Mar 31, 2017
Folk Tale - GF
Overview

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


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


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


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


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


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


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


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

http://steamcommunity.com/games/224440/announcements/detail/269487408436438357
http://steamcommunity.com/games/224440/announcements/detail/266110976578525737
http://steamcommunity.com/games/224440/announcements/detail/266110976591354479
http://steamcommunity.com/games/224440/announcements/detail/254854385810666701
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
http://steamcommunity.com/games/224440/announcements/detail/254855783328601168
http://steamcommunity.com/games/224440/announcements/detail/254856417452910436
http://steamcommunity.com/games/224440/announcements/detail/244724582852182685
http://steamcommunity.com/games/224440/announcements/detail/244725215411715086
Mar 31, 2017
Folk Tale - Games Foundry
Overview

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


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


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


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


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


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


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


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

http://steamcommunity.com/games/224440/announcements/detail/269487408436438357
http://steamcommunity.com/games/224440/announcements/detail/266110976578525737
http://steamcommunity.com/games/224440/announcements/detail/266110976591354479
http://steamcommunity.com/games/224440/announcements/detail/254854385810666701
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
http://steamcommunity.com/games/224440/announcements/detail/254855783328601168
http://steamcommunity.com/games/224440/announcements/detail/254856417452910436
http://steamcommunity.com/games/224440/announcements/detail/244724582852182685
http://steamcommunity.com/games/224440/announcements/detail/244725215411715086
Mar 31, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.3.4)

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

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

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

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

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

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

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.
Mar 31, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.4)

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

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

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

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

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

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

Developer Comments
Only save games and workshop items saved with 0.5.3.x versions are now valid. Level designers should open their maps, save, and then republish to Steam Workshop for them to appear in the load dialog.
Mar 27, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.3.2)

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

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

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

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

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

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

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

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

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

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

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

Enjoying the game? Write a review.
Mar 27, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.2)

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

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

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

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

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

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

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

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

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

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

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

Enjoying the game? Write a review.
Mar 10, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.3.1)

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

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

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

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

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

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

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

Enjoying the game? Write a review.
Mar 10, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.3.1)

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

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

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

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

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

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

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

Enjoying the game? Write a review.
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.3.0)

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

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

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

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

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

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

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

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


EXPERIMENTAL BUILD (0.5.3.0)

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

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

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

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

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

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

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

Enjoying the game? Write a review.
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