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Its limitations in that the ability effectively takes a whole round to setup as well as imposing the drained condition to further limit the mystic on subsequent rounds was eventually what I settled on. However, I was concerned with balancing the action economy yet still having a powerful enough summon that felt useful without resorting to putting a timer on the summon. With other abilities such as Arches and Naturalist, Call Beast further enabled the class fantasy of the mystic as a wise druid, woodland witch, or otherworldly shaman. I won't touch on everything, but I'll give you a glimpse into what goes on behind my process with three abilities.Ĭall Beast was created with the intention of fulfilling the classic summoner archetype often seen in fantasy. With that in mind, here are some thoughts I had while designing some of the abilities. My goal is to allow a wide variety of balanced builds that are all viable yet able to accommodate the lore of the setting, enough so that the average player won't stick to the same builds each playthrough just because they're the most effective. For example, Wildermyth is not a game about demigods so you will not see crazy superheroic abilities. Anything that made the cut was examined rigorously for the purposes of balance as well as narrative cohesion.
WILDERMYTH THORNFANG MOD
Unit portraits now scale better with UI scalingįixed a bug with Ulstryx Chapter 2 time limit not extendingįixed a potential crash bug when resizing or changing scale Fixed a bug where low point light limits hurt performanceįixed a bug where personality stats were generating too highįixed a bug with multiple new player dialogs on resizeįixed a prediction bug with Wardrobe and AOE 0.Foreword - Design Philosophy (skip down if you just want to read what each ability does)The intent of this mod is to add an assortment of abilities to help spice up any campaign as well as to enable builds/archetypes that weren't previously available or did not have enough support. Plot Editor validation shows the problem step 0.27+166 Sable Nettelmoth Hotfix 2 Tools: improved performance when loading comic editor Link to Music Kickstarter 0.27+167 Sable Nettelmoth Hotfix 3įixed a bug where monster name tags only show first word Translate: possible to localize victory/defeat/escape images 0.27+170 Sable Nettelmoth Hotfix 4 (We also have done a number of hotfixes since our last regular patch, you may have missed these notes:) 0.27+171 Sable Nettelmoth Hotfix 5įixed a freeze bug with Turtle Guardian mortal choice Translate: scaling / ui should be more uniform with different fonts Translate: can now "tweak" text boxes per language Translate: import/export a loc kit, see editor translation options Translate: can now edit/translate inline history in History editor Translate: updated the knownLocales.json file format Tools: new flag to show mod in mod config dialogs, default true
WILDERMYTH THORNFANG MODS
Tools: fixed bug where class abilities from mods were not working Resource card now also shows what you will have at end of chapterįix a bug where some event recruits could not die Thornfang can now only happen up to 2+potency times per turn
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Improvised Fireball rebalanced, no longer deals damage on miss Tweak cloak art to look better in gear get
WILDERMYTH THORNFANG PATCH
We've been off our game a bit this month, but generally we aim to ship a patch every 2-3 weeks, and our roadmap is here.Īdded official support for Simplified Chinese!!ĭrathix breath reworked, more aoe poison, removed magic damage Removed torceline buff from thrusks It's close, and some of the Thrixl balance changes you're seeing in the patch notes are because of our playtesting on that campaign. It's progressing very well and that's the main reason we haven't been putting out a lot of other content lately. We had hoped to be able to ship the new Thrixl campaign at the same time, but it's not quite ready so we're holding it back until we're happy with it. This is a major milestone for us as a team and it's great news for the future of this game. To celebrate, we'll be discounting the game by 20% for a week. We've been working with our partners over the last several months to make this happen, and it's finally ready. We're extremely happy to announce that Wildermyth now supports Simplified Chinese. (The sale will be live a few hours after this announcement, at 10 AM Pacific, 1AM in China, sorry for the inconvenience.) 0.28 Ulf Wast: Chinese language and 20% off to celebrate!
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