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Wildermyth Roadmap to 1.0

Since we released we've been getting a lot of questions about various features, bugs, and additions to the game. We've created a roadmap so you can see what we plan to add for our 1.0 release.

This does not include bugfixes or small improvements that we will continue to work in as we go along. It's also, to be honest, just our best guess, in terms of exact features and also in terms of timing. So expect it to change over time as we learn more.

Wildermyth Roadmap to 1.0
Note: this will be updating as time passes! But as of December 2019, this is where we are:

[h2]Imminent Work[/h2]Happening over the next couple months
  • Deepist Campaign
  • Finish opportunity quests
  • Refine/update old & unsatisfying events
  • "Legacy Hero" mode for generic campaigns
  • Develop tech for translations
  • Some modding improvements
  • Deepist ability rework
  • Follow-ups for TurtleGuardian (mortal choice + tidings)
  • UI art reskin
  • Overland map UI cleanup
  • Advance transformations during intervals
  • Bigger fonts for high DPI monitors


[h2]A Bit Later On[/h2]Happening through spring-ish
  • Thrixl campaign
  • Intro/capstone/finale events for generic campaigns
  • "Undo" system in-mission
  • Upgrade graphics library
  • Borderless window
  • Cross-class abilities rework
  • XP more visible
  • Back button in comic panels
  • Better resource-get comic panels
  • Revisit incursion/defense comic art
  • Customize pronouns & orientation for heroes
  • Customize facial hair
  • Persist family relationships across legacies


[h2]Eventually... Before 1.0 Launch[/h2]Happening over the summer
  • Drauven campaign
  • More combat maps
  • Performance improvements
  • Drauven ability rework
  • Legacy Improvements (sorting, using as NPCs, weapon unlocks)
  • Ironman mode
  • Controller Support
  • Steam Achievements
  • Major modding improvements


[h2]Ongoing[/h2]
Sprinkled in between the other bigger chunks of work
  • More events: parent/child
  • More events: lost lovers/rivals/parents/children
  • More events: follow-ups for heroes w/transformations
  • More events: player determines a relationship
  • More events: arriveAtSites & wildernessEvents
  • More music (for boss fights in particular)
  • More sound effects
  • As always, balance and bugfixes


The living version of the roadmap is here.

Patch Notes: 0.11+103 Opellia Bluster

This is our second regular update since Early Access. We plan to ship updates every two weeks. This update focuses on balance and difficulty feedback that we've been getting both here on the Steam discussion boards and on Discord.

We've nerfed bows, because they were too dominant especially at higher difficulty levels. We've also removed wield. It was poorly understood and really just not making the game better.

There are a bunch of other changes that address feedback about the game (or particular monsters) being too deadly, especially on C.S. Lewis and J.K. Rowling difficulty. (Higher difficulties have not been impacted much, outside of a few particular monsters being adjusted.)

We have some exciting new boss music in the game, and we've also added two new stories that give you relationship choices, and fixed a bunch of bugs. Lots of stuff for everyone, we hope! Coming soon, we should be able to announce a roadmap for future work.

0.11+103 Opellia Bluster
  • New Story: Settling In
  • New Story: A Novel Decision
  • New Music for gorgon and morthagi boss fights!
  • Special Boss Death animations + sfx
  • Several new tidings & retirements
  • Overall Balance and Difficulty Changes
  • Reduce all bow and crossbow damage by 1!
  • Remove wield from the game!
  • Adjust various items in response to changes (dueling swords)
  • Fire abilities can now be blocked (mystic nerf)
  • Decrease monster damage generally in JKR and CSL difficulties
  • Nerf specific outliers like Watchman, Batchby, Bartoth that were too lethal
  • Reduce calamity frequency in JKR an CSL
  • Getting a maimed arm now replaces 2H weapon with equivalent 1H version
  • Start with more LP in Age of Ulstryx and Enduring War on JKR and CSL
  • Stone Stunt now pins nearby units in addition to shred
  • Fire Stunt now deals magic damage pierce 1 instead of true damage
  • Nerfed Wardrobe - reduced health of spawned units
  • Open Door is now a swift action instead of totally free
  • All attacks that fail to get through armor now shred 1
  • Increased tier 0 mace knockback to 1.6
  • Snakestrike deprecated, riposte now happens on both block and dodge.
  • Removed possibility of dodging when walking through fire
  • Shieldshear no-longer benefits from ranged weapons - uses melee range
  • Now possible to delete player accounts from the account menu
  • New Hairstyle (reward - blame Jargo :-)
  • Fire Chicken SFX
  • Mystic abilities like splinterblast now properly take advantage of flanking
  • Fixed a bug where recruited legacy heroes would not have their levels or stats
  • Fixed a bug where legacy heroes would get different off-hand items
  • Legacy heroes now only keep off-hand items if recruited in chapter 2+
  • "Blinded" now correctly affects all AOE targets (e.g. Drathix)
  • Fixed a bug with Starheart
  • After chapter end, secure/research/repair jobs are removed (will be completed)
  • Fixed a bug where monsters spawned by summoning did not have calamities applied
  • Fixed targeting on wolfFriend tiding
  • Fix a bug where gear pop ups in combat lab would cause a soft lock
  • Fix a bug where editing an event from in game would cause a soft lock
  • Spirit capture dialog more clear
  • More clear that Seacave fight is endless and escape is the only option
  • Reduce difficulty of Enduring Ch2 capstone (poison gas) on JKR and CSL.
  • Fix a bug where riposte would keep attacking
  • Fixed a bug where some item stat boosts would affect other (non-weapon) attacks
  • Fixed a bug where the name of the wrong town would show in a tooltip
  • Fixed a bug where the generic gorgon campaign said "Age of Ulstryx"
  • Fixed many typos, missing tags, and instances of dev text
  • Several improvements to Steam Workshop integration (edit image, name/blurb, tags)



If you're enjoying the game, please consider leaving a review!

How to: Add an Event to Wildermyth

How to: Add an Event to Wildermyth

Wildermyth is a mythmaking tactical RPG currently in Early Access. Our philosophy is to put as much storytelling power into your hands as possible, and part of that is exposing our tools so that you can craft your own stories inside the game.



The tools I'm going to show you today are under active development, but they work right now and they're only getting better. Some of this stuff is documented on the wiki, and some needs to be. If you decide to give this a shot, find me on Discord. We have a tools-and-modding channel just for this, and I'll be thrilled to answer your questions and help however I can.

You'll Need:
* Wildermyth
* An idea for an event

Step 1. Make a mod to hold your event(s)


Wildermyth supports mods via steam workshop or direct download. Mods are stored in their own folders, and the folder structure mirrors the structure of the main game. Here are the steps to create your own mod.

From the main menu, select Tools,



then Open Editor



And open up the Comic Editor.



Use the Mods button in the upper left



to open the Mods dialog.



Press 'Create New Mod' and fill in the details. Mod Id is mostly for your use, when you upload it to Steam Workshop it will get a number. You also don't have to worry about load order. It's there in case mod authors ever need to use it to make sure mods load in a particular order - you can leave it as is.



Press CREATE! This creates a new mod folder at [install]/mods/user/[yourModId]. And it should open this folder in your OS file viewer so can see where it is. All of your mod files need to be placed here, which should happen automatically if you tell the editor to place them in your mod. Go back in to the mods dialog and make sure your mod is selected:




Step 2. Plan your event.

Before you start working in the editor, it really helps to have a plan, including a rough script and an outline of your choices and outcomes.

For this article, I want to make a little story called "A Novel Decision." It will center on Bookish and Friend talking about what they're reading, with a side-gag for Volunteer who is lighting the fire for the night. There will be a relationship choice where Bookish and Friend can choose romance, rivalry, or to simply stay friends.

Cast of characters
1. Bookish - bookish is at least 80, no lover.
2. Friend - friend of bookish, no lover, similar age (within 15 years),
3. Volunteer - prefer fire theme, fire chicken, tree theme, vine theme, or wolf theme, then snark.
4. Npc - a famous highbrow author
5. Npc2 - a popular novelist

Prompt:
Bookish, nose in a book, volunteer in the background, sun setting.
Volunteer makes the fire, says something relating to theme/pet if any.
Friend shows up also holding a book.
Bookish: Oh, what, are you reading?
Friend: Oh, it's that new book by ! I really love it, it's about a young [sameGender] that finds out they're really a [prince/princess] and has to choose between their family and their new kingdom. Also, there are dragons. What are you reading?
Bookish: Oh, this, well, this is by , it's a history of . Well sort of history mixed with speculation and theorizing. But I thought it might be useful.
Awkward Turtle - Um. Oh. (Friend feels embarassed at not being serious enough, wanted to impress Bookish but clearly failed.) (personality dependent?)
Volunteer: (skeptical) ? Really? Bookish, what do you think about ? (personality/theme dependent?)

Choice 1:
Bookish: Oh I love ! I didn't realize this was out, can I borrow it when your done? (Romance)

Choice 2:
Bookish: I've heard those are pretty good, I've been meaning to give them a go one of these days (Stay friends)

Choice 3:
Bookish: Please don't read that garbage. I'll lend you a real book. (Rivalry)

Outcome 1:
bookish puts down book
both gush over npc2
allusion to romance in previous novel of npc2 (class/personality variation)
lovey eyes
volunteer disgusted

Outcome 2:
Friend: yeah, I'd be happy to lend it to you when I'm done with it.
Bookish: thanks! (keeps reading)
Friend: (reading)
Volunteer: Anyone hungry? Food's ready.

Outcome 3:
Friend: I thought you'd be happy to see me reading
Bookish: not reading trash. We should be preparing for battle
Friend: Oh I'm prepared for battle all right! (weapons out)
Volunteer: Hey guys dinner's ready. Also keep it down.

Step 3. Create your event

Go to the Effects tab (Control+2) and Press the New... button in the upper left.



This will show the New Event Dialog. Fill in the name of the event you want to create. We're creating an "Arrive at Hostile Site" event, which should already be selected. Make sure to select your mod, instead of Core. If you don't see it listed, check to see that it's being loaded in the mods dialog, (and you might have to restart the tool to make sure it loads?) Fill in the name and the author field.



Press 'create' to create the Event! Now go to the comics view (Control+1) and save your work (Control+S).

Step 4. Create Targets

Now we're going to add targets (story roles) for our cast of characters. We need 3 heroes from the present party. First we'll select Bookish. Press the New Story Role button.



This brings up the New Story Role dialog. We'll select the role "bookish" which auto-selects the bookish stat.



We'll multiply their bookish score by (1-HAS_LOVER), and set a threshold of 80. HAS_LOVER is a special lookup that evaluates to 1 if the hero has a lover, and 0 if they don't. So this score overall targets a hero with a bookish score of at least 80 and no lover.



Go ahead and click create. You can see the new story role is inserted right after foes and before choiceTarget. (ChoiceTarget is where the user will make a choice, and it includes the prompt for the choice. It must be last, because otherwise the prompt would not be able to use the other targets in comic panels. So, the tool inserts new story roles at the end, right before the choice target.)



Next we'll create Friend. Click New Story Role again. Select the friend role. Select Relationship: "is friend" with "bookish", and check "require relationship."



We'll also make sure that friend doesn't already have a lover, like so:



Finally, we'll create volunteer. I want to do a gag where Volunteer talks about lighting the fire differently depending on their theme, so we'll build a score function to prefer (but not require) someone with one of a few themes. Start out by clicking New Story Role, select the volunteer role and the SNARK stat.



Press create. Now click on the "volunteer" button that was inserted on the left.



This will show the details of the volunteer target. We're going to modify the scoreFunction. (It might be hard to click on, you can expand the edit panel, or check the box to put it on the left if your screen is small.) Click on the value of the scoreFunction (it should say SNARK right now).



I'll enter this score function: SNARK+100*(theme_wolf+theme_tree+theme_vine+theme_fire+theme_petFireChicken) We should get validation that these are all known aspects and the expression is valid:



I'll leave the score function at 0, but if we wanted to guarantee a theme we could set it to 100. But I think the event works fine without a theme so I won't require it. Cool, that's the heroes taken care of!

Step 5. Create NPCs

We also need to create 2 authors, one highbrow, and one popular. For this, we can press the New NPC button. (If the panel editor is obscuring the left-column, press Esc or click close.)



Since these NPCs won't ever show up in panels, and we just need their names, we can use the default setup. Make another one, so we have npc and npc2.

Aside: Though, if you wanted to remember these npcs for a later followup, it might be fun to give them an npcId. If an npcId is specified, the game will first search for an existing npc, and if not found, will create one and give it the id. So it would be possible, for example, to create several events that reference the popular novelist npc2, and as long as they all use the same npcId (e.g. npc_popularNovelist) they will all be consistent. Which is a great way to create persistent characters, running gags, etc. without having to hard-code names.

You should now have two npcs listed under Generated Targets, like so:



Generated Targets means that these will be generated on the fly when the event is fired. Unlike regular targets, they don't have to exist ahead of time. Nice!

Step 6. Create Choices

Now we'll move on to the structure of the event itself. We'll have three choices which lead to a single outcome each. Let's create them. Press the New Choice button.



Put bookish on point for these choices.



This will place them in the panel. Click Create. Do this 2 more times and you should see all the comic panels laid out like so:



Step 7. Make the Panels!

Alright, this is the fun part you guys! Let's make it happen!

I went ahead and recorded this part because there's a ton of little clicks and I think it's easier to just watch someone do it, and I don't want to make a million little screenshots. Part one shows the prompt, including panel splits.

[previewyoutube]Part 1 - prompt[/previewyoutube]

Part two includes the choices and outcomes, including some personality splits and other fun.

[previewyoutube][/previewyoutube]

But basically, use the Add Panel button to add panels, use the Compose (cmp) button to make big panel changes. Lots of things can be edited visually in the panel itself, and everything can be edited in the panel editor.

So now we have a prompt, choices, and outcomes all laid out like this:



Remember to save!

Step 8. Make it do stuff

Let's go back to the Effects view (Control+2) to define what happens when you make these choices. Scroll down in the middle pand and you'll see the outcomes section with three outcomes laid out like this.



Under outcome 1, we'll press the "Add Outcome..." Button to bring up the New Outcome Dialog. Click on the "RelationshipPoints" outcome in the left panel. In the right panel, select bookish and friend for "who", and set forceChangeRelationshipTo to "lover"



Press create and you'll see the relationship outcome right below the Description for outcome 1.



From here we can just copy it and paste it into the other two outcomes. And, in fact we could have found another similar and copied the outcome from there, that's a totally legitimate approach. Press the Copy button on the RelationshipPoints outcome, then press the Add Outcome button under the second outcome. The copied value should be in the middle column, and you can click it.



Create the final relationship outcome under the third choice, and set it to rivals.



We also need to add a fight outcome, since this is an arriveAtSite event! Scroll back up a bit to the "outcomes" row, and click the New Entry btton.



Select the "Mission" outcome. This will create a fight. Click



You'll see a warning in yellow at the bottom that the mission must define a goal, so let's do that. Scroll to the bottom, expand our mission object, and set the goal to liberate.

Step 9. Enable the event

In order for the event to show up in-game, it must be enabled. Scroll to the top and open up the Ability object and set encounterEnabled -> true.



Save your work!

Now, as long as this mod is loaded, the game will try to use this event in the Arrive At Hostile Site rotation.

Step 10. Test it using cheats

Create a (blank) file in your install folder called devMode.txt. This will enable cheats, which will make it much easier to test your event.



Start a new game. A three or five chapter generic story is easiest. In the Campaign Options step, choose Pick Mods and make sure your mod is selected.



And make sure cheats are enabled and the Pick Events is enabled:



For your starting party, make sure you have a bookish character. You can use the personality adjustments to get it right. Start the game. You'll see the pick events dialog come up whenever there's a potentially random event.



You can press the "random" button to let the game pick an event for you. Make sure to leave your bookish hero and a friend without a romance, so you'll have the right heroes to see the event.

Fight or cheat through the first mission, then scout a tile. After you reveal an enemy site, pro tip, save the game. Then click the assault banner and take a look. If all went well, your event should be in the "possible" list.



If you don't see it at the top, scroll down and check to see if it's in the "FAILED" section. If it is, there might be something wrong with the targeting, or your current party simply isn't eligible (need a bookish > 80 with no romances but 1 friend, who also has no romances.) If the event is not in the list AT ALL, then it's most likely you forgot to enable it (see step 9.)

Go ahead and click your event and it should work!



Step 11. Upload your mod

You can use the Steam Workshop lab to upload your mod.



Or share it via nexus or whatever your prefer. (I think I'll probably just go ahead and add this event to the main game, maybe after a bit more tweaking.) Happy storytelling!

Patch Notes: 0.10+98 Ryvio Wartmarch

Since Early Access release we've been focusing on fixing bugs and making small improvements in response to your feedback. This is our first regular update, we plan to ship updates every two weeks.

The major focus for this patch is bugs and crashes. We fixed several crashes and several memory leaks, and we think things should be a bit more stable now. We also had time for some small features and some content, too.

One thing people have asked for is more customization options, so we added personality customization. You can swap personality stats around from within the character sheet. Go ahead and make that Cowardly Hothead or that Goofish Leader you've been thinking of!



Here are the full patch notes:

0.10+98 Ryvio Wartmarch
  • Can now customize hero personality stats
  • Reworked Story: Drifters
  • New Theme: Sylvan
  • Fixed several memory leaks
  • Fixed a bug where augments (rings, cloaks, pauldrons etc.) would get wrong stats on load
  • Added a tutorial panel for Legacy Points
  • Changed shooting star to magic damage
  • Fixed a bug where evading fire damage would show an extra animation
  • Removed interfusion slot requirement for compulsion
  • Differentiate "Swift Actions" from free actions in UI. Swift are "free once per turn."
  • Crossbows now correctly give +5 accuracy
  • Nerf Bartoth speed to 4 instead of 5
  • Fixed wrong "retake the station" being triggered.
  • Fixed a bug where it was sometimes impossible to secure 2 sites at once
  • Fixed a bug where sacrificed hero could show up in party select during next chapter
  • Fixed a bug where promotion events for retired heroes could block the game.
  • Ulstryx Chapter 2 (Seacave Escape) now easier on Rowling and Lewis
  • Don't show continue button if most recent save is a completed game
  • Clean up some log spam, including "skeleton fire is missing animation attack"
  • Improved layout of "customize mods" dialog
  • Additional tiding for wolf theme
  • Fixed a bug where fire stunt could go through walls
  • Jumpjaw now correctly a swift action
  • Use correct monster for Library of Light
  • Use origin town name instead of "Bunch of Farmers"
  • Fixed a bug where Enduing Mortificer would show up as a human in combat.
  • Fixed (most/all?) cases where dead heroes could show up in the credits
  • Fixed: Comic editor did not work in countries where , is used for decimal separator
  • Fix a couple small bugs with Labors screen
  • Fixed a bug where choosing the same legacy hero twice in recruit popup would fail
  • Fixed various typos and missing text
  • Fixed a couple of tool crashes
  • Wiki: get rid of Ability: and Event: prefixes for wiki links


And we shipped this tiny patch a few days ago, but we didn't announce these changes here, so, here they are too:
0.9+94 Cathryn Del Hunt
  • Calamities now correctly buff monsters on GRRM Difficulty
  • Enduring War chapter 4 hero now correctly added to legacy
  • Engaging now removed if engaged enemy is killed
  • Added particles for Stalwart


If you're enjoying the game, please consider leaving a review!

Hotfix: 0.9+93 Cathryn Del Hunt

0.9+93 Cathryn Del Hunt
  • Mystic Nerf:
  • Interfusion abilities no longer use Potency for accuracy
  • Steal Fire is now turn ending, but increased range
  • Updated Story - Spirit of the Forest
  • Reworked Story - Great One
  • Hovering over enemy portrait now shows their movement range
  • Now possible to edit History text for characters.
  • Defense maps now always put escape zone near hero start zone
  • Fixed crash when crafting offhand items
  • Fixed crash related to mods with no scenarios
  • Corrupted player accounts should no longer crash the game
  • Increase logging around some mysterious crashes :-(
  • Fix various typos / missing tags
  • Ulstryx chapter 2 now provides 2 prebuilt bridges / passes instead of 1
  • Modding: Monster mods are now done via monsterTweaks, tweak data now lives in mods
  • Modding: Can now put a preview.png in the mod folder to be used as workshop preview image