In this update3
Full notes
Full Wildermyth update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
- Compatibility
- Events
- Maps
- Gameplay
Wildermyth changes
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 don’t take place within a larger story and you won’t 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.
You’ll 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 dragon’s 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 you’ll 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
Source
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