Today we are excited to release the new Equipment Fortification System. In this update, you will be able to obtain Fortifying Ingots as you battle through the deeper frenzy levels of hunts. Using these ingots will increase the stats of early-game equipment to the point where they are as powerful as the equipment available to you in later game hunts - and beyond. We hope you will have fun exploring all of the new equipment combinations that are now available to you!
Next Up! We have another "Launch Feedback Plan" update coming up before we release more information on the first big content update. In the next update coming soon, we will be introducing new powers into the game to greatly expand the number of powers available in the starting pool of powers, roughly doubling the number of powers that you will see in the early stages of the game. We're not done with powers though, we will continue to add more new powers throughout Early Access, including new Fabled Power families.
Following that, we have our first big content update shortly after introducing a whole new Hunt. This new Hunt will be available in all frenzy levels and will include new weapons, armour, enemies, and more!
More details will come with the next update.
We hope you enjoy the new Equipment Fortification system, but we'd also like to tempt you with a little sneak peek at what is coming next.
First of, I'm extremely excited to present the new official game trailer:
Update 0.5.0 is a major update as it has all the intended gameplay for the next playtest that should open up in roughly 2-3 weeks. All that is missing is some visuals / sounds and some polish. I will spend the next few weeks bug fixing / balancing / etc. based on everyone's feedback while I also flesh out the missing visuals / sounds.
Here are the full patch notes:
Added a new section of the dungeon that is currently inbetween the two existing sections featuring axe traps, puzzles, a new mini boss and more
Implemented a first pass at an intended loot mechanic. Chests increase in quality the longer they go with no one looting them. Right now this just affects essence, its mostly just to test out the code.
Redid some of the animations and AI for the claw based enemies (the new mini boss is of this type)
Added a knockback to kicks after finally figuring out the best way to make knockbacks buttery smooth. The mini-boss has a knock back based ability as well. In the future he will drop the ability shard for it and you will be able to equip it
Some AI changes / bug fixes
Implemented the randomization system for some aspects of the dungeon. Enemy spawns in certain areas and puzzle solutions randomize themselves as the game runs. This is pretty minor at the moment and mostly just testing out that the system works well.
Added a server select for the tower, and am testing out multiple instances of the tower running in parallel on the same server. In the long term in won't work that way (different processes will handle different areas of the tower so rather than 8 processes running 8 tower instances, it would be 8 processes each controller 1/8th of a single big tower instance) but the current parallelization will work well for the next playtest.
More sound customization for specific enemies including sounds for the claw lizards
Many many small changes to the pretty much every level
Roman Triumph: Survival City Builder - Coreffect Interactive
Hey everyone,
Quick update with some clips and screenshots of enemies and defenses you'll encounter in Roman Triumph!
Hydra Attacks
This giant has woken up thanks to your city’s hustle and bustle. It's so big it needs to knock down walls to get through, especially targeting your noisy production buildings.
Barbarian hordes
These guys are after your goods and your people. They’ll try the front gate first but don’t be surprised if they outsmart multiple gates and break through your side walls instead.
New Defenses
I’ve also implemented the Ballistae: Slow but powerful, great for taking down big threats like the Hydra. Not as effective against quicker, smaller barbarians. Customize your defenses (archer towers, ballista, Scorpios) by how they target enemies as well as their ammo types to optimize your defenses.
Catch the details in the video and let me know what you think! (Also don’t worry, there is a setting to decrease/remove the screen shake).
If you want to ask me anything or suggest features for the game, join the discord :)
Hi everyone, recently, a player named Fliedner has shared a link to his recorded let's play. While there are several videos on YouTube, what sets this one apart is Fliedner's mastery of Age of Fear mechanics.
I believe I've seen almost all abilities and skills utilized, along with a few combinations I never anticipated. Additionally, such videos assist us in identifying and fixing bugs, enhancing AI, and sometimes even inspire ideas for new features.
Wildermyth: Omenroad is now available for purchase! Alternatively, we have a bundle with the base game, Armors and Skins DLC, and Omenroad available at 15% off.
To our Spanish and French speaking Players, due to bad planning on our part, you will notice many untranslated UI elements in the build. We are working to get those cleaned up and patched out as soon as we can. (French players may also encounter some untranslated comics towards the end of the new story campaign)
A little bonus- we're on sale for Steam's Endless Replayability Fest! You can get Wildermyth for 30% off until May 20th. It's the perfect time to pick up the main game and our DLCs if you haven't already!
The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.
Challenge Modes
Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.
Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs don’t take place within a larger story and you won’t encounter random story events.
At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.
You’ll get:
20 new boss fights
20 new unlockable artifacts and augments
New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
75 new battle maps with new objectives
A “Wall of Fame” with twelve challenge-based titles for heroes to earn
And for those hungry for another Wildermyth campaign…
You Are Invited to the Neverbefore Ball!
Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragon’s castle.
As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories you’ll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far.
Expect to find:
A sprawling story that touches on the lore of all our previous campaigns
A new biome: Netherflare!
More than 25 new battle maps!
Come see what weird wonders will upend you, and who might wander at your side, as you takeA Walk in the Unlight.
1.16+533 Omenroad
Added sfx for bird legs, volley of arrows, drauvenBirdMarkPrey, ratErraticMovement Adjusted tile range feedback for barrage and stunning barrage Drauven Wingbeat and Bird Debuff now deal Physical Damage instead of True Damage Adjusted Ulstryx chapter 1 objective text to clarify that other sites must be cleared before doing the capstone fight Double-hyphens replaced with em-dashes Screen edge pan no longer happens while in controller mode (fixes issue where sometimes the screen would scroll to the top-left if the mouse position was there) Legacy saving now happens less often in certain cases, resulting in less hitches during gameplay Save file note dialog is now a single-line text input Shred sound no longer plays when shredding warding Various translation fixes Fix a bug where dreamsOfIcarus could happen multiple times per campaign Fix a bug with ambient audio often being silent when it shouldn't be (You may hear more nature noises now during battles than you used to) Fix a bug where set pieces that were very close to the camera would be visible, blocking the player's view Fix a bug where loredump could happen through walls Fix a bug where Stalwart+ prevented Crystal Chrysalis Fix a bug where sometimes enemies would visually hover over their ending tile Fixed issue with mysticF mythic vines theme skin Fix a bug with burning arrow not being able to shoot at as long a range with elemental bows Fixed bug where scenery with >20 health couldn't be splinterblasted Friendly Fire warning no longer shows damage dealt to scenery Tools: "Refresh" editor button now does a better job of actually refreshing mods Combat Lab can now show any mission plan, even without a scenario Added "ignoreRestrictions" option to ApplyTheme Outcome Added "ifChoiceNumLessThanOrEquals" and "sortByScore" fields to AbilityTarget Options Added NUM_ENEMIES expression variable, which will get the number of enemies in the current mission Added isMatchText expression, useful for checking parameter text Added "particleNumData_V" particle function, which can be used to get data from a given particle number Can now match ONE_FURTHEST relative to a role with multiple matches Added "CAN_ROMANCE_LOOSE" variable, which checks family and forbidden romance (e.g. skeleton), but ignores existing relationships, forbidRandomRomances, and attraction. Particles: adjusted e.life and e.time to not reset when done looping Particles: added tileIsVisible variable, which returns 1 if the mission tile is not in fog of war, and 0 otherwise Particles: Added vx, vy, vz, and velocity particle vars Added "useExistingEmitter" option to particle animation outcomes Added alwaysShow and forbidMonsterDestroy options to CountScenery objective Added ONE_FURTHEST_OPTIONAL match type Added animationCustom field for movement animations Can now spawn a random card of a monster type via Spawn Outcome Added LIVE_ALLIES LOS test Fixed bug where rigOverridePriority aspect was deleted Added "For" outcome, which can be used to execute an outcome a certain number of times Added WAS_ATTACKED_DELAYED effect trigger Added MISSION_VICTORY hero trigger Added POSITION_X and POSITION_Y expression variables Fixed bug where Loop Next Action checkbox in combat lab would sometimes use a previous action Added DIFFICULTY_COMBAT and DIFFICULTY_OVERLAND expression variables Added grant random gear cheat (Shift+Ctrl+G) that grants some gear based on class and randomness Added EQUAL_TO Test
We'd like to start with an honest apology to all of you. It's been too long since we've spoken, and for that, we're truly sorry. We understand the frustration that comes with our silence, and we want to shed some light on why we've been so quiet.
The truth is, it's been a bit of a journey for us behind the scenes. For those of you who don't know, we're a team of only five people. For three years now, we've been battling constant challenges. Whether it's the relentless strain of tight resources and even tighter budgets, the endless quest to keep up with ever-evolving technology, or the fair share of personal hardships we've each faced along the way, it's been a tough ride and things rarely go as planned. Sometimes, we hit roadblocks; other times, we get so lost in the work that we forget to lift our heads and share our journey with you.
We've been doing our best to stay active on social media, but we understand that might not have reached all of you here on Steam. We're a new company, finding our way, and we're still learning what works best for each platform. We've seen your comments and heard your frustrations, and, moving forward, we will try to be more active and open - especially here on Steam. We want to do better. We want to be more than just a studio; we want to be a community. We want to connect with you more and to share this journey - the highs and the lows - to make sure that you're a part of it, every step of the way.
Our Discord server is always open for a chat, a question, or even a friendly hello and, for those of you who are interested, you can also follow our progress over on our website and our socials.
Thank you, from the bottom of our hearts, for your support, patience, and understanding, and for sticking with us while we figure this out. We will be back very soon, so keep an eye out for more updates in the coming weeks!
Catch up soon,
The Aurora Team 🌙 (Mark, Aiden, Maddie, Lydia & Lauren)