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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #30 on: June 17, 2022, 12:17:10 AM »
Wildermyth Turns One Year Old!
Thu, 16 June 2022



Yesterday was the one year anniversary of Wildermyth's 1.0 release. We couldn't have done it without all of you!

It's been one year since we went live with Wildermyth 1.0. In some ways it feels like only yesterday, and in others, it feels like years. Wildermyth has been in development for over six years. To have it released to the world, experienced by others, enjoyed by so many... it's been incredible, humbling, overwhelming at times, and generally just really dang cool.

Thank you. Thank you to everyone who has been here since our early days, those who have been following us since Early Access, and all the players still discovering our game. We have been blown away by your support and love for Wildermyth; you have all truly made the work worth it.

That being said, this isn't the end for Wildermyth! We're still developing really exciting stuff behind the scenes, and we'll have a patch out for you all this month. In the mean time, we put together a list of highlights of all the things we've released in updates over the past 12 months. This list isn't comprehensive- it just covers our most snazzy content. For more minutia, you can check out individual patch notes in their respective update announcement!


One Year Retrospective
Here are the highlights of all we’ve done since our 1.0 release!

View this list in Google Docs: https://docs.google.com/document/d/1E6CaQC6_MMvjXzUO-vNIRp85Bw_CVuPkDN4uhe4663I/edit?usp=sharing

New Art
New Theme Skins!
New Artifact Weapons:
* Baleblade
* Eaglewing
* Firling Wand
* Frostfang
* Winterfur Staff
* Sojourner
* Icebreaker
* Longwatch Lamp
* Mothbite
New Hairs!
New Achievements dialog art
New male face option
New scenery

New Writing
New Campaign!
* The Sunswallower’s Wake, a three chapter legacy story unlocked through play
Hook Proud update
6 new generic chapters
* The Ghost Town (mid)
* The Library (mid)
* The Potionry (mid)
* The Temple of Silence (final)
* The Unseen Orchard (final)
* The Warren (final)
New Events
* New Event: Bad Mustard
* New Event: Bones and Crows and Nightly Things
* New Event: Token of Affection
* New Event: Flickerings
* For Their Own
* Houses in the Heights
* For the Scavenging
Revised Events:
* Hidden Passages
* Heart of Stone
* Down The Hatch
* Family Business
Added credits comics
* Generic Campaigns
* Ulstryx, Enduring, and Monarchs
Lots of new Tidings and Wrapups

Design & Gameplay Updates
Design changes to retirement and years of peace
Better feedback for several dialogs in multiplayer games
Incursion maps edited to be smaller and more focused
New Boss monster
Map Edits
* Night Altar
* Lifeforge Keystone
Added 26 New Theme Upgrades!
(These can appear in the upgrade slots when leveling)
* (Bear) Ursine Hunger
* (Botanical) Fatal Flora
* (Celestial) Meteor Strike
* (Crow Wings) Fly
* (Wolf) Howl
* (Elmsoul) Deep Roots
* (Fire) Living Hearth
* (Foothill) Shard Skin
* (Gem) Crystal Chrysalis
* (Morthificial) Salvage
* (Shadow) Shadestride
* (Skeleton) Curse
* (Storm) Feedback Loop
* (Sylvan) Chaos Whorl
* (Hawk Wings) Talon Dive
* (Scorpion Tail) Prehensile Piercer
* (Pilot Wings) Airlift
* (Skunk Tail) Staggering Spray
* (Frog Head) Tongue Whip
* (Fox Tail) Nimble Nature
Pet Upgrades!
* (Fire Chicken) Covering Fire
* (Rat) Erratic Movement
* (Bird) Mark Prey
* (Duck) Alarming Quack
* (Avenger) Protector
* (Critter) Trinket Hunter
Added combat map to Out of the Rain event
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Removed pierce from magic abilities
* Tuned down some monster magic damage
* Tuned up some monster warding
Added new icons to some abilities
Crossplay with Epic Games Store
Added Colorblind options
Can now set custom hero turn order via Options > This Game

Misc. Content
Critter Plush released!
Merch Store Launched!
Released vinyl stickers!

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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #31 on: August 27, 2022, 02:37:05 AM »
1.9 Eve Vallenlong + Gorgon Plushie Release
Fri, 26 August 2022



Attack Synergy Updates, Controller Tweaks, New VFX, and a Gorgon Plushie!

Hail, adventurers! We have an update for you all that makes some big changes to attack synergies.

Previously, arm transformations would make certain abilities useless, which always felt a little bad. So this patch, we've made it so that ranged and melee theme attacks can often be used with certain abilities regardless of their melee/ranged status. We're hoping this allows for some more interesting build variety. (Quellingmoss + Cone of Fire? Sentinel + Chain Lightning?) More specifically: Most Ranged and Melee theme attacks will now work with Guardian, Sentinel, Broadswipes, Riposte, Ember Arrows, Piercing Shots, Quellingmoss, Archery, and Ambush.

For you controller and Steam Deck users out there, we made a ton of quality of life adjustments to bindings and UI, so controls should work better and smaller resolutions (like playing on the Steam Deck with the "bigger" UI option selected) should be laid out more nicely on many screens; you can check out the details in the patch notes below.

To better indicate some commonly overlooked UI, scouting and bridge/pass building options are much more clear on the overland, and we added sparkles to ability buttons for some non-turn-ending attacks (battledance attacks, swift action wolf bite, prepared shot, etc). Fire smoke particles have been greatly reduced when there's a bunch (no more blinding you while playing, yay!), and we created new VFX for star, vine, storm, fire, crow, hill, morthagi, skeletal, and tree theme skins. Plus, some abilities have new sound effects for some extra punch!


Preorder Wildermyth's Jumbo Gorgon Plushie!



We've partnered with Makeship again for another limited edition plushie release.

They'll only be made if the campaign is 100% funded, so be sure to order and share so this huggable monster can get home to you! The Gorgon will be available to order from August 25 to September 16.

Order one here! https://www.makeship.com/products/gorgon-jumbo-plush?utm_source=steam&utm_medium=display&utm_campaign=Q3_2022_Wildermyth_Steam&utm_content=Gaming_Wildermyth

1.9+438 Eve Vallenlong
Theme attacks now work with more abilities:
* Ranged attacks work with Guardian, Sentinel,
Broadswipes, and Riposte
* Melee attacks work with Ember Arrows,
Piercing Shots, Quellingmoss, Archery, and Ambush.
Cone of fire and thorn lash now get +2 damage from upgrade
(instead of damage scaling)
Ember Arrows now grants theme attacks a flat +1 damage
(instead of + potency damage)
Protector ability now works with ranged theme attacks
Crossbow damage increased by 1, accuracy buff removed
Spelltouched stats adjusted:
New: +2 Potency, -1 Bonus Damage, +10 Recovery Rate
Old: +2 Potency, -0.5 Bonus Damage, +5 Recovery Rate,
+10 Retirement Age
Spiritblade attacks trigger actual hero attacks
(and uses those heroes' passives: thornfang, broadswipes, etc)
Battledance Whirl now always lets you move at least one tile
Scout/Build Bridge/Pass banners now show up on unscouted tiles
Weird, Shame, and Slacker quest buffs don't persist over legacy
Build Bridge/Pass options show up when clicking scouted tiles
if heroes are closer to source tile than target tile
Overland tile glowing now renders above unscouted fog of war
Fire smoke particles greatly reduced when there's a bunch
Skeleton curse ability is now a swift action
New sound effects for some abilities
Hook quests now require relationship tiers 3/3/4 instead of 3/4/5
Completed Hooks now show checkmarks in character sheet History
New VFX for star, vine, storm, fire, crow, hill, morthagi,
skeletal, and tree theme skins
Gear comparisons now show gear abilities and special aspects
Personality stats now have button to move a stat to the top
Personality stat buttons are now aligned next to each other
Controller adjustments:
* Split "Next Hero or Target" binding into separate bindings.
* Previous Bindings:
- Next/Prev Hero (when on Move) or Target (when on Ability):
Right/Left Bumper or Down/Up D-Pad
- Next/Prev Ability: Right/Left D-Pad
* New Bindings:
- Next/Prev Hero: Down/Up D-Pad
- Next/Prev Ability: Right/Left Bumper or Right/Left D-Pad
- Next/Prev Target: Unmapped by default
* Ability tooltips disappear when you move the cursor or camera
(and reappear after 1.5s, or when switching abilities)
* Right joystick now scrolls UI scrollbars
* Camera movement & selection now respects camera orientation
* Overland auto-selects the tile with the most heroes on it
* Target selection angles now based on center of entities
* Tooltips that are too large don't show up centered on screen
* Fixed controller navigation for calamity card screen
* Controller no longer auto-focuses on company button.
Added feather icon next to abilities that are swift by default
but are now single because you already used a swift action
Added sparkles to ability buttons for some non-turn-ending attacks
(battledance attacks, swift action wolf bite, prepared shot, etc)
New image for the Great One
Adjusted keyboard bindings screen to be more organized
Steam Deck and Steam Big Picture Mode:
* Selecting a textbox with a controller now shows Steam keyboard
* Many screens fit better at smaller resolutions (see below)
Adjusted some UI to work better at small resolutions/large UI size:
(Specifically, these screens should work better at a 1080x720
resolution with the "Bigger" UI option selected; useful for
small screens like the Steam Deck)
* Gear Upgrades
* Party Select
* Character Sheet
* Calamities Popups
* Interval Summary Screen
* Promotion Dialog
* Replace Item Dialog
Fix a bug with controller camera movement when switching units
Fix a bug where Engage prevented stonewalling
Fix a bug where Hago cub could be kept permanently
Fix a bug where lonely cost history lines were incorrectly applied
(helper and main hero lines were swapped)
Fix a bug where Batchby engage procs protector
Fix a bug where some comics were missing chinese translation
Fix a bug where armor category headers could appear multiple times
Fix a bug where Ticking Tomb victory wasn't disabled
Fix a bug where a hair option was showing up twice
Fix a bug where hovered overland abilities didn't show tooltips
Fix a bug with button prompt positioning and size
Fix a bug where piercing shots didn't work with all ranged attacks.
Fix a bug where controller could open non-hero character sheets
Fix a bug where missing mods box appearing caused a crash
Fix a bug where interval could crash if a non-hero retired.
Fix a bug where Spiritblade attacks worked on stunned heroes
Fix a bug where ambush worked while stasised
Fix a bug with low stunt chances for Chain Lightning and Discus
Fix a controller bug with some scenery with diagonal footprints
(stuff like barriers couldn't be selected)
Fix a few places that would show keyboard hints in controller mode
Fix a bug where switching heroes didn't properly show hero tooltip
Fix a crash with the interval
Fix a bug where dev option confirmAbilityUse could softlock games
Fix some typos
Tools: overrideParticleScript option to allow particle overrides
Tools: Debug ability target fail log info is now more clear
Tools: Added ifOwnerAspects and ifNoOwnerAspects arrays to Skinlayer
Tools: Can now use feedback.onlyShowIfVisibleTerrain on regions

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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #32 on: March 22, 2023, 01:12:14 AM »
1.12 Dashel Wilde
Tue, 21 March 2023




Small Update: New Artifact Weapons, Rewritten Event, and Bug Fixes

Hi adventurers! We have a small update for you all this month to usher in the spring season.

We've rewritten the event "Hunting Ambrosia", now named "Trade Secrets". A couple combat modifiers have been buffed: Fortitude now grants +2 Temp Health, and Cunning now deals +2 damage on flank. Lots of adjustments and fixes for translations, and, of course, a couple of bug fixes!

Additionally, the winning designs from our Artifact Weapon Design Contest are now available to be found in game. The Wraithword Knife and Dreamer's Crook were designed by Discord users Wracketeer and LadTheFox. (Join our Discord for a new contest launching soon!)

In Translation news, Russian has entered the Localization QA phase, while French is just shy of that stage.

Keep an eye out in the next few weeks for some big announcements!

Want Wildermyth news sent directly to you? Sign up for our mailing list here.

1.12+469 Dashel Wilde
Rewritten Event: Trade Secrets (from: Hunting Ambrosia)
New Artifact Items: Wraithword Knife and Dreamer's Crook
Translation fixes
Adjusted combat modifiers:
* Fortitude now grants +2 Temp Health
* Cunning now deals +2 damage on flank
Adjusted Erratic Movement description
Increased UI priority on a few theme attacks
Celestial tiles now disappear at end of enemy turn
(So it won't disappear under your Archery hunter, etc)
Crystal Chrysalis explosion now uses the range and damage
you had when you initially used the ability
Fixed possible crash with incorrect text style tags
Fix a bug where wolf frenzy and two-handed crow scratch
wouldn't use piercing shots, ember arrows, etc
Fix a bug with frog head duplicate ability button
Fix a bug where Mossgirdle persisted over legacy
Fix a bug where some deepist shrine images showed up unlit
Fix a bug with star dance history line
Fix a bug where celestial region didn't work for pet Sommelier
Fix a bug where Skunk Spray didn't work with Sharpshooter
Fix a bug where some lake tiles would have lowercase names
Tools: Added "parameterValues" field to Aspects Outcome,
to add pre-evaluated numbers as parameters for an aspect
Tools: Added "autoFlip" option to particle scripts, which will
flip particle images horizontally if position2 is to the left
Tools: Added "facingDirection" variable for particles, which
returns 1 if position2 is to the right, and -1 if to the left
Tools: Added "offset_V(x)" particle function, which can be used
to get data from other particles (e.g. "offset_rotation(-1)")

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Offline Asid

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Re: Wildermyth a myth-making tactical RPG
« Reply #33 on: May 30, 2024, 12:56:58 AM »
A Farewell
Wed, 29 May 202



Active development on Wildermyth is coming to an end

Hi, this is Nate Austin, co-owner of Worldwalker Games.

Wildermyth has been a wonderful journey for us, but that journey has now come to an end. We feel proud of what we've accomplished, and lucky to have an incredible team and an amazing community. And it's never fun to bring something to an end, but sadly this is that time.

The Facts
Active development on Wildermyth is complete. We will continue to support the game and fix critical bugs, but don't expect new content, going forward. We will be saying farewell to many of our team members. <3 Worldwalker Games is going into hibernation for now.

What's Not Going Away
This does not, in any way, affect plans to bring Wildermyth to other platforms. We hope to be able to announce more on that fairly soon, but I cannot say more right now.

The Soundtrack Kickstarter is also not affected. Live recordings of the music will be integrated into the game, and made available as a purchasable OST.

French and Spanish translations for Omenroad will be completed.

We will continue to maintain the discord, wiki, social media, support emails, and merch store.

Why, and Why Now?
Wildermyth has been wonderful, but nothing goes on forever. We wanted to ship Omenroad, and having done that, we're ready to move on. This was the plan, and it doesn't have anything to do with how well Omenroad is doing. (It's doing quite well! And we're extremely proud of it, and will continue to support it!)

We're an independent studio, which means we're not answerable to investors. Nobody is shutting us down. We are going into hibernation because we are done with this project.

The Feels
When I started working on this game, um, 11 years ago, I had a bit of a chip on my shoulder. "I'll show them. I'll show them all." It's not there anymore. The last crumbs (is that how it works? What kind of chip is it supposed to be? A wood chip? A tortilla chip?) Well, the last crumbs of that chip were brushed away some time ago. I feel like we contributed something positive to the ongoing conversation of "what can a game be?"

For my part, I feel that we did what we set out to do, and the time has come to move on. I'm very proud to have been a part of a very special team, and a very special game, and I'm hopeful that the game will continue to live on. We have a tremendous community of players and modders, and that's a dream come true. It's been an incredible honor to deliver you Wildermyth, and I thank you for it!

I'm pretty sure we'll eventually find something else to pour our passion into, and we'll let you know about it when the time comes.

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