


How to create a campaign Heart of the Forest This topic shows how they work and how to add more.Ĭampaigns (Villains) Using the "new campaign" tool As of June 2021, release 1.0 has a structure for chapters in the generic campaign. Creating a mission which has a specific map and script, as opposed to random monsters on a procedurally generated map. Creating a linked set of encounters, or "quest chain". Creating an encounter which appears as a flag on the map, such as a treasure map or request for help. Creating a complex encounter, which has several choices and "branches" Preventing victory comics that don't make sense for a particular battle. Adding an NPC, who can re-appear with the same name and appearance in a later encounter. Adding variety to the comic text, varying the text by the personality types of the speaker. Creating a more complex encounter, which has a choice. Creating your own event with relationship choices and sharing it as a mod.

The Content and Comics Editor is probably the first thing you'll want to look at. For example, if you wanted to modify the assets/data/balance/campaignBalance.json file, you would create a file at mods/user//assets/data/balance/campaignBalance.json.

Mods are stored in mods/user/, with a parallel file structure to the core game. Most of Wildermyth's data is stored as json files. When creating a mod of any kind, the first thing you'll usually want to do is go into the editor from the Wildermyth main menu (Tools > Editor), and create a new mod from either the Content and Comics Editor (Mods > Create New Mod) or the Steam Workshop page (Create New Mod button).
