Jan 23, 2017
Folk Tale - GF
EXPERIMENTAL BUILD (0.5.1.1)

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

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

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

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

Map Changes
None

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

Important/Breaking Changes
None

Known Issues
  • Load times will have increased due to some additional code we’ve added to experimental to help track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
Jan 23, 2017
Folk Tale - Games Foundry
EXPERIMENTAL BUILD (0.5.1.1)

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

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

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

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

Map Changes
None

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

Important/Breaking Changes
None

Known Issues
  • Load times will have increased due to some additional code we’ve added to experimental to help track down a serialization bug
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
Jan 20, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.1.0)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

** WorkPointTriggerCustom node does not work on characters, only innate objects such as props. This is intended to make things like books/weapons etc. interactable.
Jan 20, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.1.0)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

** WorkPointTriggerCustom node does not work on characters, only innate objects such as props. This is intended to make things like books/weapons etc. interactable.
Jan 10, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.0.0)

The primary changes in this patch include the addition of tactical pause, proximity selection of similar unit types, preventing the Supply Wagon from being targetable by enemies, and a number of important bug fixes.

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

What's new?
Player: Added tactical pause (spacebar)
Player: Expanded the height bounds for the player camera (can zoom out further)
Player: Clicking the character portrait wheel image now pans the camera to that character and follows them
Player: Double-click selecting a unit now selects all units of that type in the local proximity
Player: When selling a building prior to construction being complete, the full resource cost is refunded
Player: Padlock icons removed from ability buttons because they suggest there was something to be unlocked when there isn’t
Player: The Supply Wagon can no longer be attacked by enemies
Player: Settings: Key bindings added for control groups (0..9) assign and select so warning can be shown when trying to assign 1..5 to hero abilities
Editor: Workbench: Added CharacterToggleEquipment node for showing/hiding weapons during cutscenes
Editor: Workbench: Added PartyContains node returning true/false if party contains the hero
Editor: Workbench: Added CustomDescription field to CreateLootItem node
Editor: Workbench: Added some validation for invalid characters in item name in CreateLootItem node
Editor: Workbench: Added MaxLevelCap to InstantiateCharacterAt node

Bug Fixes
Fix: Removed directorial notes from several cutscene conversations
Fix: Workbench: Fallback point wasn’t being set for movement commands through OrderMove node
Fix: Editor: Character faction selector in the location editor selected the option below the one that was clicked on
Fix: Fixed a few cases where references to destroyed or pooled objects could linger
Fix: Typo in Ser Gregory’s Decisive Victory and Taunt ability descriptions
Fix: UI Scale wasn’t correctly applying to the start screen
Fix: UI Scale was being forcibly overwritten every session at lower game resolutions
Fix: Fixed turrets taking up population slots (also potentially some special ability effects)
Fix: Prevented characters from gaining xp while charmed
Fix: Fixed decisive victory barely did any damage at all
Fix: Mordrich will now no longer teleport if there are no tagged points in his locale, preventing him from blinking into inaccessible rooms
Fix: Conflict warning in Key Bindings dialogue wasn’t showing the correct text
Fix: Grublins were turning aggressive after visiting Dr. Murp as a friendly
Fix: Invalid translation tag in Windmill Superior Millstones description

Map Changes
Tutorial: Instances of ‘left click’ updated to to be more friendly for left-handed players
Campaign: Sunken Depths: Sparkles added to plumbing lever to make it easier to spot
Campaign: Bountiful Bog: Modified dialogue to deal with Quixl already being in the party
Sandbox: Haven: Added Willow at start to make it consistent with other starting locations
Sandbox: Haven: Sign Post (World Map Travel) added to bridge near starter area
Sandbox: Haven & Cold Peak: Checks added to gift 2 new villagers if population wiped out

Balancing
The amount the target difficulty was allowed to exceed the party rating has been reduced from 200% to 110%.

Level Designers
The balancing system now supports a max level cap per mob to help prevent things like level 10 rabbits, which can be set in Workbench using the InstantiateCharacterAt node.

Known Issues
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
  • Nara's charm ability seems to be massively levelling up charmed targets

Developer Comments
We're reducing the amount of Quality Assurance Testing on experimental builds to save time. We'll aim to resolve any major issues as fast as possible. If bugs make you unhappy, please opt out and revert to the main stable build on Steam.
Jan 10, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.0.0)

The primary changes in this patch include the addition of tactical pause, proximity selection of similar unit types, preventing the Supply Wagon from being targetable by enemies, and a number of important bug fixes.

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

What's new?
Player: Added tactical pause (spacebar)
Player: Expanded the height bounds for the player camera (can zoom out further)
Player: Clicking the character portrait wheel image now pans the camera to that character and follows them
Player: Double-click selecting a unit now selects all units of that type in the local proximity
Player: When selling a building prior to construction being complete, the full resource cost is refunded
Player: Padlock icons removed from ability buttons because they suggest there was something to be unlocked when there isn’t
Player: The Supply Wagon can no longer be attacked by enemies
Player: Settings: Key bindings added for control groups (0..9) assign and select so warning can be shown when trying to assign 1..5 to hero abilities
Editor: Workbench: Added CharacterToggleEquipment node for showing/hiding weapons during cutscenes
Editor: Workbench: Added PartyContains node returning true/false if party contains the hero
Editor: Workbench: Added CustomDescription field to CreateLootItem node
Editor: Workbench: Added some validation for invalid characters in item name in CreateLootItem node
Editor: Workbench: Added MaxLevelCap to InstantiateCharacterAt node

Bug Fixes
Fix: Removed directorial notes from several cutscene conversations
Fix: Workbench: Fallback point wasn’t being set for movement commands through OrderMove node
Fix: Editor: Character faction selector in the location editor selected the option below the one that was clicked on
Fix: Fixed a few cases where references to destroyed or pooled objects could linger
Fix: Typo in Ser Gregory’s Decisive Victory and Taunt ability descriptions
Fix: UI Scale wasn’t correctly applying to the start screen
Fix: UI Scale was being forcibly overwritten every session at lower game resolutions
Fix: Fixed turrets taking up population slots (also potentially some special ability effects)
Fix: Prevented characters from gaining xp while charmed
Fix: Fixed decisive victory barely did any damage at all
Fix: Mordrich will now no longer teleport if there are no tagged points in his locale, preventing him from blinking into inaccessible rooms
Fix: Conflict warning in Key Bindings dialogue wasn’t showing the correct text
Fix: Grublins were turning aggressive after visiting Dr. Murp as a friendly
Fix: Invalid translation tag in Windmill Superior Millstones description

Map Changes
Tutorial: Instances of ‘left click’ updated to to be more friendly for left-handed players
Campaign: Sunken Depths: Sparkles added to plumbing lever to make it easier to spot
Campaign: Bountiful Bog: Modified dialogue to deal with Quixl already being in the party
Sandbox: Haven: Added Willow at start to make it consistent with other starting locations
Sandbox: Haven: Sign Post (World Map Travel) added to bridge near starter area
Sandbox: Haven & Cold Peak: Checks added to gift 2 new villagers if population wiped out

Balancing
The amount the target difficulty was allowed to exceed the party rating has been reduced from 200% to 110%.

Level Designers
The balancing system now supports a max level cap per mob to help prevent things like level 10 rabbits, which can be set in Workbench using the InstantiateCharacterAt node.

Known Issues
  • Kenny can get stuck again during his attack if you complete his dialogue while he’s stunned
  • Nara's charm ability seems to be massively levelling up charmed targets

Developer Comments
We're reducing the amount of Quality Assurance Testing on experimental builds to save time. We'll aim to resolve any major issues as fast as possible. If bugs make you unhappy, please opt out and revert to the main stable build on Steam.
Folk Tale - GF
Hi Folks,

We've received reports of - and confirmed - a bug with field workers (farmers, weavers, herbalists) and monks not returning to work after the first visit.

We've identified the cause, are fixing it now, and hope to have a new build up on Steam within an hour or two. You can track progress in this topic:

http://steamcommunity.com/app/224440/discussions/0/154644045365587169/

Sorry for the inconvenience. Won't be long.

UPDATE: FIXED
A new version has been pushed to all builds and should start downloading in your Steam Client shortly. If it doesn't, please quit and restart the Steam Client.
Folk Tale - Games Foundry
Hi Folks,

We've received reports of - and confirmed - a bug with field workers (farmers, weavers, herbalists) and monks not returning to work after the first visit.

We've identified the cause, are fixing it now, and hope to have a new build up on Steam within an hour or two. You can track progress in this topic:

http://steamcommunity.com/app/224440/discussions/0/154644045365587169/

Sorry for the inconvenience. Won't be long.

UPDATE: FIXED
A new version has been pushed to all builds and should start downloading in your Steam Client shortly. If it doesn't, please quit and restart the Steam Client.
Dec 20, 2016
Folk Tale - GF
https://www.youtube.com/watch?v=cep88PVgpIo

https://www.youtube.com/watch?v=cep88PVgpIo

Overview

Campaign Acts I and II are now complete and available to play. Set in the all new Bountiful Bog region, Act II introduces the Grublin and Toadkin faction storylines. Side with the unscrupulous Urzal as he expands his criminal empire peddling a highly addictive drink, or help mad Emperor Bla’tu regain control of his slave workforce and push back against the Grublin menace that threatens the Toadkin. Morally speaking, it’s a quagmire.


Mordrich, Nara, Urzal, Scruplez, Bla’tu, Murp and The Might Rhog all receive their own special abilities, increasing the challenge and excitement of boss battles. Combat has progressed by leaps and bounds, and is well worth revisiting if you haven’t played in a while.


Act II introduces Borgle, the playable ranger hero. For the Grublins, Quixl receives his final Vanish ability used for shedding threat. Lilith the Necromancer from Act I also receives a full complement of special abilities. There are now a total of 5 heroes available to be unlocked, and work on the others is progressing well.


In the village, the new Stables building unlocks the Cavalry unit, while the Barracks receives the early Spearman unit. Arbalists and City Watch must now be unlocked by completing research at the Blacksmith: Chainmail and Crossbows for the Arbalists, and Plate and Halberds for the City Watch.


Spider attacks and the faction raids can now be repelled effectively with the introduction of Engineer Turrets. The Flamethrower is great for burning low level mobs to a crisp. The Ballista fires a high powered bolt that knocks down anything in its path, giving the slower Mortar time to target and fire for massive damage.


Your feedback continues to lead to improvements in gameplay and UI. Micromanagement has been further reduced with four new UI buttons. Grab Best Loot on the Character Sheet equips the best available loot for a unit or hero from the Village Inventory; Auto Distribute on the inventory dialog allocates spare loot items to the most relevant building stores which your units then auto-equip; and Auto Transfer in the Crafting dialog transfers newly crafted items direct to the relevant equipment stores. Finally, the Building dialog workers tab Auto Recruit has been refined to provide finer control over individual vacancies.

Berries and firewood are now included on the top bar. Tooltips have received an overhaul. World Map travel is available at any time. There’s a new large format healthbar for identifying monsters and their challenge level, the minimap receives several bug fixes, and options in conversation dialogues now respond to keyboard input.

Thanks to community support, partial language support is now available for German and Russian languages. Coverage will continue to improve as development progresses.


Community Level Designers can now publish to Steam Workshop without leaving the Editor. Players can browse and load steam workshop worlds and enjoy new experiences from the New Game menu.

Happy Holidays
If you are celebrating, we wish you a very happy holiday. And to all, we hope next year brings you good health and happiness. Thank you for your continued support and positive reviews as we push on to bring you the best game we can possibly make.
Dec 20, 2016
Folk Tale - Games Foundry
https://www.youtube.com/watch?v=cep88PVgpIo

https://www.youtube.com/watch?v=cep88PVgpIo

Overview

Campaign Acts I and II are now complete and available to play. Set in the all new Bountiful Bog region, Act II introduces the Grublin and Toadkin faction storylines. Side with the unscrupulous Urzal as he expands his criminal empire peddling a highly addictive drink, or help mad Emperor Bla’tu regain control of his slave workforce and push back against the Grublin menace that threatens the Toadkin. Morally speaking, it’s a quagmire.


Mordrich, Nara, Urzal, Scruplez, Bla’tu, Murp and The Might Rhog all receive their own special abilities, increasing the challenge and excitement of boss battles. Combat has progressed by leaps and bounds, and is well worth revisiting if you haven’t played in a while.


Act II introduces Borgle, the playable ranger hero. For the Grublins, Quixl receives his final Vanish ability used for shedding threat. Lilith the Necromancer from Act I also receives a full complement of special abilities. There are now a total of 5 heroes available to be unlocked, and work on the others is progressing well.


In the village, the new Stables building unlocks the Cavalry unit, while the Barracks receives the early Spearman unit. Arbalists and City Watch must now be unlocked by completing research at the Blacksmith: Chainmail and Crossbows for the Arbalists, and Plate and Halberds for the City Watch.


Spider attacks and the faction raids can now be repelled effectively with the introduction of Engineer Turrets. The Flamethrower is great for burning low level mobs to a crisp. The Ballista fires a high powered bolt that knocks down anything in its path, giving the slower Mortar time to target and fire for massive damage.


Your feedback continues to lead to improvements in gameplay and UI. Micromanagement has been further reduced with four new UI buttons. Grab Best Loot on the Character Sheet equips the best available loot for a unit or hero from the Village Inventory; Auto Distribute on the inventory dialog allocates spare loot items to the most relevant building stores which your units then auto-equip; and Auto Transfer in the Crafting dialog transfers newly crafted items direct to the relevant equipment stores. Finally, the Building dialog workers tab Auto Recruit has been refined to provide finer control over individual vacancies.

Berries and firewood are now included on the top bar. Tooltips have received an overhaul. World Map travel is available at any time. There’s a new large format healthbar for identifying monsters and their challenge level, the minimap receives several bug fixes, and options in conversation dialogues now respond to keyboard input.

Thanks to community support, partial language support is now available for German and Russian languages. Coverage will continue to improve as development progresses.


Community Level Designers can now publish to Steam Workshop without leaving the Editor. Players can browse and load steam workshop worlds and enjoy new experiences from the New Game menu.

Happy Holidays
If you are celebrating, we wish you a very happy holiday. And to all, we hope next year brings you good health and happiness. Thank you for your continued support and positive reviews as we push on to bring you the best game we can possibly make.
...

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