Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on May 02, 2020, 03:23:29 PM

Title: Wildermyth a myth-making tactical RPG
Post by: Asid on May 02, 2020, 03:23:29 PM
(https://steamcdn-a.akamaihd.net/steam/apps/763890/header.jpg?t=1576886792)

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


Home page  (https://wildermyth.com/)
Steam  (https://store.steampowered.com/app/763890/Wildermyth/)
Forum  (https://steamcommunity.com/app/1280370/discussions/)
Official Wiki  (https://wildermyth.com/wiki/index.php?title=Main_Page)
Youtube  (https://www.youtube.com/channel/UC7TPfi2CRiTZfhmRyUQFesw)


Single-player


Wildermyth Early Access Trailer

https://youtu.be/X9xQQfGvXSU



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!

(https://steamcdn-a.akamaihd.net/steam/apps/763890/extras/heroLineup.png?t=1576886792)

•   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.

(https://steamcdn-a.akamaihd.net/steam/apps/763890/extras/heroesGorgonSmall.png?t=1576886792)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/763890/extras/heroesRelationshipSmall.png?t=1576886792)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/763890/extras/heroesDrauvenTower.png?t=1576886792)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/763890/extras/heroesMentor.png?t=1576886792)

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.


(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_037b22643d47af0ecde5cc2d5322c4095be6a338.1920x1080.jpg?t=1576886792)

(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_4341da01263c0c29d5793ba7fab753a3771fe830.1920x1080.jpg?t=1576886792)

(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_445153bff7cedb50f928295515784fab2433b442.1920x1080.jpg?t=1576886792)

(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_f34d5e2f903d0548057c9aa17c4e3965f69f05c8.1920x1080.jpg?t=1576886792)

(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_1daf8cacbbcc833ab85a7bdc34932cfb7e9926bd.1920x1080.jpg?t=1576886792)

(https://steamcdn-a.akamaihd.net/steam/apps/763890/ss_897753f91be0c595887d19e3b54746e293ac5543.1920x1080.jpg?t=1576886792)

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on May 14, 2020, 11:29:16 AM
0.20 Aulander Jaeger
Wed, May 13, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/e6bf442c242b91ed18bc78322d904bd4e89adf7e.png)

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.


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on May 29, 2020, 12:59:29 AM
0.21 Kyrmark
Thu, May 28, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/9a9ca5c9faa4306008f13d029bf971514eb6e319.png)

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

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid 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

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on June 28, 2020, 02:20:22 AM
0.23 Triss Thornfire
Sat, 27 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/2ee2b38fd97e72a3bb2f08ad31db1cc0c937fa07.png)

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 :-)


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/ff4d78c9f3e140dd0c3b1438789149ed72e2ebb0.jpg)

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

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on July 15, 2020, 12:56:30 AM
HUD art and Bugfixes
Tue, 14 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/400075531394ec4d5af4c79617a8e6440a618e6a.png)

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


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on July 31, 2020, 02:08:34 AM
0.25 Shasacan Emberland
Thu, 30 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/eb4ed57c7367421455ac6ce2d90fee2a23888135.png)

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!

https://youtu.be/6sVAby1jkj8


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:...>)


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on August 14, 2020, 02:25:19 AM
0.26 Thollop
Thu, 13 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/1943b13f1499afb8fc336fef4d40a6e73e545355.png)

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 (https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit)


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


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on September 02, 2020, 02:56:15 AM
0.27 Sable Nettelmoth
Tue, 1 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/56041dd148436de560e4d987d072419c91d17151.png)

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 (https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit)


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

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on September 09, 2020, 11:34:09 PM
The Wildermyth OST Kickstarter
Wed, 9 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/5a9e585fa78e57667a88f67aff9fd6331b93648c.png)

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!


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on September 18, 2020, 12:50:18 AM
Simplified Chinese September 24th
Thu, 17 September 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/763890/ss_63dc5545ec3ea24ddd943480d98e23aeed69e3aa.1920x1080.jpg?t=1600160989)

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 :-)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/04b9392f0e6169bd2c1d8c2697d2188156c6813b.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/11e4f4b1b80eda9291ad1c4a0125963a51e3baab.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/72212ce850628cd13eb7c3afb1ae31d6289c5955.png)

See you on 24th!
Worldwalker Games LLC & WhisperGames

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on September 25, 2020, 01:05:52 PM
0.28 Ulf Wast: Chinese language and 20% off to celebrate!
Thu, 24 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/1d7f0e2a12c6d533c86f3c540d8e6451f208299a.png)

(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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/c64964f414242572508d19c8ef44ab0d6fe4354d.png)

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


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on October 05, 2020, 11:55:37 PM
The Wildermyth OST Kickstarter is almost over! And a listening party
Mon, 5 October 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/5a9e585fa78e57667a88f67aff9fd6331b93648c.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/64175ad11d0f7d9f27529ff2f40cc1a687b03f1b.png)

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!

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid 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 (https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit)



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)


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on November 12, 2020, 12:38:52 AM
0.30 Lynn Yates
Wed, 11 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/1c91f6553d0ba2667c8e134084520b9ea49ad53e.png)

Lots of little things this time...
Now that we've shipped our Thrixl campaign, we're taking some time to fix some little stuff and work in new content. This patch has a lot of relatively minor changes, many of which have been player requests. We've also got a couple new events, with more on the way.

We aim to ship every 2-3 weeks and our roadmap is  here (https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit)



0.30 Lynn Yates
New Event: Anchors
New Event: Pulling Threads
Updated Event: Sweltering Stars
Farm and Forest temporarily disabled
Scatter Stand or Still temporarily disabled
Added checkboxes to forbid random Romances and Rivalries
Events now less likely to happen if they happened last game
Now possible to change difficulty level during a game
* Note this does not adjust existing calamities etc.
Save games are now zipped - greatly reduces file size
* Old games will load fine, won't be migrated for now
Adjusted Eluna Ch2 Capstone difficulty (bit easier now)
Some work on initial loading time and splash screen
Added a 'random' button when choosing own company name
Tweaked some wing images
Adjusted Comics 'Back', 'Skip' button visuals
Improved incursion indicator tooltip on overland map
Hunter w/o bow will not fire arrow in Ulstryx Ch1 victory comic
Fix some missing pauldron images
Fix bug with Sylvan Invigoration
Fix bug where Elsee dies but still shows up in tiding
Fix bug where Monarchs mole could show up even if dead
Fixed bug where typing numbers in name field would change tabs
Tools: added a cheat to delete history lines
Tools: editing effects no longer requires restart
Tools: made legacy heroes at towns moddable
Tools: fix a freeze when overriding calamities
Tools: Reworked Editor screen to make important labs clear
Tools: Can now use legacy heroes in events


Also, in case you missed them, here are some hotfixes we put out since 0.29 shipped:

0.29+220 Eluna and the Moth Hotfix 6
Fix a bug with customizing recruits
Temporarily disabling Wildheart for maintenance
Fix a visual bug on T3 water axe
Add some error protection when creating items
Add better logging for active and background mods

0.29+215 Eluna and the Moth Hotfix 5
Fix a bug where Eluna Ch4 capstone crashed on linux

0.29+214 Eluna and the Moth Hotfix 4
Sibling relationships now stored in legacy
Ensure that Eluna siblings retain status through legacy
Fix a bug where items in mods would not work
Fix some text issues

0.29+213 Eluna and the Moth Hotfix 3
Text tweaks in English and Chinese

0.29+212 Eluna and the Moth Hotfix 2
Fix moth wing description
Chinese text tweaks
Fix weapon loss when customizing inactive legacy heroes
Fix a bug where particles would linger in legacy browser
Fix a character sheet bug when marking legacy heroes inactive

0.29+210 Eluna and the Moth Hotfix 1
Fix a bug where starting siblings could form a romance


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on November 26, 2020, 02:03:31 AM
0.31 Sani Cavern
Wed, 25 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/8d366af4947cfa72e0dda4b6880d824612999c12.png)

New Monsters, New Music!
Some exciting stuff that's been in progress for a while finally came together in this patch. We have 9 new monsters, each of the 5 monster groups get 2 (except Gorgons who only get 1). These are mostly high-end monsters, so they extend the range of difficulty, and we've put some effort into making the game harder when you have 20+ calamities per group. (Note, we're ONLY trying to increase the difficulty when you have many calamities, so this shouldn't affect players who are not seeking out punishment.) We're definitely looking for feedback from our Walking Lunch, high calamity players about how that's working out and how we can go further with it.

With the addition of these new monsters, we've added 5-chapter Legacy Campaigns. Legacy campaigns let you start with legacy heroes, and you'll get more during intervals. For the 5-chapter experience, we've left interval length alone, so heroes will start to retire in the later chapters. Let us know what you think!

New Music! We've got several new story-oriented pieces that we've fit into our existing events. Stories will now have music that matches and reinforces their emotional tone, and we're really happy about that.

In addition, there's several new and reworked events, some reworked monsters, and a bunch of tweaks and fixes.

We aim to ship every 2-3 weeks and our roadmap is here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit


0.31+233 Sani Cavern
New Event: Apothecary
New Event: The Unpaid Bill
New Event: Old Guard New Blood
New Event: Collective
Reworked Quest: Farm and Forest
Reworked Quest: Scatter Stand or Still
New Music! Assigned new music to many events
Added new monsters to each group!
* Deepist: The Faithful
* Deepist: The Chastised
* Drauven: Balestar
* Drauven: Raid Knight
* Gorgon: Seacaller
* Morthagi: Coachman
* Morthagi: Groundskeeper
* Thrixl: Kinnestend
* Thrixl: Muse
Added 5 Chapter Legacy Campaigns
Removed non-legacy recruit events from legacy campaigns
legacy campaigns now draw an additional card per fight
Reworked Bartoth as a mage, interfuse and explode allies
Reworked Butler as a butler - cleans and buffs allies
Improved stat comparisons for armor
Sommelier now does magic damage, reduced damage slightly
Late Game Difficulty Increased:
* increased card threshold for high tier monsters
* increased health of some high tier monsters
* calamities for more low/mid tier monsters per card
* health calamities now scale with monster base health
Reduced range of Splintersalvo to mainly between the scenery
Minor tweaks to several events
Clarified some objectives in Eluna and the Moth
Legacy heroes now sorted by tier then name in recruit list
Can now save with note, instead of having to add it after
Stasised heroes cannot be stunned or poisoned
New interface options to disable auto camera movement
Customize face/hair dropdowns don't close on select anymore
Death animations don't block for as long
Map seed now visible from this game tab
Aid now removes Mindworm
Removing Mindworm now does not break stealth
Attempt to fix a couple crash bugs
Fix a bug where forbid random romance was not sticking
Fix a rare bug with Eluna map gen (unreachable tile)
Fix skunk spray tooltip
Fix bug where wild grasp could fail if no destination
Fix a rare crash on load
Tools: now possible to add custom stunts to gear or heroes
Tools: now possible to set and preview music in comic editor


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on December 23, 2020, 02:32:21 AM
0.32 Anselle Evan
Tue, 22 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31782164/df7382aa756d58b2b81a1037332a3080861eaa1a.png)

Unique Weapons, and Map Editor

We've got some real nice stuff this time. We've reworked all the "unique" weapons, added tiers for them so they can persist over the legacy, and made them special with stats and/or abilities. So now you don't have to give up that cool-looking Fang Axe or Clockstopper when you unlock an elemental variant, because now they should be viable on their own.

We've made some visual changes to the overland map, to make the tiles more consistent with the mission environments, and to tie together the overall art style of various elements.

And we've upgraded our tooling. We've added an Item Editor, and greatly enhanced our Map Editor. If you've ever wanted to make a custom fight, this is a great time to take a look. Here's a video showing you how to use the new editor:

https://youtu.be/P_FUwjs50bk


Normally we try to patch every 2-3 weeks, but with the holidays, we expect our patch schedule will suffer a bit. Our next big priorities are generic campaigns and achievements, and at some point we'd like to take a look at overland gameplay too. You can find our roadmap here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit

0.32+240 Anselle Evan
Reworked Event: The Gambler
Updated Event: Amber Hollow
Updated Event: Field of Fire
New Tiding
Overland Art Refresh! looks more consistent, fields are gold now
Unique Weapons Overhaul!
* Plain unique weapons have been buffed in fun ways
* Unique weapons are now called Artifacts
* Artifact weapons have tiers
* Artifact weapons persist over legacy
* Artifact weapons can be upgraded, but cost more than base
* Artifact weapons can NOT be crafted, only upgraded
* Artifact weapons drop rate adjusted
* Artifact weapon won't drop if someone already has that weapon
* Artifact weapons won't appear on new recruits or children
Stunt damage is now shown as a weapon stat
Elemental weapons now deal 1 less damage on stunt
Labors UI overhaul
Saving now immediately closes the dialog
Tweaked mission victory ceremony
Monster health bars are red now
Scorpion tail is now 1/turn
Reduced thornfang usages by 1/turn
Adjusted size of some monsters
Updated Enduring War boss attack (minor)
Bitter Scratch no longer prevents turn end
Fix a bug with Balestar's fireball going through walls
Fix a bug with Coachman's throw going through walls
Fix some typos
Fix a bug affecting Expanded Classes mod
Added some alternative combat maps for certain stations
Tools: Item Editor tab in content editor!
* Items are now stored in their own files
* Mod items should migrate automatically, contact us if issues
Tools: added some implicit aspects, can split on them:
* Added HAS_THEME, HAS_THEME_ARM, HAS_THEME_LEG
Tools: Map Editor 2.0
* Map Editor: no more text grid
* Map Editor: can now draw terrain and place scenery with mouse
* Map Editor: show images when picking scenery/doors
* Map Editor: improved clarity and tooltips
* Map Editor: reduced clutter, hid redundant fields
* Map Editor: better presets for doors, walls, floors
* Map Editor: explicit control of interior space, random scenery
* Map Editor: don't need to save map to see changes on reroll


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on January 29, 2021, 01:38:28 AM
0.33 Gwynne Flutebody
Thu, 28 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/d40baad5c8a8a40d8a5097b14957b175bf76aa3d.png)

Stories Carved in Stone

There's a new way to play Wildermyth. You can now select "Carved in Stone" when starting a new game. This is similar to "ironman" or "commitment mode" in other games - there's only one save file, and no option to load. Quit is replaced by "Save and Quit." It's not on by default, but it's there for those who want it!

We've also added a way to view your unlocked legacy weapons from the legacy browser and the in-game menu, and have made some balance changes to abilities.

On the Tools front, we've done a lot of work to make the comic editor more accessible. We've simplified and improved the event setup process, removed irrelevant fields from the editor, and improved feedback. We also tried to make a more comprehensive guide on getting started with the comic editor tools, which can be found here https://wildermyth.com/wiki/index.php?title=Comic_Editor_Reference . We'd love to hear from anyone who wants to make comics, where are your stumbling blocks?

In the background, we're also working on some other roadmap items, achievements and controller support specifically. Neither of these is ready yet. Achievements might not be ready until we get close to launch.

Now that the holidays are over, we will aim to get back to our regular cadence, and ship a patch every 2-3 weeks. Our roadmap is here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit . As you can see we're getting to the final segment of stuff! We're really excited about reaching 1.0.


0.33+245 Gwynne Flutebody

New Event: A Tight Fit
New Victory: Wardrobes
New Victory: Fading Lights
Added "Carved in Stone" mode (Ironman)
Achievements button in menu to review elemental weapon unlocks
Added icons for elemental and artifact weapons
Added a checkbox to forbid heroes from having children
Spell Damage is now a real stat
Moved advanced shackles from elementalist to humanist
Raider now damages enemies adjacent to destroyed scenery
Prepared shot explains that it deals extra damage
Banners for bridges/passes now show up at location
Now possible to build multiple bridges/passes per tile at once
Adjusted Crow Peck to blind on stunt, reduced stunt damage
Some maps now indicate that more monsters are coming
Spirits will no longer die in fire
Getting elemental artifacts no longer unlocks elemental weapons
Changed color of interfused fire, enemy fire
Fixed bug with offhands for legacy recruits with 2H weapons
Improved performance of legacy saving
Clarified some objectives
Interfuse feedback no longer turns mystic to face it
Fix remove dominate was not present on some difficulties
Fix a bug where inspiration bonuses could become permanent!!
Fix a bug where opportunities didn't correctly resolve
Fix a bug where spirits would prevent some monster spawns
Fix hero selection in labors screen
Fix a bug with upgrading some artifacts
Fix a bug with fire and lover's vengeance
Fix a bug with Spiritblade and Heroism
Fix a bug with Bloodrage and standing in fire
Fix some typos
Tools: added helpful links to editor landing page
Tools: Comic Editor ease of use improvements
* new event button in comic editor, improved dialog
* replaced "new story role dialog" with complex target previews
* simplified targets to only show relevant stuff
* event validation now shows in comic view
* can enable or disable events in comic view
Tools: New Outcome dialog shows suggestions based on context
Dev Mode: preview controller support - not finished!

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on February 26, 2021, 02:58:53 AM
0.34 Elsee Arcwright
Thu, 25 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/5315bd7d5ed05933e5d8b4218eef46d0dfc6366f.png)


Incursion Redesign, Crafting at Towns, More...

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We've made some big changes to our overland gameplay! A big goal of ours over the next few patches is to make the overland layer feel more strategically interesting, less tedious, and more personal / story-relevant. We're starting off by redesigning how incursions work.

Incursions

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/533dde895a67abb993119e31b1e682fddaac2a96.png)

Enemies no-longer reoccupy sites. Instead, incursions have an Incursion Size based on difficulty, chapter, and infested tiles. The incursion travels from tile to tile, destroying defenses and sacking sites (losing size each time) until their size reaches 0, at which point they disappear. The larger the size, the tougher the fight will be!

Defenses

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/18feec6555e2e62463ef61247b07d29c3f22fc7c.png)

Defenses work differently. You can build up to 3 tiers of defense, with higher tiers taking longer. Incursions will destroy a number of sites or defenses up to their size, so tier 3 defenses will completely stop a size 3 incursion. When an incursion reaches a tile with defenses, it will take several days for it to burn through each tier, so defenses also give you more time to respond.

Incursion Defense Battles

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/4ace9fd2b637149a45b13a08e3540caeb10d4d50.png)

We felt these were boring. They are now faster and more hectic; you'll be surrounded by monsters coming from multiple directions. Another big change is that you'll be joined by local farmers, who will pitch in to defend their land. If you start the battle with defenses remaining, you'll benefit from those in the fight.

Town Crafting

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/c7d3764401b1375aab014857134e5a05c7c28e37.png)

You can now craft items during the chapter, instead of only during intervals. We've adjusted the resource economy a bit to make this more feasible, and as part of the change you can also spend legacy points to purchase extra resources when crafting. On the other hand, recruits now come in with slightly worse weapons.

We want your feedback! This is a big change, and we'd love to hear what you think about it. What's working and what's not?

And of course we have the usual raft of small changes. We aim to ship every 2-3 weeks, although we've been slow lately. Check out our roadmap  here (https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit)


0.34+253 Elsee Arcwright
New Tiding - Smithcraft (Contest Winner: SleepyDragon)
Incursion Rework!
* Incursions no longer nest at sites
* Incursions now move from site to site, ruining them
* Incursions lose 1 strength with each site ruined or destroyed
* Incursions disappear when at zero strength
* Heroes at the tile can defend against incursions at any point
* New type of incursion mission adds 2-5 farmers to fight for you
* Farmers gain better gear based on level of tile defenses
* New defenses weaken incursion strength
* New defenses offer rain of arrows ability
* Defenses show up as one to three shield icons
* New particles and sounds for incursions
* New incursion defense maps
* Incursion defense event updates
* Incursions notify the player when exhausted
* Prepare Defense event updates
* Created more consistent NPCs to defend tiles.
Can now craft at towns during chapters
Legacy points can now be traded for resources
Town recruits now happen in two parts (choosing and preparing)
New recruits start with tier 0 armor until chapter 3
New recruits start with tier 1 weapons until chapter 4
Interval recruits after chapter 2 start with tier 1 weapons
Interval recruits after chapter 2 start with tier 1 armor
Jobs now auto-cancel if they're invalid
Most items can be renamed when found
Random button for customizing names
Swap Weapon button in character sheets while not in missions
Added keyboard controls for orbit and zoom
New incursion path animated visual
Added improvements to overland tile ability bar
Clear all button no longer appears when a mission needs one hero
Tooltips added to Doom Track Header
Sites giving too many spellthreads now offer different materials
Legacy file saving made more robust (creates a backup file in case of failure)
New Sounds for several abilities
New particles for Harvest and Dread Harvest abilities
Fix a bug with the town recruit event
Fix a bug where heroes walk into fire instead of extinguishing it
Fix a bug where a mystic was naked
Fix a bug where maximizing screen would break spacebar time toggle
Fix a bug where recruit missions were being prevented
Fix a bug where securing a site didn't give the correct materials
Fix a bug where storied bones event could grant the wrong weapon
Fix a bug with screenshot overwriting
Fix a bug where wiki button and mod name for comics
Tools: Added option to use long name for ability button
Tools: Animate outcome can now be used to play sounds
Tools: Added IncursionDefense mission format
Tools: Event
* Added canEquip expression
Tools: Map Editor
* UseTheseExactPieces now uses sceneryDensity
* SpecificArea sceneru now respects forbidDrawScenery
* Added option to now show escape zone until player requests it
* Added allowBlockingFlag that lets scenery be packed tightly

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on March 18, 2021, 11:41:52 PM
0.35 Daghen Dimmerhelm
Wed, 17 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/63dc30b305da280fe20383731d18459e34c1f87b.png)

More Incursion Work, Remembered Places, More Events!

This time we're continuing to iterate on incursions and how they fit in the overall overland gameplay. We felt they were still too tedious, and were not quite doing what we wanted, so we made some more changes. Notably, the frequency of incursions should go way down, particularly at high difficulties in later chapter. Incursions will start with a larger "size," but fights have been rebalanced to be about the same as before in terms of difficulty. This makes incursions more of a threat on the overland, but a less frequent threat. We've got some other tweaks in there as well. Let us know how it plays!

"Remembered Places" is a fun little thing we're doing now. After some memorable encounters, a little map feature will show on the world map, so you can remember what happened there. In addition, we have some meaty new events this time, and a handful of bugfixes and other tweaks.

We aim to ship every two to three weeks and our roadmap is here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit

0.35+258 Daghen Dimmerhelm
New Event: Out of the Rain
New Event: The Starseed Tree
New Event: Distant Thunder
New Theme: Storm
More Incursion Changes!
* Incursions now start larger
* Incursions now have a chance to split into two
* Incursion fight strength doesn't scale as much with size
* Incursions always target towns
* Incursion path is shown from the start
* Infestation effect on incursion rate significantly reduced
* Improved Incursion Tooltip
* Grant Legacy Points if an incursion burns out on defenses
* Defenses have a chance to withstand incursion attacks
New Incursion Defense maps have been added
* Garrison
* Farmwall
* Tunnel Road
* Pincer Position
Remembered Places now appear on sites after certain events occur
A new Promotion Dialogue has been added
Patch Notes now show on the main menu when a patch is released
New Custom Site maps have been added
* Library
* Henge
* Primal Altar
New Ulstryx Boss music
Top four main menu buttons have been moved under a Play button
Interfuse and Silkstep are now more consistently on the same key
Game can check if it's out of date
Added a theme choice to Hunting Ambrosia
Warrior Armor stat changes to make the two types more balanced
Ability description updates
Fix a bug where enemies get stuck while trying to reach doors
Fix a bug where capstone assault missions won't autofill
Fix a bug where riposte could proc against ranged attacks
Fix a bug in Unpaid Bill text
Tools: Added an option to disable multi-paste functionality
Tools: Map features can now be changed with events
Tools: Able to forbid specific scenery spawning in map editor

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on April 14, 2021, 12:00:09 AM
0.37 Ren Northfield
Tue, 13 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/438aa2d2b0f62e188a09e12db4f6c8f5b401cc31.png)

Steam Networking for Multiplayer, other small stuff
Following through on our experimental multiplayer, we've added steam networking integration, compression, and generally cleaned up the connecting process. There are some nice improvements for local/remote play as well, and a tweak to the art for one of our very oldest transformations, the venerable wolf head.

We're still hard at work on the next campaign, and a couple of other big chunks of content, so don't worry if things seem a little quiet on that front. We have some awesome stuff in the works :-)

We aim to ship every 2-3 weeks and our roadmap is here https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit

0.37+272 Ren Northfield
Steam networking for multiplayer!
Tweaking wolf head (adding neck layer)
Compress multiplayer traffic (incompatible with old versions!)
Revamped multiplayer New Server dialog
Several improvements for local multiplayer (and Remote Play)
Added colors for multiple controllers in missions
Added multiplayer "read along with leader" option
L/R stick press when hovering enemy now shows move range
If crash when setting display mode, launch windowed next time
Fix ability button accelerator positions at high dpi
Fix an issue that was bloating save files (more work to do here)
Fix a softlock with mortal choices
Fix a bug where controller input couldn't cancel calamities
Fix a bug where entanglement could target non-mystic
Fix a duplicate hero in storied bones
Fix a bug with switch relationship when locked

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on May 13, 2021, 11:35:47 PM
0.38 Codander Doomwage
Thu, 13 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/d0e63acb8f8952bf2e2f789cc5cc2dceee75322f.png)

Drauven Rework, new buttons, legacy browser, and more!

We're delivering 3 Roadmap items in this patch!

Drauven have been reworked with a bunch of new and terrible (for the heroes) abilities. The centerpiece of this is Drauven Blood, which now grants regeneration to all Drauven (but not e.g. terror birds). Because they can regenerate, Drauven want to slow fights down, and so many of their new abilities are about thwarting the heroes' ability to burst them. We think this will make a big difference in how they feel to fight.

We're also delivering a new Legacy Browser environment with some filtering features. We'll have some new music in here in a future patch but it's already a much more pleasant place to find your favorites.

We're also removing the experimental tag for multiplayer along with some improvements to the player experience, especially when playing with mods. The "Always on mods" concept has been simplified so that now they can be turned on and off per game.

We're getting pretty close to announcing a launch date, which is extremely exciting
for us as a team. It's been a journey and a half! As part of that, we've updated the roadmap to better reflect exactly what we expect to ship with 1.0, and what will likely slip to a 1.1 or 1.2 update. You can find our roadmap here: https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit

As we run up to launch our regular patch schedule will most likely be interrupted, but we'll of course continue to communicate and address bugs as needed.


0.38+282 Codander Doomwage
Drauven Ability Rework!
* Drauven Blood: All Drauven regenerate now
* Dart: Cower, hide after taking damage
* Dart: Prepared Shot, shoot enemies moving through an area
* Stump: (Calamity) Net Throw, hobble enemies with a net
* Haunt: Specterstep, ignore the first attack made
* Haunt: Quickblade, can move after attacking
* Stormthroat: Harass, send a bird to harass the enemy
* Stormthroat: Battleyell, command an ally to attack
* Deevens can intefuse with scenery
* Terrorbird: Shriek, reduce enemy potency in a cone
* Gorelord: Blooded Ferocity, take half damage for a turn
* Pilot: Wingbeat, deal damage and knockback every turn
* Pilot: Flight, fly to a tile and bring an ally along
* Raid Knight: Charge, rush into the fray
* Balestar: Sneer, extra movement at the end of its turn
Adjusted Drauven Calamities
New Tidings
Added an autosave at the very beginning of the campaign
Changed and simplified how mods are configured
Multiplayer warning for mismatched mods
Removed "Experimental" tag for multiplayer
Abilites withs status effects now explain them in tooltip
New cursor image
New button styles
Ability buttons now show element type
All theme range attacks now work with ambush
All theme range attacks now work with archery
Throughshot now works with certain ranged theme attacks
Increase damage of jumpjolt, chain lightning and witherbolt
Treecall is now a swift action
Blazing Sword and Arrow now have distance relative to the fire
Retirement Age stat shows if the hero will retire this chapter
Unstoppable aspect no longer protects against reaction strikes
Can now search by name in the legacy select dialogue
New Legacy browser map
Legacy can now show heroes of different tiers
Can now modify hero hooks in the history tab
New in-game menu background
Elsee Arcwright now has hooks
Additional Mods section explains Always-On mods
Fix a bug where job time estimates were innaccurate
Fix a bug where health loss from mortal choices didn't stack
Fix a bug where archery triggered while the hero was in stasis
Fix a bug where clicking on the capstone threat gave bad feedback
Fix a softlock where some battles were unplayable
Fix a bug where forge lost aspects when steal fire was used
Fix a multiplayer crash when crafting and the host disconnects
Fix a softlock with archery and mortal choices
Fix a bug with customized hooks in multiplayer
Fix a bug with Answer to Austerity event
Fix a bug where changing hero type didn't adjust the background
Fix a bug with shouldersledge targeting
Fix a bug where disabled mods would reactivate
Fix a bug where enemies show up as invisible in old saves
Fix a crash on Linux with some How to Play pages.
Fix a bug where a quest was firing when that enemy was disabled
Fix a bug with vinewrench and multi-tile monsters
Fix a bug where theGoneOx retirement bonus was permanent
Fix some typos


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on June 25, 2021, 11:11:50 PM
1.0+332 All the Bones of Summer Hotfix 6
Fri, 25 June 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/763890/ss_3a550445bd69fcd8df3b57227ddac57502407fad.1920x1080.jpg)

1.0+332 All the Bones of Summer Hotfix 6

New Event: Company of Crows
Removed Event: As the Crow Flies
Achievements now work in multiplayer
Mouse cursor should behave better on mac retina
Option to turn off custom cursor
Chinese translation tweaks
Customizing heroes in multiplayer works better
Improved edge pan behavior when not capturing mouse
Multiplayer cursors in character sheet only if same hero
Multiplayer slots dialog now syncs up better
Fix bug where game could get stuck in final preparations
Fix bug with Eluna and Bones of Summer history lines
Fix Monarchs Ch2 could get stuck if town destroyed
Fix some typos and targeting issues


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on July 06, 2021, 11:44:30 PM
1.0 All the Bones of Summer Hotfix 7
Mon, July 5, 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/763890/ss_3a550445bd69fcd8df3b57227ddac57502407fad.1920x1080.jpg)

A whole bunch of little things and a few bigger ones.

1.0+340 All the Bones of Summer Hotfix 7
Chinese translation tweaks
Can now put heroes into legacy after a game over(!)
Greatly reduced bandwidth use in overland (Multiplayer Lag)
Made multiplayer mouse smooth again
New female face
Updated crow head visuals
Improved player account save/load robustness
Added error dialogs when account or legacy fails to load
Add error dialogs for some rare cases
New option to turn off camera angle snap
New option option to turn off overland notifications
New option to speed up overland time
Adjusted some tidings
Broken legacy entries will no longer crash the game
Tentside victory handles family better
Oldwane dagger now grants spell damage (consistent w/ theme)
One-panel comics (jobs mostly) now show choices immediately
Fix bug with read along in multiplayer
Fix bug with Thnarr's Accordica and ignite / arches
Fix bug where unclickable banners would show on sites
Fix multiplayer bug with dialogs not opening for all
Fix bug where achievements wouldn't show on steam until exit
Fix an issue with morthagi theme achievements
Fix some cases where spirits failed to spawn
Fix a bug/exploit in monarchs final mission
Fix Cutthroat Competitors achievement logic
Fix bug with retirement showing too soon in some places
Fix a possible softlock in some missions
Fix rounding errors in stat calculations
Fix a crash when typing only a space as a name
Fix wrong combat modifier in Volchasm
Fix some rare crash cases
Fix dead heroes in name the company
Fix some generic intros to work better with various parties
Fix some bugs with dead heroes in tidings
Fix Song for Someday Gone battle difficulty
Fix some event targeting bugs
Fix some broken tooltips
Fix some typos
Fix some visual comic issues


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on August 17, 2021, 11:42:32 PM
1.1 Aremella Errowlair
Tue, 17 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/283d4cef6d47c18607cf4d042e9fd61d2feb36ac.png)

Feedback, theme skins, and bugs
It's been a little while since launch and we want to first of all thank our community for the passion and support! It's been overwhelming at times, and we're really humbled and happy.

We've got some stuff for ya! We've got some design changes to retirement and years of peace. We've got some new theme skins! And we've got a good deal of usability improvements and bugfixes!

Going forward we'll have more content, features, and fixes, and we'll be aiming for a monthly cadence for patches for now.


1.1+344 Aremella Errowlair
Years of Peace are no longer based on performance
Retirement now grants 50% more XP
New Theme Skins Added!
Multiplayer: Added a Disconnect button to in-game menu for clients
Legacy Campaigns now act more like normal campaigns:
* Players can now recruit from towns
* Characters can have children that join the party
* Legacy heroes are no longer granted between chapters
Defenses built now grant farmers improved defense
Swift action now appears as a feather icon
Option, resource, and calamity menus are more easily accessible
Leftover Legacy Points can now be used to promote more heroes
Added coins to show when others are viewing the same comic as you
Coins indicate which player you're waiting on at the end of a comic
Players can now pay legacy points to reroll ability upgrades
Pressing escape now closes calamity window if none can be canceled
Towns can now contain up to 10 legacy heroes. (Up from 6)
Broadswipes+ now deals +2 damage instead of x2
Ignite can now only be used once per turn
Flashcone now deals damage equal to potency + spell damage
Reduced difficulty of Cavernquarry keystone
Adjusted Spawns for Enduring War first fight
Cvawn: When overland fires start, time stops
Adjusted Carved in Stone description
Action Point indicators now hover, show swift actions
Added interface option to turn on additional action point indicator
Added message after Tutorial is completed in Ulstryx
Cvawn can no longer be ensnared
Fix some crash bugs
Fix bug where armor value on tooltip wouldn't account for shred
Fix bug where Heroism prevented Wild Grasp from being Swift
Fix bug where kill counter wouldn't update immediately
Fix bug that caused sync error after mortal choice in some cases
Fix bug where retiring heroes can grant other retirees XP
Fix bug where Waterling Tiding would show wrong gender for waterling
Fix bug where Darts would cower after being killed
Fix bug where Engage could cause armor to go negative
Fix bug where Elmish Jealousy ability remained after mortal choice
Fix bug so Extinguish Fire job goes away if the tile is burnt
Fix bug where volley of arrows wouldn't show cooldown
Fix bug where Tier 0 Legacy heroes could be put into legacy again
Fix bug where Hitch a Ride event would appear more than once a game
Fix bug where saving in a Carved in Stone run could corrupt the save
Fix bug where monsters could use swift actions after moving twice
Fix bug where a placeholder recruit event would show
Fix bug where knockback wouldn't effect monsters on the same tile
Fix bug where Hammer item had no stats
Fix bug where Ecthis Chapter 3 picked a hero who already had wings
Fix bug where Mothwings could be granted twice
Fix bug where prepared shot and vine limbs didn't do anything
Fix bug where vigilance would still scale with potency
Fix bug where size of >1280x720 would cause window to be uncentered
Fix some typos
Fix some backend text bugs

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on January 24, 2022, 11:58:58 PM
1.5 The Sunswallower's Wake
Mon, 24 January 2022

A new three chapter campaign!
The Yondering Lands have more stories to tell...


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/377118f6d392ab7260d9006eabc4b87ae740d0e7.png)

The Sunswallower's Wake

The Sunswallower's Wake is a three chapter campaign for legacy heroes, focused on Vulta, an ancient enemy of the Yondering Lands. This story is unlocked by an existing event and follows the consequences of releasing Vulta from their gem-prison. We've been working on this for a while and are super excited to finally show it off!

Also some good bugfixes, including a memory leak fix that should improve performance for long sessions, and improvements to lighting when point light limit is low.

1.5+389 The Sunswallower's Wake
New Campaign! A three chapter legacy story
Can now click unscouted tile to build bridge/pass
Night Altar map updated
Lifeforge Keystone map updated
Hook Proud update
Offhand poison now applies 2 poison to weapons
Credit snapshots now in sepia tone
Point light improvements
Split incursions are now half the size of full ones
Broken legacy heroes can be fixed by reloading their campaign
Fix a multiplayer bug where events would repeat
Fix a bug where percentages didn't appear for Jigsaw event
Fix a bug with hook quests
Fix a multiplayer bug with some legacy hero recruit events
Fix a bug where ranged attack animations would cut off
Fix a bug where skeleton would get age-based tiding
Fixed memory leaks that caused lag and crashes over time
Fix a bug where Ecthis ch4 event wouldn't occur
Fix a bug where stat buffs from history lines weren't correct
Fix some credits comics that could show dead heroes
Fix some typos
Tools: Added auto-match option to comic editor, for testing
Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on March 03, 2022, 11:47:14 PM
1.6 Edina Gramling
Thu, 3 March 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/33e360e85e99bfc4631535e7226d5607ea1fb1fa.png)

26 New Theme Abilities, Warding Changes (+New Merch)!

We're so excited to bring you 26
new abilities in this update!! Themes and pets now all have unique upgrades that are available to choose when leveling up your hero. We released these abilities early on our unstable branch and received incredible feedback from our community, which we are very grateful for. We were able to make important adjustments, so now we hope that they're going to be even better for you all!

Additionally, Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn.

We made this change mostly for the following reasons:
- Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all.
- Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.

This change means it's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)

We've also added two new events and fixed lots of bugs!


New Stickers in our Merch Store!
Baby Monster and Elemental Spirit stickers have landed in our merch store! You can get them here.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/e33ec215097e0b7c548ba66d0e54e7f23af3f432.jpg)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/e5be4a0d44cc85ccb979f3eb59ee161aec37aef5.jpg)

Want to get Wildermyth updates directly to your inbox? Sign up for our mailing list on our website!


1.6+393 Edina Gramling

New Events:
* For Their Own
* Houses in the Heights
Removed Event:
* The Low Road
Disabled Event:
* What If We Were The Bad Guys
Added combat map to Out of the Rain event
Added two credits comics for Generic Campaigns
Added credits comics for Ulstryx, Enduring, and Monarchs
Disabled Mine Tiding
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
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
Number of undos are no longer shown at the end of a game
Ability upgrades can show up in 2 of the base ability slots
Indignance now breaks greyplane
Tongue Whip no longer has a cooldown
Some hunter armor now has warding
Fire Chicken and Fire theme now grant fire immunity
Thornlash now scales like other themes and has a damage upgrade
Crippling Strikes now works with all ranged attacks
Hook quests that fail to spawn will try to spawn again sooner
Defeating incursions in battle sets incursion timer back
Sunswallower's Wake hero slots now have descriptions
Sunswallower's Wake added ch3 mission failure case
Added new scenery
Added site images for all the bones of summer
Theme legs have stats adjusted
Added new icons to some abilities
Adjusted scenery based on sites
Added How To Play screen for Armor and Warding
Fix a bug where line attacks couldn't target enemies on blazes
Fix a bug where the right bard calamity wouldn't appear
Fix a bug where terrorbird death would cause flanking
Fix a bug where a hero would attack a site alone
Fix a bug where shields and walling would reduce fire damage
Fix a bug where terrorbird death reduced accuracy
Fix a bug where achievement didn't proc in a capstone
Fix a bug where incursions burnt out and granted 2 LP
Fix a bug where if timer stopped at 25/50 it wouldn't disappear
Fix a bug where Drifter event was near imposssible to get
Fix a bug where an armless hero could proc Avenger event
Fix a bug where staggron could summon while stunned
Fix a bug where d-pad didn't wrap left on the ability bar
Fix a bug with hook_Proud and fortheScavenging
Fix a bug where item text had no character limit
Fix a bug where Sunswallower Ch.1 Capstone would soft lock
Fix a bug where heroes gained from events start at lvl 0
Fix a bug with incorrect reported damage in a mortal choice
Fix a bug with prime stats in custom history lines
Fix a bug with tags in Black Castle Ruins
Fix a bug where monarchs rescuee had no starting stats
Fix a bug where Unpaid Bills event could show dead hero
Fix a bug where pet/thrixl would targeted in mortal choice
Fix a bug where genders were swapped in wolf mortal choice
Fix a bug where 0 Warded combat text appeared
Fix a bug where hook quest spawns too many foes
Fix a bug where unprocced hook quests would prevent others
Fix some typos

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on March 22, 2022, 11:47:43 PM
1.4 Joria
Thu, December 16, 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/7c2ead612d86aa2e0f8ea48e9e6eada467a259b3.png)

Artifact Weapons, New Hairs, and Fixes

Happy Holidays, Adventurers! Before we sign off for the month, we have a few things to send you off into the New Year. First, we have eight gorgeous new Artifact weapons that each have unique effects! Super excited to see them equipped on heroes.

We also have a few new hairstyles that will freshen up hero customization. Alongside new content, we have some revised events, balance changes, and good ole bug fixes.

For the holidays our team will be spending quality time with our families. The best way to submit bugs and general feedback is through F11- we'll get back to you all after the break.

See you in the new year!



1.4+374 Joria

New Artifact Weapons:
* Baleblade
* Eaglewing
* Firling Wand
* Frostfang
* Winterfur Staff
* Sojourner
* Icebreaker
* Longwatch Lamp
* Mothbite
New Hairs!
New Event: For the Scavenging
Revised Events:
* Down The Hatch
Incursion maps edited to be smaller and more focused
Water weapons now only deal 1 stunt damage for all weapon tiers
Reduced bone spear and empowered bone spear potency
Drop rates increased for bows, crossbows, staves, and wands
Skeleton now +2 Potency/Spell Damage instead of +4 Spell Damage
Increased range of skunk spray ability
Swan scepter now only grants one free interfusion per turn
Wardrobes now only spawn units if within 12 tiles of a hero
Takes slightly longer to select new abilities to prevent mistakes
Slightly reduced enemy spawns on the Ancient Wall mission
Tier 3 starseed wand now grants two warding instead of one
Adjusted stats on Lockbreaker and Minotaur axe artifacts
Fix a bug where some attack animations were cut off during stunts
Fix a bug with blank unique monster cards
Fix a bug where deleting an account with mods would crash
Fix a bug where listed witherbolt damage was inaccurate
Fix a bug with multiplayer disconnects
Fix a bug where reloading before recruit would prevent recruiting
Fix a bug where Weldlings fire wall wouldn't respect engage
Fix a bug with Paladin upgrade description
Fix a bug where stat buffs from history lines weren't correct
Fix a bug where heroic death was forbidden for three heroes
Fix a bug with the door in Ecthis chapter 4 capstone
Fix a bug where Archery with some theme attacks could hit allies
Fix a bug where tree arm bash would show incorrect damage amount
Fix a bug where tree arm would incorrectly add to the achievement
Fix a bug where Church of Dale recruit could be unreachable
Fix a bug where a farmer could be recruited in Monarchs campaign
Fix a bug with bonfire scenery backend text
Fix a bug where theme skins could cause slow hero customization
Fix some typos
Tools: Added modulo operator (%)
Tools: Added customCard field to StepM_SpawnExact
Tools: Added SEASON, YEAR, and DAY_OF_MONTH expression variables
Tools: Show position of MapDetail validation errors
Tools: Effect/Aspect fields show STUBS in suggestion tooltips
Tools: Added StepM_GetUnitsOnTiles


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on April 22, 2022, 11:28:29 PM
1.7 Kevkas Swordhand
Fri, 22 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/31782164/78b05b748e28be03b374a15aadbc93e4008f1e14.png)

Crossplay with Epic Games Store, New Comics, Accessibility Improvements

Wildermyth is now live and on sale on the Epic Games store! Crossplay is supported so you can play with your friends regardless of where you purchased Wildermyth. You don't need an Epic Account to play multiplayer, but if you have one, you can use it. This has been in the works for a while; we're very excited it's out for all you Epic Store connoisseurs!

Wildermyth is on the Epic Games Store here. https://store.epicgames.com/en-US/p/wildermyth-593344

With this patch, we've added color customization options for colors used during combat. You'll be able to customize them if you're having trouble seeing any default colors! We hope this helps make Wildermyth more accessible. We've also updated an old event with fresh writing and dialogue as well as added new Tidings.

You'll also see some minor UI and sfx additions, balance changes, and a buncha bug fixes.



1.7+414 Kevkas Swordhand
Crossplay with Epic Games!
Family Business Revision!
New Tidings!
Increased the weight of Heirloom Spring event
Added Colorblind options!
Added view button to achievement popups
Added achievement button to Legacy menu
Mythweaver potency buff can be gained from ruins scenery
Rogue+ now causes heroes to enter grayplane on stunt
Bloodrage reworked:
* Old: Extra Damage per 2 HP missing = 1 + 1/3 Potency
* New: Linear based on % missing health,
up to 2 + 1/2 Potency + 1/4 Max HP
Also, only affects melee/ranged attacks
Broadswipes damage rework:
* Old: Bonus Damage + Potency
Upgrade grants +2 Damage
* New: 2 + 1/2(Bonus Damage+Potency)
Upgrade increases scaling to full
Added sfx for some abilities
Bloodrage now shows current damage bonus gained
Abilities now show if they're melee or ranged
Adjusted several incorrect references to "Physical Attacks"
Shieldshear no longer counts as a melee ability
Meteor Strike no longer counts as a ranged ability
Some wings are now folded in non-combat scenarios
Can now set custom hero turn order via Options > This Game
Empowered bone weapons revert to normal over legacy
Heroes without soulmates present won't have random kids
Engage "line of sight" being broken is now more predictable
Engage+ has clearer feedback now
Added particle and filter effects to fire and poison
Fire damage animation takes much less time
Multi: Control over a hero can be set in the recruit dialogue
Multi: Large pets are controlled by same player as their owner
Multi: Heroes you control are automatically selected first
Added icons for legacy hero ability choices
Added store button to main menu
Improved feedback for heroes with melee+range theme attacks
Theme aspects like fire immunity now show in character sheet
Controller invalid clicks no longer deselect current action
Controller improved navigation in several dialogs
Fix multiplayer bug with customizing heroes at the same time
Fix a bug with Loyal hook quest targeting
Fix a bug where Storied Bones improved multiple hero's weapons
Fix a bug where Ghost Town hook would spawn an extra town
Fix a bug where skeleton theme rivalry had weird interactions
Fix a bug with Untouchable preventing attacks on walling allies
Fix a bug where Chaos Whorl could be used on lone enemies
Fix a bug where non-QWERTY layouts showed bad hints
Fix a bug where Salvage wouldn't destroy certain scenery
Fix a bug where Connect to IP multiplayer didn't work
Fix a bug with scorpion tail formula
Fix a bug with Sharpshooter and theme ability feedback
Fix a bug where longreach improved new flight abilities
Fix a bug where sentinel and protector could ignore stasis
Fix some crashes
Fix some typos
Fix some backend text
Tools: "keepOverLegacy" option to keep augments over legacy
Tools: Added Theme editor!
Tools: Added "Create Branch Event" button to Branch Outcome
Tools: Single-line text fields expand when editing
Tools: Color-coding for comic actors of different types
Tools: Improvements to Comic Editor "Auto-Match"


Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on June 17, 2022, 12:17:10 AM
Wildermyth Turns One Year Old!
Thu, 16 June 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/2badf8435bb68a37a14538d25c83a5ee506dfbde.png)

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!

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on August 27, 2022, 02:37:05 AM
1.9 Eve Vallenlong + Gorgon Plushie Release
Fri, 26 August 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/02b3f1f0dfc5d611f217a3715b02d710a74ee3df.png)

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!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//31782164/208c369059d4e218f0ef457b534c56ba6870493d.png)

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

Title: Re: Wildermyth a myth-making tactical RPG
Post by: Asid on March 22, 2023, 01:12:14 AM
1.12 Dashel Wilde
Tue, 21 March 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/31782164/741983c773830e80cc931b51d54567a924a88eae.png)


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)")