Feb 17, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.2.2)

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

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

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



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

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

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

Enjoying The Updates?
Don't forget to leave a review on the store page. It's one of the best ways to support the game and helps grow the community.
Feb 17, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.2.2)

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

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

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



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

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

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

Enjoying The Updates?
Don't forget to leave a review on the store page. It's one of the best ways to support the game and helps grow the community.
Feb 15, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.2.1)

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

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

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

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

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

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

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

The palisade gates use a newly implemented garrison system so that arbalists (crossbowmen) can stand guard on top. This system will be used in watch towers in a future patch. We’ll be experimenting further with the palisade gatehouse to address the listed known issues.
Feb 15, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.2.1)

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

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

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

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

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

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

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

The palisade gates use a newly implemented garrison system so that arbalists (crossbowmen) can stand guard on top. This system will be used in watch towers in a future patch. We’ll be experimenting further with the palisade gatehouse to address the listed known issues.
Feb 14, 2017
Folk Tale - Games Foundry


EXPERIMENTAL BUILD (0.5.2.0)

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

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

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

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

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

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

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

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

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

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

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

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

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

0.5.2.1 is also now available and adds the palisade gatehouse:
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
0.5.2.2 is also now available and adds the watchtower:
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
Feb 14, 2017
Folk Tale - GF


EXPERIMENTAL BUILD (0.5.2.0)

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

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

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

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

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

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

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

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

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

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

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

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

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

0.5.2.1 is also now available and adds the palisade gatehouse:
http://steamcommunity.com/games/224440/announcements/detail/254854514729682534
0.5.2.2 is also now available and adds the watchtower:
http://steamcommunity.com/games/224440/announcements/detail/254854514736627592
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.
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