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Jul 18, 2014
Community Announcements - Games Foundry


Welcome to Folk Tale Dev Blog 25. With Patch 0.2.7 recently released on Steam we've got lots of improvements to share with you today. In an experimental change to our regular format, the video is the most recent Dev Hangout live stream where I explore the patch in detail. It's much longer than usual clocking in at over 100 minutes, so feel free to skip bits.

For larger screenshots and more info, please visit http://blog.gamesfoundry.com/2014/07/folk-tale-dev-blog-25.html.

Sandbox continues to progress in leaps and bounds, with city building and economy moving beyond that of the original Tutorial. The first change you'll notice is that resources are now important, and you won't be able to construct larger buildings until you've harvested enough resources.

The Woodcutter Hut now produces an additional product, Firewood. Firewood is required by buildings to keep the occupants warm. If you're producing too much or too little firewood, you can toggle production of Planks and Firewood in the Production Tab of the Buildings Dialog. Not producing Planks will double the output of Firewood, and vice versa. Allocating potential work output between production and research is also working, and you can now start accumulating research points which are shown on the top bar. We'll be adding research options to spend those points on in a future patch.



Villagers collect Firewood direct from the Woodcutter's Hut, or a Storehouse if you have one, and carry it to their home building. In a future update delivering Firewood to a building will cause chimney smoke to rise as the wood burns. Once the fire goes out, villagers will need to collect more Firewood. Being cold for too long will have an adverse affect on the happiness of a building's occupants. For now though, they may stockpile Firewood in their homes.

We've capped the number of trainable professions per building to a very low 2. We had meant to increase this to 5, but unfortunately it didn't make it into this build. For now, if you want more of a profession, simply build more of that building type.

Economy chains are now in, including the Farmer growing Wheat, milling it into Flour in the Windmill, before carrying it to the Storehouse. The Baker will collect the Sacks of Flour and bake them into Bread at the Bakery.

The Hunting Lodge now supports roaming Hunters who will kill Deer and carry them back to the Lodge for skinning, before carrying the carcasses to the nearest Storehouse. The Butcher will collect the carcasses and carry them to the Butchery where he'll chop them into Raw Meat.



The Monastery now farms the Bee Yard for Honeycomb and brews Barrels Of Mead which the Monks carry to the Storehouse. The Innkeeper collects the barrels and carries them to the Tavern for selling on to villagers.

In the next patch we'll add the final economy part which is where villagers have needs and will visit each of the vendors to purchase finished goods in exchange for gold. For now though we've given you plenty of starting gold, and if you run out hold down G,O,D on the keyboard to replenish your coffers.

While I'm on the subject of the Monastery, we've added Prayers to the top bar in preparation for the next patch. Villagers will have a need to worship the Holy Toast, and will visit the Monastery to pray, generating Prayers. These Prayer points, simply referred to as Prayers, will eventually be spent on Miracles which will appear under the Monastery Building Dialog in place of the crafting tab.

As your village expands, you'll be needing a steady supply of Peasants to train in new professions. Population expansion has been added, and building five or more cottages will now lead to new peasants appearing in your village. In testing I've had over 200 villagers and lots of buildings, but currently the frame rate will drop. We'll continue to optimize throughout development and the frame rate will start to recover. For now though, you can try reducing your settings, which will help if your PC is limited by the graphics card.



There are a number of other changes in the village, including Wells which are now constructible but not functional. In time these will supply water for economy production and putting out fires. The other changes I'll leave for you to discover.

Combat is fleshing out nicely, although the monsters are currently over-powered so you need to be tactical with your pulling, and go mob-handed by building lots of Barracks. Tower-mounted Trebuchet now target enemy units and do area damage, and we've updated the Repeating Crossbow asset and made it functional, reining down bolts at approaching enemies.



Professions are now attacking with the proper weapons and animations. Farmers fight with Pitchforks, Butchers with Cleavers, Bakers with Rolling Pins, Innkeepers with Broken Bottles, and so on.



New Monsters have been added or made spawnable in the Editor, including Wolves, Giant Snails, Swamp Beasts, Skeleton Warriors and Necromancers. We'll be adding Earth Mothers, Forest Imps and the Goblins in subsequent patches.

We've also added a number of new terrain tiles, including 1/4 and 1/2 height waterfalls, and full height stone stairs cut into cliffs. You can check them out by opening the Human Village map in the Editor. Bridges have also received a navmesh fix that was preventing villagers from crossing in certain positions.

I'd also like to announce the Sunday Dev Hangout stream on Twitch.tv. Every Sunday I'll be streaming live, playing the latest dev builds, designing levels in the Editor, and answering community questions. You can find our channel at http://www.twitch.tv/gamesfoundry where there is a schedule for different time zones, and a number of earlier streams including a play through of Patch 0.2.7. Creating a Twitch account and following the channel will send you an email notification when we're about to go live. You can also follow us on Twitter (@gamesfoundry) account, where we announce streams just before we go live.

Thanks for watching - especially if you made it through the 100 minute video!
Community Announcements - Games Foundry


Platforms

PC, Mac

Changes

Sandbox Editor: Wolf added as spawnable monster
Sandbox Editor: Giant Snail added as spawnable monster (+egg sack prop)
Sandbox Editor: Swamp Beast added as spawnable monster
Sandbox Editor: Skeleton Warrior added as spawnable monster
Sandbox Editor: Necromancer added as spawnable monster
Sandbox Editor: Hunting Ground resource generator added (named copse in grassland kit)
Sandbox Editor: Colliders and navmesh added to Cemetery Kit assets
Sandbox Editor: New dialog window prototype added as we migrate UI middleware
Sandbox Editor: Kobold Camp Kit pieces now have navmesh cutters (but not camera colliders)
Sandbox Editor: Cemetery Kit pieces now have navmesh cutters (but not camera colliders)
Sandbox Editor: Grassland Kit: Added half and quarter height waterfalls, and cliff stone steps
Sandbox Player: Cottages now generate new Peasants if you have enough capacity (each cottage can support 2 villagers)
Sandbox Player: Resource costs for buildings enabled (press down the keys G, O and D at the same time to get extra gold, good for testing). Gold increased to 1600 temporarily until you can generate gold from sale of goods and looting.
Sandbox Player: Peasants now carry firewood to their cottages from either the Woodcutter’s Hut or the Storehouse
Sandbox Player: Woodcutter Hut can now toggle production of Planks and Firewood on/off
Sandbox Player: Monks now carry Barrels of Mead to the Storehouse
Sandbox Player: Hunters now carry skinned Deer carcasses to the Storehouse
Sandbox Player: Hunters now wander in search of Deer
Sandbox Player: Butchers now carry Deer carcasses from the Storehouse to the Butchery
Sandbox Player: Bakers now carry Sacks Of Flour from the Storehouse to the Bakery
Sandbox Player: Characters will attack if being attacked by ranged weapons outside their detection range. Unless they have no weapons (e.g animals) or are very far away, in which case they will flee.
Sandbox Player: Characters now attack with their correct weapons and animations
Sandbox Player: Added culture counter which is based on the number of buildings, villagers and the number of specialists (and a few other things).
Sandbox Player: Buildings can now be attacked; Monsters auto-attack buildings
Sandbox Player: Wells are now constructible
Sandbox Player: Game can now be “lost” by losing all your buildings
Sandbox Player: Q,E keys remapped to rotate camera instead of alter altitude
Sandbox Player: Z,X keys remapped to alter camera altitude
Sandbox Player: [ ] keys now rotate building prior to placement
Sandbox Player: Tower-mounted Trebuchets now target enemies and not friendly units
Sandbox Player: Tower-mounted Repeating Crossbow asset updated
Sandbox Player: Topbar artwork changed to add space for Prayers
Sandbox Player: Street Lamps now have night lights ( partial WIP )
Sandbox Player: Resource drop off sfx added
Sandbox Player: Grass now auto-removed from under Farmer’s Field

Bug Fixes

#0079 Sandbox Player: Unplaced Buildings Stuck To Cursor
#0080 Sandbox Editor: UVs on Construction Kit pieces are broken
#0081 Sandbox Player: Can’t select and destroy the Bee Yard
#0082 Sandbox Editor: Spawn Points are generating two of every monster
#0083 Sandbox Player: Tooltip colored text does not fade with rest of tooltip
#0084 Sandbox Player: Navmeshes on some bridges fails, preventing villagers from crossing
#0085 Sandbox Editor: Terrain textures can become corrupt
#0086 Sandbox Player: Wall sections are auto-completing without construction
#0087 Sandbox Player: Stockpile button on top bar only toggles visibility on, not off
#0088 Sandbox Player: Construction options should be hidden when opening another dialog, e.g. Stockpile
#0089 Sandbox Editor: Terrain Texture Paint brush size > 1 behavior bugged

Developer Comments

We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/

We’ve also made some key binding changes. While key mapping is not yet implemented in the UI, you can define your own by editing the StreamingAssets/Data/keymap.json text file.
Jul 5, 2014
Community Announcements - Games Foundry


Hi Everyone,

On Sunday 6th July, 3pm GMT we'll be live streaming the Sandbox Editor on http://www.twitch.tv/gamesfoundry, and running through community questions on how to use it. We'll also be jumping back and forth between Sandbox Player.

Hopefully we'll be running the latest development build to show off progress.

We recommend that you follow us on Twitch.tv so that you can receive an email notification of when we are about to stream. You can also follow us on Twitter (@gamesfoundry) as we'll be announcing it there too.

For those of you not familiar with Twitch, it's a live video streaming website where you can ask us questions over text chat and have them answered directly to you over webcam while we show the game in the background.

What time is 3pm GMT in different locations?


08:00 Los Angeles
11:00 New York
16:00 London
17:00 Europe
19:00 Moscow
23:00 Hong Kong
01:00 Sydney ( Monday )

I look forward to catching you in a dev hangout soon.

How do I access the stream and follow you?


Simply point your web browser at http://www.twitch.tv/gamesfoundry. To follow us you will need to create an account on Twitch, but it's not compulsory to watch the stream.

There are a couple of streams we recorded earlier in the week if you want to see what it might be like.

If I can't make it, can I watch a replay later?


Yes. A replay will be available via our Twitch channel.
Jun 19, 2014
Community Announcements - Games Foundry


Hey guys. Thanks for dropping in for Dev Blog 24. Today we’ll be looking at the recently released Patch 0.2.6, and the new website packed full of useful information.

For larger screenshots and more info, please visit http://blog.gamesfoundry.com/2014/06/folk-tale-dev-blog-24.html.

Patch 0.2.6 is available now on Steam if you want to try it out for yourself. We’ve added a raft of new buildings and professions that are going to make the first playable sandbox content in Patch 0.3 a deeper and more enjoyable experience.

The Hunting Lodge is home to the Hunter profession, ranged bow units that hunt Deer and Boar for raw meat and hides. For the next patch we’re focusing on making the new professions work-enabled. That means the Hunter will go about his daily routine of hunting nearby animals, and take them back to the Lodge for skinning.





In an example of one of the economy chains we’re introducing, once the Hunter has processed the carcass, they’ll pass the meat over to the Butchery. The Butcher’s job is to process the raw meat and make Steaks, Sausages, and Meat Pies for selling on to your villagers at a healthy profit, swelling your coffers, filling their bellies to stave off starvation, and keeping them happy.





The Farmer, Windmill and Wheat Field have been in for a while now, and with the addition of the Bakery we’ll soon be able to complete another economy chain. The Baker mixes flour from the windmill with water from the well, and bakes it into tasty bread. The Baker will also be able to craft luxury items including cakes and toast ( both of which require butter as a crafting ingredient from the Dairy which we’ll be adding later ).







In a previous patch we added the Monastery, Monk and Bee Yard for brewing Barrels of Mead. With the addition of the Tavern and the Innkeeper, tankards will soon be clinking to the sound of merriment as the Mead flows into the gullets of thirsty villagers. The Tavern will also be where you’ll hire heroes for adventuring out into the wilds in the RPG side of Folk Tale, but for now we’re focusing on citybuilding, economy and RTS style combat.





In the latest patch we’ve also added in basic combat. To help testing, we’ve made monsters selectable and movable, so you can either send a group of City Watch and Hunters out to find them, or throw monsters against your City Walls. It’s very rough at this stage, and we’ll be improving combat with each subsequent patch.



The Hunters are the first ranged unit to be added to sandbox, and as you might expect, we’ve gone the extra step and made sure the elevation of their arms matches the arc of fire. If you looked closely at the goblin archers on the Barbican in the old Tutorial, you may have noticed that even though they shoot down, their arms remain straight, which looks terrible and breaks immersion. In Sandbox, we’ve sorted that, and ranged units now adjust the angle of their bow arm, so when they are shooting down from elevated positions such as city walls, they look the part.



The Character Designer has now been updated with all the latest profession uniforms, and we’ve added in a couple of new hair and beard styles. Longer term we intend to support loading and saving of characters so you can play sandbox games with your favourite bunch of villagers, as well as sharing and downloading characters with the community.

Lighting has a new high quality setting for high-end PC’s that adds proper lighting to the night windows. It’s purely aesthetic but does add to immersion at the cost of some performance.



There’s no more ALT F4’ing or command-Q’ing to quit out of sandbox player, with the escape key now bringing up a quit to desktop option.

And finally one of the biggest changes is that we’ve swapped the default public version of the Windows build over to 64-bit. Most players are already using a 64-bit edition of Windows, and for those it brings the benefit of fewer memory related issues including moonwalking villagers after loading a Tutorial save game.

Players who find Folk Tale no longer works after Patch 0.2.6 are most likely on Windows 32-bit. Don’t worry, we’re still supporting a 32-bit build, but you need to opt-in to a special build under the Steam beta’s system. Instructions on how to do this can be found in the Announcements tab of the community section on Steam.

And that leads me nicely on to the next announcement we have today; the overhauled website. As development of Sandbox continues, we needed somewhere to provide all the information that players will soon start asking us for. What buildings are available? What function does each building have? What character professions are available? What loot items are available and what are their stats? We’ve set the foundations early so that we can continue to add meaningful content to the website, including Tutorials on how to use the Editors.



You’ll also find a development roadmap on the website. This is a high level overview of what features and content are coming in each patch.

In the next patch we’ll be introducing more of the economy, making resources more important, improving combat, and bringing more monsters to life.

I’d like to say a big thank you to the 875 play ers who completed the Player Satisfaction Survey. Your feedback has been important in helping us understand where we need to increase our efforts and make changes. Hopefully you’ll notice some of the changes resulting from your feedback, including the Production Status mini-blog where we look more closely at what’s in production, and a continuing drive to reduce patch times, down from once a month to around three weeks. Hopefully we can continue this and have the next patch out in the first half of July.

Your role as part of the community and your continued support during development is very important to us. We always try to listen to the voice of the community, and do our very best to respond to the feedback provided by taking actions that make a difference. Thanks for taking this journey with us.

Until next time, bye for now.
Community Announcements - Games Foundry


Platforms

PC, Mac

Bug Fixes

#0076 Sandbox Editor: Kit Icons Missing From Kits List
#0077 Professions Remain In Carrying Animation For Too Long After Drop Off
#0078 Professions Get Invalid Hairstyles

Changes

Sandbox Editor: Bakery building added
Sandbox Editor: Baker profession added
Sandbox Editor: Butchery building added
Sandbox Editor: Butcher profession added
Sandbox Editor: Tavern building added
Sandbox Editor: Innkeeper profession added
Sandbox Editor: Hunting Lodge building added
Sandbox Editor: Hunter profession added
Sandbox Editor: Some Grassland Animals have been disabled pending their conversion to spawn points
Sandbox Player: Basic combat is enabled ( Monsters can be selected/moved )
Sandbox Player: Wheat Fields Grow Speed Slowed Down However Two Harvesting Operations Are Now Required
Sandbox Player: Quarry and Iron Mine now have camera colliders
Sandbox Player: High quality night window lighting setting
Sandbox Player: Elevation angles added to animation system for ranged weapon firing
Sandbox Player: Professions now carry the correct weapons/tools
Sandbox Player: Innkeeper carries barrels of mead to the tavern
Sandbox Player: Right click now cancels wall placement
Sandbox Player: Escape now brings up menu to quit to Desktop
Sandbox Character Studio: Baker, Butcher, Innkeeper, and Hunter uniforms added
Sandbox Character Studio: Male quiff hairstyle added
Sandbox Character Studio: Female french braid with curl hairstyle added
Sandbox Character Studio: Male mutton chops beard added
Launcher: Survey icon redirected to results
Launcher: Added links to social media

Developer Comments

The default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. Instructions are included below.

The new professions aren’t work-functional yet.

The construction button visual states are glitching regularly.

There is a known issue with some older save games in the Tutorial Swamp Zone that might cause the game to lock up. Please use Alt+F4 or Cmd+Q to quit and restart.

Windows 32-Bit Version

If you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.
1. In your Steam Library, right click on ‘Folk Tale’ and select Properties.
2. Click the fourth tab labelled ‘Betas’
3. In the dropdown list, select folktale(windows32-bit) and click close
4. Wait for Steam to auto-update
5. If the update fails to download, quit and restart the Steam Client
Community Announcements - Games Foundry
Platforms

PC, Mac

Bug Fixes

#0071 Sandbox: City Wall Stairs Collider Broken
#0072 Sandbox: Farmer Starts Farming Before Field Construction Is Finished
#0074 Sandbox: Storehouse Is Missing Roof Textures
#0075 Tutorial: Narrator Interrupts Himself Or Continues With Previous Dialogue

Changes

Sandbox Editor: Beaches Added
Sandbox Editor: Sea Wave Surf Effects Added
Sandbox Editor: Missing Kit Piece Icons Restored
Sandbox Editor: Human Village Map Updated Providing More Room For City Walls
Sandbox Player: Buildings: Windows Now Illuminate At Night Time
Sandbox Player: Buildings: Colliders Added
Sandbox Player: Buildings: Chimney Smoke Added
Sandbox Player: City Walls: Gatehouse And Stairs Are Now Instant Build
Sandbox Player: City Walls: Turrets Now Have Damaged Versions
Sandbox Player: City Walls: Repeating Crossbow Visual Updated
Sandbox Player: City Walls: Trebuchet Animation Speed Changed To Constant For SFX Sync
Sandbox Player: City Walls: Characters can now go through the gatehouse and towers
Sandbox Player: Holding Left-Alt To Rotate/Tilt Camera No Longer Requires LMB To Be Pressed
Sandbox Player: Added Gameplay Setting: Snap Building To Cursor
Sandbox Player: Resource Icons Added to Construction Option Buttons
Sandbox Player: Fixed Female Peasants using Invalid Hair Styles
Sandbox Player: Building Icon Tooltips show resource requirements
Launcher: Game Now Starts In Full-Screen Mode By Default
Launcher: Link Added To First Ever Player Satisfaction Survey

Developer Comments

This is the 64-bit OSX and 32-bit Windows public build. The Windows 64-bit build will follow once we've ironed out a glitch.

Patch 0.2.5 includes all the changes from the non-public 0.2.4 build, details of which can be found at http://steamcommunity.com/games/224440/announcements/detail/1873805350664051102
May 19, 2014
Community Announcements - Games Foundry


Following the release of Patch 0.2.4 towards the end of last month, the team have continued to work in two streams: Patch 0.3 enhancements, and downstream content.

For larger screenshots and more info, please visit http://blog.gamesfoundry.com/2014/05/folk-tale-dev-blog-23.html.

Patch 0.3 Enhancements


While combat and monster spawning is being worked on in Sandbox Player we're adding the final touches to the Grassland Kit, the environment where Patch 0.3 will take place. If you recall the village in the Tutorial, we have shoreline with sandy beaches. Because we want to migrate the Tutorial over to sandbox tech, we want to recreate all of the biomes as Kits. Sandy shoreline also gives us a number of options for Patch 0.3.x. Initially we'll have a beach spawn point where Goblin Warships will have landed, dropping off waves of goblin invaders. In later patches I'd love to have beach landings, and the possibility for your Trebuchet to sink ships before they have chance to disembark. But I digress.

To achieve the shoreline effect, we've created new shallow incline tiles, which can be combined with steeper hills to introduce deeper water. Using the Paint Tool we paint our beach tiles with the sand texture. Add in some water tiles, and a few new wave particle effects, place a couple of random rocks, and we have a nice looking shore.



Part of making the village feel more believable is the addition of colliders. In earlier builds it was possible for the camera to move right through buildings and city walls. We've now added physics colliders to buildings, so the camera should go up and over rather than through for a much more realistic experience.

In Patch 0.2.4 we had a number of bugs with City Walls which have now been fixed. Characters can now approach and walk up City Wall Stairs without issue, and will happily walk through gatehouses and turrets, allowing you to run all the way around your walls.

And finally, work is progressing on large-scale background props such as mountains so that location maps don't abruptly end at the boundary of the playable area.

Downstream Content: Swamp


Downstream Content is a term we use internally to refer to any content that won't be added until after the Patch 0.3 milestone. That includes the Kits for the different environments including desert, snow, lava and swamp, and the inhabitants that live there. The design of each environment biome begins with a concept diorama designed to communicate mood.



When the diorama reaches a state that we're happy with, work is branched into four tasks: textures, characters and architecture, loot, and soundtrack. The first is the production of a series of low resolution textures using the diorama for reference. Adding in basic lighting and painting some quick terrain geometry, we're able to confirm color, contrast, and scale before scaling up the textures and painting in the high resolution detail. Generally the Art Team work at a higher resolution and then scale down for the final texture.

With each biome being home to beasts and intelligent races, the second parallel task is to define what lives there, how, and the relationships between them. Having introduced Goblins in the Tutorial, we're expanding their culture to incorporate their habitat. What sort of things do our Goblins eat? How does environment influence architecture? Do they have a belief system? Do they have any natural enemies? All of these questions feed into creating a consistent racial story.



While the budget does not currently permit us to make the Goblins a comprehensive playable race for launch, we are able to introduce a believable AI-driven village while keeping the option of a playable race open for DLC.

We all love loot, and the RPG element of Folk Tale would be incomplete without it. Having defined a culture, we look at the items a race use. We wouldn't want Goblins dropping useless items, so instead we focus on weapons and armor, crafted items, and finally legendary items that form a race's back story. Concept sketches become loot icons, and once signed off handheld items are produced as 3D geometry and hand painted.



Finally, the diorama is provided with a written brief to the Audio Team. Several draft ambient tracks are composed, and the best elements combined into a final composition which then undergoes several iterations. Using the themes developed in the ambient track, a battle variation is produced which is cross-faded in during game play. Once both the ambient and battle tracks are complete, we test them in game to ensure they aren't too distracting to the player. You can hear the swamp ambient and battle music in the video at the top of this blog starting at 5'40".

Following community response, we also plan to add in an option to disable battle music if players find pounding drums too distracting.

Characters










Folk Tale Player Satisfaction Survey


It's the first ever 2-minute Folk Tale Player Satisfaction Survey. Tell us what you think of development so far and where we can improve. It's totally anonymous, and has 18 easy to answer multi-choice questions.

Take the survey now by visiting:
https://www.surveyplanet.com/survey/5daf3546d57f761448fc2146f1f46ef5
Community Announcements - Games Foundry
Platforms

PC, Mac (OPT-IN)

Please note this is initially an opt-in build, and will be published as a public update after a period of community testing. Dev Blog 22 covers the contents of the patch in some depth:

http://blog.gamesfoundry.com/2014/04/folk-tale-dev-blog-22.html?showComment=1398695872953#c2602719221424538798

Bug Fixes

N/A

Changes

Sandbox Player Added ( 'Preview' on Start Screen )
Sandbox Player: Building: Cottage Activated
Sandbox Player: Building: Windmill Activated
Sandbox Player: Building: Farmers Field Activated
Sandbox Player: Building: Woodcutter's Hut Activated
Sandbox Player: Building: Smelt Activated
Sandbox Player: Building: Stonecutter's Lodge Activated
Sandbox Player: Building: Monastery Activated
Sandbox Player: Building: Bee Yard Activated
Sandbox Player: Building: Barracks Activated
Sandbox Player: Building: Workshop Activated
Sandbox Player: City Walls Activated
Sandbox Player: City Walls Gatehouse: Activated
Sandbox Player: City Walls Stairs: Activated
Sandbox Player: City Walls Siege Defenses: Trebuchet: Activated
Sandbox Player: City Walls Siege Defenses: Repeating Crossbow: Activated
Sandbox Player: Character: Peasant Activated
Sandbox Player: Character: Farmer Activated
Sandbox Player: Character: Woodcutter Activated
Sandbox Player: Character: Miner Activated
Sandbox Player: Character: Stonecutter Activated
Sandbox Player: Character: Monk Activated
Sandbox Player: Character: City Watch Activated
Sandbox Player: Character: Engineer Activated
Sandbox Player: Resources: Iron Mine Activated
Sandbox Player: Resources: Quarry Activated
Character Studio: Engineer Added
Character Studio: LOD Test Mode Added ( Dev Tool )
Sandbox: Buildings: Tiers merged, Only Tier 1 Available
Sandbox: Characters: Professions Removed, Peasant Spawn Points Added

For a comprehensive overview of changes, please watch Dev Blog 22.

Known Issues

Lots of known issues, no need to report bugs at this stage
High End GPUs in Sandbox Editor: Press 'V' to toggle on vertical sync
High End GPUs in Sandbox Player: Access settings dialog from topbar and turn vertical sync on
Tutorial: Advisor's speech is a little broken

Developer Comments

Patch 0.2.4 introduces Sandbox Player. You can now open maps created in the Editor in the Sandbox Player. Sorry, but maps created in earlier versions are unlikely to work.
This is an opt-in build for now to provide the Sandbox Player with the opportunity for some time out in the community.
If you are on a low end machine, swapping to Low Performance settings ( first icon on topbar ) in Sandbox Player should give you a good experience

Exiting Sandbox Player

Currently there's no menu in the Sandbox Player, so quitting is ALT+F4 on Windows, Cmd+Q on Mac, or ALT+TAB and close the app from the task bar.

Sandbox Player Guide

We strongly recommend reading the Sandbox Player Guide first to familiarize yourself with the controls. They are very different to the Tutorial, and have be adapted to be more inline with RTS convention.

Opting-In: Windows 64-bit & All Macs Build

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Betas, enter vQZ7Rj6E into the password field and click Check Code.
3. You should receive confirmation that the debugging64bit build is now unlocked. *
4. Select debugging64bit - Public pre-release support builds for Windows 64-bit from the drop down list and click Close.
5. Wait a few minutes for Steam to automatically patch your game. If it doesn't, try running the game. This should trigger the automatic patching.
6. Confirm the build version is 0.2.4.0 ( bottom left of the main menu, or right topbar in the Location Editor )

Opting-In: Windows 32-bit Build

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Betas, enter veW6kJBz into the password field and click Check Code.
3. You should receive confirmation that the debugging build is now unlocked. *
4. Select debugging - Public pre-release support builds from the drop down list and click Close.
5. Wait a few minutes for Steam to automatically patch your game. If it doesn't, try running the game. This should trigger the automatic patching.
6. Confirm the build version is 0.2.4.0 ( bottom left of the main menu, or right topbar in the Location Editor )

* Please note that on rare occasions, opting in to beta builds will give an invalid code error. Please try the code again. If it repeatedly fails, we're sorry but you are not going to be able to test this build. You might consider contacting Steam Support. We have used this password to support players in the past so it is known to work.

Gorax ( independent YouTuber ) has recorded the steps to opt-in to the build, as well as a preview of some of the features. We've noted the bugs he's spotted and will work on those as part of the next patch:

https://www.youtube.com/watch?v=2klRwSfnqyE&feature=youtu.be

Opting-Out After Testing

After you have finished testing, you can opt out of beta builds and resume receiving the main patches as you have done before.

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Beta, choose NONE - opt out of all beta programs from the drop down list and click Close.
3. Wait for a few minutes for Steam to automatically resync/patch your game back to the main public releases. If it doesn't, try running the game. This should trigger the automatic patching.
4. Confirm the build version in the bottom left of the main menu has reverted to 0.2.3.0.
Apr 19, 2014
Community Announcements - Games Foundry


Today we're going to be taking a look at the Sandbox Player, accompanied by some of the composition work for the soundtrack. Not all the tracks used will make the OST, but are nice to listen to during longer videos.

We hoped to have the Patch 0.2.4 live by now, but at the eleventh hour as we were packaging and testing the patch to upload to Steam, we discovered a bug in the engine build we've been using. That bug was very quickly fixed by the engine developer. Unfortunately we now have to wait around 9-14 days for the next build to become available. You can track the latest status over on the Steam Forum.

For larger screenshots and more info, please visit http://blog.gamesfoundry.com/2014/04/folk-tale-dev-blog-22.html.

Sandbox Player


In the month since the last blog a lot has been added, and Sandbox is really starting to come together. For the first time we're able to "play" maps designed in the Sandbox Editor. I say "play" loosely at this stage, "mess around with systems" might be a more accurate description.



Construction is up and running, with several level one buildings and their associated professions available for Peasant training. Character's have unique faces, varying skin tones, and a few dodgy haircuts. Females are now fully trainable in all available professions. Lobbyists for the Campaign to Stop Female Peasants Being Used As Cannon-Fodder can lay down their protest billboards, as equal opportunities are finally with us.



To help get everyone started when Patch 0.2.4 arrives, we've published the Sandbox Player Guide on Steam, which we'll continue to update as development progresses.

City Walls


One of the most significant additions is the revised City Walls system, which can now traverse steep cliffs and rivers. Gatehouses, stairs, and tower siege defences are all in, but we'll leave those for you to uncover once the patch is published.



Hovering the mouse cursor over sections of wall and repeatedly hitting U on the keyboard simulates the impact of boulders from Goblin Trebuchet. Any idle Peasants will run to the wall and do their best to repair it before any larger enemies breach the walls.

Workshop and Engineer


The final profession for inclusion in Patch 0.3 ( we'll be adding more thereafter ) is the Engineer, capable of constructing ingenious traps and turrets in the fields around your village to help fend off any raiding parties. Engineers can be trained by building a Workshop.





LOD Models


Level of Detail models are a trick developers use to boost frame rate performance by reducing the complexity of 3D models as they move further away from the camera. We've now added in LOD models for all three tiers of building upgrades, and incorporated LOD into the character customization system. There's more work to do, for example on the terrain, but it's already starting to have an impact.

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Mar 21, 2014
Community Announcements - Games Foundry


Hey everyone. In this episode we take a look at how the Sandbox Player is shaping up, run through the Sandbox UI overhaul filling in some of the details of gameplay mechanics, before wrapping up with a review of new assets.

For larger screenshots and more info, please visit http://blog.gamesfoundry.com/2014/03/folk-tale-dev-blog-21.html.

Sandbox Player


The fixed build plots of the Tutorial are gone as promised, and free placement is in, providing precise control over the design of our village. We can freely move the building around; a green transparent cube means we're over a valid place for construction, while a red cube means we're too close to an obstruction. As you might expect we can also rotate buildings. We've also added a radius of influence, shown by the dotted circle surrounding the building ( see video ). Resources need to be located within this radius to be accessible by the building. Capturing multiple mines can result in a greater maximum output for the building.



Art Assets - UI


For Sandbox, we're overhauling the UI and adding new elements. As a multi-genre village builder RPG RTS, there's a lot of information to condense and optimize to reduce screen clutter, especially at lower screen resolutions. In fantasy 4X games you might be used to seeing resources on the top bar, for example wood, stone, and iron. We forecast how much time players would be spending in each genre, and the information they'd need immediately to hand. In village building for example, resource stock levels are important, but when you are out in the wilds with your Hero Party, they aren't. Taking into account the complex nature of the economy and number of resources, it wasn't feasible to pack them all into a static top bar ( we tried! ). So we're adding an expand/contract toggle to show a separate resources dialogue that if you choose you can leave open permanently should you wish.



We've taken the Special Abilities / Portrait UI from the bottom left of the Tutorial and condensed it further, adding in new features at the same time. Under Misc Controls & Info we've added an Aggressive/Defensive Toggle to exert greater control over your villagers, preventing them from charging into combat, and the Auto-AI Toggle to place special abilities under AI control. Hardcore players will want to turn this off and have full control of heroes, but for your first few sessions it's a helpful feature to reduce micro-management during battle.

We're also adding short cuts for Health and Power Potions providing direct access to your global inventory stocks during combat, making it faster to save your villagers from death.



The Character Sheet has been condensed by removing personal storage ( not required when you have global inventory ) and adding Resistances. There are also tabs for professions ( workers ) and special abilities ( heroes ).



As your Heroes level up, you can spend Ability Points on powering up their abilities in the order that you prefer. By level 20 you will have a fully powered hero.



With more economy buildings and resources added each month, the new Building Dialog provides control over each building and it's role in the economy. We're adding a second way of training Peasants in professions through the Worker Tab. You can now review a list of candidates and hire them into available vacancies. For players not wanting to micro-manage, Auto-Recruit can be set and will automatically hire from the pool of Peasants as they become available. Character Traits make Peasants more or less suitable for each profession.



The Production Tab crunches a number of stats and presents them in an easy to understand format. Worker Productivity is the average of how effective all the workers are, taking into account Profession Experience, Tool Bonuses ( Loot and Crafted Gear ), Traits, and overall Happiness.

Maximum Output is determined by how many sources of resource exist in the building's Influence Radius, and the current tier of the building.

Workbench Bonuses act as a multiplier to the Maximum Output, and can be obtained by installing Workbenches to the inside of each production building.

Actual Output is calculated by combining the three previous stats, and can be split between production ( producing more finished goods ) and research ( adds points to the research pool to be later spent on new technology ).



One of the recurring pieces of feedback we've received from the Tutorial is that finding your villagers can sometimes be tricky. To improve discoverability, we're implementing the Civics Dialog, a central view of all the activity going on in your village. From here you can view everything that's going on with your villagers, buildings and resources, allowing you to quickly identify any problem areas.



Art Assets - Characters


The Art Team have entered a period of polishing up leading up to Patch 0.3 ( a few more 0.2.x releases to come yet ), so a lot of production work is the boring stuff like adding physics colliders, navmeshes, and level of detail ( LOD ) models. That's not at all interesting for a blog, so instead we have the male and female Sandbox versions of the City Watch ( formerly Militia ), Monks and Stonecutters.







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