Lost Legions Playtest · published · build 26335980
Your gear has a level now, and so does everything that wants to kill you. On top of that: a reworked pilum, the main story pushing on through two new camps, legionaries you can rescue and put to work, a new map, and no more session timer.
Every weapon, armor piece and food item has a level. Your level is made from what you wear, what you wield and what you last ate, and it is shown as a crest on the HUD.
Enemies show their level, armor type and name above their health bar. Equal level is a fair fight, higher is a breeze, lower is a struggle. Check before you charge.
Regions have level ranges, drawn on the map. Cross into one above your level and the HUD warns you.
Slash, Pierce and Blunt against chain, padded and plate. Hits tell you EFFECTIVE, RESISTED or UNARMORED, and tooltips compare items before you equip them.
Your health comes from food. Better food, more health. Eat before you fight.
Stun hurts now: you cannot act while stunned
Hold to charge, release to throw, right-click to cancel. Thrown pila stick in the world and can be picked up. Broken ones are repaired at the anvil.
Cycle arrow and sling stone types
The main story continues past Sigifrid's camp: Sigimar's camp and the fate of the Praetorian, then Wolfhart's camp, where his ward only breaks when you kill his Fenrir pack. Carry the Signum to the Mountain Gate.
New quests at Hraban's camp, Bodo's and the Thingstead. A deadly fog blocks the road to Varus until the story lets you pass.
New and polished dialogue and voices for Sertor, Agrippa, Skalkaz, Hraban, Vibius, Vulcanus, Gisela, the Praetorian and more.
The quest log shows optional tasks.
Free captured legionaries from their cages. Manage them at the command tent: assign them to work slots in your tents
New map with region borders, fog of war, a redesigned legend, your own waypoints, quest and area markers, and a marker on your death loot.
New Codex that fills in as you discover items, characters and enemies. Many entries are still being written.
New crafting screen: unlocked recipes first, live queue progress, finished items land in an output box
Big balancing pass on XP, stacks, inventory size, recipes and descriptions. Tools now go straight from Ruined to Crude Iron. Reworked armor sets
Passes on the Thingstead, Blooming Meadows, Salt Cave, Seer's Sanctum and Dark Forest. Shallow water ripples as you wade through it.
Cold matters: exposure drains your warmth. New day/night rhythm, weather tuning, and a proper night soundscape with birds and foxes by day.
New fist-with-shield combos, rebuilt knife attacks, a new heavy spear attack, and fixed tool animations. A red cross on the stamina bar tells you when you are out of breath.
NPCs step out of your way, and the awareness eye goes white, yellow, red as enemies notice you.
Destroyed cave passages, animal respawns and your shared respawn point are saved. You respawn next to Sertor once you have met him.
Fixed stabbing yourself with the torch while bandaging, getting stuck after Sertor's dialogues, clients firing double shots, the combo marker vanishing after respawn, revived Romans standing idle, and a once-per-second hitch.
Less useless collision on vegetation, idle widgets stop ticking, and menus are capped at 30 FPS to keep your GPU cool.
The session timer is gone. You asked us to remove it, the game has matured, we are happy to oblige.