Wildermyth

Wildermyth

Velvetclaw's Mods and Fixes Pack
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Update: 3 Sep, 2022 @ 10:31am

Changing the spawn weights on NPC hat headpieces. This is gonna take some time ....

Update: 3 Sep, 2022 @ 8:51am

Trying to get the number of Hittite names for settlements to spawn right. Unfortunately it's an uphill battle.

Update: 2 Sep, 2022 @ 8:35pm

Update

Update: 1 Sep, 2022 @ 10:50pm

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Update: 1 Sep, 2022 @ 4:09am

Seven items from vanilla got the legacy treatment:

- Lover's set of augments
- Deepist cape and sash.
- Spokesperson's Badge and Town Sash.

Update: 23 Aug, 2022 @ 6:30pm

Update

Update: 19 Aug, 2022 @ 8:14pm

It is inconceivable that, given the ease of making a spear and its deadliness in the right hands, that militias in Wildermyth would not have spear-armed shield bearers. So now, these units, bearing Gilded Magpie's Heraldic Shields, will appear in some incursions, albeit not all the time as long as the local fortification level is at max.

Sword-armed shield bearers, previously introduced on Friday, have had their weights diluted further to make way for these shielded spear infantry. They will now appear during incursions against level 2 settlements, but their numbers will still be very rare.

Update: 19 Aug, 2022 @ 2:17pm

Ought to rewrite Village in the Night (how?)

Is now a random event, with a very high rarity.

What possibilities do you have?

- Fight a Deepist Ritual
- Fight a bunch of Unresting Ones.... the original suggest that is what happened.
- Fight off a bunch of grave robbers - restores the Ticking Tomb event.
- Fight an Orchardist amidst a bunch of wailing trees.
- Fight some cultists with a Summoning OR
- Fight a Necromancer (this mod recruits a legacy hero with the Skeleton Lamp)

Update: 18 Aug, 2022 @ 9:31am

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Update: 18 Aug, 2022 @ 9:13am

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