As part of our launch patch we have some big gameplay changes, which we are rolling out today on our "unstable" beta branch. If you want to take a look and give us feedback, we'd appreciate it.
We will *NOT* be including the new Drauven campaign or achievement features in this preview, and there may be some bugs, so be warned!
NOTE: these changes are ONLY on the unstable branch. They will go live when 1.0 ships on June 15.
1.0 Spoilers Below:
Generic Campaign Rework
We've revamped our generic campaigns, and it's a huge improvement!
Now instead of seeing generic events, each chapter will have an omen, capstone, and victory events that fit together, with a custom capstone mission. Some chapters also include custom keystone missions. These chapters will be mixed together to create a whole campaign. Some are monster specific, and some work for any monsters, but they all have unique battle maps and stories that match what's going on in the overall campaign.
Over 25 "chapters" are planned for launch, and most of those are working today.
Ability Upgrades are here!
When a hero levels up, they will now often see 4 choices instead of 3. The 4th choice is for upgrading an existing class ability or theme attack. This is a very big change to how heroes are built, and we think it will allow players to be more intentional with their builds, and differentiate heroes more.
As part of this, we've made some balance changes. In particular, we're halving the base scaling of theme attacks, but we now allow you to pick an ability which doubles the scaling (to where it used to be) as well as adding +1 base damage to that attack. So theme limbs won't be as good "out of the box", but they can keep up if you invest in an ability. Check out the full changelist below for details.
Mortal Choices and Final Moments
Wildermyth handles Death and Injury in a unique way, and we're leaning in to that. In place of our old plain mortal choices, we're rolling out a large number of more specific events. These events depend on the character and the situation, and give the hero one last chance to shine. Some updated Mortal Choices have been showing up in recent patches, and we're releasing many more today.
In addition to the Mortal Choices you know and love(?), we're adding Final Moment events, which occur when a character is not eligible to fall back. These give the hero some final words and sometimes offer a choice, although it's never a good choice. (The point isn't to make the death mechanically powerful, only memorable.)
Here's the full changeset:
1.0 Preview Build
Generic Campaign Events and Maps! (~20 chapters done, more coming) Many more Mortal Choices added Final Moments (Death Events) added when a hero can't fall back Abilities can now be upgraded on level up! Ability rebalance! (A fourth slot for upgrades has been added to the level up screen) WARRIOR ABILITIES * Upgraded Backslam: Knock an enemy into another to deal damage * Upgraded Battledance: Gain free movement after 1st melee attack * Upgraded Bloodrage: new active ability +2 dmg, can't die this turn * Upgraded Broadswipes: Double broadswipes damage * Upgraded Engage: Engages all adjacent enemies, grants +2 armor for each * Upgraded Paladin: Guardian activates even if you attacked this turn * Upgraded Raider: double scenery damage, can start fires on enemies * Sentinel No longer interrupts enemy movement, range reduced * Upgraded Sentinel: Interrupts movement, +1 Range * Upgraded Shieldshear: No cooldown, can use multiple times per turn * Stalwart now grants a hero armor & warding at the cost of speed * Upgraded Stalwart: While active, you are immune to status effects * Upgraded Thundering Challenge: Becomes a small area of effect * Upgraded Untouchable: Effect doesn't wear off * Vigilance no longer scales with potency, 2 uses per turn * Upgraded Vigilance: 4 reaction strikes per turn * Upgraded Wolfcall: Grants +1 flanking damage to affected heroes * Upgraded Zealous Leap: Clears pin, can be used every turn HUNTER ABILITIES * Upgraded Ambush: Interrupts movement * Upgraded Archery: +30 defense against ranged attacks * Upgraded Crippling Strikes: +2 damage vs hobbled foes * Upgraded Ember Arrows: new active to jump to a nearby blaze * Upgraded Flashcone: Puts all affected heroes in grayplane, +1 use * Upgraded Foxflight: Grants 3 automatic dodges instead of 2 * Upgraded Jumpjaw: +1 use, shreds 1 armor * Upgraded Piercing shots: Ranged attacks shred 1 armor * Upgraded Quellingmoss: +1 poison to attacks and aoe * Upgraded Rogue: Attacks against damaged enemies deals +1 damage * Thornfang no longer scales with potency, 1 use per turn * Upgraded Thornfang: Can be used three times per turn * Upgraded Through Shot: hit all in a line -1 dmg each MYSTIC ABILITIES * Upgraded Arches: Single action, no cooldown * Upgraded Compulsion: Becomes a swift action, still once per turn * Upgraded Earthscribe: ** grants improved HP and range to Bonewall ** +2 temp hp to the Rock Shield ability ** Calcify grants extra +1 armor, warding, and tmep hp * Upgraded Elementalist: ** Infernal Rain now an area of effect ** Splinterblast and splintersalvo +1 damage and hobble. * Upgraded Humanist: ** Shackles now a single action ** Shardnado doesn't expire ** Increases the area of effect of Stunning Barrage. * Upgraded Ignite: You can now ignite tiles without debris * Upgraded Indignance: Damage and Range increase by 1 * Mythweaver: Loredump stuns for two turns on hit * Upgraded Mythweaver: ** Loredump damage and range increased ** Increases the damage and hobble of Greater Constrict. ** Lightning Learning: book or statue, +3 potency to ally, decays * Upgraded Naturalist: ** Wild Grasp becomes a swift action. ** Roots and Shoots: single action AOE creates plant scenery * Upgraded Openmind: ** Increased range of Interfuse ** Withdraw now free * Upgraded Soulsplitting: 2 damage prevented for each interfusion * Upgraded Spiritblade: ** Blazing Sword and Burning Arrow now single action attacks ** Heroes walling with an intefused object gain +10 stunt. * Upgraded Vigorflow: +1 damage and +1 speed per intefusion COMMON ABILITIES * Upgraded Aid: +1 use per combat * Upgraded Bard: Swellsong: +50 stunt to nearby allies * Bowmaster name changed to Sharpshooter * Sharpshooter improves all ranged abilities * Upgraded Sharpshooter: +1 Range with ranged attacks * Upgraded Endurance: +1 armor and +2 warding * Upgraded Hardiness: +50% health, +healing rate, +5 retirement age * Upgraded Heroism: +1 action points * Upgraded Inspiration: increase aura size and grant 1 warding * Upgraded Long reach: + 1.6 range to all abilities and attacks * Upgraded Riposte: when hit, +20 dodge until missed, stacks * Tinker now grants an ally +3 armor and +2 warding * Upgraded Tinker: +1 use per combat * Upgraded Viciousness : +1 damage on melee attacks * Upgraded Windwalk: +1 use per combat * Upgraded Wisdom: +10 retirement age, +15 charisma THEMES * Theme attack scaling has been halved. * Themes attacks all have an upgrade ability now * Upgraded theme attack doubles scaling and +1 base damage New music for the Legacy Browser! Cower goes away when Dart uses prepared shot and vice versa Specterstep cooldown is slightly increased Deafened is now a status effect Being stunned removes the Dart's Cower ability Haunts are now easier to see while using Specterstep Stormthroat bird no longer stacks Generic campaigns can now start with any classes Temp armor will be used up before permanent armor Ability buttons now show remaining uses and cooldowns Horn child flanking attacks now hobble instead of pinning Gorgon pin lasts for one turn instead of two New incursion defense map Incursion and Calamity timers now always show in the HUD New interfusion particles Multiplayer: Camera adjustments Fix a bug where Weldling's firewall targeted heroes incorrectly Fix a bug where the Chastised could target heroes in grayplane Fix a bug where the Chastised could ignore being Engaged Fix a bug where monsters standing on two fires don't take damage Fix a bug where taking poison damage would remove blind Fix a bug where dealing damage to scenery would remove blind Fix a bug where Terrorbird's inspire would remove blind Fix a crash bug Fix some typos Tools: 8-tile monsters can now be created
I'm having a hard time typing this. We finally have a date.
It's been a long road for Wildermyth, and there's more to come, too, but we are now ready to call it complete. We'll be launching on June 15 with another full campaign focused on Drauven, improved Generic Campaign support, Steam Achievements, and hopefully some other fun stuff.
During launch week we'll be running a discount and we have some fun streams lined up as well.
We are incredibly thankful to everyone who played the game in early access and helped us improve it. It absolutely would not have been possible to make this game without you.
Moving forward, we hope to keep working on improving the game past 1.0. Our roadmap is here and you can see there are a few items there marked for future releases.
0.38+286 Codander Doomwage Hotfix 3 Fix bugs with promoting at the end of multiplayer games Fix greater constrict Fix large cursor obscures tooltips Adjust hud icon padding
Drauven have been reworked with a bunch of new and terrible (for the heroes) abilities. The centerpiece of this is Drauven Blood, which now grants regeneration to all Drauven (but not e.g. terror birds). Because they can regenerate, Drauven want to slow fights down, and so many of their new abilities are about thwarting the heroes' ability to burst them. We think this will make a big difference in how they feel to fight.
We're also delivering a new Legacy Browser environment with some filtering features. We'll have some new music in here in a future patch but it's already a much more pleasant place to find your favorites.
We're also removing the experimental tag for multiplayer along with some improvements to the player experience, especially when playing with mods. The "Always on mods" concept has been simplified so that now they can be turned on and off per game.
We're getting pretty close to announcing a launch date, which is extremely exciting for us as a team. It's been a journey and a half! As part of that, we've updated the roadmap to better reflect exactly what we expect to ship with 1.0, and what will likely slip to a 1.1 or 1.2 update. You can find our roadmap here: https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit
As we run up to launch our regular patch schedule will most likely be interrupted, but we'll of course continue to communicate and address bugs as needed.
0.38+282 Codander Doomwage
Drauven Ability Rework! * Drauven Blood: All Drauven regenerate now * Dart: Cower, hide after taking damage * Dart: Prepared Shot, shoot enemies moving through an area * Stump: (Calamity) Net Throw, hobble enemies with a net * Haunt: Specterstep, ignore the first attack made * Haunt: Quickblade, can move after attacking * Stormthroat: Harass, send a bird to harass the enemy * Stormthroat: Battleyell, command an ally to attack * Deevens can intefuse with scenery * Terrorbird: Shriek, reduce enemy potency in a cone * Gorelord: Blooded Ferocity, take half damage for a turn * Pilot: Wingbeat, deal damage and knockback every turn * Pilot: Flight, fly to a tile and bring an ally along * Raid Knight: Charge, rush into the fray * Balestar: Sneer, extra movement at the end of its turn Adjusted Drauven Calamities New Tidings Added an autosave at the very beginning of the campaign Changed and simplified how mods are configured Multiplayer warning for mismatched mods Removed "Experimental" tag for multiplayer Abilites withs status effects now explain them in tooltip New cursor image New button styles Ability buttons now show element type All theme range attacks now work with ambush All theme range attacks now work with archery Throughshot now works with certain ranged theme attacks Increase damage of jumpjolt, chain lightning and witherbolt Treecall is now a swift action Blazing Sword and Arrow now have distance relative to the fire Retirement Age stat shows if the hero will retire this chapter Unstoppable aspect no longer protects against reaction strikes Can now search by name in the legacy select dialogue New Legacy browser map Legacy can now show heroes of different tiers Can now modify hero hooks in the history tab New in-game menu background Elsee Arcwright now has hooks Additional Mods section explains Always-On mods Fix a bug where job time estimates were innaccurate Fix a bug where health loss from mortal choices didn't stack Fix a bug where archery triggered while the hero was in stasis Fix a bug where clicking on the capstone threat gave bad feedback Fix a softlock where some battles were unplayable Fix a bug where forge lost aspects when steal fire was used Fix a multiplayer crash when crafting and the host disconnects Fix a softlock with archery and mortal choices Fix a bug with customized hooks in multiplayer Fix a bug with Answer to Austerity event Fix a bug where changing hero type didn't adjust the background Fix a bug with shouldersledge targeting Fix a bug where disabled mods would reactivate Fix a bug where enemies show up as invisible in old saves Fix a crash on Linux with some How to Play pages. Fix a bug where a quest was firing when that enemy was disabled Fix a bug with vinewrench and multi-tile monsters Fix a bug where theGoneOx retirement bonus was permanent Fix some typos
We’re reaching out to let everyone know our official pricing for the game’s upcoming launch: $25 (USD, or your local equivalent). We feel that this reflects the scope of the game at this point and will help us fuel future development -- which we plan to continue with added features, new campaigns, and more in the coming months. We’ll be making this price change on May 1 in advance of the game’s launch -- we’ll be announcing the official launch date soon.
We’re SO excited that we’re approaching our official launch. Everyone who has supported the game, followed along in the early days on itch.io, provided feedback on our Steam Early Access release, backed our soundtrack initiative on Kickstarter, or hopped onto our Discord has been instrumental in helping us shape Wildermyth so far. THANK YOU.
We’re planning to hold a “Launch Week” celebration featuring live streams and videos and a special launch discount. More details on this soon, so stay tuned for our official launch date announcement!
Until then, keep telling your best stories. Sincerely, The team at Worldwalker Games
Following through on our experimental multiplayer, we've added steam networking integration, compression, and generally cleaned up the connecting process. There are some nice improvements for local/remote play as well, and a tweak to the art for one of our very oldest transformations, the venerable wolf head.
We're still hard at work on the next campaign, and a couple of other big chunks of content, so don't worry if things seem a little quiet on that front. We have some awesome stuff in the works :-)
We aim to ship every 2-3 weeks and our roadmap is here.
0.37+272 Ren Northfield
Steam networking for multiplayer! Tweaking wolf head (adding neck layer) Compress multiplayer traffic (incompatible with old versions!) Revamped multiplayer New Server dialog Several improvements for local multiplayer (and Remote Play) Added colors for multiple controllers in missions Added multiplayer "read along with leader" option L/R stick press when hovering enemy now shows move range If crash when setting display mode, launch windowed next time Fix ability button accelerator positions at high dpi Fix an issue that was bloating save files (more work to do here) Fix a softlock with mortal choices Fix a bug where controller input couldn't cancel calamities Fix a bug where entanglement could target non-mystic Fix a duplicate hero in storied bones Fix a bug with switch relationship when locked
Players have been asking for multiplayer for a while, so we did the only reasonable thing, which was to release it on April Fool's day without any prior indication. It's still missing a few quality of life features, like steam matchmaking / friend list integration, so the process is a bit old-school right now, but it does work and it is fun!
Wildermyth is, first and foremost, a game about heroes, their adventures, the choices they make, and how they change and grow over time. Since heroes are highly customizable, a lot of players have been making them look like their friends, and then letting their friends make decisions about those heroes' abilities and the choices they make. We love the idea that Wildermyth can be a kind of Dungeons & Dragons-esque storytelling device for groups of players, and the way we've implemented multiplayer attempts to make that form of collaboration easier (and, hopefully, more fun!)
The multiplayer mode we've added to Wildermyth is cooperative, and the overall structure is the same as the single player game. You can start a single player game and continue it later in multiplayer, or vice versa. The main difference is that multiple players can control heroes at the same time. Actions can still only happen one at a time, but one player can be planning to move a hero while another is planning to attack with a different hero. By default, any player can control any hero, but there are also some options to give players exclusive control over heroes, so only they can decide their abilities and what actions they take. There's a lot of visual feedback to help show what other players are hovering over, both in missions, on the overland, and during comics.
We've also enabled Steam Remote Play! With controller support implemented, local multiplayer is a little more possible. It still needs some refinement, and it's not quite as extensive as online multiplayer; if you're playing with controllers, each player can have their own cursor, but everyone is controlling the same heroes and actions, so you'll need to decide amongst your friends which of you is going to take control at any given moment. Or, if you have a really well-behaved group of friends, you can just give them all mouse and keyboard access.
It's fun watching all the interesting ways this game has brought players together. We're hoping that continues to be the case, and we'll try to help it along in whatever ways we can. We expect to release a smoother connection experience pretty soon, along with other tweaks and bugfixes as we go.
And we're back with another small patch. We've had a few hotfixes along the way so these change notes are pretty short, but there's some good stuff in there, check it out!
We aim to ship every two to three weeks and our roadmap is here.
0.36+270 Bingus Dibb
Added Controller Support Added Multiplayer New Legacy Recruit Event: Talk of the Town Building a hero's tomb now grants 2 Legacy Points Entanglement Event updates Friendship bonus now grants extra block when walling Mortal Choices now only show up if they have a proper target Sound effects for Storm Theme and Ice Shield Fix a bug with rerolling a character Fix a bug with movement tile feedback Fix a bug with getting patch notes Fix a bug where thunderstomp could flank Fix a bug with tidings targeting Tools: Added ARTIFACT implicit aspect
0.35+264 Daghen Dimmerhelm Hotfix 3 Chinese Translations Add back, skip and character sheet buttons to tidings and omens Fix missing icon (Soulsplitting) Some sfx work Fixed a crash with promotion dialog with level 8 heroes Fix a bug where both Jumpjolt and Chain Lightning would show Tools: Fix bug with blank omen when "pick events" in on Tools: mods can specify promotion card bg and icon color