This patch we're shipping an update to our underlying graphics library, along with a bunch of tool improvements and a few long-requested features.
The graphics options tab has expanded significantly, and hopefully will work better on a larger variety of machines.
We've added a back button for comics, and a way to speed up unit movement. Weddings are now announced during intervals, and create history lines.
As for the tools, we've made a slew of big and small improvements to the comic editing experience. Mod authors, translators, or anyone who wants to write their own events should be interested. In particular, text now highlights to show you feedback as you type!
We aim to ship a patch every 2-3 weeks. You can find our roadmap here. If you're liking the game, you can help us out by leaving a review :-)
0.25+157 Shasacan Emberland
New Victory Event: Troubled Sleep Weddings can now happen as tidings during intervals New Tidings Added a back button when viewing comics Added two new hair styles (1 backer reward - thanks!) New interface option to speed up or skip movement Graphics Library Update * Now using libgdx 1.9.10 / lwjgl 3.2.1 / glfw libraries * Now possible to pick a display mode and refresh rate * Separate control to limit FPS * Default fullscreen behavior should be borderless windowed * Made HDPI behavior more consistent on Mac * Graphics sliders show numbers * Possible to adjust point light limit * Can now configure pixel multiple from graphics options Source mod of event now visible in story dialog (upper right) Mods and mod authors are now listed in the credits Added a warning to Ulstryx Ch2 when time is getting low When a hero has 2 identical history lines, only 1 will show Fixed some typos Fixed bug with Bard and Thrusk targeted in same attack Fixed history customization from the legacy browser Fixed a rare bug where reloading (loading?) a mission would fail Fixed bug with frog head disappearing in certain panels Tools: added contextual colored text to comic editor Tools: much more thorough, detailed, and specific comic text errors Tools: typing < now adds > and opens an auto-complete window Tools: auto-complete roles, aspects, stats, and tags Tools: fix a crash when typing '.' in panel split editor Tools: limited scroll rate for some lists Tools: rearranged the order of some roles to put common ones first Tools: thumbnail lists previews now a more reasonable size Tools: fake individuals now have positions (for .directionTo. tag) Tools: comic editor 'optionals' promoted to 'settings' dialog Tools: settings dialog allows to preview role aspects/classes Tools: mod campaigns can now specify splash image from mod folder Tools: now possible to force npcs to generate with last names Tools: mods can now define custom credit lines (see example mod) Tools: view/edit long name from comic editor Tools: new cheat to add LP from company character sheet Tools: may now paste copied elements onto lists directly Tools: actors copied between panels now preserve visual size Tools: holding shift while moving a comic actor moves them all Tools: fixed: Escaping from an edit in a dialog would close it Tools: optional role outside of .exists tag shows an error Tools: added recruitCostAdjustment aspect for recruiting from legacy Translate: personality nouns and adjectives may now use tags (<mf:...>)
Heroes in Wildermyth fight off waves of bugs with staves, spears, and terrifying thorn-vine-arms. Devs fight off waves of bugs with keyboards and mice. Who has the easier job? You decide.
This patch, we've got art updates to the HUD as part of our ongoing UI reskin. We've also got new/reworked events, and a whole raft (or barge? wagonload?) of bug fixes.
Work continues on the thrixl campaign in the background....
We aim to ship a patch every 2-3 weeks, and you can find our roadmap here.
<3 -WM Devs
0.24+150 Jia Trackvell
New Event: Spotted Reworked Event: Splinter Several new and updated Tidings HUD art pass, and HUD performance work Stone stunt now interrupts enemy movement Warrior backslam now works with gem arm shield Skeleton theme no longer gets aging debuffs Adjusted some calamity track names Guardian and Interfuse class abilities now show in character sheet Heroes with two skin colors now mix the colors (blue skin + deepist) Prevent duplicate "fought in X company" history lines Splinterblast particles now show correctly when targeting the scenery Multiple status effect particles will show on monsters now Added dotted line feedback to show interfusion ability direction Combine soulsplitting announcements to 1 line Changed objective animations and colors Crow peck is now once per turn instead of every-other Screen particles should look better at high resolutions Doom Track and Archives should look better at high resolutions Fixed bug where a transformation could replace the wrong weapon Fixed bug where soulsplitting was too eager to damage scenery Fixed bug with soulsplitting/calcify interaction Fixed bug where calcify didn't show in tooltips Fixed bug where pet bird was behind inactive weapons Fixed animation timing issues with indignance Fixed bugs where status animations would play on dead monsters Fixed blank monster cards, and show number if there are 4 or more Fixed crash bug with heroes with $ in name Fixed a rare case where wrong generic boss would show up Fixed missing text for Will of the Forest attack Fixed bug where spirits caught in caves would show as outside Fixed bug where hero with pet could get pinecone pet Fixed bug where hook quests would stick around if 2nd hero retired Fixed bug where Aid was healing for wrong amount Fixed a rare soft-lock during interval Fixed some visual issues with certain tooltips Fixed a rare soft-crash that affected some events Fixed "and <volunteer>" for hook quests with no volunteer. Fixed several typos Fixed a layout bug when switching players Fixed a new game bug when you have no playable legacy heroes Fixed bug where recruit dialog "pick" button didn't check playability Fixed missing traps feedback when defending with one stunned hunter Tools: much better expression display and validation (for effects) Tools: better event debugging for tidings using pick events Tools: better feedback in pick events for some fail cases Tools: added Romanian to known languages for community translation Tools: can now use lowest() and highest() in place of min(), max() Tools: Fixed some bugs with mortal choice / pick events interactions Tools: fixed validation bug for effects with parameters
Hero portrait stars now based on level instead of abilities Windwalk no-longer breaks stealth Additional logging to try to catch startup crashes Fix ambush tooltip to say 2 heroes instead of 3 Fix hard-to-read text on Legacy Points help screen Tools: fixed crash on mod config
We have some great news to announce. We've been working with WhisperGames to localize Wildermyth into Simplified Chinese.
As a text-heavy, story-driven game, Wildermyth is rather difficult to localize, but we've been working on the Chinese localization for several months, and made we've made pretty good progress. Based on our current pace, we expect to release the Simplified Chinese version in 2020 Q3.
We will keep you posted about the exact release schedule.
Thank you for all your support and we hope you enjoy the game!
Regards, Worldwalker Games LLC & WhisperGames Team
Legacy Campaigns are here! We're launching a 3-chapter generic campaign that's designed for legacy heroes. If you've been craving a new challenge, we've got it for you. By default, you'll start the campaign with calamities based on the total tiers of the legacy heroes you bring in, and the campaign recruits, interval behavior, and threat pace have all been tuned to create an appropriate challenge. As part of this work, you can now play our existing campaigns with starting calamities as well, so you have much more control over the challenge level.
Let us know what you think, because we're not done. We plan to implement 5 chapter legacy campaigns as well, but before we do we'll be putting in some more "end game" content in terms of making sure that each monster group can scale in threat a bit further. (This will probably mean additional monsters, which we're really excited about.)
You'll also notice that recruiting at towns feels more consistent between legacy heroes and new recruits, and retiring heroes can train up rookies.
Finally, we're very excited about our UI art overhaul. Almost all of the menus and dialogs in the game are getting a visual upgrade. It's part 1 because it does not yet include the HUD. Overall things should look a bit more consistent and "finished."
Here's the patch notes.
0.23+146 Triss Thornfire
Legacy Hero Campaign * A new 3 chapter generic campaign balanced for legacy heroes UI Art Overhaul Part I * All menus and dialogs have fancy new art * New game dialog: art treatment for campaigns * HUD has not yet been updated Ambushes now only happen with 2 heroes Ambushes don't scale so much in later chapters Upon hero retirement, player may now choose a rookie to train up Choosing legacy recruit abilities now happens before Labors Resources panel now shows what you'll gain at the end of the chapter Can now spend a promotion to update mythwalkers Added keystone fights to final chapters of generic campaigns Retreat button disabled when not relevant Fix a bug with beard streaks Fix a bug on maiming where a 1-handed weapon would get replaced too Tools: intervals can now control number of foe cards added in chapter
If you're liking the game, you can help us out by leaving a review :-)
We took a look at the feedback we've been getting and we felt that the game has gotten too easy in recent patches, particularly on the higher difficulty levels. We've made a collection of changes to normalize the difficulty levels (remove unfair / unfun spikes), and we're adjusting crafting costs.
We're not finished, but we wanted to get these out now. We're still working on ways to opt in to more challenging experiences, and a big part of that is turning on legacy hero campaigns. There will be more to come soon on that. In addition, the UI rework is going well, so we should be able to deliver two large roadmap items pretty soon.
0.22+142 Calidia and Gari
New Event: Storied Bones New Victory Event: Apologies New Victory Event: A Named Place Updated Quest: Needed Elsewhere Several new Tidings Renamed difficulty levels:
Storyteller
Adventurer
Tragic Hero
Walking Lunch
Difficulty Rework: The game's getting harder!
Some doors start open at higher difficulties
Tower map is larger when more enemies are present
Large open maps now delay some enemy spawns
Walking Lunch difficulty now +1 card in every fight
Tier 2 and 3 weapons are more expensive
Reduced rate of weapon and armor drops after fights
Quellingmoss now works with all melee attacks, including theme attacks Added flying step sound for enemies with wings Gear rewards now have a small chance to be higher tier We now disallow editing hero personality during a game Added particles to Will of the Forest tree spawn Fix a bug with prediction for Wolf Frenzy Fix a bug with vine arm entangle Fix a bug where stasised heroes could use reaction strikes Fix some missing scenery names Always-On Mods:
Added an option for mod authors of mods that grant gear, abilities...
Always-On mods can be configured in the options menu
Should allow heroes to look correct in the legacy browser
Fixed several typos and text bugs Fixed a bug with Skysinger AI Tools: new combat modifiers: Stealth, Haste, Exhaustion, Anticipation Tools: can now spawn correct ruins scenery using <Env> tag Tools: combat modifiers now work when using missionPlanOverride Tools: exposed several more balance numbers for modding Tools: work towards deprecating old hard-coded campaigns
This patch we're adding a bunch more character customization options. You can now customize your gender, body type, voice, and attraction. As part of that, you can now create non-binary and bisexual heroes.
We've added a cool new overlay when you're about to execute an ability, instead of the boring colored gradient. And there's a lot of little bug fixes and quality of life improvements for modders, including several improvements driven by modder requests on Discord.
We're making strong progress towards the first section of our Roadmap, and we want to try to close that off in the next few patches.
The UI art reskin is going to be a big piece of that, and after that we should be able to turn our attention to the Thrixl campaign. As ever, we're adding new content and adjusting old content as needed.
We aim to ship a patch every two weeks, with mixed success. :-)
0.21+139 Kyrmark
New Event: Music of the Deep Reworked Quest: For a Friend Added customization options for gender, body type, voice, and attraction Can now set gender to non-binary (they/them) Can now set attraction to anyone (bi) Improved AI pathing - previously sometimes got stuck, shouldn't anymore Many Ranged enemies will stand further back now Added a few new scenery pieces Added a new hair style Sharktrap now 1 trap per tile instead of 1 big trap (buff) Damaging scenery now shows damage text and health bar Hovering over scenery now shows health bar Improved scenery interfusion tooltips Added sfx for hero wings and stone legs, and corrupted ground Added graphics options to turn off some or most particles Replaced solid gradient ability overlay with fancy textures Adjusted particles on selected and hovered units to be more visible Archery now works with morthagi crossbow and shooting star Added a content note for amputation / loss of limbs Added SFX for monster search, windwalk, adjusted XP SFX Fixed some overly-deterministic abilities (random targets now random) Fixed some typos and bad tags Fixed a bad interaction between Frenzy and Broadswipes Fixed bug where 2-handed weapons were not properly replaced when maimed Fixed some rare player-reported bugs (NPEs in logs) Fixed some bugs with camera movement Fixed a bug where dead heroes could show up in Monarchs Ch3 events Fixed bug where heroes with 4 theme limbs would not get a mortal choice Fixed a bug where some lamps didn't provide cover when extinguished Tools: log mod name in addition to id when there's an error in a mod Tools: removed many old/obsolete stories Tools: added an Objective to test aspects Tools: added an Objective to test arbitrary expressions Tools: LegacyQuery now only shows fields relevant to selected type Tools: Added ForEach outcome, which executes an outcome for each target Tools: 10 most recent effects/aspects/comics now at top of list Tools: Holding Ctrl when expanding/collapsing a node acts recursively Tools: Can now grant gear based on expressions (e.g. chapter number) Tools: Can now specify combatants based on expressions Tools: added TIDING_WRAPUP_FINAL for "very last panel" during credits Tools: Can now play a save file that uses a workshop mod that you own
Vagrus is a turn-based, open-world, dark fantasy RPG. The development team has been playing table-top RPGs (like DnD) on their home-brew setting, the Riven Realms, for over two decades, then based this game on it, so it has incredibly deep lore and immersive stories.
They have just posted a huge announcement on their Steam development blog about releasing the open-world main campaign of Vagrus to all their Crowdfunding Backers in preparation of bringing the game to Steam.
Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
Feature list
A DARK CONTINENT A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
UNIQUE COMPANIONS The player can recruit fully-developed characters into the caravan to serve in versatile roles, such as scoutmaster, guard captain, spellweaver, or slavedriver. Each of them comes with their own background and personal quests lines.
Vargus Demo has been picked for Steam Game Festival Summer Edition
If you are interested in trying Vagrus, its Demo will be featured by Steam between June 9 and 16. Sign up for the Summer Festival, and be sure to Wishlist and follow Vagrus for up-to-date information about its development milestones, upcoming features, and ultimately to get notified about its release when the time comes.
This patch addresses a fair bit of feedback we've been getting re: theme attacks, potency, armor, and Battledance. The goal with themes and potency is to allow theme attacks to scale into the late game better than they do currently, while not outshining weapons. We want transformations to (always?) be a mixed bag, and this patch also tries to fix some cases where transformations were purely good.
Overall we think this is a big buff to heroes, so enjoy it while it lasts, we'll probably work on monsters next :-P
We also started working more on custom maps to match specific situations, and some of that is ready to roll, and there's a couple new events as well.
In addition, it's now possible to "lock" relationships from the character sheet, which you can use to make sure lovers and rivals remember each other across time and space (all games).
Normally we try to release every two weeks, but lately that's been hard due to the situation, so we might roll with every 3 weeks for a while until child care is available again.
0.20+137 Aulander Jaeger
New Event: Burden of Beasts New Event Chain: Shiny, Dug Up, The Merchant New Event: Familial Reworked Quest: Dodging Destiny Lover and Rival relationships can now be "locked" across all games Adjusted (increased) armor values on heavy armor Reduced dodge of Wildergard and Traveltraff Battledance now only affects melee attacks Vigilance now grants an extra 1+potency attacks instead of infinite Theme Attack and Potency Rework!! Adjusted most theme attacks to scale with bonus damage AND potency Replaced potency stat on wands and staves with spell damage Interfusion abilities use spell damage, theme attacks don't Mystic armor also gives spell damage instead of potency Rebalanced theme leg stats Separated Damage and Potency augments (going forward) Reworked and rebalanced several theme attacks Adjusted bonus damage and potency given on level up Many class abilities now scale with potency (damage or range) Abilities now show damage in character sheet and theme advancement Show damage formulas for many/most attacks Vinewrench and Wild Grasp now pin the enemy Insidious Filament is now passive, applies 2 poison to adjacent monsters Increased range of Shackle interfusion recipe Celestial Path no longer gives bonus to monsters Riposte can now use theme arm attacks Updated stat descriptions for consistency / clarity Killing a boss with a reaction now grants victory immediately Silkstep now shows as disabled if there are no valid destinations Healing rate now has a min of 0.5 when not traveling Spelltouched now gives -0.5 bonus damage Improved feedback for soulsplitting All hooks now have more appropriate combat maps Mountain Mischief B and Great One have custom maps. Skeleton stat changes should be permanent now Tails (wolf and crow) are now granted automatically when you have a leg Fixed bug where shred could be higher than armor Fixed bug where some audio would still play when master volume was at 0 Fixed some bug with move-attack feedback Fixed bug where compulsion didn't require line of sight Fixed bug where hook quests involving retired heroes would stick around Fixed rare cases where damage and shred could be fractional Fixed: star dance would put the job on an unexplored tile Fixed: attacking threats sometimes didn't show travel time Fixed: attacking incursions used all heroes by default Fixed several typos Tools: implicit aspects (ALLY, etc..) can now be used in expressions Tools: fixed bug where comic would crash if you deleted all panels Tools: aspects and effects have a new "formula" field (will show in gray) Tools: fixed bug where override name tags would get deleted Tools: improved aspect search bar Tools: improved alignment, selection and cursor behavior of text areas Tools: Added RemoveGear outcome Tools: added hints for all Outcomes.
This patch delivers several popular roadmap items. Firstly, children now track both parents, and family relationships are now preserved in the legacy. So families should make a lot more sense now.
Transformations (also called themes) can now be advanced during the interval, so you don't need to intentionally maim your hero if you want them to transform. This always felt bad and we're glad to finally be fixing it.
Also we now support a variety of facial hair, independent of hairstyle. The old hairstyles with beards baked in are no longer available for customization or generation, but old heroes with those styles will keep them.
We're hoping to stick to our two-week schedule, although this patch took an extra week due to having kids at home, etc.. Things might move a bit more slowly but we're still committed to our roadmap, which you can check out here.
0.19+135 Adivia
Reworked Event: Waterling Transformations (themes) can now advance during intervals! You will get up to one choice per hero per interval, yes/no Facial Hair is now separate from hair style! Full beards work with male faces (must be drawn per-expression) Several varieties generate and can be customized separately Children now track both parents! Parent-Child and Family relationships are now stored in the Legacy! Family relationships are now noted in the Relationships tab Defeating incursions now grants 2 legacy points Remove attack-range calamities Reduced combat text spam for corrupted ground, etc.. Themes are now better organized in the character sheet Fixed a bug with Celestial theme Fixed bug where mortificial wristbolt ignored Bowmaster Fixed a bug where resource panels were not showing right number Fix a rare crash bug with gear popup Add an option to use local font sets or not (default not) Fixed several typos Tools: better language and translation mode options from the editor Tools: Add cheats to manipulate family relationships Tools: can bundle and unbundle non-comic effect text for translation
And If you're enjoying the game, please leave a review :-)