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The way literary works function has been remodeled. When your hero reads one of them, instead of getting a direct bonus, a Knowledge stat of theirs will now be increased. Foremost among those is the Knowledge (Magic) stat. Magic items now need to be identified, and the Knowledge (Magic) performs that function. Each magic item has a magic level (determined by the item's affixes), and the hero must have a Knowledge (Magic) level as great as the item's magic level or higher to identify it, which happens automatically when the unidentified item is in the hero's inventory. You can see your hero's current knowledge levels by hovering over their portrait when the hero is selected, upon which a tooltip with their extended stats is shown. Your old magic items will not need to be identified.
Additionally, for every 5 levels in Knowledge (Magic), the hero receives +1 maximum mana. Along with this implementation, dozens of new literary works are being added.
As for the goblins, Jinn has completed their temple:
I leave you with a preview of the Teuton Cleric and of a building for the next faction flair pack:
A good deal of work has been done on the goblins. Jinn has completed a couple of their command buttons, as well as a goblin cursor and a portrait for a new unit: the Goblin Shaman.
The Goblin Shaman has access to the Terror spell, which sends his foes away, shivering in fear.
Meanwhile, I completed the code for a system to make skin and hair color variations more expedient, with the engine itself doing the necessary color changes. Jinn then designed the color ramps, which I implemented into the game. As a result, we can now have gnomes with a wildly varying set of colors, and the deep and forest gnomes have come to life in the world of Nidavellir:
Each gnome portrait and spritesheet had to be adapted for use with this new system, and for the future we intend to expand this functionality to other civilizations as well, specially the goblins and dwarves.
And finally, here's the symbol for the next Faction Flair Pack:
“Wyrmsun takes the best of the old, sprinkles some new features on top, and presents us with a well-developed throwback game.”
The Stratagus engine, as well as the code and story elements included in Wyrmsun are distributed under the GPL 2.0 license. For the licenses of the graphics, sounds and music, look in the /graphics/credits.txt, /sounds/credits.txt and /music/credits.txt files. You may freely modify and redistribute code and assets licensed under open-source licenses for other projects under the terms of the appropriate license, but keep in mind that you may not call your project "Wyrmsun" (see here for instance for more details on open-source games and trademarks: http://www.law.washington.edu/lta/swp/law/trademark.html).
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