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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
EXPERIMENTAL BUILD (0.3.14.0)
This is an update to the experimental opt-in build.
The primary change in this patch is the introduction of the faction standing system. This is an essential prerequisite to the continued rollout of the campaign. We've also added a number of Workbench nodes aimed at cleaning up spaghetti scripts.
Where can I get it?
Player: Added faction standing system (precursor to allies and enemies)
Player: Tweaked when healthbars appear (hiding for neutral and friendly non-human factions)
Player: Active Quests: Added red x for when quest failed
Player: Active Quests: Added find icon next to subquests
Player: Added connection cost smoothing to pathfinding code to try to improve path quality
Player: Increased speed of number transitions in marketplace
Player: Slightly extended the Withering Dead campaign (it’s still very much WIP)
Maps: Locked two doors in Mordrich’s Factory unless you are a faction friend of Withering Dead
Assets: Added Zombie Ogre (aka Zombie Harvester)
Assets: Added 46 hand-painted loot icons
Editor: Defined all the proper factions for drop downs
Workbench: Added FactionStanding group of nodes
Workbench: Added ifFactionStanding node
Workbench: Added FactionStandingSimple node
Workbench: Added FactionStanding node
Workbench: Added FactionStandingFull node
Workbench: Added IncreaseFactionStanding node
Workbench: Added IncreaseFactionStandingSimple node
Workbench: Added DecreaseFactionStanding node
Workbench: Added DecreaseFactionStandingSimple node
Workbench: Added ModifyFactionStanding node
Workbench: Added SetFactionStanding node for setting explicit value (e.g. -100 to +100)
Workbench: Added LockFactionStanding node (for when player fully commits to a faction)
Workbench: Added UnlockFactionStanding node
Workbench: Added EveryStart node which is run every time a location is loaded instead of just the first time
Workbench: Added StoreCharacter and GetCharacter nodes to clean up long wires
Workbench: Added duplicate node (CTRL+D), also works on multiple-selection
Workbench: AllCharacters and RandomCharacter nodes now filter using faction instead of allegiance
Workbench: Inspector is now opaque to aid readability in busy workbench scripts
Workbench: Added interaction character to WhenQuestGiverInteraction node
Workbench: PersistentAnimation now has support for playing animations on non-character objects as well
Workbench: Trigger now takes Faction instead of Allegiance (see breaking changes below). Default has been set to Humans so most existing triggers should work as expected.
Fix: Fixed marketplace breaking when closing the window too quickly
Fix: Prevented AOE splash damage (e.g. shield bash) from affecting friendly faction units
Fix: Added new stunned animation to bandit (dagger wasn’t animating)
Fix: Green dotted wall placement outline sometimes not being disabled during initialization
Fix: CharacterSetActiveOnDeath not restoring state properly when loading a saved game
Fix: Character collider being enabled on dead characters when loading a saved game
Fix: Box colliders on static characters not being disabled on dead (e.g destructible door in Bandit Cave)
Fix: Modified script on tall torches in Shirebrook map to prevent null exceptions being logged
Fix: Modified script on spike traps in Bandit Cave so that their state persists correctly
Level designers...all factions are now neutral to one another, including the player (Human faction). So it’s likely very little combat will happen in your maps. You can quickly reinstate factional enemies using the LockFactionStanding node, setting the value to something like -100. e.g. Human v Undead.
EXPERIMENTAL BUILD (0.3.13.0)
This is an update to the experimental opt-in build.
The primary change in this patch is cross-map tracking of quests.
Where can I get it?
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Editor: Expanded Swamp Ruins Kit with pieces that will become a dungeon
Assets: Added earth, lava and ice worms; not functional
Assets: Added Jax (Glacian boss); not functional
Assets: Fixed animations used by Goblin Axe Warrior
Assets: Refreshed kobold animations and geometry
Assets: Added portraits for Lavallos and Singularity XB-101
Assets: Added 158 paragraphs of voice acting for Willow, Nara and Ambassador O’Kleefe ready for campaign extension
Fix: Bridge in snow kit had navmesh issues
Fix: Cave waterfall tile had collider issues allowing characters to part climb them at odd angles
Fix: Woodcutters could not manually plant saplings
Fix: Woodcutters would sometimes stop working until manually commanded to move
Fix: Only start cooldown for ability if it was successfully started
Fix: Improved some animation blending when issuing orders to moving targets
Fix: Trebuchet rotation sound volume reduced, no longer constantly plays
Fix: Ser Gregory no longer gets stuck in his stunned animation when Willow uses Purify ability
Fix: Camera framing shouldn’t fly wildly up in the air
Fix: Fixed all conversation dialogs that had the wrong portraits
Several quest related nodes are being deprecated and will be renamed with the suffix ‘Old’ in Workbench. They are: QuestOld, SubQuestWhenOld. Please migrate your maps to use the new nodes.
The conversation node portrait input is still valid, and should be used when referencing spawned villagers whose faces are dynamically generated. For all other NPCs, it’s cleaner and faster to set their portrait explicitly using the categorized dropdown. The new portrait dropdown goes a long way to cleaning up wire count in dialogue intensive maps.
"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
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