It's been one year since we went live with Wildermyth 1.0. In some ways it feels like only yesterday, and in others, it feels like years. Wildermyth has been in development for over six years. To have it released to the world, experienced by others, enjoyed by so many... it's been incredible, humbling, overwhelming at times, and generally just really dang cool.
Thank you. Thank you to everyone who has been here since our early days, those who have been following us since Early Access, and all the players still discovering our game. We have been blown away by your support and love for Wildermyth; you have all truly made the work worth it.
That being said, this isn't the end for Wildermyth! We're still developing really exciting stuff behind the scenes, and we'll have a patch out for you all this month. In the mean time, we put together a list of highlights of all the things we've released in updates over the past 12 months. This list isn't comprehensive- it just covers our most snazzy content. For more minutia, you can check out individual patch notes in their respective update announcement!
One Year Retrospective
Here are the highlights of all we’ve done since our 1.0 release! View this list in Google Docs
New Art
New Theme Skins! New Artifact Weapons: * Baleblade * Eaglewing * Firling Wand * Frostfang * Winterfur Staff * Sojourner * Icebreaker * Longwatch Lamp * Mothbite New Hairs! New Achievements dialog art New male face option New scenery
New Writing
New Campaign! * The Sunswallower’s Wake, a three chapter legacy story unlocked through play Hook Proud update 6 new generic chapters * The Ghost Town (mid) * The Library (mid) * The Potionry (mid) * The Temple of Silence (final) * The Unseen Orchard (final) * The Warren (final) New Events * New Event: Bad Mustard * New Event: Bones and Crows and Nightly Things * New Event: Token of Affection * New Event: Flickerings * For Their Own * Houses in the Heights * For the Scavenging Revised Events: * Hidden Passages * Heart of Stone * Down The Hatch * Family Business Added credits comics * Generic Campaigns * Ulstryx, Enduring, and Monarchs Lots of new Tidings and Wrapups
Design & Gameplay Updates
Design changes to retirement and years of peace Better feedback for several dialogs in multiplayer games Incursion maps edited to be smaller and more focused New Boss monster Map Edits * Night Altar * Lifeforge Keystone Added 26 New Theme Upgrades! (These can appear in the upgrade slots when leveling) * (Bear) Ursine Hunger * (Botanical) Fatal Flora * (Celestial) Meteor Strike * (Crow Wings) Fly * (Wolf) Howl * (Elmsoul) Deep Roots * (Fire) Living Hearth * (Foothill) Shard Skin * (Gem) Crystal Chrysalis * (Morthificial) Salvage * (Shadow) Shadestride * (Skeleton) Curse * (Storm) Feedback Loop * (Sylvan) Chaos Whorl * (Hawk Wings) Talon Dive * (Scorpion Tail) Prehensile Piercer * (Pilot Wings) Airlift * (Skunk Tail) Staggering Spray * (Frog Head) Tongue Whip * (Fox Tail) Nimble Nature Pet Upgrades! * (Fire Chicken) Covering Fire * (Rat) Erratic Movement * (Bird) Mark Prey * (Duck) Alarming Quack * (Avenger) Protector * (Critter) Trinket Hunter Added combat map to Out of the Rain event Warding Rework: * Each piece of warding absorbs one damage * Warding regenerates at the start of the unit's next turn * Removed pierce from magic abilities * Tuned down some monster magic damage * Tuned up some monster warding Added new icons to some abilities Crossplay with Epic Games Store Added Colorblind options Can now set custom hero turn order via Options > This Game
Misc. Content
Critter Plush released! Merch Store Launched! Released vinyl stickers!
Add an option to completely disable EOS (and crossplay) Fix how many female hairs look on male heads Fix bug where Engage would sometimes immediately cancel
Wildermyth is now live and on sale on the Epic Games store! Crossplay is supported so you can play with your friends regardless of where you purchased Wildermyth. You don't need an Epic Account to play multiplayer, but if you have one, you can use it. This has been in the works for a while; we're very excited it's out for all you Epic Store connoisseurs! Wildermyth is on the Epic Games Store here.
With this patch, we've added color customization options for colors used during combat. You'll be able to customize them if you're having trouble seeing any default colors! We hope this helps make Wildermyth more accessible. We've also updated an old event with fresh writing and dialogue as well as added new Tidings.
You'll also see some minor UI and sfx additions, balance changes, and a buncha bug fixes.
1.7+414 Kevkas Swordhand
Crossplay with Epic Games! Family Business Revision! New Tidings! Increased the weight of Heirloom Spring event Added Colorblind options! Added view button to achievement popups Added achievement button to Legacy menu Mythweaver potency buff can be gained from ruins scenery Rogue+ now causes heroes to enter grayplane on stunt Bloodrage reworked: * Old: Extra Damage per 2 HP missing = 1 + 1/3 Potency * New: Linear based on % missing health, up to 2 + 1/2 Potency + 1/4 Max HP Also, only affects melee/ranged attacks Broadswipes damage rework: * Old: Bonus Damage + Potency Upgrade grants +2 Damage * New: 2 + 1/2(Bonus Damage+Potency) Upgrade increases scaling to full Added sfx for some abilities Bloodrage now shows current damage bonus gained Abilities now show if they're melee or ranged Adjusted several incorrect references to "Physical Attacks" Shieldshear no longer counts as a melee ability Meteor Strike no longer counts as a ranged ability Some wings are now folded in non-combat scenarios Can now set custom hero turn order via Options > This Game Empowered bone weapons revert to normal over legacy Heroes without soulmates present won't have random kids Engage "line of sight" being broken is now more predictable Engage+ has clearer feedback now Added particle and filter effects to fire and poison Fire damage animation takes much less time Multi: Control over a hero can be set in the recruit dialogue Multi: Large pets are controlled by same player as their owner Multi: Heroes you control are automatically selected first Added icons for legacy hero ability choices Added store button to main menu Improved feedback for heroes with melee+range theme attacks Theme aspects like fire immunity now show in character sheet Controller invalid clicks no longer deselect current action Controller improved navigation in several dialogs Fix multiplayer bug with customizing heroes at the same time Fix a bug with Loyal hook quest targeting Fix a bug where Storied Bones improved multiple hero's weapons Fix a bug where Ghost Town hook would spawn an extra town Fix a bug where skeleton theme rivalry had weird interactions Fix a bug with Untouchable preventing attacks on walling allies Fix a bug where Chaos Whorl could be used on lone enemies Fix a bug where non-QWERTY layouts showed bad hints Fix a bug where Salvage wouldn't destroy certain scenery Fix a bug where Connect to IP multiplayer didn't work Fix a bug with scorpion tail formula Fix a bug with Sharpshooter and theme ability feedback Fix a bug where longreach improved new flight abilities Fix a bug where sentinel and protector could ignore stasis Fix some crashes Fix some typos Fix some backend text Tools: "keepOverLegacy" option to keep augments over legacy Tools: Added Theme editor! Tools: Added "Create Branch Event" button to Branch Outcome Tools: Single-line text fields expand when editing Tools: Color-coding for comic actors of different types Tools: Improvements to Comic Editor "Auto-Match"
Fix a bug where spirits weren't immune to fire Fix a bug where chaos whorl causes a crash Fix a bug where wolf howl would prevent turn end Fix a bug where random romances overrode npc romances Fix a bug with the incursion animation timer Fix a bug where shadestride didn't work on hunters Fix some typos
We're so excited to bring you 26 new abilities in this update!! Themes and pets now all have unique upgrades that are available to choose when leveling up your hero. We released these abilities early on our unstable branch and received incredible feedback from our community, which we are very grateful for. We were able to make important adjustments, so now we hope that they're going to be even better for you all!
Additionally, Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn.
We made this change mostly for the following reasons: - Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. - Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.
This change means it's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)
We've also added two new events and fixed lots of bugs!
New Stickers in our Merch Store!
Baby Monster and Elemental Spirit stickers have landed in our merch store! You can get them here.
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1.6+393 Edina Gramling
New Events: * For Their Own * Houses in the Heights Removed Event: * The Low Road Disabled Event: * What If We Were The Bad Guys Added combat map to Out of the Rain event Added two credits comics for Generic Campaigns Added credits comics for Ulstryx, Enduring, and Monarchs Disabled Mine Tiding Warding Rework: * Each piece of warding absorbs one damage * Warding regenerates at the start of the unit's next turn * Removed pierce from magic abilities * Tuned down some monster magic damage * Tuned up some monster warding Theme Upgrades! (These can appear in the upgrade slots when leveling) * (Bear) Ursine Hunger * (Botanical) Fatal Flora * (Celestial) Meteor Strike * (Crow Wings) Fly * (Wolf) Howl * (Elmsoul) Deep Roots * (Fire) Living Hearth * (Foothill) Shard Skin * (Gem) Crystal Chrysalis * (Morthificial) Salvage * (Shadow) Shadestride * (Skeleton) Curse * (Storm) Feedback Loop * (Sylvan) Chaos Whorl * (Hawk Wings) Talon Dive * (Scorpion Tail) Prehensile Piercer * (Pilot Wings) Airlift * (Skunk Tail) Staggering Spray * (Frog Head) Tongue Whip * (Fox Tail) Nimble Nature Pet Upgrades! * (Fire Chicken) Covering Fire * (Rat) Erratic Movement * (Bird) Mark Prey * (Duck) Alarming Quack * (Avenger) Protector * (Critter) Trinket Hunter Number of undos are no longer shown at the end of a game Ability upgrades can show up in 2 of the base ability slots Indignance now breaks greyplane Tongue Whip no longer has a cooldown Some hunter armor now has warding Fire Chicken and Fire theme now grant fire immunity Thornlash now scales like other themes and has a damage upgrade Crippling Strikes now works with all ranged attacks Hook quests that fail to spawn will try to spawn again sooner Defeating incursions in battle sets incursion timer back Sunswallower's Wake hero slots now have descriptions Sunswallower's Wake added ch3 mission failure case Added new scenery Added site images for all the bones of summer Theme legs have stats adjusted Added new icons to some abilities Adjusted scenery based on sites Added How To Play screen for Armor and Warding Fix a bug where line attacks couldn't target enemies on blazes Fix a bug where the right bard calamity wouldn't appear Fix a bug where terrorbird death would cause flanking Fix a bug where a hero would attack a site alone Fix a bug where shields and walling would reduce fire damage Fix a bug where terrorbird death reduced accuracy Fix a bug where achievement didn't proc in a capstone Fix a bug where incursions burnt out and granted 2 LP Fix a bug where if timer stopped at 25/50 it wouldn't disappear Fix a bug where Drifter event was near imposssible to get Fix a bug where an armless hero could proc Avenger event Fix a bug where staggron could summon while stunned Fix a bug where d-pad didn't wrap left on the ability bar Fix a bug with hook_Proud and fortheScavenging Fix a bug where item text had no character limit Fix a bug where Sunswallower Ch.1 Capstone would soft lock Fix a bug where heroes gained from events start at lvl 0 Fix a bug with incorrect reported damage in a mortal choice Fix a bug with prime stats in custom history lines Fix a bug with tags in Black Castle Ruins Fix a bug where monarchs rescuee had no starting stats Fix a bug where Unpaid Bills event could show dead hero Fix a bug where pet/thrixl would targeted in mortal choice Fix a bug where genders were swapped in wolf mortal choice Fix a bug where 0 Warded combat text appeared Fix a bug where hook quest spawns too many foes Fix a bug where unprocced hook quests would prevent others Fix some typos
We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them.
Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons:
* Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. * Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack. Some impacts this has on gameplay: * Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this) * Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this.
We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously. Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
1.6+393 Edina Gramling
New Events: *For Their Own *Houses in the Heights Removed Event: *The Low Road Disabled Event: *What If We Were The Bad Guys Added combat map to Out of the Rain event Added two wrapups for Generic Campaigns Added wrap ups for Ulstryx, Enduring, and Monarchs campaigns Disabled Mine Tiding Warding Rework: * Each piece of warding absorbs one damage * Warding regenerates at the start of the unit's next turn * Tuned down some monster magic damage * Tuned up some monster warding Theme Upgrades! *(Bear) Ursine Hunger *(Botanical) Fatal Flora *(Celestial) Meteor Strike *(Crow Wings) Fly *(Elmsoul) Deep Roots *(Fire) Living Hearth *(Foothill) Shard Skin *(Gem) Crystal Chrysalis *(Morthificial) Salvage *(Shadow) Shadestride *(Skeleton) Curse *(Storm) Feedback Loop *(Sylvan) Chaos Whorl *(Hawk Wings) Talon Dive *(Scorpion Tail) Prehensile Piercer *(Pilot Wings) Airlift *(Skunk Tail) Staggering Spray *(Frog Head) Tongue Whip *(Fox Tail) Nimble Nature Pet Upgrades! *(Fire Chicken) Covering Fire *(Rat) Erratic Movement *(Bird) Mark Prey *(Duck) Alarming Quack *(Avenger) Protector *(Critter) Trinket Hunter Defeating an incursion in battle reduces incursion timer Vulture lord hero slots now have descriptions Added new scenery Theme legs have stats adjusted Added new icons to some abilities Adjusted scenery based on sites Fix a bug where incursions burnt out and granted 2 LP Fix a bug where Drifter event was near imposssible to get Fix a bug where an armless hero could proc Avenger event Fix a bug with hook_Proud and fortheScavenging Fix a bug where item text had no character limit Fix a bug where Vulture Ch.1 Capstone would soft lock Fix a bug where heroes gained from events start at lvl 0 Fix a bug with incorrect reported damage in a mortal choice Fix a bug with prime stats in custom history lines Fix a bug with tags in Black Castle Ruins Fix a bug where monarchs rescuee had no startingn stats Fix a bug where Unpaid Bills event could show dead hero Fix a bug where pet/thrixl would targeted in mortal choice Fix a bug where genders were swapped in wolf mortal choice Fix a bug where 0 Warded combat text appeared Fix a bug where hook quest spawns too many foes Fix a bug where unprocced hook quests would prevent others Fix some typos
We've fixed a few minor issues in the new campaign, and also addressed some general and specific multiplayer bugs.
1.5+392 The Sunswallower's Wake Hotfix Fix a bug where wrong monster group could show in comic Fix calamities and comics sometimes not showing on game start Fix a bug where a mystic legacy recruit had farmer armor Fix a map gen issue in Sunswallower's Wake that made Ch2 fail Fix multiplayer hook quest and station comic refresh bug Added a cheat to move characters on overland Fix an issue with scenery in Sunswallower Ch1 capstone fight Add safeguard against bad monster data breaking plots
The Sunswallower's Wake is a three chapter campaign for legacy heroes, focused on Vulta, an ancient enemy of the Yondering Lands. This story is unlocked by an existing event and follows the consequences of releasing Vulta from their gem-prison. We've been working on this for a while and are super excited to finally show it off!
Also some good bugfixes, including a memory leak fix that should improve performance for long sessions, and improvements to lighting when point light limit is low.
1.5+389 The Sunswallower's Wake
New Campaign! A three chapter legacy story Can now click unscouted tile to build bridge/pass Night Altar map updated Lifeforge Keystone map updated Hook Proud update Offhand poison now applies 2 poison to weapons Credit snapshots now in sepia tone Point light improvements Split incursions are now half the size of full ones Broken legacy heroes can be fixed by reloading their campaign Fix a multiplayer bug where events would repeat Fix a bug where percentages didn't appear for Jigsaw event Fix a bug with hook quests Fix a multiplayer bug with some legacy hero recruit events Fix a bug where ranged attack animations would cut off Fix a bug where skeleton would get age-based tiding Fixed memory leaks that caused lag and crashes over time Fix a bug where Ecthis ch4 event wouldn't occur Fix a bug where stat buffs from history lines weren't correct Fix some credits comics that could show dead heroes Fix some typos Tools: Added auto-match option to comic editor, for testing