You can get new releases outside of Steam here:
Github.com
You can get new releases outside of Steam here:
Github.com
Hey, you just need to download the release's ZIP, then unzip that somewhere, and then download and put the wyrmsun.exe and SDL.dll in the same folder.
The game is also available in the repository:
The new releases will keep being put up there :)
I'm happy you like the update :)
About hero resurrection, I did think about doing something like that, maybe I'll implement something similar in the future, I'll have to think about it.
Yes, if your custom hero dies you can still have him in the next mission if you choose to. You can also use him in custom games to gain XP.
About adding a price tag to the game - no, but I did sell it on Steam for some time (it was free here and sold on Steam, so basically the price was for having the conveniences of having it on Steam like auto-updates and etc.), but now I've made it free on Steam as well. The idea is to help spur the growth of the game's community this way, since Steam is such a big platform. What I am selling are cosmetic-only DLCs (which add new graphics for specific tribes/etc.).
I've released version 2.0.0 now, and the game has become free on Steam, so you can get the latest version from there :)
Thanks for the feedback! Sorry for the late response. About your points:
1. I've made it so in version 2.0.0 heroes carry over experience (instead of only their level), which has made leveling faster.
2. Cheese and carrots can now be bought from farms, to heal heroes. Additionally, when you have a stronghold, you can buy healing potions from there.
3. I'm not really sure about reviving the hero. I think it could make them too disposable, the player then wouldn't care much if the hero got killed, since he could be revived soon after.
4. Since experience now carries over, even if the hero dies, you will still make some progress to reach the next level.
5. There are magic and unique items which are more powerful than the base ones, you just need some luck to find them :)
About the forest density, in which maps did you think there were too many trees?
Trees do regrow, yes.
The view radius changes with day/night, maybe that was the issue? So for humans at night their view radius can be small, but at day they will see much farther.
I don't really like the idea of making the fog of war be changeable in the options like that, since the player would be removing a lot of difficulty with an option. But you can change it with the cheat code "fow off" (use "fow on" to turn it back on).
Maybe the day/night cycle goes a bit too fast, I'll think about that.
By the way, the game is now free on Steam, so you can get the latest version from there :)
Store.steampowered.com
Hey!
You can always see the progress in the repositories:
Github.com
Github.com
Right now I'm working on the big 2.0.0 release :)
Thanks, I'm glad you're enjoying it :) Giving units extra HP per level up might make the level ups too strong, I think. The advantages from a level up are supposed to be equivalent to a technology upgrade. But there should definitely be abilities which increase HP before learning all abilities and then getting +15 HP per level-up.
About new races, I want to add more eventually, but the focus right now is on expanding the current playable civilizations. The main issue is that adding new races requires really a lot of new graphics. Adding more playable custom hero types from non-playable races (like the Gnomes, Goblins and Kobolds) would be more feasible, though, since it wouldn't require having the entire tech-tree done for that race. And of course, adding those new unit types would make it easier to make those races playable later on. For instance, if a Gnomish ranged custom hero is added, then that would already make the gnomes a bit closer to having the graphics necessary to be made playable.
I just uploaded version 1.9.5, which features experience carry-over for heroes :)
Thank you! :) I'm happy that you like the game. About experience carrying over, as I mentioned in the previous comment, it will probably come with the next version of the game.
Actually, I had the exact same idea! :) I implemented a system very much along those lines yesterday, and I was doing some tests with the experience carrying over, to see how it would feel like. So far I don't think that it detracts from the experience. So it will probably be in the next version :)
Hmm, that's weird =/ Unfortunately I can't reproduce the issue here. But your hero isn't disappearing anymore, right? And which version are you playing?
About the needed experience increasing with upgrades - yes, this happens because it becomes easier to kill enemies (so they "learn" less when they fight an enemy unit). But note that upgraded enemy units also yield more experience.
Yes, it is intended. I did that since I thought that allowing heroes to carry over experience (rather than only their levels) would make it too easy to level-up.
I've found the source of the crash. It is with the "Persistent Heroes" popup tip: if when you click on a persistent hero for the first time it is a custom hero, the popup tip will trigger a crash. To make this issue go away, simply start up the first dwarven quest and click on the story heroes Durin or Modsognir. That will trigger the "Persistent Heroes" popup tip (which won't crash with them), making the issue go away when you next click on a custom hero.
I already have a fix for the issue, which I will add to the next version of the game :)
That's unfortunate =/ What does the stderr.txt file say?
Thanks for the bug report! Unfortunately I cannot reproduce the bug here.
Which OS are you using? And is your computer multi-threaded?
There was a bug with that version, sorry about that. It has been fixed for 1.9.0:
Indiedb.com
Yup :)
Only in multiplayer they aren't playable, because it would be too easy to "cheat" by editing their save file.
That's a very good point. With the next version the cost of the silver mine will be halved, and that of the copper mine will be quartered.
Thank you :)
The "Develop Civilization" feature is indeed a way through the game could be further expanded, but adding new civilizations (with new UI, buildings, units and icons) would require a lot of new graphical assets, so it wouldn't be a simple task. It would be pretty nice though to have the Germanic civilization be able to develop into either the Teutons, Goths or Norse :)
A simpler way to add diversity though would be to allow the player to select a faction (which tribe or nation they want), and associate those either with bonuses, or with allowing/disallowing certain parts of the tech tree.
Fixed now (I had forgotten to include a necessary DLL), thanks for reporting the issue!
Yes, of course. The new update is taking a bit long because it required a lot of work which couldn't be implemented in parts, specifically the new Earth world map which is 16 times larger.
It is almost ready now, however, and should arrive during this week or the next one at the latest.
And, yesterday trading cards were added to the Steam version :)
That sounds good; I've added that now. When the big fire appears over a structure (it being below 50% health), it now loses 1 HP per second due to burning.
Acceleration like that for cavalry would be nice (specially if they can't stop immediately when ordered, making them less flexible and more flank-able, as cavalry should be). Unfortunately, it would be somewhat complex to implement that, but I will keep the idea in mind.
I specially like the charging; I think it would be nice if cavalry units ran holding a lance, used it to do the first strike on the enemy, and afterwards switched to a sword or axe for the resulting melee.
Andrettin
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