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Wildermyth News

Chinese Release Schedule

Chinese players:

We have some great news to announce. We've been working with WhisperGames to localize Wildermyth into Simplified Chinese.



As a text-heavy, story-driven game, Wildermyth is rather difficult to localize, but we've been working on the Chinese localization for several months, and made we've made pretty good progress. Based on our current pace, we expect to release the Simplified Chinese version in 2020 Q3.

We will keep you posted about the exact release schedule.

Thank you for all your support and we hope you enjoy the game!


Regards,
Worldwalker Games LLC & WhisperGames Team

0.23 Triss Thornfire

Legacy Campaigns are here! We're launching a 3-chapter generic campaign that's designed for legacy heroes. If you've been craving a new challenge, we've got it for you. By default, you'll start the campaign with calamities based on the total tiers of the legacy heroes you bring in, and the campaign recruits, interval behavior, and threat pace have all been tuned to create an appropriate challenge. As part of this work, you can now play our existing campaigns with starting calamities as well, so you have much more control over the challenge level.

Let us know what you think, because we're not done. We plan to implement 5 chapter legacy campaigns as well, but before we do we'll be putting in some more "end game" content in terms of making sure that each monster group can scale in threat a bit further. (This will probably mean additional monsters, which we're really excited about.)

You'll also notice that recruiting at towns feels more consistent between legacy heroes and new recruits, and retiring heroes can train up rookies.

Finally, we're very excited about our UI art overhaul. Almost all of the menus and dialogs in the game are getting a visual upgrade. It's part 1 because it does not yet include the HUD. Overall things should look a bit more consistent and "finished."

Here's the patch notes.

0.23+146 Triss Thornfire

Legacy Hero Campaign
* A new 3 chapter generic campaign balanced for legacy heroes
UI Art Overhaul Part I
* All menus and dialogs have fancy new art
* New game dialog: art treatment for campaigns
* HUD has not yet been updated
Ambushes now only happen with 2 heroes
Ambushes don't scale so much in later chapters
Upon hero retirement, player may now choose a rookie to train up
Choosing legacy recruit abilities now happens before Labors
Resources panel now shows what you'll gain at the end of the chapter
Can now spend a promotion to update mythwalkers
Added keystone fights to final chapters of generic campaigns
Retreat button disabled when not relevant
Fix a bug with beard streaks
Fix a bug on maiming where a 1-handed weapon would get replaced too
Tools: intervals can now control number of foe cards added in chapter

If you're liking the game, you can help us out by leaving a review :-)

0.22 Calidia and Gari

We took a look at the feedback we've been getting and we felt that the game has gotten too easy in recent patches, particularly on the higher difficulty levels. We've made a collection of changes to normalize the difficulty levels (remove unfair / unfun spikes), and we're adjusting crafting costs.

We're not finished, but we wanted to get these out now. We're still working on ways to opt in to more challenging experiences, and a big part of that is turning on legacy hero campaigns. There will be more to come soon on that. In addition, the UI rework is going well, so we should be able to deliver two large roadmap items pretty soon.

0.22+142 Calidia and Gari

New Event: Storied Bones
New Victory Event: Apologies
New Victory Event: A Named Place
Updated Quest: Needed Elsewhere
Several new Tidings
Renamed difficulty levels:
  • Storyteller
  • Adventurer
  • Tragic Hero
  • Walking Lunch

Difficulty Rework: The game's getting harder!
  • Some doors start open at higher difficulties
  • Tower map is larger when more enemies are present
  • Large open maps now delay some enemy spawns
  • Walking Lunch difficulty now +1 card in every fight
  • Tier 2 and 3 weapons are more expensive
  • Reduced rate of weapon and armor drops after fights

Quellingmoss now works with all melee attacks, including theme attacks
Added flying step sound for enemies with wings
Gear rewards now have a small chance to be higher tier
We now disallow editing hero personality during a game
Added particles to Will of the Forest tree spawn
Fix a bug with prediction for Wolf Frenzy
Fix a bug with vine arm entangle
Fix a bug where stasised heroes could use reaction strikes
Fix some missing scenery names
Always-On Mods:
  • Added an option for mod authors of mods that grant gear, abilities...
  • Always-On mods can be configured in the options menu
  • Should allow heroes to look correct in the legacy browser

Fixed several typos and text bugs
Fixed a bug with Skysinger AI
Tools: new combat modifiers: Stealth, Haste, Exhaustion, Anticipation
Tools: can now spawn correct ruins scenery using tag
Tools: combat modifiers now work when using missionPlanOverride
Tools: exposed several more balance numbers for modding
Tools: work towards deprecating old hard-coded campaigns

0.21 Kyrmark

This patch we're adding a bunch more character customization options. You can now customize your gender, body type, voice, and attraction. As part of that, you can now create non-binary and bisexual heroes.

We've added a cool new overlay when you're about to execute an ability, instead of the boring colored gradient. And there's a lot of little bug fixes and quality of life improvements for modders, including several improvements driven by modder requests on Discord.

We're making strong progress towards the first section of our Roadmap, and we want to try to close that off in the next few patches.

The UI art reskin is going to be a big piece of that, and after that we should be able to turn our attention to the Thrixl campaign. As ever, we're adding new content and adjusting old content as needed.

We aim to ship a patch every two weeks, with mixed success. :-)

0.21+139 Kyrmark

New Event: Music of the Deep
Reworked Quest: For a Friend
Added customization options for gender, body type, voice, and attraction
Can now set gender to non-binary (they/them)
Can now set attraction to anyone (bi)
Improved AI pathing - previously sometimes got stuck, shouldn't anymore
Many Ranged enemies will stand further back now
Added a few new scenery pieces
Added a new hair style
Sharktrap now 1 trap per tile instead of 1 big trap (buff)
Damaging scenery now shows damage text and health bar
Hovering over scenery now shows health bar
Improved scenery interfusion tooltips
Added sfx for hero wings and stone legs, and corrupted ground
Added graphics options to turn off some or most particles
Replaced solid gradient ability overlay with fancy textures
Adjusted particles on selected and hovered units to be more visible
Archery now works with morthagi crossbow and shooting star
Added a content note for amputation / loss of limbs
Added SFX for monster search, windwalk, adjusted XP SFX
Fixed some overly-deterministic abilities (random targets now random)
Fixed some typos and bad tags
Fixed a bad interaction between Frenzy and Broadswipes
Fixed bug where 2-handed weapons were not properly replaced when maimed
Fixed some rare player-reported bugs (NPEs in logs)
Fixed some bugs with camera movement
Fixed a bug where dead heroes could show up in Monarchs Ch3 events
Fixed bug where heroes with 4 theme limbs would not get a mortal choice
Fixed a bug where some lamps didn't provide cover when extinguished
Tools: log mod name in addition to id when there's an error in a mod
Tools: removed many old/obsolete stories
Tools: added an Objective to test aspects
Tools: added an Objective to test arbitrary expressions
Tools: LegacyQuery now only shows fields relevant to selected type
Tools: Added ForEach outcome, which executes an outcome for each target
Tools: 10 most recent effects/aspects/comics now at top of list
Tools: Holding Ctrl when expanding/collapsing a node acts recursively
Tools: Can now grant gear based on expressions (e.g. chapter number)
Tools: Can now specify combatants based on expressions
Tools: added TIDING_WRAPUP_FINAL for "very last panel" during credits
Tools: Can now play a save file that uses a workshop mod that you own

Check out: Vagrus - The Riven Realms

Our friends at Lost Pilgrims Studio have just released the Open-World main campaign for Vagrus - The Riven Realms. Vagrus is darker than Wildermyth, with more nitty-gritty caravan management and a historical "dark/fallen Roman Empire" setting.

Vagrus is a turn-based, open-world, dark fantasy RPG. The development team has been playing table-top RPGs (like DnD) on their home-brew setting, the Riven Realms, for over two decades, then based this game on it, so it has incredibly deep lore and immersive stories.

They have just posted a huge announcement on their Steam development blog about releasing the open-world main campaign of Vagrus to all their Crowdfunding Backers in preparation of bringing the game to Steam.

[previewyoutube][/previewyoutube]





Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

[h2]Feature list[/h2]
  • A DARK CONTINENT
    A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.


  • BRANCHING NARRATIVE
    A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.


  • TURN-BASED COMBAT
    Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.


  • RESOURCE MANAGEMENT
    Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.


  • UNIQUE COMPANIONS
    The player can recruit fully-developed characters into the caravan to serve in versatile roles, such as scoutmaster, guard captain, spellweaver, or slavedriver. Each of them comes with their own background and personal quests lines.


[h3]Vargus Demo has been picked for Steam Game Festival Summer Edition[/h3] If you are interested in trying Vagrus, its Demo will be featured by Steam between June 9 and 16.
Sign up for the Summer Festival, and be sure to Wishlist and follow Vagrus for up-to-date information about its development milestones, upcoming features, and ultimately to get notified about its release when the time comes.