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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.
Like what/how/huh?
I've enjoyed the story up until now and I really want to finish it, but it just feels impossible.
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
2/2
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
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
1/2
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.
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/
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.
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.
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>
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.
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!
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.
Again, this is a great mod but it needs some mission changes before I could recommend it.
I haven't tried running this without any mods for what it's worth so it very well may be a me problem
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!
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.
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.
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.
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.