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0.19 Adivia

This patch delivers several popular roadmap items. Firstly, children now track both parents, and family relationships are now preserved in the legacy. So families should make a lot more sense now.

Transformations (also called themes) can now be advanced during the interval, so you don't need to intentionally maim your hero if you want them to transform. This always felt bad and we're glad to finally be fixing it.

Also we now support a variety of facial hair, independent of hairstyle. The old hairstyles with beards baked in are no longer available for customization or generation, but old heroes with those styles will keep them.

We're hoping to stick to our two-week schedule, although this patch took an extra week due to having kids at home, etc.. Things might move a bit more slowly but we're still committed to our roadmap, which you can check out here.

0.19+135 Adivia

Reworked Event: Waterling
Transformations (themes) can now advance during intervals!
You will get up to one choice per hero per interval, yes/no
Facial Hair is now separate from hair style!
Full beards work with male faces (must be drawn per-expression)
Several varieties generate and can be customized separately
Children now track both parents!
Parent-Child and Family relationships are now stored in the Legacy!
Family relationships are now noted in the Relationships tab
Defeating incursions now grants 2 legacy points
Remove attack-range calamities
Reduced combat text spam for corrupted ground, etc..
Themes are now better organized in the character sheet
Fixed a bug with Celestial theme
Fixed bug where mortificial wristbolt ignored Bowmaster
Fixed a bug where resource panels were not showing right number
Fix a rare crash bug with gear popup
Add an option to use local font sets or not (default not)
Fixed several typos
Tools: better language and translation mode options from the editor
Tools: Add cheats to manipulate family relationships
Tools: can bundle and unbundle non-comic effect text for translation


And If you're enjoying the game, please leave a review :-)

How To: Create a Campaign



Wildermyth is, among other things, a game about storytelling. We want our players to be able to tell their own unique and unexpected stories through their heroes and their adventures. But in addition to that, we want modders to be able to tell their stories through custom campaigns and quests. As our comic and plot editors have grown, so has our excitement about getting our storytelling tools into the hands of players who want to tell stories. One of the main issues we've been facing so far is that our editors can be a little clunky. They can do a lot, but we're kind of half-documenting them as we go, and there can be a pretty steep learning curve.

In our latest patch, I took some time to add tooltips and descriptions to a lot of the campaign side of things to make it easier to understand the developer magic that makes our game tick. I also took a stab at making it easier for players who don't really care how the game ticks, but still want to tell stories.



This is the Create Campaign dialog! The basic idea is to have a simplified way to create all the parts of a basic story. There are some options for each chapter, but if you do nothing but open it up, name your scenario, choose a Main Enemy Type, and click Create, you'll have already created a full multi-chapter campaign with end-of-chapter missions. From there you can just go into the comic editor and do some artistic storytelling without ever touching the more complex plot creation tools.


Creating a Campaign

You'll need:
  • Wildermyth!

[h2]Step 1: Create a New Mod[/h2]
  • Open the Editor from the main menu (Tools > Editor)
  • Open the Content and Comics Editor. This is where most of the work on comics, events, and campaigns happens.
  • Click the "Mods" button at the top-left, then click "Create New Mod". Create your mod, then click "Confirm".

As soon as you create your mod, you'll see the folder for it open in your file explorer. All the files for your mod should end up in this folder. When you're done creating your campaign or any other kind of mod, this is the folder that will be uploaded to Steam Workshop or elsewhere.

[h2]Step 2: Create a New Campaign[/h2]
On the top left, switch from the "comics" tab to the "scenarios" tab. Click the "New Campaign" button, and you'll see the dialog shown above. Select your mod, give your campaign an id (for example, "myCoolCampaign", choose how many chapters you want it to be, the main enemy type, and the type of heroes to start with, and then make sure Auto-generate Chapter Sub-Plots is checked.

The right side is where you can define some of the specifics of your campaign. You can click Create without modifying any of this, but I'll go over the options in case you want to make something specific.
  • Introduction Mission: Most campaigns start out with a mission that introduces the heroes and the threat. This will create that introductory mission, and promote your farmers to heroes if you started out with farmers. You can also make this and the Capstone Assault into custom missions, which there is more info on below. (Note: If you use a custom mission here, you'll need to add the promotion step yourself)
  • Clear All Hostile Sites: For some chapters, you'll want the player to clear out the whole map before they can fight the final group of enemies. You can also choose to only require a certain enemy type to be cleared out (usually the main enemy type).
  • Capstone Assault: Most of the time, you'll want a capstone assault mission for each chapter; the final battle before the chapter ends.
  • Tiding: Sometimes, you might want to show a comic panel or two during the interval. This is something that happens during the "years of peace" between chapters.
  • Omen: After chapter one, chapters should generally have an Omen comic that displays during the interval. This comic introduces the next chapter, i.e. why is the threat back? What are the hero goals?
  • Custom Mission: This is a bit more complicated, so only do it if you're ready to get your feet wet with some other tools. If you want your intro or capstone missions to have custom maps, enemies, and goals, you can create a custom mission. Checking the "Custom Mission" box will show a Create button. Clicking the Create button will open up the New Fight dialog. This should already have the recommended ids and options selected, so just clicking Create is usually all you need to do to start.


The Id text field should automatically be filled with the id of the arrive event for the custom fight.



I'm not going to cover how to actually adjust the custom fight to your liking here, but you can read more about that in How To: Write your own Villain for Wildermyth - Part 2

[h2]Step 3: Name your Campaign[/h2]
You should now see your campaign show up in the Campaigns list. Neat! You'll want to select it, expand the scenarioInfo, and give it a name and a blurb (which start out as [noparse]**myCoolCampaign.name and **myCoolCampaign.blurb[/noparse]). This is the title and description that players will see when they go to start a new game. Don't forget to save!



Great, now you have a working campaign! If you go back the the main menu and start a new game, you'll see the campaign you created show up in the list of choices. You can play through it and it should work, though all of the comics will just be placeholders.

[h2]Step 4: Make Comics![/h2]
Now that you've got your campaign up and running, all that's left is to add the story! Switch over to the comics tab, and you should see all the comic events that were just created for your campaign.


If you click through these, you'll see they're mostly empty panels or only have a single hero in them. I'm not going to go into detail about how to use the comic editor here, but most of the time, you'll be clicking New Story Role to add specific heroes to the comic, and then adding more comic panels, text, and images.

You can find some basics on the wiki in the Comic Editor Reference. You might also find How to: Add an Event to Wildermyth to be helpful.

And that's it! You've got yourself a basic campaign! If you want to do more complicated things, you'll need to do a bit more digging into the tools, but you can use this as a starting place.

Plots: A More In-Depth Look

If the Create Campaign tool didn't give you quite what you wanted, no worries, you can always dig in and change things to be the way you want afterward! Under the hood, the Create Campaign window does several things that can all be done individually:
  • Creates a Campaign Scenario: This is used to start the campaign from the main menu, and is hooked up to a campaign Plot
  • Creates Several Campaign Plots: These execute the logic of the campaign chapters, add objectives, control win and lose conditions, etc.
  • Creates Events for Missions, Tidings, and Omens: You saw all these events in the image above. These events are triggered via the campaign Plots.


[h2]Main Campaign Plot[/h2]
If you go over to the plots tab, you can see all the plots that were generated for your campaign. This includes one main plot, and a sub-plot for each chapter of your campaign. (If you chose to create custom missions, you'll also see plots for those missions, starting with "M_" for "Mission")

Click on the main campaign plot (without the number at the end) to take a look at it.


You can expand and look at each of the steps individually to get more details on how things are working. All objectives and steps have descriptions and tooltips, but here's an overview of each of the steps.
  • StepC_MapConfig: Configures the overland map. Sets up where the capstone sites are, where enemies and towns are, and other related things. This is called at the start of a campaign.
  • Step_SubPlot: There's one of these for each chapter, mostly for organizational and clarity reasons.
  • StepC_DoInterval: In between each chapter is an interval. This is when the years of peace occur, heroes can upgrade gear, etc.
  • StepC_Victory: Once all the chapters are completed, the player wins!


[h2]Chapter Sub-Plot[/h2]
Each chapter sub-plot will look pretty similar, depending on what options you chose for each chapter when you created the campaign. They'll look something like this:


Again, these all have in-editor descriptions and tooltips, but here's an overview of the objectives and steps.
  • Objective_CampaignDefeat: Causes a game over if there are ever no living heroes or no living towns
  • Objective_CampaignUpkeep: Manages certain overland things that happen over time, like relationship points, burying dead heroes, and starting hook quests
  • Objective_ClearAllHostileSites: Succeeds when all hostile sites have been cleared, optionally only requiring a specific flavor of enemy to be defeated or ignoring certain sites (usually the capstone site)
  • Objective_LocateAndUnlockSite: Locks the capstone mission until ClearAllHostileSites is completed
  • Objective_AssaultJob: Creates an assault job on a given site
  • StepC_BeginChapter: Starts a campaign chapter. Clears any stored roles from the previous chapter, adds in any defined roles for this chapter
  • Step_Encounter: Starts a mission immediately. This specific Encounter is used to start the introduction mission, since there isn't a site or job to assault like there is for most missions.
  • Step_AddObjectives: Adds the given objectives to the plot via the plot's objectives list. This is how the objectives are started.


[h2]And that's all![/h2]
This is same plot system that all the existing villain campaigns use, so if you're trying to accomplish something that another campaign like Age of Ulstryx or Enduring War does, you can always enable that mod via the top-left Mods button, and then look at how those plots are set up for reference.

Happy storytelling!

0.18 Dahlia Leraan

We're hunkering down, sheltering-in-place, and fending off grouchy toddlers to bring you updates! We've got some new events, a bunch of tool improvement for starting your own campaigns and stories, and bug fixes/balance tweaks. Stay safe out there, heroes.

0.18 Dahlia Leraan

New Event: Lockwords
New Event: Answer to Austerity
New Mission Victory: Monstertalk
New Mission Victory: In the Dark Hours
New Mission Victory: Resistant
Add a random seed field to new game dialog that's used when generating map
Increase tier 3 one-handed axe shred to 2
Increase tier 2 and 3 two-handed axe shred to 2
Added shred to clockstopper
Bitter Scratch now a swift Action
Added confirm step to forget legacy hero, can now forget promoted heroes
Increased speed of XP and calamity card animations
Fixed several typos
Fixed a bug where skeleton could be selected for romance
Fixed a bug where monarchs ch2 recruit could be cancelled
Fixed a bug where you could pick the same legacy hero twice (crashed)
Tools: added many tooltips, especially for plots and scenarios
Tools: color coding for plot steps
Tools: New Campaign tool revamped, friendlier and more flexible
Tools: now possible to make mods that add hair, faces, heads
Tools: moved data out of humanSkin.json and into assets/data/peopleParts
Tools: improved order of entities when using inspect in comic tool
Tools: fixed a bug where scenario (e.g. roster) changes were not reloaded

0.17 Adrien Vehemen

It's our first patch since the latest campaign release, and we've got stuff:
  • XP got a rework (making it easier to level up new heroes late-game) and XP gain is more visible now after battles.
  • Transformed heads (the wolf, crow, & frog) have expressions now.
  • Updated promotion screens show you exactly how your hero is getting cooler.
  • Localization tech is in! It's now possible to localize the game, which is a huge first step towards.., you know, localizing the game. We'll follow up on that with more info over the next few weeks.
  • Plus the piles of bug fixes you know and love by now!


PS- Thanks so much to all the people giving feedback and finding the bugs that we've been able to fix this patch as well. You all keep making this game better, week by week, and we're fortunate to have you.

Full Changelist:
New Event: Silver and Shadows
New Mission Victory: How it Begins
XP Rework - Adjusted XP rewards
Most missions now give 5 XP per enemy cards
Defense missions give 3 XP per monster card
Plot missions give custom amounts of XP
Experience Point gain now visible at end of missions
(placeholder sfx)
Added an experience bar to the character sheet
Promotion dialogs now show stat changes
Added a help page for Tile Defense, which shows up the first time
Replacement heads now can have facial expressions (wolf, crow, frog)
Prevent saving in the middle of animations, which caused some broken saves
Hook quests no-longer target family members
Fixed a bug where heroes could have kids at inappropriate ages
Fixed a bug where siblings could become lovers
Fixed a bug where "constructing mission" would show at the wrong time
Fixed a bug where the game could get stuck due to promoting a retired hero
Fixed a soft-lock when killing shadow messiah with archery
Fixed a bug where Monarchs final mission comic failed for some players
Fixed a bug in monarchs chapter 2 that caused a farmer to be recruited
Fix a rare bug where omen would not show
Fixed a bug where theme limbs reported wrong speed number
Fix a bug where Crow Theme would give a random limb instead of head or wings
Fixed a bug where 6,7 chapter campaings only gave 1 promotion (now 2)
Fixed several typos
Localization Tech! It's now possible to localize the game, including comics
Now possible to select an language form Options > Interface
Comic text is now stored in assets/text/effects/...
Use standard country code suffixes for properties files (java style)
E.g. dynamic_fr.properties or aspects_de_DE.properties
Possible codes: https://www.viralpatel.net/java-locale-list-tutorial/
Comic tool saves text to selected (or detected) locale
Comic tool can select a source language to translate from side-by-side
For now extra loc files can be stored in mods to deliver them to players
We don't yet have professional translations lined up
Added simplified chinese fonts
Tools: suppress log spam for wrong mod id for steam mods
Tools: added krfln ("kin or ship") split tag
Tools: fix a bug with tag

0.16 Monarchs Under the Mountain

We're excited to announce our new campaign story, Monarchs Under the Mountain! It's a five chapter story that focuses on the Deepists, and allows you to start off with legacy heroes.



We're really happy with how it turned out. In addition, we've updated several events and added a couple new ones. And There's the usual raft of bugfixes, clarity improvements, and balance tweaks.

The Deepist Campaign is a major item off our roadmap as we continue to march towards 1.0. Next up we have a bunch of great work aimed and bringing the quality level of the game up to what we consider a "1.0 " standard. I personally am super excited about a lot of this stuff.

* Localization tech
* UI art skin overhaul
* Legacy Hero Improvements
* Theme advancement Improvements
* Tools and moddability improvements

We're really thrilled with how much people seem to like Wildermyth, and we're excited to have the chance to keep working on it. We've always nursed a secret ambition that this game could become more than just another RPG, that it could grow to be a storytelling platform that anyone can contribute to. We want to bring the best of tabletop roleplaying to the digital realm.



Of course we have a long way to go, but we're loving the process. Thank you so much for joining us in the Yondering Lands!

-Nate

0.16+118 Monarchs Under the Mountain
  • New Campaign! Monarchs Under the Mountain: a five chapter Deepist story
  • New Event: Far We Go, High We Climb
  • Reworked Quest: Wandering Church of Dale -> The Mending Path
  • Reworked Event: Ghost in the Machine -> Kirdock's Tower
  • New recruit event: One for the Road
  • New recruit event: In Good Company
  • Updated event: Remember This One
  • Updated generic retake the station/town events
  • Updated incursion defense event
  • Updated ambushed event
  • Added particles and feedback for enemy spawn zones in plot missions
  • Improved overland objective feedback (new icons, tooltips etc..)
  • Remove recruit cost penalty for large company size
  • Guardian and Sentinel can now stunt
  • Added particles for deepist abilities and auras
  • Tweaks and improvements to party select dialog
  • Star theme has legs now
  • Having a hero escape now selects the next hero
  • Sentinel now respects pinned status
  • Adjust visual sizes of deepist figure
  • Adjusted ui scaling threshold resolutions
  • Attacking Father Fungus no-longer shows friendly fire warning
  • Art cleanup for some hero facial expressions
  • Fixed fireleash and steal fire tooltips to show correct damage
  • Improved shardnado damage prediction
  • Armor and warding icons in portrait now shrink to fit
  • Added ability tooltips when picking legacy hero abilities
  • Children will no longer generate same first name as parent
  • Improved placement of bridge/pass jobs, should always be accessible now
  • Clarified leg speed numbers (more clear prosthetic leg is a debuff)
  • Fixed a number of memory leaks - particularly video memory
  • Fixed a bug where Jigsaw mission victory would show dead heroes
  • Fixed a bug where figures sometimes didn't block line of sight
  • Fixed a bug with frog tongue move feedback
  • Fixed a bug where left crow leg would not show up on male mystic
  • Fixed a bug where Terms of Endearment could happen multiple times
  • Fixed some typos and minor event issues
  • Fixed a bug where heroes could show up as different ages in tidings
  • Fixed bug where steal fire wouldn't work on fireplaces
  • Fixed a bug where forgetting a legacy hero could lead to a crash
  • Fixed a bug where a wrong version of an npc could show up sometimes
  • Improved camera handling for Discus
  • Tools: difficulty levels now work in battles (embarrassing!)
  • Tools: changing an event id will now also change the source file


We aim to update Wildermyth every two weeks. If you're enjoying the game, you can help us out by leaving a review.