Hi all! We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them. Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons: * Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. * Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack. Some impacts this has on gameplay: * Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this) * Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this. We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously. Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
1.6+393 Edina Gramling
New Events: *For Their Own *Houses in the Heights Removed Event: *The Low Road Disabled Event: *What If We Were The Bad Guys Added combat map to Out of the Rain event Added two wrapups for Generic Campaigns Added wrap ups for Ulstryx, Enduring, and Monarchs campaigns Disabled Mine Tiding Warding Rework: * Each piece of warding absorbs one damage * Warding regenerates at the start of the unit's next turn * Tuned down some monster magic damage * Tuned up some monster warding Theme Upgrades! *(Bear) Ursine Hunger *(Botanical) Fatal Flora *(Celestial) Meteor Strike *(Crow Wings) Fly *(Elmsoul) Deep Roots *(Fire) Living Hearth *(Foothill) Shard Skin *(Gem) Crystal Chrysalis *(Morthificial) Salvage *(Shadow) Shadestride *(Skeleton) Curse *(Storm) Feedback Loop *(Sylvan) Chaos Whorl *(Hawk Wings) Talon Dive *(Scorpion Tail) Prehensile Piercer *(Pilot Wings) Airlift *(Skunk Tail) Staggering Spray *(Frog Head) Tongue Whip *(Fox Tail) Nimble Nature Pet Upgrades! *(Fire Chicken) Covering Fire *(Rat) Erratic Movement *(Bird) Mark Prey *(Duck) Alarming Quack *(Avenger) Protector *(Critter) Trinket Hunter Defeating an incursion in battle reduces incursion timer Vulture lord hero slots now have descriptions Added new scenery Theme legs have stats adjusted Added new icons to some abilities Adjusted scenery based on sites Fix a bug where incursions burnt out and granted 2 LP Fix a bug where Drifter event was near imposssible to get Fix a bug where an armless hero could proc Avenger event Fix a bug with hook_Proud and fortheScavenging Fix a bug where item text had no character limit Fix a bug where Vulture Ch.1 Capstone would soft lock Fix a bug where heroes gained from events start at lvl 0 Fix a bug with incorrect reported damage in a mortal choice Fix a bug with prime stats in custom history lines Fix a bug with tags in Black Castle Ruins Fix a bug where monarchs rescuee had no startingn stats Fix a bug where Unpaid Bills event could show dead hero Fix a bug where pet/thrixl would targeted in mortal choice Fix a bug where genders were swapped in wolf mortal choice Fix a bug where 0 Warded combat text appeared Fix a bug where hook quest spawns too many foes Fix a bug where unprocced hook quests would prevent others Fix some typos
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]
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.
- Memory: 3 GB RAM
- Graphics: Open GL 3.2
- Storage: 2 GB available space
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