0.34 Elsee Arcwright
Enemies no-longer reoccupy sites. Instead, incursions have an Incursion Size based on difficulty, chapter, and infested tiles. The incursion travels from tile to tile, destroying defenses and sacking sites (losing size each time) until their size reaches 0, at which point they disappear. The larger the size, the tougher the fight will be!
Defenses work differently. You can build up to 3 tiers of defense, with higher tiers taking longer. Incursions will destroy a number of sites or defenses up to their size, so tier 3 defenses will completely stop a size 3 incursion. When an incursion reaches a tile with defenses, it will take several days for it to burn through each tier, so defenses also give you more time to respond.
We felt these were boring. They are now faster and more hectic; you'll be surrounded by monsters coming from multiple directions. Another big change is that you'll be joined by local farmers, who will pitch in to defend their land. If you start the battle with defenses remaining, you'll benefit from those in the fight.
You can now craft items during the chapter, instead of only during intervals. We've adjusted the resource economy a bit to make this more feasible, and as part of the change you can also spend legacy points to purchase extra resources when crafting. On the other hand, recruits now come in with slightly worse weapons. We want your feedback! This is a big change, and we'd love to hear what you think about it. What's working and what's not? And of course we have the usual raft of small changes. We aim to ship every 2-3 weeks, although we've been slow lately. Check out our roadmap here.
New Tiding - Smithcraft (Contest Winner: SleepyDragon) Incursion Rework! * Incursions no longer nest at sites * Incursions now move from site to site, ruining them * Incursions lose 1 strength with each site ruined or destroyed * Incursions disappear when at zero strength * Heroes at the tile can defend against incursions at any point * New type of incursion mission adds 2-5 farmers to fight for you * Farmers gain better gear based on level of tile defenses * New defenses weaken incursion strength * New defenses offer rain of arrows ability * Defenses show up as one to three shield icons * New particles and sounds for incursions * New incursion defense maps * Incursion defense event updates * Incursions notify the player when exhausted * Prepare Defense event updates * Created more consistent NPCs to defend tiles. Can now craft at towns during chapters Legacy points can now be traded for resources Town recruits now happen in two parts (choosing and preparing) New recruits start with tier 0 armor until chapter 3 New recruits start with tier 1 weapons until chapter 4 Interval recruits after chapter 2 start with tier 1 weapons Interval recruits after chapter 2 start with tier 1 armor Jobs now auto-cancel if they're invalid Most items can be renamed when found Random button for customizing names Swap Weapon button in character sheets while not in missions Added keyboard controls for orbit and zoom New incursion path animated visual Added improvements to overland tile ability bar Clear all button no longer appears when a mission needs one hero Tooltips added to Doom Track Header Sites giving too many spellthreads now offer different materials Legacy file saving made more robust (creates a backup file in case of failure) New Sounds for several abilities New particles for Harvest and Dread Harvest abilities Fix a bug with the town recruit event Fix a bug where heroes walk into fire instead of extinguishing it Fix a bug where a mystic was naked Fix a bug where maximizing screen would break spacebar time toggle Fix a bug where recruit missions were being prevented Fix a bug where securing a site didn't give the correct materials Fix a bug where storied bones event could grant the wrong weapon Fix a bug with screenshot overwriting Fix a bug where wiki button and mod name for comics Tools: Added option to use long name for ability button Tools: Animate outcome can now be used to play sounds Tools: Added IncursionDefense mission format Tools: Event * Added canEquip expression Tools: Map Editor * UseTheseExactPieces now uses sceneryDensity * SpecificArea sceneru now respects forbidDrawScenery * Added option to now show escape zone until player requests it * Added allowBlockingFlag that lets scenery be packed tightly
[ 2021-02-25 21:11:35 CET ] [ Original post ]
We've made some big changes to our overland gameplay! A big goal of ours over the next few patches is to make the overland layer feel more strategically interesting, less tedious, and more personal / story-relevant. We're starting off by redesigning how incursions work.
Incursions
Enemies no-longer reoccupy sites. Instead, incursions have an Incursion Size based on difficulty, chapter, and infested tiles. The incursion travels from tile to tile, destroying defenses and sacking sites (losing size each time) until their size reaches 0, at which point they disappear. The larger the size, the tougher the fight will be!
Defenses
Defenses work differently. You can build up to 3 tiers of defense, with higher tiers taking longer. Incursions will destroy a number of sites or defenses up to their size, so tier 3 defenses will completely stop a size 3 incursion. When an incursion reaches a tile with defenses, it will take several days for it to burn through each tier, so defenses also give you more time to respond.
Incursion Defense Battles
We felt these were boring. They are now faster and more hectic; you'll be surrounded by monsters coming from multiple directions. Another big change is that you'll be joined by local farmers, who will pitch in to defend their land. If you start the battle with defenses remaining, you'll benefit from those in the fight.
Town Crafting
You can now craft items during the chapter, instead of only during intervals. We've adjusted the resource economy a bit to make this more feasible, and as part of the change you can also spend legacy points to purchase extra resources when crafting. On the other hand, recruits now come in with slightly worse weapons. We want your feedback! This is a big change, and we'd love to hear what you think about it. What's working and what's not? And of course we have the usual raft of small changes. We aim to ship every 2-3 weeks, although we've been slow lately. Check out our roadmap here.
0.34+253 Elsee Arcwright
New Tiding - Smithcraft (Contest Winner: SleepyDragon) Incursion Rework! * Incursions no longer nest at sites * Incursions now move from site to site, ruining them * Incursions lose 1 strength with each site ruined or destroyed * Incursions disappear when at zero strength * Heroes at the tile can defend against incursions at any point * New type of incursion mission adds 2-5 farmers to fight for you * Farmers gain better gear based on level of tile defenses * New defenses weaken incursion strength * New defenses offer rain of arrows ability * Defenses show up as one to three shield icons * New particles and sounds for incursions * New incursion defense maps * Incursion defense event updates * Incursions notify the player when exhausted * Prepare Defense event updates * Created more consistent NPCs to defend tiles. Can now craft at towns during chapters Legacy points can now be traded for resources Town recruits now happen in two parts (choosing and preparing) New recruits start with tier 0 armor until chapter 3 New recruits start with tier 1 weapons until chapter 4 Interval recruits after chapter 2 start with tier 1 weapons Interval recruits after chapter 2 start with tier 1 armor Jobs now auto-cancel if they're invalid Most items can be renamed when found Random button for customizing names Swap Weapon button in character sheets while not in missions Added keyboard controls for orbit and zoom New incursion path animated visual Added improvements to overland tile ability bar Clear all button no longer appears when a mission needs one hero Tooltips added to Doom Track Header Sites giving too many spellthreads now offer different materials Legacy file saving made more robust (creates a backup file in case of failure) New Sounds for several abilities New particles for Harvest and Dread Harvest abilities Fix a bug with the town recruit event Fix a bug where heroes walk into fire instead of extinguishing it Fix a bug where a mystic was naked Fix a bug where maximizing screen would break spacebar time toggle Fix a bug where recruit missions were being prevented Fix a bug where securing a site didn't give the correct materials Fix a bug where storied bones event could grant the wrong weapon Fix a bug with screenshot overwriting Fix a bug where wiki button and mod name for comics Tools: Added option to use long name for ability button Tools: Animate outcome can now be used to play sounds Tools: Added IncursionDefense mission format Tools: Event * Added canEquip expression Tools: Map Editor * UseTheseExactPieces now uses sceneryDensity * SpecificArea sceneru now respects forbidDrawScenery * Added option to now show escape zone until player requests it * Added allowBlockingFlag that lets scenery be packed tightly
Wildermyth
Worldwalker Games LLC
Worldwalker Games LLC
2019-11-13
Strategy RPG Singleplayer EA
GameBillet
17.98 /
€
Game News Posts 94
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(15296 reviews)
http://wildermyth.com
https://store.steampowered.com/app/763890 
Wildermyth_linux [1.23 G]
Wildermyth is a character-driven, procedurally-generated tactical RPG, designed to help you tell your wildest stories. Like the best tabletop roleplaying experiences, Wildermyth gives you choices and answers your every decision with consequences that drive your characters forward.
Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.
Where does your myth lead? Come help us uncover it!
Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.
Where does your myth lead? Come help us uncover it!
- Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game. They age, transform, fall in love, disagree, and make harrowing sacrifices.
- Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.
- All heroes die someday… but you get to hold on to your favorites. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon.
An Imaginative Papercraft World
The Yondering Lands, where the game is set, is a richly layered world populated with hand-painted 2D characters and scenery. We’ve paid loving attention to breaking molds and exploring new ideas: no orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.
Extreme Character Depth
Each of your heroes has their own unique generated history, personality, and appearance, and will form relationships with your other heroes. All of these elements change and develop over the course of a playthrough, as characters age, encounter mysteries, and overcome challenges.
Choices That Matter
Your hero may choose to trust the enigmatic wolf god, leading to a hair-raising change in their appearance and combat abilities. Or they may pursue a romance with a fellow hero, giving each of them a shared buff and more story opportunities. Encounters and events have permanent, character-defining effects, letting you craft the arc of each character.
A New Approach to Death
Did your favorite character get one-shotted by a tentacled horror-bear? Choose to let a hero "fall back" with a maiming that will lead to some transformative new paths in their legend, or let them go out in a blaze of glory to be remembered for generations to come.
Deep and Creative Tactical Combat
Combat in Wildermyth emphasizes teamwork and careful positioning, as well as imaginative use of your evolving capabilities and surroundings. Walling and Flanking mechanics provide clear but conflicting incentives, while mystical interfusion lets you remake the battlefield with explosive magic. Multiple difficulty levels mean you can get as intense as you want to.
Endless Replayability
Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.
A Custom Pantheon of Legends
You’ll have the freedom to customize hero appearances, names, histories, and more. As time passes, heroes grow old and may retire, or else might fall in combat—and yes, some will survive all the way to the end. You can add your favorite heroes to a roster of legends and call on them again in later playthroughs. Build your own mythologies and share the awe-inspiring might of your heroes with others.
MINIMAL SETUP
- Memory: 3 GB RAM
- Graphics: Open GL 3.2
- Storage: 2 GB available space
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