Sep 25
Wyrmsun - Andrettin
- 2.8.3 Changelog

* Buildings
- Dwarven Walls, Goblin Walls and Teuton Walls are now buildable (graphics by Jinn). Walls require Masonry to be available.

* Factions
- In the Scenario mode, founding certain factions now depends on possessing the correct settlements.

* Items
- Added Crown item.
- Added five new unique items belonging to The Dragon's Stars item set, the Dragon's Tail (spatha), the Dragon's Head (crown), the Dragon's Eye (amulet), the Dragon's Tongue (ring) and the Dragon's Jaw (shield).
- Added the Hippopotamus' Head unique crown.
- Added the "Fiery" magic affix.
- Unique item encyclopedia entries now display their magic level.

* Miscellaneous
- Fixed a crash which could occur after loading a saved game.

* Quests
- Fixed issue which caused the Gathering Materials quest's initial dialogue to not trigger.

* Scenarios
- Added the "Journey to Haimadala's Stones" (side-)quest for the Haimadala's Progeny scenario.

* Units
- Added button to transports to unload all units within (icon by Exidelo).
- Renamed the "Kogge" to "Cog".
Sep 14
Wyrmsun - Andrettin
- 2.8.2 Changelog

* Buildings
- Added a button to salvage your own buildings, destroying them and restoring resources used in their construction. The quantity of resources restored starts out at 75%, but decreases as Masonry and Architecture are researched. The percentage of resources restored also varies according to how much HP out of its max HP a building has.
- Farms now have slightly greater territory ownership influence range.

* Items
- Items sold at the Market now have a smaller chance of being magic or unique.
- Added support for unique item sets, providing a bonus if all items in a set are equipped.
- Added a new unique broad sword, Wolf's Claw.
- Added new unique boots, Alsvid's Hooves and a new unique amulet, Arvak's Ear. These items are part of the The Sun Horses' Stars unique item set.
- The unique broad sword Brimir is now stronger.
- Added the magic affixes "Extinguishing", "Giant's", "Wolf's" and "of the Wolf".

* Map Editor
- Wood Piles now display their different variations in the editor.
- Gold Rocks now display their different variations in the editor.
- Fixed performance issue when placing large blocks of tiles in the editor.

* Maps
- Revamped the Svarinshaug map, so that it now uses data from the Nidavellir map template and is 256x256.
- Revamped the Tanais map, so that it now uses data from the Earth map template and is 256x256.

* Miscellaneous
- Added 1200 as a possible resolution height.
- Fixed an issue which could cause a crash with saved games.

* Scenarios
- The "On the Vanaquisl" quest has been moved to the Scenario mode as its own scenario.
- Added hint to the "The First Dwarves" scenario explaining that stone can be harvested from rock tiles.
Sep 7
Wyrmsun - Andrettin
Wyrmsun 2.8.1 is now online!

A major change has been done to the game in this patch: town hall-type buildings can now only be built on settlement sites (similar to how gold mines are built on gold deposits). This is a significant departure from how the game played previously, version 2.8.0 has been made available as a separate branch on Steam, for those who prefer playing with how the game previously worked.

Additionally, dwarves now have a Mason's Shop building to store stone, so that gathering that resource farther from your base is less bothersome.

Check out the full changelog below.

- 2.8.1 Changelog

* Buildings
- Town Halls can now only be built on top of Settlement Sites.
- Smithies can now store Copper, Silver, Gold, Coal and Diamonds. Smithies now can only be built within a certain distance of deposits and mines.
- Added Diamond Deposit/Mine (recolor of the Copper Deposit/Mine by Kriss7475). Diamonds convert to copper at a 800% rate.
- Decorations are now removed when a building is constructed over a tile.
- Added a Mason's Shop building for the dwarves, which stores stone and improves its processing by 25% (graphics by Jinn).

* Map Editor
- Fixed crash which happened when placing a railroad over a neutral copper mine.
- Deposits and other resource units can no longer be set to store more than 1 million of their respective resource, as overly large numbers could cause issues for the game.
- When creating a new map, the map width and height can now be chosen by inputing a number. Any number between 32 and 512 can be chosen.
- Fixed player properties screen issue for new maps.
- Added option to delete custom unit types.
- Added drop-down in the unit type graphic properties to choose a shadow image for the unit type.

* Maps
- Fixed issue which caused some maps (i.e. Aquitania) to potentially start with tile irregularities.
- Increased the starting stone in the Little Island custom map, to allow give dwarven players an easier time in constructing buildings.
- Added a starting town hall for players in the Central Park, Little Island, Looking Upwards, No Man's Land, North-South Conflict, Northern Lakes and Time for Decisions custom maps.
- Increased the amount of space around deposits in random maps.
- Unicorns (and other animals) can no longer start trapped in a single tile between trees/rocks on random custom maps.
- Yale Caves are now generated for random custom maps which use the Swamp tileset.

* Miscellaneous
- Fixed the "northwest-northeast-inner" border graphics, which were incorrectly using the graphics for the "northwest-northeast-southwest-inner" border.
- The initial random seed for the game now varies according to the computer's time and date, so that random maps should no longer yield the same result multiple times.
- Added an encyclopedia page explaining the No Randomness mode in the Game Concepts section.
- Added Diamond Rock (recolor of the Copper Rock by Kriss7475).
- Muspelheim and Niflheim are now described as planes, rather than worlds. Helheim has now been subsumed into Niflheim, which is more accurate to the mythology.

* Scenarios
- A diamond deposit is now generated for the Nidavellir map.
- Added passages between the patches of dry mud within the Joruvellir desert.
- Added some rock and tree tiles to Joruvellir.
- Added four Yale Caves to Joruvellir.

* Terrain
- Terrain features (groups of tiles with the same terrain type and with a particular name for the feature) are now properly stored when saving a game.
- Decorations are now removed when a pathway is built over a tile.

* Units
- Increased transport ship trade capacity.
- Increased transport ship armor.
- Added dwarven Ballista Warship (graphics by Jinn).

* Upgrades
- Masonry is now researched at the Mason's Shop for the dwarves.
Aug 13
Wyrmsun - Andrettin
Wyrmsun 2.8.0 is now here!

This new version adds a player territory feature, which prevents others from building in your lands, and displays your borders on the map. Additionally, university buildings have been added, providing higher-level upgrades. Furthermore, when a main hall is built, it will now have a name for its settlement, and each building is assigned to the settlement closest to itself; this is a cosmetic change only, to provide flavor.


- 2.8.0 Changelog

* Buildings
- Players now have a territory, which is generated by the player's buildings. Players cannot build on the territory of another player.
- Buildings now show the name of the settlement they belong to. A new settlement name is generated when a town hall is built, and buildings are assigned to the settlement of the closest town hall.
- Fixed issue which caused severely a damaged building's fire to disappear when it was almost at 0 HP.
- Added a University building for the Teutons (graphics by Jinn).
- Added an Academy building the Goblins (graphics by Jinn).
- Added an Academy building the Dwarves (graphics by Jinn).

* Factions
- Forming Northumbria now requires that no other player have the Bernicia or Deira faction.
- Anglo-Saxon factions can now form "Englaland", instead of England. England itself can be formed when higher technological knowledge has been obtained, and forming the faction changes personal names etc. to English (Anglo-Saxons use Old English).

* Items
- The tooltip for literary works now describes the effects of increasing their respective knowledge stat.

* Map Editor
- Fixed an issue which prevented closing the player properties window by clicking "OK".
- Fixed an issue which could potentially cause the map editor to freeze when loading a map.

* Miscellaneous
- Removed support for resolutions lower than 800x600, so that more content may be added to the interface later on (i.e. new icons at the top bar).

* Multiplayer
- Fixed a potential desync cause related to unique item drop.

* Upgrades
- Added the Shield Wall (+2 armor for infantry) and Svinfylking (+2 damage for infantry) military doctrine upgrades, researched at the barracks (icons by Exidelo). These two upgrades are mutually exclusive.
- Added the Architecture upgrade (icon by Exidelo), which increases HP and armor for buildings. This upgrade can be researched at the University/Academy.
- Added the Mathematics upgrade (icon by Exidelo), which decreases trade cost for Markets. Engineering and Alchemy now require Mathematics. This upgrade can be researched at the University/Academy.
- Engineering and Alchemy are now researched at the University/Academy.
Jun 10
Wyrmsun - Andrettin
- 2.7.3 Changelog

* Buildings
- Added the Yale Cave (graphics by Jinn), which randomly spawns yales. A Yale Hunting Lodge can be built upon it (similar to how mines are built on top of deposits), providing Food, and allowing the Leather luxury resource to be harvested from it (max. 3 workers). The Yale Hunting Lodge has generic and dwarven graphic variants.
- Dwarven Yale Pens can now produce Leather (max. 3 workers).

* Items
- Added Joruvellir Wooden Shield item.
- Added a new unique item, Hlewagastiz's Horn.

* Miscellaneous
- Portraits in encyclopedia entries and dialogues now have a frame.
- Added Leather luxury resource, which is automatically sold at the Market.

* Scenarios
- The "A Rocky Home" quest in the "The First Dwarves" scenario now requires building a Yale Hunting Lodge instead of killing 8 Yales.
- Added the "A Home in the Fields of Sand" scenario.

* Terrain
- Added Desert Sand terrain (graphics by Jinn).
- Fixed crash which could occur if the player built a structure on top of a pathway.

* Units
- Dwarven Scouts, Pathfinders and Explorers now have a black-haired variation.
- Fixed the position of the Banner in the goblin Worker structure submenu, so that it doesn't overlap with the Railroad.
Wyrmsun - Andrettin
The new faction flair pack will add flavor to the dwarves of Joruvellir, who dwell in the harsh desert sands of their homelands. Splitting off from Modsognir's tribe, the Goldhoof clan embarked on a great migration. They went forth from Svarinshaug, travelled through the Aurvang swamplands, finally reaching the arid sands of Joruvellir, where they settled and gave rise to a myriad dwarven clans.

Ride forth and spill the blood of your enemies!

Coming on June 12th!

May 23
Wyrmsun - Andrettin
Wyrmsun 2.7.2 is here! Along with many other changes, this patch adds Caravans and Minecarts to the game.

Caravans are built at the Market and can be used to trade with the markets of other factions, generating copper. Minecarts function as mine gatherers, and can only move over railroads. These new pathways not only allow minecarts to move, but they also provide the same speed bonus to other units that roads do; they do cost substantially more than roads to build, however.

See the full changelog below.

- 2.7.2 Changelog

* AI
- Improved the AI attack back code.
- The AI is now better capable of conducting naval assaults.

* Buildings
- Fixed issue with burning building graphics not appearing.
- Workers can now build Railroads (which require the Engineering upgrade). Railroads are necessary for minecarts to move on, and provide the same speed bonus as roads to units.

* Factions
- Added the dwarven Oinling Clan (+5% Copper Processing).

* Heroes
- Added a few new wyrm heroes (without specific portraits), recruitable at kobold mercenary camps.
- Fixed issue which made recruitable fauna heroes' stats to not appear properly when hovering over their buttons.
- Vindalf can no longer upgrade to a dwarven Explorer.

* Items
- Added the Elixir of Dexterity, Elixir of Intelligence, Elixir of Strength and Elixir of Vitality items. These elixirs give small permanent bonuses to the unit which drinks them. Each elixir may be consumed once per unit/hero.
- Cheese and Carrots are no longer sold at farms, being instead randomly added to the pool of items for sale in markets.

* Miscellaneous
- Minor pathfinding performance improvement.
- Fixed crash which could happen when a transport ship was destroyed while a unit with a level-up point was inside.
- Fixed a number of SDL rendering issues.
- Fixed a save game loading crash cause.
- Units are now categorized by civilization in the encyclopedia.

* Quests
- Added a new side-quest for the Haimdala's Progeny scenario, "Slay the Wild Folk at Hlesey".
- Added a new side-quest for the The First Dwarves scenario, "Andvari's Gold".

* Scenarios
- The scenario maps now contain tree stumps.
- Objectives in the Scenario mode are now categorized according to the quest they belong to.

* Terrain
- Fixed issue with pine tree and mud tiles appearing black on the minimap under SDL rendering.
- Added Desert Sand tiles (by Jinn).

* Units
- Caravans can now be built at Markets, allowing trade with foreign markets.
- Fixed issue which caused transporters to unload all units inside if a transporter unit's button was clicked while the transporter wasn't on a coast.
- Fixed issue with corpse sight being greater than it should be.
- A worker who is carrying resources will now return them to a stronghold upon right-clicking on it, instead of garrisoning in it.
- A worker will now repair damaged garrisonable structures when right-clicking on them, isntead of garrisoning in them.
- Units now only auto-attack while following another unit if already close to them.
- Siege engines now require the Engineering upgrade to be produced.
- Added Minecart, which can gather metals with greater carrying capacity than a normal worker. Minecarts can only move on railroads, and require the Engineering upgrade.
- Added Kobold Slasher (upgrade of the Kobold Footpad, icon by Exidelo).
- Added Kobold Champion (upgrade of the Kobold Slasher, icon by Exidelo).

* Upgrades
- Added Engineering upgrade (icon by Exidelo) at the Smithy, which allows siege engines, railroads and minecarts.
- Alchemy is now researched at the Smithy.
Apr 1
Wyrmsun - Andrettin
Warning: Save games from previous versions of the game are not compatible with the 2.7.1 version.

- 2.7.1 Changelog

* Abilities
- The Terror spell now lasts for half as long as it did previously.
- Improved the performance of aura application (specially that of the Leadership Aura).

* AI
- Improved the road-building AI.
- Improved the performance of the AI attack code.
- Improved the performance of the AI healing item pick-up code.
- AI units will now correctly use wyrm hearts to heal themselves.

* Heroes
- Fixed issue which allowed Germanic worker heroes to build Germanic buildings even if controlled by another civilization.
- Added an option to re-generate the custom hero name in the custom hero creation menu.

* Items
- Fixed issue which allowed items to be used or dropped from the unit's main command panel if there were no button there, and its inventory also had an item button at that same spot.

* Miscellaneous
- Fixed a save game load crash issue.

* Scenarios
- Fixed issue which caused the random generation to sometimes put wood piles and stone piles too close to the player's starting location, blocking their units.

* Units
- Fixed issue which caused units to attack back against bats even if they had been given another order.
- Fixed issue which caused the "Return Goods" button to be replaced with the "Stand Ground" one when different worker unit types (i.e. Dwarven Miners and Skilled Miners) were grouped together.
- Improved the performance of unit target-finding.
Mar 28
Wyrmsun - Andrettin
Version 2.7.0 is now live!

The major additions in this patch are:
- Market buildings, where you can buy and sell resources, and purchase items
- Buildable roads, which speed up unit movement
- Workers can now transform lumber into the "furniture" luxury resource in lumber mills; furniture is sold for copper automatically if a market is present

For the full changelog, see below.

- 2.7.0 Changelog

* Buildings
- Added Market buildings for the Dwarves, Germanics, Goblins and Teutons (graphics by Jinn). Markets allow trading resources.
- Mercenary Camps are now owned by mercenary company neutral factions.
- Carpenter's Shops and Lumber Mills now have the option of allowing workers to produce the Furniture luxury resource in them, which is automatically sold if a Market is present. Up to five workers can produce furniture in a lumber mill at the same time.
- Carpenter's Shops and Lumber Mills now cannot be built too close to town halls.
- A maximum of ten workers can now gather resources from a mine at the same time.
- Increased the time it takes for unit stocks to recharge.
- Scrolls are no longer bought in Temples, but in Markets.
- Markets provide a wide selection of purchasable items, including magic and (very rarely) unique ones. Which items appear depends on what you have. For example, swords only appear if you have a smithy, magic affixes depend on your deity or religion, and so forth.
- Added a message if a unique item becomes available for sale in a Market, so that the player doesn't have to worry about missing it.
- The AI now makes use of Mercenary Camps.
- Fixed issue which destroyed unique mines built upon deposits when loading a saved game.
- Fixed issue which reset the resources held of unique deposits/mines when a mine was destroyed, or built upon a deposit.
- Goblins can now build Banners, which provide the effects of Leadership Aura to nearby friendly units in combat.

* Civilizations
- Anglo-Saxon units now have English voices (by Johnvarker).

* Events
- The "Brawl at the Barracks" random event can no longer fire if the player does not have a town hall. This is to prevent the player losing the necessary resources to build a town hall in scenarios where the player starts with a barracks but no town hall (such as Haimdala's Progeny).

* Factions
- Fixed issue which prevented the Angle Tribe and Jute Tribe factions from being formable via the "Found a Faction" submenu.
- Added Dwarven, Ettin and Kobold Mercenary Company factions.

* Heroes
- Fixed issue which prevented Frankish hero Kregars from upgrading to Ritars if the player didn't have a Frankish faction.
- The AI now recruits heroes.

* Items
- Books now increase their respective knowledge stat by 5, rather than 3.
- Improved literary work dependencies, so that they can be available for multiple civilizations.

* Miscellaneous
- Fixed crash which could occur when selecting more than 36 units at the same time.
- Added resource trade at Market buildings. By default resource trade has an extra cost of 30% (25% for goblin markets), which can be reduced by researching Coinage.
- Added "Industry", "Laws" and "Trade" entries to the Game Concepts section of the encyclopedia.
- Disabled buttons no longer have a hotkey.
- Fixed crash which could happen when loading saved games made in certain maps.
- Fixed issue with the rally point button having the same hotkey as some trained units at the barracks.
- Fixed the Buy Healing Potion hotkey (it is now properly H, rather than C).
- Fixed the Teuton Cleric's hotkey to be L, rather than C, as that conflicted with the hotkey for the Christianity upgrade.

* Scenarios
- Fixed some issues which could cause the Haimdala's Progeny scenario quests to break if the player changed their faction from a Germanic one too soon.

* Terrain
- Fixed issue which caused cleared rock on dirt and dry mud to not be buildable upon.
- Doubled the time it takes for forests to regrow.
- Dungeon walls and cave walls now block unit sight.

* Units
- Workers can now build roads, which increase movement speed by 25% (road graphics by Jinn). Roads require Masonry.
- The Surghan Mercenary portraits are now used for Axefighters, Steelclads and Stonelords hired from the Surghan Mercenaries faction. Dwarven custom heroes can now be a Surghan Axefighter.
- Any level 3 organic unit now has access to an inventory.
- Fixed issue which caused worker inventories to not have a "cancel" button.
- Fixed issue which made units move to autocast even when ordered to stand ground.
- Improved unit target-finding code for subterranean maps.
- Fixed an issue which allowed a unit to pick items over its inventory capacity by using waypoints.
- Fixed issue which sometimes caused a ring of unexplored terrain to appear around units when loading a saved game.
- Transport ships can now conduct trade with the docks of other players.

* Upgrades
- The buttons for upgrades that have already been researched now show up, grayed.
- Coinage now decreases trade cost for markets.
- Added the "Serfdom" law upgrade (icon by Mrmo Tarius), which reduces worker cost but also productivity.
- Added the "Free Workers" law upgrade (icon by Jinn), which is acquired by default and is incompatible with Serfdom (acquiring this upgrade removes Serfdom and vice-versa). The costs of this upgrade scale with quantity of workers owned.
Mar 6
Wyrmsun - Andrettin
- 2.6.1 Changelog

* Heroes
- Fixed a bug which caused a crash when trying to create a human custom hero.

* Miscellaneous
- Buttons for units and upgrades whose prerequisites haven't been met now show up (albeit disabled), and display the requirements when hovered over.

* Units
- Up to 200 units can now be selected at the same time.

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