Community Announcements - Games Foundry


Platforms
PC, Mac

Major Changes
Player: Heroes: Added Ser Gregory And Special Abilities (Taunt, Shield Bash, Power Slam, Iron Skin, Decisive Victory)*
Player: Mechanics: Woodcutters Now Automatically Plant Seeds**
Player: Mechanics: Trees Have 100% Probability Of Dropping Seed When Felled**
Player: Character Portrait System Added***

Minor Changes
Player: Idle Characters Will Now Move Away From Other Characters They Intersect
Player: Salvaging Implemented
Player: Added Zombies
Player: Added Beetles
Player: Special Abilities Can Now Be Queued
Player: Special Abilities Now Have Cooldown Timers
Player: Weapons Can Now Apply Buffs On Hit (Positive Or Negative)
Player: Disabled Experimental Anti-Kiting Code
Player: Weapons/Shields Now Scale Properly Depending On Character
Player: Stun Implemented
Player: Modified Some Labels To Remove Silliness
Player: Added Poison Visual Effects
Player: Added Distance Culling To Corpse Sparkles
Player: Forced Characters To Rotate First Before Move When Requiring > 90 Degree Change For A More Natural Feel
Player: Beasts And Spiders Den No Longer Drop Seeds
Player: Decreased Culture Cost Of Tier 2 Buildings From 350 To 275
Player: Workers No Longer Walk Long Distances To Reach Work Points e.g. Fishing
Player: Beastmen No Longer Drop Treebane Or Rare Weapons
Player: Adjusted Soundtrack Volume Range And Default Volume
Player: Adjusted Keyboard Sensitivity Default For Faster Panning
Player: Added Setting For Ambient Sound Volume (Tweeting Birds, Howling Winds etc)
Player: Changed Mead And Honeycomb Production Amounts
Player: Villagers Need For Entertainment Enabled When First Tavern Is Built Rather Than Waiting For Culture Level To Be Reached
Player: You Can No Longer Sell The Supply Wagon/Storehouse If It’s The Last One
Player: Supply Wagon Capacity Now Properly Capped
Player: Tweaked Costs Of Bakery, Bee Yard, Butchery And Fishing Hut
Player: Disabled Medium And Severe Diseases Temporarily
Player: Only Announce Disease Outbreak If No Medicine In Stock
Player: Most Maps Updated
Editor: Light Intensity Can Now Be Changed In Inspector
Editor: Object Scale Factor Now Shown In Inspector
Editor: Added Missing Armor Crafting Recipes
Editor: Added Lots More Loot Items
Editor: Added Bone Kit Heaps And Decals
Editor: Added Beetles, Zombies, Alternative Spider, Spider Queen To Wave Spawner
Editor: Workbench: Added Node SetAllegiance
Editor: Workbench: Added Node Console
Editor: Workbench: Added Node InstantiateCharacterAt
Editor: Workbench: Added Node AddAttributePoints
Editor: Workbench: Added Node To Set Attributes On Spawned Character
Editor: Workbench: Added Node CameraMove
Editor: Workbench: Added Node InstantiateBuildingAt
Editor: Workbench: Added Node CharacterToWorldObject (Converts, Enabling Use Of Destroy)
Editor: Workbench: Added Support For Boolean Variables
Editor: Workbench: Added Active Output (Boolean) to Quest Node
Editor: Workbench: Added CharacterHealth Node
Editor: Workbench: Added CharacterAlive Node
Editor: Workbench: Character Portrait Can Now Be Set Via An Input On Conversation Nodes (However Implementation Will Change In Alpha 22)
Editor: Workbench: Modified Gate Node To Include Initial State Toggle
Editor: Workbench: SpawnedCharacter Can Now Get Character From Wave Spawner

Bug Fixes
#0182 Sandbox Player: Destroying Supply Wagons Leads To Unrecoverable Problems
#0184 Sandbox Editor: Entering Editor Second Time Breaks Bounding Boxes
#0185 Sandbox Player: Some Particles Are Being Affected By SSAO
#0186 Sandbox Player: Duplicate Civics Bars For Vegetables
#0187 Sandbox Player: Some Sounds Not Playing Or Very Quiet
#0188 Sandbox Player: Most Weapons, Rings And Necklaces Not Stacking
#0189 Sandbox Player: Scale And Halberd Recipes Not Unlocked By Blacksmith Research
#0190 Sandbox Player: Villagers Sometimes Get Stuck Outside Cottages
#0191 Sandbox Player: Peasants Near Cottages Ignore Command To Chop Tree

Known Issues
Crafting recipes found in loot aren’t showing their icons, but are appearing in the crafting menu.
Ser Gregory really needs a rage meter rather than taking power from the Mind stat.

Developer Comments
Alpha 21 has a strong focus on heroes, special abilities, and combat improvements. It includes all the code to support heroes including queueing abilities, applying buffs on hit, combat AI

*Level Designers please note that Ser Gregory should be created via workbench using the new InstantiateCharacterAt node, which also allows you to set his allegiance.

**Automatic seed planting is now in. Woodcutters will plant saplings if there are 5 or fewer trees within the boundary of the Woodcutter Hut, or if you have an abundance of seeds. Felled trees automatically grant 1 seed, at least until we implement the Marketplace building. We have removed seeds from monsters and spider dens.

***Everything but profession uniforms are in. There’s a missing male beard, and the female herbalist hairstyle which are known issues.
Community Announcements - Games Foundry


Ser Gregory, the first hero built on a growing RPG code base, Dwarven culture, and the terrain randomization tool.

Well met Ser Gregory

While the last release cycle was all about village building and economy, the team are now focused on expanding the RPG side of Folk Tale. As you explore the world you'll meet heroes entwined in an evolving story. Help them with their goals, and they'll become available for selection in your adventuring party.



Building on existing RPG mechanics including inventory and stats, our first foray into RPG adventuring begins with the addition of hero systems, and in Alpha 21 we're introducing Ser Gregory. As a heavily armoured tank, Ser Gregory's abilities place him at the heart of melee action. His abilities are designed around defence (Iron Skin), crowd control (Taunt and Shield Bash), area of effect damage (Power Slam) and being able to finish off opponents with low health (Decisive Victory). Each ability is detailed on the website (link above). Abilities can be queued to be executed one after another, have cool down timers, and power costs to prevent you from spamming special abilities which would be totally OP. We've added all the supporting systems for character states including stunned and knockdown, and will be rolling these out across new and existing characters in Alpha 21 and beyond.

For now we've enabled all Ser Gregory's abilities for community feedback, but in a future release you'll unlock abilities as Ser Gregory levels up, and then level up each ability to make it more powerful. For now, pick your battles carefully and save regularly as there's perma-death. We'll be adding revival to respawn dead heroes back in your village, but that's not in yet.

Combat feels a little smoother now we've reduced the interval between attacks from 3 seconds to 2 seconds. The anti-kiting code has been removed so there's no more insta-heal enemies, and characters no longer stand on top of each other, moving apart if it occurs. We've also made characters rotate before running in a direction. It's a subtle change, and it might feel a little different for a few minutes, but ultimately adds a little bit of extra quality.

And what to do with all that junk loot? Salvage it of course in exchange for a little gold! You can now drag unwanted inventory items onto the salvage icon.

Character Portraits

The days of looking at the bald male villager placeholder in the character wheel are over. We now have a new portrait system showing the actual appearance of villagers in a nice hand-painted portrait. While heroes, bosses and behemoths all have their own unique beautifully hand-painted portraits, villagers are a little more challenging. Due to the number of permutations of hair - including beards and moustaches on men - we layer up the features and use tinting. We start with the background and uniform, then add skin (ranging from light to dark), beard, moustache, head hair and finally any hats/helmets. For now, villagers will all have the peasant uniform. We expect to have the other profession uniforms including hats added for Alpha 22.



Death By Deforestation

If you've played a long session, you'll be familiar with the impending doom that awaits due to deforestation. We previously added seed drops to spiders, bears and boars, but your feedback told us this didn't really solve the problem. So in Alpha 21 each felled tree now drops a seed (added to your inventory), and when a Woodcutter's Hut has 5 or fewer trees in it's boundary, Woodcutters will automatically plant a seed. This completely removes the micromanagement burden, however you can still use the Woodcutter ability to plant saplings where you please. In time we may link this ability to the Forestry research. We'll have to see how well this scales with a Tier 3 upgrade.



Village Building And Economy

Attaining Tier 2 building upgrades needed to happen a little sooner in gameplay, so we've reduced the culture cost from 350 to 275. We've still got to implement the reasons for upgrading, including tying research with better bonuses and effects to higher building tiers.

One community reported issue was that workers could end up walking a long way to reach a workpoint within a building's boundaries. For example, a Fisher may have to walk a ways to reach a bridge to cross a river to get to the other side. This could take them into enemy territory leading to their death. We now check journey distance to determine if a work point should be used or not.

Mead and Entertainment were bugged in Alpha 20. For the next release, we've made sure that villager need for entertainment begins when you first construct a Tavern, even if you haven't yet attained a culture score of 300. A barrel of mead also now converts to 4 tankards of mead at the tavern instead of 2, helping with supply shortages. To address the over-production at Bee Yards, 30 honeycomb are now required per barrel productions instead of 5, although the yield of honeycomb has been increased to be inline with other buildings. Further rebalancing may well be required, so please share your experiences in the community forum.

Dwarven Cultures

Development of the dwarven culture is progressing well, including the dwarven fortress of House Hraun (faction), under siege by the exiled Cult Of Pyros (faction) and it's leader, Archmagus Brimstone. There's a mountain of work goes into developing each culture, including modelling and painting weapons and shields that appear on characters, loot icon illustrations including armor and jewellery, environment props, textures and visual effects, script writing, voice acting, character modelling, painting and animation, sound effect design, and of course soundtrack composition.

Expect to see Dwarven content make it's way into the game in Alpha 22 or 23.



Story Script And Voice Acting

Story will feature prominently in Folk Tale, delivering a campaign like feel similar to the original tutorial, but within a sandbox environment. The Grassland starting story script is now complete, which leads into the Withering Dead and Gladefolk faction storylines. We completed voice actor casting a few months back, and are now working our way through the recording sessions.



Terrain Randomization Editor Tool Progress

Building large terrains in the Editor can be time consuming. To help increase productivity, we're working on a terrain randomization feature that automatically generates a terrain based on settings. It's able to generate mountains, valleys, lakes, rivers and waterfalls, place trees, generate coast line, and apply splatters of paint. It utilises the full range of core tiles available, including full, half and quarter height tiles.



All being well, by the time you've read this Alpha 21 should be in final testing ready for launch.
Community Announcements - Games Foundry
https://www.youtube.com/watch?v=6DRVWnpnVrY
Hi Folks,

Interested in following development of Folk Tale more closely? Did you know that for the last 9 months we've been streaming Dev hangouts?

In each stream we take a look at the latest internal dev build and cover work from the last week or so. Dev Hangouts provide a way for community players to chat with us live and have questions answered on air while catching up on the latest developments.

Where can I join live streams?
http://steamcommunity.com/app/224440/discussions/0/540744937017373582/

Where can I watch past streams?
For those who can't make the live hangout, we post videos to our YouTube channel:
https://www.youtube.com/playlist?list=PLfbRgg_s65Xez6fgTuWtIeTICYCqj6XH6

Why do we stream?
  • To provide direct access to the dev team
  • To investigate current issues in the forum
  • It's an opportunity for us to test the latest code!
  • To raise awareness of the constant progress being made

Because we use the daily builds, please note that bugs are to be expected and streams don't always go smoothly and to plan.

Hopefully we'll see you in the next hangout!
Community Announcements - Games Foundry


Folk Tale milestone Alpha 20 (Patch 0.3.0)

A New Release Cycle

This weekend we bid fair well to release cycle 0.2.x and welcomed in 0.3.x. Having massively expanded the scope of the 0.2.x cycle last year to make it by far the largest of all the cycles, we've had 17 monthly releases since. Many aspects of the game have matured including village building, economy, and the editor, which we use to design and deliver playable content. With the addition of Workbench - our visual modding tool - we're primed to deliver RPG content and gameplay in coming patches.

What can players expect in Alpha 20? As with any major milestone release, we have headline features to share, but also bug fixes which have an equally important role to play in improving gameplay.

Building Upgrade Tiers

Tier 1 buildings can now be upgraded to Tier 2 and Tier 3. Each tier delivers benefits, including support for more workers; 8 workers at Tier 2, and 12 at Tier 3. Each upgrade will expand a building's boundary bringing more resources into reach for workers. In later patches we'll introduce a pseudo tech tree with new research being unlocked at each tier; more complex production options that deliver additional benefit; and staggered crafting recipes bound to building tiers.







Workbench

With a limited feature preview of Workbench included in the last patch, in Alpha 20 we've more than doubled the node count, introducing 35 new node types. We'll be updating the Workbench Guide on the website to demonstrate how the new nodes can be used to deliver engaging gameplay and storyline. We'll add more great features to Workbench throughout the 0.3.x release cycle targeting RPG gameplay including quest rewards and faction standing.



Sandbox Tutorial

New players, and those returning to check progress can feel a little overwhelmed when experiencing sandbox for the first time. Using Workbench, we're adding a voice acted step-by-step tutorial to walk inexperienced players through early game mechanics. As the list of mechanics continues to grow, we'll continue to expand the new tutorial.



New Content For Level Designers

With each new patch we aim to add new kits and/or pieces so community level designers have something to play with. This release is no exception, with numerous additions. We have Mordrich's Factory kit, rusty pipework we'll be using to make his underground magic sandal factory; and the Grassland Caves kit for spider and dragon layers.

We've linked monster movement speed to their scale, so it's now possible to have giant skeletons and spiders that move naturally. Players can observe this in the spider lair added to the Crypts Level 1 map, which makes use of the Grassland Caves kit.

The Systems kit receives three new pieces:

  • A new Point piece for marking locations where you want the command NPC's to go using Workbench. You can grab the position and rotation for exact placement;
  • Sphere and box triggers for triggering scripts such as NPC interactions, monster ambushes, and in time traps;

Previously missing pieces make a return in the now separate Water FX, Bones and Spider kits.

Environment lights located in the Lighting kit are now scalable, adjusting the light range. A word of caution though - large lights can get expensive.



Bug Fixes

We strive to fix bugs and gameplay niggles in each patch release. Small changes such as eradicating the delay when commanding peasants to clear resources and making them run instead of walk instantly feels more responsive.

Building research is working once again, including the Tailor who wasn't progressing research at all. We've also modified the Building Dialog production tab to separate our worker happiness (and it's effect on production) from bonuses provided by research and epic items to give a clearer picture of what's going on.

The Monastery Of The Mangy Wolf has all of it's navigation and chest issues addressed, including being able to cross the bridge that connects the Tall Tower to the main Monastery. The map has been updated to add additional resources in key locations, so you don't always have to start in the same location.

Many loot items that were previously cluttering inventory now stack properly.

What's In Production?

During game development it's usual to have lots of parallel tasks each month. Some of those are highly visible and make their way into the Dev Hangouts, while some do not. For months our character artist Allan and animator Tom have been working diligently behind the scenes on bosses, heroes, behemoths, and creeps. They are now ready to debut in-game, and we'll be adding them during this release cycle. So far we have fleshed out the Gladefolk, Withering Dead, Goblin Traders, and Toadkin factions.

The script writing for the Gladefolk and Withering Dead faction storyline is progressing well, and we'll soon be sitting with the recently cast actors to record the voice acting. Devin, our texture artist, has the task of producing the 3d weapons that can be equipped, and there's a small mound waiting to be added. Jen, our Illustrator is alternating between loot icons and NPC portraits that will appear during quest conversations.



Rich and Hayden recently finished adding the 34 building upgrade tiers, and have moved on to the lava zone. While the snow zone is my current favourite, the lava zone is a contender to take that crown.

Aron continues to be omnipotent. We've been eyeballing an upgrade to Unity 5.x for a while, and now seems like a good time. Then it's on to implementing heroes and all the RPG goodness.

As for myself, well I'm just here to make the coffee.
Community Announcements - Games Foundry


Patch notes can be hard work, so why not check out the latest Dev Blog instead at http://blog.gamesfoundry.com/.

Platforms
PC, Mac

Major Changes
Sandbox Player: Added Tier 2 and Tier 3 Building Upgrades
Sandbox Player: Added Sandbox Tutorial (Phase 1: Basics)
Sandbox Player: Added Active Quests UI (Integrated Into Workbench)
Sandbox Player: Added NPC Dialogue UI

Minor Changes
General: Frame Rate Capped On Main Menu (60fps), Game Pause Menu (120fps), and Editor (120fps)
Sandbox Player: Peasants Now Instantly Run When You Tell Them To Clear Land
Sandbox Player: Spiders, Goblins and Beastmen Now Have Being Hit Animations
Sandbox Player: Walls Now Use Same Placement Conventions As Buildings
Sandbox Player: Billboard Grass Now Turned Off When Environment Detail Medium Or Lower
Sandbox Player: Added Mouse, Scroll And Keyboard Sensitivity Settings For Camera Speed Control
Sandbox Player: 74 Loot Items Added (Armor, Weapons, Quest Items, Jewelry)
Sandbox Player: Yellow Spiders Are Now Faster
Sandbox Player: Scaled Monsters Now Run At A Speed Appropriate To Their Size
Sandbox Player: Advisor Warning Added When You Must Build A Supply Wagon
Sandbox Player: Snow Map: Fixed Navigation Issues In Werefu Monastery
Sandbox Player: Snow Map: Fixed Chests In Werefu Monastery
Sandbox Player: Building Cornerstones Are Now Removed After Construction
Sandbox Player: Yield Of Honeycomb Per Visit Reduced By 50%
Sandbox Player: Building Dialog Production Tab Layout Changed To Separate Villager Happiness And Efficiency Bonuses
Sandbox Editor: Systems Kit: Added Sphere And Box Triggers Inc. Integration With Workbench
Sandbox Editor: Systems Kit: Added Point (For Character Positioning With Workbench)
Sandbox Editor: Mordrich’s Factory Kit: Rusty Pipework
Sandbox Editor: Bones Kit: Adds Back In Missing Bones Props
Sandbox Editor: Spider Kit: Adds Back In Missing Cobweb Alphas And Eggs
Sandbox Editor: Water FX: Adds Back In Missing Water Alphas
Sandbox Editor: Workbench: Performance Improved (At The Cost Of Wire Smoothness)
Sandbox Editor: Workbench: Zoom Added (Mouse Scroll Wheel)
Sandbox Editor: Workbench: Flashing Red Dot Added To Incomplete Node Connectors
Sandbox Editor: Workbench: New Node: BuildingDemolish - demolishes a building
Sandbox Editor: Workbench: New Node: BuildingSelect - selects or deselects a building
Sandbox Editor: Workbench: New Node: BuildingUpgrade - upgrades a building
Sandbox Editor: Workbench: New Node: Damage
Sandbox Editor: Workbench: New Node: CharacterDamage
Sandbox Editor: Workbench: New Node: AllCharacters
Sandbox Editor: Workbench: New Node: AllBuildings
Sandbox Editor: Workbench: New Node: NumberToString
Sandbox Editor: Workbench: New Node: TriggerCount
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: Count
Sandbox Editor: Workbench: New Node: ListWorldObjects
Sandbox Editor: Workbench: New Node: ListAddWorldObject
Sandbox Editor: Workbench: New Node: ListDuplicateWorldObject
Sandbox Editor: Workbench: New Node: Store
Sandbox Editor: Workbench: New Node: Get
Sandbox Editor: Workbench: New Node: SetDay
Sandbox Editor: Workbench: New Node: Format
Sandbox Editor: Workbench: New Node: ForEachCharacter
Sandbox Editor: Workbench: New Node: ForEachWorldObject
Sandbox Editor: Workbench: New Node: Quest
Sandbox Editor: Workbench: New Node: SubQuest
Sandbox Editor: Workbench: New Node: SubQuestWhen
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: CharactersInTrigger
Sandbox Editor: Workbench: New Node: Rotation
Sandbox Editor: Workbench: New Node: CountFields
Sandbox Editor: Workbench: New Node: Index
Sandbox Editor: Workbench: New Node: SetResearchEnabled
Sandbox Editor: Workbench: New Node: IsResearchEnabled
Sandbox Editor: Workbench: New Node: ResearchProgress
Sandbox Editor: Workbench: New Node: ResearchAddProgress
Sandbox Editor: Workbench: New Node: Happiness
Sandbox Editor: Workbench: New Node: Need
Sandbox Editor: Workbench: New Node: Gate
Sandbox Editor: Workbench: Change: Sound File Added To Conversation Node
Sandbox Editor: Workbench: Change: When Node Checks Less Often After Some Time
Sandbox Editor: Updated Grasslands Neutral Ambient Loop (Chirping Birds)

Bug Fixes
#0150 Sandbox Player: Kobolds Are Not Highlighting On Mouse Over
#0164 Sandbox Player: Settings Button On Topbar Doesn't Pause Game
#0165 Sandbox Player: Many Loot Items Not Stacking, Causing Inventory Clutter
#0166 Sandbox Editor: Workbench: Declining Performance
#0167 Sandbox Player: Research Failing To Unlock Crafting Options
#0168 Sandbox Editor: Roads Not Saving
#0169 Sandbox Player: Tailor Research Not Progressing
#0170 Sandbox Player: Destroying Resources During Construction Doesn’t Cancel Worker Animation
#0171 Sandbox Player: Research Bonuses Not Working
#0172 Sandbox Player: Decals In Snow Map Showing Hard Black Lines When SSAO On
#0173 Sandbox Player: Waterfall And Particle FX Not Respecting Fog
#0174 Sandbox Player: Arrow Trails Not Always Showing
#0175 Sandbox Player: Research And Crafting Complete Sounds Playing At Start Of Game
#0176 Sandbox Player: Crafting Recipes Not Affected By UI Scale
#0177 Sandbox Player: Skeleton Bones Clipping Through Armor

Known Issues
Research won't work in the Barracks and Storehouse.
Tutorial Quest ‘Chop Chop’ sometimes fails to complete.
Wolf Chow’s animations are glitched.
Undead Characters Kit/Skeletal Archer should be hidden.

Developer Comments
After 17 patches we’re now saying goodbye to release cycle 0.2.x and welcoming 0.3.x. As players might expect from a major update, we have several headline features to share, as well as a host of bug fixes and game mechanic improvements.

Building improvements are now enabled, with 34 new visual states added in total. At the moment it’s more functional than pretty, and we’ll be improving both aesthetics and function throughout this release cycle. We’ll tie research and crafting options to each of the tiers; introduce new production options that provide additional benefit to your villagers such as better food; and add scaffolding. For now, the key benefit is more workers.

Workbench - the visual modding tool built into the Editor - is maturing rapidly and is now ready to pull together voice acted NPC dialogue, questing, triggered events and heroes. We’ve used Workbench to add a voice-acted sandbox tutorial map to introduce new players to Folk Tale. This is a transformational patch opening the valve so that RPG content can start to flow, providing meaning and purpose to those who prefer more structured play in the form of faction campaigns, over say the openness of sandbox.

To help new players and those who haven’t played since the original tutorial, we’ve added phase one of the voice acted sandbox tutorial. Taking what we’ve learned from phase 1 of the new tutorial, in this release cycle we’ll be working on implementing the Gladefolk and Withering Dead faction storylines. The art assets are ready, the scripts are approaching final draft, and the voice actors are primed.

Players who found the pan and rotate speed too slow will be pleased to hear that we’ve added control sensitivity to the settings menu. Hit escape, open settings, then click the last tab on the left.

Bug squashing continues, and research should be working once more. We’ve not had a chance to resolve the Barracks/Storehouse research mechanic yet, but research in all other buildings should now be working as expected, including the Tailors Emporium. Roads are saving once again, and items are stacking properly in the inventory.

And finally, for this patch, we’ve reverted back to DirectX 9.0c temporarily.
Community Announcements - Games Foundry
Hi Everyone,

With today's latest patch (0.2.16), we've broken the install for Windows players. We're working on resolving the problem. We're posting status updates in the following topic:
http://steamcommunity.com/app/224440/discussions/0/618458030661853492/#p2

Thanks for your patience and support.

Folk Tale Dev Team
Community Announcements - Games Foundry


Platforms
PC, Mac

Major Changes
Sandbox Player: DirectX 11 Now Default, With Fallback To DirectX 9.0c
Sandbox Player: Woodcutters Receive Plant Sapling Ability (Consumes Seeds)*
Sandbox Player: Seeds Are Now A Resource, Dropped By Monsters
Sandbox Player: Topbar Changed To Add Resources; Removed Stockpile Dialog
Sandbox Player: Buildings Can Now Be Constructed Over Resources**
Sandbox Player: Advisor Queue Added For Priority Voices (e.g. Tutorial Quests)
Sandbox Player: Walls Are Now Easier To Place
Sandbox Player: Objects Blocking Building And Wall Placement Are Now Highlighted In Most Cases
Sandbox Editor: Workbench - Visual Modding Tool Added***

Minor Changes
Sandbox Player: Characters Get 30 Seconds Immunity After Recovering From Sickness
Sandbox Player: Roads Removed From Maps
Sandbox Player: Food Rations Removed From Wagon, Making Foraging More Important
Sandbox Player: Goods Are Now Only Removed From Inventory When Villagers Arrive At The Point Of Transfer Rather Than Removing Them Before They Set Off
Sandbox Player: Global Inventory Now Shows All Goods Be They In Storehouses, Being Carried, Or In Buildings
Sandbox Player: Character Collider Radius Increased To Make Selection Easier
Sandbox Player: Bakery, Butchery, Windmill and Fishing Hut Now Transfer Food To Storehouse. Food Now Bought From Storehouses.
Sandbox Player: Working Peasants Now Return Resources To Any Appropriate Building, e.g. Wood to Wagon, Woodcutter Hut or Storehouse
Sandbox Player: Need For Protein and Vegetables Starts When Culture Score Passes 30
Sandbox Player: Need For Firewood Starts When Culture Score Passes 35
Sandbox Player: Popup Confirmation Added When Save Game Successful
Sandbox Player: UI Tweaks (Font Change, New Text Rendering System For Improved Clarity, Button Hover States, Removed Background From Resource Proximity Locators)
Sandbox Player: Day/Night Cycle Extended, Crossfade Takes Longer
Sandbox Editor: Ice Palace Kit Overhauled
Sandbox Editor: 67 Kit Pieces Added (Ice Palace, Grassland Glade Props)

Bug Fixes
#0090 Sandbox Player: Trebuchet Class Deer As Enemies
#0149 Sandbox Player: Large Tree Stumps/Berry Bushes Not Cleared When Placing Building
#0153 Sandbox Player: Advisor Says Several Things At The Same Time
#0156 Sandbox Player: Woodcutter Harvests 5 Wood When Manually Ordered To Chop, Should Be Greater
#0157 Sandbox Player: Workers Don't Clear Closest Resources To Buildings First
#0158 Sandbox Editor: Bounding Box Doesn't Show On WorldObjects After First Selection
#0159 Sandbox Player: Building Walls After Placing Gatehouse Can Result In Perma-Smoke Cloud
#0160 Sandbox Player: Villagers Hammering Thin Air After Deleting A Wall Section Under Construction
#0161 Sandbox Player: Minimap Is White When Playing Crypts Map
#0162 Sandbox Player: When Constructing Walls, Removable Objects Under Walls Removed Even If Not Enough Resources
#0163 Sandbox Player: Small Ore And Stone Resources Not Giving Same Output

Known Issues
Paths Aren't Saving In Map Files
Several Ice Palace Props Are Broken
Several Construction Kit Props Are Broken
Some Systems Kit Pieces Cannot Be Used Or Selected If Placed (Save And Reload Map In Editor)
Zombie in Undead Kit Is Broken - Don't Use

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/

* To plant multiple saplings, once the Woodcutter’s special ability is activated, left click will place one after another, until you run out of seeds or you right click to cancel.

** Resources that will be destroyed are highlighted in yellow. Blocking objects preventing construction are highlighted in red.

*** Workbench is the visual scripting modding tool integrated into the Editor. Press ‘Y’ to access it. We’ve written the Workbench Guide to help get you started, and you can watch the last two Dev Hangout videos on http://youtube.com/gamesfoundry.

We've iterated on the way economy inventory works to reduce player confusion. Crafting can now draw on goods in transit, so if peasants run off with all your Firewood, you can still craft items that require it as an ingredient (for example Plate Armor). We draw directly from the peasant’s carry load so their final delivery is smaller. Basically you can steal back your Firewood!

In March we cleared out the remnants of the old tutorial from the project, significantly changing the structure of the installation footprint. The patch size is therefore much larger usual.
Community Announcements - Games Foundry


Workbench, the node-based visual scripting environment in Folk Tale promising to democratize modding.

For larger clickable images, please visit:
http://blog.gamesfoundry.com/2015/03/folk-tale-dev-blog-33.html

Campaign Feel, But In Sandbox

With the village building, economy and RTS controls maturing into a very playable state, and Load/Save added a few patches ago, team effort is firmly focused on delivering assets and systems to support the RPG side of Folk Tale. That means storyline, questing, heroes and factions. It's the juicy campaign goodness often missing from sandbox that provides context, purpose and flavor.

Campaign and sandbox are not mutually exclusive; campaign can sit comfortably within a sandbox framework and players can dip in and out of both as they please. Having developed the sandbox framework to drive world mechanics, I'm pleased to be revealing Workbench, our visual modding tool for Folk Tale. We've removed the need for writing lines of complex programming code, democratizing modding by lowering the barriers to entry.



Workbench is a node-based visual scripting environment similar to those found in game development engines as an alternative to programming. It's an easy to grasp visual environment that's great for level designers who don't have technical skills, but whom still require fine control and power over their environment.

Nodes provide access to objects, events, and commands within the game. For example, you might want the player to meet an NPC, fire off a branching quest dialogue, remove ingredients from the player's inventory, walk to a crafting anvil and forge an epic weapon, before returning to give the player their reward. Or perhaps a helpless traveller needing an escort through bandit territory to safety? That's all possible with just a few clicks, no programming required.

By investing heavily in framework and editor tools, we're building in replayability, longevity and value from the ground up. Had Folk Tale development continued as a linear campaign game, players would have played through the game a couple of times, before relegating it to the virtual shelf to collect dust. By empowering players to create worlds, the community can enjoy new experiences by downloading new maps and worlds.

I'm genuinely stoked about the possibilities Workbench brings to Folk Tale. It's the modern day equivalent of sitting down as a Dungeon Master with a pencil and graph paper, planning out environments and encounters for players to enjoy.

Workbench will be available in a patch update at the end of April.

RPG Content: Factions

Of course, we need content to deliver a superb RPG experience. So today we're also taking a first look at factions. In Folk Tale, each biome (grassland, swamp, snow etc.) has two opposing factions, each with fleshed out storyline, quests and heroes for players to unlock and add to their adventuring party. We're working on the first two factions that reside in and around the grassland biome, namely the Withering Dead, and the Gladefolk.

Spoiler alert. You may not want to read beyond this point if you want some of the storyline to remain a surprise. Please note that storyline may be subject to change.



Withering Dead

The Withering Dead are a necromantic faction residing in the dank, dark recesses of the world where the dead are laid to rest. Mordich, gatekeeper to the Plane Of Shadows, is raising a legion of undead to work in his cheap sandals factory in an attempt to pay the bills. With people living longer following the publication of the bestselling Tome Of Healthy Living, times have become hard, and moonlighting from his regular job of reaping seems like a great option.



After suffering the loss of her husband Brom at the hands of bandits, Lilith sealed a deal with Mordich that saw her summon him to the Physical Plane. In return Mordich would teach her the ways of Necromancy so that she could summon Brom's spirit and return him to life. As months turned to years, the shadow magic corrupted Lilith's soul, and her good natured spirit was replaced by something much more sinister.



Having arrived in the Physical Plane, Mordich summoned the spirit of Bonefinger, an ancient dragon from the Plane Of Shadows, binding it to the corpse of a recently dead and rotting dragon. From the primeval era, Bonefinger is a truly grueomsome behemoth capable of spewing acid breath, causing terror with it's roar, and slaming down opponents en masse with its powerful wings.



While Mordich's sandal factory is filled with an army of animated skeleton workers, Mordich also controls zombie harvesting gangs that raid the Gladefolk's Everbloom Pastures in search of the magic flowers that contain the energy he needs to power his factory.



Gladefolk

Over in the Glade, Nara, Earth Mother, is enraged by Mordich's raids, and is pushing back against the rot and decay that the zombie harvesting gangs leave in their wake.



With the help of her daughter, Willow, Nara plots to put Mordich out of business and banish him back to the Plane Of Shadows.



Summoning the behemoth Mossclaw to defend the Everbloom Pastures, Nara sends Willow on an epic journey into the underworld, where she'll resist the corruption of her soul and discover the Bone Phylactery that channels Mordich's life force between planes.



It's up to players to choose their moral stand point and help whichever side they please. Help the Withering Dead, and Mordich will lavish players with otherworldly items of immense power while corrupting the natural world. Help the Gladefolk, and you'll have Nara's thanks and Willow's restorative magic. It's never black and white in Folk Tale.

Neutrals

Not all heroes the players meet will be aligned to a faction. Some pursue their own agenda, and players can unlock them by helping neutral heroes on quests. Ser Gregory, a heavily armored tank, will be the first hero to be added to the game.


Community Announcements - Games Foundry


Folk Tale Patch 0.2.14 and 0.2.15 add Sandbox Load/Save, sickness, balancing, bug fixes, and a host of improvements.

Due to limits on the size of Steam announcements, the blog is continued at:
http://blog.gamesfoundry.com/2015/03/folk-tale-dev-blog-32.html

Load/Save

By far the most frequently requested feature in recent months has been Load/Save. We've had a working save system in the console for some time for testing, which we're now happy its in a stable state. When you're in a game, simply press escape and hit save. When save is successful you'll hear a bright sparkle sound, and an error dialog will show if there was a fault. In time we'll add a text confirmation to the screen as well. Having saved a game, next time you start Folk Tale, the continue menu option will be enabled in white.

Start Screen

Speaking of the continue button, an overhaul of the start screen was long overdue. The new background is a place holder and in time we hope to replace it with a living village scene. Hopefully the refresh brings much needed modernization. We've yet to add background music, which I'll come onto next. We also took the opportunity to add a quit to desktop option, which had been missing for quite a while. No more forced quitting!



Retiring The Old Tutorial

The old tutorial has long become tired and irrelevant, having deliberately not been updated since launch. Sandbox village building, economy and RTS controls passed it a long time ago. It was only the storyline campaign feel that differed. Now that the team is moving across to develop the RPG side of the game - the main delivery mechanism for storyline and questing - it's time to look to the future.

For months the Tutorial has been a dead weight on our shoulders. Firstly, early buyers of the game would often boot into the game, and fire up the old tutorial only to discover nothing had changed, since all the work was going into sandbox of which there was little awareness. It no doubt contributed to negative reviews. Secondly, every time we prepared a release candidate, the tutorial would require a complete play through to make sure we hadn't broken anything. That added several hours to each release cycle, and my threshold finally broke in February. Finally, we've had to write a lot of duplicated classes with similar names so as not to break the Tutorial. From a project structure point of view, it was getting silly. Retiring the old tutorial will enable us to clean up the project, and streamline some of the scene loading process.

For players still wanting to play the old tutorial, it remains available via an opt-in build on Steam.

Sickness

Sickness provides another layer of depth to village life. Sickness can arise because of poor hygiene or diet, and depending on the rate of infection, can rapidly spread through your village. There are 3 types of sickness identified by mild sneezing, coughing, and projectile vomiting. Each type can be cured respectively by producing lesser medicine, medicine, and greater medicine manufactured at a Herbalists.



UI Improvements

In the Workers tab of the building options, previously there was no feedback when you selected a Peasant for training. Now their portrait get added to the vacancy slot in the left column, and in the right column 'on his/her way' gets added until they arrive to take up their new profession. In time I think we'll remove assigned Peasants from the right column altogether, but for now it's a welcomed improvement.



Throughout the UI we've added more tooltips with helpful advice on how things work, and this work will continue in future patches.

Watching community YouTube videos and streams, and from our own play testing, we noticed it was too easy to accidentally destroy buildings. To address this we've added a Yes/No confirmation dialog to prevent this from happening.

For players on retina and 5K monitors, and laptop players on small screens, the addition of UI scaling should be a useful addition. Being careful with finances, I went into an Apple Store and persuaded them to let me run the game on a 5K iMac (thank you Apple store staff!). Needless to say the fixed-size UI was minuscule, so later that week we implemented it without having to shell out thousands of dollars. Still, it's a beautiful piece of kit and in a few years when they give the GPU more power, I'd love to get my hands on one.

Over in the settings menu, we'd had community reports of frustration in the carousel behaviour of some settings - for example the UI scaling - whereby players would be wanting to max out the scale, but repeated clicking would cause the setting to loop back around so the UI would snap between maximum and minimum scale. On a 5K monitor, that's incredibly small, making it a little more difficult to recover back to the setting you wanted. So now options are clamped at their min/max and don't wrap around.

General Improvements

On OSX we'd received numerous reports of problems, and I'm pleased that we now have a fix for the crashing that was preventing some Mac players from enjoying the game.

A widely requested feature has been a way to find Peasants, usually when your village is larger and Peasants are a minority. We've always intended this to be available via the Civics dialog, but as an interim step the 'F' key shortcut now cycles the camera between Peasants. We've made it more functional than that however, and if you have a profession such as a Woodcutter selected, pressing F will cycle you to the next Woodcutter. Pressing SHIFT+F will expand your current selection to also select the next profession.

Characters are now easier to see at night and in dungeons, as we added in day/night emissive values to the Ambience system. This allows us to adjust the emissive values of characters per biome. In bright outdoor locations, we can pull this right back, whereas in dark dungeons we can ramp it up.

Anyone with a gaming PC constrained by their CPU (aka CPU bound) should experience an improvement in frame rate of up to 18% in Patch 0.2.15 after we moved the distance culling code to it's own thread.

The Tavern can now sell Mead, clearing the way for enabling the need for Entertainment. Several members of the community had reported issues of being inundated with moaning peasants, and finding it difficult to get past that stage. To improve pacing, we've tied several events to your village's culture value. For example, the need for Basic Clothing now kicks in when culture passes 150. Sneezing sickness doesn't start until 200, with more serious sickness at 300 and 400. This provides for great pacing as new players can learn the ropes and won't get overrun too early, while experienced players can rapidly expand and hit the challenges far sooner.

Due to limits on the size of Steam announcements, the blog is continued at:
http://blog.gamesfoundry.com/2015/03/folk-tale-dev-blog-32.html

...
Community Announcements - Games Foundry


Platforms
PC, Mac

Major Changes
Sandbox Player: Only Peasants Now Carry Firewood, Freeing Workers To Get On With What They Should Be Doing - Big Impact On Economy

Minor Changes
Sandbox Player: CPU Performance Improved By Moving Distance Culling To Separate Thread (Up To 18% FPS Improvement On CPU Bound Machines)
Sandbox Player: Moved Spider Dens In Easy Map Further From Start Area
Sandbox Player: Improved Building Construction Option Tooltips
Sandbox Player: Fixed Tooltip Order On Research Requirements In Research Tab
Sandbox Player: Doubled The Taxation Happiness Modifier
Sandbox Player: A Building Has Been Destroyed No Longer Plays When Manually Destroying
Sandbox Player: Added Setting To Control Advisor Commentary Volume **
Sandbox Player: Doubled Speed Of Salmon Steak Production
Sandbox Player: Supersampling Console Command Fixed
Sandbox Player: Settings No Longer Carousel Loop, Now Clamped At Min/Max
Sandbox Player: City Watch Are Now Tougher (Base Armor Of 10 And Double Health)
Sandbox Player: Reduced The Rate Cottages Burn Firewood
Sandbox Player: Increased Amount Of Firewood Villagers Can Carry In One Trip
Sandbox Player: ‘F’ Key Now Cycles To Next Worker In Same Profession As Current Selection***
Sandbox Player: SHIFT+F Now Adds Next Worker In Same Profession To Selection
Sandbox Player: Reduced Infection Rates
Sandbox Player: Removed Some Old Tutorial Code/Assets Reducing Memory Footprint And Time To Start A Game
Sandbox Editor: Fixed Wave Spawner and Chest Inspector Corruption
Sandbox Editor: Max Stalk Distance Now Clamped To Be GTE To Max Wander Distance*

Bug Fixes
Sandbox Player: Fixed Disease 03 Having A Minimal Outbreak Interval
Sandbox Player: Fixed Load/Save Bug When Saving Long Walls
Sandbox Editor: Fixed Spawn Points Showing Too Small Wander And Stalk Distances
#0146 Sandbox Player: Wandering Monsters Don't Attack

Developer Comments
This was meant to be just a quick service release to fix one bug in the Editor, but it rapdily grew into more than that. It now addresses bug fixes, balancing, and UI improvements. Many thanks to our community testers for providing the feedback that lead to many of these changes.

* Caused some enemies to run around the map ignoring you and any attacks
** Secondary Voice Volume while added, is not yet functional
*** If you have a Woodcutter selected, pressing ‘F’ will find the next Woodcutter. If nothing selected, will default to next Peasant.

Update
Service Patch 0.2.15.1 is now live and fixes 3 bugs reported this morning. Please report any issues with the minimap in the forums.
...

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