Wildermyth: Omenroad is Available NOW!!!
Wildermyth: Omenroad is now available for purchase! Alternatively, we have a bundle with the base game, Armors and Skins DLC, and Omenroad available at 15% off. To our Spanish and French speaking Players, due to bad planning on our part, you will notice many untranslated UI elements in the build. We are working to get those cleaned up and patched out as soon as we can. (French players may also encounter some untranslated comics towards the end of the new story campaign) A little bonus- we're on sale for Steam's Endless Replayability Fest! You can get Wildermyth for 30% off until May 20th. It's the perfect time to pick up the main game and our DLCs if you haven't already! https://store.steampowered.com/app/2935580/Wildermyth__Omenroad/?beta=0
The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.
Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.
Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs dont take place within a larger story and you wont encounter random story events.
At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.
Youll get:
Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragons castle. As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories youll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far. Expect to find:
Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.
Added sfx for bird legs, volley of arrows, drauvenBirdMarkPrey, ratErraticMovement Adjusted tile range feedback for barrage and stunning barrage Drauven Wingbeat and Bird Debuff now deal Physical Damage instead of True Damage Adjusted Ulstryx chapter 1 objective text to clarify that other sites must be cleared before doing the capstone fight Double-hyphens replaced with em-dashes Screen edge pan no longer happens while in controller mode (fixes issue where sometimes the screen would scroll to the top-left if the mouse position was there) Legacy saving now happens less often in certain cases, resulting in less hitches during gameplay Save file note dialog is now a single-line text input Shred sound no longer plays when shredding warding Various translation fixes Fix a bug where dreamsOfIcarus could happen multiple times per campaign Fix a bug with ambient audio often being silent when it shouldn't be (You may hear more nature noises now during battles than you used to) Fix a bug where set pieces that were very close to the camera would be visible, blocking the player's view Fix a bug where loredump could happen through walls Fix a bug where Stalwart+ prevented Crystal Chrysalis Fix a bug where sometimes enemies would visually hover over their ending tile Fixed issue with mysticF mythic vines theme skin Fix a bug with burning arrow not being able to shoot at as long a range with elemental bows Fixed bug where scenery with >20 health couldn't be splinterblasted Friendly Fire warning no longer shows damage dealt to scenery Tools: "Refresh" editor button now does a better job of actually refreshing mods Combat Lab can now show any mission plan, even without a scenario Added "ignoreRestrictions" option to ApplyTheme Outcome Added "ifChoiceNumLessThanOrEquals" and "sortByScore" fields to AbilityTarget Options Added NUM_ENEMIES expression variable, which will get the number of enemies in the current mission Added isMatchText expression, useful for checking parameter text Added "particleNumData_V" particle function, which can be used to get data from a given particle number Can now match ONE_FURTHEST relative to a role with multiple matches Added "CAN_ROMANCE_LOOSE" variable, which checks family and forbidden romance (e.g. skeleton), but ignores existing relationships, forbidRandomRomances, and attraction. Particles: adjusted e.life and e.time to not reset when done looping Particles: added tileIsVisible variable, which returns 1 if the mission tile is not in fog of war, and 0 otherwise Particles: Added vx, vy, vz, and velocity particle vars Added "useExistingEmitter" option to particle animation outcomes Added alwaysShow and forbidMonsterDestroy options to CountScenery objective Added ONE_FURTHEST_OPTIONAL match type Added animationCustom field for movement animations Can now spawn a random card of a monster type via Spawn Outcome Added LIVE_ALLIES LOS test Fixed bug where rigOverridePriority aspect was deleted Added "For" outcome, which can be used to execute an outcome a certain number of times Added WAS_ATTACKED_DELAYED effect trigger Added MISSION_VICTORY hero trigger Added POSITION_X and POSITION_Y expression variables Fixed bug where Loop Next Action checkbox in combat lab would sometimes use a previous action Added DIFFICULTY_COMBAT and DIFFICULTY_OVERLAND expression variables Added grant random gear cheat (Shift+Ctrl+G) that grants some gear based on class and randomness Added EQUAL_TO Test
[ 2024-05-16 19:03:41 CET ] [ Original post ]
OUR NEW DLC IS AVAILABLE NOW!
Wildermyth: Omenroad is now available for purchase! Alternatively, we have a bundle with the base game, Armors and Skins DLC, and Omenroad available at 15% off. To our Spanish and French speaking Players, due to bad planning on our part, you will notice many untranslated UI elements in the build. We are working to get those cleaned up and patched out as soon as we can. (French players may also encounter some untranslated comics towards the end of the new story campaign) A little bonus- we're on sale for Steam's Endless Replayability Fest! You can get Wildermyth for 30% off until May 20th. It's the perfect time to pick up the main game and our DLCs if you haven't already! https://store.steampowered.com/app/2935580/Wildermyth__Omenroad/?beta=0
Wildermyth: Omenroad
The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.
Challenge Modes
Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.
Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs dont take place within a larger story and you wont encounter random story events.
At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.
Youll get:
- 20 new boss fights
- 20 new unlockable artifacts and augments
- New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
- 75 new battle maps with new objectives
- A Wall of Fame with twelve challenge-based titles for heroes to earn
- And for those hungry for another Wildermyth campaign
You Are Invited to the Neverbefore Ball!
Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragons castle. As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories youll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far. Expect to find:
- A sprawling story that touches on the lore of all our previous campaigns
- A new biome: Netherflare!
- More than 25 new battle maps!
Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.
1.16+533 Omenroad
Added sfx for bird legs, volley of arrows, drauvenBirdMarkPrey, ratErraticMovement Adjusted tile range feedback for barrage and stunning barrage Drauven Wingbeat and Bird Debuff now deal Physical Damage instead of True Damage Adjusted Ulstryx chapter 1 objective text to clarify that other sites must be cleared before doing the capstone fight Double-hyphens replaced with em-dashes Screen edge pan no longer happens while in controller mode (fixes issue where sometimes the screen would scroll to the top-left if the mouse position was there) Legacy saving now happens less often in certain cases, resulting in less hitches during gameplay Save file note dialog is now a single-line text input Shred sound no longer plays when shredding warding Various translation fixes Fix a bug where dreamsOfIcarus could happen multiple times per campaign Fix a bug with ambient audio often being silent when it shouldn't be (You may hear more nature noises now during battles than you used to) Fix a bug where set pieces that were very close to the camera would be visible, blocking the player's view Fix a bug where loredump could happen through walls Fix a bug where Stalwart+ prevented Crystal Chrysalis Fix a bug where sometimes enemies would visually hover over their ending tile Fixed issue with mysticF mythic vines theme skin Fix a bug with burning arrow not being able to shoot at as long a range with elemental bows Fixed bug where scenery with >20 health couldn't be splinterblasted Friendly Fire warning no longer shows damage dealt to scenery Tools: "Refresh" editor button now does a better job of actually refreshing mods Combat Lab can now show any mission plan, even without a scenario Added "ignoreRestrictions" option to ApplyTheme Outcome Added "ifChoiceNumLessThanOrEquals" and "sortByScore" fields to AbilityTarget Options Added NUM_ENEMIES expression variable, which will get the number of enemies in the current mission Added isMatchText expression, useful for checking parameter text Added "particleNumData_V" particle function, which can be used to get data from a given particle number Can now match ONE_FURTHEST relative to a role with multiple matches Added "CAN_ROMANCE_LOOSE" variable, which checks family and forbidden romance (e.g. skeleton), but ignores existing relationships, forbidRandomRomances, and attraction. Particles: adjusted e.life and e.time to not reset when done looping Particles: added tileIsVisible variable, which returns 1 if the mission tile is not in fog of war, and 0 otherwise Particles: Added vx, vy, vz, and velocity particle vars Added "useExistingEmitter" option to particle animation outcomes Added alwaysShow and forbidMonsterDestroy options to CountScenery objective Added ONE_FURTHEST_OPTIONAL match type Added animationCustom field for movement animations Can now spawn a random card of a monster type via Spawn Outcome Added LIVE_ALLIES LOS test Fixed bug where rigOverridePriority aspect was deleted Added "For" outcome, which can be used to execute an outcome a certain number of times Added WAS_ATTACKED_DELAYED effect trigger Added MISSION_VICTORY hero trigger Added POSITION_X and POSITION_Y expression variables Fixed bug where Loop Next Action checkbox in combat lab would sometimes use a previous action Added DIFFICULTY_COMBAT and DIFFICULTY_OVERLAND expression variables Added grant random gear cheat (Shift+Ctrl+G) that grants some gear based on class and randomness Added EQUAL_TO Test
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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