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RTS Wyrmsun - A free, open-source game of Warcraft with Germans and Dwarves

80s Stallone

Arcane
Joined
Dec 8, 2013
Messages
796
Location
The Bunker
Wyrmsun is an open-source RTS game which features elements of mythology, history and fiction.

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...

Get Wyrmsun for free on Steam!

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
- 39 units, 32 buildings and 21 technologies
- Personal names and traits for units
- 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

Wyrmsun2.jpg

772133-wyrmsun-windows-screenshot-a-germanic-tribe-settlement.png



Well, it's based on the WarCraft II clone engine "Stratagus"... it's WarCraft but with dwarves and Germans, a sort of weird mixture of Völkerwanderung real history and fantasy with dwarves...

You can learn something BTW, it is made by a student of history!

It's some sort of updated WarCraft II, but quite frankly, not as good.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
875
Patch 4.0.0
It is finally here!

A new major update has dropped for Wyrmsun.

This patch implements a great number of changes. There have been substantial technical improvements done to the game's engine (such as parallel sound loading), as well as new additions to the game itself.

In order to improve playability under higher resolutions, there is now a 2x scaling option in the video options menu. The scaling primarily uses the xBRZ algorithm, which is specially made to upscale pixel art.

9868010c83d49013f01f208b7bfe82b108714c49.png


The game also supports using prescaled graphics instead, which is made use of, for instance, for the icon of the Eagle Eye ability:

f9af36ec022367b1928157a714e6e99d9b8574b1.png


The way player territories work has also undergone an overhaul. Whereas previously a player obtained territory as a range around their buildings, territories are now preassigned to a given settlement site, and when a player builds a town hall there they acquire the entirety of that territory (so that only they can build there).

A number of performance improvements and bugfixes have also been made.

Many of the scenarios set on Earth now make use of a new 384x384 map:

09dde4c8bac0fb7ffca0495425c683e182dcca87.png


Which units and factions are applied to the map depends on the start date of each scenario. This map will also be used as the foundation of future Earth scenarios.

And there have been many more changes as well. For the full changelog, see below.

Please note that for the time being this update is only available under Windows on Steam.

Enjoy!

Merry Christmas to you all!

* Abilities
- Added the Infusion ability for dwarven Runesmiths, Runemasters and Arcanisters. When used, this ability increases the arcane damage of the target unit by 4.
- Fixed the tooltip of the Barkskin ability to correctly reflect that it increases armor by 4.
- Improved the performance of autocasting.
- The hotkey for Inspire is now "p", as its previous hotkey ("i") was the same as that to open the inventory.

* Ages
- Norse players now require not only the Spatha upgrade, but also Sailing and either Shield Wall or Svinfylking to enter the Viking Age.

* AI
- The AI now goes to the aid of its attacked buildings, rather than only its units.
- The AI now purposefully builds units/buildings to complete its quests.
- The AI now only declares war during scenarios after 20 minutes of playing, so that main quests can proceed more smoothly.

* Buildings
- All Germanic buildings now have snowy variations.
- The Teutonic Mason's Shop now correctly uses its active animations.
- The Germanic Stables graphics now use semi-transparent shadows, as the other buildings do.
- Teuton buildings now have snowy variations.
- Copper, Silver, Gold, Iron, Mithril and Coal Deposits and Mines now have snowy variations.
- The Mercenary Camp, Settlement Site, Yale Cave and Yale Hunting Lodge buildings now have snowy variations.
- Added the Elven Town Hall, Stronghold, Farm and Barracks buildings.
- Added the Latin Dock building.
- The construction of town halls over settlement sites now possesses two additional (generic) construction frames.
- Added notes in the encyclopedia for deposit/mine buildings, describing their conversion rates to copper.

* Characters
- A character's father, mother and children are now delineated in their encyclopedia entry.

* Deities
- A deity's father, mother and children are now delineated in their encyclopedia entry.

* Editor
- Fixed crash which occurred when creating new cave and dungeon maps in the editor.

* Items
- Bows now have specific graphics for when they are on the ground.
- Added meat food item.

* Miscellaneous
- Reduced the time of day color effects, so that the graphics aren't too dark during night.
- Instead of tiles being owned by a player based on an influence range expanding from the player's buildings, tiles are now assigned to a settlement, and when the player builds a hall on the settlement site ownership of all its tiles are gained.
- Added 2x scaling option.
- Removed the "Use OpenGL" option, as OpenGL is now always used for rendering.
- Reworked the random number generator to provide better results.
- Improved the performance of resource gathering pathfinding.

* Modding
- Added instructions (in the game's "documents" subfolder) on how to create a mod in the game's new database format.

* Multiplayer
- Fixed possible source of desyncs related to hiring units at mercenary camps.

* Quests
- Quests can now be accepted in a sub-menu in the town hall interface.
- Added dozens of new side-quests for gathering resources, building structures, researching upgrades and hunting predators. These quests are available for the Anglo-Saxon, Germanic, Gothic, Norse, Suebi and Teutonic civilizations, and provide flavor based on each civilization's language.
- The quest pool is now updated each minute, instead of each half-minute, to give the player a bit more time to pick a quest before the pool changes.
- The Master of Metal quest no longer grants 2 Buras on completion, providing just the copper reward now.
- The House of Seven Fathers quest is now available only for the Norse civilization (previously it was also available for the Germanic civilization).

* Scenarios
- Other kobolds will no longer attack the Grafvitning Tribe, to prevent it from being destroyed too soon in the The First Dwarves scenario.
- The Nidavellir scenarios now take place in a single map layer. The underground portions of the map are now in the same layer as the surface portions, but retain their peculiar characteristics, e.g. cave walls being non-passable by air units and missiles.
- Reduced the size of the Aurvang and Joruvellir map templates.
- The Settlement of Scandinavia scenario now requires the player to build a Chieftain's Hall in Copenhagen instead of Leidre.
- The scenario screen now shows the year in which the scenario starts.
- Moved the start year of the The First Dwarves scenario from 3000 BC to 25000 BC.
- Made it so many Earth scenarios now take place on a new 384x384 map.

* Sounds
- The "work complete" sound now correctly plays when an upgrade has been researched.
- Sounds are now loaded in parallel, decreasing audio loading times.

* Terrain
- Units in underground terrain tiles (cave floor and rockbound cave floor) are now treated as if they are at night for sight range bonus purposes.
- Units in underground terrain tiles are now have the night-time color effect applied on them.
- Terrain feature tooltips now only appear after one second.
- Destroyed rocks and walls now disappear after some time.

* Units
- Dwarven axe infantry units now have +10 HP and -2 evasion.
- Dwarven spear infantry units now have +5 HP and -2 evasion (they already had a free +5 HP bonus before).
- Added Elven Worker unit.
- Dwarven Miners can no longer equip axes.
- Priest units now have a slower attack rate.
- Frogs and crows now have their own icons, and are selectable.
- A unit's type name will now have its civilization prefixed to it if the type's civilization is different than that of its owning player. For example: a goblin "Swordsman" which is recruited as a mercenary by a dwarven player will then be called a "Goblin Swordsman".

* User Interface
- Replaced the main menu background with a new one made by Jinn.
- Removed the "Larger Popup Font" option, as its purpose is largely fulfilled by the 2x scaling option.
- Added "Territories" minimap mode. Press TAB to toggle through the minimap modes.
- Added minimap mode with the territories of each settlement.
- Added support for zooming the minimap for maps with tile size larger than the pixel size of the minimap (e.g. 256x256 maps if the minimap is 128x128). Press Shift-TAB to zoom/unzoom the minimap.
- Simplified the appearance of terrain on the minimap. Each terrain type is now represented by a particular color (with seasonal variations).
- The player's population number can now be seen when hovering the food icon on the top bar. The number is based on the number of organic, non-fauna units the player possesses. The population number is for flavor only, and has no gameplay effect.
- The (human) player's name in the player list is now shown in green.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,352
Location
UK
It looks like it would have been much easier to make using the warcraft 3 engine lol, would have looked much better too I bet.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,258
It Is nice but market should have a decent minimum selling price, right now Is just 1.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
They've made manual installations obnoxious and only present a Steam installer despite being open source software. That tells you everything you need to know, really.

:killit:
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,258
Naval units are boring and done worse than Warcraft 2 that had submarines and two kind of ships.

Land units are far better. Cavalry has charge bonus. You have spearmen with bonus against cavalry but against AI is better to stick with swordsmen and archer because spearmen are very bad against everything else....also cavalry has 2 population so without micro that AI can't do isn't efficient.
You have gunpowder units that are good if you don't have lumber or if your civilization have weak archers....goblins should never use those units.
There are backstab mechanics too.

The custom battle feature 4 factions but properly the factions are 3: germans, dwarves and goblins. There are anglosaxons too but they are just an upgrade of germans.
Dwarves have flying units able to attack, bad archers (less range and upgrades), sturdy infantry and they use stone rather than lumber.
Germans focus more on lumber. They can evolve in many other civilization but they are all similar. They lack flying units. They can heal units at distance if they unlock christianity, anyway you can heal units if you bring them near the temple.
Goblins have scout flying units. They lack cavalry. Their units are frail but very fast.....included their archers that can kite the enemies. They focus on lumber too.

There are many uncompleted factions:
gnomes seems like slower goblins
romans have javelin thrower instead of archer
then there are fantasy races with just a line of units or just a single unit
 

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