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0.35+260 Daghen Dimmerhelm Hotfix

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

0.35 Daghen Dimmerhelm

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Game can check if it's out of date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

0.34+254 Elsee Arcrwright hotfix 1

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

0.34 Elsee Arcwright


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.

[h2]Incursions[/h2]

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!

[h2]Defenses[/h2]

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.

[h2]Incursion Defense Battles[/h2]

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.

[h2]Town Crafting[/h2]

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

0.33+249 Gwynne Flutebody Hotfix

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