![]() ![]() And recapturing them does not grant you anything. Incursions will ruin your carefully secured provinces, setting back the progress. Every 400 days – the exact rate varries based on how many infested tiles there are – incursions will spawn.While these cards can be negated for Legacy points, this is generally prohibitively expensive to do. Every about 150 days, a pack of 5 Calamity cards is drawn.Having some unscouted or even infested tiles left over relevantly shortens the peacetime.The longer it took you to finish a chapter, the longer the peacetime.I personally observed pacetimes from 9 to 14 years. The bigger factor however is Peacetime.Required work, will be sped up by having hunters. Keep in mind that having Warriors will speed up this process. Keep in mind that having Mystics will speed up this process. Especially as your heroes get older, this will be more and more of a issue. This is dependant on Speed, so it ties back to aging. Do not underestimate time it takes to get from A to B. The big reasons to spend time on adventure are: It is not uncommon to spend ~5 years on adventure.While on adventure, the game tracks time: You on the other hand have aged like milk: Spoiled, sour and ruining my meal.” So how much time can you take? Guide to Time in Wildermyth How Time Passes But until you do (and even after if you “play along” with it), it’s a magical thing, really.Time is a major factor in Wildermyth. It’s an illusion, of course, and the more you play the game, the more you figure out how it works. It’s like you have control of the game, but it creates this illusion that your characters have agency, that they are affected by the events that transpire in a way that hasn’t been written for them, rather than experienced by them. Those little tidbits feel like something a DM would concoct, and the way the other characters behave - not being pretermined - feels like choices other players would do, relevant to their characters. During your campaign the story will be told in little vignettes, and in those vignettes two characters can become rivals or lovers, for instance. And that makes those characters feel both unique to that playthrough, and emergent in ways that pre-made characters in other RPGs can’t be. The thing is, they use a combination of procedural generation and hand-crafted interactions to weave stories between the characters you control. I haven’t played more because I wanted to wait for 1.0 to play more. But the other parts of the game are pretty good too, and in the end it is more than the sum of its parts. If I had to pick one thing that makes the game unique, it’s the “feel” of a DM-led RPG session, the way it builds stories around your characters, the way they change through the campaign, even if it is “procedurally generated” somewhat. ![]() Enemies grow and adapt, depending on the choices you make on the strategic layer, so there are a lot of interesting choices on that layer too. on a more “strategic” level, you can choose where you go and with whom, what regions you focus on or reinforce, who to train and in what, etc.Leveling up gives you options, but events and choices during the story can give you special abilities and perks equipment can make a big difference, too. gameplay-wise, your characters evolve in multiple ways.the XCOM-like combat is pretty well implemented, with lots of interesting choices, and the individual missions can vary significantly.Your characters interact with each other, storylines evolve and connect with each other there’s a sense of place and history and connection between characters that feels emergent and more “real” than most CRPGs. it achieves something rare - it feels like a proper DM-lead RPG in videogame form.Well, it’s been a while since I last played it, but here are my impressions back then: ![]()
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