
Wildermyth, this little new indie title by Worldwalker Games, may have just encapsulated the magical moments from tabletop role-playing, into a tactical RPG. But more particularly, the stories and events the players themselves influence and add on top of whatever the game master sets up in the campaign. But haven't been able to test/trigger those events, just yet.A great tabletop role-playing game session, I believe, will always end with a story to remember and events you and fellow players remember.
Wildermyth steam workshop mods#
Wildermyth steam workshop mod#
But thought it's an issue to be mindful of, if a mod adds a new event. *Future mod expansions* (not 'an' issue, dependency or error wise.


Just be mindful the more modded events you have, the less likely an 'ideal', or modded event would appear in campaign. (to a point, events shouldn't be too much of an issue, on triggering. Also, heard it's atm, overpowered compared to vanilla, so there's that as well.) So, do be careful with a 'guaranteed' artefact. Bad for vanilla compatibility, if being mindful. Legendary Weapons (good for quest chains, and directed combat/conflict.I'd honestly suggest using this mod, event wise.) Love is in the Air (good example, of a PACK of romantic events, flag wise.Some potential mods within this list? (Give/take, possibly blur's with other mods.) Event mod/s are a bit underwhelming/not appreciated. So hats of wise, it's more tolerable right now. Now that I think of it, I'll add that as a general advice, for buggy mods. Had to uninstall/reinstall my mods just for safety sake. Smoker has fixed that issue, with making everything look more like vanilla armor descriptions/comparison. Especially when not so great, it calls the armor after "Greatsword" to "Hammer" categories, in reference.Īs of this updated comment. One issue I've noticed the Armor mod has (alongside weapons.) Is a "category name" bug, description wise. *Buggy* Actually 'functionable' armor descriptions On another end, your vanilla armour will be altered (cue Boo! Greek low tier archers!) And that's at it's best. Or in another lens, what this mod does, is overwrites all the vanilla armour, with a variety of five sets instead. Just a shame it feels as if it's at the expense of consuming the ability to *wear*, vanilla armor. In concept I love how it gives variety to armor sets. Only, I just wish that the starter armor looked maybe, a bit more like this for Archers :3 :3īut more honestly, this is one example of the mod, working on armor descriptions. But in light of this game just reaching 1.0, figured it's safe to waste some time, covering mods, instead of well play the game.Įxpanded Armors 1.0IE: THE "I don't like my Archers looking greek" mod. Note, as this is covering modded contents, this could change in line of Wildermyth updates, or mod updates or bug fixes. Here's my lazy notes/comparisons for mods, in contrast to vanilla. Which frankly, does not do justice in execution.)

Noticed how "Greatspears?" (Or something like that) were called "Dueling Swords", or such. The biggest reason I decided to make this hack of a guide, is due to having text/description issues with after a grab bag of mods.

Which I hope this guide will help everyone here with. Still, rough draft wise, I hope it helps aspiring wannabe modders, to pick and download/use the mods that suit them best. Instead of picture/video captured evidence, to infuse life to this guide. To avoid a "just works" foundation for when this game eventually has far more than 100+ Mods.Īs things are this mod guide is a very rough, work in progress. And maybe later, make this as a sticky note/guide for which order, is best to have mods load in. With visual examples/proof, analysis on how each good mod is/are working.
Wildermyth steam workshop update#
And partially so I can remind myself, to update this guide. Welcome to some lazy mod guide, that I've decided to write for this game.
