
* Flowers For No One (from: Ticking Tomb)Ĭontroller navigation now wraps on in-game menusĪll hairs should appear properly on all heads nowįix a bug with Pulling Threads skipping in multiplayerįix a bug with legacy file saving in multiplayer

* Phantom of the Range (from: The Shape of Things to Come)

* Heroes should move around less when customizing * Hero list view for easier playability setting * Filter by legacy tier, class and playability You'll also find four new events, and all hairs have been updated to fit all heads so there shouldn't be any more wonky barber jobs. (The old functionality is still available by turning off the "Snap Controller Cursor to Ability Targets" interface option) You can also see what past versions of your legacy heroes have looked like (and what companies they've been in), and what heroes will look like when you recruit them in a new campaign! And for those of you tired of seeing your heroes in their 80's and 90's, there's now an age customization option.Īs for controller improvements, during missions the controller cursor now snaps to targets rather than needing to move the cursor across the board. We added a hero list view where you can scroll through and search for heroes by name, and set whether or not they're playable more easily. In particular, it has a wonderful, terrain-based take on magic, with mages conjuring spells from objects, ensnaring attackers in vines or using trees to teleport.Rejoice, GOG users- Wildermyth is now available to purchase on GOG! We've been working on this for a while, so we're excited it's available to you all at last.įor the longterm players whose Legacies are bursting with heroes, we heard you we've made some quality of life updates to the Legacy Browser! You can now filter by legacy tier, class and playability, and search by aspects to help find that one specific hero. The game’s battle system is straightforward – player and computer take turns to move characters around a square grid – but it’s well-wrought and quietly inventive. Sadly, the threats evolve and multiply, too – by the end of a session (an evening or two’s play) even rank-and-file pests may have become deadly opponents. Heroes also age, with play broken into chapters separated by decades: if they survive long enough, they might raise children to continue the struggle when they retire. My current game includes two unlikely lovers, one with a wolf’s head and the other with a talkative parasitic infection. But, more importantly, they grow as people, kindling romance and rivalry, acquiring scars to go with their trophies and venturing on strange, personal quests that often leave them totally altered.

Your heroes – each a bundle of abilities and traits such as “gritty” or “romantic” – grow as fighters, trading pitchforks for jewelled spears and enchanted capes.
