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Wildermyth News

0.37 Ren Northfield

Following through on our experimental multiplayer, we've added steam networking integration, compression, and generally cleaned up the connecting process. There are some nice improvements for local/remote play as well, and a tweak to the art for one of our very oldest transformations, the venerable wolf head.

We're still hard at work on the next campaign, and a couple of other big chunks of content, so don't worry if things seem a little quiet on that front. We have some awesome stuff in the works :-)

We aim to ship every 2-3 weeks and our roadmap is here.

0.37+272 Ren Northfield

Steam networking for multiplayer!
Tweaking wolf head (adding neck layer)
Compress multiplayer traffic (incompatible with old versions!)
Revamped multiplayer New Server dialog
Several improvements for local multiplayer (and Remote Play)
Added colors for multiple controllers in missions
Added multiplayer "read along with leader" option
L/R stick press when hovering enemy now shows move range
If crash when setting display mode, launch windowed next time
Fix ability button accelerator positions at high dpi
Fix an issue that was bloating save files (more work to do here)
Fix a softlock with mortal choices
Fix a bug where controller input couldn't cancel calamities
Fix a bug where entanglement could target non-mystic
Fix a duplicate hero in storied bones
Fix a bug with switch relationship when locked

Wildermyth ignored April Fools with the addition of multiplayer and controller support

No fooling around here, Worldwalker Games decided not to do any April Fools shenanigans for Wildermyth and instead release a massive upgrade adding in multiplayer and controller support.

Read the full article here: https://www.gamingonlinux.com/2021/04/wildermyth-ignored-april-fools-with-the-addition-of-multiplayer-and-controller-support

Multiplayer Update



Players have been asking for multiplayer for a while, so we did the only reasonable thing, which was to release it on April Fool's day without any prior indication. It's still missing a few quality of life features, like steam matchmaking / friend list integration, so the process is a bit old-school right now, but it does work and it is fun!

Wildermyth is, first and foremost, a game about heroes, their adventures, the choices they make, and how they change and grow over time. Since heroes are highly customizable, a lot of players have been making them look like their friends, and then letting their friends make decisions about those heroes' abilities and the choices they make. We love the idea that Wildermyth can be a kind of Dungeons & Dragons-esque storytelling device for groups of players, and the way we've implemented multiplayer attempts to make that form of collaboration easier (and, hopefully, more fun!)

The multiplayer mode we've added to Wildermyth is cooperative, and the overall structure is the same as the single player game. You can start a single player game and continue it later in multiplayer, or vice versa. The main difference is that multiple players can control heroes at the same time. Actions can still only happen one at a time, but one player can be planning to move a hero while another is planning to attack with a different hero. By default, any player can control any hero, but there are also some options to give players exclusive control over heroes, so only they can decide their abilities and what actions they take. There's a lot of visual feedback to help show what other players are hovering over, both in missions, on the overland, and during comics.

We've also enabled Steam Remote Play! With controller support implemented, local multiplayer is a little more possible. It still needs some refinement, and it's not quite as extensive as online multiplayer; if you're playing with controllers, each player can have their own cursor, but everyone is controlling the same heroes and actions, so you'll need to decide amongst your friends which of you is going to take control at any given moment. Or, if you have a really well-behaved group of friends, you can just give them all mouse and keyboard access.

It's fun watching all the interesting ways this game has brought players together. We're hoping that continues to be the case, and we'll try to help it along in whatever ways we can. We expect to release a smoother connection experience pretty soon, along with other tweaks and bugfixes as we go.

0.36 Bingus Dibb

And we're back with another small patch. We've had a few hotfixes along the way so these change notes are pretty short, but there's some good stuff in there, check it out!

We aim to ship every two to three weeks and our roadmap is here.

0.36+270 Bingus Dibb

Added Controller Support
Added Multiplayer
New Legacy Recruit Event: Talk of the Town
Building a hero's tomb now grants 2 Legacy Points
Entanglement Event updates
Friendship bonus now grants extra block when walling
Mortal Choices now only show up if they have a proper target
Sound effects for Storm Theme and Ice Shield
Fix a bug with rerolling a character
Fix a bug with movement tile feedback
Fix a bug with getting patch notes
Fix a bug where thunderstomp could flank
Fix a bug with tidings targeting
Tools: Added ARTIFACT implicit aspect

0.35+264 Daghen Dimmerhelm Hotfix 3

0.35+264 Daghen Dimmerhelm Hotfix 3
Chinese Translations
Add back, skip and character sheet buttons to tidings and omens
Fix missing icon (Soulsplitting)
Some sfx work
Fixed a crash with promotion dialog with level 8 heroes
Fix a bug where both Jumpjolt and Chain Lightning would show
Tools: Fix bug with blank omen when "pick events" in on
Tools: mods can specify promotion card bg and icon color