----------------------------------------------------------------------- - 5.3.6 Changelog ----------------------------------------------------------------------- * Buildings - Added Stone Deposit and Stone Quarry (graphics by Jinn). These function similarly to metal deposits and mines, but provide stone instead. - Neutral faction buildings (like Mercenary Camps) are now only accessible for the owner of the settlement they are located in. - Neutral faction buildings can now spawn neutral hostile units if the building is located in a non-owned settlement. - Mercenary Camps are now indestructible. - Added Tribal Camp building, which is used for the new Minor Tribe faction type. Tribal Camps function in a similar way to Mercenary Camps. - Fixed issue which caused human players to be able to build structures on resource deposits and building sites on others' territories. - Farms and Watch Towers now display the correct construction animations when building sites are disabled. * Characters - Added Thiodolf, recruitable from the Wolfing Clan. * Civilizations - Added more personal names for the Celts and the Suebi. - Renamed the "Goth" civilization to "Gothic" and the "Teuton" civilization to "Teutonic". * Events - Added event in which Thiodolf gives a war-speech in poetry form, providing the Inspired Army modifier temporarily. - Added Horse-Meat Eating Prohibited event for Mercia, if it has Christianity as its religion. The event provides the Religious Fervor modifier temporarily. * Factions - The Suebi Tribe is now a polity instead. - Added support for the Minor Tribe neutral faction type. Minor tribes function in a similar way to mercenary companies. - Added the Bearing Clan and Wolfing Clan minor tribes (Gothic), from the 19th century novel The House of the Wolfings. These clans can be spawned on the Earth scenario map if certain conditions are met. - Added new flags for Suebi factions, displaying a Suebian knot (icons by Jinn). - Teutonia now has access to the Furor Teutonicus upgrade. - Mercia now grants a bonus to cavalry instead of infantry. - The Yngling Tribe now grants a bonus to food supply instead of to archers. - The Cherusci Tribe is now a polity instead. * Maps - The settlements in the Lorraine Plain map are now settlements which are actually in Lorraine. - Added the Bordeaux, Clermont, Nancy, Vannes and Wurzburg settlement sites for the Earth scenario map, and updated the predefined settlement territories accordingly. - Added Stone Deposit at Storugns in Gotland, for the Earth scenario map. - Added many building sites in France, for the Earth scenario map. - Placed more pre-Indo-European tribes on the Earth scenario map for the Stone/Bronze age. - The Vosges rock terrain feature is now semi-randomly generated (similar to the Alps). * Miscellaneous - Improved the performance of the database parsing. - Reworked the engine to take advantage of coroutines for asynchronous operations. * Modifiers - Added support for players to receive temporary modifiers during the game. - Added the Inspired Army temporary modifier (+2 damage for organic military units). - Added the Religious Fervor temporary modifier (+20 mana for priests). * Quests - The Gadrauhts, Harjis, Miles, Skutan and Swedish Veterans' Day quests now grant the Inspired Army temporary modifier on completion. - The Gudja, Gudjan, Haimadala's Stones and The Great Temple quests now grant the Religious Fervor temporary modifier on completion. * Units - Increased the charge bonus of Gothic cavalry from 7% to 10%. - Made it so the Suebi Kregar uses a single-layer image once again (with two variations, one with the Suebi shield and one without), both for the sake of memory efficiency, and because the layered version had some minor graphical issues. - Added Suebi level 2 and 3 infantry units, the Veteran Kregar and the Truhtin. - Neutral hostile infantry, ranged units, cavalry and flying riders now randomly move around. - Added "Wojtek" to the brown bear name generation list. - The Dwarven Scout now has a bonus against infantry of 25%, instead of +2 damage. - Workers are now deselected when they enter a mine. * Upgrades - Added Lipizzaner Horse upgrade (icon by Jinn) for the Teutonic civilization (researchable at the Stables). This upgrade increases cavalry HP. - Added Stirrups upgrade (icon by Jinn), for all civilizations which possess cavalry (researchable at the Stables or Yale Pen). This upgrade increases the charge bonus of cavalry. * User Interface - Reworked the multiplayer host and client game menus. - Fixed issue which caused the screen to shake when mousewheel-scrolling to the edge of the map. - Reworked the game results menu. - Fixed issue which caused the cursor to not update properly when it should after scrolling the map with the keyboard.
[ 2022-08-08 20:46:10 CET ] [ Original post ]
Note: This new patch makes it so farms and towers are now only buildable on top of minor building sites. However, for those who prefer playing without building sites, a mod has been added to the Steam Workshop which removes the building site requirements and makes them not appear on maps - the No Building Sites mod. Additionally, many of the classic skirmish maps now have map-specific settings which likewise disable building sites. ----------------------------------------------------------------------- - 5.3.5 Changelog ----------------------------------------------------------------------- * Buildings - Farms and towers can now only be built on top of "Minor Building Site" locations. - Added Troll Farm building. If it is owned by the neutral player, it will spawn Troll Warriors. - Elven Farms will now spawn Elven Swordsmen if they are owned by the neutral player. - Fixed the Goblin Mason's Shop animations. * Difficulties - Fixed issue with the AI resource gathering bonus under Hard difficulty which actually made it earn less resources than under Normal difficulty. * Heroes - Fixed issue which could cause character experience to not be properly applied when loading a saved game. * Items - Added Easter Egg item (consumable, heals 5 HP). This item only drops in the game when it is Easter season in the real world. * Map Editor - Fixed issue which caused the F10 editor menu to no longer work after exiting and re-entering the map editor. * Maps - Minor building sites are now generated on many maps. - Added many predefined minor building sites for the Earth scenario map. - Added support for maps to have their own settings which affect game rules (e.g. whether building sites are required for buildings). - Disabled the building site feature for the Central Park, Little Island, Looking Upwards, No Man's Land, North-South Conflict, Northern Lakes and Time for Decisions custom maps. - Added the "Hamlets" custom map, based on the map from Battle for Wesnoth of the same name (which is licensed under an open-source license). This map has rules which make gameplay more akin to Wesnoth: buildings are capturable, each player starts only with a barracks (no town hall or workers) and a military unit, farms are capturable and provide copper income per minute, and many neutral farms are pre-placed on the map. - Added the "Lorraine Plain" custom map (256x256, 2 players), based on the map from 0 A.D. of the same name (which is licensed under an open-source license). - Fixed a bug which could cause mercenary camps to be generated without a civilization. * Pathfinding - Made improvements to pathfinder performance. * Quests - Fixed crash which could happen in the final dialogue of the Svegdir's Journey side-quest. * Scenarios - Added neutral Elven and Troll Farms in mythical times in Britain and Scandinavia. * Times of Day - Added preference to enabe/disable the time of day shading. * Units - Unit selection is now shown as a rectangle. - When the player's own units are selected, the middle parts of the selection rectangle lines will become yellow/orange/red, depending on damage taken. - Unit HP bars are now only shown if the new "HP Bar" preference is enabled (disabled by default).
[ 2022-03-13 20:05:35 CET ] [ Original post ]
The plan for the next patch is to make farms and towers require a Minor Building Site to be constructed upon:
The reasoning for this move is threefold. First, it makes effective territorial control more strategically important. Second, it makes farms and food supply more valuable. And finally, it introduces the necessity to make a strategic choice between increasing food supply to recruit more units and building towers to defend your lands.
The existing maps will be adjusted to contain a good number of minor building sites.
Since this change will result in a substantial change to gameplay, the current version of the game will keep being accessible as its own "branch" on Steam even after the next patch is released.
[ 2022-02-12 13:53:04 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.3.4 Changelog ----------------------------------------------------------------------- * AI - Minor improvement to the performance of AI force management. * Encyclopedia - Added Dynasties encyclopedia category. Dynasty encyclopedia entries have a button for displaying the dynastic character tree for it. * Factions - Renamed the Thielung Tribe to Gautalanda, and made it a polity. * Map Editor - Fixed crash when hovering over a unit with the mouse in the map editor. * Pathfinding - Improved A* node insertion performance. * Preferences - Fixed potential freeze issue which could occur if the game were started without a preferences file having been loaded (in such a case e.g. clicking on the "Custom Game" button would freeze the game). * Scenarios - Reworked the Thunraz's Servant scenario. It is now called "The Gutasaga", and the overall objectives have been changed as well. * Units - Made it so the "Blackbeard", "Goldbeard", "Redbeard", "the Black" and "the Red" epithets can be generated for units with the respective hair colors. - Fixed issue with doors often not being properly destroyed in dungeon maps (doors would often remain in their last damaged frame, and the attacking unit would keep attacking the door, despite it already having been destroyed). * Upgrades - Coinage is now researched at the Market, and requires having either Monarchy or Republic.
[ 2022-02-02 07:20:09 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.3.3 Changelog ----------------------------------------------------------------------- * Achievements - The Paragon, Legend and Demigod achievements can now be acquired by leveling up any character, not just custom heroes. - The achievement and achievement unlocked dialogs now have a semi-transparent background beneath their text. - Achievements are now displayed in a tree in the achievements menu. - Added support for achievements to grant bonus abilities to characters. - The "The Mightiest Made" achievement now grants one free level of the Toughness ability to Modsognir. * Dynasties - Factions can now have dynasty upgrades. Only one dynasty upgrade may be active at a time, and which dynasties are available depends on the faction. Only tribes and monarchies may have a dynasty. - Added the Yngling dynasty for the Yngling Tribe, Norway, Sweden and Vestfold (+1 food for Farms). - Added the Skjoldung dynasty for the Skeldung Tribe and Denmark (+2 armor for infantry). - Added the Habsburg dynasty for Austria, Carinthia, Germany and the Holy Roman Empire (+10 HP for cavalry). - Added the Hohenstaufen dynasty for Germany, the Holy Roman Empire and Swabia (+2 armor for cavalry). - Added the Amelung dynasty for Gothia and Ostrogothia (+2 damage for cavalry). * Heroes - Some heroes can now only be recruited if their respective dynasty is in power. * Miscellaneous - Fixed a game saving issue involving units contained in buildings. * Units - Added Minecart sound (used when a Minecart is created) (sound by the Flare team). - Reworked how the epithet assignment to units work, to allow for more complex conditions.
[ 2022-01-14 06:57:43 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.3.2 Changelog ----------------------------------------------------------------------- * Encyclopedia - Added entry for the "Luxury Resources" game concept. * Factions - Fixed issue with polity names in custom games if they hadn't acquired a government type upgrade yet (e.g. East Anglia would be called " of East Anglia"). - Merged the Bavarian, Bernice, Burgundian, Cantware, Danish, Dere, Frankish, Frisian, Geat, Gute, Jutish, Lombard, Mierce, Norwegian, Ostrogothic, Saxon, Swedish, Thuringian, Vandal and Visigothic Tribe factions into their polity counterparts (i.e. Bavaria, Denmark, etc.), and made the latter no longer require Writing. - Added the Anglia, Avionia, Bastarnia, Batavia, Herulia, Lugia, Marcomannia, Rugia, Semnonia and Teutonia polity factions, replacing their tribal counterparts. - The Holy Roman Empire now requires Monarchy, and cannot switch to being a Republic. - The list of foundable factions is now dynamically-generated according to certain rules, instead of being predefined for each faction. - Added the North Sea Empire faction for the Norse civilization (+1 speed for Longships). * Items - Added Helmet (+1 armor) and Knightly Helmet (+2 armor) items. * Maps - Building Sites are now generated for the On the Vanaquisl and Westward Migration scenario maps. - Buildings are now always placed entirely within a settlement's territory on start. * Pathfinding - Fixed depot-finding issue for workers which could happen under specific circumstances. * Units - Fixed issue with a unit's experience value potentially becoming incorrect if there were other friendly units capable of gaining experience around it. - Fixed issue which caused tree stumps to only be harvestable by one worker at a time. - Fixed issue with door death animations which were causing doors to not be destroyed, but to remain in their death animation indefinitely. * Upgrades - Added Chevauche upgrade for the English civilization (researchable at the Barracks). This upgrade makes cavalry units acquire resources when they damage enemy buildings. - Added Skynborg Yale upgrade for the Dwarven civilization (researchable at the Yale Pen). This upgrade increases cavalry HP. - Added the Tribe government type upgrade (-10% infantry cost). Tribal factions are locked to this government type, while polities can switch from it to Monarchy or Republic. Players with the Tribe government type will have a name like e.g. "Gute Tribe", even if they are polities. * User Interface - Reworked the top bar of the in-game interface. - A large "Paused" text label is now shown over the map when the game is paused.
[ 2022-01-08 21:36:39 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.3.1 Changelog ----------------------------------------------------------------------- * Buildings - Fixed crash which occurred when placing a building, if the building's center tile were beyond the end of the map. * Encyclopedia - Names of characters, buildings and units can now link to the entry of the respective word. For instance, clicking on the link on Thrahila's name will result in the encyclopedia entry for the corresponding Proto-Germanic word being displayed. Word entries provide information such as the language to which the word pertains, as well as its meaning, and other characteristics. * Items - The tooltip for an item being hovered over on the map will now display whether it is usable or equippable by the selected unit, if there is a single unit selected. * Maps - Added building sites to some of the legacy quest maps. * Modding - Added support for uploading mods from the launcher. * Terrain - Added updated border graphics. * Units - Auras are now only applied if the unit which provides the aura isn't garrisoned in a building/unit. - Mugging no longer takes resources from the target unit's player. * User Interface - The Alt+Q hotkey now correctly only selects the player's army, instead of bringing up the quit to menu dialog as well. - Reworked the quest completed and quest failed dialogs.
[ 2021-12-23 21:00:31 CET ] [ Original post ]
Important Note: This patch introduces a substantial change to gameplay, namely that universities and temples now need to be built on top of a Building Site (similar to how it works for town halls and settlement sites). The intent is to gradually make more buildings have similar requirements. ----------------------------------------------------------------------- - 5.3.0 Changelog ----------------------------------------------------------------------- * AI - The AI will now declare war on a player if it has a quest to own a settlement possessed by that player. - The AI will now continuously check if it can build a town hall in the desired settlement if it has a quest to own a given settlement. - The AI will now only build town halls on settlements with territory adjacent to their own. It will still build a town hall on a quest objective settlement, even if it is farther away. - The AI can now transport workers to other landmasses to build settlements. - The AI will now (if it is at peace) declare war on one of its neighbors if it has a great military advantage over them (in the Scenario mode). * Buildings - Temples and universities can now only be built on top of "Building Site" locations. - Building sites, mineral deposits and the like now display to which settlement's territory they belong in their tooltip. * Factions - Added Norse raven flag icons (by Jinn), and updated some Norse factions to use them as their icons. * Heroes - Fixed issue which caused custom heroes items which were saved as equipped to start out unequipped when using them in a game. * Items - Added the "Rusty" magic prefix for armor (-1 armor). * Maps - Updated Earth map settlement territories so that less settlements have territory on both sides of a major river. - Added the Baltic Route Network route terrain feature to the Earth map. * Miscellaneous - The current year now changes more quickly in earlier eras. - Added new border graphics (by Jinn). - Fixed issue with textures not being reset properly when changing the scale mode without restarting. - Borders being shown on water is now optional (off by default). - If the preferences file cannot be parsed, then the default values for the preferences are used, instead of the game exiting. * Quests - Fixed issue which caused the initial dialogue to not trigger properly for the Mead of Wisdom legacy quest. - Added side-quests for Denmark and Sweden to conquer areas in Scandinavia and around the Baltic. - Added side-quests for the Swedish Tribe and Sweden, for certain Swedish real-world festivities (e.g. Gustavus Adolphus Day). These only trigger when it is the corresponding day in the real world. - Added side-quests for Denmark related to Danish historical serfdom laws. * Scenarios - Kobolds now spawn at longer intervals in the Nidavellir scenarios. * Status Effects - The duration of harmful status effect is now reduced semi-randomly depending on the levels of the caster and the target (if both are organic units). * Upgrades - Added the Monarchy government type upgrade (-25% cavalry cost) (only available for polities) (icon by Brullov). - Added the Republic government type upgrade (+10% Copper/Silver/Gold processing bonus) (only available for polities) (icon by Brullov). * User Interface - Increased the width of the map dropdown for the custom game menu, as some map names were too long for it. - Items sold at the market now have a colored border if they are magic or unique. - Reworked the achievement unlocked dialog. - Reworked the dialog for most dialogues.
[ 2021-12-12 18:00:05 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.2.4 Changelog ----------------------------------------------------------------------- * AI - Improved the performance of AI resource gathering. * Buildings - Markets now display how many seconds it will take until their inventory refreshes in their interface. - Town halls now display how many seconds it will take until their quest/hero pool refreshes in their interface. * Factions - Fixed issue which prevented players from founding a faction of the same type as their current one. * Heroes - Modsognir and Durin can now only be recruited by the Brising Clan. * Items - Removed the "Swift" magic prefix for weapons, as it had the same name as the "Swift" prefix for boots, and the same effect as the "Accurate" prefix for weapons. Persistent items with the affix will now have the "Accurate" prefix instead. - Added "Freezing" magic prefix for weapons (+2 cold damage). The "Ice" prefix now gives +3 cold damage (previously it was +2), and the "Glacial" prefix now provides +4 cold damage (previously +3). - Added "of Shock" (+1 lightning damage and "of Electrocution" (+3 lightning damage) magic suffixes for weapons. The "of Lightning" suffix now gives +2 lightning damage (previously it was +1), and the "of the Storm" suffix now provides +4 lightning damage (previously +2). - The "Storm" magic prefix now gives +4 lightning damage (previously +2), for consistency with the "of the Storm" suffix. - Added "Lightning" magic prefix for weapons (+2 lightning damage). - Fixed issue which prevented items from being generated with both a magic prefix and a suffix. - Fixed crash which could occur when a scroll was used. - Items from factions which are traded with will now appear in the player's markets. * Map Editor - Fixed issue which prevented players from being added to a map with the editor. * Maps - Reworked the Alps for the Earth scenario map. - Added the Aberdeen, Linkoping and Tamworth settlement sites for the Earth scenario map, and updated the predefined settlement territories accordingly. - Updated the Caverns of Chaincolt Gates and Shorbear Hills submaps for the Nidavellir scenario map. - Fixed issue which caused the Germanic civilization to not be chosen as a random one for custom game maps. * Pathfinding - Improved the performance of the algorithm used by units to find a depot to return resources to. * Quests - Added side-quests for gathering copper and building a smithy for the Norse. * Scenarios - The current year is now displayed at the top bar for scenarios. An in-game year passes for each real minute. The in-game year has no effect other than limiting some hero recruitment choices. * Status Effects - Reworked the status effect code in the game's engine to improve performance and make it simpler to add new status effects in the future. * Terrain - Decoration tiles can no longer appear under terrain transition graphics (e.g. a dirt rock appearing under grass). * Units - Increased the transport capacity of transport ships from 3 to 4. - Removed rafts, as they required a substantial amount of special code for them to be maintained in the engine, and they were barely used in the game. - Melee air units (such as Gryphons) can now be attacked as if they were on land if they are attacking land units. - Fixed a potential crash related to unit resource-gathering. - Fixed crash which occurred when right-clicking a unique unit's portrait (e.g. that of the Esel silver deposit) to go to its encyclopedia entry. * User Interface - (Re-)Added windowed mode support. - Reworked the faction choice dialog. - Fixed the PageDown and PageUp hotkeys not working for command buttons.
[ 2021-11-17 19:46:16 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.2.3 Changelog ----------------------------------------------------------------------- * AI - Fixed issue which caused the AI to potentially declare war on the owner of a hidden ownership unit (such as the Goblin Thief) when attacking it. * Maps - Added Naples settlement site to the Earth map, along with predefined territory for it. - Added the Aemilian Way and Appian Way route terrain features to the Earth map. - Added the Thames river to the Earth map. - Fixed an issue which caused a freeze when starting a dungeon map. - Improved settlement site placement for the Earth map, to prevent them from being adjacent to tiles that are blocked off (leading e.g. to blocked workers). * Quests - Fixed an issue which caused the minimap to not be updated properly for shared vision (if applicable) at the start of legacy quests. * Terrain - The dry grass and semi-dry grass transition graphics have been updated. - Added new dry grass and semi-dry grass decoration tiles. - Fixed issue which caused a crash if two wall tiles were being built at the same time while adjacent to each other. * Upgrades - Fixed a crash which could occur when selecting a building which had a button to research an upgrade class if its player had no upgrade for that class. * User Interface - Fixed an issue with whitespace scaling for some of the in-game text.
[ 2021-10-20 07:00:03 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.2.2 Changelog ----------------------------------------------------------------------- * Miscellaneous - Added support for the 1.5x scale factor. - Changing the scale factor no longer requires restarting the game. - Fixed an issue which could cause saving a game to fail. * Units - Fixed a crash related to a unit possessing ethereal vision due to a bonus, like e.g. the unique ship Skidbladnir does. * User Interface - Fixed a crash which could occur during a game in the mouse handling code.
[ 2021-10-11 18:26:31 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.2.1 Changelog ----------------------------------------------------------------------- * Miscellaneous - Fixed an issue which caused gathering workers to lose their resource unit assignment when loading a saved game. * Terrain - The grass transition graphics have been updated. - Added new grass decoration tiles.
[ 2021-10-06 20:50:48 CET ] [ Original post ]
Patch 5.2.0 is now available, featuring a reworked launcher, along with many fixes and improvements! ----------------------------------------------------------------------- - 5.2.0 Changelog ----------------------------------------------------------------------- * Map Editor - Setting a tile's terrain in the editor will now remove any units on it which are incompatible with the new terrain. Previously, they would be bumped to the nearest valid tile. - Fixed issue which caused hue-rotated terrain to not show up with the correct color in the map editor's tile selection menu. * Maps - Fixed issue which could cause a settlement with no minimap color to be picked for settlement site generation in random maps. - Removed the obsolete Gardariki, Italy, Southern Baltic and Tanais custom maps. * Miscellaneous - Fixed issue which could cause player data to not be cleared properly after a game. - Fixed visibility issue which could occur when destroying cave walls during a game. - Reworked how the minimap keeps track of unexplored/fog of war areas, improving performance (specially on larger maps). - The Steam launcher has been rewritten in C++, with QML being used for the UI. In order to prevent issues if both the launcher and Wyrmsun try to access the file in which persistent achievement data is contained at the same time, the launcher now only checks just before and just after the game runs. * Pathfinding - Fixed a pathfinding issue involving land/fly-low units. * Quests - Quest completion data is now stored in [AppData]/Wyrmsun/quests.txt, instead of in the game's directory. - Achievement data is now stored in [AppData]/Wyrmsun/achievements.txt, instead of in the game's directory. - Fixed crash which occurred when Lua scripts tried to create a new player during a game, which occurred e.g. for the introductory dialogue of the A Bargain is Struck legacy quest. * Terrain - Fixed issue which caused forest regeneration to not trigger. - The cave floor, desert sand and ford transition graphics have been updated. - Added new cave floor, desert sand and ford decoration tiles. * User Interface - Improved the performance of the code which identifies which unit is currently under the cursor. - Fixed key input issue which could cause command panel buttons without hotkeys to be triggered in a seemingly random fashion.
[ 2021-10-04 06:05:05 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.1.1 Changelog ----------------------------------------------------------------------- * Maps - Fixed a crash when loading the map infos, when starting the Custom Game menu. - Fixed issue when saving a game for a map which had multiple map layers, resulting in a crash when that game was loaded. * Miscellaneous - Fixed issue with getting a player's type (e.g. person, computer) through Lua, which caused problems with triggers. * Terrain - The snow transition graphics have been updated. - Added new snow decoration tiles.
[ 2021-09-17 21:36:23 CET ] [ Original post ]
Patch 5.1.0 has arrived! ----------------------------------------------------------------------- - 5.1.0 Changelog ----------------------------------------------------------------------- * Maps - Removed the obsolete Svarinshaug custom map. - Fixed issue which caused maps in the user map folder to not appear the Custom Game menu. - Removed the Aquitania custom map. * Miscellaneous - Saved games are now stored in [AppData]/Wyrmsun/save, instead of in the game's directory. * Scenarios - Fixed issue which caused some of the Western Migration triggers to not work properly. * Terrain - The dirt, dry mud, ice and mud transition graphics have been updated. - Added new dirt and ice decoration tiles. * Units - Added Brown Bear, Black Bear and Polar Bear unit types. Brown bears are now generated in the Earth/Europe scenario map. * User Interface - Fixed issue which caused dropdowns to gain keyboard focus when clicked. - Fixed issue which caused text fields to not lose keyboard focus when clicked away from. - Fixed issue which caused key events to be propagated to buttons even though a text field had focus. - Reworked the in-game menu to be QML-based.
[ 2021-09-15 20:39:03 CET ] [ Original post ]
----------------------------------------------------------------------- - 5.0.1 Changelog ----------------------------------------------------------------------- * Maps - Updated the territory setup for the Tyrol area for the Earth map (scenario mode). * Miscellaneous - Updated the SDL library to SDL2, version 2.0.16. - Updated the SDL_mixer library to SDL2_mixer, version 2.0.4. - Fixed issue with the save game functionality. - Fixed issue with loading a saved game from within a game.
[ 2021-08-23 07:36:57 CET ] [ Original post ]
Patch 5.0.0 is finally here! This new major version of the game thoroughly reworks the game's menus, input system and rendering to make use of the Qt Framework, allowing for a technical modernization of many aspects. This move also made it possible for the game to now run under borderless fullscreen. A few new upgrades have also been added, namely Oil Lamp (+ sight for buildings), Furor Teutonicus (+ damage for infantry, specific to the Teutonic civilization) and House-Burning (+ damage vs. buildings for infantry), specific to the Norse civilization). Since this new update contains major changes, with many menus having been reworked, the previous version (4.1.4) remains available as a branch, in case anyone wishes to roll back. Enjoy! ----------------------------------------------------------------------- - 5.0.0 Changelog ----------------------------------------------------------------------- * Buildings - Town halls, strongholds, mines and hunting lodges no longer leave a destroyed building "corpse". * Encyclopedia - Added support for encyclopedia entries having links to each other. - Updated the literary texts for the encyclopedia, streamlining them (removing footnotes and the "|" character which denoted a caesura/break within a verse). * Factions - Fixed the requirements string for the Shadowcharm Clan faction. - Renamed the "Goth Tribe" to "Gothic Tribe", the "Ostrogoth Tribe" to "Ostrogothic Tribe" and the "Visigoth Tribe" to "Visigothic Tribe". - Renamed the "Swede Tribe" to "Swedish Tribe". * Heroes - It is no longer possible to start a custom game with a custom hero, they must now be recruited as other heroes are. - Updated the hero symbol icon to use a frame, to make it more visible on the map. * Items - Added "Curupira's" magic prefix for weapons (+3 fire damage). - Added Potion of Mana. - Made it so the Elixir of Vitality has a purple color (previously it was gray), to make it more distinct from the Elixir of Dexterity (which is black). * Map Editor - Fixed crash which occurred when pressing the "OK" button in the player properties dialog. - Fixed issue which caused solid overlay tiles to not be displayed in the editor. - Removed the old mod creation tools from the map editor, due to the amount of maintenance they required, as well as their reliance on outdated parts of the engine. A mod creation user interface may come back in some form in the future. * Miscellaneous - Removed the No Randomness and No Day/Night Cycle options. - Fixed crash which occurring when accessing Goblin sound options within a game. - Removed the faction dropdown from the custom game menu, as a faction prompt already comes when starting the game. - Removed the tech tree level dropdowns from the custom game menu. - Persistent data (e.g. hero levels or quest completion) will no longer be altered during a game if a cheat was used. * Mods - Removed the mods submenu, as it only supported mods in an old format. * Quests - Added a couple of side-quests which only occur on certain days of the week in the real world with the objective of acquiring the upgrade of the corresponding deity, for the Norse and Anglo-Saxon civilizations. For instance, the Norse "Tysdag" quest only occurs on a Tuesday, and has the objective of choosing the Tyr deity. - Added two side-quests for the Germanic civilization to build smithies. * Scenarios - Fixed crash which occurred when starting the Thunraz's Servant scenario. - Added more predefined settlement territories for the Earth map. - Added starting caravan for the Goldhoof Clan in the A Home in the Fields of Sand scenario. - Added the Heimdall's Stones unique building to the new Earth map for the correct start dates. - The A Home in the Fields of Sand scenario now starts during summer. - Improved the quality of the projection used for the Earth map. * Terrain - Added new dry mud and mud decoration tiles. - Dry Grass terrain no longer becomes covered in snow during winter. * Units - Fixed crash which occurred when a ranged unit was garrisoned inside a caravan while near enemies. - Increased Spearman damage from 5 to 6. - Minecarts can now move diagonally, and can move outside of railroads with a large speed penalty (-5). * Upgrades - Added Oil Lamp upgrade (+1 sight range for buildings), researchable at the Market. - Added the Furor Teutonicus upgrade for the Teutonic civilization (+2 Damage for infantry), researchable at the Barracks. - Added the House-Burning upgrade for the Norse civilization (+20% Bonus vs. Buildings for infantry), researchable at the Barracks. * User Interface - Reworked the main menu to be QML-based. - F11 is now the screenshot hotkey. - Reworked the game's rendering system, graphical interface and input system to use the Qt Framework. - The game is now always in borderless fullscreen mode, as the new UI framework supports that. The main purpose of the windowed mode was to allow alt-tabbing seamlessly, which the borderless fullscreen mode also provides. And unlike the old fullscreen functionality, this supports any resolution. - Reworked the tech tree menu. - The scenario menu is now depicted as a tree. - Added a submenu for managing custom heroes, and made it possible to add a description to them.
[ 2021-08-18 20:03:36 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.1.4 Changelog ----------------------------------------------------------------------- * AI - Fixed issue which resulted in AI players being able to hire units from any civilization from mercenary camps (no matter the civilization of the mercenary faction itself). * Maps - Fixed freeze/crash when starting the Southern Baltic map. - Fixed issue which caused settlement territories to not be generated on certain custom maps. * Miscellaneous - Fixed a potential crash cause when processing triggers. - Fixed issue which caused certain site positions (e.g. that where the Hlesey revealer should be created for the Thunraz's Servant scenario) to not be saved in a save game. - Fixed issue which could mistakenly cause under certain circumstances a removed settlement site to be saved (when saving a game) as the settlement head unit for a settlement, instead of the town hall which had been built on top of it. - The preferences.txt file is now saved in AppData instead of in the Documents folder. - Improved save/load performance and memory usage for player tile exploration. - Improved the performance of the database parsing and image scaling. * Resources - Added checks to prevent the stored resource quantity from becoming negative. * Units - Added Hobgoblin Warrior unit.
[ 2021-02-24 21:44:25 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.1.3 Changelog ----------------------------------------------------------------------- * AI - Fixed issue which made the AI be able to take quests even if it didn't have a town hall. * Items - Fixed issue which allowed magic prefixes to be generated as suffixes and vice-versa. * Interface - Renamed the "Quests" screen to "Legacy Quests", to better reflect that these are missions in an old format, and which are supposed to be eventually updated to the Scenario mode. - Fixed interface issues (e.g. incorrect button placement) which occurred after enabling the 2x scaled mode without restarting. - Added terrain-only minimap mode. - Added settlement territories (including non-land) minimap mode. * Map Editor - Fixed crash which could occur when clicking on the "OK" button in the player properties dialog. - Fixed the position of the editor tile tooltip in the bottom-left in the 2x scaled mode. * Multiplayer - Fixed a potential desync cause due to floating point operations. * Scenarios - Fixed crash when picking the option to seek an alliance with the Hersings in the Haimadala's Progeny scenario. * Units - When randomly moving, people-averse fauna units will no longer enter a tile with an owner if their current tile is in an unowned one. In effect, this means that e.g. wyrms will not wander into settled areas if they start off in an unsettled one until their starting area itself is settled.
[ 2021-01-26 13:27:59 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.1.2 Changelog ----------------------------------------------------------------------- * Buildings - Fixed the Dwarven Yale Pen being buildable close to a town hall. - Fixed issue which caused guard tower range to be much larger than it was supposed to be, if the tower was already garrisoned before the upgrade to a guard tower. * Characters - The Mboytata unique wyrm is now a firewyrm. * Maps - Added Semi-Dry Grass and Dry Grass terrain features to the Earth map. * Miscellaneous - The error log in the stderr.txt file is no longer cleared when starting the game, being appended to instead. The file will be reset at start if it has grown beyond 1 MB. - Fixed issue which caused the game to crash when quitting to the main menu from a mission. * Sounds - Fixed issue which caused the sound effects volume slider to have no effect on the actual volume. * Terrain - Added Semi-Dry Grass and Dry Grass terrain types. * Units - Added Firewyrm unit. Similar to the Wyrm, but it also deals fire damage, and possesses resistance to fire. - Fixed the level up button being missing for the Dwarven Miner and Brising Miner.
[ 2021-01-16 09:54:27 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.1.1 Changelog ----------------------------------------------------------------------- * Items - Removed Potions of Decay and Potions of Slowness from dungeon maps, replacing them with traps. * Miscellaneous - Fixed potential crash on start.
[ 2021-01-10 09:04:43 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.1.0 Changelog ----------------------------------------------------------------------- * Graphics - Instead of being loaded on startup, icons are now loaded on demand in the main menu (e.g. for the encyclopedia), with the remaining ones being loaded when a game is started. This was done in order to improve startup speed. - Font graphics are now loaded on demand, instead of all of them being loaded on startup. * Miscellaneous - Fixed issue which caused the name of the player's current age not to appear after loading a saved game. - Fixed a potential crash which could occur soon after loading a saved game. * Sounds - Reworked the game's audio decoding and output code, as well as that for music support. - Added death sounds for the Skeleton Warrior. * Units - Fixed issue which could result in units autocasting spells they didn't have, e.g. Germanic Gudjans autocasting the Infusion spell. - When a unit exits a building which has a rally point, it will now be dropped at the adjacent tile closest to the rally point. - Added Clay Golem unit.
[ 2021-01-09 18:32:33 CET ] [ Original post ]
This year's final update to Wyrmsun is now online. Happy New Year! ----------------------------------------------------------------------- - 4.0.5 Changelog ----------------------------------------------------------------------- * Buildings - Fixed the variation conditions for Germanic and Teutonic Docks. * Miscellaneous - Fixed a potential crash when exiting a loaded saved game. * Pathfinding - Fixed a resource-gathering pathfinding issue which occurred if e.g. wood piles were adjacent to the building to which the resource would be returned, and one of the adjacent wood piles were unreachable.
[ 2020-12-31 19:24:27 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.0.4 Changelog ----------------------------------------------------------------------- * Maps - Fixed issue which caused a crash when starting the Italy custom map. * Miscellaneous - Fixed a save game load issue which occurred if a reference was held to a destroyed unit. - Fixed crash which occurred when right-clicking the portrait of e.g. stone piles. - Fixed issue which allowed the Anglo-Saxon civilization to be chosen for custom games even if they started at the most basic technological level (the bronze age), even though the Anglo-Saxons are an iron age civilization. * Pathfinding - Fixed a pathfinding issue which could cause minecarts to get stuck when looking for a place to return goods to. * Quests - Fixed issue which caused the defeat to be triggered for certain quests when a required hero died only after their corpse had completely withered away. - Added side-quests for producing furniture for the Anglo-Saxon and Norse civilizations, as well as for some Teutonic factions. * Scenarios - Added several mini-forts with neutral hostile Gnoll Warriors, randomly-placed on the Earth map in areas where there were historically werehyena myths (i.e. North Africa).
[ 2020-12-30 09:26:12 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.0.3 Changelog ----------------------------------------------------------------------- * Miscellaneous - Fixed issue with saving workers assigned to a resource (resulted in a crash when loading a game). * Quests - Fixed issue which caused a defeat on start for the The Tomb of Durahn Eikinskjaldi quest. * Scenarios - Fixed issue which caused the Westward Migration introduction trigger to fire for the The Settlement of Scandinavia scenario as well. - Fixed issue with no speaker being assigned to dialogue messages which should pertain to a Dwarven Miner for the The First Dwarves Scenario. - Fixed issue in the The First Dwarves scenario which caused other kobold tribes to be at war with you when the Grafvitning Tribe became hostile.
[ 2020-12-25 21:49:38 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.0.2 Changelog ----------------------------------------------------------------------- * Characters - Added "Mboytata" unique wyrm to Nidavellir, based on the fire serpent of the same name from Tupi mythology. * Items - Christmas Hats can now drop during the second half of December (in the real world), even if it isn't winter in-game. * Scenarios - Fixed an issue which caused some of the triggers for the Westward Migration scenario to not work properly, making it uncompleteable. * Units - Added the Skeleton Warrior. This unit can only be placed via the editor or obtained via a cheat for now.
[ 2020-12-22 22:41:48 CET ] [ Original post ]
----------------------------------------------------------------------- - 4.0.1 Changelog ----------------------------------------------------------------------- * Miscellaneous - Fixed a potential crash when starting a map.
[ 2020-12-22 16:05:49 CET ] [ Original post ]
A new major update has dropped for Wyrmsun.
This patch implements a great number of changes. There have been substantial technical improvements done to the game's engine (such as parallel sound loading), as well as new additions to the game itself.
In order to improve playability under higher resolutions, there is now a 2x scaling option in the video options menu. The scaling primarily uses the xBRZ algorithm, which is specially made to upscale pixel art.
The game also supports using prescaled graphics instead, which is made use of, for instance, for the icon of the Eagle Eye ability:
The way player territories work has also undergone an overhaul. Whereas previously a player obtained territory as a range around their buildings, territories are now preassigned to a given settlement site, and when a player builds a town hall there they acquire the entirety of that territory (so that only they can build there).
A number of performance improvements and bugfixes have also been made.
Many of the scenarios set on Earth now make use of a new 384x384 map:
Which units and factions are applied to the map depends on the start date of each scenario. This map will also be used as the foundation of future Earth scenarios.
And there have been many more changes as well. For the full changelog, see below.
Please note that for the time being this update is only available under Windows on Steam.
Enjoy!
Merry Christmas to you all!
-----------------------------------------------------------------------
- 4.0.0 Changelog
-----------------------------------------------------------------------
* Abilities
- Added the Infusion ability for dwarven Runesmiths, Runemasters and Arcanisters. When used, this ability increases the arcane damage of the target unit by 4.
- Fixed the tooltip of the Barkskin ability to correctly reflect that it increases armor by 4.
- Improved the performance of autocasting.
- The hotkey for Inspire is now "p", as its previous hotkey ("i") was the same as that to open the inventory.
* Ages
- Norse players now require not only the Spatha upgrade, but also Sailing and either Shield Wall or Svinfylking to enter the Viking Age.
* AI
- The AI now goes to the aid of its attacked buildings, rather than only its units.
- The AI now purposefully builds units/buildings to complete its quests.
- The AI now only declares war during scenarios after 20 minutes of playing, so that main quests can proceed more smoothly.
* Buildings
- All Germanic buildings now have snowy variations.
- The Teutonic Mason's Shop now correctly uses its active animations.
- The Germanic Stables graphics now use semi-transparent shadows, as the other buildings do.
- Teuton buildings now have snowy variations.
- Copper, Silver, Gold, Iron, Mithril and Coal Deposits and Mines now have snowy variations.
- The Mercenary Camp, Settlement Site, Yale Cave and Yale Hunting Lodge buildings now have snowy variations.
- Added the Elven Town Hall, Stronghold, Farm and Barracks buildings.
- Added the Latin Dock building.
- The construction of town halls over settlement sites now possesses two additional (generic) construction frames.
- Added notes in the encyclopedia for deposit/mine buildings, describing their conversion rates to copper.
* Characters
- A character's father, mother and children are now delineated in their encyclopedia entry.
* Deities
- A deity's father, mother and children are now delineated in their encyclopedia entry.
* Editor
- Fixed crash which occurred when creating new cave and dungeon maps in the editor.
* Items
- Bows now have specific graphics for when they are on the ground.
- Added meat food item.
* Miscellaneous
- Reduced the time of day color effects, so that the graphics aren't too dark during night.
- Instead of tiles being owned by a player based on an influence range expanding from the player's buildings, tiles are now assigned to a settlement, and when the player builds a hall on the settlement site ownership of all its tiles are gained.
- Added 2x scaling option.
- Removed the "Use OpenGL" option, as OpenGL is now always used for rendering.
- Reworked the random number generator to provide better results.
- Improved the performance of resource gathering pathfinding.
* Modding
- Added instructions (in the game's "documents" subfolder) on how to create a mod in the game's new database format.
* Multiplayer
- Fixed possible source of desyncs related to hiring units at mercenary camps.
* Quests
- Quests can now be accepted in a sub-menu in the town hall interface.
- Added dozens of new side-quests for gathering resources, building structures, researching upgrades and hunting predators. These quests are available for the Anglo-Saxon, Germanic, Gothic, Norse, Suebi and Teutonic civilizations, and provide flavor based on each civilization's language.
- The quest pool is now updated each minute, instead of each half-minute, to give the player a bit more time to pick a quest before the pool changes.
- The Master of Metal quest no longer grants 2 Buras on completion, providing just the copper reward now.
- The House of Seven Fathers quest is now available only for the Norse civilization (previously it was also available for the Germanic civilization).
* Scenarios
- Other kobolds will no longer attack the Grafvitning Tribe, to prevent it from being destroyed too soon in the The First Dwarves scenario.
- The Nidavellir scenarios now take place in a single map layer. The underground portions of the map are now in the same layer as the surface portions, but retain their peculiar characteristics, e.g. cave walls being non-passable by air units and missiles.
- Reduced the size of the Aurvang and Joruvellir map templates.
- The Settlement of Scandinavia scenario now requires the player to build a Chieftain's Hall in Copenhagen instead of Leidre.
- The scenario screen now shows the year in which the scenario starts.
- Moved the start year of the The First Dwarves scenario from 3000 BC to 25000 BC.
- Made it so many Earth scenarios now take place on a new 384x384 map.
* Sounds
- The "work complete" sound now correctly plays when an upgrade has been researched.
- Sounds are now loaded in parallel, decreasing audio loading times.
* Terrain
- Units in underground terrain tiles (cave floor and rockbound cave floor) are now treated as if they are at night for sight range bonus purposes.
- Units in underground terrain tiles are now have the night-time color effect applied on them.
- Terrain feature tooltips now only appear after one second.
- Destroyed rocks and walls now disappear after some time.
* Units
- Dwarven axe infantry units now have +10 HP and -2 evasion.
- Dwarven spear infantry units now have +5 HP and -2 evasion (they already had a free +5 HP bonus before).
- Added Elven Worker unit.
- Dwarven Miners can no longer equip axes.
- Priest units now have a slower attack rate.
- Frogs and crows now have their own icons, and are selectable.
- A unit's type name will now have its civilization prefixed to it if the type's civilization is different than that of its owning player. For example: a goblin "Swordsman" which is recruited as a mercenary by a dwarven player will then be called a "Goblin Swordsman".
* User Interface
- Replaced the main menu background with a new one made by Jinn.
- Removed the "Larger Popup Font" option, as its purpose is largely fulfilled by the 2x scaling option.
- Added "Territories" minimap mode. Press TAB to toggle through the minimap modes.
- Added minimap mode with the territories of each settlement.
- Added support for zooming the minimap for maps with tile size larger than the pixel size of the minimap (e.g. 256x256 maps if the minimap is 128x128). Press Shift-TAB to zoom/unzoom the minimap.
- Simplified the appearance of terrain on the minimap. Each terrain type is now represented by a particular color (with seasonal variations).
- The player's population number can now be seen when hovering the food icon on the top bar. The number is based on the number of organic, non-fauna units the player possesses. The population number is for flavor only, and has no gameplay effect.
- The (human) player's name in the player list is now shown in green.
[ 2020-12-21 19:32:28 CET ] [ Original post ]
The process of porting Wyrmsun to Godot unfortunately did not work as well as I had hoped. Though Godot is a great game engine and its existence is a boon to open-source game development, it did not match Wyrmsun's requirements as well as I had originally thought. This necessitated taking a step back and re-evaluating how the future path for the game's development should look like. After much consideration and practical experimentation, I took the decision to keep using the Stratagus engine, while reworking and modernizing it to enhance code quality and productivity. For the UI, the plan is to gradually make use of the Qt Framework to replace the old, brittle Stratagus UI code with an UI based on Qt, which is more flexible and contains more features than Stratagus' inbuilt UI code. A crucial advantage of Qt in this case is that I can use it as a library (which I could not with Godot), and am able to gradually replace the old UI, without needing to do it all at once for it to work. During the last few months, I have done much progress in improving the game's engine. I have posted a new update to Wyrmsun's development branch (accessible through the beta options on Steam), which contains a plethora of improvements, such as a 2x scaled mode (using the xBRZ algorithm), parallel audio loading and a host of other engine changes which may not be immediately perceptible when playing the game, but which are crucial for its further development. I wish a good weekend to you all! -- Andrettin
[ 2020-10-24 17:56:26 CET ] [ Original post ]
As a part of the effort to overhaul Wyrmsun to port it to the Godot engine, the game is receiving a couple of beautiful new backgrounds. All of them were made by Jinn, a talented artist who has been working on Wyrmsun from the very beginning.
The first one I would like to show to you is the goblin "victory" background:
Travelling through one of Nidavellir's dark forests, a dwarven warband was ambushed from the shadows with goblin fury. Their heads were mounted on stakes, and left as a dire warning.
Next, we have the background for dwarven victory, depicting a stonelord in his war-glory:
And finally, there is the new main menu background, which brings together the variety of elements contained in the game. A human bronze age warrior watches warily, as a deadly battle proceeds before his eyes. A dwarf seeks to avenge his fallen kin who fell prey to a great wyrm, while the sun shines above the beast's head:
[ 2019-06-14 21:14:48 CET ] [ Original post ]
Since its inception Wyrmsun has used Stratagus, an open-source RTS engine, as its foundation. Without Stratagus and the many people who contributed to it, Wyrmsun would likely never have become a reality. Throughout the years, I have made a large number of alterations to the engine, as Wyrmsun's development necessitated. This modified version of Stratagus I named Wyrmgus.
Stratagus' code goes a good deal beyond the game logic itself, performing a number of tasks such as window management, audio playing and so forth. This additional code incurs a substantial maintenance time cost, and such tasks are something that modern general engines (like Godot and Unity) handle quite well. The Stratagus/Wyrmgus code for dealing with some of those areas has grown somewhat outdated, too. Hence, then, came the decision to make the game use Godot as its engine, transforming Wyrmgus to make it become a Godot C++ module.
In practice, this means that a lot of the functionality that is not directly related to the game logic, like the aforementioned audio playing and such, will be handled by Godot, while Wyrmgus will become much more focused on the game logic itself.
This move has several other advantages as well. It allows Wyrmsun to harness Godot's powerful UI toolkit, which makes it simpler to work with the UI and extend it. Wyrmsun's main menu has already been rebuilt in Godot, as you can witness below - with a beautiful new background by Jinn:
The new UI is much more cleanly separated from the game logic than the old one, which ran in the same thread as the game logic. Besides performance gains, this also means that the UI responsiveness is no longer limited by the game speed (which by default is 30 ticks per second - hence resulting in 30 frames per second). The fabled 60 FPS feature which has so often been requested is finally within our grasp ;)
The usage of Godot's window management will also be beneficial, as it will put an end to the fullscreen and resolution change issues some players have had with Wyrmsun.
These are great changes to the game's structure, but they will, too, brings great rewards.
[ 2019-03-19 19:09:46 CET ] [ Original post ]
This new release of Wyrmsun adds snow variations for ALL dwarven buildings, including the ones in the Brising and Joruvellir Faction Flair packs.
Enjoy!
-----------------------------------------------------------------------
- 3.5.4 Changelog
-----------------------------------------------------------------------
* Buildings
- Added snow variations for all dwarven buildings that lacked them.
- Added snow variations for the Brising Smithy, Mead Hall and Bastion.
- Added snow variations for the Joruvellir Yale Pen, Mead Hall and Bastion.
* Miscellaneous
- Reworked the dependency code to make it more flexible, and also to improve its performance.
- Fixed the value default game speed setting (used when starting the game for the first time). Please note that the game speed preferences can be changed in-game.
[ 2019-01-14 19:00:28 CET ] [ Original post ]
Version 3.5.3 of Wyrmsun is now available!
Two new upgrades have been added, the Composite Bow and the Longbow. Both are, of course, only researchable by civilizations that possess archers.
The two types of bows are also available as items, being equippable by archer units.
For the full changelog, see below. Have a nice weekend!
-----------------------------------------------------------------------
- 3.5.3 Changelog
-----------------------------------------------------------------------
* Abilities
- Increased Barkskin's armor bonus from 2 to 4.
* Items
- Added the Composite Bow and Longbow items, which are equippable by archers.
* Miscellaneous
- Fixed crash when changing resolution.
- A message is now shown when the age of the player's faction has changed.
* Scenarios
- Readded the Shorbear Hills to Nidavellir.
* Units
- Archers and scouts now have a sight range of 6 rather than 5.
* Upgrades
- Added the Composite Bow technology, which increases archer damage by 2.
- Added the Longbow technology, which increases archer range by 1.
[ 2019-01-11 19:14:45 CET ] [ Original post ]
A new update for Wyrmsun has arrived!
The Nidavellir map used for the two dwarven scenarios, The First Dwarves and A Home in the Fields of Sand, is now randomly-generated, thus enhancing its replayability. The amount of available land in the Nidavellir underground has been expanded, so that it now houses multiple kobold tribes, along with a tribe of underground-dwelling gnomes and many resources. A gnomish faction is generated on the surface above as well.
Three new naval upgrades can now be researched at the Dock: Sailing, Celestial Navigation and the Compass.
Each of them increases ship speed by 1. In order for ships to not end up becoming too fast, the initial ship speed has been lowered from 10 to 8.
Two new deities have been added as well: Frey (major deity) and Freya (minor deity). They both belong to the Vanir group of deities from Norse mythology, and are available for the Germanic and Norse civilizations. In Norse mythology, there was a strong association between the Vanir and the elves, with Frey even being described as the ruler of Alfheim himself. As such, in Wyrmsun the Vanir are deities worshipped primarily by elves in-universe, and they adopt elf-like appearances.
Frey's spell is Barkskin, which increases armor by a set amount. Freyja, on the other hand, allows priests to cast Regeneration, making the affected unit slowly recuperate hit points.
For the full changelog, see below.
-----------------------------------------------------------------------
- 3.5.2 Changelog
-----------------------------------------------------------------------
* Abilities
- Added the Barkskin ability, which increases armor by 2 for the target unit.
- Added the Regeneration ability, which causes the target unit to slowly regenerate hit points.
* Buildings
- The Coal Mine is now built upon a deposit like the other mines.
- Added snowy graphics for the dwarven Mead Hall and Bastion.
* Deities
- Added the Frey major deity for the Germanics and the Norse. Frey grants +1 damage to archers, and the Barkskin ability to priests.
- Added the Freyja minor deity for the Germanics and the Norse. Freyja grants +20 mana and the Regeneration ability to priests.
* Factions
- Founding the dwarven Shadowcharm Clan now requires having built a Temple, and having Loki as a worshipped deity.
* Maps
- Improved the performance of the forest regeneration code.
- Fixed issue which occurred when loading a saved game of certain quests (e.g. "The Wyrm", "Caverns of Flame").
* Miscellaneous
- Fixed issue with the size and graphics of the save game confirmation dialog.
* Quests
- The Andvari's Gold side-quest now requires the destruction of the Oinling Clan's Mead Hall, instead of the destruction of the entire clan. The magic ring will drop beside the destroyed hall.
* Scenarios
- The Nidavellir map is now randomly-generated.
- The trigger which creates the Oinling Clan now gives a Mead Hall for it as well.
* Units
- The starting speed for ships has been toned down, so that the final speed after researching the new Sailing and Celestial Navigation upgrades is still the same as before.
- Slimes now deal acid damage, which ignores armor.
- Increased the amount of experience slimes give when killed.
* Upgrades
- Added Sailing upgrade, which increases speed for ships and is researched at the Dock.
- Added Celestial Navigation upgrade, which increases speed for ships and is researched at the Dock.
- Added Compass upgrade, which increases speed for ships and is researched at the Dock.
[ 2019-01-07 20:28:03 CET ] [ Original post ]
----------------------------------------------------------------------- - 3.5.1 Changelog ----------------------------------------------------------------------- * Miscellaneous - Fixed crash on start on Linux.
[ 2018-12-25 13:34:11 CET ] [ Original post ]
As autumn gives its way to winter, the ground gets covered in snow, and daylight falters.
This new update to Wyrmsun makes a substantial addition to the game: the passage of seasons. Each of them lasts c. 15 minutes (so that 1 year = c. 1 hour) at the base game speed. Their effects are twofold: seasons can change the terrain (e.g. from grass to snow), and they affect the time of day schedule (with longer nights/shorter days during winter and the reverse during summer).
To celebrate the holidays, a Christmas hat item has been added to the game:
That is not all, however. Further content has been added to Wyrmsun:
* A new major deity, Loki (available for the Dwarves and the Norse), which grants a 50% Backstab Bonus to axe and sword infantry and the Slow spell for priests.
* The current "age" your faction is in (e.g. the Bronze Age) is now depicted at the top of the screen.
* Times of day and seasons are now represented by icons at the top of the screen (hover the mouse over them to see the name of time of day / season).
* Bats, blood bats and dread bats now have icons of their own, and are selectable.
* New club weapon.
Many thanks to Jinn and Exidelo for their hard work on the graphics added in this update!
Merry Christmas to you all!
For the full changelog, see below.
-----------------------------------------------------------------------
- 3.5.0 Changelog
-----------------------------------------------------------------------
* Abilities
- Dwarven loremasters can now learn the Mace Mastery ability.
- If multiple priests are selected and are then instructed to cast Far Sight, only one of them will cast the spell now. Previously all selected priests able to cast the spell would do so, despite that providing no additional benefit.
* Buildings
- Added "Enter Map Layer" button for Cavern Entrances and Portals, which changes the current map layer to the one the building leads to.
- Added snowy variations for the Germanic War Lodge and the Dwarven War Hall.
* Deities
- Added Loki major deity for the Dwarves and the Norse. Loki provides a 50% Backstab Bonus to sword and axe infantry, and the Slow spell for priests.
* Heroes
- Hero encyclopedia entries now display their level and acquired abilities.
- Fixed issue which caused Norse and Latin heroes to not be selectable to play an Earth quest with.
- Fixed issue which caused fauna heroes to have inventories.
- Fauna heroes can now enter transport ships.
- Fixed issue which caused custom heroes to be recruitable at game start even if they were picked to start the game with.
* Items
- Added Club weapon.
- Added Christmas Hat. This item appears only during winter.
* Miscellaneous
- Seasons can now pass in-game, in a manner reminiscent of the time of day system. Each year takes about one real-time hour to pass. Currently the seasons are mostly cosmetic, causing the terrain graphics to change. Additionally, days are shorter during winter and nights longer, while for summer it is the other way around.
* Modding
- Made substantial progress in allowing for separation between scripts and data. Animations, buttons, characters, icons, map templates, missile types, sounds, terrain types and unit types can now be defined in data files (.cfg), placed within the /data/ folder. The .cfg files within the /data/ folder (or in a subfolder within it) of a mod are now parsed automatically by the game on start.
* Quests
- Fixed issue which caused quest objectives to keep being displayed when loading a save game from within a quest.
- Quests will no longer fail if they require researching a given upgrade, and you have lost the building that researches it but still have workers to rebuild the structure.
* Terrain
- Fixed issue which caused walls to regrow when destroyed if built on top of cleared forests.
- Added support for season-specific terrain graphics.
- Dirt, Grass and Dry Mud tiles now become Snow ones during winter.
- Mud tiles now become Ice ones during winter.
- Pine Tree tiles now become Snow Pine Tree ones during winter, and Autumn Pine Tree tiles during autumn.
- Rock tiles now become Snow Rock ones during winter.
- Added snow version for the Flamefood Tree.
* Units
- Fixed issue which caused flying units to prefer moving over roads and railroads, despite receiving no benefit from them.
- If a unit which has an ability with autocast active is selected, and you right-click another unit, the selected unit will use its ability on the right-clicked unit if the latter fits the autocast conditions. For example, if you select a hero who has the Stun ability on autocast, and then right-click an enemy, your hero will now use Stun on the enemy instead of attacking.
- Bats, blood bats and dread bats are now selectable and have icons.
* User Interface
- The minimum resolution width for the game is now 1024.
- Pressing CTRL+L now returns the player to the previous map layer they were in.
- Hovering the mouse over resource amounts will now also display the tooltip for the respective resource (previously the tooltip was only displayed if hovering the mouse over the resource's icon). This also applies to the food and score amounts.
- A text string is now displayed at the top of the screen delineating which "age" the player is currently in (e.g. Bronze Age). This changes automatically depending on which upgrades are researched. For instance, when the player researches Ironworking they will change from the Bronze Age to the Iron Age.
- Times of day and seasons are now represented by icons at the top of the screen.
[ 2018-12-23 14:21:03 CET ] [ Original post ]
Wyrmsun 3.4.1 is now available! This new releases fixes a couple of issues with the previous version. ----------------------------------------------------------------------- - 3.4.1 Changelog ----------------------------------------------------------------------- * Heroes - Fixed issue which caused heroes with certain worker unit types (e.g. runesmiths) to not be able to choose a deity. - Added encyclopedia entries for any hero that has a description, background or quote, even if they don't have a special icon. - Hero encyclopedia entries are now categorized by civilization. - Hero encyclopedia entries now list the worshipped deities, if any. * Quests - Fixed issue which caused the "Closing the Gates" and "Gathering Materials" quests to hang when being started. * User Interface - Added tooltip to describe what the Mouse Grabbing option does.
[ 2018-11-07 11:44:02 CET ] [ Original post ]
The 3.4.0 update for Wyrmsun has arrived! This update contains several substantial additions to the game, namely: * Playable Norse * Addition of Mason's Shop buildings for non-dwarven civilizations * Inclusion of Ballista/Catapult Tower buildings * New experience upgrades for some dwarven units For the full changelog, see below. ----------------------------------------------------------------------- - 3.4.0 Changelog ----------------------------------------------------------------------- * Buildings - Added Norse Dock, Market, Temple and Watch Tower. - Added Dwarven Ballista Tower, an individual upgrade of their Sentry Tower. - Added Dwarven Cannon Tower, a technological upgrade of their Ballista Tower. Researching Gunpowder converts Ballista Towers into Cannon Towers. - Added Goblin Catapult Tower, an individual upgrade of their Watch Tower. - Added Teuton Catapult Tower, an individual upgrade of their Watch Tower. - Added Goblin Mason's Shop. - Added Teuton Mason's Shop. * Civilizations - The Norse civilization is now playable. * Map Editor - Fixed issue which caused prefix/suffix for certain item types to be reset when opening up their properties. * Miscellaneous - Building entries in the encyclopedia are now separated by civilization (as occurs with units and technologies). - Ctrl-clicking resource sell buttons now toggles the autosale of that resource. * Scenarios - Fixed issue which caused a unit killed through effects like bleeding to not count for the completion of quest objectives. * Terrain - The Snow terrain transitions have been reworked. * Units - Fixed issue which caused units to not be granted experience if they killed another unit through effects like bleeding. - Added the dwarven Stalwart and Sentinel (upgrades of the Guard). - Added the dwarven Annalist and Loremaster (upgrades of the Witness). - Unit epithets are now properly saved for save games. * Upgrades - The siege weapon projectile upgrades now require Engineering, as the siege weapons themselves do.
[ 2018-10-31 06:14:35 CET ] [ Original post ]
----------------------------------------------------------------------- - 3.3.1 Changelog ----------------------------------------------------------------------- * Quests - Fixed issue which caused a crash when starting the A Bargain is Struck quest. * Units - Added Goblin Warship. - Added Slavic Swordsman. - Added Norse Longship (also available for the Anglo-Saxons, Franks, Goths, Suebi and Teutons).
[ 2018-03-18 09:15:43 CET ] [ Original post ]
----------------------------------------------------------------------- - 3.3.1 Changelog ----------------------------------------------------------------------- * Quests - Fixed issue which caused a crash when starting the A Bargain is Struck quest. * Units - Added Goblin Warship. - Added Slavic Swordsman. - Added Norse Longship (also available for the Anglo-Saxons, Franks, Goths, Suebi and Teutons).
[ 2018-03-18 09:15:43 CET ] [ Original post ]
Wyrmsun 3.3.0 is now online! Most notable amongst the changes are a number of AI improvements, as well as the addition of the Palisade (weaker and cheaper wall that costs lumber instead of stone), the Legionary, several Norse structures and the Norse Swordsman. Another important change is that units such as priests now start off with zero mana (and slowly recover it as usual), so that newly recruited priests and heroes aren't capable of casting a plethora of spells right off the bat. Enjoy! ----------------------------------------------------------------------- - 3.3.0 Changelog ----------------------------------------------------------------------- * Abilities - Decreased the duration of the Terror spell from 500 cycles to 200. * AI - Improved the AI building construction. - Increased the distance AI units will go to react to an attack. - The AI now uses only mercenary camps that are currently visible to it (previously it could use any mercenary camps it had previously explored even if they weren't currently visible). - The AI now recruits mercenaries as substitutes of units it would otherwise train, instead of recruiting any mercenaries available. - The AI now makes use of minecarts. - The AI no longer receives extra resources per second under the Hard and Brutal difficulties, instead receiving bonus resources when harvesting. - Fixed issue which caused the dwarven AI to train too many workers in the late game. - Fixed issue which caused the AI to produce luxury resources even before it had a market. * Buildings - Added Norse Farm. - Added Norse War Lodge. - Added Norse Lumber Mill. - Added Norse Smithy. - Players who attack a mercenary camp will now lose access to it. - Fixed issue which caused the settlement of a Settlement Site to not be loaded properly when loading a saved game. - Added Palisade, which is cheaper and less sturdy than walls, and costs lumber instead of stone. - The graphics of the Teuton Wall have been reworked. - The destroyed graphics for the Dwarven Wall have been reworked. * Factions - Added the Jomsvikings mercenary faction (Norse). - Added the Mamertines mercenary faction (Latin). - Added the Varangian Guard mercenary faction (Norse). * Heroes - Fixed issue which caused Gunpowder Infantry heroes who equipped items that granted fire damage to shoot a fire arrow instead of a bullet. - Added one-minute cooldown for recruiting heroes. * Maps - Mercenary Camps are now present in forest random maps. * Scenarios - The Hlesing Tribe no longer starts off at war with other Germanic tribes in the Thunraz's Servant scenario. * Units - Added unit graphics for the Norse Swordsman and the Norse Veteran Swordsman. - Gunpowder infantry units and the Latin Javelineer can now use the Precise Shot ability properly. - Added new icons for the Goblin Barbarian and the Goblin Warlord. - Unit epithets (e.g. "the Wise") now remain in place even after changing civilizations. - Units now start with 0 mana. - Minecarts can now be salvaged (like buildings). - Fixed an issue which caused minecarts to get stuck after harvesting metal rocks. - Increased minecart costs from 200 Copper and 200 Lumber to 300 Copper and 300 Lumber. - Fixed issue which in certain circumstances required the player to repeatedly re-issue harvest resource orders to minecarts. - The mana bar overlay is now only shown if the unit has a spell it can cast. - Added the Latin Legionary, Veteran Legionary and Centurion.
[ 2018-02-24 21:58:12 CET ] [ Original post ]
Wyrmsun 3.3.0 is now online! Most notable amongst the changes are a number of AI improvements, as well as the addition of the Palisade (weaker and cheaper wall that costs lumber instead of stone), the Legionary, several Norse structures and the Norse Swordsman. Another important change is that units such as priests now start off with zero mana (and slowly recover it as usual), so that newly recruited priests and heroes aren't capable of casting a plethora of spells right off the bat. Enjoy! ----------------------------------------------------------------------- - 3.3.0 Changelog ----------------------------------------------------------------------- * Abilities - Decreased the duration of the Terror spell from 500 cycles to 200. * AI - Improved the AI building construction. - Increased the distance AI units will go to react to an attack. - The AI now uses only mercenary camps that are currently visible to it (previously it could use any mercenary camps it had previously explored even if they weren't currently visible). - The AI now recruits mercenaries as substitutes of units it would otherwise train, instead of recruiting any mercenaries available. - The AI now makes use of minecarts. - The AI no longer receives extra resources per second under the Hard and Brutal difficulties, instead receiving bonus resources when harvesting. - Fixed issue which caused the dwarven AI to train too many workers in the late game. - Fixed issue which caused the AI to produce luxury resources even before it had a market. * Buildings - Added Norse Farm. - Added Norse War Lodge. - Added Norse Lumber Mill. - Added Norse Smithy. - Players who attack a mercenary camp will now lose access to it. - Fixed issue which caused the settlement of a Settlement Site to not be loaded properly when loading a saved game. - Added Palisade, which is cheaper and less sturdy than walls, and costs lumber instead of stone. - The graphics of the Teuton Wall have been reworked. - The destroyed graphics for the Dwarven Wall have been reworked. * Factions - Added the Jomsvikings mercenary faction (Norse). - Added the Mamertines mercenary faction (Latin). - Added the Varangian Guard mercenary faction (Norse). * Heroes - Fixed issue which caused Gunpowder Infantry heroes who equipped items that granted fire damage to shoot a fire arrow instead of a bullet. - Added one-minute cooldown for recruiting heroes. * Maps - Mercenary Camps are now present in forest random maps. * Scenarios - The Hlesing Tribe no longer starts off at war with other Germanic tribes in the Thunraz's Servant scenario. * Units - Added unit graphics for the Norse Swordsman and the Norse Veteran Swordsman. - Gunpowder infantry units and the Latin Javelineer can now use the Precise Shot ability properly. - Added new icons for the Goblin Barbarian and the Goblin Warlord. - Unit epithets (e.g. "the Wise") now remain in place even after changing civilizations. - Units now start with 0 mana. - Minecarts can now be salvaged (like buildings). - Fixed an issue which caused minecarts to get stuck after harvesting metal rocks. - Increased minecart costs from 200 Copper and 200 Lumber to 300 Copper and 300 Lumber. - Fixed issue which in certain circumstances required the player to repeatedly re-issue harvest resource orders to minecarts. - The mana bar overlay is now only shown if the unit has a spell it can cast. - Added the Latin Legionary, Veteran Legionary and Centurion.
[ 2018-02-24 21:58:12 CET ] [ Original post ]
Happy New Year! Wyrmsun 3.2.1 has arrived! See the changelog below. ----------------------------------------------------------------------- - 3.2.1 Changelog ----------------------------------------------------------------------- * AI - Updated how AI troop recruitment works. * Building - Added the Heorot unique building. - Added Norse Chieftain's Hall (graphics by Jinn). * Civilizations - The Norse now appear as a NPC civilization in custom maps if the appropriate tech level has been chosen. * Heroes - Added Dvalin (Dwarven Witness) as a recruitable hero. * Miscellaneous - Fixed new year Linux start-up crash. * Scenarios - Fixed issue which caused the Shorbear Hold side-quest to not function properly. - Added the "Dvalin's Runes" side-quest, in which the player has to research Runewriting. - Added the "Heorot" side-quest, the fulfillment of which transforms the player's Chieftain's Hall/Town Hall in Leidre into the unique building Heorot. * Units - Fixed issue which caused slimes to try to garrison in a tower if the player selected an ungarrisoned tower and right-clicked the slime. - Added Norse Swordsman, Veteran Swordsman and Hersir (icons by Jinn). * Upgrades - Changed the name of the dwarven writing upgrade from "Dvalic Runewriting" to "Runewriting".
[ 2018-01-07 10:19:58 CET ] [ Original post ]
Happy New Year! Wyrmsun 3.2.1 has arrived! See the changelog below. ----------------------------------------------------------------------- - 3.2.1 Changelog ----------------------------------------------------------------------- * AI - Updated how AI troop recruitment works. * Building - Added the Heorot unique building. - Added Norse Chieftain's Hall (graphics by Jinn). * Civilizations - The Norse now appear as a NPC civilization in custom maps if the appropriate tech level has been chosen. * Heroes - Added Dvalin (Dwarven Witness) as a recruitable hero. * Miscellaneous - Fixed new year Linux start-up crash. * Scenarios - Fixed issue which caused the Shorbear Hold side-quest to not function properly. - Added the "Dvalin's Runes" side-quest, in which the player has to research Runewriting. - Added the "Heorot" side-quest, the fulfillment of which transforms the player's Chieftain's Hall/Town Hall in Leidre into the unique building Heorot. * Units - Fixed issue which caused slimes to try to garrison in a tower if the player selected an ungarrisoned tower and right-clicked the slime. - Added Norse Swordsman, Veteran Swordsman and Hersir (icons by Jinn). * Upgrades - Changed the name of the dwarven writing upgrade from "Dvalic Runewriting" to "Runewriting".
[ 2018-01-07 10:19:58 CET ] [ Original post ]
Wyrmsun 3.2.0 has arrived! The main changes in this patch are: 1. Guard Towers and Strongholds now have an innate ranged attack. Garrisoned units can still attack from within them, but the guard tower can now only have one garrisoned unit. 2. An Ironworking upgrade has been added. Ironworking unlocks the construction of iron mines (iron is converted to copper at a 100% rate), as well as mithril mines (available only on certain Nidavellir maps) (mithril is converted to copper at a 800% rate). Ironworking is now a requirement for several upgrades, such as the level 2 weapon/armor ones. See below for the full changelog. ----------------------------------------------------------------------- - 3.2.0 Changelog ----------------------------------------------------------------------- * Achievements - In-game achievement descriptions now show your progress towards the achievement. - Added a new achievement, The Treasures of Svarinshaug. - Improved the description of The Lay of Alvis achievement. * Buildings - Strongholds and Guard Towers now have an innate ranged attack, though garrisoned units can still attack from within them. Guard Towers now have a garrison capacity of 1 rather than 2. - Strongholds and Guard Towers are now affected by arrow/throwing axe upgrades, as well as by Alchemy. - Fixed issue which caused building ownership influence to not be applied properly when a building changed owner. - Added Iron Deposit and Iron Mine (graphics by Jinn). Iron converts to Copper at a 100% rate. Iron Mines can only be built after the Ironworking technology has been researched. - Added Mithril Deposit and Mithril Mine (graphics by Jinn). Mithril converts to Copper at a 800% rate. Iron Mines can only be built after the Ironworking technology has been researched. Mithril Deposits are only present in Nidavellir maps. * Faction - Founding a Frankish/Teuton/etc. faction when playing as a Germanic faction now requires Ironworking having been researched, instead of Broad Sword, Bronze Shield, Barbed Arrow and Wood Plow. - Some dwarven clans now require Ironworking to be founded. * Heroes - The Runemasters Brokk, Eitri and Ivaldi are now recruitable heroes. - Increased the maximum heroes to 4. - Baglur, Durstorn, Kuhnar, Noiraran, Rugnur and Thursagan can now only be recruited by the Norlund Clan. * Items - Added "Shocking" magic prefix (+1 lightning damage). - The "Storm" magic prefix now gives +2 lightning damage instead of +1. - Added "of the Storm" magic suffix (+2 lightning damage). - Added "Impaling" magic prefix (+2 piercing damage). - Added the Mjollnir unique hammer. - Added the Gungnir unique long spear. * Interface - The Idle Worker button now displays the icon of one of the worker units that are idle, rather than the icon of the player's civilization's worker unit type. - The track unit function now works properly when the unit changes its map layer. - The quest buttons now update properly when the available quests change while a town hall is selected. - The popup that appears when hovering over a resource icon now displays information about which resources convert to that one, and what is the resource's processing bonus. - Moved the position of the resource popups so that the cursor isn't on top of them. * Maps - The player now starts the Random Dungeon and Hall of Lyr maps with a small assortment of units besides the starting hero. - Added new possible starting/max tech level for custom maps, "Civilized (Gunpowder)". If "Civilized (Iron)" is set as the max tech level, players will no longer be able to research Gunpowder. * Scenarios - Added an underground layer for the Nidavellir scenarios. - The Grafvitning kobolds now dwell in the underground layer, beneath Svarinshaug. - Added "The Mastersmith Brothers" dwarven side-quest, in which the player has the objective of recruiting Brokk and Eitri. - The "Treasures of Svarinshaug" mission has been replaced with two dwarven side-quests accessible in the scenario mode, "The Ring of Riches" and "The Thunder Hammer". Those quests are available if the player has a smithy, and has recruited the heroes Brokk and Eitri. - Added "The Magnificent Spear" and "The Sleek Ship" dwarven side-quests. - The "Thrahila's Logging", "Thrahila's Hut" and "Karla's Farm" side-quests can now be obtained if the player controls Thrahila/Karla. - The quest objective display for the scenario mode now supports counters. - Side-quest popups now display the highest difficulty you have completed that side-quest in. - Changed the player's objectives in "The Settlement of Scandinavia". - The Copper Deposits in the Earth map that were placed to represent iron deposits are now Iron Deposits. * Units - Added +1 damage to the dwarven Scout, Pathfinder, Explorer and Gryphon Rider. - Goblin Thieves now have the (passive) "Mugging" ability. Whenever they attack another unit, the thieves' player now receives a portion of that unit's costs in resources. - Dwarven Runesmiths, Runemasters and Arcanisters can now build Brising Smithies if they belong to the Brising Clan or Lyr. * Upgrades - Added Ironworking upgrade (icon by Jinn). Researching Ironworking unlocks the construction of Iron and Mithril mines, and grants a 10% Iron/Mithril processing bonus. Ironworking is now a requirement for level 2 melee weapon/shield/ranged projectile/siege projectile upgrades and for Iron-Tipped Plow, Engineering and Alchemy.
[ 2017-12-18 11:32:35 CET ] [ Original post ]
Wyrmsun 3.2.0 has arrived! The main changes in this patch are: 1. Guard Towers and Strongholds now have an innate ranged attack. Garrisoned units can still attack from within them, but the guard tower can now only have one garrisoned unit. 2. An Ironworking upgrade has been added. Ironworking unlocks the construction of iron mines (iron is converted to copper at a 100% rate), as well as mithril mines (available only on certain Nidavellir maps) (mithril is converted to copper at a 800% rate). Ironworking is now a requirement for several upgrades, such as the level 2 weapon/armor ones. See below for the full changelog. ----------------------------------------------------------------------- - 3.2.0 Changelog ----------------------------------------------------------------------- * Achievements - In-game achievement descriptions now show your progress towards the achievement. - Added a new achievement, The Treasures of Svarinshaug. - Improved the description of The Lay of Alvis achievement. * Buildings - Strongholds and Guard Towers now have an innate ranged attack, though garrisoned units can still attack from within them. Guard Towers now have a garrison capacity of 1 rather than 2. - Strongholds and Guard Towers are now affected by arrow/throwing axe upgrades, as well as by Alchemy. - Fixed issue which caused building ownership influence to not be applied properly when a building changed owner. - Added Iron Deposit and Iron Mine (graphics by Jinn). Iron converts to Copper at a 100% rate. Iron Mines can only be built after the Ironworking technology has been researched. - Added Mithril Deposit and Mithril Mine (graphics by Jinn). Mithril converts to Copper at a 800% rate. Iron Mines can only be built after the Ironworking technology has been researched. Mithril Deposits are only present in Nidavellir maps. * Faction - Founding a Frankish/Teuton/etc. faction when playing as a Germanic faction now requires Ironworking having been researched, instead of Broad Sword, Bronze Shield, Barbed Arrow and Wood Plow. - Some dwarven clans now require Ironworking to be founded. * Heroes - The Runemasters Brokk, Eitri and Ivaldi are now recruitable heroes. - Increased the maximum heroes to 4. - Baglur, Durstorn, Kuhnar, Noiraran, Rugnur and Thursagan can now only be recruited by the Norlund Clan. * Items - Added "Shocking" magic prefix (+1 lightning damage). - The "Storm" magic prefix now gives +2 lightning damage instead of +1. - Added "of the Storm" magic suffix (+2 lightning damage). - Added "Impaling" magic prefix (+2 piercing damage). - Added the Mjollnir unique hammer. - Added the Gungnir unique long spear. * Interface - The Idle Worker button now displays the icon of one of the worker units that are idle, rather than the icon of the player's civilization's worker unit type. - The track unit function now works properly when the unit changes its map layer. - The quest buttons now update properly when the available quests change while a town hall is selected. - The popup that appears when hovering over a resource icon now displays information about which resources convert to that one, and what is the resource's processing bonus. - Moved the position of the resource popups so that the cursor isn't on top of them. * Maps - The player now starts the Random Dungeon and Hall of Lyr maps with a small assortment of units besides the starting hero. - Added new possible starting/max tech level for custom maps, "Civilized (Gunpowder)". If "Civilized (Iron)" is set as the max tech level, players will no longer be able to research Gunpowder. * Scenarios - Added an underground layer for the Nidavellir scenarios. - The Grafvitning kobolds now dwell in the underground layer, beneath Svarinshaug. - Added "The Mastersmith Brothers" dwarven side-quest, in which the player has the objective of recruiting Brokk and Eitri. - The "Treasures of Svarinshaug" mission has been replaced with two dwarven side-quests accessible in the scenario mode, "The Ring of Riches" and "The Thunder Hammer". Those quests are available if the player has a smithy, and has recruited the heroes Brokk and Eitri. - Added "The Magnificent Spear" and "The Sleek Ship" dwarven side-quests. - The "Thrahila's Logging", "Thrahila's Hut" and "Karla's Farm" side-quests can now be obtained if the player controls Thrahila/Karla. - The quest objective display for the scenario mode now supports counters. - Side-quest popups now display the highest difficulty you have completed that side-quest in. - Changed the player's objectives in "The Settlement of Scandinavia". - The Copper Deposits in the Earth map that were placed to represent iron deposits are now Iron Deposits. * Units - Added +1 damage to the dwarven Scout, Pathfinder, Explorer and Gryphon Rider. - Goblin Thieves now have the (passive) "Mugging" ability. Whenever they attack another unit, the thieves' player now receives a portion of that unit's costs in resources. - Dwarven Runesmiths, Runemasters and Arcanisters can now build Brising Smithies if they belong to the Brising Clan or Lyr. * Upgrades - Added Ironworking upgrade (icon by Jinn). Researching Ironworking unlocks the construction of Iron and Mithril mines, and grants a 10% Iron/Mithril processing bonus. Ironworking is now a requirement for level 2 melee weapon/shield/ranged projectile/siege projectile upgrades and for Iron-Tipped Plow, Engineering and Alchemy.
[ 2017-12-18 11:32:35 CET ] [ Original post ]
Wyrmsun 3.1.0 is now online! The main changes of this patch are: * Added Jewelry as a luxury resource that can be produced at the Smithy and is sold automatically if a Market is present. Jewelry is produced from Copper. * Many buildings now increase in cost according to how many buildings of that type you already have. Mass construction of certain buildings (like Markets) should no longer be as feasible. * Cavalry units now possess a charge bonus of 5%. This means that for every tile they walk through prior to attacking (capped at 10 tiles), cavalry units deal +5% damage in the first attack after moving. * Added the dwarven Runesmith, an experience upgrade of the dwarven Miner. The Runesmith produces Jewelry faster, and can handle its own in combat. For the full changelog, see below. ----------------------------------------------------------------------- - 3.1.0 Changelog ----------------------------------------------------------------------- * Buildings - Barracks, Lumber Mills, Smithies, Mason's Shops, Stables, Temples, Markets, Docks and Universities now have a (cumulative) cost modifier increase of 25% for each building of that type that you construct. - Added encyclopedia entries for roads and railroads, clarifying that railroads' speed bonus apply to all land units, not just rail ones. - Smithies now have "active" graphics, used when resources are being produced in or delivered to them, or when they are researching an upgrade. * Heroes - The dwarven heroes Andvari, Regin, Thursagan now start off as Runemasters. * Items - Added "of Smithing" magic suffix, which increases the worker's jewelry production rate. - Added Runesmith's Hammer item (icon by Jinn). * Maps - The Italy and Southern Baltic maps now support 8 players. - Removed the Scandinavia map, since its area is largely represented in the Southern Baltic map already. * Miscellaneous - Removed the "Units" option for custom maps, since it didn't serve much of a purpose; almost all maps have as default a town hall with five workers, and the other options weren't interesting enough to keep supporting them. Additionally the "squad" unit options could cause issues with maps where players are separated by water. * Resources - Improved how the luxury resource automatic sale system works. * Scenarios - The Goldhoof Clan now starts with the Odin/Hroptatyr major deity in the A Home in the Fields of Sand scenario, so that its starting Witness can actually cast a spell. - Added dialogue between two dwarven workers for the The First Dwarves scenario in which they discuss stone furniture. - Fixed issue with the On the Vanaquisl scenario which could cause the victory dialogue to endlessly repeat. * Units - Cavalry units now have a 5% charge bonus to damage. This means that the damage they deal is increased by 5% for each step the unit took before attacking (the step count is capped at 10). To compensate, cavalry units' damage stat has been reduced. - Gothic cavalry units now have a charge bonus of 7% instead of having extra damage. - Workers can now produce the Jewelry luxury resource from Copper in Smithies. As with other luxury resources, Jewelry is sold automatically if a Market is present. - Dehydration no longer affects units if the desert tile lies within their player's territory. - AI ranged units now try to maintain a certain distance between themselves and slower enemies with smaller range. - Fixed issue which caused units with minimum range (like catapults) to not move away and find a proper place to attack from, if ordered to attack an adjacent unit. - Fixed issue which caused the attack ground command to ignore minimum range. - Ballista bolts now move 50% faster, making them better at hitting units. - Catapults now have a small bonus against buildings, and are slightly less accurate. - Decreased siege engine base damage from 75 to 60. - Shift-clicking a unit training button will now train 5 units of that type. - If the same unit type is queued for training multiple times, it will now show as one icon with the number of trained units on it. - Added the dwarven Runesmith (icon by Jinn, unit graphics by Jinn and b_o), an upgrade of the Miner that produces Jewelry faster and can handle itself in combat. The Runesmith can upgrade to Runemaster and then to Arcanister. * Upgrades - Philosophy now grants +25% research speed instead of +10%.
[ 2017-12-07 20:29:13 CET ] [ Original post ]
Wyrmsun 3.1.0 is now online! The main changes of this patch are: * Added Jewelry as a luxury resource that can be produced at the Smithy and is sold automatically if a Market is present. Jewelry is produced from Copper. * Many buildings now increase in cost according to how many buildings of that type you already have. Mass construction of certain buildings (like Markets) should no longer be as feasible. * Cavalry units now possess a charge bonus of 5%. This means that for every tile they walk through prior to attacking (capped at 10 tiles), cavalry units deal +5% damage in the first attack after moving. * Added the dwarven Runesmith, an experience upgrade of the dwarven Miner. The Runesmith produces Jewelry faster, and can handle its own in combat. For the full changelog, see below. ----------------------------------------------------------------------- - 3.1.0 Changelog ----------------------------------------------------------------------- * Buildings - Barracks, Lumber Mills, Smithies, Mason's Shops, Stables, Temples, Markets, Docks and Universities now have a (cumulative) cost modifier increase of 25% for each building of that type that you construct. - Added encyclopedia entries for roads and railroads, clarifying that railroads' speed bonus apply to all land units, not just rail ones. - Smithies now have "active" graphics, used when resources are being produced in or delivered to them, or when they are researching an upgrade. * Heroes - The dwarven heroes Andvari, Regin, Thursagan now start off as Runemasters. * Items - Added "of Smithing" magic suffix, which increases the worker's jewelry production rate. - Added Runesmith's Hammer item (icon by Jinn). * Maps - The Italy and Southern Baltic maps now support 8 players. - Removed the Scandinavia map, since its area is largely represented in the Southern Baltic map already. * Miscellaneous - Removed the "Units" option for custom maps, since it didn't serve much of a purpose; almost all maps have as default a town hall with five workers, and the other options weren't interesting enough to keep supporting them. Additionally the "squad" unit options could cause issues with maps where players are separated by water. * Resources - Improved how the luxury resource automatic sale system works. * Scenarios - The Goldhoof Clan now starts with the Odin/Hroptatyr major deity in the A Home in the Fields of Sand scenario, so that its starting Witness can actually cast a spell. - Added dialogue between two dwarven workers for the The First Dwarves scenario in which they discuss stone furniture. - Fixed issue with the On the Vanaquisl scenario which could cause the victory dialogue to endlessly repeat. * Units - Cavalry units now have a 5% charge bonus to damage. This means that the damage they deal is increased by 5% for each step the unit took before attacking (the step count is capped at 10). To compensate, cavalry units' damage stat has been reduced. - Gothic cavalry units now have a charge bonus of 7% instead of having extra damage. - Workers can now produce the Jewelry luxury resource from Copper in Smithies. As with other luxury resources, Jewelry is sold automatically if a Market is present. - Dehydration no longer affects units if the desert tile lies within their player's territory. - AI ranged units now try to maintain a certain distance between themselves and slower enemies with smaller range. - Fixed issue which caused units with minimum range (like catapults) to not move away and find a proper place to attack from, if ordered to attack an adjacent unit. - Fixed issue which caused the attack ground command to ignore minimum range. - Ballista bolts now move 50% faster, making them better at hitting units. - Catapults now have a small bonus against buildings, and are slightly less accurate. - Decreased siege engine base damage from 75 to 60. - Shift-clicking a unit training button will now train 5 units of that type. - If the same unit type is queued for training multiple times, it will now show as one icon with the number of trained units on it. - Added the dwarven Runesmith (icon by Jinn, unit graphics by Jinn and b_o), an upgrade of the Miner that produces Jewelry faster and can handle itself in combat. The Runesmith can upgrade to Runemaster and then to Arcanister. * Upgrades - Philosophy now grants +25% research speed instead of +10%.
[ 2017-12-07 20:29:13 CET ] [ Original post ]
Wyrmsun 3.0.0 is now here! The major features of this patch are: * Steam achievements! Thanks to Franco514, Wyrmsun now contains a launcher that passes onto Steam information about acquired achievements. The launcher is Windows-only for now. * Minor deity choices, each with their own bonus and spell: Heimdall, Hel and Tyr * Certain learnable abilities can now be acquired multiple times New learnable abilities: Bow Mastery, Gun Mastery, Throwing Mastery and Toughness New spells: Blessing, Far Sight, Shocking Grasp, Wither New upgrade: Iron Plow For the full changelog, see below. ----------------------------------------------------------------------- - 3.0.0 Changelog ----------------------------------------------------------------------- * Abilities - Added Bow Mastery, Gun Mastery and Throwing Mastery learnable abilities (icons by Jinn). - The "Choose Level-Up Upgrade" submenu is now always available (abilities that cannot be acquired at the moment appear as transparent icons). - Renamed the "Choose Level-Up Upgrade" submenu to "Choose Upgrade", as the hero deity choices are now placed there. - Added support for abilities being acquired more than once. Weapon mastery abilities and Eagle Eye can now be acquired up to five times. - Added the Toughness ability, which increases HP by 10 and can be acquired up to 100 times. - Added the Blessing ability, which increases damage and evasion by 50% (icon by Jinn). The ability is available for human priests if the Christianity upgrade has been acquired. - Added the Wither ability, which decreases damage by 50% (icon by Jinn). The ability is available for dwarven, goblin and human priests if Hel has been chosen as a minor deity. - Added the Shocking Grasp ability, which causes a bit of damage at melee range and leaves the target stunned (icon and lightning effect graphics by Jinn). The ability is available for dwarven and human priests if Thor has been chosen as the major deity. Thor's old spell, Precision, is now granted by Heimdall instead. - Added the Far Sight ability, which reveals an area of the map (icon by Jinn). The ability is available for dwarven and human priests if Odin has been chosen as the major deity. Odin's old spell, Inspire, is now granted by Tyr instead. * Achievements - Added achievements for completing the A Home in the Fields of Sand and Thunraz's Servant scenarios. - Added Steam achievements for the game's Steam version. In order for the Steam achievements to work, the game is now started through a launcher on Steam. * AI - The AI now researches upgrades in a more dynamic fashion. * Buildings - The Gold Mine now uses the rail gold mine graphics after Engineering is researched. - Fixed a bug which could occur if a building was under construction while its unit type changed to another (for example, due to a civilization change). - Fixed issue which caused a building's unit/item stock to increase even if the unit/item isn't allowed yet. * Deities - Added the Heimdall, Hel and Tyr minor deities (icons by Jinn). - Increased the copper and time cost of deities. * Factions - Mercenary companies now have a chance to acquire technology when other factions hire troops from them. * Maps - Added a 256x256 Southern Baltic map for custom games (this is the same map used for the Haimadala's Progeny and Thunraz's Servant scenarios), replacing the 50x96 Jutland and the 128x128 Malmo maps. - Added a 256x256 Gardariki map, replacing the 128x128 Holmgard one. * Miscellaneous - Added new magic effect graphics (by Jinn). - Fixed mouse-jumping issue which happened in some systems while in fullscreen. * Scenarios - After the "Slay Geirrod" quest is acquired, the area around the portal to Jotunheim is now revealed for a short time (with a special revealer that can see ethereal objects such as portals). Additionally, the map is also centered on the portal's location. - Added the "Temple to Haimadala" side-quest for the Haimadala's Progeny scenario. To complete it, a temple has to be built and Haimadala has to be chosen as a minor deity. - Added the Westward Migration scenario, replacing the quest of the same name. - Added the The Settlement of Scandinavia scenario, replacing the Northwards to the Sea and Gylve's Realm quests. - Scenarios that have not been completed yet will now be marked with a highlighted "(!)" in the scenario selection drop-down. - Scenarios now display the faction the player uses in them in their description. - Scenarios are now sorted by faction species (so that the dwarven scenarios are grouped together, as are human scenarios). * Units - Workers now use their sack-carrying graphics for when they are carrying furniture. - Goblin archers now have a bonus against air units, like human archers do. * Upgrades - Added Iron Plow upgrade (+1 food supply for farms). - The Iron-Tipped Wood Plow now requires having a smithy. - The upgrade to convert to Christianity now costs more than it previously did, since it now allows a second spell as well.
[ 2017-11-23 07:54:44 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.9.1 Changelog ----------------------------------------------------------------------- * AI - The AI now builds docks in a more dynamic fashion. * Miscellaneous - Fixed issue which could cause a crash for maps that are smaller than the screen's "map area". * Terrain - Added Snow Rock tiles (by Jinn).
[ 2017-10-30 12:02:33 CET ] [ Original post ]
Wyrmsun 2.9.0 is now online! The game's new version implements a plethora of additions. A new scenario has been added, Thunraz's Servant, in which you play in the role of the warrior Thialfi. This mission is the first to make use of map layer functionality. A special unit in the scenario has the "Ethereal Vision" ability, allowing it to see and use a portal to a different world. Gothic Horse Riders are now in the game as well, and the Gothic civilization has been made playable. During the late game, you can now research the Gunpowder technology at the Academy or University. This new upgrade enables the training of soldiers who wield early gunpowder weapons. The Hand Cannon item has likewise been added to the game, being equippable by gunpowder infantry heroes. ----------------------------------------------------------------------- - 2.9.0 Changelog ----------------------------------------------------------------------- * AI - Improved the performance of AI worker resource gathering assignment. - Fixed issue which caused the AI to waste resources on farms and other buildings before building a town hall, if it didn't start with one. * Buildings - Building construction buttons now display whether the building can store resources, as well as resource processing bonuses. * Deities - When playing an Anglo-Saxon faction, the button for worshipping Wodan/Odin now says "Worship Woden". * Items - Added The Iron Crown of Lombardy unique crown. - Added the magic affixes "of the Day" (+1 day sight bonus) and "of the Night" (+1 night sight bonus). - Added Hand Cannon item (equippable by gunpowder infantry) (icon by Exidelo). * Map Editor - Fixed crash when placing a Settlement Site in the editor. * Maps - Fixed issue which caused neutral mercenary camps to start with a worker (like normal players) if the "1 Worker" option is active. * Miscellaneous - Unit and building encyclopedia entries now contain their costs and stats. - Stone piles are now always generated with 400 stone (previously they were randomly generated with 200 or 400 stone). - Fixed issue which caused Germanic AI players to not automatically pick a faction in custom games. - Fixed issue which caused the required settlements for a faction to be displayed even outside of the Scenario mode. - The Gothic civilization is now playable. - Added buttons in the minimap interface area to change between different map layers in Scenario mode. - Fixed a save game crash which could happen if a hero was within a transport or building when the game was saved. - Added the option to set the resolution width to 1066. - The default resolution is now 1066x600. * Maps - Added Italy map. * Multiplayer - Fixed issue which could cause a desync if the "Computer Opponents" option had been selected by the host before a player had joined. - Added option to select AI difficulty, if the "Computer Opponents" option is active. * Scenarios - Added the Thunraz's Servant scenario. * Terrain - Fixed issue which prevented stone from being gathered from cave walls. - Added Snow, Ice and Pine Tree (Snow) tiles. * Units - Added Dwarven Thunderer (icon by Jinn and unit graphics by Jinn and b_o). - Added Goblin Gunpowder Infantry (icon by Jinn and unit graphics by Jinn and b_o). - Added Teuton Gunpowder Infantry (icon by Jinn and unit graphics by Jinn and b_o). - Added Gothic Horse Rider and Horse Lord (icons by Exidelo). - Renamed Teuton Kriegers to Swordsmen, Adels to Veteran Swordsmen and Truhtins to Warlords. - Renamed Teuton Schutzes to Archers. - Renamed Teuton Ritters to Knights and Landesherrs to Knight Lords. - Renamed the Teuton Rathaus to Town Hall, and the Burg to Stronghold. - Fixed issue which caused caravans and transport ships to not automatically re-engage in trading after returning from a foreign market/dock. - Fixed issue which caused the Suebi Kregar to be available to other human civilizations. * Upgrades - Added Gunpowder upgrade (icon by Exidelo), which is researchable at the Academy/University and unlocks gunpowder infantry units. - Writing upgrades now increase only research speed. - Added Philosophy upgrade (icon by Exidelo), which is researchable at the Academy/University and grants a +10% research speed bonus. Alchemy now requires Philosophy.
[ 2017-10-22 10:18:58 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.8.3 Changelog ----------------------------------------------------------------------- * Buildings - Dwarven Walls, Goblin Walls and Teuton Walls are now buildable (graphics by Jinn). Walls require Masonry to be available. * Factions - In the Scenario mode, founding certain factions now depends on possessing the correct settlements. * Items - Added Crown item. - Added five new unique items belonging to The Dragon's Stars item set, the Dragon's Tail (spatha), the Dragon's Head (crown), the Dragon's Eye (amulet), the Dragon's Tongue (ring) and the Dragon's Jaw (shield). - Added the Hippopotamus' Head unique crown. - Added the "Fiery" magic affix. - Unique item encyclopedia entries now display their magic level. * Miscellaneous - Fixed a crash which could occur after loading a saved game. * Quests - Fixed issue which caused the Gathering Materials quest's initial dialogue to not trigger. * Scenarios - Added the "Journey to Haimadala's Stones" (side-)quest for the Haimadala's Progeny scenario. * Units - Added button to transports to unload all units within (icon by Exidelo). - Renamed the "Kogge" to "Cog".
[ 2017-09-25 12:55:25 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.8.2 Changelog ----------------------------------------------------------------------- * Buildings - Added a button to salvage your own buildings, destroying them and restoring resources used in their construction. The quantity of resources restored starts out at 75%, but decreases as Masonry and Architecture are researched. The percentage of resources restored also varies according to how much HP out of its max HP a building has. - Farms now have slightly greater territory ownership influence range. * Items - Items sold at the Market now have a smaller chance of being magic or unique. - Added support for unique item sets, providing a bonus if all items in a set are equipped. - Added a new unique broad sword, Wolf's Claw. - Added new unique boots, Alsvid's Hooves and a new unique amulet, Arvak's Ear. These items are part of the The Sun Horses' Stars unique item set. - The unique broad sword Brimir is now stronger. - Added the magic affixes "Extinguishing", "Giant's", "Wolf's" and "of the Wolf". * Map Editor - Wood Piles now display their different variations in the editor. - Gold Rocks now display their different variations in the editor. - Fixed performance issue when placing large blocks of tiles in the editor. * Maps - Revamped the Svarinshaug map, so that it now uses data from the Nidavellir map template and is 256x256. - Revamped the Tanais map, so that it now uses data from the Earth map template and is 256x256. * Miscellaneous - Added 1200 as a possible resolution height. - Fixed an issue which could cause a crash with saved games. * Scenarios - The "On the Vanaquisl" quest has been moved to the Scenario mode as its own scenario. - Added hint to the "The First Dwarves" scenario explaining that stone can be harvested from rock tiles.
[ 2017-09-14 15:00:24 CET ] [ Original post ]
Wyrmsun 2.8.1 is now online! A major change has been done to the game in this patch: town hall-type buildings can now only be built on settlement sites (similar to how gold mines are built on gold deposits). This is a significant departure from how the game played previously, version 2.8.0 has been made available as a separate branch on Steam, for those who prefer playing with how the game previously worked. Additionally, dwarves now have a Mason's Shop building to store stone, so that gathering that resource farther from your base is less bothersome. Check out the full changelog below. ----------------------------------------------------------------------- - 2.8.1 Changelog ----------------------------------------------------------------------- * Buildings - Town Halls can now only be built on top of Settlement Sites. - Smithies can now store Copper, Silver, Gold, Coal and Diamonds. Smithies now can only be built within a certain distance of deposits and mines. - Added Diamond Deposit/Mine (recolor of the Copper Deposit/Mine by Kriss7475). Diamonds convert to copper at a 800% rate. - Decorations are now removed when a building is constructed over a tile. - Added a Mason's Shop building for the dwarves, which stores stone and improves its processing by 25% (graphics by Jinn). * Map Editor - Fixed crash which happened when placing a railroad over a neutral copper mine. - Deposits and other resource units can no longer be set to store more than 1 million of their respective resource, as overly large numbers could cause issues for the game. - When creating a new map, the map width and height can now be chosen by inputing a number. Any number between 32 and 512 can be chosen. - Fixed player properties screen issue for new maps. - Added option to delete custom unit types. - Added drop-down in the unit type graphic properties to choose a shadow image for the unit type. * Maps - Fixed issue which caused some maps (i.e. Aquitania) to potentially start with tile irregularities. - Increased the starting stone in the Little Island custom map, to allow give dwarven players an easier time in constructing buildings. - Added a starting town hall for players in the Central Park, Little Island, Looking Upwards, No Man's Land, North-South Conflict, Northern Lakes and Time for Decisions custom maps. - Increased the amount of space around deposits in random maps. - Unicorns (and other animals) can no longer start trapped in a single tile between trees/rocks on random custom maps. - Yale Caves are now generated for random custom maps which use the Swamp tileset. * Miscellaneous - Fixed the "northwest-northeast-inner" border graphics, which were incorrectly using the graphics for the "northwest-northeast-southwest-inner" border. - The initial random seed for the game now varies according to the computer's time and date, so that random maps should no longer yield the same result multiple times. - Added an encyclopedia page explaining the No Randomness mode in the Game Concepts section. - Added Diamond Rock (recolor of the Copper Rock by Kriss7475). - Muspelheim and Niflheim are now described as planes, rather than worlds. Helheim has now been subsumed into Niflheim, which is more accurate to the mythology. * Scenarios - A diamond deposit is now generated for the Nidavellir map. - Added passages between the patches of dry mud within the Joruvellir desert. - Added some rock and tree tiles to Joruvellir. - Added four Yale Caves to Joruvellir. * Terrain - Terrain features (groups of tiles with the same terrain type and with a particular name for the feature) are now properly stored when saving a game. - Decorations are now removed when a pathway is built over a tile. * Units - Increased transport ship trade capacity. - Increased transport ship armor. - Added dwarven Ballista Warship (graphics by Jinn). * Upgrades - Masonry is now researched at the Mason's Shop for the dwarves.
[ 2017-09-07 15:36:30 CET ] [ Original post ]
Wyrmsun 2.8.0 is now here! This new version adds a player territory feature, which prevents others from building in your lands, and displays your borders on the map. Additionally, university buildings have been added, providing higher-level upgrades. Furthermore, when a main hall is built, it will now have a name for its settlement, and each building is assigned to the settlement closest to itself; this is a cosmetic change only, to provide flavor. Enjoy! ----------------------------------------------------------------------- - 2.8.0 Changelog ----------------------------------------------------------------------- * Buildings - Players now have a territory, which is generated by the player's buildings. Players cannot build on the territory of another player. - Buildings now show the name of the settlement they belong to. A new settlement name is generated when a town hall is built, and buildings are assigned to the settlement of the closest town hall. - Fixed issue which caused severely a damaged building's fire to disappear when it was almost at 0 HP. - Added a University building for the Teutons (graphics by Jinn). - Added an Academy building the Goblins (graphics by Jinn). - Added an Academy building the Dwarves (graphics by Jinn). * Factions - Forming Northumbria now requires that no other player have the Bernicia or Deira faction. - Anglo-Saxon factions can now form "Englaland", instead of England. England itself can be formed when higher technological knowledge has been obtained, and forming the faction changes personal names etc. to English (Anglo-Saxons use Old English). * Items - The tooltip for literary works now describes the effects of increasing their respective knowledge stat. * Map Editor - Fixed an issue which prevented closing the player properties window by clicking "OK". - Fixed an issue which could potentially cause the map editor to freeze when loading a map. * Miscellaneous - Removed support for resolutions lower than 800x600, so that more content may be added to the interface later on (i.e. new icons at the top bar). * Multiplayer - Fixed a potential desync cause related to unique item drop. * Upgrades - Added the Shield Wall (+2 armor for infantry) and Svinfylking (+2 damage for infantry) military doctrine upgrades, researched at the barracks (icons by Exidelo). These two upgrades are mutually exclusive. - Added the Architecture upgrade (icon by Exidelo), which increases HP and armor for buildings. This upgrade can be researched at the University/Academy. - Added the Mathematics upgrade (icon by Exidelo), which decreases trade cost for Markets. Engineering and Alchemy now require Mathematics. This upgrade can be researched at the University/Academy. - Engineering and Alchemy are now researched at the University/Academy.
[ 2017-08-13 08:24:26 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.7.3 Changelog ----------------------------------------------------------------------- * Buildings - Added the Yale Cave (graphics by Jinn), which randomly spawns yales. A Yale Hunting Lodge can be built upon it (similar to how mines are built on top of deposits), providing Food, and allowing the Leather luxury resource to be harvested from it (max. 3 workers). The Yale Hunting Lodge has generic and dwarven graphic variants. - Dwarven Yale Pens can now produce Leather (max. 3 workers). * Items - Added Joruvellir Wooden Shield item. - Added a new unique item, Hlewagastiz's Horn. * Miscellaneous - Portraits in encyclopedia entries and dialogues now have a frame. - Added Leather luxury resource, which is automatically sold at the Market. * Scenarios - The "A Rocky Home" quest in the "The First Dwarves" scenario now requires building a Yale Hunting Lodge instead of killing 8 Yales. - Added the "A Home in the Fields of Sand" scenario. * Terrain - Added Desert Sand terrain (graphics by Jinn). - Fixed crash which could occur if the player built a structure on top of a pathway. * Units - Dwarven Scouts, Pathfinders and Explorers now have a black-haired variation. - Fixed the position of the Banner in the goblin Worker structure submenu, so that it doesn't overlap with the Railroad.
[ 2017-06-11 06:35:38 CET ] [ Original post ]
The new faction flair pack will add flavor to the dwarves of Joruvellir, who dwell in the harsh desert sands of their homelands. Splitting off from Modsognir's tribe, the Goldhoof clan embarked on a great migration. They went forth from Svarinshaug, travelled through the Aurvang swamplands, finally reaching the arid sands of Joruvellir, where they settled and gave rise to a myriad dwarven clans.
Ride forth and spill the blood of your enemies!
Coming on June 12th!
[ 2017-06-06 06:40:43 CET ] [ Original post ]
Wyrmsun 2.7.2 is here! Along with many other changes, this patch adds Caravans and Minecarts to the game. Caravans are built at the Market and can be used to trade with the markets of other factions, generating copper. Minecarts function as mine gatherers, and can only move over railroads. These new pathways not only allow minecarts to move, but they also provide the same speed bonus to other units that roads do; they do cost substantially more than roads to build, however. See the full changelog below. ----------------------------------------------------------------------- - 2.7.2 Changelog ----------------------------------------------------------------------- * AI - Improved the AI attack back code. - The AI is now better capable of conducting naval assaults. * Buildings - Fixed issue with burning building graphics not appearing. - Workers can now build Railroads (which require the Engineering upgrade). Railroads are necessary for minecarts to move on, and provide the same speed bonus as roads to units. * Factions - Added the dwarven Oinling Clan (+5% Copper Processing). * Heroes - Added a few new wyrm heroes (without specific portraits), recruitable at kobold mercenary camps. - Fixed issue which made recruitable fauna heroes' stats to not appear properly when hovering over their buttons. - Vindalf can no longer upgrade to a dwarven Explorer. * Items - Added the Elixir of Dexterity, Elixir of Intelligence, Elixir of Strength and Elixir of Vitality items. These elixirs give small permanent bonuses to the unit which drinks them. Each elixir may be consumed once per unit/hero. - Cheese and Carrots are no longer sold at farms, being instead randomly added to the pool of items for sale in markets. * Miscellaneous - Minor pathfinding performance improvement. - Fixed crash which could happen when a transport ship was destroyed while a unit with a level-up point was inside. - Fixed a number of SDL rendering issues. - Fixed a save game loading crash cause. - Units are now categorized by civilization in the encyclopedia. * Quests - Added a new side-quest for the Haimdala's Progeny scenario, "Slay the Wild Folk at Hlesey". - Added a new side-quest for the The First Dwarves scenario, "Andvari's Gold". * Scenarios - The scenario maps now contain tree stumps. - Objectives in the Scenario mode are now categorized according to the quest they belong to. * Terrain - Fixed issue with pine tree and mud tiles appearing black on the minimap under SDL rendering. - Added Desert Sand tiles (by Jinn). * Units - Caravans can now be built at Markets, allowing trade with foreign markets. - Fixed issue which caused transporters to unload all units inside if a transporter unit's button was clicked while the transporter wasn't on a coast. - Fixed issue with corpse sight being greater than it should be. - A worker who is carrying resources will now return them to a stronghold upon right-clicking on it, instead of garrisoning in it. - A worker will now repair damaged garrisonable structures when right-clicking on them, isntead of garrisoning in them. - Units now only auto-attack while following another unit if already close to them. - Siege engines now require the Engineering upgrade to be produced. - Added Minecart, which can gather metals with greater carrying capacity than a normal worker. Minecarts can only move on railroads, and require the Engineering upgrade. - Added Kobold Slasher (upgrade of the Kobold Footpad, icon by Exidelo). - Added Kobold Champion (upgrade of the Kobold Slasher, icon by Exidelo). * Upgrades - Added Engineering upgrade (icon by Exidelo) at the Smithy, which allows siege engines, railroads and minecarts. - Alchemy is now researched at the Smithy.
[ 2017-05-23 08:27:39 CET ] [ Original post ]
Warning: Save games from previous versions of the game are not compatible with the 2.7.1 version. ----------------------------------------------------------------------- - 2.7.1 Changelog ----------------------------------------------------------------------- * Abilities - The Terror spell now lasts for half as long as it did previously. - Improved the performance of aura application (specially that of the Leadership Aura). * AI - Improved the road-building AI. - Improved the performance of the AI attack code. - Improved the performance of the AI healing item pick-up code. - AI units will now correctly use wyrm hearts to heal themselves. * Heroes - Fixed issue which allowed Germanic worker heroes to build Germanic buildings even if controlled by another civilization. - Added an option to re-generate the custom hero name in the custom hero creation menu. * Items - Fixed issue which allowed items to be used or dropped from the unit's main command panel if there were no button there, and its inventory also had an item button at that same spot. * Miscellaneous - Fixed a save game load crash issue. * Scenarios - Fixed issue which caused the random generation to sometimes put wood piles and stone piles too close to the player's starting location, blocking their units. * Units - Fixed issue which caused units to attack back against bats even if they had been given another order. - Fixed issue which caused the "Return Goods" button to be replaced with the "Stand Ground" one when different worker unit types (i.e. Dwarven Miners and Skilled Miners) were grouped together. - Improved the performance of unit target-finding.
[ 2017-04-01 09:12:14 CET ] [ Original post ]
Version 2.7.0 is now live! The major additions in this patch are: - Market buildings, where you can buy and sell resources, and purchase items - Buildable roads, which speed up unit movement - Workers can now transform lumber into the "furniture" luxury resource in lumber mills; furniture is sold for copper automatically if a market is present For the full changelog, see below. ----------------------------------------------------------------------- - 2.7.0 Changelog ----------------------------------------------------------------------- * Buildings - Added Market buildings for the Dwarves, Germanics, Goblins and Teutons (graphics by Jinn). Markets allow trading resources. - Mercenary Camps are now owned by mercenary company neutral factions. - Carpenter's Shops and Lumber Mills now have the option of allowing workers to produce the Furniture luxury resource in them, which is automatically sold if a Market is present. Up to five workers can produce furniture in a lumber mill at the same time. - Carpenter's Shops and Lumber Mills now cannot be built too close to town halls. - A maximum of ten workers can now gather resources from a mine at the same time. - Increased the time it takes for unit stocks to recharge. - Scrolls are no longer bought in Temples, but in Markets. - Markets provide a wide selection of purchasable items, including magic and (very rarely) unique ones. Which items appear depends on what you have. For example, swords only appear if you have a smithy, magic affixes depend on your deity or religion, and so forth. - Added a message if a unique item becomes available for sale in a Market, so that the player doesn't have to worry about missing it. - The AI now makes use of Mercenary Camps. - Fixed issue which destroyed unique mines built upon deposits when loading a saved game. - Fixed issue which reset the resources held of unique deposits/mines when a mine was destroyed, or built upon a deposit. - Goblins can now build Banners, which provide the effects of Leadership Aura to nearby friendly units in combat. * Civilizations - Anglo-Saxon units now have English voices (by Johnvarker). * Events - The "Brawl at the Barracks" random event can no longer fire if the player does not have a town hall. This is to prevent the player losing the necessary resources to build a town hall in scenarios where the player starts with a barracks but no town hall (such as Haimdala's Progeny). * Factions - Fixed issue which prevented the Angle Tribe and Jute Tribe factions from being formable via the "Found a Faction" submenu. - Added Dwarven, Ettin and Kobold Mercenary Company factions. * Heroes - Fixed issue which prevented Frankish hero Kregars from upgrading to Ritars if the player didn't have a Frankish faction. - The AI now recruits heroes. * Items - Books now increase their respective knowledge stat by 5, rather than 3. - Improved literary work dependencies, so that they can be available for multiple civilizations. * Miscellaneous - Fixed crash which could occur when selecting more than 36 units at the same time. - Added resource trade at Market buildings. By default resource trade has an extra cost of 30% (25% for goblin markets), which can be reduced by researching Coinage. - Added "Industry", "Laws" and "Trade" entries to the Game Concepts section of the encyclopedia. - Disabled buttons no longer have a hotkey. - Fixed crash which could happen when loading saved games made in certain maps. - Fixed issue with the rally point button having the same hotkey as some trained units at the barracks. - Fixed the Buy Healing Potion hotkey (it is now properly H, rather than C). - Fixed the Teuton Cleric's hotkey to be L, rather than C, as that conflicted with the hotkey for the Christianity upgrade. * Scenarios - Fixed some issues which could cause the Haimdala's Progeny scenario quests to break if the player changed their faction from a Germanic one too soon. * Terrain - Fixed issue which caused cleared rock on dirt and dry mud to not be buildable upon. - Doubled the time it takes for forests to regrow. - Dungeon walls and cave walls now block unit sight. * Units - Workers can now build roads, which increase movement speed by 25% (road graphics by Jinn). Roads require Masonry. - The Surghan Mercenary portraits are now used for Axefighters, Steelclads and Stonelords hired from the Surghan Mercenaries faction. Dwarven custom heroes can now be a Surghan Axefighter. - Any level 3 organic unit now has access to an inventory. - Fixed issue which caused worker inventories to not have a "cancel" button. - Fixed issue which made units move to autocast even when ordered to stand ground. - Improved unit target-finding code for subterranean maps. - Fixed an issue which allowed a unit to pick items over its inventory capacity by using waypoints. - Fixed issue which sometimes caused a ring of unexplored terrain to appear around units when loading a saved game. - Transport ships can now conduct trade with the docks of other players. * Upgrades - The buttons for upgrades that have already been researched now show up, grayed. - Coinage now decreases trade cost for markets. - Added the "Serfdom" law upgrade (icon by Mrmo Tarius), which reduces worker cost but also productivity. - Added the "Free Workers" law upgrade (icon by Jinn), which is acquired by default and is incompatible with Serfdom (acquiring this upgrade removes Serfdom and vice-versa). The costs of this upgrade scale with quantity of workers owned.
[ 2017-03-28 11:12:49 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.6.1 Changelog ----------------------------------------------------------------------- * Heroes - Fixed a bug which caused a crash when trying to create a human custom hero. * Miscellaneous - Buttons for units and upgrades whose prerequisites haven't been met now show up (albeit disabled), and display the requirements when hovered over. * Units - Up to 200 units can now be selected at the same time.
[ 2017-03-06 18:59:32 CET ] [ Original post ]
Wyrmsun 2.6.0 is here! New features include: - Religious upgrades, allowing you to choose which deity to worship, or (for human civilizations) to convert to Christianity - Faction change is now handled through the "Found a Faction" submenu in the main hall; changing your civilization from Germanic to Teuton is now done by founding a Teuton faction as a Germanic tribe - Historical and mythological heroes who don't have unique portraits can now nevertheless be recruited, and they are persistent as well Additionally, rock tiles now contain 10,000 stone, so that rocks are now very difficult to remove, making them effective barriers. As discussed beforehand, the grand strategy mode has now been removed so that Wyrmsun's core RTS gameplay can be focused on. The mode can still be played by choosing to go back to version 2.5.3 in the game's Steam properties, in its "beta options". Check out the full changelog below. ----------------------------------------------------------------------- - 2.6.0 ----------------------------------------------------------------------- * AI - The AI now receives half of the resources it gathers on Easy difficulty. * Buildings - Now up to four scrolls/books can be bought in temples (previously it was three). - Added Germanic Temple (graphics by Jinn). * Civilizations - The Anglo-Saxons, Franks and Suebi are now handled as their own civilizations, to make it simpler for them to have their own personal names and such. * Factions - Faction change is now handled by a submenu in town hall / stronghold buildings. Researching a writing upgrade no longer triggers a faction change automatically, instead allowing the player to pick a polity faction. To change from the Germanic civilization to the Teuton one, the player now needs to pick a Teuton faction in this manner while playing a Germanic tribe. * Heroes - Heroes without unique portraits can now also be recruited, and are likewise also persistent. - Heroes are now recruited at town hall and stronghold buildings instead of at barracks buildings. - Town halls, strongholds and mercenary camp buildings now allow choosing from up to four heroes to recruit. - Fixed issue which prevented goblins from recruiting heroes. - Hero recruitment buttons now show heroes' stats. - Replaced the custom hero unit button which appears on the right border of the map with buttons for up to three heroes, both custom and non-custom. - Custom heroes can now choose their deity or religion. * Items - Added "Scroll of Teuton Allegiance", to allow changing from the Suebi swordsman to the Teuton swordsman. * Miscellaneous - Deity entries in the encyclopedia now display their portraits. - Players that are hostile to you will now be considered as your enemy, even if you don't have a hostile diplomatic stance towards them. - Cold damage now has a small chance to cause slow status on organic units. - Lightning damage now has a small chance to cause stun status on organic units. - Implemented religion system, with players being able to choose a deity or religion at the temple building. - Added extra check regarding whether fullscreen is available for a particular resolution in the player's setup. - Greatly improved the efficiency of memory usage. - Removed the Grand Strategy mode to focus on the game's core RTS gameplay, as the maintenance time cost of keeping both systems was too high. * Scenarios - Added Karla and Thrahila as heroes to their respective tribes for the Haimdala's Progeny scenario. * Terrain - Fixed issue which prevented trees from regrowing. - Greatly increased the amount of stone contained in each rock tile from 400 to 10,000, so that destroying rock tiles becomes much harder. * Units - Added Germanic and Teuton level 3 swordsmen. - Added portrait for the Frankish level 3 swordsman for those who have the Frankish Faction Flair DLC (by Exidelo). - Added an upgrade to the Teuton cavalry (icon by Jinn). - Added portrait for the Frankish level 3 knight for those who have the Frankish Faction Flair DLC (modification of the Frankish horseman icon by Exidelo). - Changed the unit type names of the Suebi swordsman, the Frankish swordsman and the Frankish horseman to be based on Old High German words (rather than modern German ones), to better reflect the time period they represent. - The name of Frankish and Teuton spearmen has been changed to English, as "Speerkampfer" didn't feel properly early medieval. - Added Germanic Priest unit, the Gudjan (icon by Jinn and unit graphics by Jinn and b_o). - Units now go search for an attacker when hit by a projectile fired by a unit that is out of sight range.
[ 2017-03-05 11:00:18 CET ] [ Original post ]
We are planning to remove the grand strategy mode, to allow us to focus on the game's core RTS gameplay. However, before going forward with this change, we would like to ask the community if there are any strong objections to doing so. The new scenario mode is supposed to give the taste of a grander scope that the grand strategy mode does, specially as we manage to increase map sizes (currently 256x256, planned to increase to 512x512 and larger as performance optimizations allow). Tell us what you think in the comments :)
[ 2017-02-17 09:21:20 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.5.3 Changelog ----------------------------------------------------------------------- * AI - Improved the Easy difficulty AI. * Buildings - Added proper names for Barrackses. - Added proper names for Farms. * Factions - The Gnomish Sagan Tribe no longer uses light-green-colored gnomes. - Added the Dreadskull and Wildfang tribes for the goblins. * Heroes - Added option to display a star symbol over a hero, to make the unit more easily distinguishable. * Maps - Improved symmetric map generation so that mercenary camps can no longer be generated extremely close together in a group of four at the center of the map. - Improved resource generation for randomly-generated maps. - Updated tree generation so that trees are less spread out in small chunks in randomly generated maps. * Miscellaneous - Renamed the "Campaign" screen to "Scenarios", to prevent confusion due to each "campaign" in the mode not containing a series of missions, but rather a single scenario on a huge map. * Quests - Added "The House of Seven Fathers" in-game quest for the Germanics. * Scenarios - The scenario screen now displays the highest completed difficulty for each scenario/campaign. - Fixed issue which caused the Karling Buras to not be able to build if captured after the player developed the Teuton civilization. - Fixed issue which caused the "Defeat your rivals" objective to be removed from a loaded game in the scenario/campaign mode. * Triggers - Updated the "Bountiful Harvest" scenario/campaign mode event so that the quantity of copper obtained scales with the quantity of farms owned. - Added the "Expert Miner" random event for the scenario/campaign mode, which gives the (dwarven) player an expert miner for a price. - Added the "Splendid Table" random event for the scenario/campaign mode. - Added the "Beautiful Statuette" random event for the scenario/campaign mode. - Added the "Brawl at the Barracks" random event for the scenario/campaign mode. - Added the "Giant Mushroom Grown" random event for the scenario/campaign mode, for the dwarves. - Added the "Skilled Carpenters" and "Skilled Masons" random events for the scenario/campaign mode. * Units - Fixed issue which caused a worker to stop its current actions if it previously had been ordered to build a structure, began building it, and then went on to do something else and another worker completed the construction. - Units with only one experience unit type upgrade (i.e. Dwarven Miners) will now automatically choose that upgrade upon leveling up.
[ 2017-01-08 15:48:47 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.5.2 Changelog ----------------------------------------------------------------------- * Campaign - Increased the quantity of yales in the Svarinshaug region of the Nidavellir campaign map. * Maps - Changed starting resources for randomly-generated maps. - Wood/stone piles are now generated near each player's starting location in randomly-generated maps. * Units - When dwarven Miners, Skilled Miners and Expert Miners are selected at the same time, the build structure buttons now show up correctly. - Fixed issue which prevented the Teuton Kogge from being available.
[ 2016-12-25 11:40:10 CET ] [ Original post ]
Wyrmsun 2.5.1 is now live! Check out the changelog below. ----------------------------------------------------------------------- - 2.5.1 Changelog ----------------------------------------------------------------------- * AI - Fixed bug which sometimes resulted in AI forces trying to go to the top-left corner of the screen. * Buildings - Dwarven buildings now use stone (instead of lumber) for construction, except for the Yale Pen, Dock and mines. - Added Germanic Dock (graphics by Jinn). * Campaigns - Mineral resources for the Earth campaign map are now based on the real location of resources (except for those in the player starting points), instead of being randomly generated. - Added The First Dwarves campaign. * Factions - Removed faction splitting, as the feature was not performing as expected. - Updated the faction effects string to be more objective. * Grand Strategy - Removed province and tile name generation, greatly saving on memory usage. * Maps - Improved the symmetric map generation. * Miscellaneous - Fixed a crash related to worker gathering. * Quests - As missions are transitioning to the Campaign mode, acquiring technology points to unlock units, buildings and upgrades is no longer required for the missions. - The storylines of the A Rocky Home and The Binding of Grafvitnir quests are now part of the The First Dwarves campaign, and thus those quest scenarios have been removed. The storyline has also been modified, so that the dwarves now have to slay the wyrm, rather than put fetters on it, and the kobolds who serve the wyrm now play a more prominent role. * Units - Dwarven Axefighters and Yale Riders no longer cost Lumber. - Yales no longer attack if a unit gets close to them. - Added Germanic Transport ship (graphics by Jinn). * Upgrades - The dwarven Masonry technology now costs only stone and no lumber.
[ 2016-12-24 11:32:36 CET ] [ Original post ]
Patch 2.5.0 is finally here! The most notable changes in it are: 1. A new "Campaign Mode", which allows you to play a story on a huge map (256x256). After completing the storyline you have the option to conquer the entire map. 2. The primary resource is now Copper, rather than Gold. Copper, like silver and gold, was a metal commonly used as currency. It is also more sensible for the value of copper (rather than that of gold) to be roughly the same as that of lumber and stone. This change means that now finding silver and gold deposits is now appropriately much more rewarding, as unit costs remain the same, and silver converts to copper at a 200% rate, and gold at a whopping 400% rate. Players now start out with a copper deposit near their town hall, rather than a gold one. See below for the full changelog. ----------------------------------------------------------------------- - 2.5.0 Changelog ----------------------------------------------------------------------- * Abilities - The learning buttons for Healing and Precision now correctly display descriptions for them. - Yale Lords can now learn Leadership Aura. - The Leadership Aura's effect is now only applied if units are in combat. * AI - Made the AI easier on Easy difficulty. * Buildings - Temples and docks now correctly have a rally point button. - The goblin Dock now correctly has the same quantity of under construction frames as those of the other civilizations (new frame by Jinn). - Revamped Lumber Mill and Smithy names. - Temples now sell scrolls. - Temples now correctly receive the time efficiency bonus from Writing upgrades. - Increased the sight of buildings which had a sight of 1 to 2. - Added Germanic Dock graphics (at the moment used only for the Teuton pre-Masonry Dock). * Factions - Revamped Frankish personal names. - Revamped Anglo-Saxon personal names. - Revamped Lombardic personal names. - Faction splitting now only happens in the campaign mode. - Added several new Germanic tribes: the Eraling Tribe (+2 Damage for Eralas), the Karling Tribe (+1 Food per Farm), the Thielung Tribe (+1 Damage and +1 Accuracy for Eralas) and the Thrahiling Tribe (+5% Lumber Processing). * Grand Strategy - Fixed issue which sometimes caused a crash when loading a grand strategy game. * Heroes - Persistent heroes (including custom ones) can now be hired at barracks-type buildings and mercenary camps in single-player games (outside of quest scenarios and the grand strategy mode). - Added Erala (Germanic Warrior) (icon by Exidelo). - Added Sigibert (Frankish Ritter) (icon by Jinn). * Items - Fixed an issue which caused units without inventory to clear their order queue after picking up a healing item. - Fixed an issue which caused healing item auto-use to clear the unit's order queue. - Added two new unique spathas, Frey's Sword and Sigrljoma. - Fixed issue which allowed units to pick up items laying on the ground even if the path to them was blocked. - Added Fafnir's Heart unique item. * Miscellaneous - Fixed issue which caused Germanic players to have the Teuton Civilization upgrade researched at scenario start when restarting the scenario after having developed the Teuton civilization. - New See Garrison button icon (by Jinn). - Fixed issue which caused the autosave to remain active even after deactivating it in the options. - Flavor triggers now only happen in the campaign mode. - Changed the "Defeat your enemies" default objective description to "Defeat your rivals". - The gold resource is now copper instead. Gold is now converted to copper at a 400% rate, while silver is converted to copper at a 200% rate. - A popup is now displayed with the name of a resource when hovering over its icon. * Quests - Added a new Campaign mode, playable on a huge map. - The player now receives a notification when new in-game quests are available, instead of a quest symbol hovering over the town hall. - In-game quests are now only obtainable in the campaign mode. - Added the "Master of Metal" in-game quest for the Germanics. * Terrain - Improvements to the rock, cave wall, dry mud and cave floor tile transitions (by Jinn). - The forest tileset now again uses the previous dirt and rock tiles used for it (by Jinn). - Improvements to the water tile transitions (by Jinn). - Fixed crash which happened when attacking dungeon walls. * Units - Ships now receive individual names. - Personal name epithets are no longer generated for fauna units. - Added Goat (unit graphics by Jinn, based on b_o's yale; icon by Exidelo; sounds by Wildfire Games). - Added Boar (unit graphics by Jinn, based on the boar model by Wildfire Games; icon by Exidelo; sounds by Wildfire Games). - Added Wolf (unit graphics by Jinn, based on the wolf model by Wildfire Games; icon by Exidelo; sounds by the Battle for Wesnoth team). - Removed fauna breeding to improve performance, and because it didn't serve enough of a purpose. - Skutans and Schutzes now correctly have mana. - Fixed issue which caused some Gnomish factions to not be able to train Recruits. - Animal idle sounds are now played less frequently. - The owner of goblin Thieves is now hidden (they appear as if they were neutral to other players). - The popup which appears when hovering over a unit instead of displaying the personal name followed by the unit's type name, now displays the unit's type name (or its proper name in the case of unique/magic items or heroes) followed by the name of its owning faction. - Names of heroes now have the proper color when hovering over their portrait in unit multi-selection or from within a transporter. - Attacking is no longer the default action for when right-clicking non-aggressive fauna. - Improved the performance of unit sight calculation when changing the time of day. - Added level 2 infantry upgrades for the Germanic Warrior and the Teuton Krieger. - The Teuton Krieger can now upgrade to the Ritter. - Dwarven Miners can now upgrade to Skilled Miner and (at level 3) to Expert Miner (icons by Exidelo, based on Jinn's Dwarven Miner icon). - Added icons for the Brising Skilled and Expert Miners for the Brising Faction Flair DLC. - Update to the Horse graphics (modification by Jinn). - Updated the Frankish Faction Flair DLC with new base swordsman icons.
[ 2016-12-07 01:02:27 CET ] [ Original post ]
In the last few days, I have finished adding support for a massive new feature to Wyrmsun: map layers. This will allow players to travel between multiple map layers through “connectors”, which can either be a cave entrance to a deeper underground level, or a portal to another plane of existence or a different world. The current plan is for different surface/underground layers to be accessible by normal units, while magic portals will be invisible (and unusable) to all but heroes who have acquired the necessary magic skills to see them. The latter element is necessary to maintain the low-magic aspect of the Wyrmsun universe (in the sense of magic being the stuff of myth and legend and not a normal part of people’s daily lives), which is important to keep the historical part of the game from being too fantastical. The multiple map layers feature is also planned to be tied in to new campaigns. Picture, for instance, a Nidavellir map in which your clan of dwarves travels through deeper and deeper underground layers, facing ever-increasing perils… Original Post
[ 2016-09-25 18:51:41 CET ] [ Original post ]
Wyrmsun 2.4.2 is here! This patch adds in-game quests which can be obtained at the town hall during custom games, and adds introductory quests to each civilization. Full changelog below. ----------------------------------------------------------------------- - 2.4.2 Changelog ----------------------------------------------------------------------- * Buildings - The garrison of stronghold-type buildings is now contained in a submenu accessible through the "See Garrison" button (icon graphics by Jinn). - A quest symbol is now displayed on top of town hall-type and stronghold-type buildings if there are quests available (quest symbol by Exidelo). * Editor - The grand strategy battle AI is now available for selection in the editor. * Grand Strategy - Fixed issue which caused technologies to not be properly applied when playing grand strategy battles. - Fixed issue which caused a crash when hovering the mouse over the edge of the map while playing with 1920 resolution width. * Items - Fixed an issue which caused an item to lose its name after loading a saved game. - Added Horn item type (graphics by Exidelo). The horn can be equipped in the offhand slot, for any unit using a one-handed weapon (including ranged ones such as the dwarven Scout). As with rings and amulets, horns always have a magic affix. - Added Gjall (unique horn). * Miscellaneous - Added Stone Pile (graphics by Jinn), which can be harvested for stone. It occasionally drops when buildings which cost stone are destroyed. - Fixed a crash cause. - Added "The Song of Rig" and "The Lay of Alvis" achievements. - The Gold Rock graphics have been updated (by Jinn). - Gold Rocks now have graphics for when holding less resources (by Jinn). * Quests - Added the possibility of accepting in-game quests at town-hall-type buildings in custom games (quest icon by Jinn). - Added "The Good Seasons", "Thrahila's Logging", "Thrahila's Hut", "Karla's Farm", "Erala's Swordsmanship" and "Erala's Hall" in-game quests for the Germanics. - Added "The Sun Shields" in-game quest for the Germanics, and removed the equivalent trigger. - Added the "Mushroom Fields", "The Dripping Hall", "The Deep", "The Burner" and "The Weaver of Dreams" in-game quests for the dwarves. - Added the "Shorbear Hold" in-game quest for the Shorbear Clan. - Added the "Gathaarl's Children", "Agniss' Mysticism", "Dremac's Wealth", "Ioun's Tactics" and "Orza's Scholarship" in-game quests for the goblins. - Fixed issue which caused the AI to randomly not behave properly in the "The Necklace of the Brisings" mission (dwarf). * Units - Decreased the rate at which workers gain experience by gathering and building. - Renamed the goblin Worker to Drudge. - Added Unicorn (icon by Mrmo Tarius, modified from Jinn's horse icon).
[ 2016-09-06 09:08:07 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.4.1 Changelog ----------------------------------------------------------------------- * Editor - Fixed issue which sometimes caused a crash when placing certain types of terrain in the editor. - Fixed issue with the "Trains" and "Drops" drop-downs in the unit properties of the editor occupying the same space. * Factions - Fixed issue which caused split-off factions to appear as neutral. * Miscellaneous - The default "Defeat your enemies" objective now displays in custom games on the upper-left part of the screen. * Quests - Fixed issue which prevented quest triggers from being properly activated when restarting a game. - Fixed issue with the Closing the Gates quest which caused gryphons to be generated in it. * Terrain - Fixed issue which sometimes caused ferns and flowers to appear as black squares.
[ 2016-08-22 07:09:33 CET ] [ Original post ]
Attention! This patch thoroughly reworked how the tile system functions. While the game still supports maps written in the old format, open and re-save your custom maps with the editor to make sure they will work with future patches.
-----------------------------------------------------------------------
- 2.4.0 Changelog
-----------------------------------------------------------------------
* Abilities
- Fixed close-quarters pathing issue for units' autocast for abilities like Stun.
- Added Precise Shot active learnable ability (deals an attack that has 100% chance of resulting in a critical hit).
- Added Scouting passive learnable ability (increases sight), available for ranged units. Dwarven Scouts, Pathfinders and Explorers start with this ability already learned (icon by Exidelo).
- Added Precision spell (causes status effect that doubles accuracy), learnable by dwarven Witnesses and Teuton Priests.
* Buildings
- Rally points are now correctly stored when saving a game.
* Civilizations
- The Goblins are now playable.
- Added Goblin UI (graphics by Jinn).
* Editor
- Fixed issue which caused certain custom units to be transformed into pre-existing ones when the map starts.
- Fixed issue which caused the interface for setting graphics for custom item types to not work.
- A unit type's drops may now be set through the editor.
- Fixed crash which happened when trying to place a custom unit based on the "unit-template-sapient-unit" template.
- Fixed issue which caused magic affixes set to items to not be saved if the item type didn't have any uniques.
- Fixed issue which caused a crash when viewing the properties of amulets and books.
- Which literary work a scroll or book contains can now be set in the editor.
- Terrain types are no longer limited to a tileset, and can now be placed on any map.
* Factions
- Added Du'urdin gnomish polity.
* Grand Strategy
- Added Du'urdin province (Nidavellir).
- Fixed the position of the "No Day/Night Cycle" and "Battle Base Building" options in the Grand Strategy menu, so that they no longer occupy the same position.
* Heroes
- Goblin custom heroes can now be created.
- Fixed issue with heroes' stats increasing with every save/load while playing a scenario.
- Added a button on the right part of the screen to make it easier to select the custom hero.
* Items
- Fixed issue which caused a crash when a gryphon rider read a Scroll of Forgetfulness or a Book of Retraining.
* Maps
- Increased quantity of fauna units generated in maps.
- Fixed issue which caused a crash when approaching the long swordsman in random dungeons.
* Miscellaneous
- Updated the visual guide to include guidelines for ship graphics.
- Fixed minimap viewport rectangle issue which caused it to be 1 pixel smaller in both width and height than it should be.
- If there is a gold deposit in an unsettled area, a new tribe may split off from an existing one to occupy it.
* Quests
- Goblin Barbarians and Warlords are now present in the Caverns of Flame quest.
- Goblin custom heroes can now be used for dwarven quests.
* Terrain
- Added new dirt transitions (by Exidelo).
- Dirt tiles can now be built upon.
* Triggers
- Fixed issue which caused deactivated triggers to sometimes refire after loading a saved game.
- Added "The Curved Swords", "The Sun Chariot" and "The Sun Shields" flavor triggers for the Germanics in single-player custom games.
* Units
- Added Goblin Barbarian (upgrade of the Swordsman) (icon by Jesse Crider, modified from b_o's and Leo's Goblin Swordsman icon).
- Added Goblin Warlord (upgrade of the Barbarian) (icon by Jesse Crider).
- Added Goblin Shadowstalker (upgrade of the Headhunter) (icon by Jesse Crider, modified from Jinn's Goblin Headhunter icon).
- Ordinary enemy units now drop items in non-base-based missions (that is, ones in which no player owns or has ever owned a town hall).
- Fixed issue which caused unit individual upgrades to not be saved properly in saved games.
- Added Goblin Transport ship (graphics by Jinn).
- Goblin Gliders are now mechanical units.
- Dwarven Pathfinders can now upgrade to Gryphon Riders when leveling up.
- Fixed issue with destroyed doors not being passable after loading a saved game.
- Fauna units now prefer to move to terrain types that they are native to.
- Added Ettin (icon by Jinn, unit graphics by Jinn, modified from b_o's dwarven graphics) (currently only available through the map editor).
- Added graphics for young yales (modification of b_o's yale by Jinn).
- Goblin Thieves now correctly have 11 speed.
- Goblin Gliders can now patrol.
* Upgrades
- Added goblin Broad Sword and Long Sword upgrades (icons by Jinn).
- Added goblin Rimmed Shield and Embossed Shield upgrades (icons by Exidelo).
[ 2016-08-19 20:03:00 CET ] [ Original post ]
Goblin development is now nearly complete. Their sword icons, user interface and transport ships have been finished by [Jinn](http://jinndevil.tumblr.com/), so that now only their "stand ground" and shield icons are left for them to be implemented in the game as a playable civilization.
Soon you will be able to play as goblin custom heroes and factions!
A lot of work has also gone into fixing existing bugs and into new code to pave the way for new features, like the planned religion system.
Original Post
[ 2016-07-28 13:45:20 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.3.1 Changelog ----------------------------------------------------------------------- * Abilities - Dwarven Witnesses can now learn Healing when leveling up. * Buildings - Fixed issue which caused buying potions from temples to be queued while a priest was being trained, instead of happening immediately. - Added Goblin Dock (graphics by Jinn). - Added Latin Stables (graphics by Wildfire Games and Jinn). * Heroes - Fixed issue which prevented a Schutze hero from being created. * Items - Added Book item (icon by Mrmo Tarius); literary works contained in books will increase their respective Knowledge sphere by 3 rather than 1. - Added Book of Retraining, which allows a character to repick their abilities. - Added the unique Thursagan's Book, which not only increases Knowledge (Magic) by 3, but also gives the character a permanent bonus to fire resistance. - The literary works "De Bello Gallico", "Meditations", "Notitia Dignitatum" and "Historia Ecclesiastica Venerabilis Bedae" are now books instead of scrolls. * Miscellaneous - The entry for each world in the encyclopedia now displays a list of its sapient inhabitants and its fauna. - The inhabitants of each plane now appear in a list in their encyclopedia entry. - Updated the "Knowledge (Magic)" Game Concepts entry to say that literary works are usually dropped from town halls and temples. - Fixed an issue which caused the key scroll speed preferences to not be loaded at game start. * Quest - The Mercenary Camp is no longer present in The Binding of Graftvitnir quest, as the player couldn't hire from it anyway (since farms can't be be built during the mission). - The player now starts with a dwarven Witness who can heal in The Binding of Grafvitnir quest. On easy difficulty the player gets two healers instead. - Fixed issue which prevented the Hills of the Shorbear Clan mission from being completed. * Units - Insects no longer show up in the minimap. - Added Adelobasileus (prehistoric mammal-like animal) (icon by Mrmo Tarius, modified from Jinn's rat icon). This creature appears only in custom maps. - Animals now seek shelter in stumps and holes at night (or day, if they are nocturnal). - Animals are now more apt at finding a breeding mate. - Increased the probability that birds and bats will have offspring.
[ 2016-07-09 20:27:47 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.3.0 Changelog ----------------------------------------------------------------------- * Abilities - Aura abilities are now also applied to garrisoned units within range. * Buildings - Added Goblin Temple (graphics by Jinn). - Added Latin Farm (graphics by Wildfire Games and Jinn). - Added Latin Barracks (graphics by Wildfire Games and Jinn). - Added Latin Smithy (graphics by Wildfire Games and Jinn). - Changed the Germanic Carpenter's Shop hotkey to R. - Fixed issue which caused buildings abandoned by workers to very slowly self-construct. * Editor - Fixed an issue which made certain unit layers not appear properly during unit placement. - Units are now removed if the terrain below them is changed to become incompatible with them. * Factions - Added the "Derro Tribe" faction for the gnomes, along with an encyclopedia entry for them. - Faction entries in the encyclopedia now display the faction's color and effects. * Grand Strategy - Fixed an issue which caused a town hall to not be generated for the defender with battle base building in certain random circumstances, which also had the consequence of making the battle unwinnable for the attacker. - Added Ingria and Viborg provinces (Earth). - Added Lake Ladoga water province (Earth). - Added Untersberg province (Nidavellir). - Years in Nidavellir are counted based on the foundation of Untersberg. Instead of "BC" and "AD", BU (Before Untersberg) and YU (Years Untersberg) are used when playing a Nidavellirian civilization. - Added rivers to the grand strategy mode (graphics by Mrmo Tarius). Settlements placed on a river can fish for food. - Added the Achelos, Alpheus, Avon, Danube, Dee, Douro, Elbe, Eurotas, Garonne, Minho, Narova, Neva, Oder, Peneus, Rhine, Sado, Seine, Severn, Tagus and Thames rivers to the Earth world map. * Heroes - Derro Thugs can now be created as custom heroes for (usable for Nidavellir quests). - Heroes now have a "Knowledge (Magic)" stat (seen in the unit's popup when hovering over its portrait when it is selected), used for identifying magic items. For every five Knowledge (Magic) levels the unit also gains one maximum mana. - Heroes now have a "Knowledge (Warfare)" stat (seen in the unit's popup when hovering over its portrait when it is selected). For every five Knowledge (Warfare) levels the unit gains one maximum HP. - The effect of the "Suebi Allegiance" and other similar scroll effects is now described when hovering over the scroll in the inventory. - The effect of the "Detachment" scroll effect is now described when hovering over the scroll in the inventory. * Items - Added "Scroll of Sagan Allegiance", which transforms a gnomish unit (including gnomish custom heroes) into their faction equivalent for the Sagan Tribe. - Magic and unique items now start out unidentified. They are automatically identified when characters have a sufficient Knowledge (Magic) level. * Literary Works - The Alvissmol now increases Knowledge (Magic) by 1, instead of increasing mana. - The Fafnismol now increases Knowledge (Warfare) by 1, instead of increasing the bonus vs. dragons. - The Reginsmol now increases Knowledge (Warfare) by 1, instead of increasing the backstab bonus. - The Scepter of Fire now increases Knowledge (Magic) by 1, instead of increasing fire resistance. - The Hildebrandslied now increases Knowledge (Warfare) by 1, instead of increasing the bonus vs. mounted. - The Meditations now increases Knowledge (Warfare) by 1, instead of increasing HP. - Added "De Bello Gallico" (Latin), which increases Knowledge (Warfare) by 1. - Added "Notitia Dignitatum" (Latin), which increases Knowledge (Warfare) by 1. - Added 56 Teuton literary works which increase Knowledge (Magic) by 1. - Added 3 goblin literary works which increase Knowledge (Magic) by 1. - Added 2 gnomish literary works which increase Knowledge (Magic) by 1. - Besides Town Halls and Strongholds, Temples can now also drop literary works. * Miscellaneous - Added "No Day/Night Cycle" option when starting single-player maps. - Fixed a crash cause. - Added support for the engine to recolor portraits and unit graphics to obtain new skin (such as the gray skin color for deep gnomes) and hair colors. - Fixed a crash which happened when playing a custom map with the "Neutral" civilization being used for an AI player. - Added a "Knowledge (Magic)" entry to the encyclopedia Game Concepts section, explaining how the new stat works. - Added a "Knowledge (Warfare)" entry to the encyclopedia Game Concepts section, explaining how the new stat works. - Added a "Planes" section in the encyclopedia, explaining some of the different planes of existence in the game's lore. - Added a popup tip explaining item identification when an unidentified item is first obtained. - Language patterns are now cached, so that the game no longer has to recalculate them on every launch. - Added achievements to the game. The achievement screen can be accessed from the main menu. * Multiplayer - Fixed a multiplayer crash cause which triggered when both players had different "No Randomness" settings. * Quests - Added a new dialogue featuring Thjodrorir in the "A Rocky Home" quest (dwarf). - In "The Treasures of Svarinshaug" quest (dwarf), the dwarves Brokk and Eitri now have to craft the artifacts for the priests of Hroptatyr, instead of for Modsognir. - The game now saves in which difficulty you completed a quest. Quests completed before this version of the game are marked as having been completed under the Normal difficulty. - "The Binding of Grafvitnir" quest (dwarf) now grants 3 Technology Points instead of 2. - "The Battle of Magetobria" quest (Teuton) now grants 4 Technology Points instead of 3. * Terrain - Added new tree stump tiles (by Exidelo). * Units - Gnomes of the Sagan Tribe now have green skin (palette by Jinn). - Greatly increased the quantity of hair color variations for gnomes. - Added Derro worker (portrait by Jesse Crider). - Goblin Swordsmen, Impalers, Archers and Headhunters now have 11 Speed instead of 10. - Added Derro Thug (portrait by Jesse Crider, modified from Jinn's Gnomish Recruit portrait). - Added Derro Executioner (upgrade of the Derro Thug) (portrait by Jesse Crider, modified from Exidelo's Gnomish Duelist portrait). - Added Derro Shadowguard (upgrade of the Derro Executioner) (portrait by Jesse Crider, modified from Exidelo's Gnomish Master-at-Arms portrait). - Added Goblin Shaman (unit graphics by b_o and icon by Jinn). - Added Teuton Cleric (unit graphics by b_o and Jinn and icon by Jinn). - As with Steelclads, dwarven Axefighters now also change the graphics of their weapons when the Great Axe upgrade is researched. - Priest units can now be trained at temples, for the dwarves and the Teutons.
[ 2016-07-05 13:28:42 CET ] [ Original post ]
The way literary works function has been remodeled. When your hero reads one of them, instead of getting a direct bonus, a Knowledge stat of theirs will now be increased. Foremost among those is the Knowledge (Magic) stat. Magic items now need to be identified, and the Knowledge (Magic) performs that function. Each magic item has a magic level (determined by the item's affixes), and the hero must have a Knowledge (Magic) level as great as the item's magic level or higher to identify it, which happens automatically when the unidentified item is in the hero's inventory. You can see your hero's current knowledge levels by hovering over their portrait when the hero is selected, upon which a tooltip with their extended stats is shown. Your old magic items will not need to be identified.
Additionally, for every 5 levels in Knowledge (Magic), the hero receives +1 maximum mana. Along with this implementation, dozens of new literary works are being added.
As for the goblins, Jinn has completed their temple:
I leave you with a preview of the Teuton Cleric and of a building for the next faction flair pack:
Original Post
[ 2016-06-18 06:49:38 CET ] [ Original post ]
A good deal of work has been done on the goblins. Jinn has completed a couple of their command buttons, as well as a goblin cursor and a portrait for a new unit: the Goblin Shaman.
The Goblin Shaman has access to the Terror spell, which sends his foes away, shivering in fear.
Meanwhile, I completed the code for a system to make skin and hair color variations more expedient, with the engine itself doing the necessary color changes. Jinn then designed the color ramps, which I implemented into the game. As a result, we can now have gnomes with a wildly varying set of colors, and the deep and forest gnomes have come to life in the world of Nidavellir:
Each gnome portrait and spritesheet had to be adapted for use with this new system, and for the future we intend to expand this functionality to other civilizations as well, specially the goblins and dwarves.
And finally, here's the symbol for the next Faction Flair Pack:
Original Post
[ 2016-06-07 20:27:45 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.6 Changelog ----------------------------------------------------------------------- * Abilities - Added the Leadership Aura ability (graphics by Jinn), learnable by dwarven Stonelords and gnomish Masters-of-Arms. Units affected by the aura deal +10% damage. * Civilizations - The gnomish patrol button has been improved (by Jinn). * Factions - Added "Acthna" polity for the gnomes. * Grand Strategy - Possible start dates extended to 162 AD for Earth. - The Lauenburg province has been amalgamated into Holstein. - Fixed issue which caused workers to be reset to 1 upon loading a save game. - Fixed issue which caused Battle Base Building to only be active if, after checking the option, the game was closed and reopened. - Split the Khersonska, Odeska and Vinnytska provinces off the Ukraine one. - Added a number of Latin and Celtic cultural settlement names. - Split Portugal into the Alentejo, Beira and Douro provinces. - Trade settings are now correctly carried over when forming a new faction. - Added Acthna province for Nidavellir. * Items - Added "Scroll of Acthnic Allegiance", which transforms a gnomish unit (including gnomish custom heroes) into their faction equivalent for the Acthnic Tribe. * Literary Works - Added the "Meditations" literary work, which grants +1 HP. It can be dropped from the Latin Forum. - The Hildebrandslied now grants +1% bonus vs. mounted, instead of +1% critical strike chance. * Miscellaneous - Fixed issue which caused a crash when starting a multiplayer game. - The Technologies section of the encyclopedia is now divided in subsections according to civilization. - Added "Dutiful" trait (+3 HP, +2 Mana). * Units - Added Goblin Magnate (icon design by Jesse Crider and graphics by Jinn), which innately has the Leadership Aura. - Added "the Clever" epithet for the Intelligent trait, and "the Blessed" for the Pious trait. - Gnomes of the Acthnic Tribe and the Acthna factions now have gray skin (graphic changes by Jinn). * Upgrades - Added Coinage technology for the Goblins (icon design by Jesse Crider and graphics by Jinn). - Fixed issue which prevented siege projectile upgrades from showing up properly in the tech tree.
[ 2016-06-02 14:36:20 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.5 Changelog ----------------------------------------------------------------------- * Editor - Fauna units who don't have their own icons are now hidden in the editor. - Units without proper unit graphics (i.e. Elven Swordsman) are now hidden in the editor. - Fixed an issue with the transitions of water tiles of the forest tilesets when a tile of another type was placed over them in the editor.
[ 2016-05-24 06:14:04 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.4 Changelog ----------------------------------------------------------------------- * Buildings - Building tooltips now show Food Supply. * Factions - Added Ubii Tribe (Teuton), which gets +5% Gold processing as its faction bonus (in the grand strategy mode they get a +5% precious metal production modifier). * Grand Strategy - Split the Devon and Somerset provinces off the Wessex one. - Split the Gwynedd province off the Wales one. - Split the Galloway and Strathclyde provinces off the Lowland Scotland one, and renamed the latter to Lothian. - Split the Connaught, Munster and Ulster provinces off the Ireland one, and renamed the latter to Leinster. - Split the Liege and Luxemburg provinces off the Belgium one. - Split the North Brabant province off the Holland one. - Greatly improved the setup of British and Irish tribes for the 9 BC start date. - Added "Attacking", "Objectives" and "Units" entries to the Grand Strategy Concepts section in the encyclopedia. * Heroes - Fixed issue which caused the interface to break after advancing a Germanic hero to Teuton. * Miscellaneous - Improved the performance of the name generation pattern derivation when the game starts. - Proper names are now more consistent when changing from a civilization/faction that has one language to another that has a different one. For example, the Germanic province name "Vestalanda" now becomes "Westlant" when changing civilization to Teuton and becoming the Suebi Tribe. * Quests - A raft no longer appears in the A Bargain is Struck quest (Dwarf) on hard difficulty or higher. - The Gnomish Envoy now disappears when delivering the ruby in the A Bargain is Struck quest (Dwarf), as is more fitting with the dialogue. - Added Goblin towers to defend the glyphs in the Closing the Gates quest (Dwarf) in the hard and brutal difficulties. * Units - Unit tooltips now show their Food Cost.
[ 2016-05-23 08:27:43 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.3 Changelog ----------------------------------------------------------------------- * AI - Fixed an AI-related crash. * Grand Strategy - Split the Berry, Champagne, Lyonnais, Marche, Picardy, Poitou and Touraine provinces off the France one. - Split the Dauphiny province off the Provence one. * Units - Fixed issue which allowed organic units with no proper name to have epithets. - Added Goblin Patrol and Return Goods icons (graphics by Jinn).
[ 2016-05-17 21:17:53 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.2 Changelog ----------------------------------------------------------------------- * Grand Strategy - Added Agder, Oppland and Rogaland provinces (Earth). - Possible start dates extended to 9 BC for Earth. - Fixed issue with grand strategy events which could cause the game to break when ending a turn. - The province of Bohemia is now called "Marcomannia" if it has Teuton culture and is owned by the Marcomanni Tribe, or by another Suebic tribe. - Building Roads now requires having researched Masonry, instead of being a polity faction. - Technology research buttons now display more information about the technology's effect.
[ 2016-05-16 14:18:23 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.1 Changelog ----------------------------------------------------------------------- * Miscellaneous - Fixed a crash which happened to some players when starting a game.
[ 2016-05-14 06:43:58 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.2.0 Changelog ----------------------------------------------------------------------- * Buildings - Added Goblin Stronghold (graphics by Jinn, based on Exidelo's Goblin Town Hall). - Added Goblin Watch Tower and Guard Tower (graphics by Jinn). * Factions - Added Aelak Tribe, Issudru Tribe, Mabom Tribe and Sigre Tribe for the Goblins. - Added Myridia and Stilgar Goblin polities. - Added Shellscale Tribe for the Kobolds. * Grand Strategy - Fixed issue which allowed 1-province polities to migrate. - Fixed issue with loading grand strategy games. - New tribes can now split off from your tribe (settling unoccupied nearby provinces) under certain circumstances. - Factions now have capitals (identified by a crown symbol on the tile) (crown symbol graphics by Jinn). - Heroes being in a province is now marked by a star symbol (graphics by Jinn). - Roads can now be built (linking your faction's capital to tiles with roads is necessary to allow them to produce over 200 output of their resource; only polities can build roads) (road graphics by Mrmo Tarius). - Building a dock in a province's settlement now connects its location to the faction capital as if there were a road to it. - Add 1 lumber resource tile to Svarinshaug (Nidavellir). - Added Thracian Sea water province (Earth). - Added Akershus, Hedmark, Nordland, North Trondelag, Ostfold, South Trondelag and Vestfold provinces (Earth). - Split the Varmland province out of the Sweden one. - Added Myridia and Stilgar provinces (Nidavellir). * Miscellaneous - Fixed a save game compatibility issue. - Fixed a save game loading issue. - Split Game Concepts section in the Encyclopedia in two: Game Concepts and Grand Strategy Concepts. - Added "Capital", "Roads" and "Transport Capacity" entries to the Grand Strategy Concepts. - Added message when a full screen change fails, explaining why it happened. - Added message when a resolution change fails, explaining why it happened. * Terrain - Trees, wood piles and logs now contain 400 lumber instead of 300. - Rocks now contains 400 stone instead of 300. - Tree stumps now contain 200 lumber instead of 150. * Units - Kobold Footpads can now be hired at the Mercenary Camp. - Units can now have epithets (i.e. the Cruel) depending on their traits. - Workers now gain experience by harvesting resources and building structures.
[ 2016-05-12 14:53:32 CET ] [ Original post ]
The ability to build roads has been implemented in the Grand Strategy mode. Roads connect tiles to your faction's capital (identified by a crown symbol), increasing their transport capacity. The quantity of a tile's output that goes over its transport capacity is thrown away, so it is now essential to connect tiles with roads as you acquire production technologies. You can build roads by clicking on a tile, and then on the button to build a road in a particular direction. Note that roads are only buildable to/from your capital or tiles that already possess roads. Additionally, building a Dock on a province's settlement now makes it act like a transport hub similar to your capital.
And Jinn has completed the Goblin Stronghold and Towers, as seen below:
The work on the dwarven priest has also continued, so that the tiara for his unit graphics are now completed, and the only thing still missing is his robe.
Original Post
[ 2016-05-07 09:13:38 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.1.6 Changelog ----------------------------------------------------------------------- * Grand Strategy - If tribal factions only have one province and attack an empty province, they now migrate to it instead of conquering it. - Fixed issue which could cause a crash if the player pressed the End Turn button too fast, triggering two battles at the same time. - Fixed issue which caused soldiers to not carry over from battles when playing with tactical battles active.
[ 2016-04-25 09:56:53 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.1.5 Changelog ----------------------------------------------------------------------- * Building - Added Latin Forum (graphics by Wildfire Games and Jinn). * Grand Strategy - Besides rulers, polity factions can now also have treasurers and marshals. - Rulers and ministers can now affect revolt risk. - The ruler interface now shows the ruler's trait. - Literary works without a specific author attached to them (i.e. the Alvissmol) will now have a suitable random character become the author, or an author will be generated. - Randomly-generated literary works now also appear from time to time. - Grand Strategy characters who don't have their own portrait can now be used in battle as well. - Noble characters with German names now receive a place-name based family name. - Heroes are now generated from time to time, depending on the proportion of provinces with barracks a faction has. - Rulers and ministers can now influence troop cost. - Settlements' names are now written on the map below them, along with the name of their province. - Provinces can now have province modifiers (which appear to the left of the buildings in the province's main interface). - Added Library (+1 Research), Courthouse (-1% Revolt Risk), College (+1 Research) and University (+2 Research) province modifiers, which are added to provinces via events. - Provinces can now have governors (if their faction is a polity), providing bonuses to them. - Split the Austria province into the new provinces of Carinthia, Lower Austria, Salzburg, Styria, Tyrol and Upper Austria. - Added Asturias, Finland and Norrland provinces. - Building and managing province settlement buildings now requires clicking on the settlement on the map. - You can now choose where the province's settlement location will be when building a town hall in a previously empty province. * Heroes - Dwarven axefighter heroes now have different weapon unit graphics when holding a mace-class weapon. - Dwarven axefighters and steelclads can now equip mace-class items. * Interface - Fixed the issue which caused the loading screen to not properly appear under SDL rendering. * Terrain - Fixed an issue with shared vision which caused cut tree and harvested rock tiles under shared vision to not be updated graphically. * Units - Added Dim (-5 mana), Genius (+10 mana), Intelligent (+5 mana), Pious (+5 mana) and Wise (+5 mana) traits. - Added Yale Lord (experience upgrade of the dwarven Yale Rider) (icon by Jinn).
[ 2016-04-24 17:50:41 CET ] [ Original post ]
Continuing the improvement of the Grand Strategy mode, characters now have expanded functionality. Any character of a warrior unit type can now be used in battle, and new such heroes are generated from time to time. Additionally, characters can now occupy ministerial positions within your faction (if it is a polity), granting you bonuses.
Provinces can now have modifiers, which provide benefits (they appear in the left part of the main province interface). The "Build a Library?" event, for instance, now adds a Library modifier to the province, boosting research.
Meanwhile, Jinn has finished the portrait of the dwarven priest:
Original Post
[ 2016-04-21 13:07:18 CET ] [ Original post ]
More flavor has been added to the Grand Strategy mode. Randomly-generated literary works now appear from time to time.
Faction rulers have gained expanded functionality as well. Each one now has their own traits, and the range of modifiers they provide is greater. A few new traits are available, so you may encounter rulers who are "pious", "wise" or "dim". Ruler succession has become a bit more intricate. There is a high chance now that a randomly-generated ruler will be the child of the previous one, and random characters can belong to either the civilization of their parent, their province of birth or that of their faction. A Germanic tribe that has conquered Celtic lands may now end up with a Celtic chieftain, if the ruling dynasty falls from grace.
During a playthrough, a goblin interestingly managed to become the chieftain of my dwarven clan. Many years later, a dwarven poet composed the "Kardagsmol" in his honor.
Original Post
[ 2016-04-13 19:16:51 CET ] [ Original post ]
Wyrmsun's patch 2.1.4 is now live! Significant rebalancing has been done to the lumber and stone resources. They now have gathering rates more in line with those of precious metals, with the resource content of tree and rock tiles being increased appropriately (from 100 to 300). Lumber and stone costs have been increased as well. ----------------------------------------------------------------------- - 2.1.4 Changelog ----------------------------------------------------------------------- * Buildings - Increased building lumber and stone costs to compensate for the increase in lumber and stone gathering rates. - Temple regeneration aura range is now shown when a temple is selected. * Editor - Units can now be set to their unique versions in the editor. * Factions - Added Essex, Middle Anglia and Northumbria (Teuton polities, they use Old English as their language). * Grand Strategy - Added Lincoln province. - Added the option of playing grand strategy battles with base-building available. * Quests - Fixed issue with the Hills of the Shorbear Clan quest which caused a crash when Rugnur stepped onto the glyph. * Terrain - Tree and rock tiles now contain 300 of their respective resource, instead of 100. * Units - The Teuton archer now has its own portrait (icon by Mrmo Tarius and Jinn) and is now named "Schutze". - Added Dwarven Explorer, an experience upgrade of the Dwarven Pathfinder (icon by Jinn). - Workers now gather lumber and stone at a speed more comparable to that at which they gather precious metals. - Increased unit lumber and stone costs to compensate for the increase in lumber and stone gathering rates. - Spearmen now have 75 mana. - Added unique Dwarven transport ship, Skidbladnir (+1 speed, +1 evasion, +2 armor), for use in custom maps.
[ 2016-04-10 21:14:28 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.1.3 Changelog ----------------------------------------------------------------------- * Buildings - Added Dwarven Temple (graphics by Jinn). - Added Teuton Temple (graphics by Jinn). - Temples regenerate the health of nearby organic units. - Added graphics for pre-masonry Teuton Stables (by Exidelo, commissioned by Kyran Jackson for his third-party Wyrmsun spinoff under development, Timeless Tales). - Fixed issue which caused towers to occasionally deal a very fast, constant stream of damage. * Editor - Building graphics can now be used for custom units/buildings in the editor. * Factions - Added the Bernice Tribe (Teuton, uses Old English as its language). - Added the Dere Tribe (Teuton, uses Old English as its language). - Expanded the encyclopedia entry of the dwarven Brising and Eikinskjaldi Clans. - Added an encyclopedia entry for the dwarven Joruvellir and Lyr factions. - Expanded the encyclopedia entry of the germanic Asa Tribe. - Added Bernicia, Deira, East Anglia, Mercia and Wessex (Teuton polities, they use Old English as their language). * Grand Strategy - Split the England province into the Cornwall, Cumbria, Durham, East Anglia, Essex, Kent, Mercia, Northumberland, Sussex, Wales, Wessex and York ones. - In the Grand Strategy mode, temples provide extra research. * Items - Potions of Healing are now bought in temples, rather than stronghold-class buildings. * Maps - Fixed a couple of tiles who were in the wrong place in the Shorbear Hills map. * Miscellaneous - The encyclopedia "Factions" section is now divided into subsections for different civilizations. * Quests - The Gnomish Envoy and Rugnur now disappear upon reaching their final objectives in the Hills of the Shorbear Clan quest. - The Tomb of Durahn Eikinskjaldi quest (Dwarf) now grants two technology points instead of one. - The Blue Danube quest (Teuton) now grants four technology points instead of three. * Terrain - New forest tileset rock graphics (by Exidelo). * Units - The Kriegers and Speerkampfers of the Bernice and Dere Tribes get a 50% damage bonus for a certain duration after disembarking from a transport ship. - Transports and towers now have an attack button, used to instruct the units inside to attack a particular unit.
[ 2016-04-06 16:15:37 CET ] [ Original post ]
Jinn has completed the dwarven temple:
The dwarven temple exemplifies important aspects of dwarven culture. It being an underground vault, for instance, is fitting with their style of construction. The temple also demonstrates the dwarven preoccupation with keeping their traditional knowledge hidden, as mystic texts are secluded in the deep vault.
I implemented the code for temple "regeneration aura". Temples will slowly heal nearby friendly organic units, making it more practical to heal your units after a pitched battle.
I intend to take advantage of the aura code developed for this feature in the future for other uses, such as a learnable ability that increases the attack of friendly units near the hero. Additionally, potions of healing are now bought in temples, rather than in stronghold-class buildings. Temples are available in the grand strategy mode as well, where they provide additional research points.
Original Post
[ 2016-04-05 11:38:11 CET ] [ Original post ]
I have been fleshing out the Teuton factions pertaining to the Anglo-Saxon branch. Two new Teuton tribes have been added, the Bernice and the Dere, both from the region of Northumbria. These tribes originated from Anglian peoples who conquered strips of the northern English coast. To represent that aspect of their history, their infantry units get a bonus to damage for a certain duration after disembarking from a transport ship. I intend to revisit the disembarkment bonus feature in the future, i.e. giving it to pirate units recruitable at the mercenary camp. Naturally, both tribes use Old English for name generation. In conjuction with the addition of these tribes, three new provinces have been added to the grand strategy mode: Durham, Northumberland and York.
The Teuton temple, based on the St. Michael's Church in Vienna, has now been finished by Jinn:
Those graphics are a really nice piece of work, representing the St. Michael's Church exceedingly well.
And Exidelo has completed the revamp of the forest tileset's rocks as well:
A particularly nice thing about the new rocks Exidelo made is that they have three variations for destroyed rock tiles. I have improved the engine accordingly to support destroyed tile variations.
Original Post
[ 2016-04-02 17:37:25 CET ] [ Original post ]
----------------------------------------------------------------------- - 2.1.2 Changelog ----------------------------------------------------------------------- * DLCs - Added command panel interface graphics in the Brising Faction Flair Pack (by Jinn). - Added command panel interface graphics in the Frankish Faction Flair Pack (by Jinn). * Grand Strategy - At the start of the game, if a province has more workers than it can feed, that quantity will be automatically reduced to the maximum number of workers the province can feed. - Fixed issue which caused factions to generate names for tiles even if their language was the same as their civilization's. - Provinces owned by factions at game start now begin with at least four workers (if it can feed that many). - Provinces owned by factions at game start now begin with at least two infantry units. * Miscellaneous - The time of day is now written in the interface (thanks to Marcelo Fernandez). - Fixed issue with results screen. * Units - Units will now attack non-predator fauna units that are attacking one of your units (i.e. yales that attacked an unit of yours who got close to it). - The popup which appears when hovering a single-selected unit now has information on its stats, and right-clicking the button now leads to its encyclopedia entry.
[ 2016-03-30 20:41:26 CET ] [ Original post ]
Wyrmsun’s development blog is now live! By following it you will be able to keep up to date with the latest news of the game’s development. Check out the new blog here, and enjoy the first preview post about the Teuton temple, new updates to the faction flair packs, and improvements to the forest tileset!
[ 2016-03-29 22:22:08 CET ] [ Original post ]
- Wyrmsun Linux Content [334.11 M]
- Wyrmsun: Frankish Faction Flair Pack
- Wyrmsun: Brising Faction Flair Pack
- Wyrmsun: Joruvellir Faction Flair Pack
In the Wyrmsun universe a myriad of inhabited planets exist. Humans dwell on Earth, while dwarves inhabit Nidavellir and elves nourish the world of Alfheim. These peoples struggle to carve a place for themselves with their tools of stone, bronze and iron. And perhaps one day they will meet one another, beyond the stars...
Features:
- Retro-style graphics
- 2 playable civilizations, and a number of non-playable ones
- 23 quests to play, earning technology points which can be used to obtain new units, buildings and technologies
- Dozens of units, buildings and technologies
- Personal names and traits for units, being generated from several historical and fictional languages
- Units can earn experience, being able to upgrade to new unit types or acquire new abilities upon level-up
- Persistent heroes, who carry over their level, abilities and items throughout scenarios
- Possibility to create your own custom persistent heroes
- Normal, magic-enchanted and unique items drop from enemies
- Very moddable game, with a built-in mod editor and Steam Workshop integration
- Grand strategy mode, where production is resolved on the strategic (world map) level, while battles are resolved on the tactical level
- In-game encyclopedia, allowing players to learn more about the units, buildings and other elements of the game, as well as their historical and mythological sources of inspiration
- No microtransactions
Wyrmsun receives constant patches, frequently providing you with new content and features!
Note: Multiplayer uses a peer-to-peer connection, so that you may need to tweak your firewall settings or port-forward to make use of the feature. See the Wyrmsun Q&A for instructions on how to port-forward.
- OS: Ubuntu 12.04 LTS or higher
- Processor: Intel Core 2 Duo (Merom) 1.66GHz or equivalentMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Intel Graphics Media Accelerator 950 or equivalent
- Storage: 230 MB available space
- OS: Any modern Linux distribution
- Processor: Intel Core 2 Duo (Penryn) 2.53 GHz or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel Graphics Media Accelerator 4500MHD or equivalent
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