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Offline Asid

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Wildermyth a myth-making tactical RPG
« on: May 02, 2020, 03:23:29 PM »


We call Wildermyth a myth-making tactical RPG. It empowers you to craft iconic characters who grow through deep, rewarding battles and interactive storytelling.


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Wildermyth Early Access Trailer





About

Wildermyth is a character-driven, procedurally-generated tactical RPG, designed to help you tell your wildest stories. Like the best tabletop roleplaying experiences, Wildermyth gives you choices and answers your every decision with consequences that drive your characters forward.

Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.

Where does your myth lead? Come help us uncover it!



•   Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game. They age, transform, fall in love, disagree, and make harrowing sacrifices.
•   Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.
•   All heroes die someday… but you get to hold on to your favorites. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon.



An Imaginative Papercraft World
The Yondering Lands, where the game is set, is a richly layered world populated with hand-painted 2D characters and scenery. We’ve paid loving attention to breaking molds and exploring new ideas: no orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.

Extreme Character Depth
Each of your heroes has their own unique generated history, personality, and appearance, and will form relationships with your other heroes. All of these elements change and develop over the course of a playthrough, as characters age, encounter mysteries, and overcome challenges.



Choices That Matter
Your hero may choose to trust the enigmatic wolf god, leading to a hair-raising change in their appearance and combat abilities. Or they may pursue a romance with a fellow hero, giving each of them a shared buff and more story opportunities. Encounters and events have permanent, character-defining effects, letting you craft the arc of each character.

A New Approach to Death
Did your favorite character get one-shotted by a tentacled horror-bear? Choose to let a hero "fall back" with a maiming that will lead to some transformative new paths in their legend, or let them go out in a blaze of glory to be remembered for generations to come.



Deep and Creative Tactical Combat
Combat in Wildermyth emphasizes teamwork and careful positioning, as well as imaginative use of your evolving capabilities and surroundings. Walling and Flanking mechanics provide clear but conflicting incentives, while mystical interfusion lets you remake the battlefield with explosive magic. Multiple difficulty levels mean you can get as intense as you want to.

Endless Replayability
Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.



A Custom Pantheon of Legends
You’ll have the freedom to customize hero appearances, names, histories, and more. As time passes, heroes grow old and may retire, or else might fall in combat—and yes, some will survive all the way to the end. You can add your favorite heroes to a roster of legends and call on them again in later playthroughs. Build your own mythologies and share the awe-inspiring might of your heroes with others.














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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #1 on: May 14, 2020, 11:29:16 AM »
0.20 Aulander Jaeger
Wed, May 13, 2020



Theme balance, potency, relationship locks

This patch addresses a fair bit of feedback we've been getting re: theme attacks, potency, armor, and Battledance. The goal with themes and potency is to allow theme attacks to scale into the late game better than they do currently, while not outshining weapons. We want transformations to (always?) be a mixed bag, and this patch also tries to fix some cases where transformations were purely good.

Overall we think this is a big buff to heroes, so enjoy it while it lasts, we'll probably work on monsters next :-P

We also started working more on custom maps to match specific situations, and some of that is ready to roll, and there's a couple new events as well.

In addition, it's now possible to "lock" relationships from the character sheet, which you can use to make sure lovers and rivals remember each other across time and space (all games).

Normally we try to release every two weeks, but lately that's been hard due to the situation, so we might roll with every 3 weeks for a while until child care is available again.


0.20+137 Aulander Jaeger

New Event: Burden of Beasts
New Event Chain: Shiny, Dug Up, The Merchant
New Event: Familial
Reworked Quest: Dodging Destiny
Lover and Rival relationships can now be "locked" across all games
Adjusted (increased) armor values on heavy armor
Reduced dodge of Wildergard and Traveltraff
Battledance now only affects melee attacks
Vigilance now grants an extra 1+potency attacks instead of infinite
Theme Attack and Potency Rework!!
Adjusted most theme attacks to scale with bonus damage AND potency
Replaced potency stat on wands and staves with spell damage
Interfusion abilities use spell damage, theme attacks don't
Mystic armor also gives spell damage instead of potency
Rebalanced theme leg stats
Separated Damage and Potency augments (going forward)
Reworked and rebalanced several theme attacks
Adjusted bonus damage and potency given on level up
Many class abilities now scale with potency (damage or range)
Abilities now show damage in character sheet and theme advancement
Show damage formulas for many/most attacks
Vinewrench and Wild Grasp now pin the enemy
Insidious Filament is now passive, applies 2 poison to adjacent monsters
Increased range of Shackle interfusion recipe
Celestial Path no longer gives bonus to monsters
Riposte can now use theme arm attacks
Updated stat descriptions for consistency / clarity
Killing a boss with a reaction now grants victory immediately
Silkstep now shows as disabled if there are no valid destinations
Healing rate now has a min of 0.5 when not traveling
Spelltouched now gives -0.5 bonus damage
Improved feedback for soulsplitting
All hooks now have more appropriate combat maps
Mountain Mischief B and Great One have custom maps.
Skeleton stat changes should be permanent now
Tails (wolf and crow) are now granted automatically when you have a leg
Fixed bug where shred could be higher than armor
Fixed bug where some audio would still play when master volume was at 0
Fixed some bug with move-attack feedback
Fixed bug where compulsion didn't require line of sight
Fixed bug where hook quests involving retired heroes would stick around
Fixed rare cases where damage and shred could be fractional
Fixed: star dance would put the job on an unexplored tile
Fixed: attacking threats sometimes didn't show travel time
Fixed: attacking incursions used all heroes by default
Fixed several typos
Tools: implicit aspects (ALLY, etc..) can now be used in expressions
Tools: fixed bug where comic would crash if you deleted all panels
Tools: aspects and effects have a new "formula" field (will show in gray)
Tools: fixed bug where override name tags would get deleted
Tools: improved aspect search bar
Tools: improved alignment, selection and cursor behavior of text areas
Tools: Added RemoveGear outcome
Tools: added hints for all Outcomes.


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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #2 on: May 29, 2020, 12:59:29 AM »
0.21 Kyrmark
Thu, May 28, 2020



More customization, bugs, and tool improvements!

This patch we're adding a bunch more character customization options. You can now customize your gender, body type, voice, and attraction. As part of that, you can now create non-binary and bisexual heroes.

We've added a cool new overlay when you're about to execute an ability, instead of the boring colored gradient. And there's a lot of little bug fixes and quality of life improvements for modders, including several improvements driven by modder requests on Discord.

We're making strong progress towards the first section of our Roadmap, and we want to try to close that off in the next few patches https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit

The UI art reskin is going to be a big piece of that, and after that we should be able to turn our attention to the Thrixl campaign. As ever, we're adding new content and adjusting old content as needed.

We aim to ship a patch every two weeks, with mixed success. :-)

0.21+139 Kyrmark

New Event: Music of the Deep
Reworked Quest: For a Friend
Added customization options for gender, body type, voice, and attraction
Can now set gender to non-binary (they/them)
Can now set attraction to anyone (bi)
Improved AI pathing - previously sometimes got stuck, shouldn't anymore
Many Ranged enemies will stand further back now
Added a few new scenery pieces
Added a new hair style
Sharktrap now 1 trap per tile instead of 1 big trap (buff)
Damaging scenery now shows damage text and health bar
Hovering over scenery now shows health bar
Improved scenery interfusion tooltips
Added sfx for hero wings and stone legs, and corrupted ground
Added graphics options to turn off some or most particles
Replaced solid gradient ability overlay with fancy textures
Adjusted particles on selected and hovered units to be more visible
Archery now works with morthagi crossbow and shooting star
Added a content note for amputation / loss of limbs
Added SFX for monster search, windwalk, adjusted XP SFX
Fixed some overly-deterministic abilities (random targets now random)
Fixed some typos and bad tags
Fixed a bad interaction between Frenzy and Broadswipes
Fixed bug where 2-handed weapons were not properly replaced when maimed
Fixed some rare player-reported bugs (NPEs in logs)
Fixed some bugs with camera movement
Fixed a bug where dead heroes could show up in Monarchs Ch3 events
Fixed bug where heroes with 4 theme limbs would not get a mortal choice
Fixed a bug where some lamps didn't provide cover when extinguished
Tools: log mod name in addition to id when there's an error in a mod
Tools: removed many old/obsolete stories
Tools: added an Objective to test aspects
Tools: added an Objective to test arbitrary expressions
Tools: LegacyQuery now only shows fields relevant to selected type
Tools: Added ForEach outcome, which executes an outcome for each target
Tools: 10 most recent effects/aspects/comics now at top of list
Tools: Holding Ctrl when expanding/collapsing a node acts recursively
Tools: Can now grant gear based on expressions (e.g. chapter number)
Tools: Can now specify combatants based on expressions
Tools: added TIDING_WRAPUP_FINAL for "very last panel" during credits
Tools: Can now play a save file that uses a workshop mod that you own

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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #3 on: June 18, 2020, 11:59:32 PM »
0.22 Calidia and Gari
Thu, 18 June 2020

The game is starting to get more difficult.
We took a look at the feedback we've been getting and we felt that the game has gotten too easy in recent patches, particularly on the higher difficulty levels. We've made a collection of changes to normalize the difficulty levels (remove unfair / unfun spikes), and we're adjusting crafting costs.

We're not finished, but we wanted to get these out now. We're still working on ways to opt in to more challenging experiences, and a big part of that is turning on legacy hero campaigns. There will be more to come soon on that. In addition, the UI rework is going well, so we should be able to deliver two large roadmap items pretty soon.

0.22+142 Calidia and Gari

New Event: Storied Bones
New Victory Event: Apologies
New Victory Event: A Named Place
Updated Quest: Needed Elsewhere
Several new Tidings
Renamed difficulty levels:
•   Storyteller
•   Adventurer
•   Tragic Hero
•   Walking Lunch

Difficulty Rework: The game's getting harder!
•   Some doors start open at higher difficulties
•   Tower map is larger when more enemies are present
•   Large open maps now delay some enemy spawns
•   Walking Lunch difficulty now +1 card in every fight
•   Tier 2 and 3 weapons are more expensive
•   Reduced rate of weapon and armor drops after fights

Quellingmoss now works with all melee attacks, including theme attacks
Added flying step sound for enemies with wings
Gear rewards now have a small chance to be higher tier
We now disallow editing hero personality during a game
Added particles to Will of the Forest tree spawn
Fix a bug with prediction for Wolf Frenzy
Fix a bug with vine arm entangle
Fix a bug where stasised heroes could use reaction strikes
Fix some missing scenery names
Always-On Mods:

•   Added an option for mod authors of mods that grant gear, abilities...
•   Always-On mods can be configured in the options menu
•   Should allow heroes to look correct in the legacy browser

Fixed several typos and text bugs
Fixed a bug with Skysinger AI
Tools: new combat modifiers: Stealth, Haste, Exhaustion, Anticipation
Tools: can now spawn correct ruins scenery using <Env> tag
Tools: combat modifiers now work when using missionPlanOverride
Tools: exposed several more balance numbers for modding
Tools: work towards deprecating old hard-coded campaigns

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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #4 on: June 28, 2020, 02:20:22 AM »
0.23 Triss Thornfire
Sat, 27 June 2020



Legacy Campaigns, and UI Art (part 1)

Legacy Campaigns are here! We're launching a 3-chapter generic campaign that's designed for legacy heroes. If you've been craving a new challenge, we've got it for you. By default, you'll start the campaign with calamities based on the total tiers of the legacy heroes you bring in, and the campaign recruits, interval behavior, and threat pace have all been tuned to create an appropriate challenge. As part of this work, you can now play our existing campaigns with starting calamities as well, so you have much more control over the challenge level.

Let us know what you think, because we're not done. We plan to implement 5 chapter legacy campaigns as well, but before we do we'll be putting in some more "end game" content in terms of making sure that each monster group can scale in threat a bit further. (This will probably mean additional monsters, which we're really excited about.)

You'll also notice that recruiting at towns feels more consistent between legacy heroes and new recruits, and retiring heroes can train up rookies.

Finally, we're very excited about our UI art overhaul. Almost all of the menus and dialogs in the game are getting a visual upgrade. It's part 1 because it does not yet include the HUD. Overall things should look a bit more consistent and "finished."

Here's the patch notes.

0.23+146 Triss Thornfire
Legacy Hero Campaign
* A new 3 chapter generic campaign balanced for legacy heroes
UI Art Overhaul Part I
* All menus and dialogs have fancy new art
* New game dialog: art treatment for campaigns
* HUD has not yet been updated
Ambushes now only happen with 2 heroes
Ambushes don't scale so much in later chapters
Upon hero retirement, player may now choose a rookie to train up
Choosing legacy recruit abilities now happens before Labors
Resources panel now shows what you'll gain at the end of the chapter
Can now spend a promotion to update mythwalkers
Added keystone fights to final chapters of generic campaigns
Retreat button disabled when not relevant
Fix a bug with beard streaks
Fix a bug on maiming where a 1-handed weapon would get replaced too
Tools: intervals can now control number of foe cards added in chapter

If you're liking the game, you can help us out by leaving a review :-)


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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #5 on: June 29, 2020, 04:14:37 PM »
Chinese Release Schedule
Sun, 28 June 2020

Simplified Chinese to be release in 2020 Q3
Chinese players:

We have some great news to announce. We've been working with WhisperGames to localize Wildermyth into Simplified Chinese.



As a text-heavy, story-driven game, Wildermyth is rather difficult to localize, but we've been working on the Chinese localization for several months, and made we've made pretty good progress. Based on our current pace, we expect to release the Simplified Chinese version in 2020 Q3.

We will keep you posted about the exact release schedule.

Thank you for all your support and we hope you enjoy the game!


Regards,
Worldwalker Games LLC & WhisperGames Team

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Re: Wildermyth a myth-making tactical RPG
« Reply #6 on: July 15, 2020, 12:56:30 AM »
HUD art and Bugfixes
Tue, 14 July 2020



Heroes in Wildermyth fight off waves of bugs with staves, spears, and terrifying thorn-vine-arms. Devs fight off waves of bugs with keyboards and mice. Who has the easier job? You decide.

This patch, we've got art updates to the HUD as part of our ongoing UI reskin. We've also got new/reworked events, and a whole raft (or barge? wagonload?) of bug fixes.

Work continues on the thrixl campaign in the background....

We aim to ship a patch every 2-3 weeks, and you can find our roadmap here.

<3
-WM Devs

0.24+150 Jia Trackvell
New Event: Spotted
Reworked Event: Splinter
Several new and updated Tidings
HUD art pass, and HUD performance work
Stone stunt now interrupts enemy movement
Warrior backslam now works with gem arm shield
Skeleton theme no longer gets aging debuffs
Adjusted some calamity track names
Guardian and Interfuse class abilities now show in character sheet
Heroes with two skin colors now mix the colors (blue skin + deepist)
Prevent duplicate "fought in X company" history lines
Splinterblast particles now show correctly when targeting the scenery
Multiple status effect particles will show on monsters now
Added dotted line feedback to show interfusion ability direction
Combine soulsplitting announcements to 1 line
Changed objective animations and colors
Crow peck is now once per turn instead of every-other
Screen particles should look better at high resolutions
Doom Track and Archives should look better at high resolutions
Fixed bug where a transformation could replace the wrong weapon
Fixed bug where soulsplitting was too eager to damage scenery
Fixed bug with soulsplitting/calcify interaction
Fixed bug where calcify didn't show in tooltips
Fixed bug where pet bird was behind inactive weapons
Fixed animation timing issues with indignance
Fixed bugs where status animations would play on dead monsters
Fixed blank monster cards, and show number if there are 4 or more
Fixed crash bug with heroes with $ in name
Fixed a rare case where wrong generic boss would show up
Fixed missing text for Will of the Forest attack
Fixed bug where spirits caught in caves would show as outside
Fixed bug where hero with pet could get pinecone pet
Fixed bug where hook quests would stick around if 2nd hero retired
Fixed bug where Aid was healing for wrong amount
Fixed a rare soft-lock during interval
Fixed some visual issues with certain tooltips
Fixed a rare soft-crash that affected some events
Fixed "and <volunteer>" for hook quests with no volunteer.
Fixed several typos
Fixed a layout bug when switching players
Fixed a new game bug when you have no playable legacy heroes
Fixed bug where recruit dialog "pick" button didn't check playability
Fixed missing traps feedback when defending with one stunned hunter
Tools: much better expression display and validation (for effects)
Tools: better event debugging for tidings using pick events
Tools: better feedback in pick events for some fail cases
Tools: added Romanian to known languages for community translation
Tools: can now use lowest() and highest() in place of min(), max()
Tools: Fixed some bugs with mortal choice / pick events interactions
Tools: fixed validation bug for effects with parameters


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Re: Wildermyth a myth-making tactical RPG
« Reply #7 on: July 31, 2020, 02:08:34 AM »
0.25 Shasacan Emberland
Thu, 30 July 2020



Marriage, Graphics, and Tools

This patch we're shipping an update to our underlying graphics library, along with a bunch of tool improvements and a few long-requested features.

The graphics options tab has expanded significantly, and hopefully will work better on a larger variety of machines.

We've added a back button for comics, and a way to speed up unit movement. Weddings are now announced during intervals, and create history lines.

As for the tools, we've made a slew of big and small improvements to the comic editing experience. Mod authors, translators, or anyone who wants to write their own events should be interested. In particular, text now highlights to show you feedback as you type!




We aim to ship a patch every 2-3 weeks. You can find our roadmap here. If you're liking the game, you can help us out by leaving a review :-)

0.25+157 Shasacan Emberland
New Victory Event: Troubled Sleep
Weddings can now happen as tidings during intervals
New Tidings
Added a back button when viewing comics
Added two new hair styles (1 backer reward - thanks!)
New interface option to speed up or skip movement
Graphics Library Update
* Now using libgdx 1.9.10 / lwjgl 3.2.1 / glfw libraries
* Now possible to pick a display mode and refresh rate
* Separate control to limit FPS
* Default fullscreen behavior should be borderless windowed
* Made HDPI behavior more consistent on Mac
* Graphics sliders show numbers
* Possible to adjust point light limit
* Can now configure pixel multiple from graphics options
Source mod of event now visible in story dialog (upper right)
Mods and mod authors are now listed in the credits
Added a warning to Ulstryx Ch2 when time is getting low
When a hero has 2 identical history lines, only 1 will show
Fixed some typos
Fixed bug with Bard and Thrusk targeted in same attack
Fixed history customization from the legacy browser
Fixed a rare bug where reloading (loading?) a mission would fail
Fixed bug with frog head disappearing in certain panels
Tools: added contextual colored text to comic editor
Tools: much more thorough, detailed, and specific comic text errors
Tools: typing < now adds > and opens an auto-complete window
Tools: auto-complete roles, aspects, stats, and tags
Tools: fix a crash when typing '.' in panel split editor
Tools: limited scroll rate for some lists
Tools: rearranged the order of some roles to put common ones first
Tools: thumbnail lists previews now a more reasonable size
Tools: fake individuals now have positions (for .directionTo. tag)
Tools: comic editor 'optionals' promoted to 'settings' dialog
Tools: settings dialog allows to preview role aspects/classes
Tools: mod campaigns can now specify splash image from mod folder
Tools: now possible to force npcs to generate with last names
Tools: mods can now define custom credit lines (see example mod)
Tools: view/edit long name from comic editor
Tools: new cheat to add LP from company character sheet
Tools: may now paste copied elements onto lists directly
Tools: actors copied between panels now preserve visual size
Tools: holding shift while moving a comic actor moves them all
Tools: fixed: Escaping from an edit in a dialog would close it
Tools: optional role outside of .exists tag shows an error
Tools: added recruitCostAdjustment aspect for recruiting from legacy
Translate: personality nouns and adjectives may now use tags (<mf:...>)


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Re: Wildermyth a myth-making tactical RPG
« Reply #8 on: August 14, 2020, 02:25:19 AM »
0.26 Thollop
Thu, 13 August 2020



Legacy Heroes on Menu

Legacy heroes now show up on the main menu instead of the same boring crew. We've also got several more improvements to our graphics behavior, fixing some bugs with Alt-Tab and Mouse behavior, and implementing a more intentional borderless windowed mode.

If you check our roadmap you can see that we've nearly, but not quite, completed our first two milestones. We're still working hard on that stuff and we hope to have more content out soon.

We aim to ship a patch every 2-3 weeks, and our roadmap is here


0.26 Thollop

New Event: Pebbles and Prayers
Main menu now shows legacy heroes!
Can now name save games to keep track of them
Updated effect of elmsoul belt
Added a splinterskin effect for fully transformed elmsoul
Move animation speed can now be adjusted separately for enemies
Tweaked difficulty on Monarchs intro mission (easier now)
Added a couple combat modifier images
Updated libgdx to 1.9.11
Graphics: Fixed a mouse jitter issue
Graphics: Added a specific borderless windowed mode
Graphics: Fix Alt+Tab on some machines: now minimizes if in fullscreen
Graphics: Improvements to v-sync behavior
Graphics: Added 144Hz frame limit option
Graphics: Added an option to see fps in the bottom left
Overland music won't play before first event
Frog tongue no longer prevents turn end
Fix some typos
Fix a beard image bug
Fix a bug when a level 0 hero retiring would cause a hang
Fixed visual bug on very short comic dialog boxes
Fixed bug where stasis still allowed AOE damage
Fixed bug where keybind window would scroll to top on each bind
Fixed bug where untouchable/foxflight didn't block flanking attacks
Tools: can turn off auto-tag-close in comic editor
Tools: fix a couple validation and highlighting bugs
Tools: fixed/improved some cheats
Tools: fixed a typo in StepC_Visibility
Tools: entity ids now shown in dev mode
Tools: added tooltips for a lot of comic editor stuff
Translate: added Japanese fonts and language option for community


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Re: Wildermyth a myth-making tactical RPG
« Reply #9 on: September 02, 2020, 02:56:15 AM »
0.27 Sable Nettelmoth
Tue, 1 September 2020



Undo, Limited Legacy Recruitment, and Translation Tech

This patch crosses some important long-term work off our list, introduces some minor gameplay changes, and polishes up a few little things.

We now have an undo system in missions. The intent is to let you undo a move if you misclick. You get two uses per mission. You can only undo move actions, not attacks, and you can only undo if the move doesn't kill your character or cause a retreat. Total undos are tracked and displayed at the end of the game. (You can still just load your game whenever you want, too, of course.)

We've also change legacy recruitment at towns. Now instead of being able to pick from your whole roster at each town, each town will have a random selection. We're making sure that some high-tier and some low-tier legacy heroes are at each town. This integrates legacy heroes better into the story (you're "finding" them at this town instead of pulling them from a catalog) and also opens up more fun ways to find and recruit them during events.

We've been making great progress on our first translation (Chinese) and as part of that we have some tech improvements that will benefit other languages too, including a translator credit that shows per-event.

The Thrixl campaign is also coming along well, we hope to have more news on that soon!

We aim to ship a patch every 2-3 weeks and you can find our roadmap here


0.27+164 Sable Nettelmoth
Legacy recruits are now per-town, instead of always full roster
Added an Undo system for mis-clicks in mission
* Up to twice per combat you can undo a move (not an attack)
* Some restrictions apply
* Total undos used shown at end of game
Updated UI art for new story options
Updated interval UI art
Updated UI art for doom monster headers
Added graphics option to turn off ability overlay on hover
Hovering over a threat/assault now shows difficulty more accurately
Removed calamity cards now pile up at the bottom for review
Fixed several typos and other text issues
Fixed a bug with always-on mods overriding events
Fixed a bug with specific-named NPCs where the name could revert
Fixed a bug where large pets could break in certain circumstances
Disabled broken instanced particle graphics option
Tools: added <test: [expression] :pass/fail> tag
Tools: fixed Name Lab crash
Tools: can now override years of peace for intervals
Tools: can use custom text for interval headers
Tools: worked on overland map generation
Tools: added <season+1> ,+2,+3,-1,-2-3 tags
Tools: name and blurb now editable from comics tab
Translate: in-world (scalable) text now supports local fonts
Translate: name data is now translatable (use suffixes)
Translate: added a "translated by" field for each comic

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Re: Wildermyth a myth-making tactical RPG
« Reply #10 on: September 09, 2020, 11:34:09 PM »
The Wildermyth OST Kickstarter
Wed, 9 September 2020



We're raising money to record the music with real instruments and release an officiual sound track!

The Wildermyth OST Kickstarter is live!
https://www.kickstarter.com/projects/candycomposer/wildermyth-ost

We are raising funds to record the soundtrack with live instruments. Right now the music is made with sample libraries. Recording with live instruments will bring a warmth and life to the music that will dramatically enhance the playing experience. We want our players to have the best possible experience!

We have some great rewards for our backers, including a copy of the soundtrack, a limited edition pin, a music box, music lessons, custom artwork, a D&D session run by the composer, a custom event in the game, and producer credit! Detailed information about the project and each reward is available on the campaign page.

Throughout the campaign we'll be sharing lots of things with backers - profiles on the performers and team members of Wildermyth, behind the scenes information about some of the music that's been written, some info about our composer's writing process and setup, and milestone celebrations. We look forward to sharing these things and more with you!

Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Thank you so much for your support!


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Re: Wildermyth a myth-making tactical RPG
« Reply #11 on: September 18, 2020, 12:50:18 AM »
Simplified Chinese September 24th
Thu, 17 September 2020



Wildermyth will be available in Chinese!

After more than 6 months of hard work, we are happy to announce that the Simplified Chinese version is finally close to ready.

We are still testing the build, but we're confident about releasing the Chinese version on September 24th.

Here's some screenshots until then :-)







See you on 24th!
Worldwalker Games LLC & WhisperGames

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Re: Wildermyth a myth-making tactical RPG
« Reply #12 on: September 25, 2020, 01:05:52 PM »
0.28 Ulf Wast: Chinese language and 20% off to celebrate!
Thu, 24 September 2020



(The sale will go live a few hours after this announcement does, 10 AM Pacific, 1 AM in China, sorry for the inconvenience.)

We're extremely happy to announce that Wildermyth now supports Simplified Chinese. We've been working with our partners over the last several months to make this happen, and it's finally ready. To celebrate, we'll be discounting the game by 20% for a week. This is a major milestone for us as a team and it's great news for the future of this game.

We're still in early access, and we'll be listening to your feedback on the Chinese version of the game in order to make sure it's a great experience.

We had hoped to be able to ship the new Thrixl campaign, "Eluna and the Moth," at the same time, but it's not quite ready so we're holding it back until we're happy with it. It's progressing very well and that's the main reason we haven't been putting out a lot of other content lately. It's close, and some of the Thrixl balance changes you're seeing in the patch notes are because of our playtesting on that campaign.



We've been off our game a bit this month, but generally we aim to ship a patch every 2-3 weeks, and our roadmap is here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit


0.28+180 Ulf Wast
Added official support for Simplified Chinese!!
Drathix breath reworked, more aoe poison, removed magic damage
Removed torceline buff from thrusks
Tweak cloak art to look better in gear get
Improvised Fireball rebalanced, no longer deals damage on miss
Thornfang can now only happen up to 2+potency times per turn
Resource card now also shows what you will have at end of chapter
Fixed some npc generation bugs
Fix a bug where npc names could change
Fix a bug where some event recruits could not die
Tools: credits lab works again
Tools: fixed bug where class abilities from mods were not working
Tools: new flag to show mod in mod config dialogs, default true
Translate: updated the knownLocales.json file format
Translate: import/export a loc kit, see editor translation options
Translate: can now edit/translate inline history in History editor
Translate: can now "tweak" text boxes per language
Translate: scaling / ui should be more uniform with different fonts

(We also have done a number of hotfixes since our last regular patch, you may have missed these notes:)

0.27+171 Sable Nettelmoth Hotfix 5
Fixed a freeze bug with Turtle Guardian mortal choice
Translate: possible to localize victory/defeat/escape images

0.27+170 Sable Nettelmoth Hotfix 4
Fixed a bug with Enduring Ch2 interval
Fixed a bug with Jealousy of Trees
Fixed a bug with new steam workshop mods
Tools: improved performance when loading comic editor
Link to Music Kickstarter

0.27+167 Sable Nettelmoth Hotfix 3
Fixed a bug where monster name tags only show first word
Plot Editor validation shows the problem step

0.27+166 Sable Nettelmoth Hotfix 2
Unit portraits now scale better with UI scaling
Fixed a bug with Ulstryx Chapter 2 time limit not extending
Fixed a potential crash bug when resizing or changing scale
Fixed a bug where low point light limits hurt performance
Fixed a bug where personality stats were generating too high
Fixed a bug with multiple new player dialogs on resize
Fixed a prediction bug with Wardrobe and AOE

0.27+165 Sable Nettelmoth Hotfix 1
Fixed a crash related to in-mission text
Fixed bug where old saves could not recruit legacy heroes


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Re: Wildermyth a myth-making tactical RPG
« Reply #13 on: October 05, 2020, 11:55:37 PM »
The Wildermyth OST Kickstarter is almost over! And a listening party
Mon, 5 October 2020



The Wildermyth OST Kickstarter ends on Thursday, and our composer is hosting a listening party tomorrow!

There are only a few days left on the Kickstarter campaign to record our soundtrack with live players! It ends at 4pm PDT (23:00 UTC) on Thursday, October 8th. We're currently over 97% funded!

Candy Emberley, our composer, has been sharing a wide range of content with backers each day, including interviews with musicians and the Wildermyth team, stories behind the creation of the music, and playlists of her musical inspirations.

Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Even if you aren't able to contribute, we really appreciate you sharing the campaign with anyone who might be interested!



Why is this important to us?
We want Wildermyth's players to have the best possible experience, and live music is a big part of that. Wildermyth is an emotional game that really asks its players to connect to their characters, and the expression, nuance, and warmth of live music fosters that kind of connection. We’re really excited to meet this Kickstarter goal and make the music of Wildermyth come alive.

What's in it for you?
There are some great rewards for backers, including: a copy of the soundtrack, a limited edition enamel pin, a unique music box, music lessons with Candy, custom D&D character artwork in the Wildermyth style, and an event in the game. Details about all the rewards are available on the campaign page.

How does this affect development?
The kickstarter is unrelated to regular development, and the two things are handled by different people, so the roadmap won't be affected.

A listening party!
Candy will be hosting a listening party on Tuesday, October 6th, at 6pm PDT (Wednesday, October 7th, 01:00 UTC) over at https://twitch.tv/candycomposer. She'll be playing pieces from the Wildermyth soundtrack, including works as they were in progress and some music that isn't implemented in the game yet! Come on by whether you're a backer or not, and bring your friends!

Thank you for your support!
We truly couldn't do this without you, so thank you so much!

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Re: Wildermyth a myth-making tactical RPG
« Reply #14 on: October 27, 2020, 03:11:05 AM »
0.29 Eluna and the Moth
Mon, 26 October 2020

Our fourth campaign centers on the Thrixl

We're very excited to announce our fourth main campaign, "Eluna and the Moth." This is the most the intricately crafted experience we've ever delivered, and we're very proud of it. This story focuses on the Thrixl, and it mixes up the usual Wildermyth formula in some big ways.

To fit with the story, the first chapter takes a more directed approach with less overland management. Many of the battles and events throughout the campaign happen at less expected points. The campaign happens over a smaller span of time, allowing your starting heroes to make it all the way to the end. Because of that, we were able to integrate them into the story from start to finish - if they survive, that is.

Also in this patch are several new victory events, a few new faces, and the regular raft of bug fixes and tweaks.

We aim to ship a patch every two to three weeks, and our roadmap is here



0.29+202 Eluna and the Moth

New Campaign! Eluna and the Moth: a five chapter Thrixl story
New male face (M7)
New female face (F7)
New female face (F8)
New Victory: In Our Wake
New Victory: Fodder
New Victory: Takeaway
New Victory: Up In Smoke
2X and 3X monster cards will now show up later
Thrixl Changes:
* Removing mindworm now makes you immune for a turn
* Thrusk +damage calamity separated into 2 calamities
* Drathix breath now just poisons once
* Increased etherburn damage based on difficulty and enemy type
Reduced scorpion tail damage.
Reduced recommended starting calamity cards for Walking Lunch
AI now does a better job trying to get to heroes blocked by scenery
Reduced thornfang scaling with potency.
Skunk spray now scales with potency.
Objectives on HUD can now use second line if needed
Fire stunt fireballs can not be blocked or dodged.
Burials now happen before the interval
Dead heroes no longer show in relationships tab
Children can no longer generate with a different last name
Ember arrows and piercing shot now work with morthagi crossbow
Fix a bug where calamity error message would linger
Fix an overland camera bug with inactive heroes
Fix a bug where "pick from legacy" would show up when none to pick
Fix a visual bug with starheart and oldwane curse
Fix a bug where lover's vengeance would hit wrong enemies in AOE
Fix bug where ember arrows didn't shred armor
Fix bug where stubble didn't work on one head
Fix a bug where some lover events could happen for wrong people
Fix a bug where burials and calamities could show before game over
Fix a bug with plot teleports
Fixed a bug where allies blocked line of sight for knockback abilities
Fix a rare bug with ability prediction causing de-sync
Fix a bug with water stunt and guardian
Fix bug where walking though fire triggered counters against self
Fix a camera panning bug
Fix bug where relationship locking did not work
Fix a pathfinding bug
Fix some text rendering irregularities
Fix bugs with "immune to knockback"
Fix some typos
Tools: aspect validation now recognizes wildcards
Tools: calamities file is now merged instead of overwritten by mods
Tools: searching for effects now looks at all text in the effect
Tools: Added AI Behavior Inspection option (game and combat lab)


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