Wildermyth - Worldwalker Games
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:...>)
Jul 14, 2020
Wildermyth - Worldwalker Games
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
Wildermyth - Worldwalker Games
0.23+148 Triss Thornfire Hotfix
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
Wildermyth - Worldwalker Games
Chinese players:

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
Jun 27, 2020
Wildermyth - Worldwalker Games
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 :-)

Jun 18, 2020
Wildermyth - Worldwalker Games
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
May 28, 2020
Wildermyth - Worldwalker Games
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
Wildermyth - Worldwalker Games
Our friends at Lost Pilgrims Studio have just released the Open-World main campaign for Vagrus - The Riven Realms. Vagrus is darker than Wildermyth, with more nitty-gritty caravan management and a historical "dark/fallen Roman Empire" setting.

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.

https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms





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.
May 13, 2020
Wildermyth - Worldwalker Games
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.

Apr 21, 2020
Wildermyth - Worldwalker Games
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 :-)
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