- Updated Hungarian Translation - Upgrade to the Trade window to allow scrolling in the buy and sell portion.
The trade window rebuild took longer than expected, but it can now handle infinite items for buy and sell without anything going off screen. :)
Update 4: Reliable Beds + Auto Burial
Hi Everyone,
So it has been 12 solid days work since release now, and I think we have the worst of the bugs and quality of life issues under control. Thanks very much for your patience and bug reports. Those of you on the testing branch have been a huge help as well!
Let's dive into the changes.
Hotter Fireplaces
I have increased the amount of heat that the fireplaces will emit from a 5 tile to a 6 tile radius for optimal heating. This amounts to a heating area of 75->108 tiles. As rooms get bigger than that, the heating power is proportionally reduced. Also keep in mind at 108 tiles, the most heating improvement a single fireplace can give is +10 degrees over those 108 tiles. So if it is -20 outside and you have a lot of floor space you will still need multiple fireplaces (just not quite as many)
New Wood Ash Recipe
I had never anticipated the need for so much Wood Ash, but some of you have quite the major farming and tanning operations and Wood Ash gets low. The Charcoal Kiln now has a recipe to turn Bark from the Timbery into Wood Ash. I chose the Charcoal Kiln for this recipe since in most cases players will already have auto stack set up from the Charcoal Kilns to a nearby Ash Bin.
If you don't know about Auto Stack, if you place a storage object within two tiles of a crafting object, the crafted items will auto stack to the appropriate storage. It can save a lot of clutter and haul time.
Better Planting
A common problem was people trying to plant crops in Fall, and there was no feedback as to why the Clanfolk were ignoring the orders. They actually would not plant because the crops would not grow and the seeds would be lost. I have made this much more obvious now.
So in Seasons where the crops cannot be planted, they will show up with a red X in the menus. To make it clear it is not planting time. Also planting jobs that cannot complete will clean themselves up in Fall.
Musical Beds Fixed
Sorry for this one. The Clanfolk were always trying to find the best bed to sleep in, and while no one could sleep in someone else's bed, anyone could sleep in an unclaimed bed. This lead to Clanfolk sometimes not picking the beds they owned and blocking unassigned beds.
Now Clanfolk see their owned beds as 1000x more attractive than other beds.
Berry Parades (Mostly) Fixed
So Clanfolk want to eat the food that is going to spoil the most to prevent waste, however they were not taking distance into consideration enough, which could lead to "Berry Parades."
A Berry Parade happened when berries had been left out in the wild and were about to spoil somewhere across the map. The Clanfolk being thrifty Scots wanted to save them and trekked out in the rain to eat those berries instead of eating the fresher food nearby.
In some cases this behavior is desirable, so it remains, but the distance is taken much more into consideration now before attempting this.
Info Mode (Left Shift + F1)
This one is more for the testing branch, but everyone can use it. If you see odd behavior, please use info mode and click on the object or person who is misbehaving. There will be extra info in their description box when selected that may shed some light on the problem and could be useful in a bug report.
Even just out of curiosity, some of the info in there may be interesting to people. So have fun :)
Nursing Baby Fire Fighting Juggle Fixed
So this was a weird case, but the babies will not nurse anymore when the mother is fighting a fire. This baby juggle was quite funny to watch while it lasted. Mother throws off baby, Mother to fight fire. Baby jumps back on. On Repeat. Not A Good Time Baby!
Load Game Not Loading Fix (Very Rare)
This one is worth calling out here. There was in issue with the Windows System Culture sometimes preventing saved games from loading due to their different time/date format. This is now fixed. Sorry about that! Only saw this in the case of Arabic Windows, but there may have been others.
Auto Water Gather
I have set the Winter Ice Jug filling active in all seasons. So if there is less than 201 water and there are empty jugs available, someone will go fill those jugs.
The natural way to get this done is to set a Clanfolk's Gathering skill high (Water Collection is Gathering) and set the Drink Zone to High Priority. With this task though, you can rely on at least having a small stable water supply no matter what.
Easy To See Long Paths!
So this was a quick one but a popular one. The paths no longer fade out near the Clanfolk, so you don't have to guess where the path is going on the long ones, searching for that blue line.
Red X's on the Troughs
I finally have the troughs looking like the stockpiles when you disallows certain seed types. This issue was reported so often that I am calling it out here as well. This also works for the Graves and Composts. Speaking of Graves.
Auto Burial is here!
Burial has been a huge problem. To bury a body, it had to be assigned to a grave using a button list just above the main rack of buttons at the bottom of the screen. It was not intuitive and lead to a lot of frustration.
So now we have Auto Burial. New Graves are set to priority 9 and will automatically select a body to be buried in them. This can still be overridden by stopping the grave you don't want used for the body if you have multiple graves too.
Remember, Burial is a Repair task as well so you have a Clanfolk with high Repair priority (you should always have at least 2.)
Change Logs
V0.236
Baby animals will no longer nurse their mother to death like vampires as a final farewell when sold to traders.
Increased fire heating optimal radius from 5 -> 6 tiles. This is an increase of 75->108 tiles
Fix for case where butcher blocks could stall out permanently
Added Bark -> Wood Ash recipe for Charcoal kiln
Mulch paths (bark) now have an environmental bonus
Renamed Dirt Path, Gravel Path, and Mulch Path to better describe their function and why they don't touch walls.
Fixed ice jugs breaking when emptied.
Fixed Wells duplicating water jugs if on tilled soil
v0.237
Planting menu will show red X on items that can not be planted due to current season
Planting jobs will clean themselves up in the fall and winter when they cannot complete.
Automatic cleanup of automated tasks improved
V0.239
Musical Beds and Berry Parades Resolved? + Info Mode for Bug Reports
Clanfolk give 10x more choosing weight to items they own when filling attribute bars
Clanfolk give 1000x more weight to beds they own.
Clanfolk take the distance much more into account when deciding which thing to eat next. Was too heavily weighted to what would perish next which lead to treks across the map to eat a berry that was going bad.
Less weight given to perishables on their last day. Was overwhelming other picks too much causing far travel for that last berry.
In all cases owned objects are 10x higher weighted for picking than non owned ones.
Enable Info Mode with Left Shift + F1 this will provide internal info for bug reporting when clicking on entities. Many bugs fix themselves on reload, but this info can help track down problems.
If possible enable Info Mode, select the entity causing trouble and take a couple of screenshots showing all the info in the info pane for the entity (scrolling may be needed)
v0.240
Fixed Gravel Path, Dirt Path, Mulch Path so they do not default back to English in other translations
Updated French Translation
Updated Hungarian Translation
Fixed babies continually latching on to mothers fighting fires to nurse. No fire fighting baby juggle
Fixed issue where hauler could try to move an items from a stockpile that they were locked out of
Optimization for validation of hauling tasks between stockpiles when boosted. Could get really ugly in some cases
Fix for loading games with different Date/Time culture formats for the OS
Objects will clear the grass out from under them on load. There cannot be grass under objects as it prevents their normal use.
Fixed grass being able to be planted under objects
Fixed Plants reseeding themselves under other jobs causing weird states. Seen with reed planting job on top of reseeded reeds.
Made long paths easier to see near the starting point (Unit) - No more fade out
Grain Troughs and Composts use the red X's to show the items that are not allowed now instead of just the darker button
Graves no longer allow ownership as burial does not use that system and dead units cannot own things
Graves have a default priority of 9 so they get picked quickly when a person dies.
Auto Burial now works. If there are more bodies than graves (oh no) then you can still pick the permanent resident
Set the auto gather of water to be available in all seasons, not just Winter. So if less than 201 water someone will fill jugs. Remember, water collection is a gathering task.
Next Top Priorities
Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
Preventing personal needs from breaking chained tasks [DONE Update 2]
Keeping fires lit overnight [DONE Update 3]
Automating burying loved ones [DONE Update 4]
Fixing bed owners stealing unclaimed beds, blocking them [DONE Update 4]
Wells duplicating water jugs somehow [DONE Update 4]
Upgrading the Boost System to also read skill ordering for decision making
Any and all cases of a movement stuck problem causing starvation
Carrying Tools back home better
Thanks again people on the testing branch. It helps keep the main branch stable. If you like quicker daily updates, come join us in the testing branch too :)
Library->Clanfolk->Properties->Betas->testing
Diving back into the code now.
Andrew Hume (Blorf) MinMax Games Ltd.
p.s. Fun fact, as of this morning, Clanfolk's combined play time is now over 47 years!
Hotfixes Live v0.236, v0.237
Hi everyone,
I have just set the changes from the testing branch (join us) to the default branch. Here is what's new/changed.
V0.236
Baby animals will no longer nurse their mother to death like vampires as a final farewell when sold to traders.
Increased fire heating optimal radius from 5 -> 6 tiles. This is an increase of 75->108 tiles
Fix for case where butcher blocks could stall out permanently
Added Bark -> Wood Ash recipe for Charcoal kiln
Mulch paths (bark) now have an environmental bonus
Renamed Dirt Path, Gravel Path, and Mulch Path to better describe their function and why they don't touch walls.
Fixed ice jugs breaking when emptied.
Fixed Wells duplicating water jugs if on tilled soil
v0.237
Planting menu will show red X on items that can not be planted due to current season
Planting jobs will clean themselves up in the fall and winter when they cannot complete.
Automatic cleanup of automated tasks improved
Thanks very much for your support! I am going to continue to fix bugs as fast as I can, sending them to the testing branch and then setting them live after a couple days of testing.
Andrew (Blorf)
Update 3: Fire Tending and Babies!
Hi Everyone,
Thanks for your support and patience over the last week!
Winter Fire Tending!
So at a high level, anytime it is less than 5C, 41F outside, the Clanfolk will start to get concerned about having enough branches in the fireplaces to last overnight. They will only feed fireplaces that are vented to beds. So they are smart enough not to waste branches keeping the smithy warm overnight.
Beyond that, there have been upgrades to night time task evaluation such that Clanfolk will not be having midnight baths anymore and will not go snacking when they wake up, unless starving. This change should lead to a lot more time in a warm bed.
Baby Recipe
The other big issue has been "How do I get Babies?!?!" So the big change here is that I do the pregnancy check when entering the bed and now also when leaving. Here are the rules for a pregnancy.
Mother not hungry
Mother Adult (Senior too late)
Father Adult/Senior
Mood > 7500 (difficult with pessimists) for both parents
Private Room (just the two of them)
Any previous babies at least > 50% progress toward juvenile.
Pregnancy attempted on enter and exit bed.
V0.233
Winter Fireplace Maintenance Upgrade Is Here! (No more cold feet at night)
Added a new designation "keep warm" to game objects to mark them to be kept warm overnight (beds for now)
Added venting awareness so that fire places that connect to "keep warm" objects will be refilled before bed
Added new task Fire Feed that triggers at Sunset and Night and will try to keep the fires maintained such that they can last the night
Fire Feed will lower its requirements as the night progresses so that people who wake up will not feed the fire 1 log at a time all night
Fire Feed only triggers on fires that are in a sealed room, are vented to a "keep warm" entity, and it is < 5c outside.
Fire Feed will update as vents are opened and closed such that whenever a fire can warm a bed, it will be maintained
The old tend fire that keeps work zones and hallways warm will only trigger during work hours now so work zones are not warmed at night pointlessly.
Added a Max pickup range system to the Fire feed task. Branches will only be selected if within 30 tiles of the fireplace or in a stockpile. This means no more midnight treks across the map for wood to feed the fireplace.
Babies will no longer tend fires
Fun, Cleanliness, and Social attributes will not be serviced at night at all.
Other attributes will only try to be serviced at night if they are critical. No more midnight snacks if not starving.
V0.234
Stone Fireplace/Cooking fire bumped from 600-700 secs burn time to better last the night.
Repair tasks won't trigger at sunset and night anymore unless the worker is in overwork mode. The Fire Feed task does a better job of prioritizing fires for night time. Save those branches.
The daytime tend fire task will not trigger in evenings because the night time one is about to take over (save branches)
Pregnancy check is now done when entering AND leaving the bed (mood sometimes goes up overnight)
Next Top Priorities
Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
Preventing personal needs from breaking chained tasks [DONE Update 2]
Keeping fires lit overnight [DONE Update 3]
Automating burying loved ones
Upgrading the Boost System to also read skill ordering for decision making
Any and all cases of a movement stuck problem causing starvation
Carrying Tools back home better
Fixing bed owners stealing unclaimed beds, blocking them
Wells duplicating water jugs somehow
Thanks again for reading this far. I am committed to fixing all these bugs and annoyances. Winter is getting tested in fire right now, but we are getting it sorted out together!
How has it been a week already since release.
Andrew Hume (Blorf) MinMax Games Ltd.
V0.232 New Supply Management System. Always know what you need!
Hi Everyone.
I was about to get to work on the late night fire tending yesterday when a bug came in that turned out not be be a bug at all, but was a problem with how I presented missing supply information, and I had to do something about it.
So I used to hide supply alerts when they were being "handled." This lead to a problem when the tasks that were handling those alerts were not getting done due to low priority. Players did not see the Alerts so were unaware of where/why the production stoppage was. This has now changed!
I will now show missing item alerts until the required count is physically met. But as an added bonus, the alerts now also count the in progress crafting and job tasks for you so you know if it is a task issue or just a prioritization issue leading to the work not getting done.
TLDR: Supply Management is a lot better now. I wish I had done this years ago.
V0.232
Changed Auto Supply system to keep alerts active unless the required items exist or are being actively made. Too many times there were non serviced jobs disabling the needed item alerts, causing production to stall because the tasks were too low priority.
The Inventory Menu has a "Supply Alert" toggle now per item. There will be more alerts now, but they can be disabled for non important items.
Missing Item Alerts now show items in progress of being extracted via jobs, or crafted. This is a hint on which skills need to be prioritized to full the supply requirements
Fixed bug with supply priorities that was not taking the current count into consideration when deciding what to build next. Now whatever item is the furthest from its desired supply value by percentage will be picked next
If you mouse over the needed item Alerts now, it will show you all the information on what is needed and why.
Update 2 Bunny Hauling and Improved Winter Survival
Hi everyone,
I have been wrestling with these bunnies for 2 days, but I think their hauling behavior is solid now.
Thanks very much to all of you helping out in the testing branch!
This version has quite a few upgrades to task persistence that will extend beyond the bunny hauling in Winter, but that case was by far the worst. You should see tasks getting completed a lot more often now. Persistence won't be perfect yet, but it will be a lot better.
Update #2 - v0.229-0.231
I post regular development logs in the forums and the discord server. As mentioned before, there’s a ‘default’ branch of the game that is more stable and all players get by default, plus a ‘testing’ branch that will be updated more often to test bug fixes and changes but you need to opt in (Library → right click Clanfolk → Properties → Betas → Choose version).
V0.229
Chained tasks can not be interrupted by personal needs tasks anymore (hauling items home tasks)
I Disabled Feed Object task override for closer units. Was causing too much task indecision. More task permanence now.
Added Chained task entity types to force the hunter to choose the butcher block if available after shooting the bunny.
Added Bunny Dump Task. It is a fallback for when the butcher block is occupied and the corpse stockpile is full. Hunters will drop dead bunnies near the butcher block for later. Much better to have 2 butcher blocks or a corpse stockpile though. This is a last resort to bring those bunnies home.
Clanfolk will try to warm up a little more at the fire so they can stay outside longer.
Clannfolk also lose heat 33% more slowly.
V0.230
Fixed issue with lighting bleeding through the back of walls in low shadows mode
Fixed another issue with Bunny Hauling and all Task Priority decisions caused by left over data not being cleared.
Fixed case where hauls would abort when the item was picked up if there was a personal attribute emergency (too cold)
V0.231
Fixed carried tools being dropped because other units want them at bad times
Fixed Task Persistence with hunting such that if carrying weapon, or close to target, or close to weapon the task will persist
Fixed Task Persistence with chained tasks when the time of day moves to time off, to prevent aborting the chain and bring those bunnies home.
Next Top Priorities
Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
Preventing personal needs from breaking chained tasks [DONE Update 2]
Keeping fires lit overnight
Automating burying loved ones
Upgrading the Boost System to also read skill ordering for decision making
Any and all cases of a movement stuck problem causing starvation
Carrying Tools back home better
Again, thank you for your patience and support. My dream is becoming a reality thanks to you. I hope you’re enjoying the game so far! There’s more updates and bug fixes to come.
Andrew Hume (Blorf) MinMax Games Ltd.
Update #1 (Testing Branch to Defualt Branch)
V0.225
Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
Slowed down how fast social meter drains so people are not always lonely.
Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
People having a poop are no longer valid talk targets.
Saw Dead Human 20->4 Satisfaction loss per second
V0.226
Fixed units not being able to socialize caused by v0.225
Fixed high social multipliers being capped at 1 (also from v0.225)
Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out
V0.227
Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
Tuned Social drain rate to be closer to what was in v0.226 and more manageable
Fixed Guests and Workers not being able to Socialize
Fixed trapped trade animals who got indoors with their universal keys but can't exit.
Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
Fixed Trade animals taking shelter in barns instead of staying with Trader
v0.228
Fixed Family Tree being broken once a family member dies
Disturbed Sleep -10 -> -5 Satisfaction per sec
First EA Updates! (Fire Tending and Bunny Hauling fixes in progress)
Hi everyone,
Thank you so much for playing Clanfolk. After 5 years in the making, it’s crazy to think my game is being played by so many people! There’s been 12 years worth of playtime alone this past weekend since launch. I’m very busy :)
There’s been so so many reviews, suggestions, and bug reports, and I am noting them all down. Thanks for your patience as I make my way through everything. I am just one man making a very complex game, so I appreciate your understanding and support.
Hot Fix #1 - v0.224-0.228
I post regular development logs in the forums and the discord server. As mentioned before, there’s a ‘default’ branch of the game that is more stable and all players get by default, plus a ‘testing’ branch that will be updated more often to test bug fixes and changes but you need to opt in (Library → right click Clanfolk → Properties → Betas → Choose version).
V0.224
Defualt Branch
Fixed the baby teleport bug when dropped in a room full of blockers.
Cooking Fire and Stone Fireplace branch burn time 7->10 mins
Note: Fixing unit wake up when cold to tend fire. In the mean time wake someone up if they get too cold set to overwork, sorry.
Fires and Torches will ask to be fed resources from at 0.25->0.35% full
Mushroom Rack moved to unlock with Branches, Twine, and 50 mushrooms. (Unlocks Much Earlier)
Bark can now be sold to Plains and Coast traders @200 Bark for 15 Coin
Fix for warmup task that could cause it to turn off when walking through the rain.
V0.225
Testing Branch
Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
Slowed down how fast social meter drains so people are not always lonely.
Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
People having a poop are no longer valid talk targets.
Saw Dead Human 20->4 Satisfaction loss per second
V0.226
Testing Branch
Fixed units not being able to socialize caused by v0.225
Fixed high social multipliers being capped at 1 (also from v0.225)
Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out
V0.227
Testing Branch
Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
Tuned Social drain rate to be closer to what was in v0.226 and more manageable
Fixed Guests and Workers not being able to Socialize
Fixed trapped trade animals who got indoors with their universal keys but can't exit.
Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
Fixed Trade animals taking shelter in barns instead of staying with Trader
v0.228
Testing Branch
Fixed Family Tree being broken once a family member dies
Disturbed Sleep -10 -> -5 Satisfaction per sec
Testing Branch Updates
The ‘testing’ branch has since received v0.225, v0.226, v0.227 and v0.228 updates. If you want to be the first to experience and play the latest updates to Clanfolk, feel free to switch to the testing branch. (Library → right click Clanfolk → Properties → Betas → Choose version) You may come across more bugs, and that’s okay, because I need your help finding them. Please report anything you find to me in the forums or discord.
I aim to have testing branch updates synchronized to the default branch once they are tested and stable enough. I cannot emphasize enough how grateful I am already for everyone’s feedback and reports so far.
Next Top Priorities
Getting Hunters to Haul Bunnies when they are cold
Keeping fires lit overnight
Upgrading the Boost System to also read skill ordering for decision making
Any and all cases of a movement stuck problem causing starvation
Preventing personal needs from breaking chained tasks (similar to bunny haul issue, but global)
Carrying Tools back home (may also be related to above)
Again, thank you for your patience and support. My dream is becoming a reality thanks to you. I hope you’re enjoying the game so far! There’s more updates and bug fixes to come.
Andrew Hume (Blorf) MinMax Games Ltd.
Clanfolk Now Available!
Hi Everyone,
First off, I would like to thank everyone who has played and helped improve the Demo over the last 10 months. So many great ideas and quality of life improvements have come from your participation, and I cannot thank you all enough!
What's Next?
Going forward, I hope you all will continue to provide your suggestions. I don't have all the answers, and I love hearing ideas. Even if I cannot use the idea, it sometimes sparks great alternatives.
Game Versions
There will be a "testing branch" and a "default branch."
The default branch is what everyone on Steam gets by default when they download updates. I will endeavor to keep this branch super stable and not break save games. This version will update less often but will be more stable.
The testing branch is for the bold who want to take a more active role in development. This branch will have bugs, and I will need your help finding them. Clanfolk has a massively complex and interconnected code base, and I need people to play the game in their own way to find these bugs. The testing branch will update more often and there will tend to be a lot of tuning and experimentation.
The Demo has been a 10 month testing branch :)
The testing branch will be available under the Betas tab in your Steam Library when selecting Clanfolk.
The Roadmap
Below is an idea of what I am currently prioritizing. Please keep in mind that Clanfolk's development has always been quite dynamic. Priorities change and new ideas surface. So this road map is not set in stone and the order may change, but as of right now these are the high level items that I want to tackle the most.
Furniture and Decorations
Peat Harvesting/Bog Iron
Beekeeping
Mead, Ale, Brewing
Pets
Planning Mode
More Crops
More Traditional Foods
More Traditional Crafting Chains
More Wildlife
More Personality Quirks
More Instruments and Fun Activities
New Northern Start Conditions
Wild Weather and Seasons
Year 2 and Beyond
Right now the first 2 years are a very solid experience. A big part of Early Access will be developing the long term challenges for year 2+
After 2 years, if your Clan survives, your homestead will be in very good shape, and I want to start adding more events to the world to modify day to day life. Here is a current list of ideas that I am sure will be expanded on. I would love to hear your ideas on this too.
Taxes
Theft/Hiding Assets
Clan Diplomacy
Plagues
Crop Blight
Rustlers
Refugees
Conscription
Modding
Modding is going to be a very important feature in Clanfolk's development. The modding tools will come online over time as the code base settles. Right now, my main focus is on making the base game as stable as possible, but as I move more into content creation, then modding becomes more viable without breaking modders' works.
Modding will consist of three phases.
1: Art modding. This is the simplest to implement and will come first. This will be used to test Workshop support as well. This would be for example changing how in game items and units look, but not adding new functionality to them.
2: Item/Object Chain Modding I have been building Clanfolk with this in mind, but I will probably need to provide a tool to make this viable outside of Unity. This is the creation of an entirely new set of Objects that form a process to create Items.
Modded Code (Stretch Goal) So this I currently do not have experience with but will be consulting with modders to try to enable the possibility. So I can only list this as a maybe right now. This would be a mod of the form that changes something fundamental about how a game system works.
The addition of modding will take time as it is critical that I build a strong foundation within the base game to support robust modding. This means do not expect it within the next few months as I am adding major content and systems to the base game.
Keeping you in the Loop
I plan to post regular development logs about what I have been working on, what I am prioritizing next, and how things are generally going. These logs will provide a glimpse of what has been happening for the people not on the testing branch.
Two Way Communication
I really do want to hear your ideas and hear about your triumphs and struggles in Clanfolk. If something is frustrating you, please let me know, and I will try to fix it. Clanfolk should be a relaxing experience, and you should not have to fight the game to find it.
To get into contact, please post on the forums here on Steam or even better yet join us on Discord. I am on the Discord channel almost every day reading posts and responding where I can.
Discord Link: https://discord.gg/U6yztRSTxX
Thanks for your support!
Building Clanfolk has been a dream come true for me. I have been wanting to create a little digital world for people for over 30 years now. It finally works. Now lets add more life and more features to that world together.
Clanfolk Launches Tomorrow with a 10% launch discount!
Only a few short hours left! Thank you to everyone who has played the demo over the last 10 months and offered feedback to make this launch as stable and enjoyable as possible.
The Demo has had over 22,000 players who have played for a combined total of 57,000 hours. We'll be broadcasting on the store page tomorrow as well, come join us!
I am so excited to see what tomorrow brings and to work with you all to make Clanfolk the best game it can be :)