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Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie

Wyrmsun

Patch 2.5.1

Wyrmsun 2.5.1 is now live! Check out the changelog below.

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- 2.5.1 Changelog
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* AI
- Fixed bug which sometimes resulted in AI forces trying to go to the top-left corner of the screen.

* Buildings
- Dwarven buildings now use stone (instead of lumber) for construction, except for the Yale Pen, Dock and mines.
- Added Germanic Dock (graphics by Jinn).

* Campaigns
- Mineral resources for the Earth campaign map are now based on the real location of resources (except for those in the player starting points), instead of being randomly generated.
- Added The First Dwarves campaign.

* Factions
- Removed faction splitting, as the feature was not performing as expected.
- Updated the faction effects string to be more objective.

* Grand Strategy
- Removed province and tile name generation, greatly saving on memory usage.

* Maps
- Improved the symmetric map generation.

* Miscellaneous
- Fixed a crash related to worker gathering.

* Quests
- As missions are transitioning to the Campaign mode, acquiring technology points to unlock units, buildings and upgrades is no longer required for the missions.
- The storylines of the A Rocky Home and The Binding of Grafvitnir quests are now part of the The First Dwarves campaign, and thus those quest scenarios have been removed. The storyline has also been modified, so that the dwarves now have to slay the wyrm, rather than put fetters on it, and the kobolds who serve the wyrm now play a more prominent role.

* Units
- Dwarven Axefighters and Yale Riders no longer cost Lumber.
- Yales no longer attack if a unit gets close to them.
- Added Germanic Transport ship (graphics by Jinn).

* Upgrades
- The dwarven Masonry technology now costs only stone and no lumber.

Patch 2.5.0

Patch 2.5.0 is finally here!

The most notable changes in it are:

1. A new "Campaign Mode", which allows you to play a story on a huge map (256x256). After completing the storyline you have the option to conquer the entire map.

2. The primary resource is now Copper, rather than Gold. Copper, like silver and gold, was a metal commonly used as currency. It is also more sensible for the value of copper (rather than that of gold) to be roughly the same as that of lumber and stone. This change means that now finding silver and gold deposits is now appropriately much more rewarding, as unit costs remain the same, and silver converts to copper at a 200% rate, and gold at a whopping 400% rate. Players now start out with a copper deposit near their town hall, rather than a gold one.

See below for the full changelog.

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- 2.5.0 Changelog
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* Abilities
- The learning buttons for Healing and Precision now correctly display descriptions for them.
- Yale Lords can now learn Leadership Aura.
- The Leadership Aura's effect is now only applied if units are in combat.

* AI
- Made the AI easier on Easy difficulty.

* Buildings
- Temples and docks now correctly have a rally point button.
- The goblin Dock now correctly has the same quantity of under construction frames as those of the other civilizations (new frame by Jinn).
- Revamped Lumber Mill and Smithy names.
- Temples now sell scrolls.
- Temples now correctly receive the time efficiency bonus from Writing upgrades.
- Increased the sight of buildings which had a sight of 1 to 2.
- Added Germanic Dock graphics (at the moment used only for the Teuton pre-Masonry Dock).

* Factions
- Revamped Frankish personal names.
- Revamped Anglo-Saxon personal names.
- Revamped Lombardic personal names.
- Faction splitting now only happens in the campaign mode.
- Added several new Germanic tribes: the Eraling Tribe (+2 Damage for Eralas), the Karling Tribe (+1 Food per Farm), the Thielung Tribe (+1 Damage and +1 Accuracy for Eralas) and the Thrahiling Tribe (+5% Lumber Processing).

* Grand Strategy
- Fixed issue which sometimes caused a crash when loading a grand strategy game.

* Heroes
- Persistent heroes (including custom ones) can now be hired at barracks-type buildings and mercenary camps in single-player games (outside of quest scenarios and the grand strategy mode).
- Added Erala (Germanic Warrior) (icon by Exidelo).
- Added Sigibert (Frankish Ritter) (icon by Jinn).

* Items
- Fixed an issue which caused units without inventory to clear their order queue after picking up a healing item.
- Fixed an issue which caused healing item auto-use to clear the unit's order queue.
- Added two new unique spathas, Frey's Sword and Sigrljoma.
- Fixed issue which allowed units to pick up items laying on the ground even if the path to them was blocked.
- Added Fafnir's Heart unique item.

* Miscellaneous
- Fixed issue which caused Germanic players to have the Teuton Civilization upgrade researched at scenario start when restarting the scenario after having developed the Teuton civilization.
- New See Garrison button icon (by Jinn).
- Fixed issue which caused the autosave to remain active even after deactivating it in the options.
- Flavor triggers now only happen in the campaign mode.
- Changed the "Defeat your enemies" default objective description to "Defeat your rivals".
- The gold resource is now copper instead. Gold is now converted to copper at a 400% rate, while silver is converted to copper at a 200% rate.
- A popup is now displayed with the name of a resource when hovering over its icon.

* Quests
- Added a new Campaign mode, playable on a huge map.
- The player now receives a notification when new in-game quests are available, instead of a quest symbol hovering over the town hall.
- In-game quests are now only obtainable in the campaign mode.
- Added the "Master of Metal" in-game quest for the Germanics.

* Terrain
- Improvements to the rock, cave wall, dry mud and cave floor tile transitions (by Jinn).
- The forest tileset now again uses the previous dirt and rock tiles used for it (by Jinn).
- Improvements to the water tile transitions (by Jinn).
- Fixed crash which happened when attacking dungeon walls.

* Units
- Ships now receive individual names.
- Personal name epithets are no longer generated for fauna units.
- Added Goat (unit graphics by Jinn, based on b_o's yale; icon by Exidelo; sounds by Wildfire Games).
- Added Boar (unit graphics by Jinn, based on the boar model by Wildfire Games; icon by Exidelo; sounds by Wildfire Games).
- Added Wolf (unit graphics by Jinn, based on the wolf model by Wildfire Games; icon by Exidelo; sounds by the Battle for Wesnoth team).
- Removed fauna breeding to improve performance, and because it didn't serve enough of a purpose.
- Skutans and Schutzes now correctly have mana.
- Fixed issue which caused some Gnomish factions to not be able to train Recruits.
- Animal idle sounds are now played less frequently.
- The owner of goblin Thieves is now hidden (they appear as if they were neutral to other players).
- The popup which appears when hovering over a unit instead of displaying the personal name followed by the unit's type name, now displays the unit's type name (or its proper name in the case of unique/magic items or heroes) followed by the name of its owning faction.
- Names of heroes now have the proper color when hovering over their portrait in unit multi-selection or from within a transporter.
- Attacking is no longer the default action for when right-clicking non-aggressive fauna.
- Improved the performance of unit sight calculation when changing the time of day.
- Added level 2 infantry upgrades for the Germanic Warrior and the Teuton Krieger.
- The Teuton Krieger can now upgrade to the Ritter.
- Dwarven Miners can now upgrade to Skilled Miner and (at level 3) to Expert Miner (icons by Exidelo, based on Jinn's Dwarven Miner icon).
- Added icons for the Brising Skilled and Expert Miners for the Brising Faction Flair DLC.
- Update to the Horse graphics (modification by Jinn).
- Updated the Frankish Faction Flair DLC with new base swordsman icons.

Development Diary #10: Map Layers

In the last few days, I have finished adding support for a massive new feature to Wyrmsun: map layers. This will allow players to travel between multiple map layers through “connectors”, which can either be a cave entrance to a deeper underground level, or a portal to another plane of existence or a different world.

The current plan is for different surface/underground layers to be accessible by normal units, while magic portals will be invisible (and unusable) to all but heroes who have acquired the necessary magic skills to see them. The latter element is necessary to maintain the low-magic aspect of the Wyrmsun universe (in the sense of magic being the stuff of myth and legend and not a normal part of people’s daily lives), which is important to keep the historical part of the game from being too fantastical.

The multiple map layers feature is also planned to be tied in to new campaigns. Picture, for instance, a Nidavellir map in which your clan of dwarves travels through deeper and deeper underground layers, facing ever-increasing perils…

Original Post

Patch 2.4.2

Wyrmsun 2.4.2 is here! This patch adds in-game quests which can be obtained at the town hall during custom games, and adds introductory quests to each civilization. Full changelog below.

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- 2.4.2 Changelog
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* Buildings
- The garrison of stronghold-type buildings is now contained in a submenu accessible through the "See Garrison" button (icon graphics by Jinn).
- A quest symbol is now displayed on top of town hall-type and stronghold-type buildings if there are quests available (quest symbol by Exidelo).

* Editor
- The grand strategy battle AI is now available for selection in the editor.

* Grand Strategy
- Fixed issue which caused technologies to not be properly applied when playing grand strategy battles.
- Fixed issue which caused a crash when hovering the mouse over the edge of the map while playing with 1920 resolution width.

* Items
- Fixed an issue which caused an item to lose its name after loading a saved game.
- Added Horn item type (graphics by Exidelo). The horn can be equipped in the offhand slot, for any unit using a one-handed weapon (including ranged ones such as the dwarven Scout). As with rings and amulets, horns always have a magic affix.
- Added Gjall (unique horn).

* Miscellaneous
- Added Stone Pile (graphics by Jinn), which can be harvested for stone. It occasionally drops when buildings which cost stone are destroyed.
- Fixed a crash cause.
- Added "The Song of Rig" and "The Lay of Alvis" achievements.
- The Gold Rock graphics have been updated (by Jinn).
- Gold Rocks now have graphics for when holding less resources (by Jinn).

* Quests
- Added the possibility of accepting in-game quests at town-hall-type buildings in custom games (quest icon by Jinn).
- Added "The Good Seasons", "Thrahila's Logging", "Thrahila's Hut", "Karla's Farm", "Erala's Swordsmanship" and "Erala's Hall" in-game quests for the Germanics.
- Added "The Sun Shields" in-game quest for the Germanics, and removed the equivalent trigger.
- Added the "Mushroom Fields", "The Dripping Hall", "The Deep", "The Burner" and "The Weaver of Dreams" in-game quests for the dwarves.
- Added the "Shorbear Hold" in-game quest for the Shorbear Clan.
- Added the "Gathaarl's Children", "Agniss' Mysticism", "Dremac's Wealth", "Ioun's Tactics" and "Orza's Scholarship" in-game quests for the goblins.
- Fixed issue which caused the AI to randomly not behave properly in the "The Necklace of the Brisings" mission (dwarf).

* Units
- Decreased the rate at which workers gain experience by gathering and building.
- Renamed the goblin Worker to Drudge.
- Added Unicorn (icon by Mrmo Tarius, modified from Jinn's horse icon).

Patch 2.4.1

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- 2.4.1 Changelog
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* Editor
- Fixed issue which sometimes caused a crash when placing certain types of terrain in the editor.
- Fixed issue with the "Trains" and "Drops" drop-downs in the unit properties of the editor occupying the same space.

* Factions
- Fixed issue which caused split-off factions to appear as neutral.

* Miscellaneous
- The default "Defeat your enemies" objective now displays in custom games on the upper-left part of the screen.

* Quests
- Fixed issue which prevented quest triggers from being properly activated when restarting a game.
- Fixed issue with the Closing the Gates quest which caused gryphons to be generated in it.

* Terrain
- Fixed issue which sometimes caused ferns and flowers to appear as black squares.

Patch 2.4.0

Attention! This patch thoroughly reworked how the tile system functions. While the game still supports maps written in the old format, open and re-save your custom maps with the editor to make sure they will work with future patches.



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- 2.4.0 Changelog
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* Abilities
- Fixed close-quarters pathing issue for units' autocast for abilities like Stun.
- Added Precise Shot active learnable ability (deals an attack that has 100% chance of resulting in a critical hit).
- Added Scouting passive learnable ability (increases sight), available for ranged units. Dwarven Scouts, Pathfinders and Explorers start with this ability already learned (icon by Exidelo).
- Added Precision spell (causes status effect that doubles accuracy), learnable by dwarven Witnesses and Teuton Priests.

* Buildings
- Rally points are now correctly stored when saving a game.

* Civilizations
- The Goblins are now playable.
- Added Goblin UI (graphics by Jinn).

* Editor
- Fixed issue which caused certain custom units to be transformed into pre-existing ones when the map starts.
- Fixed issue which caused the interface for setting graphics for custom item types to not work.
- A unit type's drops may now be set through the editor.
- Fixed crash which happened when trying to place a custom unit based on the "unit-template-sapient-unit" template.
- Fixed issue which caused magic affixes set to items to not be saved if the item type didn't have any uniques.
- Fixed issue which caused a crash when viewing the properties of amulets and books.
- Which literary work a scroll or book contains can now be set in the editor.
- Terrain types are no longer limited to a tileset, and can now be placed on any map.

* Factions
- Added Du'urdin gnomish polity.

* Grand Strategy
- Added Du'urdin province (Nidavellir).
- Fixed the position of the "No Day/Night Cycle" and "Battle Base Building" options in the Grand Strategy menu, so that they no longer occupy the same position.

* Heroes
- Goblin custom heroes can now be created.
- Fixed issue with heroes' stats increasing with every save/load while playing a scenario.
- Added a button on the right part of the screen to make it easier to select the custom hero.

* Items
- Fixed issue which caused a crash when a gryphon rider read a Scroll of Forgetfulness or a Book of Retraining.

* Maps
- Increased quantity of fauna units generated in maps.
- Fixed issue which caused a crash when approaching the long swordsman in random dungeons.

* Miscellaneous
- Updated the visual guide to include guidelines for ship graphics.
- Fixed minimap viewport rectangle issue which caused it to be 1 pixel smaller in both width and height than it should be.
- If there is a gold deposit in an unsettled area, a new tribe may split off from an existing one to occupy it.

* Quests
- Goblin Barbarians and Warlords are now present in the Caverns of Flame quest.
- Goblin custom heroes can now be used for dwarven quests.

* Terrain
- Added new dirt transitions (by Exidelo).
- Dirt tiles can now be built upon.

* Triggers
- Fixed issue which caused deactivated triggers to sometimes refire after loading a saved game.
- Added "The Curved Swords", "The Sun Chariot" and "The Sun Shields" flavor triggers for the Germanics in single-player custom games.

* Units
- Added Goblin Barbarian (upgrade of the Swordsman) (icon by Jesse Crider, modified from b_o's and Leo's Goblin Swordsman icon).
- Added Goblin Warlord (upgrade of the Barbarian) (icon by Jesse Crider).
- Added Goblin Shadowstalker (upgrade of the Headhunter) (icon by Jesse Crider, modified from Jinn's Goblin Headhunter icon).
- Ordinary enemy units now drop items in non-base-based missions (that is, ones in which no player owns or has ever owned a town hall).
- Fixed issue which caused unit individual upgrades to not be saved properly in saved games.
- Added Goblin Transport ship (graphics by Jinn).
- Goblin Gliders are now mechanical units.
- Dwarven Pathfinders can now upgrade to Gryphon Riders when leveling up.
- Fixed issue with destroyed doors not being passable after loading a saved game.
- Fauna units now prefer to move to terrain types that they are native to.
- Added Ettin (icon by Jinn, unit graphics by Jinn, modified from b_o's dwarven graphics) (currently only available through the map editor).
- Added graphics for young yales (modification of b_o's yale by Jinn).
- Goblin Thieves now correctly have 11 speed.
- Goblin Gliders can now patrol.

* Upgrades
- Added goblin Broad Sword and Long Sword upgrades (icons by Jinn).
- Added goblin Rimmed Shield and Embossed Shield upgrades (icons by Exidelo).

Development Diary #9: More Goblin News

Goblin development is now nearly complete. Their sword icons, user interface and transport ships have been finished by Jinn, so that now only their "stand ground" and shield icons are left for them to be implemented in the game as a playable civilization.





Soon you will be able to play as goblin custom heroes and factions!

A lot of work has also gone into fixing existing bugs and into new code to pave the way for new features, like the planned religion system.

Original Post

Patch 2.3.1

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- 2.3.1 Changelog
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* Abilities
- Dwarven Witnesses can now learn Healing when leveling up.

* Buildings
- Fixed issue which caused buying potions from temples to be queued while a priest was being trained, instead of happening immediately.
- Added Goblin Dock (graphics by Jinn).
- Added Latin Stables (graphics by Wildfire Games and Jinn).

* Heroes
- Fixed issue which prevented a Schutze hero from being created.

* Items
- Added Book item (icon by Mrmo Tarius); literary works contained in books will increase their respective Knowledge sphere by 3 rather than 1.
- Added Book of Retraining, which allows a character to repick their abilities.
- Added the unique Thursagan's Book, which not only increases Knowledge (Magic) by 3, but also gives the character a permanent bonus to fire resistance.
- The literary works "De Bello Gallico", "Meditations", "Notitia Dignitatum" and "Historia Ecclesiastica Venerabilis Bedae" are now books instead of scrolls.

* Miscellaneous
- The entry for each world in the encyclopedia now displays a list of its sapient inhabitants and its fauna.
- The inhabitants of each plane now appear in a list in their encyclopedia entry.
- Updated the "Knowledge (Magic)" Game Concepts entry to say that literary works are usually dropped from town halls and temples.
- Fixed an issue which caused the key scroll speed preferences to not be loaded at game start.

* Quest
- The Mercenary Camp is no longer present in The Binding of Graftvitnir quest, as the player couldn't hire from it anyway (since farms can't be be built during the mission).
- The player now starts with a dwarven Witness who can heal in The Binding of Grafvitnir quest. On easy difficulty the player gets two healers instead.
- Fixed issue which prevented the Hills of the Shorbear Clan mission from being completed.

* Units
- Insects no longer show up in the minimap.
- Added Adelobasileus (prehistoric mammal-like animal) (icon by Mrmo Tarius, modified from Jinn's rat icon). This creature appears only in custom maps.
- Animals now seek shelter in stumps and holes at night (or day, if they are nocturnal).
- Animals are now more apt at finding a breeding mate.
- Increased the probability that birds and bats will have offspring.

Patch 2.3.0

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- 2.3.0 Changelog
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* Abilities
- Aura abilities are now also applied to garrisoned units within range.

* Buildings
- Added Goblin Temple (graphics by Jinn).
- Added Latin Farm (graphics by Wildfire Games and Jinn).
- Added Latin Barracks (graphics by Wildfire Games and Jinn).
- Added Latin Smithy (graphics by Wildfire Games and Jinn).
- Changed the Germanic Carpenter's Shop hotkey to R.
- Fixed issue which caused buildings abandoned by workers to very slowly self-construct.

* Editor
- Fixed an issue which made certain unit layers not appear properly during unit placement.
- Units are now removed if the terrain below them is changed to become incompatible with them.

* Factions
- Added the "Derro Tribe" faction for the gnomes, along with an encyclopedia entry for them.
- Faction entries in the encyclopedia now display the faction's color and effects.

* Grand Strategy
- Fixed an issue which caused a town hall to not be generated for the defender with battle base building in certain random circumstances, which also had the consequence of making the battle unwinnable for the attacker.
- Added Ingria and Viborg provinces (Earth).
- Added Lake Ladoga water province (Earth).
- Added Untersberg province (Nidavellir).
- Years in Nidavellir are counted based on the foundation of Untersberg. Instead of "BC" and "AD", BU (Before Untersberg) and YU (Years Untersberg) are used when playing a Nidavellirian civilization.
- Added rivers to the grand strategy mode (graphics by Mrmo Tarius). Settlements placed on a river can fish for food.
- Added the Achelos, Alpheus, Avon, Danube, Dee, Douro, Elbe, Eurotas, Garonne, Minho, Narova, Neva, Oder, Peneus, Rhine, Sado, Seine, Severn, Tagus and Thames rivers to the Earth world map.

* Heroes
- Derro Thugs can now be created as custom heroes for (usable for Nidavellir quests).
- Heroes now have a "Knowledge (Magic)" stat (seen in the unit's popup when hovering over its portrait when it is selected), used for identifying magic items. For every five Knowledge (Magic) levels the unit also gains one maximum mana.
- Heroes now have a "Knowledge (Warfare)" stat (seen in the unit's popup when hovering over its portrait when it is selected). For every five Knowledge (Warfare) levels the unit gains one maximum HP.
- The effect of the "Suebi Allegiance" and other similar scroll effects is now described when hovering over the scroll in the inventory.
- The effect of the "Detachment" scroll effect is now described when hovering over the scroll in the inventory.

* Items
- Added "Scroll of Sagan Allegiance", which transforms a gnomish unit (including gnomish custom heroes) into their faction equivalent for the Sagan Tribe.
- Magic and unique items now start out unidentified. They are automatically identified when characters have a sufficient Knowledge (Magic) level.

* Literary Works
- The Alvissmol now increases Knowledge (Magic) by 1, instead of increasing mana.
- The Fafnismol now increases Knowledge (Warfare) by 1, instead of increasing the bonus vs. dragons.
- The Reginsmol now increases Knowledge (Warfare) by 1, instead of increasing the backstab bonus.
- The Scepter of Fire now increases Knowledge (Magic) by 1, instead of increasing fire resistance.
- The Hildebrandslied now increases Knowledge (Warfare) by 1, instead of increasing the bonus vs. mounted.
- The Meditations now increases Knowledge (Warfare) by 1, instead of increasing HP.
- Added "De Bello Gallico" (Latin), which increases Knowledge (Warfare) by 1.
- Added "Notitia Dignitatum" (Latin), which increases Knowledge (Warfare) by 1.
- Added 56 Teuton literary works which increase Knowledge (Magic) by 1.
- Added 3 goblin literary works which increase Knowledge (Magic) by 1.
- Added 2 gnomish literary works which increase Knowledge (Magic) by 1.
- Besides Town Halls and Strongholds, Temples can now also drop literary works.

* Miscellaneous
- Added "No Day/Night Cycle" option when starting single-player maps.
- Fixed a crash cause.
- Added support for the engine to recolor portraits and unit graphics to obtain new skin (such as the gray skin color for deep gnomes) and hair colors.
- Fixed a crash which happened when playing a custom map with the "Neutral" civilization being used for an AI player.
- Added a "Knowledge (Magic)" entry to the encyclopedia Game Concepts section, explaining how the new stat works.
- Added a "Knowledge (Warfare)" entry to the encyclopedia Game Concepts section, explaining how the new stat works.
- Added a "Planes" section in the encyclopedia, explaining some of the different planes of existence in the game's lore.
- Added a popup tip explaining item identification when an unidentified item is first obtained.
- Language patterns are now cached, so that the game no longer has to recalculate them on every launch.
- Added achievements to the game. The achievement screen can be accessed from the main menu.

* Multiplayer
- Fixed a multiplayer crash cause which triggered when both players had different "No Randomness" settings.

* Quests
- Added a new dialogue featuring Thjodrorir in the "A Rocky Home" quest (dwarf).
- In "The Treasures of Svarinshaug" quest (dwarf), the dwarves Brokk and Eitri now have to craft the artifacts for the priests of Hroptatyr, instead of for Modsognir.
- The game now saves in which difficulty you completed a quest. Quests completed before this version of the game are marked as having been completed under the Normal difficulty.
- "The Binding of Grafvitnir" quest (dwarf) now grants 3 Technology Points instead of 2.
- "The Battle of Magetobria" quest (Teuton) now grants 4 Technology Points instead of 3.

* Terrain
- Added new tree stump tiles (by Exidelo).

* Units
- Gnomes of the Sagan Tribe now have green skin (palette by Jinn).
- Greatly increased the quantity of hair color variations for gnomes.
- Added Derro worker (portrait by Jesse Crider).
- Goblin Swordsmen, Impalers, Archers and Headhunters now have 11 Speed instead of 10.
- Added Derro Thug (portrait by Jesse Crider, modified from Jinn's Gnomish Recruit portrait).
- Added Derro Executioner (upgrade of the Derro Thug) (portrait by Jesse Crider, modified from Exidelo's Gnomish Duelist portrait).
- Added Derro Shadowguard (upgrade of the Derro Executioner) (portrait by Jesse Crider, modified from Exidelo's Gnomish Master-at-Arms portrait).
- Added Goblin Shaman (unit graphics by b_o and icon by Jinn).
- Added Teuton Cleric (unit graphics by b_o and Jinn and icon by Jinn).
- As with Steelclads, dwarven Axefighters now also change the graphics of their weapons when the Great Axe upgrade is researched.
- Priest units can now be trained at temples, for the dwarves and the Teutons.

Wyrmsun Development Diary #8: Knowledge

The way literary works function has been remodeled. When your hero reads one of them, instead of getting a direct bonus, a Knowledge stat of theirs will now be increased. Foremost among those is the Knowledge (Magic) stat. Magic items now need to be identified, and the Knowledge (Magic) performs that function. Each magic item has a magic level (determined by the item's affixes), and the hero must have a Knowledge (Magic) level as great as the item's magic level or higher to identify it, which happens automatically when the unidentified item is in the hero's inventory. You can see your hero's current knowledge levels by hovering over their portrait when the hero is selected, upon which a tooltip with their extended stats is shown. Your old magic items will not need to be identified.



Additionally, for every 5 levels in Knowledge (Magic), the hero receives +1 maximum mana. Along with this implementation, dozens of new literary works are being added.

As for the goblins, Jinn has completed their temple:



I leave you with a preview of the Teuton Cleric and of a building for the next faction flair pack:





Original Post