Wildermyth!
https://www.youtube.com/watch?v=5lUj3IhgMH8
Wait, that song did not convince you to play? crap, now i have to put effort into the OP.
What is it?
Let's just quote the devs:
"Wildermyth is a character-driven, procedurally-generated tactical RPG. Like the best tabletop roleplaying experiences, Wildermyth gives you choices and answers your every decision with consequences that drive your characters forward.
Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling."
It's good! Real good! You can adopt a fire chicken, or have a mystic sword become a vindictively nose-wiggling rabbit, and I really cannot think of stronger recommendations.
More in depth game deets:
More seriously, it's a game of two parts. You have 3 basic classes - Warrior, Hunter, Mystic. Pretty classic Fighter/Thief/Mage trio, though mystics are very unqiue, casting spells based on props in the environment. There's a huge variety of possibilities to build your characters - a Warrior can do anything from a dashing duelist, a berserker who sets people and things on fire while smashing everything to a paladin who's a tank to give just one example. And this is before you get into Transformations.
Out of combat, you traverse what is basically a hex-based world. Scouting tiles (usually) reveals enemies you can then fight, and more importantly: Events. Events let you develop and tell the story of your characters, in all sorts of interesting, fun, and sometimes hilarious ways. Which is why i have a Blue-skinned Wolflady running around in my party eating enemies. She's also a "Bookish Coward" according to the game. See that's the other thing: Characters have personalities, summed up in a pithy two worder - my current party has a Bookish Coward, Poetic Intellectual, Greedy Hothead, Poetical Leader and Goofish Poet. These interact with events, both determining what you can get and the outcomes. Time also passes as you explore, aging your characters, and eventually forcing them into retirement but don't worry, their kids will be there to pick up the slack.
Characters also can develop various relationships with each other - simple friendship, becoming rivals, or falling in love. All of these confer mechanical benefits too - A rival gets heated when their Rival crits, gaining a bonus to crit. Friends gain extra block when standing next to each other (Known as "Walling"). Lovers will do bonus damage to anyone who dared to attack their lover.
In combat it's a grid based, turn based tactical RPG that's got a lot of DNA from games like XCOM, but with far less horrid punishment for not ending your turn in cover. There's a ton of depth too it, and a really nice spread of difficulties - Storyteller, Adventurer, Tragic Hero and Walking Lunch. One thing that's worth noting is that Death is not the end - Characters are offered a mortal choice, letting them go out in a blaze of glory... or limp off with a permanent wound of some kind.
Campaigns are relatively short, taking place over 3-5 chapters, and chapters tend to be separated by 10 or so years. But dont worry! After a campaign is over you add heros to your Legacy. Then in future campaigns you can recruit (or even start with) characters from your Legacy, letting you develop storied heros of myth.
Worth noting the game is also aggressively friendly about play it your way - you can edit character's looks at any time (Up to and including gender - the game supports non binary characters, and trans* characters!). There's ways to cheat and edit characters if you want a specific combo for events, and the devs are quick to answer questions on how to do this on the discord.
There's also a
Wiki and a
Offical Discord
...Anyway, go play it! Talk about tactics and builds! Tell us your crazy adventures!
Posts
Venne Lackvyr agrees!
Honestly, it's a game about Transformation in a lot of respects, and the consequences of that. Do you fight it? embrace it? What's the cost? Do you pay that yourself, or force others to pay it for you? The world's going to keep moving, are you okay with that?
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It's so good! I'm doing another legacy campaign right now, using the new option to start with 5 heros. (More intended for multiplayer, but fun to bring in a whole bunch of legends).
So i've got a pair of sisters running around, One who's got fiery arms and legs, and the other who's covered in stars withmothwings and a fox tail. Venne from above, my Hunter who's a crow, and another Warrior who's 3/4ths of a Syvlan (I'm refusing to transform her last arm because it'd cost her her melee option, and i like herh aving that as a frontliner).
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So... It depends.
Right now the only transformation that's actually weak is the Stormtouched one, it just doesn't do enough damage. Stormtouched legs and head are okay though!
The trick is this: most transformations (botanical is weirdly the exception) can get an upgrade ability that gives them +1 damage and doubles the scaling. Secondly, most transformations gain something when both arms are transformed. Fire gets a powerful melee, Wolf gets the Frenzy multi hit attack, Crow shreds armor...
Finally, not having equipment means you're not spending resources on equipment for that hero, which frees up legacy points for cancelling calamities or recruiting additional legacy heros. This can be a big deal on tragic hero+
Tldr: the balance of the game is really tight!
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Leg transforms are great if they add speed, bad if they reduce speed. To me it feels like the devs undervalue speed a bit, especially given how slow your elderly heroes get. The heavy metal armor for warriors also seems a lot weaker than the dps leather armor given how great stunt chance is. But those are all small stuff, in general the balance is indeed great.
For me the issue is that a lot of the arm transforms alter what ranges the character is effective at. My mystic that went full shadow had a respectable close range attack but that really wasn't the range I wanted her to be in. Likewise I usually have polearms on my warriors for the range whereas a lot of the arm attacks are for adjacent squares. My hunters seem to be the least likely to be offered a transformation but attacking out of stealth with a dagger and a flanking bonus is really tough to compete against. I think if you got a transformation early on a character and could really build around it it could be easier to slot them into a party but making it work on a character that's already settled into a role is tougher.
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Crossbows are still pretty great. But they're great enough to limit how often you'd want to use an arm attack depending on your abilities.
I have a warrior that took the crystal transformation on his left arm since that added a shield with some bonuses but I will refuse all the leg transforms because that one takes away speed and he has enough issues staying in the fight.
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Yeah, transformed characters come into their own as legacy characters really. Though once you've completed a few runs you have a better idea of what's going to play nicely or how to make it all work
Like I have a skeleton mystic, so he builds towards vigorflow and takes ignite+ as a ranged option.
Most range issues can be fixed by dedicating a rank up to Long reach, which honestly you want on melee characters anyway.
For warriors and stickiness - wolfcall and zealous leap are your main options. Zl+ adds a lot of stickiness to warriors, and wolfcall is a great party buff - I have a Sylvan warrior who can easily get it rolling (witherbolt can one shot a drathix, it's very silly) and then entire party can go to town.
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Flanking, flanking and more flanking. Flanking is an automatic 100% to hit. Mystics are great because they can setup flanks for everyone else really easily. Arches+ -> Splinterblast is just nasty for this sort of shennagins. Discus is basically always available and lets you attack from really unexpected angles.
This is also where a lot of the arm transformations become amazing - Fire, Double Celestial and Botanical being standouts here. Firesoul gets the flame cone which being a really solid aoe option hits a pretty wide area, so it'll tag a bunch of things and set them up to be flanked. Starfall from having both celestial arms is a square aoe with huge range, so it's very easy to setup flanks with, and Botanical gets the Thorn Lash, which is a piercing line. Another option is Long Reach + Broadswipes... though right now if you stack enough potency/bonus damage what actually happens is your warrior swings her Spear and everything within five miles dies, so it's a bit self defeating on the flanking front.
Botanical also gets a swift action grab that does no damage, but can pull things around... including Allies. So you can get into position, yoink an ally forward, lash things, and then your ally can flank for maximum shennaginery.
You can also do some silly stuff with Swift actions like Bitter Scratch or Shieldshear - if you start your turn next to an enemy, you can use the swift attack, run around behind them, and automatically flank them that way. Battledance+ warriors can potentially do this too, though it takes a fair amount of speed to get the movement to really do this.
Combing stuff like a Zealous/Battledance/Long Reach warrior with a Elementalist mystic can really lead to a lot of pain for enemies.
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I’ll keep my eye on it for when I have some spare dough.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I hope he can lose the other eye so he's just got double eye patches, maximum edgelord style
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Stop ignoring my untouchable warrior and going for the flank, asshole Stonetantclebear
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Steam: MightyPotatoKing
Well he got the crystal transformation event right after my previous post so he is in fact down to 0 living eyes.
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Excellent, now you just need to get him the Inhabited hook so he can be all edgy.
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A couple non-spoiler mechanics comments: I like how they handle age and retirement. The Enduring War was my first 5 chapter campaign, and pretty much all of my original guys were retired by the end. The fact that you can choose to drop a bunch of xp onto a new up and comer when someone retires is a really nice way of passing the torch without feeling like you are losing a ton of power. I would definitely like the option to pass on some gear too, although with how prevalent crafting mats are by chapter 5 its not such a big deal. I was also really surprised to realize that you can recruit your legacy heroes later in the campaign! Welcome back Mordir the Poetical Romantic Battlemage!
I also chose at the end to kill off the Enduring instead of the 'bad guys'. The final battle was kind of a cake-walk, so I feel like I might have taken the wimpy option, but a bunch of selfish humans making themselves immortal while ignoring that it was causing a bunch of other people to die definitely felt like the real villains of the story.
Other than some nitpicks with the UI (inconsistent use of ESC and ENTER keys, the tooltip window when hovering over a unit often ends up blocking the unit from being selected, somehow selecting a unit always puts them on the edge of the screen rather than centered), this game is Real Good(TM)!
*Don't ask me where the name came from, nobody in the party was even named Helen! I've been making a practice of trying to take the most outlandish options available.
See, i...
(Spoilers for the plot)
If you let a hero become the Core, they're different, but fine - they'll send support in the final mission and stay in contact. (You can also still add em to your legacy!)
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On an archer with Ember Arrows. Also here's her mystic friend who's starting to turn into a crow, but the important part is he's an elementalist with Spiritblade+.
The relevant pieces of the combo are about like this: the fire chicken sets fires, as one would expect. Ember Arrows increases her damage and armor shred whenever she's next to a fire. When an elementalist interfuses with a fire, it doesn't burn out on its own, and Spiritblade+ lets the mystic use non-turn-ending actions to make somebody standing near the fire make melee attacks or shoot arrows, in addition to the usual turn-ending action of leashing the fire around from place to place.
Sadly, Ember Arrows and Quellingmoss don't seem to apply to off-turn arrows, which get their own bonus from Spiritblade, so this combo is merely universally lethal instead of utterly broken, and it works better defending a location than clearing a dungeon, because fire doesn't get a Wolfcall speed bonus to follow you around.
Mystics can also learn Ignite+ which lets them just create fire and interfuse with it wherever they damn well please. Though honestly at that point it's a better use the mystic's turn to Ignite some poor target and then fire leash the fire (Often killing the first target and multiple other things. Good times!)
But yes, "You're an artillery piece 'arry" is a great thing.
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The turtle did not at any point lie to you. It just... omitted some information.
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I should really weight Raider higher in my considerations than I do, since a lot of the time I'm like "this is half a combo and I'm not sure where the other half is". It's useful for Mystics most of the time, at least.
It's also a free action, and can do a decent amount of damage. The real issue it's usually competing against Zealous leap and/or shield shear.
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I'm hoping more story campaigns get made as updates or DLC. The Thrixl and Drauvyn ones were especially well done.
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3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
1) My first warrior, who had a greatspear with broadswipes and long reach. She saved multiple fights by plunking her right in the middle of a bunch of enemies (thanks to windwalk) and just one-shotting them all.
2) My second hunter (who was my fourth character) with rogue, a water bow that refunds an action point on stunt, and jumpjaw (which is amazing for just denying enemy turns).
This game is in the early running for my GOTY and it isn't close.
Steam: MightyPotatoKing
And then they show a countdown timer and run away, usually right at some pack of enemies, which imposes a certain amount of pressure on a tactical game.
If you can catch up to them you can pick to get some campaign currency (spend to stall enemy upgrades or fill in gaps in your own crafting needs) or enchant one of your current weapons with one of the four elements - leaf, stone, water, and fire. This means your crits do one less damage but get a special elemental effect - and all of your abilities can crit, even when you're being a mystic and making a rock skip rocks at people.
Fire arcs to up to three nearby enemies for some damage and sets fires. Stone explodes in a radius to immobilize enemies and shred armor. Leaf gives you two temporary HP, which is neat because actual health restoration is in very short supply during combat. Water refunds an action point.
There's some metaprogression to it as well - once you catch a spirit and enchant a particular weapon, you can craft elementally enchanted weapons of that type in all future runs.
Though there's a little weirdness to that. Mystics get one-handed wands and two-handed staffs. Hunters get two-handed bows and one-handed crossbows.
And then there's all the melee weapons. One-handed daggers do double damage on a flank (attack an enemy at least 90 degrees from the last attack it took). One-handed rapiers do less damage but have a boosted crit rate. And then you've got swords (improve block), axes (armor shred), hammers (knockback), and spears (boosted range), all of which are available in one-handed and two-handed varieties. So while I've been pursuing spirits with a fairly even mix of characters, I've got near-complete coverage on "hunter" and "mystic" weapons and very sparsely covered "warrior" weapons, even though there isn't a class restriction on who can use what weapon.
Water is strong. Way too strong currently! I'm trying to convince the devs to nerf it down to giving you a free movement action, instead of refunding an entire AP which is Very Silly. It's devasting on Zealous Leap/Heroism/Battledance warrior - Give em a Water Dueling sword, brawlguard, and a greatspear (or greatwhatever) as their off weapon, your choice of element (I'd take stone or fire, an artifact is fine too). Attack things with the duelingsword till the stunt happens, then switch to your greatweapon for the rest of the turn.
Leaf is mostly good on characters who are going to be in the thick of things or taking actions outside of your turn (Sentinel builds on warriors, or Ambush builds on Hunters).
Fire is a force multiplier for AoE abilities - you can stunt on multiple targets, which sends multiple lots of fire everywhere. This is very funny.
Stone is of course great for just shutting down enemy movement, and shred is always welcome.
Dont sleep on artifacts either - there's a ton of them, and some of them are incredibly good. For example: The wand that makes Interfusions a free action instead of swift (Which then goes with the book that gives you extra Interfusions and lets non-mystics Interfuse...). Quite a few Artifacts come with inherent elements too - i have a Leaf greatspear that plants trees in people's corpses.
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Admittedly this is also kind of true about the fire and stone crits, though even a little incidental fire splash or stone pop can be fun to see.
Not sure what you're saying there, to be honest.
Higher difficulties, there's always a wealth of enemy's and stunting into repeated attacks can let you mop up a whole wealth of foes. And that's before you get into shennagins like having a warrior do 5+ attacks in a single turn, or the havoc a Through shot+ Hunter can cause using a water bow.
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Fair enough. I haven't gotten up that high yet, just playing the basic campaigns. It just seems like the utility of a water melee weapon is related to having a horde in melee range and I haven't faced a lot of those - except, like I said, when it was the really big fights. So it was never really "OMG water so OP" and more "thank you RNG I needed one of thems".
But if you're always hordeing, isn't a big patch of armor shred or some firebolts about as good as a second attack? A water mystic weapon can be a bigger deal when the stunt fires because their threat radius is a lot larger, but they also don't get as much stunt chance as warriors.
started the next campaign, and I miss those 2
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It’s like Xcom and a choose your own adventure book had a baby.