Nov 28, 2014
Folk Tale - Games Foundry


November sees the launch of a new Sandbox Preview Trailer, and a refresh of all our screenshots to highlight all the great progress that is being made with Sandbox. Patch 0.2.11 shipped a few days ago, and was a substantial patch expanding gameplay with the addition of villager needs and the entire new snow biome. If you want to grab Folk Tale now and avoid the recent price increase, there's 25% off in the Steam Sale until 2nd December.

Villager Needs
Villagers now need a variety of things to keep them happy, ranging from protein (meat and fish), vegetables (pumpkins), and carbs (bread), to entertainment (mead) and basic clothing. We'll continue to add to their needs in future patches. If any of your villagers aren't having their needs met, they'll let you know via the event notifications that popup in the bottom right of the screen. Continue ignoring villager needs, and they'll eventually pack up and leave town. In a future patch, we'll be adding in ranting and rebellion.

The needs system has added considerably to gameplay. We've shifted our short-term goals to be purely gameplay focused, so the next few patches should see significant improvements in playability, starting with the latest Patch 0.2.11.

Research


Most buildings now have research that provide village-wide buffs, worker productivity bonuses, or unlock new crafting recipes. Not all have coded effects at the moment, but we'll be adding more and more with each new patch.

Crafting


Researching Plate Armor for example grants access to several Common quality plate items that can be crafted at the Blacksmith. Items take different amounts of time to craft depending on their complexity and size, and multiple items can be queued so you don't have to wait around. As each item is crafted, it gets added to your Global Inventory from where you can distribute it to your villagers.

New Buildings And Professions
The Herbalist profession can now be trained at the Herbalist Den. Placing Farmer's Fields and changing their crops to Herbs will activate nearby Herbalists. Herbs are cultivated and taken back for concocting into Lesser Medicine, which will be used to cure minor ailments when sickness is added in a future patch.



The new Weaver profession is trained at the Weaver's Hut. Placing Farmer's Fields and changing their crops to Cotton will activate nearby Weavers. Cotton is cultivated and taken back for weaving into Bolts Of Cotton.



Last up in the line of new professions is the Tailor who take the Bolts Of Cotton and fashion them into Basic Clothing. Over time, villager clothing becomes shabby and in need of replacing. Villagers will buy new Basic Clothing by visiting the Tailor's Emporium.



RTS Controls
Unit command and control has become a little easier with the addition of Control Groups and Attack-Move. Holding CTRL+1...4 will assign the current selected units to the '1' key. Holding CTRL while right clicking somewhere will command units forward. Any enemies they come into contact with will trigger them to attack. We'll continue to adopt RTS conventions in future patches, including double left clicking a unit to select all units of the same type in the proximity.

Snow Biome


We've added the Snow Kit and Snow Monastery Kit, along with the lovingly designed 'Howling Tundra' map that we streamed the design of over on our Twitch Channel. The fantastic looking Monastery Of The Mangy Wolf is home to the Werefu Monks, a race first introduced in the original Tutorial. They've had a visual overhaul, and now come in three varieties: Warriors, Priests, and Head Priest Wolf Chow (pictured below), whom you may recall incited the Ritual Of The Bloody Fang to turn the Monks into lycans.



Also inhabiting the snowy wastes are Yeti, a sentient race allied with Jack Frost. We'll be expanding on Jack Frost, his minions, and their opposition to the Werefu Monks in future blogs.



Swamp Biome
The Swamp Biome received a solid upgrade in 0.2.11 with the arrival of the Goblin Village Kit, and the Toadkin Race. The Goblin Village Kit adds several starter buildings that map designers can use to create convincing goblin villages.



The Toadkin Kit adds the Worker, Warrior, and a placeholder for the King, sat on his palanquin. We took a closer look at Toadkin in last month's dev blog.



Environment Settings and Weather


Noticed that everything has started to look better? That's because we've added environment settings, enabling you to set mood lighting and weather for each map using the Editor. Weather can be enabled if you want rain or snow. We've also tweaked the ambient settings for all the available zones.

Supersampling
For players with high end PC's, we've added supersampling, accessible via the in-game Console. Supersampling unlocks rendering at higher than native resolutions, scaling down the result back to your native resolution. The results are a terrific boost to visual fidelity, helping world detail pop. The downside is that you need a powerful graphics card with at least 1GB of gpu memory.

Patch 0.2.11 includes a number of bug fixes and minor enhancements. For the full list of changes, please read the Patch Notes. If you like what we're doing, now is a great time to pick up a copy of Folk Tale with a 25% discount in the Steam Sale. Alternatively, leaving a few kind words in a review would be very much appreciated.
Nov 28, 2014
Folk Tale - GF


November sees the launch of a new Sandbox Preview Trailer, and a refresh of all our screenshots to highlight all the great progress that is being made with Sandbox. Patch 0.2.11 shipped a few days ago, and was a substantial patch expanding gameplay with the addition of villager needs and the entire new snow biome. If you want to grab Folk Tale now and avoid the recent price increase, there's 25% off in the Steam Sale until 2nd December.

Villager Needs
Villagers now need a variety of things to keep them happy, ranging from protein (meat and fish), vegetables (pumpkins), and carbs (bread), to entertainment (mead) and basic clothing. We'll continue to add to their needs in future patches. If any of your villagers aren't having their needs met, they'll let you know via the event notifications that popup in the bottom right of the screen. Continue ignoring villager needs, and they'll eventually pack up and leave town. In a future patch, we'll be adding in ranting and rebellion.

The needs system has added considerably to gameplay. We've shifted our short-term goals to be purely gameplay focused, so the next few patches should see significant improvements in playability, starting with the latest Patch 0.2.11.

Research


Most buildings now have research that provide village-wide buffs, worker productivity bonuses, or unlock new crafting recipes. Not all have coded effects at the moment, but we'll be adding more and more with each new patch.

Crafting


Researching Plate Armor for example grants access to several Common quality plate items that can be crafted at the Blacksmith. Items take different amounts of time to craft depending on their complexity and size, and multiple items can be queued so you don't have to wait around. As each item is crafted, it gets added to your Global Inventory from where you can distribute it to your villagers.

New Buildings And Professions
The Herbalist profession can now be trained at the Herbalist Den. Placing Farmer's Fields and changing their crops to Herbs will activate nearby Herbalists. Herbs are cultivated and taken back for concocting into Lesser Medicine, which will be used to cure minor ailments when sickness is added in a future patch.



The new Weaver profession is trained at the Weaver's Hut. Placing Farmer's Fields and changing their crops to Cotton will activate nearby Weavers. Cotton is cultivated and taken back for weaving into Bolts Of Cotton.



Last up in the line of new professions is the Tailor who take the Bolts Of Cotton and fashion them into Basic Clothing. Over time, villager clothing becomes shabby and in need of replacing. Villagers will buy new Basic Clothing by visiting the Tailor's Emporium.



RTS Controls
Unit command and control has become a little easier with the addition of Control Groups and Attack-Move. Holding CTRL+1...4 will assign the current selected units to the '1' key. Holding CTRL while right clicking somewhere will command units forward. Any enemies they come into contact with will trigger them to attack. We'll continue to adopt RTS conventions in future patches, including double left clicking a unit to select all units of the same type in the proximity.

Snow Biome


We've added the Snow Kit and Snow Monastery Kit, along with the lovingly designed 'Howling Tundra' map that we streamed the design of over on our Twitch Channel. The fantastic looking Monastery Of The Mangy Wolf is home to the Werefu Monks, a race first introduced in the original Tutorial. They've had a visual overhaul, and now come in three varieties: Warriors, Priests, and Head Priest Wolf Chow (pictured below), whom you may recall incited the Ritual Of The Bloody Fang to turn the Monks into lycans.



Also inhabiting the snowy wastes are Yeti, a sentient race allied with Jack Frost. We'll be expanding on Jack Frost, his minions, and their opposition to the Werefu Monks in future blogs.



Swamp Biome
The Swamp Biome received a solid upgrade in 0.2.11 with the arrival of the Goblin Village Kit, and the Toadkin Race. The Goblin Village Kit adds several starter buildings that map designers can use to create convincing goblin villages.



The Toadkin Kit adds the Worker, Warrior, and a placeholder for the King, sat on his palanquin. We took a closer look at Toadkin in last month's dev blog.



Environment Settings and Weather


Noticed that everything has started to look better? That's because we've added environment settings, enabling you to set mood lighting and weather for each map using the Editor. Weather can be enabled if you want rain or snow. We've also tweaked the ambient settings for all the available zones.

Supersampling
For players with high end PC's, we've added supersampling, accessible via the in-game Console. Supersampling unlocks rendering at higher than native resolutions, scaling down the result back to your native resolution. The results are a terrific boost to visual fidelity, helping world detail pop. The downside is that you need a powerful graphics card with at least 1GB of gpu memory.

Patch 0.2.11 includes a number of bug fixes and minor enhancements. For the full list of changes, please read the Patch Notes. If you like what we're doing, now is a great time to pick up a copy of Folk Tale with a 25% discount in the Steam Sale. Alternatively, leaving a few kind words in a review would be very much appreciated.
Folk Tale - Games Foundry


Platforms
PC, Mac*

Changes
Sandbox Player: Storage capacity now limits total item count, not item count per type
Sandbox Player: New dev map added ‘Howling Tundra’ using the new Snow kits
Sandbox Player: Stinking Swamp updated to include new assets
Sandbox Player: Added Research tab to buildings (Blacksmith only atm, extending functionality to other buildings asap but icons added anyway)
Sandbox Player: Added Crafting (Mostly Blacksmith, requires research points which can be gained by diverting building production into research, unlock armor and weapon research to learn starter crafting recipes)
Sandbox Player: Added villager needs; villagers tell you what they need via the new Events Notification icons that appear bottom right; tooltips contain descriptions.
Sandbox Player: Added Weaver’s Hut building
Sandbox Player: Added Weaver profession
Sandbox Player: Added Tailor’s Emporium building
Sandbox Player: Added Tailor profession
Sandbox Player: Added Herbalist Hut building
Sandbox Player: Added Herbalist profession
Sandbox Player: Added Cotton option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Cotton -> Weavers -> Storehouse -> Tailor -> Basic Clothing); needs Weaver to cultivate
Sandbox Player: Added Herbs option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Herbs -> Herbalist Den -> Lesser Medicine Potions); needs Herbalist to cultivate
Sandbox Player: Guard Mode added to character portrait wheel. Useful for military units.
Sandbox Player: Control Groups implemented (CTRL+1..0 to assign, 1..0 to select, holding down SHIFT while selecting will add that group to your current selection), TAB can move through group when Character Sheet is open
Sandbox Player: RTS Attack-Move implemented (hold CTRL while clicking to move)
Sandbox Player: Added in enemy attack targeting and highlighting on hover
Sandbox Player: Implemented lashing and rewarding workers (building dialog screen) to temporarily increase worker productivity (partial, UI feedback missing)
Sandbox Player: Soundtrack added for Grasslands, Swamp and Snow zones
Sandbox Player: Soundtrack volume slider enabled under settings
Sandbox Player: Tweaked wolf walk animation speed
Sandbox Player: Added city-wide and building buff framework linked to research (partial)
Sandbox Player: Improved appearance of biome ambience settings
Sandbox Player: Console: Added new commands “ambience”, “cliffs” and “music” to change ambience zone, music region and cliff biome respectively
Sandbox Player: Console: Added new command ‘weather snow|rain|sunny’
Sandbox Player: Console: Added ‘supersampling’ to unlock 125%-200% super sampling which is then resized back to native resolution for super high quality (1GB+ GPUs recommended)
Sandbox Player: Added villager footstep sound effects
Sandbox Player: Added right click for quick equipping from global inventory to character
Sandbox Editor: Added Weather Environment Setting for Snow/Rain/Sunny
Sandbox Editor: Added Atmospherics toolbar button to set map theme (drives ambient lighting, skybox colors, clouds, music, weather, ambient sfx loops)
Sandbox Editor: Added Snow Kit
Sandbox Editor: Added Snow Monastery Kit
Sandbox Editor: Large multi-tile Pieces are now paintable
Sandbox Editor: Added second grass texture to Paint Tool (for Grassland maps)
Sandbox Editor: Added 50+ new loot items (see Game Guide on website)
Sandbox Editor: Added Toadkin Kit (King, Warrior and Worker) **
Sandbox Editor: Added Werefu Monk Kit (Warrior, Priest, Wolf Chow)
Sandbox Editor: Added Yeti Kit
Sandbox Editor: Added Goblin Buildings Kit
Sandbox Editor: Updated art asset for massive trees in Swamp Kit
Sandbox Editor: Added Yellow/Orange trees and more Pine Trees to Grassland Kit

Bug Fixes
#0111 Sandbox Editor: Rotate [] Shortcuts Also Changes Paint Tool Brush Size
#0112 Sandbox Editor: Inspector Not Resizable Causing Usability Issues
#0113 Sandbox Player: Soundtrack Volume Isn't Saved/Setting Properly
#0114 Sandbox Player: Arrow Keys No Longer Move Camera
#0115 Sandbox Player: Console Load/Save Reviving Dead Characters
#0116 Sandbox Player: Console Load/Save Not Saving Character Inventories
#0117 Sandbox Player: Initial Resources Being Re-added When Loading A Saved Game Via Console
#0118 Sandbox Player: Females Are Using Male Names
#0119 Sandbox Player: Characters Sometimes Spawn Below Ground

Developer Comments

*We are experiencing crashes on older Mac's with 512MB video cards. Mac's with newer 1GB cards or HD5000 integrated graphics cards are working fine. We are trying to identify the cause of this problem with an aim of pushing out a fix ASAP. Our apologies if you are affected by this. You may wish to consider turning off auto-updates and staying on Patch 0.2.10 until a fix is available.

** The Toadkin King is a prop placeholder for now.

Please note we have removed the community maps from this patch temporarily. A number of kit pieces have been updated and will visually impact a number of maps. We'll add the community maps back in once authors have updated their maps. You can continue to grab them anytime from the Community Maps & Videos sub-forum.

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.

-----------------------------------

Patch 0.2.11.1

Platforms
PC, Mac

Bug Fixes
#0121 Sandbox Editor: New Maps Cannot Be Saved
#0122 Sandbox Player: Basic Clothing Icon Not Showing When Clothes Manufactured At Tailors
Folk Tale - GF


Platforms
PC, Mac*

Changes
Sandbox Player: Storage capacity now limits total item count, not item count per type
Sandbox Player: New dev map added ‘Howling Tundra’ using the new Snow kits
Sandbox Player: Stinking Swamp updated to include new assets
Sandbox Player: Added Research tab to buildings (Blacksmith only atm, extending functionality to other buildings asap but icons added anyway)
Sandbox Player: Added Crafting (Mostly Blacksmith, requires research points which can be gained by diverting building production into research, unlock armor and weapon research to learn starter crafting recipes)
Sandbox Player: Added villager needs; villagers tell you what they need via the new Events Notification icons that appear bottom right; tooltips contain descriptions.
Sandbox Player: Added Weaver’s Hut building
Sandbox Player: Added Weaver profession
Sandbox Player: Added Tailor’s Emporium building
Sandbox Player: Added Tailor profession
Sandbox Player: Added Herbalist Hut building
Sandbox Player: Added Herbalist profession
Sandbox Player: Added Cotton option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Cotton -> Weavers -> Storehouse -> Tailor -> Basic Clothing); needs Weaver to cultivate
Sandbox Player: Added Herbs option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Herbs -> Herbalist Den -> Lesser Medicine Potions); needs Herbalist to cultivate
Sandbox Player: Guard Mode added to character portrait wheel. Useful for military units.
Sandbox Player: Control Groups implemented (CTRL+1..0 to assign, 1..0 to select, holding down SHIFT while selecting will add that group to your current selection), TAB can move through group when Character Sheet is open
Sandbox Player: RTS Attack-Move implemented (hold CTRL while clicking to move)
Sandbox Player: Added in enemy attack targeting and highlighting on hover
Sandbox Player: Implemented lashing and rewarding workers (building dialog screen) to temporarily increase worker productivity (partial, UI feedback missing)
Sandbox Player: Soundtrack added for Grasslands, Swamp and Snow zones
Sandbox Player: Soundtrack volume slider enabled under settings
Sandbox Player: Tweaked wolf walk animation speed
Sandbox Player: Added city-wide and building buff framework linked to research (partial)
Sandbox Player: Improved appearance of biome ambience settings
Sandbox Player: Console: Added new commands “ambience”, “cliffs” and “music” to change ambience zone, music region and cliff biome respectively
Sandbox Player: Console: Added new command ‘weather snow|rain|sunny’
Sandbox Player: Console: Added ‘supersampling’ to unlock 125%-200% super sampling which is then resized back to native resolution for super high quality (1GB+ GPUs recommended)
Sandbox Player: Added villager footstep sound effects
Sandbox Player: Added right click for quick equipping from global inventory to character
Sandbox Editor: Added Weather Environment Setting for Snow/Rain/Sunny
Sandbox Editor: Added Atmospherics toolbar button to set map theme (drives ambient lighting, skybox colors, clouds, music, weather, ambient sfx loops)
Sandbox Editor: Added Snow Kit
Sandbox Editor: Added Snow Monastery Kit
Sandbox Editor: Large multi-tile Pieces are now paintable
Sandbox Editor: Added second grass texture to Paint Tool (for Grassland maps)
Sandbox Editor: Added 50+ new loot items (see Game Guide on website)
Sandbox Editor: Added Toadkin Kit (King, Warrior and Worker) **
Sandbox Editor: Added Werefu Monk Kit (Warrior, Priest, Wolf Chow)
Sandbox Editor: Added Yeti Kit
Sandbox Editor: Added Goblin Buildings Kit
Sandbox Editor: Updated art asset for massive trees in Swamp Kit
Sandbox Editor: Added Yellow/Orange trees and more Pine Trees to Grassland Kit

Bug Fixes
#0111 Sandbox Editor: Rotate [] Shortcuts Also Changes Paint Tool Brush Size
#0112 Sandbox Editor: Inspector Not Resizable Causing Usability Issues
#0113 Sandbox Player: Soundtrack Volume Isn't Saved/Setting Properly
#0114 Sandbox Player: Arrow Keys No Longer Move Camera
#0115 Sandbox Player: Console Load/Save Reviving Dead Characters
#0116 Sandbox Player: Console Load/Save Not Saving Character Inventories
#0117 Sandbox Player: Initial Resources Being Re-added When Loading A Saved Game Via Console
#0118 Sandbox Player: Females Are Using Male Names
#0119 Sandbox Player: Characters Sometimes Spawn Below Ground

Developer Comments

*We are experiencing crashes on older Mac's with 512MB video cards. Mac's with newer 1GB cards or HD5000 integrated graphics cards are working fine. We are trying to identify the cause of this problem with an aim of pushing out a fix ASAP. Our apologies if you are affected by this. You may wish to consider turning off auto-updates and staying on Patch 0.2.10 until a fix is available.

** The Toadkin King is a prop placeholder for now.

Please note we have removed the community maps from this patch temporarily. A number of kit pieces have been updated and will visually impact a number of maps. We'll add the community maps back in once authors have updated their maps. You can continue to grab them anytime from the Community Maps & Videos sub-forum.

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.

-----------------------------------

Patch 0.2.11.1

Platforms
PC, Mac

Bug Fixes
#0121 Sandbox Editor: New Maps Cannot Be Saved
#0122 Sandbox Player: Basic Clothing Icon Not Showing When Clothes Manufactured At Tailors
Nov 13, 2014
Folk Tale - Games Foundry


Did you know we stream level design and dev hangouts?

Want to know what we're working on this week? Got a question you'd like answered by one of the dev team? Maybe you're interested in how games get made?

All this week we're live streaming level design using the Sandbox Editor from the game. We're using the latest dev build often with new content that will be in the next patch.

Every Sunday we also stream a two-hour Dev Hangout session, sharing the very latest dev build, and answer questions asked in chat live on air.

Take me there...
http://twitch.tv/gamesfoundry

Where can I watch previous Dev Hangouts?
http://www.youtube.com/gamesfoundry (under the Dev Hangouts section)
Nov 13, 2014
Folk Tale - GF


Did you know we stream level design and dev hangouts?

Want to know what we're working on this week? Got a question you'd like answered by one of the dev team? Maybe you're interested in how games get made?

All this week we're live streaming level design using the Sandbox Editor from the game. We're using the latest dev build often with new content that will be in the next patch.

Every Sunday we also stream a two-hour Dev Hangout session, sharing the very latest dev build, and answer questions asked in chat live on air.

Take me there...
http://twitch.tv/gamesfoundry

Where can I watch previous Dev Hangouts?
http://www.youtube.com/gamesfoundry (under the Dev Hangouts section)
Oct 26, 2014
Folk Tale - Games Foundry


Welcome to Folk Tale Dev Blog 28, and our first look at the new Toadkin race. As inhabitants of the swamp lands, Toadkin are the natural opponents to the Goblin race. Once we add the quest designer, we’ll be pitting these two enemies against each other, and the decision of which to befriend will be up to you. As a sentient speaking race, it’s going to be an interesting task for the script writer, voice actor and the sound designer to deliver their dialogue.



Toadkin society is patriarchal, with the King protected by the Warriors, overseeing the smaller workers that do most of the labour.



Toadkin are inspired by ancient Mayan culture, and this is reflected throughout, including architecture, armor and weapons, and the loot items that they’ll drop. Here are just a few of the loot items that you can expect to gain from your encounters with Toadkin.



Earlier this month we released patch 0.2.10, including two new swamp kits which you can see in the images throughout this blog. We’ll be continuing to add to the swamp kits with the inclusion of the Goblin Architecture Kit in a future patch.



The soundtrack accompanying the blog video features tracks from the Swamp biome. All of the tracks for all biomes are now complete, and we’ll be releasing the ultra high quality Official Soundtrack as DLC at the same time as Patch 0.3. We hope to expand the soundtrack as more tracks are composed to accompany the cinematics that will go into production next year.

One of the significant additions in Patch 0.2.10 was the ranged Arbalist profession, which you can train at the Barracks along with the City Watch. Using control groups which we’ve added for the next patch, you can now quickly select and command your melee units into combat while keeping your ranged units at the rear.



Using the new console we can add one of every item to my global inventory to demonstrate gear attributes. Using the inventory filters I can show only the items I’m interested in. Equipping armor now modifies unit armor ratings, increasing the damage reduction effect when they take physical damage. Armor effectiveness varies by type and rarity, and in Folk Tale we’ll have Cloth, Leather, Chainmail, Scale mail and Plate.



In Patch 0.2.10 we also added the prototype of the special abilities system. While special abilities will be used by heroes, for testing we’ve added some of the early prototype effects to the staffs. The Cursed Staff has Fire Shield, a passive aura that inflicts fire damage on any opponent caught within the area of effect. The Amber Staff has a mass heal spell which is activated by clicking on the button on the character portrait wheel. The Emerald Staff has a passive heal over time aura that replenishes the health of nearby friendly units. And finally the Staff Of The Dead has the targeted Firestorm spell, Life Steal, and Electrocute. We’ll be improving the look of these abilities in time, but for now they are fun addition to play with.



While we’re on the subject of the character portrait wheel, in Patch 0.2.10 we enabled the Auto-AI toggle. When Auto-AI is active, characters will go about their daily work routines. For the Hunter, this was problematic in previous patches when you wanted to use them as a ranged scouting unit. By turning off Auto-AI, you can now do that, and the Hunter won’t return to work duties until you tell them to.

For the next patch, we’ve added Guard Mode, very useful when you want military units to guard key locations such as your city walls and gatehouses. When Guard Mode is activated, characters will diligently guard that spot, only attacking units that come within range.

The Swamp Ruins kit included in the last patch is specifically designed for creating Toadkin habitat. While we were testing the kit, we decided to indulge level designer creativity by providing props for creating interiors. While future Dungeon Kits will specifically cater for interior locations, we’re interested in experimenting with the help of the community to understand how such kits might be used.



Jumping into the Editor, level designers will hopefully be pleased with the addition of the new swamp kits mentioned earlier, and also the Colliders Kit which includes invisible camera colliders and navmesh cuts. Camera colliders prevent the camera from entering areas or passing through walls, while navmesh cuts prevent characters from walking through certain objects such as sign posts. While most props already include colliders and navmesh cuts, there are special cases where level designers will benefit from being able to place these manually.



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 follow 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 with all of our dev blogs, I’d like to finish by thanking everyone in the community who continue to support development during Early Access. Until next time, bye for now.
Oct 26, 2014
Folk Tale - GF


Welcome to Folk Tale Dev Blog 28, and our first look at the new Toadkin race. As inhabitants of the swamp lands, Toadkin are the natural opponents to the Goblin race. Once we add the quest designer, we’ll be pitting these two enemies against each other, and the decision of which to befriend will be up to you. As a sentient speaking race, it’s going to be an interesting task for the script writer, voice actor and the sound designer to deliver their dialogue.



Toadkin society is patriarchal, with the King protected by the Warriors, overseeing the smaller workers that do most of the labour.



Toadkin are inspired by ancient Mayan culture, and this is reflected throughout, including architecture, armor and weapons, and the loot items that they’ll drop. Here are just a few of the loot items that you can expect to gain from your encounters with Toadkin.



Earlier this month we released patch 0.2.10, including two new swamp kits which you can see in the images throughout this blog. We’ll be continuing to add to the swamp kits with the inclusion of the Goblin Architecture Kit in a future patch.



The soundtrack accompanying the blog video features tracks from the Swamp biome. All of the tracks for all biomes are now complete, and we’ll be releasing the ultra high quality Official Soundtrack as DLC at the same time as Patch 0.3. We hope to expand the soundtrack as more tracks are composed to accompany the cinematics that will go into production next year.

One of the significant additions in Patch 0.2.10 was the ranged Arbalist profession, which you can train at the Barracks along with the City Watch. Using control groups which we’ve added for the next patch, you can now quickly select and command your melee units into combat while keeping your ranged units at the rear.



Using the new console we can add one of every item to my global inventory to demonstrate gear attributes. Using the inventory filters I can show only the items I’m interested in. Equipping armor now modifies unit armor ratings, increasing the damage reduction effect when they take physical damage. Armor effectiveness varies by type and rarity, and in Folk Tale we’ll have Cloth, Leather, Chainmail, Scale mail and Plate.



In Patch 0.2.10 we also added the prototype of the special abilities system. While special abilities will be used by heroes, for testing we’ve added some of the early prototype effects to the staffs. The Cursed Staff has Fire Shield, a passive aura that inflicts fire damage on any opponent caught within the area of effect. The Amber Staff has a mass heal spell which is activated by clicking on the button on the character portrait wheel. The Emerald Staff has a passive heal over time aura that replenishes the health of nearby friendly units. And finally the Staff Of The Dead has the targeted Firestorm spell, Life Steal, and Electrocute. We’ll be improving the look of these abilities in time, but for now they are fun addition to play with.



While we’re on the subject of the character portrait wheel, in Patch 0.2.10 we enabled the Auto-AI toggle. When Auto-AI is active, characters will go about their daily work routines. For the Hunter, this was problematic in previous patches when you wanted to use them as a ranged scouting unit. By turning off Auto-AI, you can now do that, and the Hunter won’t return to work duties until you tell them to.

For the next patch, we’ve added Guard Mode, very useful when you want military units to guard key locations such as your city walls and gatehouses. When Guard Mode is activated, characters will diligently guard that spot, only attacking units that come within range.

The Swamp Ruins kit included in the last patch is specifically designed for creating Toadkin habitat. While we were testing the kit, we decided to indulge level designer creativity by providing props for creating interiors. While future Dungeon Kits will specifically cater for interior locations, we’re interested in experimenting with the help of the community to understand how such kits might be used.



Jumping into the Editor, level designers will hopefully be pleased with the addition of the new swamp kits mentioned earlier, and also the Colliders Kit which includes invisible camera colliders and navmesh cuts. Camera colliders prevent the camera from entering areas or passing through walls, while navmesh cuts prevent characters from walking through certain objects such as sign posts. While most props already include colliders and navmesh cuts, there are special cases where level designers will benefit from being able to place these manually.



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 follow 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 with all of our dev blogs, I’d like to finish by thanking everyone in the community who continue to support development during Early Access. Until next time, bye for now.
Folk Tale - Games Foundry


Platforms
PC, Mac

Changes
Sandbox Player: Added Arbalist unit (trainable at Barracks)
Sandbox Player: Gear now updates character sheet Attack, Armor Ratings and Resistances
Sandbox Player: Added a console. It has support for various commands such as “kill nearby enemies” or “heal allies” or “day” or “gold”.
Sandbox Player: Special abilities prototype (see Dec Comments)
Sandbox Player: Added Tier 1 Wall Towers Damage Visuals
Sandbox Player: Updated icons for train unit on building dialog to support multiple unit types
Sandbox Player: New map added ‘Stinking Swamp’
Sandbox Player: Auto-Grass system updated to detect surface material and tint grass
Sandbox Player: Fishing economy chain completed (villagers now consume fish)
Sandbox Player: I (capital i) is now hotkeyed to global inventory (see Dev Comments)
Sandbox Player: C is now hotkeyed to character sheet (see Dev Comments)
Sandbox Player: Tab hotkey now cycles through selected units when the character sheet is open
Sandbox Player: Corpse sparkles are now always lootable and don’t require nearby friendly units
Sandbox Player: Auto AI toggle is now enabled on the circular character portrait. Turn it off to prevent units such as the Hunter returning to work
Sandbox Editor: Added Swamp Environment Kit
Sandbox Editor: Added Swamp Ruins Kit
Sandbox Editor: Added more loot items (see Game Guide on website for info)
Sandbox Editor: Loot armor items now have their armor ratings set, and the correct sfx
Sandbox Editor: Added kit with invisible camera colliders and navmesh cuts
Sandbox Editor: Undead added to Wave Spawning system
Sandbox Character Designer: Added Arbalist uniform

Bug Fixes
#0106 Sandbox Player: Decals (Roads, Cobwebs etc) Flickering
#0107 Sandbox Player: Peasants don't do any damage
#0108 Sandbox Player: Enemies and villagers are regenerating health during combat
#0109 Sandbox Editor: Moving pieces with navmesh cuts causes large frame rate drop
#0110 Tutorial: Intro Movie Not Playing on OSX (game inaccessible)

Developer Comments
Now that the I key opens global inventory, drawing paths in both the sandbox editor and player has changed to the P key.
Now that the C key opens the selected unit’s character sheet, swapping the camera between overhead RTS camera and the terrain camera has been remapped to T.
Some characters will start to level up, but attributes don't currently affect anything.

Damage taken takes into account Damage Resistance provided by armor.

There is a known issue where occasionally sandbox maps won’t load (progress might freeze around 35%). To fix, please quit and reload (ALT+F4 or Cmd+Q).

There is a known issue with 'C' and 'I' in that if the mouse pointer is over UI, key presses won't register. This is an engine issue that we hope will be addressed in a future update.

Special Abilities Prototype
Special abilities will be hero abilities accessible via the character portrait wheel in the bottom left of the screen. For now we've applied a few to loot items. To gain access to them, open the console and type oneofeverything to create one of every item in the global inventory. You can then equip the following items onto characters:

Cursed Staff - Fire Shield (Passive Aura)

Staff Of The Dead - Firestorm, Life Steal, Electrocute

Amber Staff - Mass Heal Spell

Emerald Staff - Heal Over Time (Passive Aura)


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/

Update: Oops
It appears the starts of the Snow Kit and Colliders kit were included in this patch by mistake. They are far from complete, and it is strongly recommended you do not use pieces from these kits in your maps because they will be subject to extensive change.
Folk Tale - GF


Platforms
PC, Mac

Changes
Sandbox Player: Added Arbalist unit (trainable at Barracks)
Sandbox Player: Gear now updates character sheet Attack, Armor Ratings and Resistances
Sandbox Player: Added a console. It has support for various commands such as “kill nearby enemies” or “heal allies” or “day” or “gold”.
Sandbox Player: Special abilities prototype (see Dec Comments)
Sandbox Player: Added Tier 1 Wall Towers Damage Visuals
Sandbox Player: Updated icons for train unit on building dialog to support multiple unit types
Sandbox Player: New map added ‘Stinking Swamp’
Sandbox Player: Auto-Grass system updated to detect surface material and tint grass
Sandbox Player: Fishing economy chain completed (villagers now consume fish)
Sandbox Player: I (capital i) is now hotkeyed to global inventory (see Dev Comments)
Sandbox Player: C is now hotkeyed to character sheet (see Dev Comments)
Sandbox Player: Tab hotkey now cycles through selected units when the character sheet is open
Sandbox Player: Corpse sparkles are now always lootable and don’t require nearby friendly units
Sandbox Player: Auto AI toggle is now enabled on the circular character portrait. Turn it off to prevent units such as the Hunter returning to work
Sandbox Editor: Added Swamp Environment Kit
Sandbox Editor: Added Swamp Ruins Kit
Sandbox Editor: Added more loot items (see Game Guide on website for info)
Sandbox Editor: Loot armor items now have their armor ratings set, and the correct sfx
Sandbox Editor: Added kit with invisible camera colliders and navmesh cuts
Sandbox Editor: Undead added to Wave Spawning system
Sandbox Character Designer: Added Arbalist uniform

Bug Fixes
#0106 Sandbox Player: Decals (Roads, Cobwebs etc) Flickering
#0107 Sandbox Player: Peasants don't do any damage
#0108 Sandbox Player: Enemies and villagers are regenerating health during combat
#0109 Sandbox Editor: Moving pieces with navmesh cuts causes large frame rate drop
#0110 Tutorial: Intro Movie Not Playing on OSX (game inaccessible)

Developer Comments
Now that the I key opens global inventory, drawing paths in both the sandbox editor and player has changed to the P key.
Now that the C key opens the selected unit’s character sheet, swapping the camera between overhead RTS camera and the terrain camera has been remapped to T.
Some characters will start to level up, but attributes don't currently affect anything.

Damage taken takes into account Damage Resistance provided by armor.

There is a known issue where occasionally sandbox maps won’t load (progress might freeze around 35%). To fix, please quit and reload (ALT+F4 or Cmd+Q).

There is a known issue with 'C' and 'I' in that if the mouse pointer is over UI, key presses won't register. This is an engine issue that we hope will be addressed in a future update.

Special Abilities Prototype
Special abilities will be hero abilities accessible via the character portrait wheel in the bottom left of the screen. For now we've applied a few to loot items. To gain access to them, open the console and type oneofeverything to create one of every item in the global inventory. You can then equip the following items onto characters:

Cursed Staff - Fire Shield (Passive Aura)

Staff Of The Dead - Firestorm, Life Steal, Electrocute

Amber Staff - Mass Heal Spell

Emerald Staff - Heal Over Time (Passive Aura)


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/

Update: Oops
It appears the starts of the Snow Kit and Colliders kit were included in this patch by mistake. They are far from complete, and it is strongly recommended you do not use pieces from these kits in your maps because they will be subject to extensive change.
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