Mar 18, 2020
Wildermyth - Worldwalker Games
It's our first patch since the latest campaign release, and we've got stuff:
  • XP got a rework (making it easier to level up new heroes late-game) and XP gain is more visible now after battles.
  • Transformed heads (the wolf, crow, & frog) have expressions now.
  • Updated promotion screens show you exactly how your hero is getting cooler.
  • Localization tech is in! It's now possible to localize the game, which is a huge first step towards.., you know, localizing the game. We'll follow up on that with more info over the next few weeks.
  • Plus the piles of bug fixes you know and love by now!

PS- Thanks so much to all the people giving feedback and finding the bugs that we've been able to fix this patch as well. You all keep making this game better, week by week, and we're fortunate to have you.

Full Changelist:
New Event: Silver and Shadows
New Mission Victory: How it Begins
XP Rework - Adjusted XP rewards
Most missions now give 5 XP per enemy cards
Defense missions give 3 XP per monster card
Plot missions give custom amounts of XP
Experience Point gain now visible at end of missions
(placeholder sfx)
Added an experience bar to the character sheet
Promotion dialogs now show stat changes
Added a help page for Tile Defense, which shows up the first time
Replacement heads now can have facial expressions (wolf, crow, frog)
Prevent saving in the middle of animations, which caused some broken saves
Hook quests no-longer target family members
Fixed a bug where heroes could have kids at inappropriate ages
Fixed a bug where siblings could become lovers
Fixed a bug where "constructing mission" would show at the wrong time
Fixed a bug where the game could get stuck due to promoting a retired hero
Fixed a soft-lock when killing shadow messiah with archery
Fixed a bug where Monarchs final mission comic failed for some players
Fixed a bug in monarchs chapter 2 that caused a farmer to be recruited
Fix a rare bug where omen would not show
Fixed a bug where theme limbs reported wrong speed number
Fix a bug where Crow Theme would give a random limb instead of head or wings
Fixed a bug where 6,7 chapter campaings only gave 1 promotion (now 2)
Fixed several typos
Localization Tech! It's now possible to localize the game, including comics
Now possible to select an language form Options > Interface
Comic text is now stored in assets/text/effects/...
Use standard country code suffixes for properties files (java style)
E.g. dynamic_fr.properties or aspects_de_DE.properties
Possible codes: https://www.viralpatel.net/java-locale-list-tutorial/
Comic tool saves text to selected (or detected) locale
Comic tool can select a source language to translate from side-by-side
For now extra loc files can be stored in mods to deliver them to players
We don't yet have professional translations lined up
Added simplified chinese fonts
Tools: suppress log spam for wrong mod id for steam mods
Tools: added krfln ("kin or ship") split tag
Tools: fix a bug with <int:> tag
Wildermyth - Worldwalker Games
We're excited to announce our new campaign story, Monarchs Under the Mountain! It's a five chapter story that focuses on the Deepists, and allows you to start off with legacy heroes.



We're really happy with how it turned out. In addition, we've updated several events and added a couple new ones. And There's the usual raft of bugfixes, clarity improvements, and balance tweaks.

The Deepist Campaign is a major item off our roadmap as we continue to march towards 1.0. Next up we have a bunch of great work aimed and bringing the quality level of the game up to what we consider a "1.0 " standard. I personally am super excited about a lot of this stuff.

* Localization tech
* UI art skin overhaul
* Legacy Hero Improvements
* Theme advancement Improvements
* Tools and moddability improvements

We're really thrilled with how much people seem to like Wildermyth, and we're excited to have the chance to keep working on it. We've always nursed a secret ambition that this game could become more than just another RPG, that it could grow to be a storytelling platform that anyone can contribute to. We want to bring the best of tabletop roleplaying to the digital realm.



Of course we have a long way to go, but we're loving the process. Thank you so much for joining us in the Yondering Lands!

-Nate

0.16+118 Monarchs Under the Mountain
  • New Campaign! Monarchs Under the Mountain: a five chapter Deepist story
  • New Event: Far We Go, High We Climb
  • Reworked Quest: Wandering Church of Dale -> The Mending Path
  • Reworked Event: Ghost in the Machine -> Kirdock's Tower
  • New recruit event: One for the Road
  • New recruit event: In Good Company
  • Updated event: Remember This One
  • Updated generic retake the station/town events
  • Updated incursion defense event
  • Updated ambushed event
  • Added particles and feedback for enemy spawn zones in plot missions
  • Improved overland objective feedback (new icons, tooltips etc..)
  • Remove recruit cost penalty for large company size
  • Guardian and Sentinel can now stunt
  • Added particles for deepist abilities and auras
  • Tweaks and improvements to party select dialog
  • Star theme has legs now
  • Having a hero escape now selects the next hero
  • Sentinel now respects pinned status
  • Adjust visual sizes of deepist figure
  • Adjusted ui scaling threshold resolutions
  • Attacking Father Fungus no-longer shows friendly fire warning
  • Art cleanup for some hero facial expressions
  • Fixed fireleash and steal fire tooltips to show correct damage
  • Improved shardnado damage prediction
  • Armor and warding icons in portrait now shrink to fit
  • Added ability tooltips when picking legacy hero abilities
  • Children will no longer generate same first name as parent
  • Improved placement of bridge/pass jobs, should always be accessible now
  • Clarified leg speed numbers (more clear prosthetic leg is a debuff)
  • Fixed a number of memory leaks - particularly video memory
  • Fixed a bug where Jigsaw mission victory would show dead heroes
  • Fixed a bug where figures sometimes didn't block line of sight
  • Fixed a bug with frog tongue move feedback
  • Fixed a bug where left crow leg would not show up on male mystic
  • Fixed a bug where Terms of Endearment could happen multiple times
  • Fixed some typos and minor event issues
  • Fixed a bug where heroes could show up as different ages in tidings
  • Fixed bug where steal fire wouldn't work on fireplaces
  • Fixed a bug where forgetting a legacy hero could lead to a crash
  • Fixed a bug where a wrong version of an npc could show up sometimes
  • Improved camera handling for Discus
  • Tools: difficulty levels now work in battles (embarrassing!)
  • Tools: changing an event id will now also change the source file

We aim to update Wildermyth every two weeks. If you're enjoying the game, you can help us out by leaving a review.
Wildermyth - Worldwalker Games
This update brings a rework to the Deepist monster group. In general Deepists will rely less on channelling and transforming, and should be more thematic and engaging. We're getting ready to release our Villain (campaign), Monarchs Under the Mountain, which features Deepists as the main antagonists, and we wanted to make sure they were in fighting shape :-)

Also, lots of other good stuff too!


0.15+114 Lylcon Stormpuck
  • Many new mission victories (12?!) for when a hero dies:
    * The Long Struggle
    * Deliver a Message
    * Unprepared
    * Deliberations
    * Dark is Darker
    * I Believed
    * The Golden Mountain
    * Visible
    * Bellowing
    * Carried Out
    * When You're Ready
    * Words in Ash
  • DEEPIST REWORK:
  • Horn Child:
    * Gang Up: flanking attacks pin.
  • Chosen:
    * Prophet's Fury: if start turn injured, gain fury, stacks up to 3x
    * Remove channel
  • Murk Mother:
    * Pact of the Deep: spawn Horn Child when interfused ally dies
    * Remove channel
    * Gets her own spawn card track
  • Father Fungus:
    * Staunching Spores: heal ally within range
    * Crotchety: counters missed ranged attacks against himself
    * Remove transformation to Mushrox
    * Gets his own spawn card track
  • Shadow Hunter:
    * Goreleap: leap 3 tiles, damage and shred near landing spot
    * Unstoppable: can't be pinned or hobbled, reaction attacks miss
  • Mushrox:
    * Remove ranged attack
    * Shouldersledge: charge through and knock back foes
  • Crow theme now has limbs, crow claws pierce 1 and blind on stunt
  • Frog head now has a tongue attack (similar to bogmoor)
  • Legacy will now track which companies your heroes participate in
  • New icons for quellingmoss, windwalk
  • Tweak windwalk, longer range and can go through walls to visible tiles
  • Increase throwing knife flanking damage
  • Quellingmoss flank mark now from self instead of blast origin
  • Tinker does not block end of turn anymore
  • Mystic shackle recipe now deals damage
  • Removed "shackled," use "pinned" instead
  • Hooked up some missing sfx for monsters
  • Implement status effect sfx (positive and negative)
  • Fixed a bug where guardian/sentinel would not cover scenery tiles
  • Fixed a bug with obscured heroes where monster turn would never end
  • Fixed a rare crash if an incursion and a capstone started at same time
  • Fix tidings firing when they shouldn't
  • Fix bug where stormsend could go through walls
  • Fixed bug where vigorflow didn't increase damage for ranged attacks
  • Tools: improved validation of Mission and Combatant data
  • Tools: improved feedback on which targets will be affected by outcomes
Wildermyth - Worldwalker Games
We have several new events and tidings in this patch, including a new pet introduced as a reward from one of our Discord contests!

We gave a lot of attention to movement feedback, so that you'll be able to get a better idea of, e.g. what sorts of scenery you can interfuse with if you move to a particular tile. There's a bit less variation on some of the strongest stats when you're rolling your initial heroes, so that you won't feel *obligated* to reroll until you get that mystic with mad potency or that warrior with the highest retirement age.

All that, bug fixes, tool improvements, and more!

0.14+112 Juli Brickers
New Event: Where We Find Ourselves
New Event: Hitching a Ride
New Event: The Heirloom Spring (Pet Contest Reward!)
Several new tidings
Tidings should be more consistenly relevant to chapter doings
Will now see movement feedback when using Zealous Leap, Silkstep etc.
Improved movement feedback for interfusion, off-hand/theme attacks...
Greatly reduced (nerfed) retirement age variation for new heroes
Also Reduced bonus damage and potency variation for new heroes
Game now autosaves upon reaching the Labors screen during intervals
Many mystic recipes now correctly use bonus range
Fireleash and steal fire no-longer pierce 1 warding
New history line origins for children of heroes
Wild Grasp now scales with potency like other recipes
Fix a bug where vinewrench used melee accuracy instead of ranged
Fixed a bug where npcs from missions would be forgotten
Fixed a bug with npcs swapping out in some events (great one)
Fixed a bug with throughshot and bowmaster
Fixed a bug with backslam and multi-tile enemies
Tools: added some family-related lookups HAS_PARENT, CHILD_OF, etc..
Tools: monster mod tweaks can now be stored with the monster definition
Tools: removed old deprecated stunt results from monsters
Mods: Company, Tiles, Towns and Sites now execute DAILY and MONTHLY effects

Note: we renamed a few event ids, which might cause these events to show up again if you started a campaign before the update. Should only affect save games once per renamed event.

We try to update every two weeks. If you're enjoying the game, pleases consider leaving a review!
Wildermyth - Worldwalker Games
This patch, we gave Hunter abilities and Common abilities a significant pass. Some are modified, some are removed, and some are brand new. The ranged Hunter should be more fun & balanced since we nerfed bows in the previous patch, and you should be able to make a wider variety of Hunter builds (including focusing on techniques like traps and poison.)

You'll probably notice some new events floating around, including a few of the Opportunity Quests that have gotten exciting new makeovers.

And of course, there's the usual heap of bug fixes, balance tweaks, small UI improvements.

0.13+109 Darrel Trace
New mortal choice and tidings for Turtle Guardian
New Event: Terms of Endearment
Reworked Quest: For an Old Wish Passing
Reworked Quest: The Lonely Cost -> The Prisoner
Reworked Quest: The Unstilled Heart
Reworked Event: ClockworkThieves -> Mark of the Times
Reworked Event: Music of the Night -> A Night Visitor's Song
Updated Event: One False Step
Common Abilities Rework:
  • Viciousness is now +1 damage for melee attacks.
  • Endurance now gives +2 armor
  • Aid now removes negative status effects
  • Removed Soulstrike and Divine Athlete from ability deck
  • Windwalk: swift action, once per combat, mid-range teleport
  • Tinker: swift action, once per combat, restore all armor to self or ally
  • Bowmaster now removes the minimum bow range
Hunter Rework!
  • Removed Phantomflare and Traverse from ability deck
  • Ember Arrows now starts a fire on the destination tile
  • Foxflight: activate -> now dodges the next two attacks, no time limit
  • Archery now also procs if adjacent allies are attacked
  • Quellingmoss now includes an active AOE poison bomb
  • Crippling Strikes: attacks Hobble the enemy
  • Piercing Shots: ranged attacks pierce 2 armor
  • Jumpjaw: usable twice per combat, applies poison if have Quellingmoss
Mystic ability: Vigorflow: +1 damage on physical attacks per interfusion
Removed 'once per turn' restriction for offhand item actives
Tweaked largest text size to be a bit smaller.
Stacking status effects now show a stack number in tooltip
Improvements to combat camera for sequential attacks
Poison damage should animate faster
Reduced weight of +Range calamities
Improved look of +/- resource announcement panels
Slots dialog shows wounded heroes
Weapon categories and subcategories displayed in more places
Now cannot prepare defense on tile with lurking threat
Fire damage animation now won't play if no damage done
"Bury hero" jobs now autocomplete during intervals or on game victory
Jobs to build stations now show costs and build time in initial dialog
Fix broken text in "Mountain Mischief"
Fix typos
Fixed a bug where capturing a spirit in the final battle didn't work
Fixed a bug where failing a hook quest would grant a reward
Fixed a bug where prepare defense job was visible on unreachable tile
Fixed a rare crash bug when two missions happened at once
Fixed a bug where pressing Escape would prevent screen-edge panning
Fixed a bug where some theme arm abilities would be listed twice
Improved feedback for pierce
Improved feedback for enchanted barricades
Turned off "Heart of the Forest" campaign (should not have been on!)
Tools: fix performance issue in the Effects tab for certain comic events
Tools: fixed crash related to Skip Promotions cheat
Tools: added TRUE_DAMAGE_ROLL_INCOMING effect type
Tools: fixed RemoveTheme to not add weird prosthetics

We're trying to update every two weeks. This one was a couple days late but we hope to get back on schedule.

If you like the game, please consider leaving a review, they really help us!
Wildermyth - Worldwalker Games
The Wildermyth Team will be at PAX South in San Antonio later this week!

PAX South goes from Friday 1/17 through Sunday 1/19 this year, and we'll be at booth #25052 —a bit to the right of the escalators at the back, if you're looking in from the front entrance of the Expo Hall.

We'll have enamel pins and t-shirts for sale, so you can get them here first, before we figure out how to set up a real online store. ;) And frankly, we're thrilled to say hi to everybody and anybody, so give us a visit if you're attending the convention!
Wildermyth - Worldwalker Games
This updates collects a bunch of bug fixes and balance tweaks. We have increased armor overall for heroes, mostly via outfits. We've updated and reworked several stories. We've made a bunch of small improvement to the modding flow. Now that the holidays are done we'll be getting back to our regular two-week cycle.

0.12+106 Pixle Masterson
  • Reworked Event: Only Human
  • Reworked Event: The Unstilled Heart
  • Updated Event: The Geometry of Magic
  • Updated Event: The Unstilled Heart
  • Added larger font sizes for high dpi monitors.
  • Increased outfit armor across the board -
  • Warrior Ability - Untouchable - On kill, evade the next attack within 1 turn
  • Adjusted character sheet text so it doesn't overlap head so much
  • SFX for spirits
  • Hook quests now grant a full level instead of just an ability
  • Hook quests can now only happen once per relationship per game
  • Hook quests now grant + retirement age
  • Hook resolution now stored in legacy
  • Add monster group name to calamity cards
  • Added Character Sheet and Skip buttons to story dialog
  • Added "Blackhorn" rank localization (top rank was previously unspecified?)
  • Fixed a bug where the "increased range" calamity had no effect for most monsters.
  • Added "attack range" for factions that were missing it (all except morthagi)
  • Fixed a bug where broadswipes didn't work for theme attacks
  • Fixed a bug where stone stunt could hit through walls
  • Fixed a bug where pin did not affect some thrixl abilities
  • Fixed a bug where pilot "dispirited" effect was not working
  • Fixed several events that used Inhabited
  • Fixed a bug where crag eagle tiding was not happening when it should
  • Made Mo-Atona non-interactive
  • Fixed a bug where missing items (inactive mods) would break saves, legacies
  • Fix a bug that caused problems when multiple steam mods were enabled
  • Fixed a bug where wardrobe could spawn twice in some circumstances
  • Fixed a bug where pinned warriors were losing their turn
  • Calamity buff icons and blurbs are more consistent
  • SFX for infestation
  • Bard and Wisdom buffs more visible in slots dialog
  • Spirit objective now shows turns left
  • Wall caps should look better
  • Health bar now shrinks armor and warding to fit
  • Visual clean up in various comics
  • Generated children should not have history that claims they are orphans etc..
  • Added smoke vfx for haberdasher
  • Better feedback and animation for Raider
  • Showing better range info for several monster abilities (Bogmoor, Scorier)
  • Viewing character sheet for party now shows a hero in the party
  • Can now enable cheats after starting a game
  • Better feedback for unreachable tiles
  • Slots dialog now shows better travel time estimates
  • Modding: images from mod folders can now be used in comics
  • Modding: encounter and tiding effects show warnings if not enabled
  • Modding: Added many tooltips to the editor
  • Modding: History lines now correctly store localization in mod folder
  • Modding: pick events fail reasons are more accurate and helpful
  • Modding: can now do lookups on other roles from score functions
  • Modding: Better logging when an event doesn't fire
  • Modding: relationships tab in dev mode now shows tier 0 relationships

Wildermyth - Worldwalker Games
Since we released we've been getting a lot of questions about various features, bugs, and additions to the game. We've created a roadmap so you can see what we plan to add for our 1.0 release.

This does not include bugfixes or small improvements that we will continue to work in as we go along. It's also, to be honest, just our best guess, in terms of exact features and also in terms of timing. So expect it to change over time as we learn more.

Wildermyth Roadmap to 1.0
Note: this will be updating as time passes! But as of December 2019, this is where we are:

Imminent Work
Happening over the next couple months
  • Deepist Campaign
  • Finish opportunity quests
  • Refine/update old & unsatisfying events
  • "Legacy Hero" mode for generic campaigns
  • Develop tech for translations
  • Some modding improvements
  • Deepist ability rework
  • Follow-ups for TurtleGuardian (mortal choice + tidings)
  • UI art reskin
  • Overland map UI cleanup
  • Advance transformations during intervals
  • Bigger fonts for high DPI monitors

A Bit Later On
Happening through spring-ish
  • Thrixl campaign
  • Intro/capstone/finale events for generic campaigns
  • "Undo" system in-mission
  • Upgrade graphics library
  • Borderless window
  • Cross-class abilities rework
  • XP more visible
  • Back button in comic panels
  • Better resource-get comic panels
  • Revisit incursion/defense comic art
  • Customize pronouns & orientation for heroes
  • Customize facial hair
  • Persist family relationships across legacies

Eventually... Before 1.0 Launch
Happening over the summer
  • Drauven campaign
  • More combat maps
  • Performance improvements
  • Drauven ability rework
  • Legacy Improvements (sorting, using as NPCs, weapon unlocks)
  • Ironman mode
  • Controller Support
  • Steam Achievements
  • Major modding improvements

Ongoing
Sprinkled in between the other bigger chunks of work
  • More events: parent/child
  • More events: lost lovers/rivals/parents/children
  • More events: follow-ups for heroes w/transformations
  • More events: player determines a relationship
  • More events: arriveAtSites & wildernessEvents
  • More music (for boss fights in particular)
  • More sound effects
  • As always, balance and bugfixes

The living version of the roadmap is here.
Wildermyth - Worldwalker Games
This is our second regular update since Early Access. We plan to ship updates every two weeks. This update focuses on balance and difficulty feedback that we've been getting both here on the Steam discussion boards and on Discord.

We've nerfed bows, because they were too dominant especially at higher difficulty levels. We've also removed wield. It was poorly understood and really just not making the game better.

There are a bunch of other changes that address feedback about the game (or particular monsters) being too deadly, especially on C.S. Lewis and J.K. Rowling difficulty. (Higher difficulties have not been impacted much, outside of a few particular monsters being adjusted.)

We have some exciting new boss music in the game, and we've also added two new stories that give you relationship choices, and fixed a bunch of bugs. Lots of stuff for everyone, we hope! Coming soon, we should be able to announce a roadmap for future work.

0.11+103 Opellia Bluster
  • New Story: Settling In
  • New Story: A Novel Decision
  • New Music for gorgon and morthagi boss fights!
  • Special Boss Death animations + sfx
  • Several new tidings & retirements
  • Overall Balance and Difficulty Changes
    * Reduce all bow and crossbow damage by 1!
    * Remove wield from the game!
    * Adjust various items in response to changes (dueling swords)
    * Fire abilities can now be blocked (mystic nerf)
    * Decrease monster damage generally in JKR and CSL difficulties
    * Nerf specific outliers like Watchman, Batchby, Bartoth that were too lethal
    * Reduce calamity frequency in JKR an CSL
    * Getting a maimed arm now replaces 2H weapon with equivalent 1H version
    * Start with more LP in Age of Ulstryx and Enduring War on JKR and CSL
    * Stone Stunt now pins nearby units in addition to shred
    * Fire Stunt now deals magic damage pierce 1 instead of true damage
    * Nerfed Wardrobe - reduced health of spawned units
    * Open Door is now a swift action instead of totally free
    * All attacks that fail to get through armor now shred 1
    * Increased tier 0 mace knockback to 1.6
    * Snakestrike deprecated, riposte now happens on both block and dodge.
    * Removed possibility of dodging when walking through fire
    * Shieldshear no-longer benefits from ranged weapons - uses melee range
  • Now possible to delete player accounts from the account menu
  • New Hairstyle (reward - blame Jargo :-)
  • Fire Chicken SFX
  • Mystic abilities like splinterblast now properly take advantage of flanking
  • Fixed a bug where recruited legacy heroes would not have their levels or stats
  • Fixed a bug where legacy heroes would get different off-hand items
  • Legacy heroes now only keep off-hand items if recruited in chapter 2+
  • "Blinded" now correctly affects all AOE targets (e.g. Drathix)
  • Fixed a bug with Starheart
  • After chapter end, secure/research/repair jobs are removed (will be completed)
  • Fixed a bug where monsters spawned by summoning did not have calamities applied
  • Fixed targeting on wolfFriend tiding
  • Fix a bug where gear pop ups in combat lab would cause a soft lock
  • Fix a bug where editing an event from in game would cause a soft lock
  • Spirit capture dialog more clear
  • More clear that Seacave fight is endless and escape is the only option
  • Reduce difficulty of Enduring Ch2 capstone (poison gas) on JKR and CSL.
  • Fix a bug where riposte would keep attacking
  • Fixed a bug where some item stat boosts would affect other (non-weapon) attacks
  • Fixed a bug where the name of the wrong town would show in a tooltip
  • Fixed a bug where the generic gorgon campaign said "Age of Ulstryx"
  • Fixed many typos, missing tags, and instances of dev text
  • Several improvements to Steam Workshop integration (edit image, name/blurb, tags)


If you're enjoying the game, please consider leaving a review!
Wildermyth - Worldwalker Games
How to: Add an Event to Wildermyth
Wildermyth is a mythmaking tactical RPG currently in Early Access. Our philosophy is to put as much storytelling power into your hands as possible, and part of that is exposing our tools so that you can craft your own stories inside the game.



The tools I'm going to show you today are under active development, but they work right now and they're only getting better. Some of this stuff is documented on the wiki, and some needs to be. If you decide to give this a shot, find me on Discord. We have a tools-and-modding channel just for this, and I'll be thrilled to answer your questions and help however I can.

You'll Need:
* Wildermyth
* An idea for an event

Step 1. Make a mod to hold your event(s)

Wildermyth supports mods via steam workshop or direct download. Mods are stored in their own folders, and the folder structure mirrors the structure of the main game. Here are the steps to create your own mod.

From the main menu, select Tools,



then Open Editor



And open up the Comic Editor.



Use the Mods button in the upper left



to open the Mods dialog.



Press 'Create New Mod' and fill in the details. Mod Id is mostly for your use, when you upload it to Steam Workshop it will get a number. You also don't have to worry about load order. It's there in case mod authors ever need to use it to make sure mods load in a particular order - you can leave it as is.



Press CREATE! This creates a new mod folder at [install]/mods/user/[yourModId]. And it should open this folder in your OS file viewer so can see where it is. All of your mod files need to be placed here, which should happen automatically if you tell the editor to place them in your mod. Go back in to the mods dialog and make sure your mod is selected:




Step 2. Plan your event.
Before you start working in the editor, it really helps to have a plan, including a rough script and an outline of your choices and outcomes.

For this article, I want to make a little story called "A Novel Decision." It will center on Bookish and Friend talking about what they're reading, with a side-gag for Volunteer who is lighting the fire for the night. There will be a relationship choice where Bookish and Friend can choose romance, rivalry, or to simply stay friends.

Cast of characters
1. Bookish - bookish is at least 80, no lover.
2. Friend - friend of bookish, no lover, similar age (within 15 years),
3. Volunteer - prefer fire theme, fire chicken, tree theme, vine theme, or wolf theme, then snark.
4. Npc - a famous highbrow author
5. Npc2 - a popular novelist

Prompt:
Bookish, nose in a book, volunteer in the background, sun setting.
Volunteer makes the fire, says something relating to theme/pet if any.
Friend shows up also holding a book.
Bookish: Oh, what, are you reading?
Friend: Oh, it's that new book by <npc2>! I really love it, it's about a young [sameGender] that finds out they're really a [prince/princess] and has to choose between their family and their new kingdom. Also, there are dragons. What are you reading?
Bookish: Oh, this, well, this is by <npc>, it's a history of <foes.plural>. Well sort of history mixed with speculation and theorizing. But I thought it might be useful.
Awkward Turtle - Um. Oh. (Friend feels embarassed at not being serious enough, wanted to impress Bookish but clearly failed.) (personality dependent?)
Volunteer: (skeptical) <npc2>? Really? Bookish, what do you think about <npc2.mf:him/her/them>? (personality/theme dependent?)

Choice 1:
Bookish: Oh I love <npc2.mf:him/her/them>! I didn't realize this was out, can I borrow it when your done? (Romance)

Choice 2:
Bookish: I've heard those are pretty good, I've been meaning to give them a go one of these days (Stay friends)

Choice 3:
Bookish: Please don't read that garbage. I'll lend you a real book. (Rivalry)

Outcome 1:
bookish puts down book
both gush over npc2
allusion to romance in previous novel of npc2 (class/personality variation)
lovey eyes
volunteer disgusted

Outcome 2:
Friend: yeah, I'd be happy to lend it to you when I'm done with it.
Bookish: thanks! (keeps reading)
Friend: (reading)
Volunteer: Anyone hungry? Food's ready.

Outcome 3:
Friend: I thought you'd be happy to see me reading
Bookish: not reading trash. We should be preparing for battle
Friend: Oh I'm prepared for battle all right! (weapons out)
Volunteer: Hey guys dinner's ready. Also keep it down.

Step 3. Create your event
Go to the Effects tab (Control+2) and Press the New... button in the upper left.



This will show the New Event Dialog. Fill in the name of the event you want to create. We're creating an "Arrive at Hostile Site" event, which should already be selected. Make sure to select your mod, instead of Core. If you don't see it listed, check to see that it's being loaded in the mods dialog, (and you might have to restart the tool to make sure it loads?) Fill in the name and the author field.



Press 'create' to create the Event! Now go to the comics view (Control+1) and save your work (Control+S).

Step 4. Create Targets
Now we're going to add targets (story roles) for our cast of characters. We need 3 heroes from the present party. First we'll select Bookish. Press the New Story Role button.



This brings up the New Story Role dialog. We'll select the role "bookish" which auto-selects the bookish stat.



We'll multiply their bookish score by (1-HAS_LOVER), and set a threshold of 80. HAS_LOVER is a special lookup that evaluates to 1 if the hero has a lover, and 0 if they don't. So this score overall targets a hero with a bookish score of at least 80 and no lover.



Go ahead and click create. You can see the new story role is inserted right after foes and before choiceTarget. (ChoiceTarget is where the user will make a choice, and it includes the prompt for the choice. It must be last, because otherwise the prompt would not be able to use the other targets in comic panels. So, the tool inserts new story roles at the end, right before the choice target.)



Next we'll create Friend. Click New Story Role again. Select the friend role. Select Relationship: "is friend" with "bookish", and check "require relationship."



We'll also make sure that friend doesn't already have a lover, like so:



Finally, we'll create volunteer. I want to do a gag where Volunteer talks about lighting the fire differently depending on their theme, so we'll build a score function to prefer (but not require) someone with one of a few themes. Start out by clicking New Story Role, select the volunteer role and the SNARK stat.



Press create. Now click on the "volunteer" button that was inserted on the left.



This will show the details of the volunteer target. We're going to modify the scoreFunction. (It might be hard to click on, you can expand the edit panel, or check the box to put it on the left if your screen is small.) Click on the value of the scoreFunction (it should say SNARK right now).



I'll enter this score function: SNARK+100*(theme_wolf+theme_tree+theme_vine+theme_fire+theme_petFireChicken) We should get validation that these are all known aspects and the expression is valid:



I'll leave the score function at 0, but if we wanted to guarantee a theme we could set it to 100. But I think the event works fine without a theme so I won't require it. Cool, that's the heroes taken care of!

Step 5. Create NPCs
We also need to create 2 authors, one highbrow, and one popular. For this, we can press the New NPC button. (If the panel editor is obscuring the left-column, press Esc or click close.)



Since these NPCs won't ever show up in panels, and we just need their names, we can use the default setup. Make another one, so we have npc and npc2.

Aside: Though, if you wanted to remember these npcs for a later followup, it might be fun to give them an npcId. If an npcId is specified, the game will first search for an existing npc, and if not found, will create one and give it the id. So it would be possible, for example, to create several events that reference the popular novelist npc2, and as long as they all use the same npcId (e.g. npc_popularNovelist) they will all be consistent. Which is a great way to create persistent characters, running gags, etc. without having to hard-code names.

You should now have two npcs listed under Generated Targets, like so:



Generated Targets means that these will be generated on the fly when the event is fired. Unlike regular targets, they don't have to exist ahead of time. Nice!

Step 6. Create Choices
Now we'll move on to the structure of the event itself. We'll have three choices which lead to a single outcome each. Let's create them. Press the New Choice button.



Put bookish on point for these choices.



This will place them in the panel. Click Create. Do this 2 more times and you should see all the comic panels laid out like so:



Step 7. Make the Panels!
Alright, this is the fun part you guys! Let's make it happen!

I went ahead and recorded this part because there's a ton of little clicks and I think it's easier to just watch someone do it, and I don't want to make a million little screenshots. Part one shows the prompt, including panel splits.

Part 1 - prompt


Part two includes the choices and outcomes, including some personality splits and other fun.



But basically, use the Add Panel button to add panels, use the Compose (cmp) button to make big panel changes. Lots of things can be edited visually in the panel itself, and everything can be edited in the panel editor.

So now we have a prompt, choices, and outcomes all laid out like this:








Remember to save!

Step 8. Make it do stuff
Let's go back to the Effects view (Control+2) to define what happens when you make these choices. Scroll down in the middle pand and you'll see the outcomes section with three outcomes laid out like this.



Under outcome 1, we'll press the "Add Outcome..." Button to bring up the New Outcome Dialog. Click on the "RelationshipPoints" outcome in the left panel. In the right panel, select bookish and friend for "who", and set forceChangeRelationshipTo to "lover"



Press create and you'll see the relationship outcome right below the Description for outcome 1.



From here we can just copy it and paste it into the other two outcomes. And, in fact we could have found another similar and copied the outcome from there, that's a totally legitimate approach. Press the Copy button on the RelationshipPoints outcome, then press the Add Outcome button under the second outcome. The copied value should be in the middle column, and you can click it.



Create the final relationship outcome under the third choice, and set it to rivals.



We also need to add a fight outcome, since this is an arriveAtSite event! Scroll back up a bit to the "outcomes" row, and click the New Entry btton.



Select the "Mission" outcome. This will create a fight. Click



You'll see a warning in yellow at the bottom that the mission must define a goal, so let's do that. Scroll to the bottom, expand our mission object, and set the goal to liberate.

Step 9. Enable the event
In order for the event to show up in-game, it must be enabled. Scroll to the top and open up the Ability object and set encounterEnabled -> true.



Save your work!

Now, as long as this mod is loaded, the game will try to use this event in the Arrive At Hostile Site rotation.

Step 10. Test it using cheats
Create a (blank) file in your install folder called devMode.txt. This will enable cheats, which will make it much easier to test your event.



Start a new game. A three or five chapter generic story is easiest. In the Campaign Options step, choose Pick Mods and make sure your mod is selected.



And make sure cheats are enabled and the Pick Events is enabled:



For your starting party, make sure you have a bookish character. You can use the personality adjustments to get it right. Start the game. You'll see the pick events dialog come up whenever there's a potentially random event.



You can press the "random" button to let the game pick an event for you. Make sure to leave your bookish hero and a friend without a romance, so you'll have the right heroes to see the event.

Fight or cheat through the first mission, then scout a tile. After you reveal an enemy site, pro tip, save the game. Then click the assault banner and take a look. If all went well, your event should be in the "possible" list.



If you don't see it at the top, scroll down and check to see if it's in the "FAILED" section. If it is, there might be something wrong with the targeting, or your current party simply isn't eligible (need a bookish > 80 with no romances but 1 friend, who also has no romances.) If the event is not in the list AT ALL, then it's most likely you forgot to enable it (see step 9.)

Go ahead and click your event and it should work!



Step 11. Upload your mod

You can use the Steam Workshop lab to upload your mod.



Or share it via nexus or whatever your prefer. (I think I'll probably just go ahead and add this event to the main game, maybe after a bit more tweaking.) Happy storytelling!

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