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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 (0.3.15.0)
This is an update to the experimental opt-in build.
The primary change in this patch is dynamic loot generation and magic item effects.
Where can I get it?
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added impact sound effects when weapon has suffix enchantment
Player: Campaign: Extended Withering Dead storyline
Player: Campaign: Added start of Gladefolk storyline and portal linked new map ‘The Glade’
Player: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Assets: Added defeated animations to some heroes in preparation for future functionality
Assets: Added 11 more NPC portraits, 3 missing ability icons
Assets: Added 2 new sets of Scale armor icons (Glacian and Cult Of Pyros)
Assets: Added new factional jewellery items (rings, necklaces and trinkets)
Assets: Added 39 new weapons inc. models and textures
Workbench: Added OrderMoveToObject node to avoid having to create 'Position' and 'Rotation' nodes
Workbench: Added close button
Fix: Keys and Quest Items are no longer salvageable
Fix: Cooldown data is now cleared when a party is moved to a new location
Fix: Workbench: Fixed special case where the default value of an input could be used instead of the value of the node output that was connected to the input
Sometimes it’s not possible to talk to key NPCs.
Weapon VFX (e.g. Flames) are stacking each time you portal to a different map.
Loot drop probabilities need tweaking - rare items are dropping too early.
Up until this point loot hasn’t played a big role and didn’t scale well. The new system gives us a solution that fits campaign levels, sandbox levels, and community levels.
Magic items potentially receive a prefix which boosts attributes (strength, agility, vitality and mind), and a suffix which can be anything from special damage (fire, cold, shadow, poison etc..) to critical hit bonuses. Each prefix and suffix has four levels of bonus with unique names, for example “Burning”, “Flaming”, “Scorching”, “Immolation”. An example might be an Agile Bow Of Scorching. Economy magic bonuses have not yet been implemented.
In a future patch we will be adding Workbench nodes to be able to create and assign specific magic items to characters. It is envisaged these will mostly be named epic items.
Useful console commands for testing:
Magic items with visual effects don’t start dropping until later character levels (e.g. 10+). To shortcut this, you can cheat and use the following console commands.
levelup 5 (levels up all selected characters by 5 levels)
genloot 3 glacian (generates 3 loot items as if dropped by a Glacian faction character)
don’t generate more than 3 otherwise as you’ll probably just get non-faction fillers
The list of faction names for use with console are :
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.
"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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