Folk Tale is a single-player fantasy village builder ARPG game. If you enjoyed Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 or Black and White 2, we hope you'll like Folk Tale. Village building, economy, heroes, combat and adventuring with both campaign and sandbox play.
Användarrecensioner:
Senaste:
Mest positivt (28 recensioner) - 71% av de 28 användarrecensionerna från de senaste 30 dagarna är positiva.
Sammanställt:
Blandat (1,422 recensioner) - 68% av 1,422 användarrecensioner för det här spelet är positiva.
Utgivningsdatum: maj 2013

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

“Folk Tale is an Early Access game, meaning that is has been released while in development for players to contribute feedback and help drive the final game. Bugs should be expected, and content - while very playable - is incomplete and still being worked on.

Folk Tale has an established track record of monthly patches that include new mechanics, content, and bug fixes, and our community rate us as one of the most transparent and open developers in Early Access. If you want to invest your heart into a game and a team of developers who listens and more importantly responds, Folk Tale is for you.

We're in the Early Access program because your involvement matters. We believe it's the future of game development, and the best way to ensure we deliver a high quality bug free game that's fun to play.

For more information, please visit the Folk Tale Website.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“Folk Tale is expected to be complete at some point during 2016. That said, we love Folk Tale, and we may make it a living game that continues to evolve beyond what we had planned.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“To date, we've prioritized the village building, economy and RTS aspects of the game, and building all the tools that we need to create worlds. That is nearing completion, and much of the team have now moved over to working on the RPG adventuring side of the game. That work involves the addition of storyline, questing, exploration, heroes, factions, and special abilities.

Please feel free to take a closer look at the Development Roadmap.”

Hur är det nuvarande läget i versionen med Early Access?

“The village building, economy and RTS aspects are maturing rapidly and provide plenty of challenge with three different sandbox maps (Grassland, Swamp and Snow) with varying degrees of difficulty., and 3 linked maps forming the start of the campaign. Editor tools are available for map creation - you can play your own maps and share them with the community in the forums - with plenty of kits and pieces available for world building. The amount of gameplay available is too broad to define, ranging from a few hours at one end of the spectrum, up to those with in excess of 1,000 hours.

For a good look at the current state of Folk Tale, please watch a recent Dev Hangout stream.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“Yes. Our price plan was announced when we first launched in Early Access, and the RRP price has already risen once. It will rise once more shortly before launch.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“We've been in Early Access long enough to build a reputation for dedication to community engagement. You'll find us discussing posts and answering questions in the community forums on a daily basis. We also run a weekly or bi-monthly Dev Hangout live streams where the community can join us to share ideas and follow progress while we play the latest dev builds. And then there are the monthly dev blogs.”
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13 juli

Experimental (0.3.26.0)



EXPERIMENTAL BUILD (0.3.26.0)

The primary changes are combat auto-balancing (monster levelling) and a new difficulty gameplay setting, hero AI so they use their abilities when not selected, and the addition of minimap location markers for all campaign quests.

We've confirmed that Sandbox is brutal (but not impossible) in this experimental patch following community feedback. We'll resolve this for the next patch, but for now you can turn down the difficulty level under gameplay settings.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: Added monster auto-levelling and challenge balancing; game is now harder
Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal
Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party
Player: Reduced hero revive time in village maps to 30 seconds
Player: Doubled health/power given by potions
Player: Added confirm button to the load saved game dialog and world map fast travel dialog
Player: Spider waves are now disabled on easiest difficulty setting
Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down
Player: Added some basic damage/miss/critical text during combat
Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score
Player: Made villagers a little less squishy by doubling their health
Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health
Player: Master volume now fades to 0 when the application loses focus
Player: All needs are now disabled until the supply wagon has been built
Maps: Campaign: All: Added minimap location markers for all quests
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players
Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns
Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves
Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines
Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith
Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory
Assets: Audio: Updated magic weapon impact sounds
Assets: Audio: Added fuse and explosion sounds
Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP)
Assets: Characters: Beastmen: Updated great weapon collapse animation
Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt
Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set
Assets: Characters: Grublins: Added Scruplez
Assets: Characters: McDougal: Updated knockdown animation
Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt
Assets: Characters: Ogres: Updated Ogre Zombie mesh
Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)
Assets: Characters: Toadkin: Added Sage
Assets: Kits: Props: Added faction crossbows (04-11)
Assets: Kits: Fishing: Updated textures and props
Assets: Kits: Buildings: Goblin Village: Updated textures
Assets: Kits: Buildings: Construction overhauled with more modular pieces
Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets
Assets: Loot: Added Grublin chainmail armor set
Assets: Loot: Added House Hraun chainmail armor set
Assets: Loot: Added Withering Dead leather armor set
Editor: Workbench: Added StatisticItem node to track how many resources are harvested
Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes
Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default
Editor: Workbench: Removed 'pointInWorld' input from all quest nodes
Editor: Workbench: Added IsAsset node
Fix: Fixed local rotations on levelup visual effect
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench
Fix: FOW stopped working after the world map was loaded
Fix: Beastmen were visible in fog of war
Fix: Set default faction on some humans to be correct
Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible
Fix: Rows were being duplicated in marketplace UI when reloading the map
Fix: Camera rotation could sometimes be restored incorrectly
Fix: Kenny now attacks after the warning conversation dialogs completes and not before
Fix: Kenny failed to flee if he was stunned when his accomplices were defeated
Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map
Fix: Reduced max distance from enemy to defeated hero to block revival of that hero
Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in
Fix: Destructible doors are now destroyed with one hit as intended
Fix: Population wasn’t expanding in sandbox maps other than the starting map
Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off
Fix: Floating grass can sometimes be left over when portalling to a different map

Known Issues
  • Some Goblin buildings had incorrect pivots (especially the farm), and may need adjusting if level designers have used them in their maps
  • Scruplez and the Toadkin Sage aren’t fully implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of the campaign

Developer Comments
Enemies now have their challenge level set when first emerging from the fog of war. It is now much more important to use hero abilities and potions. If it’s too difficulty, dropping the difficulty down from normal to easy will reduce the challenge level.

SubQuestLocator nodes in workbench are intended to update the position value on StartSubQuest nodes, and replace most cases where MinimapDecal nodes were previously used. Both the magnifying icon next to sub quests in the UI and the minimap decal are now set together. Please see the Shirebrook scripts for implementation examples.

As your heroes get higher, untrained military units that fail to keep up are going to become more squishy. It is therefore important to give these units combat experience to gain levels, craft better gear, and brew health potions at the Herbalist Den.

The construction kit pieces have been deprecated (still there but hidden so no existing maps break), and new modular building exterior pieces added that snap. Please see the tavern exterior in the sandbox Haven map for an example of how to use them.

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26 juni

Experimental (0.3.25.0)



EXPERIMENTAL BUILD (0.3.25.0)

The primary changes are the introduction of the world map into portal travel.

Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?
Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced
Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles
Core: Tweaked audio system to make more advantage of Unity 5.x engine
Core: All audio files moved out of StreamingAssets folder including voice files
Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost
Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm)
Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name
Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds
Maps: Campaign: Shirebrook: More quest location markers added to help guide players
Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors
Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context
Assets: Kits: Ice Palace: Detail textures updated
Assets: Kits: Ice Palace: Throne, more props added
Assets: Kits: Props/Kobold Props: Added palisade doors
Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders
Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock
Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position
Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap)
Editor: Workbench: Added RevealOnWorldMap node
Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented
Editor: UI: Updated navmesh tool icon states
Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible
Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once
Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects
Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider
Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing
Fix: Fixed exception in Format node
Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog
Fix: Added missing minimap location marker referred to in Tutorial
Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions
Fix: Memory leak when villagers with procedurally generated meshes are destroyed
Fix: Player camera angle was changing after cutscenes
Fix: Resolved a number of campaign scripting loopholes
Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies)

Known Issues
When entering and exiting dungeons a lot, sometimes the fog of war will become impenetrable. To resolve this, please save your game, exit to the main menu, and load in the save. Please let us know in the forum if you experience this as we’ve not managed to recreate it during QA.

When entering Bonefinger’s Lair, sometimes grass from the previous map can be left over. It’s purely a visual glitch, and can be resolved for now by saving and loading.

Some minimap location markers are re-appearing after quests have been completed.

Developer Comments
We’ve moved the location of streaming audio assets which will make this patch larger than usual.

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Rapportera buggar och lämna synpunkter för detta spel i diskussionsforumet

Recensioner

"Folk Tale looks like a marvelously ambitious fantasy city-builder – featuring fully explorable building/dungeon interiors and an adventure-focused RPG component – with some admirably silly humor to boot."
Rock Paper Shotgun

"Folk Tale has some interesting ideas and a sense of humour."
PC Gamer

"Folk Tale is the game we always wanted...a sandbox citybuilder simulation with RPG elements blended in. Probably the best Greenlight game to date"
- Original Curators Group

Om detta spel

Folk Tale is a fantasy village builder ARPG game in which you lead a ragtag band of peasants in growing a thriving market town, while dastardly minions plot your downfall! Recruit heroes and head out into the wilds to fight back against evil. Or, you know, to get sweet sweet loot. Either or.

Players are comparing Folk Tale with Warcraft 3, The Settlers, Banished, The Guild 2, Majesty 2 and Black and White 2. Folk Tale is not a pure play role-playing game such as Pillars Of Eternity, and adopts more of a MOBA approach to hero abilities than a CRPG.

Planned Features


Please note not all features and content have been completed yet. For more information please visit the Development Roadmap on our website.

Build your own impressive settlement and economy chains;

Manage villager needs and happiness, tackling sickness and rebellion;

Defend your town from attack by manning palisades and stone walls, upgrading towers with siege defenses, and hiding traps to slow and wound the enemy;

Meet, recruit, and level-up heroes and special abilities;

Explore a rich and diverse world spanning multiple biomes, including exploring dungeons, with direct control of your villagers and heroes;

Immerse yourself in the lives of your villagers as they become drawn into their own story lines;

Research new technologies unlocking crafting recipes and economic bonuses;

Collect resources and loot corpses for new gear and ingredients to be used in crafting;

Beautiful stylized graphics with voice-acted characters;

Download community-designed custom worlds, or create your own using the editor to share with friends or the wider community;

Tongue-in-cheek humor for a refreshing blend of fantasy;

Campaign and sandbox modes;

Endless hours of sandbox fun with random events;

Supports different styles of play, from fast-paced war-mongering to slower city management.

Get The Latest Dev News And Progress


Where to catch up on development:
http://blog.gamesfoundry.com/

Join in the dev hangout live streams for gameplay coverage and Editor tutorials:
http://gaming.youtube.com/gamesfoundry

Learn more about buildings, professions, and items in the website Game Guide:
http://www.gamesfoundry.com/gameguide/





Systemkrav

Windows
Mac OS X
    Minimum:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Duo 2.4 Ghz or better, AMD AthlonTM X2 2.8 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce GTX 460 / ATI Radeon HD 5850 or better*
    • Desktop Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:64-bit Windows 7, Windows 8, Windows 10
    • Processor:Intel® CoreTM2 Quad 2.7 Ghz or better, AMD PhenomTM II X4 3 Ghz or better
    • Memory:4 GB RAM
    • Graphics:NVIDIA® GeForce® GTX 560 or better
    • DirectX®:11
    • Hard Drive:1.4GB HD space
    • Sound:Windows compatible sound card
    Minimum:
    • OS:OS X 10.8.0 or higher
    • Processor:Intel Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:GeForce GT 650M 1GB, Radeon HD 5770 1GB, Alpha may run slowly on Intel integrated graphics chipsets*
    • Desktop Resolution:1280x720
    • Hard Drive:1.4GB HD space

    *Intel HD 4000 cards have a known problem and are not supported
    Recommended:
    • OS:OS X 10.8.0 or higher
    • Processor:Quad Core Intel
    • Memory:4 GB RAM
    • Graphics:GeForce GTX 675MX 1GB, Radeon HD 6970M 1 GB or better
    • Hard Drive:1.4GB HD space
Kundrecensioner
Kundrecensionssystemet har uppdaterats! Läs mer
Senaste:
Mest positivt (28 recensioner)
Sammanställt:
Blandat (1,422 recensioner)
Nyligen upplagda
Wolfichan
( 5.4 timmar totalt )
Early Access-recension
Upplagd: 20 maj
Började bra tills jag klarade av skiten på några timmar bara, började spela igen och gjorde anndra delen av storyn så att säga och det sög det med.
kul bygg och hero spel MEN kort som fan och inge alls variation på färdiga spelplan alls. jättelite att göra inga direkt byggquest utöver det i början så man lära sig hur man ska bygga.
Några spelmoment är bökiga och mycket prylar man får som gör så man måste klicka så jäkla mycket för att sätta dem på gubbarna. Onödig tid. Svårt att hitta sida fajtgubbar med. går att hitta via byggnaden man gör dem i men borde finnas en lista, lika så en lista med arbetarna.
Slösade 150spänn på rea på det här och ångrar mig lite. Den är dock inte klar än vad jag förstår men hinner dom göra mer det här året som det är planerat att bli klart? nja jag vet inte. Det återstå att se.
Hjälpsam? Ja Nej Rolig
Katori20
( 9.0 timmar totalt )
Early Access-recension
Upplagd: 13 oktober, 2015
i want you to fix the bugs in the latest patch. I have restared my computer 5 times now becaus of these bugs. i would be great to have a market so you can bye products. it would allso be great with more maps in sandboxmode and i realy want to scoose my oponents och how many they are.
Hjälpsam? Ja Nej Rolig
nilnil_
( 22.7 timmar totalt )
Early Access-recension
Upplagd: 24 juni, 2015
****
Hjälpsam? Ja Nej Rolig
bjerremo
( 19.8 timmar totalt )
Early Access-recension
Upplagd: 22 juni, 2015
I really like this game, even if it is early and it's an alpha game. I loved settlers games. But this is a great building game and it's funny too. There are cool maps, and foes like spiders, goblins and giants. You build an army and have a hero. you collect armour from goblins and use them on your soldiers. They are really on to something great and funny here. Keep building and finish the game! I just love it!
Hjälpsam? Ja Nej Rolig
Makimera
( 5.5 timmar totalt )
Early Access-recension
Upplagd: 6 maj, 2015
I once was hyped about the promise of a mix of rpg and settlers.
Now i look at it in my game libary and wonder what happend to it. id personly recomand people not to spend any money on it. it feels like a game that will never really reach the goal it promised.

I belive the developers took on more then they could chew.
Hjälpsam? Ja Nej Rolig
Uckermann
( 2.3 timmar totalt )
Early Access-recension
Upplagd: 28 februari, 2015
Fun! can't wait for real launch!
Hjälpsam? Ja Nej Rolig
Bultsaxer
( 4.0 timmar totalt )
Early Access-recension
Upplagd: 16 november, 2014
Looking promising and the devs listen to the community.
Hjälpsam? Ja Nej Rolig
KamiKaze
( 1.6 timmar totalt )
Early Access-recension
Upplagd: 21 februari, 2014
A Indie RTS with some RPG influences. Still in early access but looks good so far, a sandbox mode in promised witch makes the game re-playable where you also can just fool around!
Hjälpsam? Ja Nej Rolig
Kenta
( 14.0 timmar totalt )
Early Access-recension
Upplagd: 2 januari, 2014
A Good game which could be much better with time
Hjälpsam? Ja Nej Rolig
Mest hjälpsamma recensioner  Totalt
1 av 3 personer (33%) fann denna recension hjälpsam
Rekommenderas
4.0 timmar totalt
Early Access-recension
Upplagd: 16 november, 2014
Looking promising and the devs listen to the community.
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
14.0 timmar totalt
Early Access-recension
Upplagd: 2 januari, 2014
A Good game which could be much better with time
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
1.6 timmar totalt
Early Access-recension
Upplagd: 21 februari, 2014
A Indie RTS with some RPG influences. Still in early access but looks good so far, a sandbox mode in promised witch makes the game re-playable where you also can just fool around!
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas inte
5.5 timmar totalt
Early Access-recension
Upplagd: 6 maj, 2015
I once was hyped about the promise of a mix of rpg and settlers.
Now i look at it in my game libary and wonder what happend to it. id personly recomand people not to spend any money on it. it feels like a game that will never really reach the goal it promised.

I belive the developers took on more then they could chew.
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
2.3 timmar totalt
Early Access-recension
Upplagd: 28 februari, 2015
Fun! can't wait for real launch!
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
9.0 timmar totalt
Early Access-recension
Upplagd: 13 oktober, 2015
i want you to fix the bugs in the latest patch. I have restared my computer 5 times now becaus of these bugs. i would be great to have a market so you can bye products. it would allso be great with more maps in sandboxmode and i realy want to scoose my oponents och how many they are.
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
19.8 timmar totalt
Early Access-recension
Upplagd: 22 juni, 2015
I really like this game, even if it is early and it's an alpha game. I loved settlers games. But this is a great building game and it's funny too. There are cool maps, and foes like spiders, goblins and giants. You build an army and have a hero. you collect armour from goblins and use them on your soldiers. They are really on to something great and funny here. Keep building and finish the game! I just love it!
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas
22.7 timmar totalt
Early Access-recension
Upplagd: 24 juni, 2015
****
Var denna recension hjälpsam? Ja Nej Rolig
Rekommenderas inte
5.4 timmar totalt
Early Access-recension
Upplagd: 20 maj
Började bra tills jag klarade av skiten på några timmar bara, började spela igen och gjorde anndra delen av storyn så att säga och det sög det med.
kul bygg och hero spel MEN kort som fan och inge alls variation på färdiga spelplan alls. jättelite att göra inga direkt byggquest utöver det i början så man lära sig hur man ska bygga.
Några spelmoment är bökiga och mycket prylar man får som gör så man måste klicka så jäkla mycket för att sätta dem på gubbarna. Onödig tid. Svårt att hitta sida fajtgubbar med. går att hitta via byggnaden man gör dem i men borde finnas en lista, lika så en lista med arbetarna.
Slösade 150spänn på rea på det här och ångrar mig lite. Den är dock inte klar än vad jag förstår men hinner dom göra mer det här året som det är planerat att bli klart? nja jag vet inte. Det återstå att se.
Var denna recension hjälpsam? Ja Nej Rolig