Wildermyth

Wildermyth

Hero Proficiency: Weapons
24 Comments
Jazz Cat 12 Aug, 2024 @ 4:31pm 
I'm a little late to the party, but—is there a list somewhere of what each weapon type does in this mod? I could probably learn them all in-game with enough time, but I'd love to be able to plan ahead.
Tengo 【テンゴ】 19 Feb, 2024 @ 11:25am 
I adore the concept of this mod bloody much. However, due to Smoker's items & spirits adding in so many extra weapons, and being such a popular mod, I'm just sitting here with bated breath at a potential update
Lexi 14 Feb, 2024 @ 4:30pm 
Been heavily enjoying this mod so far, really excited for any integration with other weapon mods!
if you see me out in quahog 29 Jan, 2024 @ 9:23pm 
gotcha, thanks for clearing it up!
Hero of Wind  [author] 29 Jan, 2024 @ 9:51am 
@apollyon Glad you're enjoying it! Archery Stance remains in place as long as you do not move, so yes, it would be expensive to re-apply every turn, the idea is you turret up in one place for a little while to get more effective attacks in the same area.
if you see me out in quahog 29 Jan, 2024 @ 9:48am 
liking this mod so far, just one question though: do i need to reapply Archery Stance every turn? it seems really expensive (action economy-wise) to expend an action every turn just to be able to hit something.
Rukifish 11 Nov, 2023 @ 11:11am 
Oh my bad I didn't see the depedency, for some reason I didn't get the notification when you subscribe
Thanks for the help I really appreciate it :) really nice mod btw
Hero of Wind  [author] 11 Nov, 2023 @ 10:29am 
Hi Rukifish! Every weapon should have two total abilities, one that comes with the weapon (labeled as innate), and one that needs to be learned from getting experience (labeled Learned). Greatswords should be able to hit multiple enemies right out of the gate, however. Are you currently subscribed to the core mod that is a dependency of this one?

To tell which skills you have and haven't learned, under a hero's Ability Tab, there is an ability called Weapon Proficiency which keeps track of your current weapon XP.
Rukifish 11 Nov, 2023 @ 3:13am 
Hi I don't understand how this works, it seems the basic abilities of each weapons are unavailable to me ? for exemple I can't attack multiple ennemies with a greatsword, and I can't use the powerlunge, even tho it says "learned". The only 2 things that seem to work are the bow stance and the staff modes, am I missing something ? do my characters need to get experience to use the weapon gimmicks ?
Hero of Wind  [author] 25 Jul, 2023 @ 9:17am 
Glad you are enjoy it!

To answer your other question in bug reports about the Elemental Boon, mechanically it was all working fine, Momentum is the buff you gain from an Elemental Water Boon, but I realized recently that the text meant to explain this was removed by accident just before the initial publish.
Ragnin 25 Jul, 2023 @ 9:06am 
yeah I meant the xp stuff. Otherwise it seems to work fine. Looking forward to the other weapons mods you decide to include. Really love this mod. Thanks for making it and sharing it.
Hero of Wind  [author] 25 Jul, 2023 @ 8:48am 
@Ragnin what do you mean by that? These two mods should just work together out of the gate (I don't use dual wield, so I haven't explicitely tested that myself though).

If you're asking for XP tracks for those weapons, it's something I've vaguely considered, but would require a fair bit of overhauling to do. I might revisit it in the future, for now I'm focusing on integrating the weapon mods that I enjoy using first.
Ragnin 24 Jul, 2023 @ 5:49pm 
Any chance of seeing support for smokers Dual Wield weapons?
Hero of Wind  [author] 18 Jul, 2023 @ 11:15am 
@Dandy_Lime @Ragnin Glad y'all could figure it out! This was actually a tiny bit my fault for even allowing null-location cones to be selected in the first place, but I just pushed an update that should fix that issue for any future players.
Dandy_Lime 18 Jul, 2023 @ 10:42am 
@Ragning Thanks man! I actually had no idea about the cone either and thought it just applied by pressing the button which meant I afterwords couldn't hit anything either. xD Needless to say I use archers more now.

@Hero - Amazing Mod!
Ragnin 16 Jul, 2023 @ 5:10pm 
@Hero of the Wind
I finally figured it out how to use archery stance, I was not moving the mouse or joystick so I never saw the cone at first when using the ability. The movement thing may not be related to your mod at all but instead the remote play function I have been using with a friend but we figured out how to get around it. Thanks again.
Hero of Wind  [author] 16 Jul, 2023 @ 11:36am 
@archbanger Glad to hear you enjoy it! Out of curiosity though, which weapons did you notice missing abilities on? I tried not to shift the overall playstyle of most of the weapons as best as possible with the mod, but considering how I automated some of the coding process it is possible I goofed up one or more of the artifact weapons.
archbanger 14 Jul, 2023 @ 9:30am 
I like the concept and enjoy testing your mod. However, i dont like that the original abilities of some weapons are discarded. Some of my legacy heroes are built around their current weapon abilities and the mod kills those aspects of their characters.
Hero of Wind  [author] 13 Jul, 2023 @ 11:51am 
@Ragnin there is not a written out guide, but if you read all the ability tooltips listed in the character sheet it should (hopefully) all be explained.

The behavior you described is odd however. Could you tell me:
1) Whether something called "Braced Shot: No Target in Sight" was available for selection
2) What abilities the warrior had
3) Did any of the issues clear after the hero moved to another tile?
Ragnin 11 Jul, 2023 @ 8:43pm 
Is there a guide for this mod? I tried using archer stance but all that ended up happening is me not ever having anything in line of sight to attack. After the first attack of my warrior she stopped being able to attack or do anything but Wait command.
SnappleFruitPunch 4 Jul, 2023 @ 8:23pm 
Really adds a level of depth and variety. The Hunter class is greatly improved once you get used to the style.
I'd only say to add the definitions of the new weapon-based abilities to the text of the weapons themselves. For effects like "disarmed" or "exposed", I couldn't easily find what they did until I used it and hovered over the enemy.
SnappleFruitPunch 21 Jun, 2023 @ 4:12pm 
Just started with this mod, good so far. Archery stance is definitely something to get used to.
brickhead 17 Jun, 2023 @ 9:32pm 
my only issue with wildermyth is that the combat was simple and repetitive. hope u keep expanding on this cuz this really makes the game sooooo much more replayable and fun
Dandy_Lime 12 Jun, 2023 @ 9:30pm 
Sounds interesting! - More depth to the combat is always welcome! :-) Thanks for making this.