Folk Tale - GF


EXPERIMENTAL BUILD (0.3.21.0)

The primary changes are the addition of key mapping under settings and AOE ability targeting (including directional arcs). Players can now set their own hotkeys if they don’t like the defaults. This is also required by international players with non-English keyboards.

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

What's new?
Settings: Added controls settings UI
Player: Added AOE ability targeting
Player: Combat sounds can now be heard at a greater distance
Player: Camera behavior improved, free rotation should feel a lot better now in dungeons
Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon)
Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual
Player: Mouse actions now strongly prefer ground before other colliders
Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle
Maps: Campaign: Bonefinger’s Lair: Updated
Audio: Added weapon impact sound effects
Audio: Added missing weapon inventory grab sound effects
Audio: Tightened up animation event audio syncs on some combat animations
Assets: Added Ogre Zombie Butcher
Editor: Added wp_animation to the systems kit (aka Work Point Animation)
Workbench: Added OrderInteract node to send character to selected wp_animation
Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target
Workbench: Added duration scale field to WorldText node
Fix: Crane was missing from the top of the Stonecutter Lodge
Fix: Kobold hit reaction was incorrectly configured
Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip
Fix: A field wasn’t being serialized
Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies
Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction
Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop
Fix: Quest progress is now also hidden using numpad 0
Fix: Swamp ambience zone looks better once more
Change: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target
Change: Animation speed buffs now only affect movement animations
Change: Added a message when the UI is hidden with the keypad 0 key

Known Issues
Stair pieces in the Swamp Ruins kit appear to be broken and can’t be right clicked on.

Developer Notes:
The new animation scripting kit piece and Workbench node is designed to support characters walking to a point and then performing an animation (which can play once, or loop). A list of characters and supported animations will be published at a later date, as it is still subject to considerable change.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.3.21.0)

The primary changes are the addition of key mapping under settings and AOE ability targeting (including directional arcs). Players can now set their own hotkeys if they don’t like the defaults. This is also required by international players with non-English keyboards.

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

What's new?
Settings: Added controls settings UI
Player: Added AOE ability targeting
Player: Combat sounds can now be heard at a greater distance
Player: Camera behavior improved, free rotation should feel a lot better now in dungeons
Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon)
Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual
Player: Mouse actions now strongly prefer ground before other colliders
Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle
Maps: Campaign: Bonefinger’s Lair: Updated
Audio: Added weapon impact sound effects
Audio: Added missing weapon inventory grab sound effects
Audio: Tightened up animation event audio syncs on some combat animations
Assets: Added Ogre Zombie Butcher
Editor: Added wp_animation to the systems kit (aka Work Point Animation)
Workbench: Added OrderInteract node to send character to selected wp_animation
Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target
Workbench: Added duration scale field to WorldText node
Fix: Crane was missing from the top of the Stonecutter Lodge
Fix: Kobold hit reaction was incorrectly configured
Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip
Fix: A field wasn’t being serialized
Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies
Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction
Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop
Fix: Quest progress is now also hidden using numpad 0
Fix: Swamp ambience zone looks better once more
Change: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target
Change: Animation speed buffs now only affect movement animations
Change: Added a message when the UI is hidden with the keypad 0 key

Known Issues
Stair pieces in the Swamp Ruins kit appear to be broken and can’t be right clicked on.

Developer Notes:
The new animation scripting kit piece and Workbench node is designed to support characters walking to a point and then performing an animation (which can play once, or loop). A list of characters and supported animations will be published at a later date, as it is still subject to considerable change.
Folk Tale - GF


EXPERIMENTAL BUILD (0.3.20.0)

The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.

Please note that save games from earlier versions are not compatible.

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

What's new?
Player: WASDQE keys retired, QWERT now mapped to hero abilities
Player: Holding down MMB and moving mouse now pans the camera
Player: Holding down LeftAlt and moving mouse now changes the camera angle
Player: Some abilities can now be targeted; hero will rotate to face target before releasing
Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted
Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly
Player: Improved character movement by making velocity changes faster when running into obstacles
Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab
Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud,
Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite
Player: Added visual effects for consuming health and power potions
Player: Halved the rate that cottages burn firewood
Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point
Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc)
Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny
Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold
Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest
Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression
Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints
Assets: Added 8 new character portraits
Assets: Added Glacian Chainmail armor set
Assets: Added Toadkin Plate armor set
Assets: Added missing bracers and belt from Goblin Leather armor set
Assets: Added 5 tower shields, updated 3 icons for existing tower shields
Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest
Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive
Assets: Added ½ floor tiles to Classic Dungeon kit
Assets: Added corruption effect to Everbloom when converted to Rotwold
Assets: Added kobold sfx
Assets: Added ogre sfx and voice back in
Assets: Added bandit combat sfx
Assets: Added UI quest sfx for quest start, subquest progress, quest complete
Assets: Loot: Added 2 further Withering Dead themed keys
Assets: Loot: Added Cult Of Pyros cloth armor set
Assets: Loot: Added Order Of The Fang leather armor set
Assets: Loot: Added Hammers 07-15
Assets: Tweaked Willow’s walking and hit animations speed
Assets: Added blood decals
Assets: Added mine track supports to mine kit
Assets: Added missing reaction anims to Toadkin worker and warrior
Workbench: Added Exists node for checking if an object still exists in the world
Workbench: Added StoreGlobalList and GetGlobalList nodes
Workbench: Added StatisticDialog to track when a dialog was opened
Workbench: Added DialogOpen node the returns a bool if the specified dialog is open
Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting)
Workbench: Added CharacterSelect node to select a unit (for tutorial scripting)
Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds
Workbench: Added 'failed' output event to WorkPointTrigger node
Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default
Workbench: Added 'spawned' output (list of characters) to the TriggerWave node
Workbench: Move node now stops character movement and matches character to object rotation
Workbench: Improved item search - can now search faction and material keywords
Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks
Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed
Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options
Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame
Fix: Fixed weird info text in VSAllCharacters
Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname
Fix: After loading a location, the ambience manager is called to do blending immediately
Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string
Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists
Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node
Fix: Info text bug for RandomCharacter node now shows the correct value
Fix: Character names not being used in the conversation when setting them using the portraitCharacter input
Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation'
Fix: Skeleton Archer idle animation had broken bow string
Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set
Fix: Villagers marked as ‘Dead’ were revealing fog of war
Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input

Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.

Known Issues:
The crane is missing from the top of the Stonecutter Lodge
Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her
Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this.
Kobolds in the towers of the kobold village (sandbox map) can’t exit
Zombie Harvesters will sometimes glide into combat

Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.

The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.

For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.3.20.0)

The primary change is an overhaul of keymappings and camera control to follow RTS conventions. Holding down the middle mouse button and dragging now pans. This is going to throw active players off in the short term, and will require a period of adjustment.

Please note that save games from earlier versions are not compatible.

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

What's new?
Player: WASDQE keys retired, QWERT now mapped to hero abilities
Player: Holding down MMB and moving mouse now pans the camera
Player: Holding down LeftAlt and moving mouse now changes the camera angle
Player: Some abilities can now be targeted; hero will rotate to face target before releasing
Player: Ser Gregory’s Shield Bash, Power Slam abilities are now targeted
Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking slowly
Player: Improved character movement by making velocity changes faster when running into obstacles
Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab
Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud,
Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite
Player: Added visual effects for consuming health and power potions
Player: Halved the rate that cottages burn firewood
Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point
Maps: Tutorial remade - two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc)
Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny
Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold
Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest
Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression
Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints
Assets: Added 8 new character portraits
Assets: Added Glacian Chainmail armor set
Assets: Added Toadkin Plate armor set
Assets: Added missing bracers and belt from Goblin Leather armor set
Assets: Added 5 tower shields, updated 3 icons for existing tower shields
Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest
Assets: Shortened Ser Gregory’s taunt animation so it feels more responsive
Assets: Added ½ floor tiles to Classic Dungeon kit
Assets: Added corruption effect to Everbloom when converted to Rotwold
Assets: Added kobold sfx
Assets: Added ogre sfx and voice back in
Assets: Added bandit combat sfx
Assets: Added UI quest sfx for quest start, subquest progress, quest complete
Assets: Loot: Added 2 further Withering Dead themed keys
Assets: Loot: Added Cult Of Pyros cloth armor set
Assets: Loot: Added Order Of The Fang leather armor set
Assets: Loot: Added Hammers 07-15
Assets: Tweaked Willow’s walking and hit animations speed
Assets: Added blood decals
Assets: Added mine track supports to mine kit
Assets: Added missing reaction anims to Toadkin worker and warrior
Workbench: Added Exists node for checking if an object still exists in the world
Workbench: Added StoreGlobalList and GetGlobalList nodes
Workbench: Added StatisticDialog to track when a dialog was opened
Workbench: Added DialogOpen node the returns a bool if the specified dialog is open
Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting)
Workbench: Added CharacterSelect node to select a unit (for tutorial scripting)
Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds
Workbench: Added 'failed' output event to WorkPointTrigger node
Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default
Workbench: Added 'spawned' output (list of characters) to the TriggerWave node
Workbench: Move node now stops character movement and matches character to object rotation
Workbench: Improved item search - can now search faction and material keywords
Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks
Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed
Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options
Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame
Fix: Fixed weird info text in VSAllCharacters
Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname
Fix: After loading a location, the ambience manager is called to do blending immediately
Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string
Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists
Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node
Fix: Info text bug for RandomCharacter node now shows the correct value
Fix: Character names not being used in the conversation when setting them using the portraitCharacter input
Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation'
Fix: Skeleton Archer idle animation had broken bow string
Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set
Fix: Villagers marked as ‘Dead’ were revealing fog of war
Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input

Breaking Changes:
A number of loot items have been renamed for consistency. If you have referenced any items in chests/crates/pots etc, these may now show up as missing in the Editor Inspector. It is recommended you check your chests and destructibles.

Known Issues:
The crane is missing from the top of the Stonecutter Lodge
Willow sometimes gets stuck in the Goblin Village in the Sandbox (Medium) map - casting heal should release her
Ser Gregory’s Power Slam sometimes is out of range and won’t cause damage. Moving a little closer to targets will prevent this.
Kobolds in the towers of the kobold village (sandbox map) can’t exit
Zombie Harvesters will sometimes glide into combat

Developer Notes:
The new control system brings us more in-line with RTS convention, but will require a period of adjustment for active players. As combat gets more hectic players will start to see the benefit of having QWERT mapped to hero abilities. Unfortunately we’ve not had time to implement the keyboard remapping UI yet, but you can always edit the keymap.json file to suite your needs.

The new tutorial takes a very different tone to the dryness of the previous incantation. It’s very much tongue in cheek. We’re not recording voice over for it for a while, because the tutorial will be subject to change.

For level designers, there are several key improvements. The addition of the WorldText node allows in-world text to be displayed. Very useful for providing players with hints - check out the new tutorial kobold mines map to see how it’s used, especially on doors. The improved loot item search system now allows deeper access to the 750+ items we have. We’re working on a reference guide to list all available icons, and will release it once Workbench receives the ability to script the creation of magic items.
Folk Tale - GF


EXPERIMENTAL BUILD (0.3.19.0)

This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.

Please note, save games created with earlier versions are not compatible with this release.

We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).

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

What's new?
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades
Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades
Player: Forage cursor now only shows when there are berries on the bush
Player: Added code to make small areas unwalkable (navmesh auto refinement)
Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects
Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction
Maps: Campaign: Shirebrook: Opened up land for construction over the stream
Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny
Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead
Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal
Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures
Maps: Campaign: The Glade: Extended Gladefolk storyline
Maps: Campaign: The Glade: Extended Withering Dead storyline
Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows
Assets: Added scarecrow prop
Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign)
Assets: Added Swamp Ruins lever prop
Assets: Added carried Meat Pies for delivery from Butchery to storage
Assets: Updated 9 swords to improve edges
Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles
Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled)
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on)
Editor: PortalEntry point now has an index value and a friendly name**
Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters
Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts
Workbench: LockFactionStanding node now overwrites any previous locks
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes*
Workbench: Added GetBool, StoreBool nodes for local context
Workbench: Added GetNumber, StoreNumber nodes for local context
Workbench: Added FailQuest node which cancels all subquests
Fix: Help link on Editor toolbar needed updating
Fix: Scale on daggers was too big
Fix: Scale on some bows was too big
Fix: Refined colliders on goblin village buildings
Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26
Fix: Stopped skeleton raids if player is allied to Withering Dead
Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene
Fix: Navmesh connection problem resolved on Glade kit ramps
Fix: Ability icons weren’t greying out when the hero lacked the power
Fix: Move node now sets ToMove object rotation to same as target
Fix: Trebuchet turning sound was set to 2D sound rather than 3D
Fix: Carding research at the Weaver’s wasn’t incrementing production output
Fix: Navmesh on drawbridge props now behave properly
Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell
Fix: Prevented heroes from gaining xp by just completing random workpoints
Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated
Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to

Known Issues
It’s currently possible to do quests in the wrong order.

Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.

** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.3.19.0)

This is an update to the experimental opt-in build. The primary change is a continuation of the campaign, especially for the Gladefolk.

Please note, save games created with earlier versions are not compatible with this release.

We have re-enabled the unobtrusive Steam DRM to help reduce piracy. This requires that you have Steam running locally on your machine (which can be run in offline mode if you have no internet connection).

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

What's new?
Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades
Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades
Player: Forage cursor now only shows when there are berries on the bush
Player: Added code to make small areas unwalkable (navmesh auto refinement)
Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects
Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction
Maps: Campaign: Shirebrook: Opened up land for construction over the stream
Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny
Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead
Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal
Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures
Maps: Campaign: The Glade: Extended Gladefolk storyline
Maps: Campaign: The Glade: Extended Withering Dead storyline
Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows
Assets: Added scarecrow prop
Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign)
Assets: Added Swamp Ruins lever prop
Assets: Added carried Meat Pies for delivery from Butchery to storage
Assets: Updated 9 swords to improve edges
Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles
Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled)
Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on)
Editor: PortalEntry point now has an index value and a friendly name**
Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters
Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts
Workbench: LockFactionStanding node now overwrites any previous locks
Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes*
Workbench: Added GetBool, StoreBool nodes for local context
Workbench: Added GetNumber, StoreNumber nodes for local context
Workbench: Added FailQuest node which cancels all subquests
Fix: Help link on Editor toolbar needed updating
Fix: Scale on daggers was too big
Fix: Scale on some bows was too big
Fix: Refined colliders on goblin village buildings
Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26
Fix: Stopped skeleton raids if player is allied to Withering Dead
Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene
Fix: Navmesh connection problem resolved on Glade kit ramps
Fix: Ability icons weren’t greying out when the hero lacked the power
Fix: Move node now sets ToMove object rotation to same as target
Fix: Trebuchet turning sound was set to 2D sound rather than 3D
Fix: Carding research at the Weaver’s wasn’t incrementing production output
Fix: Navmesh on drawbridge props now behave properly
Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell
Fix: Prevented heroes from gaining xp by just completing random workpoints
Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated
Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to

Known Issues
It’s currently possible to do quests in the wrong order.

Developer Notes:
* StoreCharacter has a valid context of the current script only. To reference a variable from one script in another, use StoreGlobalCharacter. It is best practice to use StoreCharacter, StoreBool and StoreNumber in prefabs or groups so that they can be duplicated.

** Changes to PortalEntry allow for multiple entry points into a map. Index could be 0 and 1, but the display name is “Bonefinger’s Lair” for both.
Mar 11, 2016
Folk Tale - Games Foundry


Overview


We've added party revival, and Willow's (the healer hero) revive ability so there's no more perma-death. When health is reduced to zero, heroes are knocked unconscious and their portrait in the top left of the screen turns deep red. At the end of the battle heroes regain consciousness and a little health, enabling players to continue their adventure without having to reload. In village maps there’s a 5 minute cool down to prevent cheating.


The loot system has been overhauled to support scaling as player heroes move up in level. Loot is now dynamically generated, and items can finally receive meaningful magical properties. Names comprise a prefix, the weapon type, and a suffix, for example a Vigorous Axe Of Scorching. Weapons now receive visual effects such as flames and frost.


We’ve added The Glade, home to the Gladefolk, updated Mordrich’s Factory to separate out Bonefinger’s lair, and extended both Withering Dead and Gladefolk campaigns.


There are two ways to keep heroes alive. One is to recruit Willow the healer, the other is to craft health and power potions. Alpha 26 adds wild herb patches around the environments which can be harvested by selecting a villager and right clicking on the herbs. Wild herb patches regenerate over time and build up to a capped amount so you don't have to constantly collect them.


Villagers can man the well and pump Buckets Of Water. Water is used in potion making (crafting at the Herbalist's Den), will soon be added as an input into brewing, and is a precursor to being able to extinguish building fires.


Faction standing is an essential system for implementing the campaign storyline. Helping one faction causes your standing with the opposing faction to decline. We added several new nodes to Workbench (the visual scripting environment built into the Editor) that allow us to tweak values as players complete quests.

Patch Notes

This public build incorporates experimental patches 0.3.12.0 through 0.3.18.0. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).

Player: Added faction standing system (precursor to allies and enemies)
Player: Extended the Campaign (it’s still very much WIP)
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added hero death and revival. including Willow’s ability
Player: Enabled potion consumption via character portrait wheel
Player: Potion Making now functional
Player: Added water to the types of resource peasants can gather
Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Added find peasants button to minimap including headcount
Player: Restricted some of Willow's abilities to targets that make sense (e.g she can no longer heal enemies)
Player: Ability targeting improved so now only valid targets are highlighted
Player: Z and X now adjust camera zoom, especially useful in construction mode
Player: Mouse cursor is now constrained to the window when in fullscreen mode (Windows only)
Player: Added audio settings toggle to disable transition to battle music
Player: Save games now always create a new save instead of overwriting the last one
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Player: Tweaked when healthbars appear (hiding for neutral and friendly non-human factions)
Player: Active Quests: Added red x for when quest failed
Player: Active Quests: Added find icon next to subquests
Player: Added connection cost smoothing to pathfinding code to try to improve path quality
Player: Increased speed of number transitions in marketplace
Player: Added impact sound effects when weapon has suffix enchantment
Player: RTS: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: RTS: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Player: RTS: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Willow's purify ability now removes bad buffs from characters (and prevents them from getting any new bad buffs for 5 seconds)
Player: Characters and weapons are now 36% bigger*
Player: You can now select a peasant and right click on a profession building to train
Player: Added VFX to Willow's revive ability
Player: Made Q,E camera rotation frame rate independent in the game
Player: Scaled camera movement speed by height above the terrain (70% - 120%)
Player: Building healths doubled
Player: Increased size of wheat sprites
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Maps: Tutorial: UI blocking removed so game responds to input from keyboard and/or mouse during dialogue
Maps: Glade: Added new campaign map and linked to Shirebrook (home of the Gladefolk)
Maps: Mordrich’s Factory: Temporarily removed option to fight Mordrich as it stops campaign from advancing
Maps: Mordrich’s Factory: Locked two doors unless you are a faction friend of Withering Dead
Maps: Bandit Caves: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Maps: Bandit Caves: Traps now do enough damage to kill Quixl (who will revive)
Maps: Bandit Caves: Quixl’s cage is now locked in the cutscene and opens if you release him
Maps: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Maps: Added dialog at end of campaign to let players know that’s as far as we’ve got
Balancing: Villagers require fewer carrots to become full
Editor: Q and E now change elevation, Z and X zoom
Editor: Expanded Swamp Ruins Kit with pieces being used to make Bla’tu’s Palace dungeon
Editor: Defined all the proper factions for drop downs
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Workbench: Added FactionStanding group of nodes (...)
Workbench: Added ifFactionStanding node
Workbench: Added FactionStandingSimple node

Patch notes continue at:
http://www.gamesfoundry.com/patches/#alpha26
Mar 11, 2016
Folk Tale - GF


Overview


We've added party revival, and Willow's (the healer hero) revive ability so there's no more perma-death. When health is reduced to zero, heroes are knocked unconscious and their portrait in the top left of the screen turns deep red. At the end of the battle heroes regain consciousness and a little health, enabling players to continue their adventure without having to reload. In village maps there’s a 5 minute cool down to prevent cheating.


The loot system has been overhauled to support scaling as player heroes move up in level. Loot is now dynamically generated, and items can finally receive meaningful magical properties. Names comprise a prefix, the weapon type, and a suffix, for example a Vigorous Axe Of Scorching. Weapons now receive visual effects such as flames and frost.


We’ve added The Glade, home to the Gladefolk, updated Mordrich’s Factory to separate out Bonefinger’s lair, and extended both Withering Dead and Gladefolk campaigns.


There are two ways to keep heroes alive. One is to recruit Willow the healer, the other is to craft health and power potions. Alpha 26 adds wild herb patches around the environments which can be harvested by selecting a villager and right clicking on the herbs. Wild herb patches regenerate over time and build up to a capped amount so you don't have to constantly collect them.


Villagers can man the well and pump Buckets Of Water. Water is used in potion making (crafting at the Herbalist's Den), will soon be added as an input into brewing, and is a precursor to being able to extinguish building fires.


Faction standing is an essential system for implementing the campaign storyline. Helping one faction causes your standing with the opposing faction to decline. We added several new nodes to Workbench (the visual scripting environment built into the Editor) that allow us to tweak values as players complete quests.

Patch Notes

This public build incorporates experimental patches 0.3.12.0 through 0.3.18.0. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).

Player: Added faction standing system (precursor to allies and enemies)
Player: Extended the Campaign (it’s still very much WIP)
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added hero death and revival. including Willow’s ability
Player: Enabled potion consumption via character portrait wheel
Player: Potion Making now functional
Player: Added water to the types of resource peasants can gather
Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Added find peasants button to minimap including headcount
Player: Restricted some of Willow's abilities to targets that make sense (e.g she can no longer heal enemies)
Player: Ability targeting improved so now only valid targets are highlighted
Player: Z and X now adjust camera zoom, especially useful in construction mode
Player: Mouse cursor is now constrained to the window when in fullscreen mode (Windows only)
Player: Added audio settings toggle to disable transition to battle music
Player: Save games now always create a new save instead of overwriting the last one
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Player: Tweaked when healthbars appear (hiding for neutral and friendly non-human factions)
Player: Active Quests: Added red x for when quest failed
Player: Active Quests: Added find icon next to subquests
Player: Added connection cost smoothing to pathfinding code to try to improve path quality
Player: Increased speed of number transitions in marketplace
Player: Added impact sound effects when weapon has suffix enchantment
Player: RTS: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: RTS: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Player: RTS: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Willow's purify ability now removes bad buffs from characters (and prevents them from getting any new bad buffs for 5 seconds)
Player: Characters and weapons are now 36% bigger*
Player: You can now select a peasant and right click on a profession building to train
Player: Added VFX to Willow's revive ability
Player: Made Q,E camera rotation frame rate independent in the game
Player: Scaled camera movement speed by height above the terrain (70% - 120%)
Player: Building healths doubled
Player: Increased size of wheat sprites
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Maps: Tutorial: UI blocking removed so game responds to input from keyboard and/or mouse during dialogue
Maps: Glade: Added new campaign map and linked to Shirebrook (home of the Gladefolk)
Maps: Mordrich’s Factory: Temporarily removed option to fight Mordrich as it stops campaign from advancing
Maps: Mordrich’s Factory: Locked two doors unless you are a faction friend of Withering Dead
Maps: Bandit Caves: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Maps: Bandit Caves: Traps now do enough damage to kill Quixl (who will revive)
Maps: Bandit Caves: Quixl’s cage is now locked in the cutscene and opens if you release him
Maps: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Maps: Added dialog at end of campaign to let players know that’s as far as we’ve got
Balancing: Villagers require fewer carrots to become full
Editor: Q and E now change elevation, Z and X zoom
Editor: Expanded Swamp Ruins Kit with pieces being used to make Bla’tu’s Palace dungeon
Editor: Defined all the proper factions for drop downs
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Workbench: Added FactionStanding group of nodes (...)
Workbench: Added ifFactionStanding node
Workbench: Added FactionStandingSimple node

Patch notes continue at:
http://www.gamesfoundry.com/patches/#alpha26
Folk Tale - GF


EXPERIMENTAL BUILD (0.3.18.0)

This is an update to the experimental opt-in build.

This patch is Alpha 26 Release Candidate 1.

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

What's new?
Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Increased size of wheat sprites
Player: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Map: Campaign: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Map: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Workbench: Added SetCharacterAsHeroic node to mark monster as heroic (will show name and large healthbar)*
Optimization: Improved performance of large villages by 8-9% (in addition to Work Scheduler fix below)
Fix: Electrical magic impact sound effect not playing
Fix: Removed production and equipment tabs from Storehouse
Fix: Deer spawnpoints in Sandbox Swamp map now repeat
Fix: Spiders could on rare occasions get stuck and freeze right after spawning
Fix: Editor: Moving the whole world up/down now affects camera paths (so long as they are not being edited at the same time)
Fix: Work scheduler was trying to assign characters to construction work points even after the buildings had been constructed (causing performance hit in large villages created during a single session without visiting other maps)
Fix: Turned off match rotation on Bandit Kit door so characters don't spin around if they open it from the back
Fix: CameraPath preview wasn’t working correctly
Fix: Drawbridge now working as expected
Fix: Building rotation using the mouse wheel is now frame rate independent
Fix: Destructible objects were appearing as red minimap blips
Fix: Removed debug output when pressing All Party select button to reduce CPU spike
Fix: Added villager command voice when sending characters to repair structures
Fix: Added coin sfx when initially purchasing a research item
Fix: Smooth delta time could get severely out of sync sometimes and fail to get in sync again. This could sometimes happen if the player alt-tabbed to another location for a while and then alt-tabbed back
Fix: When playing hit animations, characters are now prevented from rotating
Fix: Scale of one of zombie anims was off, causing its lower half to appear below ground level during an attack

Known Issues
Willow can get stuck near the Goblin Village. As a temporary fix, please save your game, restart the game, and continue the saved game. Willow should then be able to move.

Developer Notes:
* Marking a monster as heroic is especially useful for scaled up mobs such as spiders. You can use it in conjunction with name fields in the InstantiateCharacterAt node to create custom named bosses.
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.3.18.0)

This is an update to the experimental opt-in build.

This patch is Alpha 26 Release Candidate 1.

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

What's new?
Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Increased size of wheat sprites
Player: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Map: Campaign: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Map: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Workbench: Added SetCharacterAsHeroic node to mark monster as heroic (will show name and large healthbar)*
Optimization: Improved performance of large villages by 8-9% (in addition to Work Scheduler fix below)
Fix: Electrical magic impact sound effect not playing
Fix: Removed production and equipment tabs from Storehouse
Fix: Deer spawnpoints in Sandbox Swamp map now repeat
Fix: Spiders could on rare occasions get stuck and freeze right after spawning
Fix: Editor: Moving the whole world up/down now affects camera paths (so long as they are not being edited at the same time)
Fix: Work scheduler was trying to assign characters to construction work points even after the buildings had been constructed (causing performance hit in large villages created during a single session without visiting other maps)
Fix: Turned off match rotation on Bandit Kit door so characters don't spin around if they open it from the back
Fix: CameraPath preview wasn’t working correctly
Fix: Drawbridge now working as expected
Fix: Building rotation using the mouse wheel is now frame rate independent
Fix: Destructible objects were appearing as red minimap blips
Fix: Removed debug output when pressing All Party select button to reduce CPU spike
Fix: Added villager command voice when sending characters to repair structures
Fix: Added coin sfx when initially purchasing a research item
Fix: Smooth delta time could get severely out of sync sometimes and fail to get in sync again. This could sometimes happen if the player alt-tabbed to another location for a while and then alt-tabbed back
Fix: When playing hit animations, characters are now prevented from rotating
Fix: Scale of one of zombie anims was off, causing its lower half to appear below ground level during an attack

Known Issues
Willow can get stuck near the Goblin Village. As a temporary fix, please save your game, restart the game, and continue the saved game. Willow should then be able to move.

Developer Notes:
* Marking a monster as heroic is especially useful for scaled up mobs such as spiders. You can use it in conjunction with name fields in the InstantiateCharacterAt node to create custom named bosses.
...

Search news
Archive
2024
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002