Welcome to Folk Tale Dev Blog 27. Today’s blog coincides with the release of Patch 0.2.9, so let’s take a look at what’s new, as well as taking a sneak peak at content from the next patch.
Patch 0.2.9 introduces Tier 1 City Walls. At the start of a game, your buildings and walls are all Tier 1. As you expand and your culture grows, in a future patch you’ll be able to upgrade to stone buildings and defenses and the appearance of your village will change from an impoverished hovel into a thriving market town. For the next patch we’re working on the Crossbowmen unit to join your City Watch in patrolling the walls.
In the economy, we’ve added the Fisherman profession. Best situated near rivers and shoreline, these early stage economic units live in Fishing Huts, easily identifiable by it’s boat shape and nets. Fisherman travel to nearby fishing spots where they cast their lines into schools of fish, before returning to fillet their catch and sell on to hungry Villagers.
We’ve continued to improve the editor, adding plenty of new props, many of which have been added in response to community feedback. Patch 0.2.9 introduces the Loot Inspector for both chests and monsters. Adding loot is as simple as searching for a keyword in the loot item name, clicking the item in the results, and then setting the probability and quantity.
We’ve also added loot profiles for assigning predefined loot tables, with blue items randomized during gameplay so that each game is slightly different. For a full list of all the loot we’ve added so far, please visit the Game Guide on our website at http://www.gamesfoundry.com/.
In the next four weeks, we’re focusing on adding several new professions and buildings. The Weaver profession cultivate cotton buds that are then woven into Bolts of Cotton ready for use by the Tailor profession. Weaver’s live in Weavers Huts, waterwheel powered mini-factories that spin the strands of cotton before being woven on looms.
Once the weaver’s have delivered Bolts Of Cotton to the Storehouse, the Tailor profession cuts the fabric into Clothes that your villagers will then buy. Tailors live in the Tailor's Emporium, designed to look like a pin-cushion for easy recognition. Tailors can equip tools to be more productive, including needles and thread, and thimbles, and can craft cloth armor for equipping your heroes and villagers.
The Herbalist cultivates herbs and brews medicines and potions. Medicinal Herbs are grown in Farmer’s Fields, while rarer herbs can be found in the world for use as ingredients in making potions and poisons. Medicine helps cure sick villagers, who would otherwise infect others, revolt from unhappiness, and ultimately die. Herbalists live in Greenhouses, easily identified by the large potion vials on the roof and the outdoor greenhouse.
Merchants work at the Marketplace and act as middlemen enabling you to buy and sell resources on the open market. The Art Team are still working on the marketplace and the Jeweller profession, and we’ll take a look at those once they are ready in the Sunday Dev Hangouts and a future dev blog.
If you’re interested in keeping up with the latest developments, as well as sharing your ideas with other friendly community members, the Sunday Dev Hangouts are well worth dropping in to. For more information, please visit http://twitch.tv/gamesfoundry and subscribe to the channel. The broadcast times can be found towards the bottom of the channel. Hopefully I’ll get to chat with you soon.
As always, our sincere thanks for supporting Folk Tale during development and continuing to provide great feedback. Until next time, bye for now.
Welcome to Folk Tale Dev Blog 27. Today’s blog coincides with the release of Patch 0.2.9, so let’s take a look at what’s new, as well as taking a sneak peak at content from the next patch.
Patch 0.2.9 introduces Tier 1 City Walls. At the start of a game, your buildings and walls are all Tier 1. As you expand and your culture grows, in a future patch you’ll be able to upgrade to stone buildings and defenses and the appearance of your village will change from an impoverished hovel into a thriving market town. For the next patch we’re working on the Crossbowmen unit to join your City Watch in patrolling the walls.
In the economy, we’ve added the Fisherman profession. Best situated near rivers and shoreline, these early stage economic units live in Fishing Huts, easily identifiable by it’s boat shape and nets. Fisherman travel to nearby fishing spots where they cast their lines into schools of fish, before returning to fillet their catch and sell on to hungry Villagers.
We’ve continued to improve the editor, adding plenty of new props, many of which have been added in response to community feedback. Patch 0.2.9 introduces the Loot Inspector for both chests and monsters. Adding loot is as simple as searching for a keyword in the loot item name, clicking the item in the results, and then setting the probability and quantity.
We’ve also added loot profiles for assigning predefined loot tables, with blue items randomized during gameplay so that each game is slightly different. For a full list of all the loot we’ve added so far, please visit the Game Guide on our website at http://www.gamesfoundry.com/.
In the next four weeks, we’re focusing on adding several new professions and buildings. The Weaver profession cultivate cotton buds that are then woven into Bolts of Cotton ready for use by the Tailor profession. Weaver’s live in Weavers Huts, waterwheel powered mini-factories that spin the strands of cotton before being woven on looms.
Once the weaver’s have delivered Bolts Of Cotton to the Storehouse, the Tailor profession cuts the fabric into Clothes that your villagers will then buy. Tailors live in the Tailor's Emporium, designed to look like a pin-cushion for easy recognition. Tailors can equip tools to be more productive, including needles and thread, and thimbles, and can craft cloth armor for equipping your heroes and villagers.
The Herbalist cultivates herbs and brews medicines and potions. Medicinal Herbs are grown in Farmer’s Fields, while rarer herbs can be found in the world for use as ingredients in making potions and poisons. Medicine helps cure sick villagers, who would otherwise infect others, revolt from unhappiness, and ultimately die. Herbalists live in Greenhouses, easily identified by the large potion vials on the roof and the outdoor greenhouse.
Merchants work at the Marketplace and act as middlemen enabling you to buy and sell resources on the open market. The Art Team are still working on the marketplace and the Jeweller profession, and we’ll take a look at those once they are ready in the Sunday Dev Hangouts and a future dev blog.
If you’re interested in keeping up with the latest developments, as well as sharing your ideas with other friendly community members, the Sunday Dev Hangouts are well worth dropping in to. For more information, please visit http://twitch.tv/gamesfoundry and subscribe to the channel. The broadcast times can be found towards the bottom of the channel. Hopefully I’ll get to chat with you soon.
As always, our sincere thanks for supporting Folk Tale during development and continuing to provide great feedback. Until next time, bye for now.
Sandbox Editor: Community requested kit pieces added (river tiles, cemetery trim concave etc,) Sandbox Editor: Loot inspector for chests added inc. Loot Profiles, custom definitions and keyword search Sandbox Editor: More loot items added Sandbox Editor: River tile with 1 corner island had to be rotated 180 degrees Sandbox Editor: Pivot on the Quarry has moved (community maps will need updating) Sandbox Editor: CTRL+SHIFT+U moves all props and tiles up a full tile height. CTRL+SHIFT+D moves them down (CMD instead of CTRL on OS X) Sandbox Editor: Wave spawn points can now loop indefinitely Sandbox Editor & Player: Added placeholder loading screen Sandbox Player: Added Fisherman profession, Fisherman’s Hut, and Fishing Sandbox Player: Added ability to delete wall sections and towers Sandbox Player: Added Tier 1 Wooden Palisade Walls inc. stairs and gatehouse Sandbox Player: Monsters now drop loot (right click to open on loot sparkles when mouse pointer changes to bag) Sandbox Player: Optimization for buildings searching for nearby resources (small frame rate increase) Sandbox Player: Minimap now shows correct colors for units, does not show blips for units inside fog of war, and is clickable again, some known issues Sandbox Player: Improved tooltips for inventory items (still placeholders though) Sandbox Player: Stacks in the inventory can now be split using shift+LMB Sandbox Player: Dropping inventory item in wrong character slot now checks correct slot Sandbox Player: Increased texture resolution of handheld weapons Sandbox Player: Reduced loading time of maps by roughly 33% Sandbox Player: Iron Mine and Quarry now have LOD models Sandbox Player: Added camera shake when destroying structures, large monsters walk, and heavy attacks ( e.g. Beastman overhead cleave attack ) Sandbox Player: Added human fist, weapon and bow impact sounds Sandbox Player: Reduced movement speed when camera is on the ground Sandbox Player: Trees now sway gently (on normal and high settings) Sandbox Player: Added building ambient sfx loops for Workshop, Monastery, Stonecutter Lodge, Blacksmith, Bakery Sandbox Player: All buildings should now have mud foundation when constructing Sandbox Player: Monks walking animation speed fixed to reduce gliding Sandbox Player: Gold income is now in 3D world space and not UI space because let’s face it, during a raid on the bakery it gets really annoying!
Bug Fixes
#0102 Sandbox Player: Night Windows Flicker When Camera Moves #0103 Sandbox Player: Frame rate drops when dragging placement for city walls #0104 Sandbox Player: Moving icons between character sheet slots causing icon to vanish #0105 Sandbox Player: Peasants no longer have the item “Default Equipment” in their inventory
Developer Comments
There is a known navmesh issue with Walls. This will be improved in a later patch.
There is a known issue with grass not always getting redrawn as the camera moves around.
Under Settings, Contrast and Gamma are currently not working.
Copses will now regenerate deer, but you need to first delete all copses from your maps and recreate them.
Please delete all your previous wave spawn points (the colored circles) and recreate. Plain monster spawn points still work. Sorry!
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/
We’ve also made some key binding changes. While key mapping is not yet implemented in the UI, can you define your own by editing the StreamingAssets/Data/keymap.json text file.
Sandbox Editor: Community requested kit pieces added (river tiles, cemetery trim concave etc,) Sandbox Editor: Loot inspector for chests added inc. Loot Profiles, custom definitions and keyword search Sandbox Editor: More loot items added Sandbox Editor: River tile with 1 corner island had to be rotated 180 degrees Sandbox Editor: Pivot on the Quarry has moved (community maps will need updating) Sandbox Editor: CTRL+SHIFT+U moves all props and tiles up a full tile height. CTRL+SHIFT+D moves them down (CMD instead of CTRL on OS X) Sandbox Editor: Wave spawn points can now loop indefinitely Sandbox Editor & Player: Added placeholder loading screen Sandbox Player: Added Fisherman profession, Fisherman’s Hut, and Fishing Sandbox Player: Added ability to delete wall sections and towers Sandbox Player: Added Tier 1 Wooden Palisade Walls inc. stairs and gatehouse Sandbox Player: Monsters now drop loot (right click to open on loot sparkles when mouse pointer changes to bag) Sandbox Player: Optimization for buildings searching for nearby resources (small frame rate increase) Sandbox Player: Minimap now shows correct colors for units, does not show blips for units inside fog of war, and is clickable again, some known issues Sandbox Player: Improved tooltips for inventory items (still placeholders though) Sandbox Player: Stacks in the inventory can now be split using shift+LMB Sandbox Player: Dropping inventory item in wrong character slot now checks correct slot Sandbox Player: Increased texture resolution of handheld weapons Sandbox Player: Reduced loading time of maps by roughly 33% Sandbox Player: Iron Mine and Quarry now have LOD models Sandbox Player: Added camera shake when destroying structures, large monsters walk, and heavy attacks ( e.g. Beastman overhead cleave attack ) Sandbox Player: Added human fist, weapon and bow impact sounds Sandbox Player: Reduced movement speed when camera is on the ground Sandbox Player: Trees now sway gently (on normal and high settings) Sandbox Player: Added building ambient sfx loops for Workshop, Monastery, Stonecutter Lodge, Blacksmith, Bakery Sandbox Player: All buildings should now have mud foundation when constructing Sandbox Player: Monks walking animation speed fixed to reduce gliding Sandbox Player: Gold income is now in 3D world space and not UI space because let’s face it, during a raid on the bakery it gets really annoying!
Bug Fixes
#0102 Sandbox Player: Night Windows Flicker When Camera Moves #0103 Sandbox Player: Frame rate drops when dragging placement for city walls #0104 Sandbox Player: Moving icons between character sheet slots causing icon to vanish #0105 Sandbox Player: Peasants no longer have the item “Default Equipment” in their inventory
Developer Comments
There is a known navmesh issue with Walls. This will be improved in a later patch.
There is a known issue with grass not always getting redrawn as the camera moves around.
Under Settings, Contrast and Gamma are currently not working.
Copses will now regenerate deer, but you need to first delete all copses from your maps and recreate them.
Please delete all your previous wave spawn points (the colored circles) and recreate. Plain monster spawn points still work. Sorry!
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/
We’ve also made some key binding changes. While key mapping is not yet implemented in the UI, can you define your own by editing the StreamingAssets/Data/keymap.json text file.
Welcome to Folk Tale Dev Blog 26. Patch 0.2.8 is out and once again we've got a wealth of improvements to share starting with work-in-progress character and global inventory. Besides equipping villagers with armor and tools, weapons can be swapped out and shown on characters. For this patch only we've included one of every item into the global inventory, which can be accessed by clicking on the inventory bag on the top bar. To open a character's inventory, first select an individual which will cause the portrait circle to appear in the bottom left of the screen. Next, click the inventory bag on the portrait wheel. You can now drag and drop items onto your character.
We've still got much work to do on inventory, including proper tooltips, right click to auto-equip, and shift+left click to split stacks, which we'll be working on for the next patch. Inventory is a stepping stone to looting both corpses and chests, so you can expect that soon too.
Two of the economy chains are now complete. The Butchery and Bakery both produce finished goods, and now hungry villagers will buy products ( parting with coin to fill your coffers ) to satiate their hunger. Different foods will fill empty stomachs by differing amounts, and the taste buds of your villagers will evolve as your settlement progresses from Tier 1 through to Tier 3. We've taken the first step by allowing the crop type to be set in the Farmer's Fields.
The worker cap for Tier 1 profession buildings has been increased from 2 to 4, which should make training a small company of City Watch a lot less painful. When enabled, Tier 2 will support 8 characters, and Tier 3 the maximum of 12.
On a final note about economy, we've moved away from the economy simulation first introduced in sandbox and gone back to an actual work performed basis similar to that of the Tutorial. What that means is that there is now a direct correlation between workers dropping off resources and quantities increasing in your inventory. That move opens up a number of options, including the ability to clear areas of land from the map, which we'll be adding in a future patch.
Combat has taken another step forward with the addition of the wave inspector in the Editor. Each wave can comprise of multiple groups, each group being a different monster class. For example, in wave 1 you can spawn a Beastman in Group 1 and a couple of War Pigs in Group 2. In wave 2, you can setup a completely different set of monsters to spawn. Each wave can have a different behaviour, including standing still, wandering within a radius, and seeking out player characters and buildings. You can also choose the wave starting formation, with Group 1 being the captain who's position is denoted by the colour dot in the formation options.
We've migrated the Goblins across into Sandbox and made some improvements, including the addition of the Goblin Warship prop. Goblins can now scale your City Walls, so Engineer's Turrets, Traps and Siege Machines will play an important role in defending your village in later patches. We've also made changes to the Trebuchet including the framework to support different ammo types, with each shot consuming items directly from your global inventory.
Several Editor Kits have received new content, including an expanded Kobold Camp Kit and new Grassland Kit pieces including flaming torches, sconce, braziers, mushrooms, and mine carts. The biggest addition is to the Cemetery Kit which now includes modular snap-together components to create an entire mausoleum complex for your necromancers, skeletons and spiders.
With the kind agreement of community member Matty101, we're including one of his Sandbox maps for you to play around with in Sandbox Player which we've called The Valley. It's completely different to the Human Village map and is well worth playing. It's also pretty stunning, and shows just have great a tile-based terrain system can be made to look.
And finally, if you weren't already aware, we've started the Sunday Dev Hangouts. The live streams on Twitch.tv have been running for several weeks now and provide a great opportunity for us to connect with our community. I always have the latest dev build of Folk Tale on show, and answer questions in chat about game features, what we've been working on, our plans for the future, and how to use the Editor. So if you'd like to hangout with a friendly bunch for a few hours every Sunday, head on over to our Twitch Channel and follow us.
Welcome to Folk Tale Dev Blog 26. Patch 0.2.8 is out and once again we've got a wealth of improvements to share starting with work-in-progress character and global inventory. Besides equipping villagers with armor and tools, weapons can be swapped out and shown on characters. For this patch only we've included one of every item into the global inventory, which can be accessed by clicking on the inventory bag on the top bar. To open a character's inventory, first select an individual which will cause the portrait circle to appear in the bottom left of the screen. Next, click the inventory bag on the portrait wheel. You can now drag and drop items onto your character.
We've still got much work to do on inventory, including proper tooltips, right click to auto-equip, and shift+left click to split stacks, which we'll be working on for the next patch. Inventory is a stepping stone to looting both corpses and chests, so you can expect that soon too.
Two of the economy chains are now complete. The Butchery and Bakery both produce finished goods, and now hungry villagers will buy products ( parting with coin to fill your coffers ) to satiate their hunger. Different foods will fill empty stomachs by differing amounts, and the taste buds of your villagers will evolve as your settlement progresses from Tier 1 through to Tier 3. We've taken the first step by allowing the crop type to be set in the Farmer's Fields.
The worker cap for Tier 1 profession buildings has been increased from 2 to 4, which should make training a small company of City Watch a lot less painful. When enabled, Tier 2 will support 8 characters, and Tier 3 the maximum of 12.
On a final note about economy, we've moved away from the economy simulation first introduced in sandbox and gone back to an actual work performed basis similar to that of the Tutorial. What that means is that there is now a direct correlation between workers dropping off resources and quantities increasing in your inventory. That move opens up a number of options, including the ability to clear areas of land from the map, which we'll be adding in a future patch.
Combat has taken another step forward with the addition of the wave inspector in the Editor. Each wave can comprise of multiple groups, each group being a different monster class. For example, in wave 1 you can spawn a Beastman in Group 1 and a couple of War Pigs in Group 2. In wave 2, you can setup a completely different set of monsters to spawn. Each wave can have a different behaviour, including standing still, wandering within a radius, and seeking out player characters and buildings. You can also choose the wave starting formation, with Group 1 being the captain who's position is denoted by the colour dot in the formation options.
We've migrated the Goblins across into Sandbox and made some improvements, including the addition of the Goblin Warship prop. Goblins can now scale your City Walls, so Engineer's Turrets, Traps and Siege Machines will play an important role in defending your village in later patches. We've also made changes to the Trebuchet including the framework to support different ammo types, with each shot consuming items directly from your global inventory.
Several Editor Kits have received new content, including an expanded Kobold Camp Kit and new Grassland Kit pieces including flaming torches, sconce, braziers, mushrooms, and mine carts. The biggest addition is to the Cemetery Kit which now includes modular snap-together components to create an entire mausoleum complex for your necromancers, skeletons and spiders.
With the kind agreement of community member Matty101, we're including one of his Sandbox maps for you to play around with in Sandbox Player which we've called The Valley. It's completely different to the Human Village map and is well worth playing. It's also pretty stunning, and shows just have great a tile-based terrain system can be made to look.
And finally, if you weren't already aware, we've started the Sunday Dev Hangouts. The live streams on Twitch.tv have been running for several weeks now and provide a great opportunity for us to connect with our community. I always have the latest dev build of Folk Tale on show, and answer questions in chat about game features, what we've been working on, our plans for the future, and how to use the Editor. So if you'd like to hangout with a friendly bunch for a few hours every Sunday, head on over to our Twitch Channel and follow us.
Sandbox Editor: Wave Inspector added to new Systems Kit Sandbox Editor: Props moved off Iron Mine and provided as independent kit pieces Sandbox Editor: Goblins added via Wave/Spawn Point system ( archer, warrior, beserker ) Sandbox Editor: Goblin Siege Kit: new pieces added ( Warship ) Sandbox Editor: Cemetery Kit: new pieces added Sandbox Editor: Grassland Kit: new pieces added Sandbox Editor: Kobold Camp Kit: new pieces added Sandbox Editor: Some tree and foliage textures updated Sandbox Editor: New community map added: The Valley (by Matty101) Sandbox Editor: Static chests added to Systems Kit Sandbox Editor: Kobold character fixed Sandbox Player: Goblins scale city walls ( assuming they can’t just walk around ) Sandbox Player: Character inventory added ( use bag icon on character portrait ) Sandbox Player: Global inventory added ( use bag icon on top bar ) Sandbox Player: Profession cap per economy building increased from 2 to 4 for tier 1 Sandbox Player: Characters now purchase food from shops and eat ( Bakery, Butchery ) Sandbox Player: Downsampling implemented under settings Sandbox Player: Characters weapons now change when inventory changed Sandbox Player: Ability to set field to grow wheat or pumpkins Sandbox Player: Trebuchet boulder ammo consumes 1 unit of Stone Block per shot Sandbox Player: Street Lamps now have night lights Sandbox Player: Cottage chimneys only smoke when firewood has been delivered Sandbox Player: Sound fx now played when workers deliver resources Sandbox Player: Resource collection now happens every time a worker returns resources to a building, not based on a timer as was the case before Sandbox Player: Health of human buildings doubled Sandbox Player: Colliders removed from corpses to make selection during battles easier Sandbox Player: Corpses are now removed after 2 minutes to reduce clutter Sandbox Player: Polyphony increased on mining/quarrying/chopping animation sfx Sandbox Player: Experimental flying code on crows disabled Sandbox Player: Ambience SFX added for rivers, torches, creaking ships Sandbox Player: Character selection when in front of buildings improvement via depth sort Launcher: Windowed Mode now supports resizable windows
Bug Fixes
#0091 Sandbox Editor: Cannot move water tiles with arrow keys #0092 Tutorial: Characters Stuck Moonwalking After Loading Save Game #0093 Tutorial: Characters Are Doing No Damage #0094 Sandbox Player: Dead character colliders prevent walking over corpses #0095 Sandbox Player: Hunting Lodge is constantly showing LOD2 #0097 Sandbox Player: VSync Setting Not Being Respected #0101 Sandbox Player: At high population counts, training Hunter can leave the skeletal bones visible
Developer Comments
Goblin warships have landed, and goblins will be scaling your city walls with the help of the new Wave Spawn generator located in the new Systems Kit. Have your monsters wander in a region, or seek out the player for open conflict.
Over 100 new kit pieces have been added including flaming torches and sconces, mushrooms, and an expanded cemetery kit for creating spooky graveyards. Please note that to make cemetery wall sections walkable, a floor01 piece has to be placed on top of them.
For players who are limited by their graphics cards, we’ve implemented downsampling under the settings, enabling you to draw the game world at a lower resolution while keeping the UI at your native resolution, thereby helping performance.
Rivers, waterfalls, camp fires, and torches now have ambient sound effects as part of a new positional audio system which we’ll be expanding in future patches.
There is a backwards compatibility breaking change which will invalidate most previously saved editor maps. To fix this, first backup your map file, then open and edit the worldobjects.json file.
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/
Sandbox Editor: Wave Inspector added to new Systems Kit Sandbox Editor: Props moved off Iron Mine and provided as independent kit pieces Sandbox Editor: Goblins added via Wave/Spawn Point system ( archer, warrior, beserker ) Sandbox Editor: Goblin Siege Kit: new pieces added ( Warship ) Sandbox Editor: Cemetery Kit: new pieces added Sandbox Editor: Grassland Kit: new pieces added Sandbox Editor: Kobold Camp Kit: new pieces added Sandbox Editor: Some tree and foliage textures updated Sandbox Editor: New community map added: The Valley (by Matty101) Sandbox Editor: Static chests added to Systems Kit Sandbox Editor: Kobold character fixed Sandbox Player: Goblins scale city walls ( assuming they can’t just walk around ) Sandbox Player: Character inventory added ( use bag icon on character portrait ) Sandbox Player: Global inventory added ( use bag icon on top bar ) Sandbox Player: Profession cap per economy building increased from 2 to 4 for tier 1 Sandbox Player: Characters now purchase food from shops and eat ( Bakery, Butchery ) Sandbox Player: Downsampling implemented under settings Sandbox Player: Characters weapons now change when inventory changed Sandbox Player: Ability to set field to grow wheat or pumpkins Sandbox Player: Trebuchet boulder ammo consumes 1 unit of Stone Block per shot Sandbox Player: Street Lamps now have night lights Sandbox Player: Cottage chimneys only smoke when firewood has been delivered Sandbox Player: Sound fx now played when workers deliver resources Sandbox Player: Resource collection now happens every time a worker returns resources to a building, not based on a timer as was the case before Sandbox Player: Health of human buildings doubled Sandbox Player: Colliders removed from corpses to make selection during battles easier Sandbox Player: Corpses are now removed after 2 minutes to reduce clutter Sandbox Player: Polyphony increased on mining/quarrying/chopping animation sfx Sandbox Player: Experimental flying code on crows disabled Sandbox Player: Ambience SFX added for rivers, torches, creaking ships Sandbox Player: Character selection when in front of buildings improvement via depth sort Launcher: Windowed Mode now supports resizable windows
Bug Fixes
#0091 Sandbox Editor: Cannot move water tiles with arrow keys #0092 Tutorial: Characters Stuck Moonwalking After Loading Save Game #0093 Tutorial: Characters Are Doing No Damage #0094 Sandbox Player: Dead character colliders prevent walking over corpses #0095 Sandbox Player: Hunting Lodge is constantly showing LOD2 #0097 Sandbox Player: VSync Setting Not Being Respected #0101 Sandbox Player: At high population counts, training Hunter can leave the skeletal bones visible
Developer Comments
Goblin warships have landed, and goblins will be scaling your city walls with the help of the new Wave Spawn generator located in the new Systems Kit. Have your monsters wander in a region, or seek out the player for open conflict.
Over 100 new kit pieces have been added including flaming torches and sconces, mushrooms, and an expanded cemetery kit for creating spooky graveyards. Please note that to make cemetery wall sections walkable, a floor01 piece has to be placed on top of them.
For players who are limited by their graphics cards, we’ve implemented downsampling under the settings, enabling you to draw the game world at a lower resolution while keeping the UI at your native resolution, thereby helping performance.
Rivers, waterfalls, camp fires, and torches now have ambient sound effects as part of a new positional audio system which we’ll be expanding in future patches.
There is a backwards compatibility breaking change which will invalidate most previously saved editor maps. To fix this, first backup your map file, then open and edit the worldobjects.json file.
We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/
Howdy folks. As part of our continuing efforts to explore new ways to engage with the good people in our community, several weeks ago we started experimenting with live streaming on Twitch.tv. With practice over, it's time we started promoting the Sunday Dev Hangouts.
What's it all about?
The Dev Hangout is a live stream every Sunday where the community can ask questions in chat while the I'm running the latest dev build of Folk Tale. It's a great opportunity to see what we've been working on, what's coming in the next patch, discuss game features, and pick up a few tips on how we build maps using the Sandbox Editor.
How do I watch?
Open your browser, visit http://www.twitch.tv/gamesfoundry and follow us. Check out some of the previous streams, and then check what time on Sunday the live stream happens (below).
Schedule - Every Sunday 3pm GMT:
08:00 Los Angeles 11:00 New York 16:00 London 17:00 Europe 19:00 Moscow 23:00 Hong Kong 01:00 Sydney (Monday)
Win a Folk Tale Steam Key!
Each Sunday we'll be handing out a Steam key for Folk Tale to one lucky viewer picked at random during the show. To be in with a chance of winning, all you need to do is follow the channel and be watching the hangout.
Invitation
The current hangout community are a really nice bunch of people, so come on over, say hi, and let's hangout together. http://www.twitch.tv/gamesfoundry
Howdy folks. As part of our continuing efforts to explore new ways to engage with the good people in our community, several weeks ago we started experimenting with live streaming on Twitch.tv. With practice over, it's time we started promoting the Sunday Dev Hangouts.
What's it all about?
The Dev Hangout is a live stream every Sunday where the community can ask questions in chat while the I'm running the latest dev build of Folk Tale. It's a great opportunity to see what we've been working on, what's coming in the next patch, discuss game features, and pick up a few tips on how we build maps using the Sandbox Editor.
How do I watch?
Open your browser, visit http://www.twitch.tv/gamesfoundry and follow us. Check out some of the previous streams, and then check what time on Sunday the live stream happens (below).
Schedule - Every Sunday 3pm GMT:
08:00 Los Angeles 11:00 New York 16:00 London 17:00 Europe 19:00 Moscow 23:00 Hong Kong 01:00 Sydney (Monday)
Win a Folk Tale Steam Key!
Each Sunday we'll be handing out a Steam key for Folk Tale to one lucky viewer picked at random during the show. To be in with a chance of winning, all you need to do is follow the channel and be watching the hangout.
Invitation
The current hangout community are a really nice bunch of people, so come on over, say hi, and let's hangout together. http://www.twitch.tv/gamesfoundry