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Wildermyth News

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.

0.15+114 Lylcon Stormpuck

This update brings a rework to the Deepist monster group. In general Deepists will rely less on channelling and transforming, and should be more thematic and engaging. We're getting ready to release our Villain (campaign), Monarchs Under the Mountain, which features Deepists as the main antagonists, and we wanted to make sure they were in fighting shape :-)

Also, lots of other good stuff too!


0.15+114 Lylcon Stormpuck
  • Many new mission victories (12?!) for when a hero dies:
  • The Long Struggle
  • Deliver a Message
  • Unprepared
  • Deliberations
  • Dark is Darker
  • I Believed
  • The Golden Mountain
  • Visible
  • Bellowing
  • Carried Out
  • When You're Ready
  • Words in Ash
  • DEEPIST REWORK:
  • Horn Child:
  • Gang Up: flanking attacks pin.
  • Chosen:
  • Prophet's Fury: if start turn injured, gain fury, stacks up to 3x
  • Remove channel
  • Murk Mother:
  • Pact of the Deep: spawn Horn Child when interfused ally dies
  • Remove channel
  • Gets her own spawn card track
  • Father Fungus:
  • Staunching Spores: heal ally within range
  • Crotchety: counters missed ranged attacks against himself
  • Remove transformation to Mushrox
  • Gets his own spawn card track
  • Shadow Hunter:
  • Goreleap: leap 3 tiles, damage and shred near landing spot
  • Unstoppable: can't be pinned or hobbled, reaction attacks miss
  • Mushrox:
  • Remove ranged attack
  • Shouldersledge: charge through and knock back foes
  • Crow theme now has limbs, crow claws pierce 1 and blind on stunt
  • Frog head now has a tongue attack (similar to bogmoor)
  • Legacy will now track which companies your heroes participate in
  • New icons for quellingmoss, windwalk
  • Tweak windwalk, longer range and can go through walls to visible tiles
  • Increase throwing knife flanking damage
  • Quellingmoss flank mark now from self instead of blast origin
  • Tinker does not block end of turn anymore
  • Mystic shackle recipe now deals damage
  • Removed "shackled," use "pinned" instead
  • Hooked up some missing sfx for monsters
  • Implement status effect sfx (positive and negative)
  • Fixed a bug where guardian/sentinel would not cover scenery tiles
  • Fixed a bug with obscured heroes where monster turn would never end
  • Fixed a rare crash if an incursion and a capstone started at same time
  • Fix tidings firing when they shouldn't
  • Fix bug where stormsend could go through walls
  • Fixed bug where vigorflow didn't increase damage for ranged attacks
  • Tools: improved validation of Mission and Combatant data
  • Tools: improved feedback on which targets will be affected by outcomes

Patch Notes: 0.14+112 Juli Brickers

We have several new events and tidings in this patch, including a new pet introduced as a reward from one of our Discord contests!

We gave a lot of attention to movement feedback, so that you'll be able to get a better idea of, e.g. what sorts of scenery you can interfuse with if you move to a particular tile. There's a bit less variation on some of the strongest stats when you're rolling your initial heroes, so that you won't feel *obligated* to reroll until you get that mystic with mad potency or that warrior with the highest retirement age.

All that, bug fixes, tool improvements, and more!

0.14+112 Juli Brickers

New Event: Where We Find Ourselves
New Event: Hitching a Ride
New Event: The Heirloom Spring (Pet Contest Reward!)
Several new tidings
Tidings should be more consistenly relevant to chapter doings
Will now see movement feedback when using Zealous Leap, Silkstep etc.
Improved movement feedback for interfusion, off-hand/theme attacks...
Greatly reduced (nerfed) retirement age variation for new heroes
Also Reduced bonus damage and potency variation for new heroes
Game now autosaves upon reaching the Labors screen during intervals
Many mystic recipes now correctly use bonus range
Fireleash and steal fire no-longer pierce 1 warding
New history line origins for children of heroes
Wild Grasp now scales with potency like other recipes
Fix a bug where vinewrench used melee accuracy instead of ranged
Fixed a bug where npcs from missions would be forgotten
Fixed a bug with npcs swapping out in some events (great one)
Fixed a bug with throughshot and bowmaster
Fixed a bug with backslam and multi-tile enemies
Tools: added some family-related lookups HAS_PARENT, CHILD_OF, etc..
Tools: monster mod tweaks can now be stored with the monster definition
Tools: removed old deprecated stunt results from monsters
Mods: Company, Tiles, Towns and Sites now execute DAILY and MONTHLY effects

Note: we renamed a few event ids, which might cause these events to show up again if you started a campaign before the update. Should only affect save games once per renamed event.

We try to update every two weeks. If you're enjoying the game, pleases consider leaving a review!

Patch Notes: 0.13+107 Darrel Trace

This patch, we gave Hunter abilities and Common abilities a significant pass. Some are modified, some are removed, and some are brand new. The ranged Hunter should be more fun & balanced since we nerfed bows in the previous patch, and you should be able to make a wider variety of Hunter builds (including focusing on techniques like traps and poison.)

You'll probably notice some new events floating around, including a few of the Opportunity Quests that have gotten exciting new makeovers.

And of course, there's the usual heap of bug fixes, balance tweaks, small UI improvements.

0.13+109 Darrel Trace

New mortal choice and tidings for Turtle Guardian
New Event: Terms of Endearment
Reworked Quest: For an Old Wish Passing
Reworked Quest: The Lonely Cost -> The Prisoner
Reworked Quest: The Unstilled Heart
Reworked Event: ClockworkThieves -> Mark of the Times
Reworked Event: Music of the Night -> A Night Visitor's Song
Updated Event: One False Step
Common Abilities Rework:
  • Viciousness is now +1 damage for melee attacks.
  • Endurance now gives +2 armor
  • Aid now removes negative status effects
  • Removed Soulstrike and Divine Athlete from ability deck
  • Windwalk: swift action, once per combat, mid-range teleport
  • Tinker: swift action, once per combat, restore all armor to self or ally
  • Bowmaster now removes the minimum bow range
Hunter Rework!
  • Removed Phantomflare and Traverse from ability deck
  • Ember Arrows now starts a fire on the destination tile
  • Foxflight: activate -> now dodges the next two attacks, no time limit
  • Archery now also procs if adjacent allies are attacked
  • Quellingmoss now includes an active AOE poison bomb
  • Crippling Strikes: attacks Hobble the enemy
  • Piercing Shots: ranged attacks pierce 2 armor
  • Jumpjaw: usable twice per combat, applies poison if have Quellingmoss
Mystic ability: Vigorflow: +1 damage on physical attacks per interfusion
Removed 'once per turn' restriction for offhand item actives
Tweaked largest text size to be a bit smaller.
Stacking status effects now show a stack number in tooltip
Improvements to combat camera for sequential attacks
Poison damage should animate faster
Reduced weight of +Range calamities
Improved look of +/- resource announcement panels
Slots dialog shows wounded heroes
Weapon categories and subcategories displayed in more places
Now cannot prepare defense on tile with lurking threat
Fire damage animation now won't play if no damage done
"Bury hero" jobs now autocomplete during intervals or on game victory
Jobs to build stations now show costs and build time in initial dialog
Fix broken text in "Mountain Mischief"
Fix typos
Fixed a bug where capturing a spirit in the final battle didn't work
Fixed a bug where failing a hook quest would grant a reward
Fixed a bug where prepare defense job was visible on unreachable tile
Fixed a rare crash bug when two missions happened at once
Fixed a bug where pressing Escape would prevent screen-edge panning
Fixed a bug where some theme arm abilities would be listed twice
Improved feedback for pierce
Improved feedback for enchanted barricades
Turned off "Heart of the Forest" campaign (should not have been on!)
Tools: fix performance issue in the Effects tab for certain comic events
Tools: fixed crash related to Skip Promotions cheat
Tools: added TRUE_DAMAGE_ROLL_INCOMING effect type
Tools: fixed RemoveTheme to not add weird prosthetics

We're trying to update every two weeks. This one was a couple days late but we hope to get back on schedule.

If you like the game, please consider leaving a review, they really help us!

Wildermyth at PAX South

The Wildermyth Team will be at PAX South in San Antonio later this week!

PAX South goes from Friday 1/17 through Sunday 1/19 this year, and we'll be at booth #25052 —a bit to the right of the escalators at the back, if you're looking in from the front entrance of the Expo Hall.

We'll have enamel pins and t-shirts for sale, so you can get them here first, before we figure out how to set up a real online store. ;) And frankly, we're thrilled to say hi to everybody and anybody, so give us a visit if you're attending the convention!