFX
    • TikiMan AI improved
    • Arrow traps now have a more visible animation
    • Improved Chimera Boss attack tells and behavior
    • Fixed monsters spawning on Sawblades or Pendulum Axes
    • Improved level generation and room variety

  • Tower

    • Added SFX
    • Imps can now drown
    • Improved Fishman and Imp AI
    • Players can now jump through collapsing platforms (like normal platforms)
    • Improved level generation and room variety

  • Factory

    • Added SFX
    • Improved level generation
    • Polished enemy and boss behavior

  • Volume slider values are now based on a non-linear scale
  • Numerous optimizations
  • Pathfinding calculations are now spread out over more than one frame
  • Added a collision detection broadphase based on a bounding volume hierarchy
  • Improved cache coherency of critical sections of code


Bugfixes


OMP - Online Multiplayer

  • Fixed being unable to enable player controllers after disabling one
  • Fixed some AI targeting bugs in the Forest
  • Fixed Fleaman being able to see stealthed units
  • Fixed some issues with grappling hook code and netcode
  • Fixed BossGoblinKing's charge attack effects persisting after death
  • Fixed Boulders sometimes not correctly squishing enemies
  • Fixed Piranha and DiveBomber dealing damage while frozen
  • Fixed an issue with fast-moving entities not behaving identically to non-fast moving entities
  • Fixed poltergeists getting set on fire
  • Fixed elemental damage causing CombatText to spawn when dealing 0 damage
  • Fixed numerous cases of entities animating while frozen
  • Fixed broken Lurker frozen animation
  • Fixed title screen animation offsets being unsynced
  • Fixed NetMenu having a pressable Host Steam Game button when Steam is not loaded/detected
  • Fixed some offset and fade issues with pause menu
  • Fixed skeletons being able to roll
  • Fixed GrappleHook sometimes spawning with attributes and being equipable
  • Fixed explosions or dig effects not being reflected in minimap
  • Fixed some issues with Forest level generation
  • Fixed a memory leak of some entities not being cleaned up on level transitions
  • OMP: Fixed player damage sound effects not being synced properly
  • OMP: Fixed numerous issues with status effect client/server sync
  • OMP: Fixed netcode of Rogue's Shadow Affinity
  • OMP: Fixed netcode of Knight's affinities
  • OMP: Fixed critical combat damage not appearing correctly
  • OMP: Fixed fast weapons not animating correctly for other players
  • OMP: Fixed crash related to an edge case in swinging weapons
  • OMP: Fixed a crash related to using wands and teleporting
  • OMP: Fixed interpolation issues with ice shards
  • OMP: Fixed netcode of electricity arcs
  • OMP: Fixed instantaneous blinks or teleports looking strange
  • OMP: Fixed netcode of magic wands
  • OMP: Fixed clients timing out sometimes when connecting to a new server due to connecting too early
  • OMP: Fixed a bug that prevented players from joining a new game after disconnecting from one.
  • OMP: Fixed netcode of chaos magic effects
  • OMP: Fixed an issue with healing potion effects being duplicated
  • OMP: Fixed mimic attack cooldown not resetting correctly
  • OMP: Fixed some visual issues with Boulders
  • OMP: Fixed Wisps hurting players more than once
  • OMP: Fixed double use text appearing after using a magic scroll
  • OMP: Fixed stack items quantity not being properly synced
  • OMP: Fixed players not properly dropping held units when hanging on a ledge
  • OMP: Fixed interpolation issues with other players crawling off of ledges
  • OMP: Fixed some visual issues with Slime's lunge attack
  • OMP: Fixed some particles not being drawn when they should
  • OMP: Fixed Spriggans releasing drawn arrows when hurt, instead of cancelling their attack

Build 58

Development Overview


In terms of level content, Vagante is nearly complete. From the very beginning of development, we planned four main acts of content, as well as four unique branches. With each of these areas now in the game, all that remains is the final end-game content. We hope the ending will reveal a little more of the world’s lore as well as wrap up our game in an appropriate manner.

After we finish the last area and game ending, we still need to go back and do a lot of balancing and polishing. We also need to flesh out the level generation rooms and add additional content such as items and backgrounds. Suffice to say there’s a lot of work to do, but I’m personally excited by how close we are to a version 1.0.

More details about this new update and patch notes below.

Item Generation


In a single Vagante run some players collect nearly 100 items. Even if a player throws away an old piece of equipment, they have a good chance to find a similar one later on in the run. We want items to feel unique, such that players get attached to the rare items they have. To that end, we’ve added a new classification of item rarity now, artifacts.

Artifacts spawn with a unique item attribute which can only ever be found once per a run. While items from boss chests are much more likely to be an artifact, they can rarely be found in normal chests too.



Some existing unique items have been marked as artifacts as well, such that you’ll never find more than one of these items in a run (Ring of Seltioc, Ring of Zygox, and the Grappling Hook are examples).

Patch Notes


New/Balance