Folk Tale - Games Foundry
Overview

Folk Tale Alpha 30 rolls ten patches from the experimental build into the main stable version on Steam. Please see the incremental patch links at the bottom of this post for more info.


Players can now optionally pause gameplay by pressing spacebar to toggle tactical mode. The camera can still be moved, and hero commands issued including targeting abilities. Less nimble players now have time to think.


Build defensive wooden walls (palisade) in an overhaul of the walls system. Control passage with the gatehouse, and add additional fortification with watchtowers. Both gatehouses and watchtowers can be garrisoned with Hunters and Arbalists by selecting units and then clicking with the secondary mouse button. The Barracks has been redesigned to occupy less space.


Previously, workers would spend an increasing amount of time walking to various service points to consume food / clothes / mead causing productivity to drop. So we’ve changed how economy works to improve gameplay. Needs are now met without the need to travel. Not only does this mean workers now do more of what you want them to do - work - military units now also consume food, and hunters can be garrisoned as early military ranged units. We’ve received very positive feedback so far and the change helps a great deal with balancing.


We’re adding lore books, journals and crafting recipes to encourage dungeon delving. We’re in the early stages as part of an overhaul of crafting, but the new lore book UI adds to immersion and world flavour, as well as better connecting the village and adventuring aspects of gameplay.


Building fires can now break out accidentally or through arson. The behavior of wells has been automated, and placement is now important as fires can spread. Unhappy villagers now start to rebel after a while (depending on difficulty setting), resorting to theft and arson.


Did you know that regular updates are made to the experimental build? The public version on Steam is the stable version, and is only updated every few months to allow youtubers and more casual players more time to finish their video series and save games. But if you'd like more patches, please visit the link above. Accessing experimental builds takes 5 seconds, and is part of the Steam ecosystem.


--------------- EXPERIMENTAL PATCHES INCLUDED IN ALPHA 30 -----------------

http://steamcommunity.com/games/224440/announcements/detail/269487408436438357
http://steamcommunity.com/games/224440/announcements/detail/266110976578525737
http://steamcommunity.com/games/224440/announcements/detail/266110976591354479
http://steamcommunity.com/games/224440/announcements/detail/254854385810666701
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
http://steamcommunity.com/games/224440/announcements/detail/254855783328601168
http://steamcommunity.com/games/224440/announcements/detail/254856417452910436
http://steamcommunity.com/games/224440/announcements/detail/244724582852182685
http://steamcommunity.com/games/224440/announcements/detail/244725215411715086
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.4)

The primary changes in this patch are memory/loading time optimizations and bug fixes.

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

What's new?
Optimization: Memory footprint size reduced by 50%
Optimization: Map loading times improved
Audio: Added bandit cutscene lines for “The Sacking Of Shirebrook”
Audio: Added a small taster of Quixl one-liners (selection/command/death)

Bug Fixes
Fix: Questing: Rotwold Antidote: Player could lock themselves out of the Treasury
Fix: Reinstated PCF3x3 for softer shadow edges
Fix: Drastically reduced shader compilations leading to faster load times and less memory consumption
Fix: Woodcutters were planting the wrong types of trees in the snow and swamp biomes
Fix: SSAO has been disabled due to a glitch
Fix: Building fire cooldown timer was starting when the fire started and not when it was extinguished

Level Designers
Core Tiles: Cliff Straight Full 03 - the steps texture is now set dynamically depending on the biome
Core Tiles: Waterfall tile pieces updated

Known Issues
Crime needs more visual indications of what has been stolen
Tooltip text can run vertically
Loot drops are now too rare, and most party loot seems to be for Ser Gregory

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.2)

The primary changes in this patch include an engine upgrade that may deliver performance improvements, improvements to mechanics, and making monsters respawn in several maps to increase game longevity.

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

Please note that 6GB+ of system memory is recommended for the experimental build.

What's new?
Mechanics: Clicking ground near an enemy automatically issues attack move for a better feel
Mechanics: Improved building fire code to reduce instances of villagers running needlessly far
Mechanics: Removed military from contributing towards monster challenge level
Mechanics: Camera pitch no longer changes as camera zooms in/out
Mechanics: Rabbits are now treated the same as deer and can be hunted
Mechanics: Added combat stance toggle to character portrait wheel
> defensive stance will only enter combat if they are attacked (new default for villagers)
> aggressive stance will enter combat when any monster is nearby (default for military & heroes)
> shortcut key is G
> players might like to set Willow to defensive stance to stop her initiating combat
Improvement: Clicking the supply wagon will now provide an option for opening the village inventory
Performance: We’ve updated the engine and gained a performance boost to particles

Map Changes
Sandbox: Added Haunted Graveyard (large adventure map accessible via portal in large undead area)
Sandbox: Added Defiled Cathedral map (boss battle small dungeon, accessible via Haunted Graveyard)
Sandbox: Haven: All dead mobs now re-spawn after 10 minutes
Sandbox: Haven: Added more deer and new rabbit warren respawners
Campaign: Shirebrook: Removed a lot of immovable rocks to make room for further construction
Campaign: Shirebrook: Added rabbit spawners
Campaign: Shirebrook: Most dead mobs now re-spawn after 10 minutes
Tutorial: After defeating Nugzerg, player can now exit to main menu or continue playing

Bug Fixes
Fix: Starting a map and then exiting to the main menu could leave progress stuck at 40%
Fix: Prevented a work scheduler from assigning construction point work when there were building fires
Fix: Font unreadable in workbench search boxes
Fix: Quixl’s Eviscerate ability was doing normal weapon damage instead of X% of weapon damage (e.g. 200%)

Balancing
Balancing: Added mind stat bonus to Willow’s Mass Heal ability
Balancing: Bears health doubled
Balancing: Rate of loot drops from mobs has been significantly reduced - less is more

Level Designers
Kits: Systems: Traps: Added spikes_02_prefab which doesn’t require any workbench scripting. The damage amount can be set via the editor inspector.
Kits: Systems: Portals: Added configurable portal_01 and portal_glow_01
Kits: Systems: Core Tiles: Fixed TopFill tiles being transparent, should have been opaque
Kits: Systems: Spawners: Added spawner_rabbit_01 and _02 as non-destructible burrows
Kits: Characters: Glacian: Updated Knight and Frost Elemental textures to better fit natural environment
Workbench: Added Trap node for controlling spikes_02_prefab
Workbench: Added Light node for toggling System Kit lights on/off
Workbench: Added BuildingInProximity node for checking if mobs should respawn when buildings are close
Workbench: Added Travel node for automating the use of a portal (e.g. a signpost)

Known Issues
Crime needs more visual indications of what has been stolen.
Tooltip text can run vertically
Memory footprint gets too big - we’re working on it this week
Loot drops are now too rare, and most party loot seems to be for Ser Gregory
Some of the floor texture scales may look wrong

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.

In this patch, monsters now respawn in the campaign Shirebrook map, and the sandbox Haven map. We'll be adding respawn to the other maps in subsequent patches.

Enjoying the game? Write a review.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.1)

The primary changes in this patch include economy enchants on Blacksmith recipes (e.g. +20% efficiency), a change of font for improved clarity (especially Russian), and a smaller fishing hut.

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

What's new?
Player: Changed font for improved clarity and better Russian language display
Player: All trainable unit options now show in the building context menu, but padlocked if the required search has not yet been completed
Player: Worker magic loot can now provide production bonuses (Pickaxe Of Laboring +20% efficiency)
Player: Windmills now have a delayed converter for milling Wheat into Flour, in-line with other buildings
Player: Settings: Gameplay: Added toggle for building fires (on by default)
Player: Buildings: Fishing Hut redesigned to occupy less space
Player: Building Dialog: Crafting: Ingredients icons now show full tooltips as they may contain hints

Bug Fixes
Fix: Farmers now carry wheat from fields instead of sacks of flour
Fix: Nearby wheat resources now show a wheat icon instead of a sack of flour
Fix: Crafting tab scroll window contents in building dialog could overflow
Fix: Palisade Gatehouse gates could be opened/closed before construction had completed
Fix: Visual glitch in trees as they are felled

Balancing
Balancing: Increased cooldown on skeleton archer rain of arrows to 60 seconds
Balancing: Reduced leather cost of tailors emporium from 50 to 20
Balancing: Reduced Spider Queen damage

Known Issues
Crime needs visual indication of what has been stolen.
Carrot yield needs increasing

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.

Enjoying the game? Write a review.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.0)

The primary changes in this patch include building fires and crime, a remake of the barracks to have a smaller footprint, and numerous bug fixes.

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

What's new?
Player: Building fires can now break out, either by accident or through arson (crime)
Player: The rate at which building fires can spread to other buildings is linked to the difficulty setting
Player: Unhappiness can lead to theft and arson (see event notifications in the bottom right)
Player: Barracks remade to take up less room
Player: Changed behaviour on well so it is now automated. Water removed from potion crafting recipe ingredients list
Player: The building dialog is now immediately refreshed following a building upgrade

Bug Fixes
Fix: Crash reporter fired when loading a game once a lore book had been destroyed (e.g. in Lilith’s Office)
Fix: Cottage Tier 2 and 3 didn't have their rally points set which prevented their extra capacity from being used. Population appeared to be stuck at say 40/45 with happiness at max and no more peasants arriving
Fix: Increased the LOD range on caves and sarcophagus so they don’t disappear when zooming out
Fix: Garrisoned units no longer jump over the edge of watchtowers when commanded to move
Fix: Watchtowers now ignore navmesh intersects, making them easier to butt up to palisade
Fix: Stopped garrisoned units that die from being teleported to the rally point on death
Fix: Gatehouse door cut wasn’t active following placement (meant units could run over it and end up hitting the character collider and appear to be floating)
Fix: Removed siege defenses from Workshop description as it is no longer relevant
Fix: Merged Blacksmith's backpack into the main skin and removed the separate object from the prefab, reducing the bone count by 10
Fix: Construction points could instant-heal buildings due if tactical pause had been used at some point
Fix: Building upgrade button is now disabled if not enough resources or the building is on fire

For Level Designers
Workbench: Added ToggleCrime and ToggleFire nodes (mostly for use in the tutorial)
Kits: Terrains: Cemetery: Added interactive cemetery gate

Known Issues
Crime needs more visual indication of what has been stolen.

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.

Enjoying the game? Write a review.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.5.2.2)

The primary changes in this patch include villagers no longer needing to travel to fulfil their needs, the addition of the watchtower military building, and numerous improvements to the garrison system.

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

What's new?
Player: Villagers now consume food / clothing / mead on the spot without having to walk to a building
Player: Military units now consume food / clothing / mead (more mouths to feed than before)
Player: Added watchtower (garrison for Arbalists)
Player: Gatehouses can now be placed right up against palisade (making replacing destroyed gatehouses easier)
Player: Destroying garrison buildings now moves units to the rally points to prevent them floating down slowly
Player: Hunters can now be garrisoned in gatehouses and watchtowers
Player: Bears, boars, spiders and wolves can now attack palisades
Player: Bow ranges are now consistent with crossbow ranges



Bug Fixes
Fix: Sending one already garrisoned unit to a second gatehouse didn’t free up the original garrison slot
Fix: Palisades didn’t cut into the navmesh on sloped terrains such as beaches
Fix: Palisades were too high when restoring saved games
Fix: Cotton fields weren’t showing the cotton plants (visual glitch)
Fix: Gatehouse door state wasn’t updating the navmesh correctly when loading saved games

Known Issues
With consumption now happening without travel, worker productivity has increased. This will lead to faster stockpiling of resources. In the next patch we’ll probably reduce this.
Towers need to ignore obstructions and behave like the gatehouse does.
Selecting units garrisoned in the watchtower and attacking an enemy can result in some units falling out of the tower.
The tower and gatehouse character colliders need disabling during construction otherwise units that walk over them can end up rising into the air.

Developer Comments
Only save games and workshop items saved with 0.5.2.x versions are valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.

Enjoying The Updates?
Don't forget to leave a review on the store page. It's one of the best ways to support the game and helps grow the community.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.5.2.1)

This is a micro patch containing fixes for bugs introduced in yesterday’s 0.5.2.0 release, as well as adding in palisade gates.

ONLY SAVE GAMES CREATED WITH VERSION 0.5.2.x WILL SHOW IN THE LOAD SAVED GAME DIALOG. SEE DEVELOPER NOTES BELOW FOR MORE INFO.

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

What's new?
Player: Added palisade gatehouse
Player: Added support for garrison-type buildings; used by the palisade gatehouse

Bug Fixes
Fix: Pink objects on some buildings
Fix: Engineer turrets are placeable again

Known Issues
Please see the patch notes for 0.5.2.0
With gatehouses, connecting one to existing palisade doesn’t really work
With gatehouses, sending one already garrisoned unit to a second gatehouse doesn’t free up the garrison slot. To resolve this, use the exit all context button after selecting the gatehouse.

Developer Comments
Only save games and workshop items saved with 0.5.2.x versions are valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.

The palisade gates use a newly implemented garrison system so that arbalists (crossbowmen) can stand guard on top. This system will be used in watch towers in a future patch. We’ll be experimenting further with the palisade gatehouse to address the listed known issues.
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.5.2.0)

The primary changes in this patch include the addition of lore books for things like crafting recipes and journal entries, constructible palisades, part of an ongoing overhaul of crafting and loot, and a new dungeon (kobold mines) linked into the sandbox Haven map.

ONLY SAVE GAMES AND WORKSHOP MAPS SAVED WITH THE CURRENT VERSION NOW SHOW IN THE LOAD SAVED GAME DIALOG. SEE DEVELOPER NOTES BELOW FOR MORE INFO.

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

What's new?
Player: UI: Added Lore books (e.g. journals, crafting recipes)
Player: Heroes: Added mass heal ability to Willow
Player: Heroes: Updated Olga’s mesh to address her pea head
Player: Heroes: Updated Olga’s ability effects
Player: Heroes: Updated Fenrin’s AI
Player: Bosses: Chow: Updated AI, abilities and animations
Player: Bosses: Rekkar: Some basic configuration
Player: Buildings: Added placeable palisade under military construction options
Player: Buildings: Blacksmith: Research has been consolidated into fewer options
Player: Buildings: Blacksmith: Conversion recipe added for producing steel ingots
Player: Buildings: Woodcutter’s Hut: Conversion recipe added for producing charcoal
Player: Buildings: All: Crafting: The recipe and queue items now show full tooltip info
Player: Crafting: Recipe costs have been overhauled

Bug Fixes
Fix: Well handle was showing above the ground when first placing the building
Fix: Potential fix for jittery debris
Fix: Locked crafting recipes that appeared in red never turned white when related research was completed
Fix: Fixed alignment issue with gold in marketplace dialog
Fix: Editor: Inspector: Character spawn point inspector minimum height wasn’t being set correctly making it hard to access at the bottom of the scroll list
Fix: Black fade between cutscenes had a glitch in the bottom right corner

Map Changes
Maps: Campaign: Added Kenny’s Journal and Crafting Recipe
Maps: Campaign: Shirebrook: Added book
Maps: Campaign: Shirebrook: Added Gideon’s Grandmother’s Ring Side Quest
Maps: Campaign: Desecrated Cathedral: Added Mordrich’s Journal
Maps: Sandbox: Haven: Added Kobold Mine dungeon
Maps: Sandbox: Cold Peak: Fixed some overlapping terrain geometry causing problems with new palisade system

Balancing
All spider dens in sandbox and campaign village maps have been level capped at 5. No more OP spiders!
Campaign: Shirebrook: Rabbits are now capped at level 1

Important/Breaking Changes
If level designers have used any of the individual Blacksmith research items, you should update maps to use Armorsmithing, Weaponsmithing, Shield Making and Prospecting only. In time we will be removing the deprecated research options such as Axes, Crossbows etc.

For Level Designers
Editor: Wave Spawners, Spider Dens, Spawn Points: Added max level cap field
Editor: The old lights have been deprecated and replaced with a single configurable light
Editor: The old light planes have been deprecated and replaced with a single configurable plane
Editor: Workbench: Added optional automatic sparkles to WorkPointTriggerCustom
Editor: Workbench: Made WorkPointTriggerCustom work with more objects including skeletons
Editor: Workbench: Added LootCreateRecipe node
Editor: Workbench: Added Lore node
Editor: Workbench: Added PartyExperienceAdd node
Editor: Workbench: Added WireConnector node
Editor: Workbench: Added validated single line input for LootCreateItem node customName field
Editor: Workbench: CharacterExperienceAdd now adds a +10 XP notification above characters
Editor: Workbench: Added stun and knockdown item suffix abilities
Editor: Workbench: Added activationAnimation field to InstantiateCharacterAt node
Loot: Added Armor_Helmet_Plate
Loot: Added Crafting_Recipe_Hunting and Crafting_Recipe_Stonecutter, updated bow recipe icons
Loot: Added Dead Rabbit
Loot: Added Eviction Notice
Loot: Added Flask Of Swamp Water
Loot: Added Gift Wrapped Bomb
Loot: Added Heart
Loot: Added Toadkin Back Juice
Loot: Updated Armor_Plate_Common_Helmet icon to match City Watch helmet
Loot: Updated all icons for Armor_Cloth_Gladefolk_? set (Willow’s default gear)
Loot: Updated Stone Block inventory icon to match topbar icon
Kits: Characters: Werewolf: Added Fu Dog
Kits: Characters: Kobolds: Added Kobold Campaign
Kits: Buildings: Goblin: Added Grublin Weapon Rack
Kits: Dungeons: Classic: Added Withering Dead Weapon Rack
Kits: Dungeons: Dwarf City: Added House Hraun Weapon Rack
Kits: Dungeons: Glade: Added Gladefolk Weapon Rack
Kits: Dungeons: Ice Palace: Added Glacian Weapon Rack
Kits: Dungeons: Terrains: Ruins: Added Toadkin Weapon Rack
Kits: Systems: Added new fog systems
Kits: Terrains: Cemetery: Added haunted ghost fx
Kits: Terrains: Cemetery: Added new wall window pieces

Known Issues
  • The telescope on the Workshop building is pink
  • Cannot place turrets - working on a fix as a priority!
  • Willow’s mass heal visual effect isn’t clearing up if it is cast right before using a portal to another map. If this happens, please save your game, exit to the main menu, and load.
  • Load times will have increased due to some additional code we’ve added to experimental to help track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned

Developer Comments
0.5.2.0 invalidates older save games. Level designers should open their maps, save and then republish to steam with this version for them to show up in the load custom game dialog. Subsequent patch versions of 0.5.2.x will not require this step. Only when the version increases to 0.5.3.0 will it be required again.

The addition of conversion recipes to the Blacksmith and Woodcutter’s Hut are exploratory at this stage and will feed into the crafting recipe overhaul.

For level designers, when using LootCreateRecipe, the base recipe must use items named ‘Base Recipe X’ where X is the item type such as sword, axe, cloth armor, plate. If you wish the recipe to be unlocked once a piece of research is completed, add ‘Research Weaponsmithing’ or similar to the cost field. For examples, please see the lore books in Lilith’s office in the Desecrated Cathedral.

0.5.2.1 is also now available and adds the palisade gatehouse:
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
0.5.2.2 is also now available and adds the watchtower:
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
Community Announcements - Games Foundry
EXPERIMENTAL BUILD (0.5.1.1)

The changes in this micro patch are primarily bug fixes and balancing.

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

What's new?
Player: Selected non-primary heroes (i.e. those heroes whose portraits are not highlighted with the green box in the top left of the screen) now use AI for their abilities
Player: Updated Russian language files

Bug Fixes
Fix: Application was taking too long to exit to desktop
Fix: Camera could freeze after exiting a cutscene or panning to heroes/units during long play sessions
Fix: Character voice volumes weren’t responding to the Secondary Voices sound setting

Map Changes
None

Balancing
Reduced duration of Lilith’s Torment ability from 30s to 10s
Doubled the damage of Borgle’s Power Shot ability from 35 to 70
Increased damage of Borgle’s Rain Of Arrows ability from 25 to 40
Increased Borgle’s base attack rating from 10 to 14 to increase his DPS
Reduced damage of Lilith’s tomes from 25 to 20

Important/Breaking Changes
None

Known Issues
  • Load times will have increased due to some additional code we’ve added to experimental to help track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
Community Announcements - Games Foundry


EXPERIMENTAL BUILD (0.5.1.0)

The primary changes in this patch are focused on bug fixes, campaign tweaks, balancing, and some new things for level designers (part of our work on Act III).

ONLY SAVE GAMES CREATED WITH THE CURRENT VERSION NOW SHOW IN THE LOAD SAVED GAME DIALOG. SEE DEVELOPER NOTES BELOW FOR MORE INFO.

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

What's new?
Player: Load Saved Game: Only save games from the current version now show up (see dev notes section below)
Player: Updated stone block icons so it’s less like the iron ingots icons
Settings: Added a checkbox under gameplay settings to stop spider den raids against player villages
Settings: Added a graphics setting to enable depth of field (although it’s not widely used at the moment)
Editor: Workbench: Added CutsceneDepthOfField node to control camera depth of field*
Editor: Workbench: Added Transform node for when both position and rotation are needed
Editor: Workbench: Added WorkPointTriggerCustom node for making innate objects interactable**
Editor: Workbench: Replaced helper text at bottom of inspector with a ? button that links to a web reference guide

Bug Fixes
Fix: The mysterious case of disappearing items on heroes is hopefully now fixed
Fix: Blizzard weather effect is now working as intended
Fix: Nara’s charm ability was causing charmed heroes to level up a lot
Fix: Prevented most damage being applied during cutscenes (CharacterDamage and Damage nodes ignore this)
Fix: Prevented loot sparkles from being cleaned up after 10 minutes if the loot contains a quest item
Fix: Some save games in experimental 0.5.0.0 (any map that created custom loot items) wouldn’t load properly
Fix: Willow’s thorns visualization no longer rotates with the affected target
Fix: Prevented tactical pause from being toggled when conversation dialog is visible
Fix: Grublin invasion mobs were being created as Undead faction
Fix: Selecting a character, opening village inventory or a character sheet now cancels any building placement
Fix: Most trinkets were set to not stack
Fix: Sandbox: Stinking Swamp: Too many wolves could get spawned

Map Changes
Campaign: Desecrated Cathedral: Player must now destroy the generator before Lilith appears to seek her revenge for killing Brom
Sandbox: Cold Peak: Minor changes to reduce z-flicker, added a few of the new props

Balancing
Balancing: Reduced the XP penalty on Normal, Hard and Harder difficulty levels
Balancing: Enemy units now only recover health at half the rate of player heroes and units
Balancing: Withering Dead: Nerfed Bonefinger, Mordrich and Lilith as they were too challenging on normal difficulty
Balancing: Gladefolk: Nerfed Nara, Willow and Mossclaw as they were too challenging on normal difficulty
Balancing: Boss agro detection range has been significantly reduced to prevent them hunting down the player

Assets (For Level Designers)
Kits: Terrains/Snow Monastery receives banners, bells, better flooring, lots more
Kits: Terrains/Snow receives some new trees including pink cherry blossom

We’ve done some content optimization in this patch, so if you cannot find certain kit pieces, they have probably been moved to the Core Tiles kit.

Please note the new Workbench Reference Guide is work in progress; we’re aware of the occasional long class name issue.

Important/Breaking Changes
If you are a level designer with maps/worlds on Steam Workshop, you will need to republish your maps to Workshop with this version so that they show up again in the game.

Known Issues
  • Load times will have increased due to code we’ve added to the experimental build to help us track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned

Developer Comments
In this patch only save games created with the current version will now show in the load saved game menu option. We have taken this step to prevent bug reports being submitted where an error is caused by incompatible save game versions. If you prefer a period of no disruption, please exit the experimental build and revert back to the main Steam version, or turn off automatic updates in your Steam Library.

* Note that by default depth of field is never enabled. The player must actively enable it under graphics settings, so in most cases it won’t ever show.

** WorkPointTriggerCustom node does not work on characters, only innate objects such as props. This is intended to make things like books/weapons etc. interactable.
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