Wildermyth

Wildermyth

Yondering Abilities
20 Comments
MengqiCrunchy 12 Jan @ 1:43pm 
For some reason, this is mod conflicts with a specific opportunity (the unstilled heart) when partnered with some other mods. we're still looking into it on the wildermyth discord.
psiandco 12 Oct, 2023 @ 6:09am 
Shieldsworn+ the ability to bash seems to not work, I am doin' something wrong..?
sammaster7752 14 Jun, 2023 @ 9:12am 
hope to see more healer mage stuff too nice work.
Wavypavy 19 Mar, 2023 @ 5:52am 
Really like several of these abilities, especially ghostsliver and base shieldsworn. The new actions feel a little under-tuned compared to how most base game skills can stack to multiply rather than add power/utility, but it could just be my play style.
amberness 28 Nov, 2022 @ 1:49pm 
Do you know if this mod interferes with getting any achievements like Child of the Hills?
Smoker 26 May, 2022 @ 6:22am 
Zealous leap is fixed and it was my fault X)
Robur Velvetclaw 26 Apr, 2022 @ 12:21am 
ATTENTION - With Wildermyth having experienced the 1.7 update, some mods have been found to be interfering with the game.

I am requesting you look into revising this mod because there are mods that now interfere with some abilities, ie Warriors not getting abilities like Zealous Leap.
DaBadWabbit  [author] 1 Apr, 2022 @ 7:42pm 
It should, you said it didn't benefit from the dagger double damage trait but it worked when I checked in the combat lab. Make sure the flanking angle you're Haunting from qualifies for the double damage.
Hero of Wind 1 Apr, 2022 @ 8:48am 
Oh, I see, ok, that makes more sense. Does Haunt take into account double damage from daggers with it's attack?
DaBadWabbit  [author] 1 Apr, 2022 @ 3:50am 
@Hero of Wind Haunt has crazy synergy with Thornfang and Rogue. Each time you kill an enemy, you enter grayplane allowing you to Haunt and if you kill the enemy with Haunt then it refreshes Thornfang effectively allowing you to move and attack for one action, up to the limit specified by Thornfang.
Hero of Wind 29 Mar, 2022 @ 12:59pm 
What exactly is Haunt, granted from Ghostsliver+, supposed to do? It's targetting makes it seem like it's AoE, but the damage preview only appears if there's only one target in the area (I haven't actually tried using it yet on multiple enemies). It ends the turn, doesn't benefit from dagger flanking buffs as near as I can tell, and does equal damage as a dagger when equipped. Currently the only reason I see where it would be useful over just normally moving and stabbing someone is if they're so far out of movement range/you need a bit of teleport to reach them that the free movement provided by it can be used, but those instances seem really few and far between. Is there something I'm missing about the rules of this ability?
DaBadWabbit  [author] 23 Feb, 2022 @ 9:03pm 
Shieldsworn should be a favorite for any warrior who prefers using a shield alongside their weapon of choice. It increases the damage blocked to 2, so walling with an ally and being hit by a non-flanking attack reduces the incoming damage by a hefty total of 3! The upgrade allows the warrior to bash with the shield and concuss enemies, making it significantly easier to hit them as well as reducing their accuracy. Pairs well with Riposte and a sword for the extra block, so the chances of counterattacking are pretty high. Sword and board builds rejoice!
DaBadWabbit  [author] 23 Feb, 2022 @ 9:03pm 
Updated and added 2 new abilities - Shieldsworn and Lacerate. For now I'm pretty content with where this mod is, and I'll be taking a break for a bit before possibly working on more abilities in the future. If anyone finds any bugs, lemme know and I'll fix them.

Lacerate inflicts a new condition called bleed that causes enemies struck by a melee weapon or ability to lose health for each tile they move. When upgraded, they also hemorrhage and lose health at the end of their turn. This ability has a lot of fun interactions with other classes. Warriors can use Thundering Challenge, Backslam, or a mace to push their enemies about the battlefield causing them to rapidly bleed out while Mystics can interfuse with scenery to pull foes with vines or Compel them and force them to move.
DaBadWabbit  [author] 16 Feb, 2022 @ 11:51pm 
Quite simply put, I believe they forgot to update the text aspect in the manual override for the ability to remain on the ability bar grayed out to reflect that. So if I changed it to stay on the ability bar grayed out, the text breaks, unlike other grayed out abilities in the game.
DaBadWabbit  [author] 16 Feb, 2022 @ 11:51pm 
@Fillipk There's a way to manually override it, but it runs into the issue of the text on the ability bar becoming janky so instead of saying "Once per combat, insert whatever your mystic's name summons a beast spirit and becomes drained for 3 turns," it says, "Once per combat, <name> summons a <self.mysticDeck_callbeast_upgrade:[upgrade]greater beast[]/beast> spirit and becomes drained for 3 turns," (which is the relevant code behind the ability bar text).

I believe the issue is that Wildermyth is hardcoded for two action point cost abilities to always disappear from your action bar by default if you don't have enough action points, and no other base ability runs into this issue in the game because they either are one action, swift action, or attack action abilities like engage and backslam.
KnotofKnots 15 Feb, 2022 @ 6:31pm 
Is it possible to just grey-out the call beast ability when it can't be used and not remove it from the hotbar entirely? (Yes I replied twice before, I deleted them because I was wrong and they weren't relevant)
Doctrine Dark 13 Feb, 2022 @ 8:22am 
Checking it out will post back
DaBadWabbit  [author] 13 Feb, 2022 @ 3:02am 
Balance concerns, bugs, whatever. Let me know whatcha think!
Raimoundo 5 Feb, 2022 @ 5:35pm 
Yes, we need more abilities till this game becomes Dos2
Mis Nomer 2 Feb, 2022 @ 4:57am 
Oh this looks really cool - I'm going to try it out!