We do plan to release on GoG, it will be a bit after our 1.0 release. Looking forward to it!
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It used to run but now it doesn't? That's quite strange. When did you last play? Have you tried launching directly and via the itch launcher? Is there a more detailed error message or other logs? You can email logs to wildermyth at gmail and I will take a look.
It should be on your download page, it looks like we have plenty of keys uploaded, here are some instructions in case it helps: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase
Find your download page (either through itch or through the original email with the purchase link) and there should be a button there that says "Get Steam Key" and that should do it!
https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase if you need more info.
We are working on more and better "bosses." Right now we have pretty good ones for Gorgons and Morthagi, but the other monster groups don't have them yet, and particularly the "procedural" three and five chapter campaigns don't have satisfying bosses at the chapter or overall level. We'll be working on it!
Yeah, the hero-turned-villain is a great story and I think we'll defintitely get around to it some point. A lot of our monster groups are definitively non-human, but not all of them, and even the monstrous ones are often open to human influence and manipulation... Fun stuff!
Unlocking such a villain with a game event is not too bad. I think the villain story would still be a crafted one, with the hero plugged in, for the reasons listed above. But yeah having "achievements" or similar mechanisms that unlock additional stories feels good. Though, incentivizing players to kill their heroes for meta reasons does not..
Dungeons - we'll see. We have some underground battle maps now, but as for more extensive dungeons, it's not on the immediate list. But I think it would be fun to think about it later on. Maybe multi-part missions, that sort of thing.
Yep, more combat variety is needed. That's a big part of the reason we're in beta, there are a bunch of things we still have to do . Variety in monster abilities, in maps, in mission goals, all that stuff sounds fun!
Yeah, lots of good stuff here, thanks for writing it up. I played the old Might and Magics (2-5, World of Xeen was my favorite) and Wizardy 8, and there's a lot of meat there, and then I also think there are a lot of other games mixed into the DNA of Wildermyth besides those... FTL, Dwarf Fortress, D&D, and XCOM of course.
What we're trying to do, at the highest level, is to make a tool that lets players create their own mythologies, by which I mean, a pantheon of iconic heroes that you totally own because you made them that way. In order to accomplish that, we use procedural generation to make the heroes unique, and then we throw a bunch of different stories at you and see how it shakes out. It's a bit like FTL in that sense, but with the focus on the cast of heroes, not the ship.
If we have a single story, that's not going to be fertile grounds for a mythology. So, at first we were trying to just handwave that, and say, eh, let's all fight, because monsters. But we think there's a lot of space for a cast of villains that give the heroes something to really fight against. We want to be able to eventually produce enough villains that the game becomes about experiencing all those different stories, and as you go, your cast of legendary heroes grows organically. That's the thought at least!
You're definitely right that the word epic is overused, and we're certainly guilty of that. If it means anything in the context of Wildermyth, I think it means that the story takes place over 40-100 years, and many heroes will come and go in the telling of it. Also it's trying to say that some heroes will reach somewhat absurd heights, visually, and in the gameplay. A hero with demon arms and crow wings, that sort of thing. I don't have a word for that kind of hero.
Thanks for your thoughts!
Yeah that system is pretty cool, but the way our game is right now, hero deaths are not really guaranteed to happen, and might be just too rare to count on, depending on the difficulty level. We also don't have a persistent world in the same way, the lands are generated fresh each time. But so yeah those are great ideas, but there's also some distance between "here is a bandit" and "here is an epic 100-year storyline", and that's the thing we're really trying to solve here. Legacy monsters sound awesome though and I'd love to revisit them.
Thank you so much! Yeah, expanding relationships is something we'd love to do at some point. The system we have now is pretty basic. Marriage, kids, all that stuff needs proper treatment. Recurring NPCs -> Our Villains work starts to speak to this, see recent dev blog. interfusing doors: maybe, once enemies can open them too!
Yeah, it's on Soundcloud here: https://soundcloud.com/wildermyth/something-in-the-woods and is fine to use a clip of it, I'm not sure if it's downloadable, you can ask candycomposer on our discord about it.
Looks like we'll do one more bugfix patch, this week hopefully, and then start working on infrastructure issues like mac/linux, so, that puts it probably three or so weeks out. Sorry it's taking so long.
The best way is to install the itch app, because it does that automatically, and also only updates what changed, so you don't need to download the whole thing again. But if you don't want that, you can also just download the file again from the game page, you just need to be logged in to your itch account.
They will generally be reset to be some years away from retirement, depending on how old they were before and far into your playthrough you are. Lemme know if it feels bad when you're playing.
Thanks for this, good feedback!
* Yeah, transformations, we do want those to be game changers. We'll work on making them more flavorful.
* family and bosses definitely.
* removing members - interesting, I like the idea of early retirement that gives you campaign-level bonuses, like, "go found a new town" or "set up a dojo" or something like that.
* more control over children - that makes sense, but feels less urgent than some of the other priorities... Something we'd want to get around to eventually though
* mystics - yeah... some mystic abilities (ignite, arches) try to solve this, but I hear what you're saying... I wonder if Calcify could give +physical damage instead of +warding, which is sortof garbage on mystics anyway..... weird thought.... then your mystic could shift to being a melee beast in the right circumstances...
* field of fire bug - we are tracking that one, should have a fix in next patch. Bugfixes will always be high priority.
Glad you're enjoying the game!
Hm not planned currently, but also not out of the realm of possibility. It would be a lot of work to adapt our interface to be mobile friendly, but/and maybe we could make some simplifactions also. If we are successful, we'll strongly consider it.
Hats - they're a bit complicated, but probably not impossible. We've talked it over a few times but it's just never been our main priority yet. More detailed families sounds super fun.
Folk Heroes on our discord can vote on dev priorities, so, if it's what the council wants (and we think it will make the game better), we'll build it.