We've made some big changes to our overland gameplay! A big goal of ours over the next few patches is to make the overland layer feel more strategically interesting, less tedious, and more personal / story-relevant. We're starting off by redesigning how incursions work.
Incursions
Enemies no-longer reoccupy sites. Instead, incursions have an Incursion Size based on difficulty, chapter, and infested tiles. The incursion travels from tile to tile, destroying defenses and sacking sites (losing size each time) until their size reaches 0, at which point they disappear. The larger the size, the tougher the fight will be!
Defenses
Defenses work differently. You can build up to 3 tiers of defense, with higher tiers taking longer. Incursions will destroy a number of sites or defenses up to their size, so tier 3 defenses will completely stop a size 3 incursion. When an incursion reaches a tile with defenses, it will take several days for it to burn through each tier, so defenses also give you more time to respond.
Incursion Defense Battles
We felt these were boring. They are now faster and more hectic; you'll be surrounded by monsters coming from multiple directions. Another big change is that you'll be joined by local farmers, who will pitch in to defend their land. If you start the battle with defenses remaining, you'll benefit from those in the fight.
Town Crafting
You can now craft items during the chapter, instead of only during intervals. We've adjusted the resource economy a bit to make this more feasible, and as part of the change you can also spend legacy points to purchase extra resources when crafting. On the other hand, recruits now come in with slightly worse weapons.
We want your feedback! This is a big change, and we'd love to hear what you think about it. What's working and what's not?
And of course we have the usual raft of small changes. We aim to ship every 2-3 weeks, although we've been slow lately. Check out our roadmap here.
0.34+253 Elsee Arcwright
New Tiding - Smithcraft (Contest Winner: SleepyDragon) Incursion Rework! * Incursions no longer nest at sites * Incursions now move from site to site, ruining them * Incursions lose 1 strength with each site ruined or destroyed * Incursions disappear when at zero strength * Heroes at the tile can defend against incursions at any point * New type of incursion mission adds 2-5 farmers to fight for you * Farmers gain better gear based on level of tile defenses * New defenses weaken incursion strength * New defenses offer rain of arrows ability * Defenses show up as one to three shield icons * New particles and sounds for incursions * New incursion defense maps * Incursion defense event updates * Incursions notify the player when exhausted * Prepare Defense event updates * Created more consistent NPCs to defend tiles. Can now craft at towns during chapters Legacy points can now be traded for resources Town recruits now happen in two parts (choosing and preparing) New recruits start with tier 0 armor until chapter 3 New recruits start with tier 1 weapons until chapter 4 Interval recruits after chapter 2 start with tier 1 weapons Interval recruits after chapter 2 start with tier 1 armor Jobs now auto-cancel if they're invalid Most items can be renamed when found Random button for customizing names Swap Weapon button in character sheets while not in missions Added keyboard controls for orbit and zoom New incursion path animated visual Added improvements to overland tile ability bar Clear all button no longer appears when a mission needs one hero Tooltips added to Doom Track Header Sites giving too many spellthreads now offer different materials Legacy file saving made more robust (creates a backup file in case of failure) New Sounds for several abilities New particles for Harvest and Dread Harvest abilities Fix a bug with the town recruit event Fix a bug where heroes walk into fire instead of extinguishing it Fix a bug where a mystic was naked Fix a bug where maximizing screen would break spacebar time toggle Fix a bug where recruit missions were being prevented Fix a bug where securing a site didn't give the correct materials Fix a bug where storied bones event could grant the wrong weapon Fix a bug with screenshot overwriting Fix a bug where wiki button and mod name for comics Tools: Added option to use long name for ability button Tools: Animate outcome can now be used to play sounds Tools: Added IncursionDefense mission format Tools: Event * Added canEquip expression Tools: Map Editor * UseTheseExactPieces now uses sceneryDensity * SpecificArea sceneru now respects forbidDrawScenery * Added option to now show escape zone until player requests it * Added allowBlockingFlag that lets scenery be packed tightly
There's a new way to play Wildermyth. You can now select "Carved in Stone" when starting a new game. This is similar to "ironman" or "commitment mode" in other games - there's only one save file, and no option to load. Quit is replaced by "Save and Quit." It's not on by default, but it's there for those who want it!
We've also added a way to view your unlocked legacy weapons from the legacy browser and the in-game menu, and have made some balance changes to abilities.
On the Tools front, we've done a lot of work to make the comic editor more accessible. We've simplified and improved the event setup process, removed irrelevant fields from the editor, and improved feedback. We also tried to make a more comprehensive guide on getting started with the comic editor tools, which can be found here. We'd love to hear from anyone who wants to make comics, where are your stumbling blocks?
In the background, we're also working on some other roadmap items, achievements and controller support specifically. Neither of these is ready yet. Achievements might not be ready until we get close to launch.
Now that the holidays are over, we will aim to get back to our regular cadence, and ship a patch every 2-3 weeks. Our roadmap is here. As you can see we're getting to the final segment of stuff! We're really excited about reaching 1.0.
0.33+245 Gwynne Flutebody
New Event: A Tight Fit New Victory: Wardrobes New Victory: Fading Lights Added "Carved in Stone" mode (Ironman) Achievements button in menu to review elemental weapon unlocks Added icons for elemental and artifact weapons Added a checkbox to forbid heroes from having children Spell Damage is now a real stat Moved advanced shackles from elementalist to humanist Raider now damages enemies adjacent to destroyed scenery Prepared shot explains that it deals extra damage Banners for bridges/passes now show up at location Now possible to build multiple bridges/passes per tile at once Adjusted Crow Peck to blind on stunt, reduced stunt damage Some maps now indicate that more monsters are coming Spirits will no longer die in fire Getting elemental artifacts no longer unlocks elemental weapons Changed color of interfused fire, enemy fire Fixed bug with offhands for legacy recruits with 2H weapons Improved performance of legacy saving Clarified some objectives Interfuse feedback no longer turns mystic to face it Fix remove dominate was not present on some difficulties Fix a bug where inspiration bonuses could become permanent!! Fix a bug where opportunities didn't correctly resolve Fix a bug where spirits would prevent some monster spawns Fix hero selection in labors screen Fix a bug with upgrading some artifacts Fix a bug with fire and lover's vengeance Fix a bug with Spiritblade and Heroism Fix a bug with Bloodrage and standing in fire Fix some typos Tools: added helpful links to editor landing page Tools: Comic Editor ease of use improvements * new event button in comic editor, improved dialog * replaced "new story role dialog" with complex target previews * simplified targets to only show relevant stuff * event validation now shows in comic view * can enable or disable events in comic view Tools: New Outcome dialog shows suggestions based on context Dev Mode: preview controller support - not finished!
We've got some real nice stuff this time. We've reworked all the "unique" weapons, added tiers for them so they can persist over the legacy, and made them special with stats and/or abilities. So now you don't have to give up that cool-looking Fang Axe or Clockstopper when you unlock an elemental variant, because now they should be viable on their own.
We've made some visual changes to the overland map, to make the tiles more consistent with the mission environments, and to tie together the overall art style of various elements.
And we've upgraded our tooling. We've added an Item Editor, and greatly enhanced our Map Editor. If you've ever wanted to make a custom fight, this is a great time to take a look. Here's a video showing you how to use the new editor:
Normally we try to patch every 2-3 weeks, but with the holidays, we expect our patch schedule will suffer a bit. Our next big priorities are generic campaigns and achievements, and at some point we'd like to take a look at overland gameplay too. You can find our roadmap here.
0.32+240 Anselle Evan
Reworked Event: The Gambler Updated Event: Amber Hollow Updated Event: Field of Fire New Tiding Overland Art Refresh! looks more consistent, fields are gold now Unique Weapons Overhaul! * Plain unique weapons have been buffed in fun ways * Unique weapons are now called Artifacts * Artifact weapons have tiers * Artifact weapons persist over legacy * Artifact weapons can be upgraded, but cost more than base * Artifact weapons can NOT be crafted, only upgraded * Artifact weapons drop rate adjusted * Artifact weapon won't drop if someone already has that weapon * Artifact weapons won't appear on new recruits or children Stunt damage is now shown as a weapon stat Elemental weapons now deal 1 less damage on stunt Labors UI overhaul Saving now immediately closes the dialog Tweaked mission victory ceremony Monster health bars are red now Scorpion tail is now 1/turn Reduced thornfang usages by 1/turn Adjusted size of some monsters Updated Enduring War boss attack (minor) Bitter Scratch no longer prevents turn end Fix a bug with Balestar's fireball going through walls Fix a bug with Coachman's throw going through walls Fix some typos Fix a bug affecting Expanded Classes mod Added some alternative combat maps for certain stations Tools: Item Editor tab in content editor! * Items are now stored in their own files * Mod items should migrate automatically, contact us if issues Tools: added some implicit aspects, can split on them: * Added HAS_THEME, HAS_THEME_ARM, HAS_THEME_LEG Tools: Map Editor 2.0 * Map Editor: no more text grid * Map Editor: can now draw terrain and place scenery with mouse * Map Editor: show images when picking scenery/doors * Map Editor: improved clarity and tooltips * Map Editor: reduced clutter, hid redundant fields * Map Editor: better presets for doors, walls, floors * Map Editor: explicit control of interior space, random scenery * Map Editor: don't need to save map to see changes on reroll
Some exciting stuff that's been in progress for a while finally came together in this patch. We have 9 new monsters, each of the 5 monster groups get 2 (except Gorgons who only get 1). These are mostly high-end monsters, so they extend the range of difficulty, and we've put some effort into making the game harder when you have 20+ calamities per group. (Note, we're ONLY trying to increase the difficulty when you have many calamities, so this shouldn't affect players who are not seeking out punishment.) We're definitely looking for feedback from our Walking Lunch, high calamity players about how that's working out and how we can go further with it.
With the addition of these new monsters, we've added 5-chapter Legacy Campaigns. Legacy campaigns let you start with legacy heroes, and you'll get more during intervals. For the 5-chapter experience, we've left interval length alone, so heroes will start to retire in the later chapters. Let us know what you think!
New Music! We've got several new story-oriented pieces that we've fit into our existing events. Stories will now have music that matches and reinforces their emotional tone, and we're really happy about that.
In addition, there's several new and reworked events, some reworked monsters, and a bunch of tweaks and fixes.
We aim to ship every 2-3 weeks and our roadmap is here.
0.31+233 Sani Cavern
New Event: Apothecary New Event: The Unpaid Bill New Event: Old Guard New Blood New Event: Collective Reworked Quest: Farm and Forest Reworked Quest: Scatter Stand or Still New Music! Assigned new music to many events Added new monsters to each group! * Deepist: The Faithful * Deepist: The Chastised * Drauven: Balestar * Drauven: Raid Knight * Gorgon: Seacaller * Morthagi: Coachman * Morthagi: Groundskeeper * Thrixl: Kinnestend * Thrixl: Muse Added 5 Chapter Legacy Campaigns Removed non-legacy recruit events from legacy campaigns legacy campaigns now draw an additional card per fight Reworked Bartoth as a mage, interfuse and explode allies Reworked Butler as a butler - cleans and buffs allies Improved stat comparisons for armor Sommelier now does magic damage, reduced damage slightly Late Game Difficulty Increased: * increased card threshold for high tier monsters * increased health of some high tier monsters * calamities for more low/mid tier monsters per card * health calamities now scale with monster base health Reduced range of Splintersalvo to mainly between the scenery Minor tweaks to several events Clarified some objectives in Eluna and the Moth Legacy heroes now sorted by tier then name in recruit list Can now save with note, instead of having to add it after Stasised heroes cannot be stunned or poisoned New interface options to disable auto camera movement Customize face/hair dropdowns don't close on select anymore Death animations don't block for as long Map seed now visible from this game tab Aid now removes Mindworm Removing Mindworm now does not break stealth Attempt to fix a couple crash bugs Fix a bug where forbid random romance was not sticking Fix a rare bug with Eluna map gen (unreachable tile) Fix skunk spray tooltip Fix bug where wild grasp could fail if no destination Fix a rare crash on load Tools: now possible to add custom stunts to gear or heroes Tools: now possible to set and preview music in comic editor
Now that we've shipped our Thrixl campaign, we're taking some time to fix some little stuff and work in new content. This patch has a lot of relatively minor changes, many of which have been player requests. We've also got a couple new events, with more on the way.
We aim to ship every 2-3 weeks and our roadmap is here.
0.30 Lynn Yates
New Event: Anchors New Event: Pulling Threads Updated Event: Sweltering Stars Farm and Forest temporarily disabled Scatter Stand or Still temporarily disabled Added checkboxes to forbid random Romances and Rivalries Events now less likely to happen if they happened last game Now possible to change difficulty level during a game * Note this does not adjust existing calamities etc. Save games are now zipped - greatly reduces file size * Old games will load fine, won't be migrated for now Adjusted Eluna Ch2 Capstone difficulty (bit easier now) Some work on initial loading time and splash screen Added a 'random' button when choosing own company name Tweaked some wing images Adjusted Comics 'Back', 'Skip' button visuals Improved incursion indicator tooltip on overland map Hunter w/o bow will not fire arrow in Ulstryx Ch1 victory comic Fix some missing pauldron images Fix bug with Sylvan Invigoration Fix bug where Elsee dies but still shows up in tiding Fix bug where Monarchs mole could show up even if dead Fixed bug where typing numbers in name field would change tabs Tools: added a cheat to delete history lines Tools: editing effects no longer requires restart Tools: made legacy heroes at towns moddable Tools: fix a freeze when overriding calamities Tools: Reworked Editor screen to make important labs clear Tools: Can now use legacy heroes in events
Also, in case you missed them, here are some hotfixes we put out since 0.29 shipped:
0.29+220 Eluna and the Moth Hotfix 6
Fix a bug with customizing recruits Temporarily disabling Wildheart for maintenance Fix a visual bug on T3 water axe Add some error protection when creating items Add better logging for active and background mods
0.29+215 Eluna and the Moth Hotfix 5
Fix a bug where Eluna Ch4 capstone crashed on linux
0.29+214 Eluna and the Moth Hotfix 4
Sibling relationships now stored in legacy Ensure that Eluna siblings retain status through legacy Fix a bug where items in mods would not work Fix some text issues
0.29+213 Eluna and the Moth Hotfix 3
Text tweaks in English and Chinese
0.29+212 Eluna and the Moth Hotfix 2
Fix moth wing description Chinese text tweaks Fix weapon loss when customizing inactive legacy heroes Fix a bug where particles would linger in legacy browser Fix a character sheet bug when marking legacy heroes inactive
0.29+210 Eluna and the Moth Hotfix 1
Fix a bug where starting siblings could form a romance
We're very excited to announce our fourth main campaign, "Eluna and the Moth." This is the most the intricately crafted experience we've ever delivered, and we're very proud of it. This story focuses on the Thrixl, and it mixes up the usual Wildermyth formula in some big ways.
To fit with the story, the first chapter takes a more directed approach with less overland management. Many of the battles and events throughout the campaign happen at less expected points. The campaign happens over a smaller span of time, allowing your starting heroes to make it all the way to the end. Because of that, we were able to integrate them into the story from start to finish - if they survive, that is.
Also in this patch are several new victory events, a few new faces, and the regular raft of bug fixes and tweaks.
We aim to ship a patch every two to three weeks, and our roadmap is here.
0.29+202 Eluna and the Moth
New Campaign! Eluna and the Moth: a five chapter Thrixl story New male face (M7) New female face (F7) New female face (F8) New Victory: In Our Wake New Victory: Fodder New Victory: Takeaway New Victory: Up In Smoke 2X and 3X monster cards will now show up later Thrixl Changes: * Removing mindworm now makes you immune for a turn * Thrusk +damage calamity separated into 2 calamities * Drathix breath now just poisons once * Increased etherburn damage based on difficulty and enemy type Reduced scorpion tail damage. Reduced recommended starting calamity cards for Walking Lunch AI now does a better job trying to get to heroes blocked by scenery Reduced thornfang scaling with potency. Skunk spray now scales with potency. Objectives on HUD can now use second line if needed Fire stunt fireballs can not be blocked or dodged. Burials now happen before the interval Dead heroes no longer show in relationships tab Children can no longer generate with a different last name Ember arrows and piercing shot now work with morthagi crossbow Fix a bug where calamity error message would linger Fix an overland camera bug with inactive heroes Fix a bug where "pick from legacy" would show up when none to pick Fix a visual bug with starheart and oldwane curse Fix a bug where lover's vengeance would hit wrong enemies in AOE Fix bug where ember arrows didn't shred armor Fix bug where stubble didn't work on one head Fix a bug where some lover events could happen for wrong people Fix a bug where burials and calamities could show before game over Fix a bug with plot teleports Fixed a bug where allies blocked line of sight for knockback abilities Fix a rare bug with ability prediction causing de-sync Fix a bug with water stunt and guardian Fix bug where walking though fire triggered counters against self Fix a camera panning bug Fix bug where relationship locking did not work Fix a pathfinding bug Fix some text rendering irregularities Fix bugs with "immune to knockback" Fix some typos Tools: aspect validation now recognizes wildcards Tools: calamities file is now merged instead of overwritten by mods Tools: searching for effects now looks at all text in the effect Tools: Added AI Behavior Inspection option (game and combat lab)
There are only a few days left on the Kickstarter campaign to record our soundtrack with live players! It ends at 4pm PDT (23:00 UTC) on Thursday, October 8th. We're currently over 97% funded!
Candy Emberley, our composer, has been sharing a wide range of content with backers each day, including interviews with musicians and the Wildermyth team, stories behind the creation of the music, and playlists of her musical inspirations.
Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Even if you aren't able to contribute, we really appreciate you sharing the campaign with anyone who might be interested!
Why is this important to us?
We want Wildermyth's players to have the best possible experience, and live music is a big part of that. Wildermyth is an emotional game that really asks its players to connect to their characters, and the expression, nuance, and warmth of live music fosters that kind of connection. We’re really excited to meet this Kickstarter goal and make the music of Wildermyth come alive.
What's in it for you?
There are some great rewards for backers, including: a copy of the soundtrack, a limited edition enamel pin, a unique music box, music lessons with Candy, custom D&D character artwork in the Wildermyth style, and an event in the game. Details about all the rewards are available on the campaign page.
How does this affect development?
The kickstarter is unrelated to regular development, and the two things are handled by different people, so the roadmap won't be affected.
A listening party!
Candy will be hosting a listening party on Tuesday, October 6th, at 6pm PDT (Wednesday, October 7th, 01:00 UTC) over at https://twitch.tv/candycomposer. She'll be playing pieces from the Wildermyth soundtrack, including works as they were in progress and some music that isn't implemented in the game yet! Come on by whether you're a backer or not, and bring your friends!
Thank you for your support!
We truly couldn't do this without you, so thank you so much!
We've shipped a series of small patches, mostly to update our Chinese localization in response to feedback. (Thanks!!) There are also a couple bug fixes and, excitingly, some new hair style options coming along for the ride!
Today:
0.29+192 Ulf Wast Hotfix 7
Added 7 new hair styles! Clicking outside the story dialog no longer skips comics or closes Fix a bug where hero would change stats after customization (Monarchs) Fix a bug with Undo and certain mission plots Fix a visual issue with house walls extending too far
Earlier unannounced hotfixes:
0.28+190 Ulf Wast Hotfix 6
Chinese Translation tweaks and fixes Fix a bug with travel times when building stations
0.28+189 Ulf Wast Hotfix 5
Chinese Translation tweaks and fixes
0.28+188 Ulf Wast Hotfix 4
Chinese Translation tweaks and fixes Fix a bug where Bonus Damage augments mentioned Potency in description
0.28+187 Ulf Wast Hotfix 3
Chinese Translation tweaks
0.28+186 Ulf Wast Hotfix 2
Chinese Translation tweaks
0.28+185 Ulf Wast Hotfix 1
Traditional Chinese players will now see Simplified Chinese by default Can change back to English in options menu if desired Fix a bug where text would vanish with certain language / OS settings
(The sale will go live a few hours after this announcement does, 10 AM Pacific, 1 AM in China, sorry for the inconvenience.)
We're extremely happy to announce that Wildermyth now supports Simplified Chinese. We've been working with our partners over the last several months to make this happen, and it's finally ready. To celebrate, we'll be discounting the game by 20% for a week. This is a major milestone for us as a team and it's great news for the future of this game.
We're still in early access, and we'll be listening to your feedback on the Chinese version of the game in order to make sure it's a great experience.
We had hoped to be able to ship the new Thrixl campaign, "Eluna and the Moth," at the same time, but it's not quite ready so we're holding it back until we're happy with it. It's progressing very well and that's the main reason we haven't been putting out a lot of other content lately. It's close, and some of the Thrixl balance changes you're seeing in the patch notes are because of our playtesting on that campaign.
We've been off our game a bit this month, but generally we aim to ship a patch every 2-3 weeks, and our roadmap is here.
0.28+180 Ulf Wast
Added official support for Simplified Chinese!! Drathix breath reworked, more aoe poison, removed magic damage Removed torceline buff from thrusks Tweak cloak art to look better in gear get Improvised Fireball rebalanced, no longer deals damage on miss Thornfang can now only happen up to 2+potency times per turn Resource card now also shows what you will have at end of chapter Fixed some npc generation bugs Fix a bug where npc names could change Fix a bug where some event recruits could not die Tools: credits lab works again Tools: fixed bug where class abilities from mods were not working Tools: new flag to show mod in mod config dialogs, default true Translate: updated the knownLocales.json file format Translate: import/export a loc kit, see editor translation options Translate: can now edit/translate inline history in History editor Translate: can now "tweak" text boxes per language Translate: scaling / ui should be more uniform with different fonts
(We also have done a number of hotfixes since our last regular patch, you may have missed these notes:)
0.27+171 Sable Nettelmoth Hotfix 5
Fixed a freeze bug with Turtle Guardian mortal choice Translate: possible to localize victory/defeat/escape images
0.27+170 Sable Nettelmoth Hotfix 4
Fixed a bug with Enduring Ch2 interval Fixed a bug with Jealousy of Trees Fixed a bug with new steam workshop mods Tools: improved performance when loading comic editor Link to Music Kickstarter
0.27+167 Sable Nettelmoth Hotfix 3
Fixed a bug where monster name tags only show first word Plot Editor validation shows the problem step
0.27+166 Sable Nettelmoth Hotfix 2
Unit portraits now scale better with UI scaling Fixed a bug with Ulstryx Chapter 2 time limit not extending Fixed a potential crash bug when resizing or changing scale Fixed a bug where low point light limits hurt performance Fixed a bug where personality stats were generating too high Fixed a bug with multiple new player dialogs on resize Fixed a prediction bug with Wardrobe and AOE
0.27+165 Sable Nettelmoth Hotfix 1
Fixed a crash related to in-mission text Fixed bug where old saves could not recruit legacy heroes