Wildermyth - Worldwalker Games
0.35+262 Daghen Dimmerhelm Hotfix 2
Some Chinese translations
Prevent incursions from destroying plot-critical sites
Clockwork Tower and Into the Underworld now won't create towns
Add Frog Tongue move feedback
Fix a couple bugs with chain lightning, add move feedback
Fix a bug with discus and large monsters
Tools: added more npc roles
Tools: added "fast overland time" cheat
Wildermyth - Worldwalker Games
0.35+260 Daghen Dimmerhelm Hotfix
Fix a crash on startup affecting some players :-(
Some Chinese translations (Starseed, Stormwell)
Fix a crash with Book of Stars
Mar 17, 2021
Wildermyth - Worldwalker Games
This time we're continuing to iterate on incursions and how they fit in the overall overland gameplay. We felt they were still too tedious, and were not quite doing what we wanted, so we made some more changes. Notably, the frequency of incursions should go way down, particularly at high difficulties in later chapter. Incursions will start with a larger "size," but fights have been rebalanced to be about the same as before in terms of difficulty. This makes incursions more of a threat on the overland, but a less frequent threat. We've got some other tweaks in there as well. Let us know how it plays!

"Remembered Places" is a fun little thing we're doing now. After some memorable encounters, a little map feature will show on the world map, so you can remember what happened there. In addition, we have some meaty new events this time, and a handful of bugfixes and other tweaks.

We aim to ship every two to three weeks and our roadmap is here.

0.35+258 Daghen Dimmerhelm
New Event: Out of the Rain
New Event: The Starseed Tree
New Event: Distant Thunder
New Theme: Storm
More Incursion Changes!
* Incursions now start larger
* Incursions now have a chance to split into two
* Incursion fight strength doesn't scale as much with size
* Incursions always target towns
* Incursion path is shown from the start
* Infestation effect on incursion rate significantly reduced
* Improved Incursion Tooltip
* Grant Legacy Points if an incursion burns out on defenses
* Defenses have a chance to withstand incursion attacks
New Incursion Defense maps have been added
* Garrison
* Farmwall
* Tunnel Road
* Pincer Position
Remembered Places now appear on sites after certain events occur
A new Promotion Dialogue has been added
Patch Notes now show on the main menu when a patch is released
New Custom Site maps have been added
* Library
* Henge
* Primal Altar
New Ulstryx Boss music
Top four main menu buttons have been moved under a Play button
Interfuse and Silkstep are now more consistently on the same key
Game can check if it's out of date
Added a theme choice to Hunting Ambrosia
Warrior Armor stat changes to make the two types more balanced
Ability description updates
Fix a bug where enemies get stuck while trying to reach doors
Fix a bug where capstone assault missions won't autofill
Fix a bug where riposte could proc against ranged attacks
Fix a bug in Unpaid Bill text
Tools: Added an option to disable multi-paste functionality
Tools: Map features can now be changed with events
Tools: Able to forbid specific scenery spawning in map editor
Wildermyth - Worldwalker Games
0.34+254 Elsee Arcrwright hotfix 1
Try to prevent accidental "start time" commands
Fixed a bug with crafting armor, offhands at towns
Chinese localization tweaks
Feb 25, 2021
Wildermyth - Worldwalker Games

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
Wildermyth - Worldwalker Games
0.33+249 Gwynne Flutebody Hotfix
Chinese event text
Adjust some art assets
Fix broken saves when mountain pass in progress
Fix a rare broken save with carved, spirit capture
Jan 28, 2021
Wildermyth - Worldwalker Games
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!
Dec 22, 2020
Wildermyth - Worldwalker Games
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

Nov 25, 2020
Wildermyth - Worldwalker Games
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
Nov 11, 2020
Wildermyth - Worldwalker Games
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
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