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
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been moved under a Play button Interfuse and Silkstep are now more consistently on the same key Game can check if it's out of date Added a theme choice to Hunting Ambrosia Warrior Armor stat changes to make the two types more balanced Ability description updates Fix a bug where enemies get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
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