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For basic personality aspects (including sexual orientation), it seems an odd design decision to force randomness on everyone in the game proper, but then hand everyone the keys and say, "just kidding, you can change it if you want to." People who want to control these things are going to do what it takes to adjust their characters.
Wouldn't it be better just to have these editable in-game, right at character creation? Even without using cheat mode, I'm sure there are plenty of people who reroll until they get the personality traits they desire. Why put the player through all that?
Many people want to change these values as soon as the character is created, which you can do. Some people want to change these later in the game, for RP reasons, for example to increase their leadership stat after they have done something leader-like, or to increase their loner stat if a friend gets killed.
Some people are bothered by the presence of these buttons and I guess the best we can say is, "don't use them if it bothers you." If there are enough people who are bothered by it, maybe there could be a game setting so these buttons are available only right after a character is created.
But everything I said goes for hooks and themes as well. If someone wants to make a specific character a wolfman, there's no reason to make them jump through extra hoops outside the game to make that happen. People who like it random can leave it alone, as you said.
If you would like your character to have the wolf theme, you can use developer/cheat mode to add that easily. You don't need to go through hoops outside the game, unless you consider activating this mode to be a "hoop". To activate this mode, just create an empty file with the name steamapps\common\Wildermyth/devmode.txt. Then when you start the game, you will find many additional buttons. One new button is under aspects, where you can add any theme part you like.
Hooks and themes, we're more tentative on. The main reason we're okay with all the other customizations is they don't affect actual gameplay too much, it mostly just impacts what heroes say or how they act. Allowing players to give their heroes themes right off the bat would remove the fun of trying to find those transformations via in-game events, and (even if they were "unlockable" or something) would also allow you to basically make whatever kind of party build you wanted easily, which would remove the usual challenge that the randomization in the game brings. You can already kind of do that by having legacy heroes with themes, but it's more effort, and being able to keep the theme is sort of a reward for putting in that effort.
Hooks are a little more reasonable, but again, it directly impacts which hook quests you get. It'd allow you to kind of cheese the game, and would probably end up with players coming up with a group of three hooks that are "best" and that you should always choose, which we really don't want.
For hooks, it is not possible to add hooks either with or without developer/cheat mode. It is not that important to me, but "it would be nice" to be able to add hooks in developer/cheat mode. If you added that, I am sure we would also like a way to trigger the related hook quest immediately, otherwise we would never be guaranteed to see the effect of the hook.
Ultimately, maybe we should just make it possible, since it can be a nice story tool, if you're trying to create a specific character, and misuse (or repurposing, to put it more fairly) of that tool in order to min-max characters is something the player elects to do, and only affects them. We might be cutting off our nose to spite our face. I'm sure we'll revisit this decision, and I'd think it's likely that customizing hooks will be possible some time in the future.
Here's an idea: allow a 'theme game' start in which the player CAN customize everything (hooks, themes, etc) by the rules - but if you do this, the characters don't go into legacy at the end. It's explicitly standalone. (To clarify, characters recruited during the run don't end up in legacy either.)
Likewise, one character has Integrity remaining but they have a transformation that conflicts with skeletal already, so stuck with 2 hooks forever.
I guess I'll have to figure out how to use dev mode or they'll be stuck with 2/3 forever...
Assuming the wiki (https://wildermyth.com/wiki/Hook) is right of course.