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
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.
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.
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
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!
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!
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!
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
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
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 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!