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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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