![]() That's why she's in the Vine Sisters story. Logsa didn't die, she just lost her leg! It's in all the pictures. But Edien protected the Thrush Rascals when Logsa was killed in the final battle against the Gorgons. No, Deestan found the library, they were in the Unbroken String together. Edien was the Thrush Rascal who found the Library of Light. Imagine in-world villagers hearing these tales, their details becoming jumbled in the retelling. That's why you'll replay the campaigns: you're creating a mythology. She'd never really got her time to shine, but now she's the leader of her own adventure pals, including one from a game in 2019.Īt its hardest it's a bloody, desperate war across multiple generations. ![]() One campaign even started with one of my B-listers from an earlier game, Parelle. The dead or retired become available as "legacy" heroes that a later group can recruit as an already-skilled youth. She doesn't want to lose someone like that again.īut Uvwane lives on. When young Shay first levelled, she'd just lost her brother Uvwane, so of course she took a first aid skill over better magic. There are always good choices mechanically, but frankly you're playing it wrong if you're not prioritising skills that suit their personality. When you level up, you choose one skill out of a random four from a far longer list. Think like a hero who helps their youngers, not a tosser who hogs all the best gear. ![]() Items you replace can't be redistributed, which seems illogical but means you differentiate everyone over being efficient, and give good items to weaker members who need them more. It's satisfying growing your fragile starters to champions, but it's using those old hands to protect and teach the young ones that's key. At its hardest it's a bloody, desperate war across multiple generations. The middle is a perfect blend of tactical and character-driven decisions. Lower difficulty levels are a robust roleplay with the drama in your hands. Wildermyth integrates all this wonderfully into its design. My latest retired to become a judge, imparting her wisdom to the daughter of the friend who died saving her life. A hero might fall in love, take up painting, or walk off one night, and return months later withdrawn and sad. Another group won fourteen years of peace between chapters. By the finale the world was saved, but permanently marred. Improved overland objective feedback (new icons, tooltips etc.I was too slow in one chapter, and never unravelled the enemy plot. Updated generic retake the station/town eventsĪdded particles and feedback for enemy spawn zones in plot missions Reworked Event: Ghost in the Machine -> Kirdock's Tower Reworked Quest: Wandering Church of Dale -> The Mending Path ![]() New Campaign! Monarchs Under the Mountain: a five chapter Deepist story Thank you so much for joining us in the Yondering Lands! Of course we have a long way to go, but we're loving the process. We want to bring the best of tabletop roleplaying to the digital realm. We've always nursed a secret ambition that this game could become more than just another RPG, that it could grow to be a storytelling platform that anyone can contribute to. We're really thrilled with how much people seem to like Wildermyth, and we're excited to have the chance to keep working on it. I personally am super excited about a lot of this stuff. Next up we have a bunch of great work aimed and bringing the quality level of the game up to what we consider a "1.0 " standard. The Deepist Campaign is a major item off our roadmap as we continue to march towards 1.0. And There's the usual raft of bugfixes, clarity improvements, and balance tweaks. In addition, we've updated several events and added a couple new ones. We're really happy with how it turned out. We're excited to announce our new campaign story, Monarchs Under the Mountain! It's a five chapter story that focuses on the Deepists, and allows you to start off with legacy heroes.
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