Clanfolk cover
Clanfolk screenshot
Genre: Simulator, Strategy, Indie

Clanfolk

Patch Notes v0.568-v0.569 - Watch out for bugs :)

v0.568



  • A New Main Menu. (A starting point for UI look improvements)
  • Took "Work On Bugs" too seriously, and now we have Butterflies and Fireflies (I have been wanting to add fireflies for years now)
  • Insect System is aware of seasons, wind speed, temperature, time of day, and local plants in relation to spawning.
  • Insects also react to being disturbed, with more reaction to larger animals.
  • As much as possible, I am trying to get the right type of insect to spawn in the right environment.
  • It is worthwhile to take a stroll in the grass at night now.
  • I plan to add more insects from Scotland in the future, but I should get back to "actual" bugs now :)
  • Once the last of the more serious bugs are fixed, I will be unlocking the text and starting work on World Map Events again.


v0.569



  • Babies will no longer get the Witness Poop debuff when they notice someone pooping.
  • Fixed case where starving wild cats that started on the map would try to leave the map at the center instead of the nearest edge.
  • Added Butterfly for Reeds and Gardens (Small White)
  • Fixed case where when a staving predator (Deerhound or Tamed Cat) would eat a fertile chicken egg, it would spawn a new infertile egg afterwards. (looking like the egg was just dropped)
  • Fixed rare case where sometimes a pathfinding path would not complete because the target was slightly higher in Z than it should be.
  • Lowered desirability of Fertile Eggs for predators (Dogs/Cats) from 20% to 2% so they will do less hen house raiding and more eating from pet bowls.
  • Changed the Unlock requirements for the Spinning Wheel and Loom to remove the Linen Fibers and Linen Hank.
  • Fixed case where when filling water jugs, Clanfolk could get Diarrhea Affliction
  • Fixed Clay Pits thinking that they were allowed on Clay floors.
  • Fixed case where baby that was overlapping a wall that was then needing to nurse could get stuck until starving.
  • Fixed case where paused Deer and Wolf bodies would be un-paused when the game loaded if they had been part of a group that was set to exit the map.
  • Added Dragonfly to Reeds and Peat Bogs
  • Added Damselfly to Reeds and Peat Bogs
  • Added Red Admiral Butterfly for Peat Bogs and Tall Grass
  • Upgraded Insect Spawning manager to allow different tile types to have different spawn rates for specific insects. For example, Peacock Butterflies LOVE Heather patches now.
  • Try taking a walk in a heather patch (in summer during a nice day) :)

Patch Notes v0.562-v0.567

v0.562



  • Simple Tailor and Tailor Bench given a default priority of 5 -> 8
  • Doctors will now feed/water animal patients when their food/water meters are < 50% instead of 10%
  • This is to better maintain the Well Fed buff to keep them alive (I may also do this for humans after more testing as it does use up a lot of time babysitting the patient)


V0.563



  • Fixed case where a Clanfolk returns from an expedition, but was part of a Zone will get stuck on the map edge if the Chief is not within their zone.
  • Fixed case where a Clanfolk returns from an expedition, but the Chief is behind some worker or traveler locked doors which then block the expedition report and traps reporter.
  • Renamed Better Rations -> Filling Ration Training for the world map training event. Since Filling Rations is what is unlocked.
  • Fixed bug where a unit could get stuck warming up over and over during sunrise when there were no other attributes needing maintenance at the time.


v0.564



  • Fixed Dry Bricks not being affected by Rain
  • Turned off Auto Supply for Wet Bricks and Wet Tiles because it creates an infinite spawn situation.
  • I need to develop a solution for this and water jugs to count all cases of dry and wet and fired bricks together.
  • Paths now connect to each other, and floors will make an edge with them. Paths still do not connect to walls because they are not floors.


v0.565



  • Fixed Dry Clay Brick and Dry Clay Tile producing a permanent blue unlock icon on the Ideas Panel
  • Fixed Wash Zone and Drink Zone being blocked by Reeds early game when they are not blocked after the sickle is created
  • Stone Throne is no longer flammable
  • Classic Ideas mode now shows the tech unlocks like Idea Points mode instead of just lock icons.
  • Both Unlocking modes now show greater detail about the things being unlocked, like their food effects, or work efficiency etc.
  • The goal here is to let players better plan what they are working towards unlocking and why.


v0.566



  • Peat Bog minimum growth rate 25% -> 50% (To deal with Peat Bogs often being flooded which was preventing peat regrowth)
  • Walking on Peat Bogs will no longer prevent bog regrowth (this is for walking without gravel paths)
  • When Floors or Paths are removed from Peat Bogs, they will start producing peat again.
  • On older saves there may be some dead spots in the Peat Bog, loading a game will also fix these and start them growing again
  • Note: Peat Bogs re-seed at night, and it may take a few nights for the seeding to happen on previously inert tiles.
  • Pregnancy will now progress while on an expedition.
  • A Pregnant Clanfolk will not go on an expedition if they would give birth while on the expedition.
  • Seniors will not go on expeditions that would take longer than the life they have remaining.
  • Spoiled Rations can now be put in the Compost
  • Fixed the Hunt Task remaining on a Cat once it gets tamed (if it had been set for hunting before being tamed)
  • Berries will now be more likely to come with Traders (because they are needed for Filling Rations)
  • Future plan is to make Filling Rations purchasable at the Inn to prevent cases of being locked out of the Map explore for months at a time.
  • Berries are now 15 Coin for 50 Berries (Up from 5 Coin)
  • Berries default desirability is now 0.95 from 1.5 to make them less likely to get eaten before drying
  • Note: Food Desirability can be set in the Food Tab of the Inventory menu (there is a slider when selecting a food item)
  • When Longer Lifespans are selected in the Difficulty Options, Clanfolk on Expeditions will age at the proper (slower) rate now.


v0.567



  • Fixed case where if a tile is cleared and then the result item is picked up instantly for hauling that the job like/dislike afflictions would not get added.
  • Fixed case where loading a map with flooding active, and then loading a new map while it was also raining could cause some flooding data from the previous map to apply itself to the loaded tile.
  • Fixed Plaids appearing on the Sewing Bench with the Auto Supply even though they cannot be crafted there. (Required Tailor Bench like other advanced clothing)
  • Fixed case where if multiple lightning strikes hit the same tile many times, it could create a huge amount of ash that would take a very long time to clear.
  • Fixed lightning that is off the map causing fires on the corners of the map.
  • Fixed Beans were de-growing much further than the other crops over winter, so they were way behind the others the next spring when re-growing.
  • Changed the Seed Stockpile Unlock to show Hay Seed instead of Flax Seed (though any seed will still unlock it)
  • Changed the Food Stockpile Unlock to show Berries instead of Beans (though any food will still unlock it)
  • Reworked how the Ideas Panel shows the requirements for Unlocking and Crafting items like stones, iron ore, branches, large rocks which have multiple ways to unlock as well as craft.
  • Ideas Panel now shows the required tasks to extract simple items like berries as well.
  • Fixed Flax Retting working through bridges

Save 50% on Clanfolk

Build your medieval homestead in Clanfolk, now 50% off as part of the Hooded Horse May Publisher Sale

In Clanfolk, you manage a family in the Scottish Highlands, guiding them through daily life, crafting, farming, and preparing for the harsh seasons. Balance resources, maintain relationships, and build a legacy for generations to come.

Check out the recent major Update 17 release too!




https://store.steampowered.com/app/1700870/Clanfolk/

Patch Notes v0.560-v0.561

v0.560



  • Fix for bug were a fireplace could consume branches instantly when it was set to keep lit and needed to be fed over and over.


v0.561



  • Fixed issue where a starving or dehydrated hunter would break off from hunt after the animal was downed, introduced in recent fix allowing eat snow sooner.
  • Fixed issue where a baby would interrupt a mother's hunting after the animal was downed but before it was finished off, causing it to be left in the woods. (the deer not the baby)
  • Dog Bed OR Cat Bed will now unlock the Pet Food Bowl
  • Pet Water Dish also requires Water Jug now since there is no way to fill it without that.
  • Double Sleep Mat OR Straw Double Bed will now unlock the Baby Basket.

Patch Notes v0.558-v0.559

Hi, just some small Fixes and Tuning for Update 17.

v0.558



  • Fix for case where Clanfolk with very high Hauling Skill priority could break off Crafting/Building tasks to haul whatever was in their hands back to a storage.


v0.559



  • Fix for case where sometimes items could be built beyond their desired supply count if crafting on an item was left temporarily half way through.
  • This half built item was not counted and another could be started up on another similar crafting station.
  • Fixed case where if an animal wanted to drink from a lake but had to walk over flood water to get there, the task would fail and restart on repeat.
  • Fixed case where if a Clanfolk had gone on an expedition but then was married out of the Clan, they would sometimes leave in the opposite direction of new partner.
  • Fixed items not being able to be dropped or put in stockpiles on bridges
  • Fixed Reeds growing on Bridges. Please be fixed this time. Beavers are sneaky. (Note existing ones need to be harvested to remove them)
  • Changed Unlock Requirements for the Grain Pallet in Idea Points mode to 300 Hay Seed, 100 Oats. Removed the Flax Requirement.
  • Braiding Spot works in he rain now as it is required to make the twine to create straw roofs.
  • Fixed Eel Traps, Drink Zones, and Wash Zones working though Bridges.

Update 17 - World Map and Expeditions!


Hi Everyone,

Update 17 is now live!



I am very happy to finally be showing the World Map! It has actually been in the works since November, so this is a big day for me.

First off, at a very high level, we now have the World Map (which unlocks mid-game), Expeditions (which allow Clanfolk to do map stuff), and 70 new Crafting Stations/Items in a whole new game flow.

The early game pacing is now much better, and the problem with being flooded with unlocks should be mostly resolved. The starting out phase is much more involved now with the addition of Weaving and Basketry, so harder difficulties have become much much more difficult, beware.

The Ideas Panel is about 12 pages long now, and games should last much longer. The future plan is to even allow multiple settlements on the World Map, so the Clan's story can continue even more, but that will be a focus of future updates. For now we have a working World Map, with exploration that leads to discovering new technologies that allow improvements back at the homestead as well as access to even farther exploration sites.

Certain technologies like Brick and Cut Stone are now much later game as well. So that early scrounging phase lasts a lot longer and the homestead will grow through very distinct phases of development, which is described more below.

Please note, it is not required to play using the World Map. The World Map can be de-selected at New World creation. If you are playing an older save, you will not have a World Map, but most of the new crafting stations and items will appear in your game. I highly recommend starting a new game since the new flow is so different. It will be worth it.

Now, for a more detailed look at the whole new flow and process of unlocking the World Map.

So a warning here, if you don't want to know what the new tech is until you unlock it, read ne further.

Steam Reviews: Your Thoughts Matter


Just a quick note — if you’ve been playing Clanfolk and feel like sharing your experience, Steam reviews are especially helpful right now.

They don’t need to be long or detailed. A few words about what’s working, what’s bumpy, or what stood out is more than enough. Your feedback is always helpful and useful in shaping future updates.

The World Map!




  • The World Map is unlocked via the new Planning Table.

  • Building the Planning Table requires some intermediate technology which ensures that the player has a good grasp of the game before being thrust into the larger world.
  • It may take up to two in game years to reach the Planning Table. When you start building Barrels, you are getting close.
  • Once the Planning Table is built, the player will be able to open the World Map and plan Expeditions.


Expeditions:



  • The Clan can now reach out and Explore 500+ new Hexagonal Territories.
  • Exploration Expeditions:

    • Exploration Expeditions take Time, and Rations.
    • Beware, the Explorers will not be contributing to the Homestead while away.
    • Each Exploration Target (100+ of them) has an Exploration Event that is triggered when the Expedition arrives.
    • The Expedition is travelling into unknown territory, so it may be worth the extra Rations to bring additional members on the Expedition. (Future Update)
    • When the Expedition Arrives, there will be a set of choices that the Player can Navigate, but the outcome of these choices are not known until the Expedition returns. (Future Update)
    • When an Expedition returns, a new portion of the Map will become visible, and sometimes there will be Structures or Events on the newly discovered hexes.

  • Training Events:

    • Expeditions will discover Inns, Taverns, and various industries throughout the Map. These locations can provide more advanced training.
    • In Future Updates, these Locations will become places where Clanfolk can be sent to work as well as hubs for Story Events.

  • Rations:


    • There are three levels of Rations, which determine how far the Clanfolk are willing to travel from the Homestead.
    • Initially with just a small bag of Dried Meat, they will not go very far, but once they discover how to make improved rations at the Inn, a new wider world will open up.
    • Finally, with the Highest Tier Rations, which require mastery of quite a lot of technology, the Clan unlocks the entire map and can travel to other Clans' castles for training (and future intrigue)


  • Map Technologies:

    • More advanced crafting processes are now learned on the Map and require Expeditions to be found. This connects Exploration of the World Map with continuing to unlock new crafting techniques on the Homestead.
    • The Exploration Events on the Map are also nodes for new Story Generator content, so advancing in crafting will also cause new Story happenings.
    • Map Techs:

      • Better Rations -> Explore Farther
      • Tailoring -> Better Clothes
      • Brick Making -> New detailed Brick making added
      • Linen Training -> Unlocks the Linen Crafting Chain
      • Tanning Training -> Unlocks the Leather Crafting Chain
      • Chef Training -> Unlocks the Recipes with additional buffs
      • Steelmaking -> Unlock Steel crafting

    • Future Plan:

      • Once Steelmaking is unlocked by training at another Clan’s Castle, we also unlock Stone Cutting and then the Stone Throne. This flows into future Territorial Improvement/Expansion.
      • This will then lead to new Player Settlements on the same map, extending the Clan’s story much further.



    New Crafting Processes and Flow:



    • 70 new Historically researched Crafting Stations and Crafted Items have been added to the technology flow.
    • The Unlocking Flow is now substantially longer and different phases of Tech become apparent.
    • There should be a large improvement in the general pacing, especially early on.

      • Weaving Stage:


        • Everything made of Sticks, Twine, and Sack Cloth.
        • The much simpler early Thresher is now simply a small spot to whack grasses with a long stick to produce seeds and straw.
        • Next, new Braiding Spot turns Straw into much needed Twine.
        • Then the Twine becomes Sack Cloth at the Warp Weighted Loom.

      • Basketry Stage:


        • Baskets are crafted at the new Basketry Station.
        • Who knew Baskets were so important, but quite a lot of crafting requires containers, and also they make a critical trade good.
        • Basketry also inspires the Simple Work Bench which unlocks:

      • The Iron Age:


        • Iron Crafting is now a more detailed process with the new Clay Bloomery creating Iron Bloom, which must be processed at the Simple Smithy.
        • The Simple Smithy is little more than some large stones and a simple bellows, but it will get the job done for a good while.
        • Iron Ingots from the Simple Smithy allows for nails, rivets, hand tools and iron straps. These unlock many new crafting choices as well as...

      • Carpentry


        • The iron tools allow for building with Planks, but also the new Carpentry Station where Planks from the Timbery are shaped into Boards for finer work.
        • Most objects are now made out of refined wood and nails instead of sticks and twine. Though baskets are still ubiquitous.
        • Carpentry becomes more refined with the Shaving Horse, which leads to Tool handles for Iron Tools, but also, Barrels.

      • The Cooperage


        • And thus begins the Barrel Age.
        • The Cooperage builds Barrels using Staves from the Shaving Horse and Iron Hoops made at the Cooper’s anvil from Iron Straps and Rivets.
        • Barrels are used in water tight construction as well as for quite a lot of storage, but they also inspire...

      • The Planning Table


        • The Planning Table unlocks the World Map which was described above, and the Barrels are a key component in the Ration Table as well as Ration Storage.

      • The Age of Exploration


        • Now that the Homestead is in good shape, it is time to branch out.
        • Through Exploration and Training learn the detailed crafting chains for:

          • Linen
          • Wool
          • Tailoring
          • Tanning
          • Advanced Cooking Recipes


      • Brick Making


        • Once the Clan learns the process for making large amounts of bricks, construction opens up even more.
        • Next there is the Brick Making table which produces Wet Bricks and Wet Tile.
        • The Wet Bricks and Wet Tile need to be left in a large area to Dry.
        • Once Dry, the Dry Bricks and Dry Tile are fired in the huge Updraft Kiln (The first 3x3 crafting station)
        • The Updraft Kiln produces fired Clay Bricks and Clay Tile, then the fun begins.
        • Bricks and Tile are used in all of the higher tier crafting stations like the Kitchen, Smithy and Bloomery.

      • The Kitchen


        • A permanent kitchen inspires new recipes as well as Bread and Cheese making. The food quality and variety explodes.
        • Once the Bread and Cheese making processes are established, this then leads into the final “Highland Rations” which allow travel anywhere.

      • A visit to a Castle


        • Throughout the game, there have been travelers from other Clans coming to our homestead, but now it is time to head off to their Castles and do some real learning, Steelmaking.
        • Note: In future updates the other Castles will become important diplomatic and story element locations, but for now, lets learn to make Steel.

      • Steel


        • Steel allows for new Steel tools, which then allow us to finally build the Masonry.
        • The Masonry produces Cut Stone which is the top tier crafting item now.
        • By making Cut Stone, the player has proven that they have mastered this settlement as well as explored the world map, and now it is time to throw something new at them.
        • The Cut Stone will be used to begin construct the Stone Throne, which will then lead into territorial improvement/control gameplay that extends the Clan’s story to new settlements and with new challenges in future updates.



      Road Map



      There is a lot more to come! Please take a look at the Road Map for further long term details as well.

      https://store.steampowered.com/news/app/1700870/view/3388412789658793666

      Time to sit around the campfire and think on Update 18.

      (note, these are some new corner tables, not stools, yet...)

      Thanks very much for playing Clanfolk!

      Andrew Hume (Blorf)
      MinMax Games Ltd.
  • Clanfolk at the Steam City Builder & Colony Fest

    We’re happy to share that Clanfolk is part of Steam’s City Builder & Colony Sim Fest! Build from the ground up — hearth first. Clanfolk drops you into the Scottish Highlands, where every log chopped and roof raised helps your family survive another season. It’s a colony sim shaped by nature, weather, and generational storytelling.



    https://store.steampowered.com/app/1700870/Clanfolk/

    Save 50% on Clanfolk

    v0.539 Hotfix

    - Fixed bug where if already selected on an entity and then select a bed, the ownership key icon was missing from the top of the selection panel.

    Update 16 - Nature's Wrath!


    Hi Everyone,

    Update 16 is now live!


    It has certainly been a while since Update 15. I will explain what has been happening. Long story short, I got very excited about a new idea.

    So Update 16 was already quite large and ready to go by mid December, but then I wanted to squeeze in "just one more thing..." I really need to learn not to do that. Anyhow, I have been working on a World Map since then, and it has become a major feature. So big in fact that is has eaten all of my attention for the last three months.

    In my last couple Progress Updates I have gone into great detail about the World Map as it has developed into a major new system. I encourage you to take a look at the posts linked next to get a better idea of what is coming in Update 17.

    Initial World Map Announcement with High Level Details
    https://steamcommunity.com/games/1700870/announcements/detail/499437972949565609

    This is where the World Map is as of today
    https://steamcommunity.com/games/1700870/announcements/detail/532092240505341127

    So last week I did some time estimation, and it looked like the World Map would be about mid-May before it would be ready for a release, and it made no sense to hold back all this working stuff any longer, so I switched gears and got Update 16 finished up.

    Let's get started, there is quite a lot to cover. :)

    New Stuff!


    (See sections below this outline to see further details about each category)

    Nature:



    • Flooding - Some areas of the Map will now Flood! Increased Fertility, but also Increased Risk.
    • Lightning Upgrades - Dangerous Lightning! (Off by default.)
    • Caves and Rocky Overhangs - Places to take cover and keep things dry early on.

    Difficulty Modes:



    • Clanfolk Classic - This is the Clanfolk you know.
    • Nature's Wrath - Nature is out to get you. Mistakes are deadly.
    • The Long Haul - This is more of an epic pacing to suit a double lifespan.
    • The Lean Years - Resources and trade are more scarce. Starvation is likely.
    • The Works! - This mode activates ALL other difficulty modes. It is very difficult.
    • Custom - This mode is set whenever you set toggles yourself.

    New Objects/Items:



    • Customizable Pet Tombs - These work like the Human Tombs and have new Glyphs!
    • Baby Toys and Toyboxes - Cute, and more Toys to come.
    • Dried Berries - Preserve those Berries for Winter!
    • Traditional Turnip Lanterns for Samhain - Spooky and Fun.
    • Bluebell and Thistle Wall Hangings - New Wall Decoration Options.
    • Planting Bluebells - They just look too nice, so plant them where you want :)

    Player Feedback Improvements:



    • Missing Item Alert Upgrades - Alerts understand reservations now, better more accurate info.
    • Reservation Viewer - See exactly where Clanfolk are going and why.
    • Smart Missing Supply Viewer - Makes it much more clear why some things are not being built.

    Other/Changes:



    • World Based Saving - All Save Games are collected into world folders for file management at a playthrough level.
    • Smarter Cats and Rats - Tom and Jerry mode activated! Cats are much more effective.
    • More - See the "Other/Changes" Section for more.


    Nature:



    Flooding:




    • Flooding will occur on Flood Plains when there is heavy rain for extended periods of time.
    • Flooding will naturally decrease as the ground dries out over the course of a couple days.
    • The Positive of Flood Plains is that they have better soil and provide a better growth rate.
    • Floods also provide free fertilizer.
    • The Negative is that when the Flood Plains are Flooded, the Deeper the water, the more damage will be done to some crops.
    • Note: Some crops/plants are flood resistant. This is shown in the planting menu.
    • So Flood Plains are excellent for growing crops, except then they re flooded, but that it the risk.
    • A Flood Plains Slider is added to World Settings.
    • Added a Flood Plain Overlay to the Map Preview Screen, to the Right of the New Map Button
    • New maps Start with some Initial Fertility on the Flood Plains from previous floods, can be seen on the fertilizer overlay
    • The Water Overlay will also show Flood Plains as Green Areas, but as they fill up, they will turn blue
    • The Growth Rate Overlay, ALSO shows flood plains, but sometimes in Red, in cases where the ground is flooded, the growth rate will become negative and shown as red.
    • Flood Plains will slow down movement when flooded.
    • Anything built on the flood plain will be built on raised ground, aside from Tilled Soil which will get flooded.
    • So Roads on Flood Plains can work like bridges in times of flooding when movement is otherwise very slow.
    • The Grasses and Trees on the Flood Plains will show up greener due to the higher fertility, also clear ground on the flood plains will have some undergrowth to show the result of previous flooding.


    Lightning Upgrades:




    • Lightning is highly attracted to Mountains (but people are safe inside)
    • Large Trees will attract lightning more than roofs
    • Roofs will attract lightning more than people
    • People will attract lightning more than base ground
    • Non Flammable Roofs will not transmit lightning damage or catch fire (Mountain, Stone, Tile)
    • Flammable Roofs will transmit lightning damage, but will not kill a unit protected by the roof (Unit at strike point will be knocked out)
    • Livestock under flammable roofs can still die when struck, but it is less likely than out in the open.
    • Units in neighbor tiles under a Flammable roof will be hurt, but will not be knocked out. (they will have a fire to fight most likely too)
    • Units outside can die from a lightning strike, and the further from the strike point, the less likely a fatality will be.
    • So the higher the point on the map, the more likely lightning will strike it, BUT a strike is not guaranteed at that point, just more likely.
    • Building between mountains or in forests can provide decent lightning protection. (But beware of forest fires)
    • Straw roofs are very dangerous out in the open.

    Caves and Rocky Overhangs!




    • When generating new map, sheltered areas will now appear in the mountains.
    • In most places, there will only be small rocky overhangs of one or two tiles, enough to place a fire out of the rain for example.
    • More rarely, caves will also appear that travel deeper into the mountain. There is not a lot of space inside caves, but the there tends to be enough to set up a few bedzones out of the rain.
    • The higher the Mountain slider, more and deeper caves will appear.
    • This addition should also make Heavy Rain/Snow mode much more tolerable early on because it will be possible to find a sheltered place to cook meals.
    • There can be quite a wide variety in how the cave complexes develop and there is no hard limit on size, so some world seeds may have some pretty spectacular ones.

    Difficulty Modes



    Difficulty modes have been added to provide new themed challenges for long time players.

    • These new modes can be opted into in currently running games via Settings/Difficulty.
    • After starting a new game, difficulty settings become Locked. (until unlocked via Settings/Difficulty)
    • To Unlock Difficulty, double click on the lock icon at the top of the Difficulty Panel.
    • Once Unlocked, Difficulty cannot be Re-Locked. This is to preserve the integrity of future achievements.
    • Difficulty toggles are built such that turning them on or off will not break your play through, the most important thing is to have fun.

    New Modes:



    Clanfolk Classic


    An experience focused on survival and growing the family homestead. This mode will likely be quite challenging until you have survived a few winters. In this mode, all the new Difficulty Toggles are off.

    Nature's Wrath


    Nature is much less forgiving in this mode. Any mistakes will likely mean death.

    • Heavy Rain/Snow Mode
      This mode will make Rain and Snow much more likely, and Storms will continue longer. The precipitation will be heavier and the breaks between storms will also be shorter. There is also no three day fair weather period when starting a new map. The Weather will be much harsher than normal, beware.;
    • Extra Flooding
      Flood Plains will take longer to dissipate, and will also cause more damage to crops.
    • Epic Storms
      This mode adds Large Storms that can last multiple days. Lightning is also intense during these Epic Storms.
    • Dangerous Lightning
      Lightning will set flammable roofs on fire. Lightning will also damage or even kill units near the strike point. Clanfolk under stone or mountain roofs will be safe from the lightning.
    • Colder Winters
      Winters will be much Colder, requiring more heating and warmer clothes.
    • Chilling Winds
      Clothing will be less effective at maintaining body heat and blocking wind chill.
    • High Flammability
      Fire will spread much more quickly, especially along flammable roofs. Ground moisture and rain is also less effective at slowing down fires. Keep plenty of water jugs available, and large connected structures are now dangerous.

    The Long Haul


    Clanfolk at an Epic pace. This mode is tuned for a much longer gameplay experience.

    • Slower Plant Growth
      Plants will take twice as long to grow, requiring larger farms and careful management.
    • Slower Skill Progression
      Skills will increase at 25% of the normal rate. Specializing workers to specific roles will be important.
    • Work Takes Longer
      Work tasks will take twice as long to complete.
    • Longer Lifespans
      Humans, Pets, Livestock, and Wildlife will age at half the normal rate

    The Lean Years


    Resources are slim and hard to preserve. Don't expect traders to come to the rescue. Starvation will be a major threat and building will take time.

    • Fewer Traders
      Traders will only arrive half as often.
    • Scarce Resources
      Harvest and Resource Extraction Tasks will only produce half the normal yield.
    • Expiring Cold Rooms/Refrigeration
      No Permanent Ice Jug Cold Rooms. Ice Jugs will remove a maximum of -12C, and Mountain Roofs -5C from the World Temperature. So, once the World Temperature is 12C (or 17C under mountain roofs), Ice Jugs will begin to Melt. ween 0C and 5C Foods are Cooled and lose quality half as fast. By Mid-Summer Cold Rooms will have melted, so plan accordingly.
      (In this Clan we obey the laws of thermodynamics!)

    The Works!


    Totally Unfair and Unforgiving. A very long game full of hardship and misery. In this mode ALL difficulty toggles are active.

    Custom


    Custom mode is activated when the player sets the Difficulty Toggles to whatever states they desire. Play however you want :)

    New Objects/Items:



    Customizable Pet Tombs



    Now your loyal companions can have the rest they deserve.

    Baby Toys and Toyboxes:




    • There is now a Straw Doll that can be used by babies to increase their fun.
    • The Straw Doll can be stored in a Toybox (or a tool stockpile if nothing else available)
    • Babies will not put away toys when they drop them near a toybox. This was added for increased realism :)
    • Work on this new baby toy system is still in progress, but I think it is too cute to not show it now.
    • I am hoping to add a cranky state to the babies for them the babies fun gets too low. This could potentially cause mood loss to those around the cranky baby.
    • I am also thinking of adding a variety of toys which can each provide an early boost to skill experience for related skills.
    • These are just ideas right now though, but could be fun gameplay wise.

    Dried Berries!




    • Berries are dried in the Tile Peat Stove and last 12 days. Preserve those berries!

    Traditional Turnip Lanterns for Samhain




    • These new lanterns can be used year round and work as a lighting decoration like Rushlights.
    • There are 4 lanterns which will be picked randomly based on where they are placed.
    • Each lantern also has unique lighting to match the face on the turnip :)
    • Enjoy the spookier nights!

    Bluebell and Thistle Wall Hangings




    Planting Bluebells




    Player Feedback Improvements:



    Missing Item Alert Upgrade:



    • Items that are being carried or that have been reserved are now considered used by the alert system.
    • What this means is that the missing item alerts (red icons on jobs, and right side of screen alert) are much more responsive.
    • This means an increase in work efficiency as we will know items are running out sooner.
    • An example case is: 10 wall sections to build, but only 5 bricks available, in the old system all 10 sections show as ready to build until those 5 bricks are used up somewhere.
    • In the new system, once one of those sections has the bricks reserved, ALL the other 9 sections show that they are missing bricks.
    • So those cases where there are people standing around for seemingly no reason should be hopefully resolved with this change. It will be apparent that resources are missing now.

    Reservation Viewer:



    • For many jobs, they have multiple parts, either multiple wall sections get built for a wall, or ingredients are needed for crafting. Now we can see how these tasks chain together better.
    • When clicking on a Clanfolk, their path will show as before, but in some cases, the next destination is also shown. This can be very useful information.
    • Example: clicking on a Gatherer will show the item they are going to gather as well as the destination storage for after collection.
    • Also clicking an item like meat, or clicking on an object like a cooking fire will ALSO show who has reserved these items. This will allow you to tell if someone is currently going to do something with the item/object.
    • Even storages work this way, so if you click on a storage object and any of the items within the object are reserved, a line will be drawn to the reserver.
    • So the end result is a lot more clarity on what is currently being done and how.
    • I really wish I added this three years ago now as it is pretty handy.

    Smart Missing Supply Viewer:



    • Logic to show missing critical supply ingredients on world objects that mimics what it looks like with missing build queue items.
    • Right now I am limiting this system to the crafting resources like Branches, Coal, Hay, Logs, Stones, Straw, and Clay which tend to get overlooked.
    • Using this system for complex foods is likely not desirable as it will probably always be showing something missing for one of the many food recipes, leading to confusion.
    • Note, I will turn this on for Eels since it is a very early ingredient and this system will help new players a lot.


    Other/Changes:



    World Based Saving



    When starting a new game, now there is a World Name. This will be used to collect all the saves from one playthrough together in one directory.


    Smarter Cats and Rats:



    • Cats are now much more persistent in catching rats. They can dig them out of hiding if they see them hide and can also chase them room to room.
    • Rat logic upgraded to try to find hiding spots where the cats cannot see them.
    • The Cat/Rat chases can go on for quite a while sometimes all over the homestead. It can be fun to watch now.
    • Also added bite and threaten noises to the cats to give audio queues when the chase begins.
    • Fixed Rats in houses sometimes getting an X on them after the cats caught them.

    Other Important Changes and Upgrades



    • Major Optimizations to large clans (100-200+) Though please try to stay below 40 people. Homestead simulator, not city simulator :)
    • Added 2 Extra World Building Points!
    • Added Refrigeration State! (Cooled) state to food between 0-5C This halves the quality loss rate. Needs new cooling mechanic turned on in difficulty settings.
    • Advanced Shader (Off) mode upgraded to allow Grass and Rock Shadows! (This makes playing on a laptop/pc without geometry shaders much more attractive to look at)
    • Dried Mushrooms now last 20 Days instead of forever.
    • Ice Jugs take 2x as long to freeze and thaw.
    • Reworked the FPS cap so that it detects the native screen refresh rate and caps to a value near 60fps, but also a multiple of the refresh rate to prevent tearing. This means that on 144hz monitors, the cap will now be 72 and will look a lot more smooth. I have a 144hz monitor and noticed a big difference when capped.

    Road Map



    There is a lot more to come! Please take a look at the Road Map for further long term details as well.

    https://store.steampowered.com/news/app/1700870/view/3388412789658793666

    Diving back into the code now. Update 17 here we come!

    Thanks very much for playing Clanfolk!

    Andrew Hume (Blorf)
    MinMax Games Ltd.