In the Wyrmsun universe a myriad of inhabited planets exist. Humans dwell on Earth, while dwarves inhabit Nidavellir and elves nourish the world of Alfheim. These peoples struggle to carve a place for themselves with their tools of stone, bronze and iron. And perhaps one day they will meet one another, beyond the stars...
Features:
- Retro-style graphics
- 2 playable civilizations, and a number of non-playable ones
- 23 quests to play, earning technology points which can be used to obtain new units, buildings and technologies
- Dozens of units, buildings and technologies
- Personal names and traits for units, being generated from several historical and fictional languages
- Units can earn experience, being able to upgrade to new unit types or acquire new abilities upon level-up
- Persistent heroes, who carry over their level, abilities and items throughout scenarios
- Possibility to create your own custom persistent heroes
- Normal, magic-enchanted and unique items drop from enemies
- Very moddable game, with a built-in mod editor and Steam Workshop integration
- Grand strategy mode, where production is resolved on the strategic (world map) level, while battles are resolved on the tactical level
- In-game encyclopedia, allowing players to learn more about the units, buildings and other elements of the game, as well as their historical and mythological sources of inspiration
- No microtransactions
Wyrmsun receives constant patches, frequently providing you with new content and features!
Note: Multiplayer uses a peer-to-peer connection, so that you may need to tweak your firewall settings or port-forward to make use of the feature. See the Wyrmsun Q&A for instructions on how to port-forward.
Version 2.7.0 is now live!
The major additions in this patch are:
- Market buildings, where you can buy and sell resources, and purchase items
- Buildable roads, which speed up unit movement
- Workers can now transform lumber into the "furniture" luxury resource in lumber mills; furniture is sold for copper automatically if a market is present
For the full changelog, see below.
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- 2.7.0 Changelog-----------------------------------------------------------------------
* Buildings
- Added Market buildings for the Dwarves, Germanics, Goblins and Teutons (graphics by Jinn). Markets allow trading resources.
- Mercenary Camps are now owned by mercenary company neutral factions.
- Carpenter's Shops and Lumber Mills now have the option of allowing workers to produce the Furniture luxury resource in them, which is automatically sold if a Market is present. Up to five workers can produce furniture in a lumber mill at the same time.
- Carpenter's Shops and Lumber Mills now cannot be built too close to town halls.
- A maximum of ten workers can now gather resources from a mine at the same time.
- Increased the time it takes for unit stocks to recharge.
- Scrolls are no longer bought in Temples, but in Markets.
- Markets provide a wide selection of purchasable items, including magic and (very rarely) unique ones. Which items appear depends on what you have. For example, swords only appear if you have a smithy, magic affixes depend on your deity or religion, and so forth.
- Added a message if a unique item becomes available for sale in a Market, so that the player doesn't have to worry about missing it.
- The AI now makes use of Mercenary Camps.
- Fixed issue which destroyed unique mines built upon deposits when loading a saved game.
- Fixed issue which reset the resources held of unique deposits/mines when a mine was destroyed, or built upon a deposit.
- Goblins can now build Banners, which provide the effects of Leadership Aura to nearby friendly units in combat.
* Civilizations
- Anglo-Saxon units now have English voices (by Johnvarker).
* Events
- The "Brawl at the Barracks" random event can no longer fire if the player does not have a town hall. This is to prevent the player losing the necessary resources to build a town hall in scenarios where the player starts with a barracks but no town hall (such as Haimdala's Progeny).
* Factions
- Fixed issue which prevented the Angle Tribe and Jute Tribe factions from being formable via the "Found a Faction" submenu.
- Added Dwarven, Ettin and Kobold Mercenary Company factions.
* Heroes
- Fixed issue which prevented Frankish hero Kregars from upgrading to Ritars if the player didn't have a Frankish faction.
- The AI now recruits heroes.
* Items
- Books now increase their respective knowledge stat by 5, rather than 3.
- Improved literary work dependencies, so that they can be available for multiple civilizations.
* Miscellaneous
- Fixed crash which could occur when selecting more than 36 units at the same time.
- Added resource trade at Market buildings. By default resource trade has an extra cost of 30% (25% for goblin markets), which can be reduced by researching Coinage.
- Added "Industry", "Laws" and "Trade" entries to the Game Concepts section of the encyclopedia.
- Disabled buttons no longer have a hotkey.
- Fixed crash which could happen when loading saved games made in certain maps.
- Fixed issue with the rally point button having the same hotkey as some trained units at the barracks.
- Fixed the Buy Healing Potion hotkey (it is now properly H, rather than C).
- Fixed the Teuton Cleric's hotkey to be L, rather than C, as that conflicted with the hotkey for the Christianity upgrade.
* Scenarios
- Fixed some issues which could cause the Haimdala's Progeny scenario quests to break if the player changed their faction from a Germanic one too soon.
* Terrain
- Fixed issue which caused cleared rock on dirt and dry mud to not be buildable upon.
- Doubled the time it takes for forests to regrow.
- Dungeon walls and cave walls now block unit sight.
* Units
- Workers can now build roads, which increase movement speed by 25% (road graphics by Jinn). Roads require Masonry.
- The Surghan Mercenary portraits are now used for Axefighters, Steelclads and Stonelords hired from the Surghan Mercenaries faction. Dwarven custom heroes can now be a Surghan Axefighter.
- Any level 3 organic unit now has access to an inventory.
- Fixed issue which caused worker inventories to not have a "cancel" button.
- Fixed issue which made units move to autocast even when ordered to stand ground.
- Improved unit target-finding code for subterranean maps.
- Fixed an issue which allowed a unit to pick items over its inventory capacity by using waypoints.
- Fixed issue which sometimes caused a ring of unexplored terrain to appear around units when loading a saved game.
- Transport ships can now conduct trade with the docks of other players.
* Upgrades
- The buttons for upgrades that have already been researched now show up, grayed.
- Coinage now decreases trade cost for markets.
- Added the "Serfdom" law upgrade (icon by Mrmo Tarius), which reduces worker cost but also productivity.
- Added the "Free Workers" law upgrade (icon by Jinn), which is acquired by default and is incompatible with Serfdom (acquiring this upgrade removes Serfdom and vice-versa). The costs of this upgrade scale with quantity of workers owned.
Minimum Setup
- OS: Ubuntu 12.04 LTS or higher
- Processor: Intel Core 2 Duo (Merom) 1.66GHz or equivalentMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Intel Graphics Media Accelerator 950 or equivalent
- Storage: 230 MB available space
Recommended Setup
- OS: Any modern Linux distribution
- Processor: Intel Core 2 Duo (Penryn) 2.53 GHz or equivalentMemory: 2 GB RAM
- Graphics: Intel Graphics Media Accelerator 4500MHD or equivalent
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