Wildermyth

Wildermyth

Memories of the Past
147 Comments
aura-limina Jun 29 @ 8:04pm 
A couple notes (Don't read the spoilers if you haven't played through and want to be surprised):

I would have liked something in the tidings that warned that the mystic was going to go off to do research and not be playable for almost the whole chapter (can't remember which chapter). I spent resources upgrading their equipment only to just have them gone when the chapter started. I thought it was a bug, and was very frustrated, but decided to keep playing anyway. Then they popped back up at the end of the chapter.

Also a recommendation to others who finish this campaign: make sure the mod for the campaign is enabled in your other games if you want to recruit a specific hero from this campaign. If you recruit the hero who got the mechanized arm in a different campaign, they will show up without an arm if you don't have the mod for Memories of the Past enabled.
aura-limina Jun 29 @ 8:04pm 
Overall really enjoyed playing through this! The experience didn't stray too far from original game writing and used some of the mechanics in new and interesting ways. Pretty sure I played on only the 2nd lowest difficulty, and I do tend to give all my warriors broadswipes and all my archers through shots if they pop up, but I didn't find any fights impossible to finish.
RustyDios Jun 17 @ 7:06am 
I've tried this story campaign twice now.. and it's just impossible to get past the 4th chapter final fight. I think his story *requires* some major over-buffed characters, possibly even highly modded. Broadswipes warriors is a must. There's just so many enemies--to the point I can't even see the actual screen, it's all just foe cards. Some 80+ units vs my 5... who are all poisoned by the dragons, stunned, mindwormed and in stasis.

Like what/how/huh?
I've enjoyed the story up until now and I really want to finish it, but it just feels impossible.
Fritsle Jun 10 @ 6:09am 
I just finished this campaign and i personally found it to be excellent! I do use a legacy hero with immortality and high levels with 90 starting calamities playstyle, so that may have affected the balance, but with that balance, i found this to be an incredibly enjoyable campaign!!

My only complaint is that the game clearly isn't made for destructible object objectives, as attack scenery requiring melee makes it quite annoying, haha. The stealth quests also end up incredibly silly and dumb at ridiculously high calamities because of the enemy multiplying cards, which results in entire passageways just being blocked off by masses of enemy units.

1/2
Fritsle Jun 10 @ 6:09am 
The writing i fond to be SO very refreshing, while it also used the Wildermyth setting and characters in an intelligent way that feels very comparable to existing campaigns (while also doing new things that felt good and go against the constant bittersweetness of the main game). And the unique events touch up on some things that the main game never did, but makes a lot of sense. (minor spoilers) I especially found that the villagers visiting the main team to give them feasts and supplies before final battles to be very charming and was downright surprised the base game didn't do it earlier. Very well done! I also got plenty of chuckles out of your writing, and loved the moment you took a quick snipe at how flowery and difficult to understand the Drauven can be.
2/2
thatFNpanda May 27 @ 7:46pm 
Gotta say it was fun to face different threats. I rather enjoyed it until I found myself locked out of continuation. I was starting the fifth chapter when the newest member (hero's child?) was inadvertently merc'd... I chose to let them die and it triggered the event and then caused a "failed mission" followed by the battlefield "waiting on opponent"... wouldn't let me continue no matter what I did.

other than that issue I had fun with it even if it did become, as they said "tedious and downtrodden" I hope you make more in the future ^^7
jacksondmain May 24 @ 7:40pm 
Hi. I've been loving this campaign! I'm on the final mission, but every time I get all my party members to flee, the game keeps spawning enemies until the entire game crashes. It's happened to me twice now. Anyone know how I can fix this so I can finish the campaign properly?
LunarCam May 1 @ 12:02am 
Hey, I'm really loving this mod, but I'm having the same problem as Shibebot. Help T.T
theeldercat Apr 6 @ 6:41pm 
Great campaign! Fits right in to the feeling of the other stories and the rest of the game. Felt very well balanced and was rewarding to experience.
Opelman Jan 27 @ 5:59pm 
Hey just wanted to say i really enjoyed your campaign it was such a unique experience if im able to convince my friends ill play it again with them. Thank your for taking the time out of your life to make this
Fenekku Kitsune Nov 24, 2024 @ 3:29am 
I'm currently on the second visit to the tower, and it's exceedingly boring. It has 20 rooms, 8 of which I have opened, and all of the rooms so far have had at least 1 enemy in it. I've spent the majority of the mission so far just walking to the next door. It's not as if the rooms are big, either, there's barely any room to manoeuvre with the 5 heroes + modded pet I have. There's just that many rooms, that it takes ages to get anywhere. A lot of the basic fights have been like this as well. Lots of rooms, enemies in most of them.

I do love some of the mechanics in this. The catapults are fun (even if I barely got to use them). I like that one of the heroes leaves the party for story reasons (even if I wish I was warned). I like the inclusion of the healing crystals (though they're so out of the way they're not worth getting, tbh. More tedious movement).

That's honestly the biggest thing that needs to be fixed for this. There's more movement than there is combat.

2/2
Fenekku Kitsune Nov 24, 2024 @ 3:29am 
Seems like an interesting idea for a campaign, and I like the story that it's got going on, even if it doesn't mesh well with vanilla campaigns/lore (not that it needs to!). My only, major complaint is how TEDIOUS the missions are. The Seagate mission requires a long fight to reach a point, then a long fight to make it all the way back. You have to do this mission twice, so far as I've played, and it's a complete slog, especially with low speed heroes. The enemies aren't even endless spawns, so half of the mission is spent just walking heroes

1/2
Eagally Oct 5, 2024 @ 11:48pm 
SUPER excited to try this out
Safety Dan Sep 29, 2024 @ 3:29pm 
Thank you for making this campaign! It was so creative and well written, and the missions were great fun. All in all a wonderful time.
boojum  [author] Sep 20, 2024 @ 4:17pm 
Sorry you didn't enjoy it!
Ukatan Hunter Sep 15, 2024 @ 10:28am 
I'm sorry but your campaign is horrible.

It's suffering from being overly long and meaningless. Most of the time you task the player with going again and again through the same, extremely tedious challenges that add nothing new. Tiring, exhausting, boring. Gigantic, poorly made maps with hundreds of monsters, hundreds of squares to cross.

Not to mention absolutely butchered lore and amateur writing.

I strongly recommend everyone who haven't played it yet NOT TO START.
boojum  [author] Aug 14, 2024 @ 8:07pm 
12. Then I got my partner, who does QA for a living and can beat walking lunch, to test it and give copious notes on what to fix. (Arguably I would have had better balance if he was *less* good at walking lunch).
13. Oh, and use version control. It's absolutely crucial to be able to go back to your last known good state after you've spent a week going farther and farther down a rabbit hole of trying to fix a problem by introducing two more. https://xkcd.com/349/
boojum  [author] Aug 14, 2024 @ 8:03pm 
9 The first pass was just making sure I could go from one chapter to the next, and trigger custom missions and have choices in them. The missions were just "a bunch of monsters in an open plain and an exit square" and most of the comics were talking heads saying "Hello! This is the fight in the middle! you have a choice here!" to be filled in later. This is where I wrangled with everything that I wanted to do that was unusual (have a character leave and come back again and then retire at the right time to turn into an NPC; creating a character role for whom dying in a random battle LOSES THE GAME (this was probably the hardest custom thing, but it would have been beyond frustrating to get the character with the macguffin arm killed and have to finish the battle anyway).
10. The second pass was building all the placeholder events into real events with dialogue and art.
11. Third pass was building the combat maps for the custom missions.
boojum  [author] Aug 14, 2024 @ 8:03pm 
6. Once you're reasonably competent at building individual events, make an outline of the campaign and what sort of events and logic you want. (This way you have a better idea what's doable and what probably isn't.). You either have to stick to the existing enemy factions, or completely reskin/replace one (or more). (Look at Sunswallower's Wake if you want to do that; that would have been too much new art for me.)
7. Copy the basic file structure of an existing campaign as far as chapter goals / keystone / capstone missions.
8. I made multiple passes - I think it was easier this way, because I could focus on triggers+JSON in one pass, and trying to sound like Douglas Austin in a completely *different* pass.
boojum  [author] Aug 14, 2024 @ 8:02pm 
Some thoughts on how to write a campaign (or at least how I did):
1. Read through https://wildermyth.com/wiki/Modding_Guide
2. Join the Wildermyth Discord, which has a ton of helpful people in it
3. Play around making events for a while to get the hang of the editor at a smaller scale (I did Boojum's Interludes and Boojum's Mini-plots to level myself up. I don't think I could have gone straight to a campaign.).
4. Whenever you think "I want to do something like X" look for how the original devs did it and mimic their coding.
5. Get good at reading/writing JSON and making guesses as to what might work and testing it. You can't do everything in the editor, some of it you have to hand edit the files for.
<oops, there's a 1000 character limit>
GeoSage1137 Aug 2, 2024 @ 4:08pm 
Amazing!! How would someone go about making a campaign of their own? It seems super awesome!
cavy Jun 13, 2024 @ 10:43am 
I've played this campaign five or six times now, and I still love it. it brings together everything I liked from Eluna and the Moth, and the enigmas from the Enduring War, with all the charm from Age of Ulseryx. I never replay ulseryx because I do't want it to lose that charm. I replayed Eluna and the Moth twice. Monarchs under the Mountain are also pretty engaging- and Bones of Summer felt random and draggy. This Memories of the Past campaign was such a wonderful antidote to the disappointment that was Bones of Summer. I can use every legacy hero in it, or pull new PCs, and it never lost a moment of charm. Fun, engaging, and a challenge in every respect,
I particularly enjoyed the risks in involved in destroying Sapping Trees- having to weigh if that Hero can survive the thrixl summoned by the tree's destruction, or if I could afford to leave that character in range of the Forgetting field while I set up a better position for the thrixl- it was so much fun.
Homsar Runnar May 29, 2024 @ 5:06pm 
Just finished this campaign a couple days ago and I had the same, "Well crap, what am I going to do with my life now?" feeling as I get after finishing any game I can't put down. I haven't started a new campaign since, I've just been sitting with this one.

It's just all-around spectacular work. The story is engaging and kept me wanting to know what happened next. The writing itself is impeccable, dialogue and narration matches the tone of the game better than basically any other mod I've seen - everyone sounds like they're from the Yondering Lands, not like...modern-day California. And yes, balance-wise it's difficult as hell, but honestly the difficulty encouraged me to focus more on upgrading my armor & weapons, and planning more than I typically do in a campaign. It challenged me to use my hero's skills optimally, that's huge for me, a person who kinda' hates the tactical part of RPGs!

I'll be replaying this one for sure. Thank you so much for sharing it with us!
Laifnam May 26, 2024 @ 10:52pm 
I won't lie.

I forgot I downloaded this. Then I played with the Omenroad Update.
I saw this story and go "Oh guess they added a new story mode ON TOP of Omenroad, I'll play this first."
And I loved it!

it was only when I was redoing my workshop did I realize "holy crap, this was a custom campaign!"

10/10, will play again. We need more campaigns like this.
boojum  [author] May 12, 2024 @ 7:14am 
Memonic, there haven't been any changes since last November. Try resyncing, or unfollow and refollow?
Snowy-Ashter May 1, 2024 @ 2:58pm 
I want to like this, I really do but some of these missions need reworking. The first chapter final mission has a bunch of side paths that are pointless and does not inform you that reinforcements are coming like other missions where enemies will continuously spawn. The mission with the Drauven needs to inform the player that the catapults are a needed part of the mission, one line of dialog like "Hey, this catapult can be interacted with". Lastly the Thrixl missions with the stunning trees are just bad, constant stunning should never be a game mechanic.
Again, this is a great mod but it needs some mission changes before I could recommend it.
MEMONIC Apr 30, 2024 @ 6:38am 
Did Something happen? My Game says there are Pieces missing and nuow im stuck
boojum  [author] Apr 29, 2024 @ 7:43pm 
A mod interaction would make sense - maybe disable mods right before the combat and see if you can get the flee? If you can figure out if a particular mod is interacting badly I can try to replicate the problem, but I'm not sure where to start otherwise, as I don't think anyone else has seen this problem. :(
Red Prince Apr 28, 2024 @ 8:22pm 
This was an AMAZING campaign to play. So much effort and care were poured into this to make it feel like an awesome part of the game. Thanks so much for your hard work! :necroheart:
Shibebot Apr 23, 2024 @ 8:48pm 
Yep! "Flee" does in fact replace the "Destroy Trees" objective. The combinations for win conditions I attempted were as follows. Destruction of all Big Trees - Failure, Follow the "Flee" Condition via the map markers - Failure, and "Escape Combat" - Failure.

I haven't tried running this without any mods for what it's worth so it very well may be a me problem
boojum  [author] Apr 20, 2024 @ 5:04pm 
Huh. "Flee" is supposed to replace the "Destroy Trees" objective at that point. Oh, it could be, make sure you flee out through the marked exit spaces, not click on the "escape combat" button
Shibebot Apr 17, 2024 @ 9:11am 
Maybe I missed something, but how do I complete the final mission of act 4 with the 7 large trees?
I've followed the prompts for mission completion and it seems to result in me failing regardless.
Objectives: Survive, Destroy Trees (7/7) I have knocked a couple down and had the prompt to flee, followed that and lost. Retried and Destroyed all 7 trees, still prompts me to flee after the first couple and lose.
Did I misread or miss something somewhere? Am I crazy and alone in this?

Otherwise up to this point, challenging but incredibly rewarding campaign. Haven't had this much fun playing a Wildermyth run in a while!
boojum  [author] Apr 10, 2024 @ 8:57am 
The special arm should be available in future missions, but you have to enable MOTP as a mod (you don't have to do that if you're playing it as a campaign)
Fun Guy Apr 2, 2024 @ 10:07pm 
Amazing mod! One thing I would note is that the hunter who got the special arm wasn't able to retain it on subsequent adventures - instead seems to be just missing the arm?
kafkaesque_2000 Mar 12, 2024 @ 8:20pm 
I have always been impressed by your deep knowledge of how this game works and how you came up with ideas I didn't even know were possible, even if I consider some of them evilly ingenious!
I loved the new monsters you came up with, especially in the last mission.
I still think the Saltengrime Flats 2 mission & town/tree missions are over the top and more grindy than fun.
I apologize for being extremely negative towards this campaign in the past & hope you will make more campaigns or just any new stuff (big fan of your miniplots).
I don't know if you played any Ultima games, but the mission where the company has to attack the museum to get the artifact to close the portal reminded me of a mission in those games where you had to sneak into a museum to steal the magical items you'd used to complete previous games, and there would be comments about those items.
kafkaesque_2000 Mar 12, 2024 @ 8:20pm 
I was drawn back to this mod like a moth to a flame ( appropriate regarding the final villains). I kept remembering how much fun I had in the first 3 chapters, and I wanted to see the whole story. I realized that I have so many mods that alter the game that I probably couldn't give it a fair shake regarding actual difficulty. So I decided I would just play as far as I could get, and click cheat my way through the objectives if that's what it took.
It wasn't so drastic as that. After barely winning the tree-infested town missions (mainly due to 3 mystics with Indignance+ and high potency stomping their way across the map), everything after that was pretty reasonable difficulty and a ton of fun. In the end, I really enjoyed this mod and am looking forward to playing it again. I loved the final level especially.
I'm not sure if I got all the "only one party member survived the mission" victory comics, but I got several.
boojum  [author] Jan 29, 2024 @ 2:33pm 
Hmm. I haven't changed anything since November so unless the base game updated out from under me I'm not sure why the arm wouldn't be there! I can take a look - what class is your hero? You might also try unsubscribing and re-subscribing to get it to download everything again, just in case the file got corrupted.
OrionThePunter Jan 24, 2024 @ 4:48pm 
I just got the mortificer's key arm and my hero's arm disappeared. I have the aspect for it, its just not appearing visually. I should still be able to complete the campaign, it's just kind of a letdown cuz i had to give up her ability to use a spear for this and I can't even see it.
Kamrous The Banana Slug Jan 14, 2024 @ 6:31pm 
Just finished my playthrough of this campaign, and wow! This was SUCH a well made game, and holds up to the same quality that you would expect from the devs content. There were a few parts that were really challenging, specifically clearing one of the villages of the trees. I had to give it 3 or 4 tries. But even then, I loved this the whole way through! Definitely one of my favorite campaigns to play now, and it has the added bonus of giving my new favorite warrior on top of things! She's going to rise through the legacy ranks fast lol
Doctor Sandvich Jan 13, 2024 @ 3:21am 
Hello, I'm on your mission, it's very cool overall big thanks to you. Just noticed one tree was hard enough to identify during the 3rd (I think) town attack (small one compared to other ones) in 3rd chapter :steamthumbsup:
boojum  [author] Jan 8, 2024 @ 8:33am 
Hmm, that shouldn't have happened. The door is just art (to explain where the NPCs are and why they aren't standing around as figures). My guess is there was still a monster in a closet somewhere that you hadn't opened?
Fishorse Jan 6, 2024 @ 9:14am 
Wonderful campaign! However, i think i softlocked myself at the end of chapter 3 when destroying the interfused door;;
Evil Hamburger Jan 1, 2024 @ 2:13pm 
Very fun, though a bit over-tuned. Go in with full hero teams everytime if you are only average or below at this game.
Kal Dec 8, 2023 @ 11:10am 
I feel the starting mystic is poorly handled. There's nothing that indicates you'll lose them on chapter 3, until it happens. So you are suddenly without what was likely your best hero. And yes, technically they come back for the final fight of the chapter - but then they artificially retire anyway. It stings especially bad because a mystic is usually the only starting character that can be expected to last for the entire 5 chapters of a normal campaign, so you have every reason to give every bonus and gear you get early on to them. Yes, the two basic heroes you start with end up lasting the entire campaign if they don't die, but on your first time playing you wouldn't know the peace intervals are short enough for that.

Narratively, I get why it happens, but gameplay-wise, boy it felt frustrating. Especially since it was a generally more difficult campaign than typical. There were more than a few times where I really missed that mystic.
boojum  [author] Nov 24, 2023 @ 7:36pm 
The missing goal string in chapter 2 is fixed now.

re: the missing mystic - there is a between-chapters comic saying they're spending a lot of time at Blackstone, and then the chapter 3 opening calls out that that's where they are. You'll see them again, but I agree it's a hit. I couldn't figure out a way to block buying them stuff in the interval; I'll think about how to clue it better in the tiding comic.
Ridiculousburning Nov 23, 2023 @ 9:10am 
I was loving this campaign for the first two chapters. Then before the start of chapter 3, it let me buy new items for my starting mystic, gave no indication that he was retiring and didn't offer an XP bonus for it, but when chapter 3 started, he was just gone. Huge hit to my party strength that I couldn't afford with the difficulty jacked up. Hopefully this is a one-time glitch since I don't see anyone else mentioning it.
mearl Nov 22, 2023 @ 5:40pm 
Some kind of minor glitch in act 2; my current objective is showing on the main map as "**clearDraven.name Reach the Drauven warleader"...
drewreussell Nov 22, 2023 @ 9:56am 
One of the best mods ever produced. Thank you so much. Please if you have more creative juices for Wildermyth, I would adore you to create another story.
atilladagy Sep 12, 2023 @ 3:33pm 
Good work one of the best Wildermyth mods :dos2skull:
boojum  [author] Sep 6, 2023 @ 1:45pm 
Whenever there's a new upload, I think Steam hides it for a little while while it checks to make sure there's no malware hiding in it. It wasn't intentionally removed!