We've been working on this for a while and are super excited to finally show it off!Īlso some good bugfixes, including a memory leak fix that should improve performance for long sessions, and improvements to lighting when point light limit is low. This story is unlocked by an existing event and follows the consequences of releasing Vulta from their gem-prison. The Sunswallower's Wake is a three chapter campaign for legacy heroes, focused on Vulta, an ancient enemy of the Yondering Lands. This table becomes outdated as the game updates or changes. The needed relationship tier for a given hero increases by +1 (to a max of 5) for each hook quest they've completed. The Yondering Lands have more stories to tell. At least around 65-145 days must pass between consecutive hook quest opportunities, and only two hook quests can trigger per chapter. These are what has been listed here, but be aware you may sometimes want to build a particular hero in a way that doesn’t require them.Patch 1.5 for Wildermyth comes a new three chapter campaign: 1.5 The Sunswallower's Wake There are still a few abilities that should make your eyes light up when they are presented as an option. Unlocking a powerful transformation can completely change how you should use a hero. There are no abilities that are always the best for every class in every situation you encounter in Wildermyth. To Each, Their OwnĪ final note is that levelling is very situational. Fairly often, this will bring your enemies into the hit point range where you can use a bigger attack to take out a large number at once. The weakest units might die to this alone, but the most utility is against mid-strength foes. With mystics already having the most area of effect attacks, they are the best heroes to use to defeat large numbers quickly. It’s only a small amount of base damage, but it is based on potency, so you can get it fairly high.
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