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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
ALPHA 23i (0.3.8.0)
This is an update to the experimental opt-in build.
The primary change is shared access to inventory from storehouses and the supply wagon. This means villagers can now deliver and collect goods from whichever source is closer, reducing the amount of walking required.
Where can I get it?
Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Balancing: Reduced quantity of raw meat required to make a meat pie from 6 to 1
Balancing: Increased speed of meat pie production
Balancing: Increased conversion of fish to salmon steaks from 1:3 to 1:4
Balancing: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Increased conversion of bolts of cotton to basic clothing from 1:3 to 1:5
Editor: Added lots more to the Glade kit
Workbench: Added 'Continue' option to dialogues when no options are specified and audio (VO) is played
Workbench: Added music mood to cutscene node
Workbench: Added WaitForTrigger node
Workbench: Added WorkPointTrigger node (for attaching to levers and interactible doors)
Workbench: Added Door node
Workbench: Added AllDead node for checking if all spawnpoints/characters are dead; useful for feeding into WorkPointTrigger nodes for doors/levers to prevent players running through level without killing mobs at key choke points
Workbench: Lists are now properly supported instead of a dirty hack. Multi-selections (e.g. spawnpoints) can now be added to lists with one click
Workbench: Searching in workbench inspector for prefabs now take kit name into account
Core: Added 'salvageable' toggle to inventory items
Core: Added ability for devs to set whether units tilt or not on a per object basis (e.g. yes on terrain slopes, no on stairs)
Core: Loot can now be marked as non-salvageable to prevent destruction of quest items
Maps: Mordrich's Factory: Added levers to some doors
Maps: Mordrich's Factory: Prevented some doors/levers being accessible until nearby mobs killed
Fix: Hero view in top left corner was not removing heroes that change faction
Fix: Day/night cycle was progressing when game was paused and it didn't take into account timescale
Fix: Fisher’s weren’t able to work both bank sides of a double fishing point
Fix: Fixed farmer not having special ability for gathering 'field' type resources (could not right click on wheat bushels)
Fix: Destructible door in Dungeons > Bandit kit wasn’t working as intended
Fix: Serialization bug that was preventing some save games from loading
FIx: Demoting a woodcutter often left them standing around indefinitely even when there was work to be done
Fix: Heroes were being included in population count
Fix: Excluded some building specific sounds for the 'we are under attack' notification when characters are attacked
Fix: A new location's starting time was in the middle of the night
Fix: Workbench wires no longer go crazy when attached nodes are off-screen
Control groups are not currently restored from save games
Heroes are showing in the population count on the top bar (fixed for next patch)
ALPHA 23h (0.3.7.0)
This is an update to the experimental opt-in build.
The primary changes are the long awaited civics building list providing an overview of all the player’s buildings, balancing tweaks, nerfing spider poison and some OP characters.
Where can I get it?
UI: Added civics building list to provide a village overview
UI: Added keyboard shortcuts: R for civics rationing dialog, B for civics buildings list
UI: Flashing civics warning increased when not enough food for next 2 minutes instead of 1 for earlier warning
Mechanics: Weaver’s Huts now take time to process cotton into bolts
Balancing: Increased yield of cotton to bolts from 1:2 to 1:3
Balancing: Refactored the way health works to fix overpowered poison
Balancing: Increased City Watch base health from 110 to 150, decreased strength from 10 to 3
Balancing: Increased spider den base health to 300
Balancing: Increased villager base health from 50 to 80
Balancing: Nerfed skeleton sword as they are OP
Assets: Added bolt of cotton prop when weaver carrying
Assets: Added basic clothing prop when tailor carrying
Assets: Moved destructible props to their own kit and texture atlas for memory optimization. Any existing instances will be automatically remapped to the new kit once you open and re-save your map.
Assets: Classic Dungeon topfill pieces (03 and 04) no longer have navmesh cuts on them
Assets: Intro Cutscene: Added sobbing woman voice over
Fix: Spider Dens no longer have human names
Fix: Training a peasant no longer affects their health
Fix: Wave spawn point health override not working
Fix: Floor tiles used as top tiles either side of doors in Mordrich’s Factory, causing move clicks to register
Fix: Arrows aren’t showing the trail
Fix: Keys and potions are now showing in inventory when found in loot or given as quest items
Destructible door in Dungeons > Bandit kit isn’t working as intended
Kenny’s feet during his talking animations glide; should be resolved in next patch
"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
Like many games, Folk Tale uses an opt-in experimental build to test features ahead of releasing to the main public version. This ensures more stable public releases for the vast majority of players. We encourage active community members to use this version to try out the very latest features and content, and to provide constructive feedback in the Community Forum.
***The experimental build can at times be several patches ahead of the main build.***
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