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Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Folk Tale

Folk Tale Alpha 26



Overview




We've added party revival, and Willow's (the healer hero) revive ability so there's no more perma-death. When health is reduced to zero, heroes are knocked unconscious and their portrait in the top left of the screen turns deep red. At the end of the battle heroes regain consciousness and a little health, enabling players to continue their adventure without having to reload. In village maps there’s a 5 minute cool down to prevent cheating.


The loot system has been overhauled to support scaling as player heroes move up in level. Loot is now dynamically generated, and items can finally receive meaningful magical properties. Names comprise a prefix, the weapon type, and a suffix, for example a Vigorous Axe Of Scorching. Weapons now receive visual effects such as flames and frost.


We’ve added The Glade, home to the Gladefolk, updated Mordrich’s Factory to separate out Bonefinger’s lair, and extended both Withering Dead and Gladefolk campaigns.


There are two ways to keep heroes alive. One is to recruit Willow the healer, the other is to craft health and power potions. Alpha 26 adds wild herb patches around the environments which can be harvested by selecting a villager and right clicking on the herbs. Wild herb patches regenerate over time and build up to a capped amount so you don't have to constantly collect them.


Villagers can man the well and pump Buckets Of Water. Water is used in potion making (crafting at the Herbalist's Den), will soon be added as an input into brewing, and is a precursor to being able to extinguish building fires.


Faction standing is an essential system for implementing the campaign storyline. Helping one faction causes your standing with the opposing faction to decline. We added several new nodes to Workbench (the visual scripting environment built into the Editor) that allow us to tweak values as players complete quests.

Patch Notes



This public build incorporates experimental patches 0.3.12.0 through 0.3.18.0. The patch notes are too long to fit in a Steam announcement, and continue over on our website (link at bottom).

Player: Added faction standing system (precursor to allies and enemies)
Player: Extended the Campaign (it’s still very much WIP)
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added hero death and revival. including Willow’s ability
Player: Enabled potion consumption via character portrait wheel
Player: Potion Making now functional
Player: Added water to the types of resource peasants can gather
Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Added find peasants button to minimap including headcount
Player: Restricted some of Willow's abilities to targets that make sense (e.g she can no longer heal enemies)
Player: Ability targeting improved so now only valid targets are highlighted
Player: Z and X now adjust camera zoom, especially useful in construction mode
Player: Mouse cursor is now constrained to the window when in fullscreen mode (Windows only)
Player: Added audio settings toggle to disable transition to battle music
Player: Save games now always create a new save instead of overwriting the last one
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Player: Tweaked when healthbars appear (hiding for neutral and friendly non-human factions)
Player: Active Quests: Added red x for when quest failed
Player: Active Quests: Added find icon next to subquests
Player: Added connection cost smoothing to pathfinding code to try to improve path quality
Player: Increased speed of number transitions in marketplace
Player: Added impact sound effects when weapon has suffix enchantment
Player: RTS: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: RTS: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Player: RTS: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Willow's purify ability now removes bad buffs from characters (and prevents them from getting any new bad buffs for 5 seconds)
Player: Characters and weapons are now 36% bigger*
Player: You can now select a peasant and right click on a profession building to train
Player: Added VFX to Willow's revive ability
Player: Made Q,E camera rotation frame rate independent in the game
Player: Scaled camera movement speed by height above the terrain (70% - 120%)
Player: Building healths doubled
Player: Increased size of wheat sprites
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Maps: Tutorial: UI blocking removed so game responds to input from keyboard and/or mouse during dialogue
Maps: Glade: Added new campaign map and linked to Shirebrook (home of the Gladefolk)
Maps: Mordrich’s Factory: Temporarily removed option to fight Mordrich as it stops campaign from advancing
Maps: Mordrich’s Factory: Locked two doors unless you are a faction friend of Withering Dead
Maps: Bandit Caves: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Maps: Bandit Caves: Traps now do enough damage to kill Quixl (who will revive)
Maps: Bandit Caves: Quixl’s cage is now locked in the cutscene and opens if you release him
Maps: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Maps: Added dialog at end of campaign to let players know that’s as far as we’ve got
Balancing: Villagers require fewer carrots to become full
Editor: Q and E now change elevation, Z and X zoom
Editor: Expanded Swamp Ruins Kit with pieces being used to make Bla’tu’s Palace dungeon
Editor: Defined all the proper factions for drop downs
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Workbench: Added FactionStanding group of nodes (...)
Workbench: Added ifFactionStanding node
Workbench: Added FactionStandingSimple node

Patch notes continue at:
http://www.gamesfoundry.com/patches/#alpha26

Experimental (0.3.18.0)



EXPERIMENTAL BUILD (0.3.18.0)



This is an update to the experimental opt-in build.

This patch is Alpha 26 Release Candidate 1.

Where can I get it?


Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?


Player: Added clickable event notification to warn of impending attack (mostly spiders at the mo); mob will be shown briefly, then Fog Of War will fade back
Player: Increased size of wheat sprites
Player: Double pressing on control group keys (0..9) will now zoom to that control group
Player: Construction options now close when a villager/hero is selected
Player: Added levelup sfx and vfx to heroes. Increased sound range for abilities
Player: Changed the behaviour of the minimap back to what it was (which was less confusing)
Player: Moved leather armor research from Blacksmith’s to Tailor’s Emporium
Player: Moved bows research from Blacksmith to Hunting Lodge
Map: Campaign: Overhauled Kenny’s Throne Room in the Bandit Caves to resolve pathfinding issues
Map: Sandbox: Swamp: Removed annoying big tree near quarry, tweaked quarry and mine areas
Workbench: Added SetCharacterAsHeroic node to mark monster as heroic (will show name and large healthbar)*
Optimization: Improved performance of large villages by 8-9% (in addition to Work Scheduler fix below)
Fix: Electrical magic impact sound effect not playing
Fix: Removed production and equipment tabs from Storehouse
Fix: Deer spawnpoints in Sandbox Swamp map now repeat
Fix: Spiders could on rare occasions get stuck and freeze right after spawning
Fix: Editor: Moving the whole world up/down now affects camera paths (so long as they are not being edited at the same time)
Fix: Work scheduler was trying to assign characters to construction work points even after the buildings had been constructed (causing performance hit in large villages created during a single session without visiting other maps)
Fix: Turned off match rotation on Bandit Kit door so characters don't spin around if they open it from the back
Fix: CameraPath preview wasn’t working correctly
Fix: Drawbridge now working as expected
Fix: Building rotation using the mouse wheel is now frame rate independent
Fix: Destructible objects were appearing as red minimap blips
Fix: Removed debug output when pressing All Party select button to reduce CPU spike
Fix: Added villager command voice when sending characters to repair structures
Fix: Added coin sfx when initially purchasing a research item
Fix: Smooth delta time could get severely out of sync sometimes and fail to get in sync again. This could sometimes happen if the player alt-tabbed to another location for a while and then alt-tabbed back
Fix: When playing hit animations, characters are now prevented from rotating
Fix: Scale of one of zombie anims was off, causing its lower half to appear below ground level during an attack

Known Issues


Willow can get stuck near the Goblin Village. As a temporary fix, please save your game, restart the game, and continue the saved game. Willow should then be able to move.

Developer Notes:


* Marking a monster as heroic is especially useful for scaled up mobs such as spiders. You can use it in conjunction with name fields in the InstantiateCharacterAt node to create custom named bosses.

Dev Blog 39



It's been a good while since our last dev blog. After increasing the frequency of patches last summer to at least fortnightly, achieving that has meant making time cuts elsewhere. If you don't follow the experimental releases much, in this post we cover what's new since the last blog.

These are a selection of the highlights. For a more comprehensive list of changes, please read the patch notes in the Steam Community Forum.

Marketplace



Being able to trade goods is a life saver if your economy is stuttering. It could be surplus production you're looking to sell for coin, the need to stave off starvation by buying in much needed food supplies, or picking up magic essence for crafting magic items. The Marketplace is a new advanced building with a dedicated UI.





Well



Villagers can man the well and pump Buckets Of Water. Water is used in potion making (crafting at the Herbalist's Den), will soon be added as an input into brewing, and is a precursor to being able to extinguish building fires.



The first visitor to the well pumps five buckets of water which appear around the foot of the well. Once finished, they pick up a bucket and head off back to what they were doing. The next visitor simply collects one of the pre-pumped buckets. If no buckets remain, they take their turn to pump five more buckets.

Mechanics: Faction Standing System



Faction standing is an essential system for implementing the campaign storyline. Helping one faction causes your standing with the opposing faction to decline. We added several new nodes to Workbench (the visual scripting environment built into the Editor) that allow us to tweak values as players complete quests.

Faction standing determines how monsters react to the player when they come into range. Enemies naturally attack, while neutral and friendly factions will go about their business, allowing the player to walk around faction villages and interact with NPCs.

Mechanics: Potion Making, Wild Herbs and Potion Consumption



There are two ways to keep heroes alive. One is to recruit Willow the healer. The other is to craft health and power potions. We've added wild herb patches around the environments which can be harvested by selecting a villager and right clicking on the herbs. Wild herb patches regenerate over time and build up to a capped amount so you don't have to constantly collect them.



At the Herbalist's Den, potions can be mixed under the building dialog crafting tab. First however, players need to complete Elixirs research to unlock the crafting recipes. Crafting potions requires wild herbs and water from the well, and are placed in player's main inventory.

On the character portrait wheel in the bottom left of the screen, icon buttons can be used to consume power and health potions. The game selects the most appropriate potion size to avoid wastage. Players don't want to drink a Greater Health Potion when a Lesser Health Potion will do the job.

Mechanics: Revival



We've added party revival, and Willow's (the healer hero) revive ability so there's no more perma-death. When hero health is reduced to zero, they are knocked unconscious and their portrait in the top left of the screen turns deep red. At the end of the battle heroes regain consciousness and a little health, enabling players to continue their adventure without having to reload. In village maps there is a 5 minute cool down to prevent cheating.

Willow's targeted revive ability can be used during combat to get a hero back into the fight. Ability target in general has been overhauled, and targets filtered so that only the relevant character types get highlighted.



Mechanics: Dynamic Loot And Magic Items



The loot system has been overhauled to support scaling as player heroes move up in level. Loot is now dynamically generated, and items can finally receive meaningful magical properties. Names comprise a prefix, the weapon type, and a suffix.

For example, players might come across a Stalwart Sword Of Freezing. The stalwart prefix represents a Tier 2 strength buff to the heroes attributes (+3 str), while the freezing suffix is a Tier 4 frost damage buff that adds a significant amount of additional magical damage.



Each prefix and suffix has four tiers. Here are the strength and freezing tiers:

Strength Prefix Tiers: Staunch (+1), Stalwart (+3), Mighty (+5), Valiant (+7)
Frost Suffix Tiers: Chilling (+1), Shivering (+3), Winter (+5), Freezing (+7)

Weapons receive a visual effect reflecting the suffix bonus including flames, poison, frost, shock and shadow.

Mechanics: Destructibles



Standard fare for an RPG game, we've added smashable crates, urns and sacks that can contain loot. There's not much more I need to say about that as we all know how they work.

UI: Civics Building List



A widely requested feature was a centralized view of all buildings within a village. The new building list under the civics options show players active production, ongoing research, and provides quick access to further inspect each building.

Inspecting a building from the list and then closing the building dialog will return players back to the civics list. We've done this so you can quickly jump in and out of buildings to set research.

Campaign Map: The Glade



Home to the Gladefolk, the Glade is one of the first faction maps players will explore as part of the campaign. It uses a dedicated editor kit that level designers can use to make their own leafy woodlands.

The Glade is playable, but is currently work in progress.



Campaign Map: Bla'tu's Palace



Bla'tu is the Toadkin King. His Palace will eventually be accessed via an entirely new swamp map created for the campaign. For now, we've linked the ruins in the Sandbox Swamp map with portal doors so players can go and explore. Blatu's Palace is also work in progress, testing the extended Swamp Ruins editor kit and new pieces including pressure plates that can be scripted in Workbench to create small puzzles or trigger traps.



VFX



Having implemented Ser Gregory and Willow's special abilities last year, we paused and moved on to other higher priority tasks. Now that we're rolling out campaign, we have since returned and all of the hero ability visual effects are now ready to implement. We've actually gone beyond that, and have been creating effects for bosses, behemoths and NPCs. Expect more heroes to be added in the first half of this year.

This blog continues over at:
http://blog.gamesfoundry.com/2016/03/folk-tale-dev-blog-39.html

Experimental (0.3.17.0)



EXPERIMENTAL BUILD (0.3.17.0)



This is an update to the experimental opt-in build.

The primary change in this patch is the completion of potion making, the addition of well functionality, and scaled up characters for easier targeting.

Where can I get it?


Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?


Player: Characters and weapons are now 36% bigger*
Player: You can now select a peasant and right click on a profession building to train
Player: Added VFX to Willow's revive ability
Player: Made Q,E camera rotation frame rate independent in the game
Player: Scaled camera movement speed by height above the terrain (70% - 120%)
Player: Added water to the types of resource peasants can gather
Player: Added Gladefolk Chainmail and Grublin Scale armor sets
Player: Building healths doubled
Map: Bandit Caves: Traps now do enough damage to kill Quixl (who will revive)
Map: Bandit Caves: Quixl’s cage is now locked in the cutscene and opens if you release him
Map: The Glade: Willow’s healing of the hives improved
Workbench: Added toggle to DefeatInsteadOfDeath node
Workbench: Added StoreList and GetList to improve list management and usefulness; GetList returns a new list if the named one didn’t exist
Workbench: Added EnterCutscene and ExitCutscene nodes; deprecated Cutscene node**
Workbench: Cages can now be scripted (and behave like a Door)
Workbench: Pressure Pad (added to the Swamp Ruins kit) can now be scripted (behaves like a Door)
Fix: ATI driver bug (the infamous “dot pattern” when SSAO was enabled)
Fix: '+' on hero portraits no longer shows when they were defeated
Fix: ‘Drink Potion’ no longer added to inventory when training professions
Fix: Fixed not being able to use power potions when hero had maximum health
Fix: Workbench: If SHIFT is held down and LMB pressed on open space, no longer deselects nodes
Fix: Tweaked canvas ordering in Main Game scene to fix some glitches
Fix: Prevented spider dens from spawning more settler spiders if there are no more reachable tree stumps in the world (thereby preventing spider armageddon)
Fix: Farmers now carry the baskets that are ‘dropped’ when a field is harvested instead of a single large carrot
Fix: Villagers’ facial deformation now working as intended
Fix: Improved arrow/bolt trail offset
Fix: Scale of bucklers now consistent
Fix: Hidden ‘objects’ were being duplicated by load/save, for example cottage taxation

Known Issues


Bow sizes are ridiculous.
Crafting costs of some items may be really expensive.

Developer Notes:


* We’ve scaled up characters and weapons/tools for two reasons. Firstly, we’ve watched a lot of Let’s Play videos and the preference in village maps seems to be more zoomed out than we anticipated. Larger characters make selection and targeting easier. Secondly, character texture scales didn’t match environment art, and in dungeons walls can obscure. Bigger characters help with both.

** The new cutscene nodes help further clean up of Workbench visual scripts. Multiple entry and exit points are also supported.

Experimental (0.3.16.0)



EXPERIMENTAL BUILD (0.3.16.0)



This is an update to the experimental opt-in build.

The primary change in this patch is the introduction of hero revival, potion consumption and potion making.

Where can I get it?


Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/

What's new?


Player: Added hero death and revival. including Willow’s ability*
Player: Added Potion consumption**
Player: Potion Making now functional***
Player: Restricted some of Willow's abilities to targets that make sense (e.g she can no longer heal enemies)
Player: Ability targeting improved so now only valid targets are highlighted
Player: Willow's purify ability now removes bad buffs from characters (and prevents them from getting any new bad buffs for 5 seconds)
Player: Added 2 complete armor sets (Gladefolk Plate and Glacian Cloth)
Workbench: Cutscene and CutsceneCut nodes now support changing fade duration (works well when connected directly to CameraPath node)
Workbench: Added DefeatInsteadOfDeath node (used in conjunction with When and CharacterHealth nodes) - character will not die and cannot be attacked
Fix: Weapon vfx prefabs were stacking when players portaled to a different map
Fix: Fixed abilities not always being marked as complete when in combat
Fix: 'usable by: ...' no longer shows in non-equipable item tooltip
Fix: Editor menu bar showing over the workbench canvas
Fix: Collision dimensions on many characters were set by script instead of using the ones on their prefabs

Known Issues:


The sound sync with Willow’s revive ability is off.
Following release and community testing, a CPU spike has been detected which will cause jitter. A fix will be forthcoming ASAP.

Developer Notes:


*If members of your hero party die but you win the battle (no monsters within agro range), fallen members will automatically revive with 1 health point. Willow’s revive ability can be used in combat. The level of the ability will determine how many health points the revived hero will start with. Only heroes can be revived; normal villagers die. In village maps, heroes will revive after a cooldown period shown next to their red portrait (to prevent cheating).

** If you have power or health potions in the global inventory, PCs can consume them via the character portrait wheel in the bottom left of the screen. The game will automatically select the optimal potion size from Lesser, [Normal] and Greater strengths to minimize wastage subject to potion availability. Potion consumption is instant (no animation) as we felt this could get annoying during heated battle.

*** Potion crafting is now functional at the Herbalist Den, however it requires Buckets of Water. Water will eventually be collected on-demand from the Well, however that has not been activated in this build. Instead, we’ve placed Buckets Of Water in various crates and urns in all maps apart from the Tutorial. Wild herbs are collected from clumps of herbs found around the map. They will sparkle when herbs are available for harvesting (requiring you to select on a character and right click on the wild herb clump, just like looting a corpse). Yellow clumps produce Yarrow which is used in Power Potions, while purple clumps produce Thistle used in Health Potions.

We could have waited until the Well was functional to round off potion making, but decided to push this patch out because it adds hero revival. The code required for the Well could possibly be used in other areas of gameplay, for example delivering resources to construction sites before construction begins should we wish. So instead of rushing it, we’re going to code it with future possibilities in mind. That doesn’t mean we’ll implement them, but it does keep those options open. We felt that was the better approach.

Experimental (0.3.15.0)



EXPERIMENTAL BUILD (0.3.15.0)

This is an update to the experimental opt-in build.

The primary change in this patch is dynamic loot generation and magic item effects.

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

What's new?
Player: Dynamic loot generation system implemented
Player: Magic weapons now have visual effects when they have a suffix enchantment
Player: Added impact sound effects when weapon has suffix enchantment
Player: Campaign: Extended Withering Dead storyline
Player: Campaign: Added start of Gladefolk storyline and portal linked new map ‘The Glade’
Player: F1..F9 single press now only selected hero, double press to zoom camera to them
Player: Single clicking on hero portrait now selects, double click to pan the camera to that hero
Assets: Added defeated animations to some heroes in preparation for future functionality
Assets: Added 11 more NPC portraits, 3 missing ability icons
Assets: Added 2 new sets of Scale armor icons (Glacian and Cult Of Pyros)
Assets: Added new factional jewellery items (rings, necklaces and trinkets)
Assets: Added 39 new weapons inc. models and textures
Workbench: Added OrderMoveToObject node to avoid having to create 'Position' and 'Rotation' nodes
Workbench: Added close button
Fix: Keys and Quest Items are no longer salvageable
Fix: Cooldown data is now cleared when a party is moved to a new location
Fix: Workbench: Fixed special case where the default value of an input could be used instead of the value of the node output that was connected to the input

Known Issues:
Sometimes it’s not possible to talk to key NPCs.
Weapon VFX (e.g. Flames) are stacking each time you portal to a different map.
Loot drop probabilities need tweaking - rare items are dropping too early.

Developer Notes:
Up until this point loot hasn’t played a big role and didn’t scale well. The new system gives us a solution that fits campaign levels, sandbox levels, and community levels.

Magic items potentially receive a prefix which boosts attributes (strength, agility, vitality and mind), and a suffix which can be anything from special damage (fire, cold, shadow, poison etc..) to critical hit bonuses. Each prefix and suffix has four levels of bonus with unique names, for example “Burning”, “Flaming”, “Scorching”, “Immolation”. An example might be an Agile Bow Of Scorching. Economy magic bonuses have not yet been implemented.

In a future patch we will be adding Workbench nodes to be able to create and assign specific magic items to characters. It is envisaged these will mostly be named epic items.

Useful console commands for testing:
Magic items with visual effects don’t start dropping until later character levels (e.g. 10+). To shortcut this, you can cheat and use the following console commands.

levelup 5 (levels up all selected characters by 5 levels)
genloot 3 glacian (generates 3 loot items as if dropped by a Glacian faction character)
Notes:
don’t generate more than 3 otherwise as you’ll probably just get non-faction fillers
The list of faction names for use with console are :

cultofpyros
dwarven
glacian
gladefolk
goblin
orderofthefang
toadkin
undead

Experimental (0.3.14.0)



EXPERIMENTAL BUILD (0.3.14.0)

This is an update to the experimental opt-in build.

The primary change in this patch is the introduction of the faction standing system. This is an essential prerequisite to the continued rollout of the campaign. We've also added a number of Workbench nodes aimed at cleaning up spaghetti scripts.

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

What's new?
Player: Added faction standing system (precursor to allies and enemies)
Player: Tweaked when healthbars appear (hiding for neutral and friendly non-human factions)
Player: Active Quests: Added red x for when quest failed
Player: Active Quests: Added find icon next to subquests
Player: Added connection cost smoothing to pathfinding code to try to improve path quality
Player: Increased speed of number transitions in marketplace
Player: Slightly extended the Withering Dead campaign (it’s still very much WIP)
Maps: Locked two doors in Mordrich’s Factory unless you are a faction friend of Withering Dead
Assets: Added Zombie Ogre (aka Zombie Harvester)
Assets: Added 46 hand-painted loot icons
Editor: Defined all the proper factions for drop downs
Workbench: Added FactionStanding group of nodes
Workbench: Added ifFactionStanding node
Workbench: Added FactionStandingSimple node
Workbench: Added FactionStanding node
Workbench: Added FactionStandingFull node
Workbench: Added IncreaseFactionStanding node
Workbench: Added IncreaseFactionStandingSimple node
Workbench: Added DecreaseFactionStanding node
Workbench: Added DecreaseFactionStandingSimple node
Workbench: Added ModifyFactionStanding node
Workbench: Added SetFactionStanding node for setting explicit value (e.g. -100 to +100)
Workbench: Added LockFactionStanding node (for when player fully commits to a faction)
Workbench: Added UnlockFactionStanding node
Workbench: Added EveryStart node which is run every time a location is loaded instead of just the first time
Workbench: Added StoreCharacter and GetCharacter nodes to clean up long wires
Workbench: Added duplicate node (CTRL+D), also works on multiple-selection
Workbench: AllCharacters and RandomCharacter nodes now filter using faction instead of allegiance
Workbench: Inspector is now opaque to aid readability in busy workbench scripts
Workbench: Added interaction character to WhenQuestGiverInteraction node
Workbench: PersistentAnimation now has support for playing animations on non-character objects as well
Workbench: Trigger now takes Faction instead of Allegiance (see breaking changes below). Default has been set to Humans so most existing triggers should work as expected.
Fix: Fixed marketplace breaking when closing the window too quickly
Fix: Prevented AOE splash damage (e.g. shield bash) from affecting friendly faction units
Fix: Added new stunned animation to bandit (dagger wasn’t animating)
Fix: Green dotted wall placement outline sometimes not being disabled during initialization
Fix: CharacterSetActiveOnDeath not restoring state properly when loading a saved game
Fix: Character collider being enabled on dead characters when loading a saved game
Fix: Box colliders on static characters not being disabled on dead (e.g destructible door in Bandit Cave)
Fix: Modified script on tall torches in Shirebrook map to prevent null exceptions being logged
Fix: Modified script on spike traps in Bandit Cave so that their state persists correctly

Breaking Changes
Level designers...all factions are now neutral to one another, including the player (Human faction). So it’s likely very little combat will happen in your maps. You can quickly reinstate factional enemies using the LockFactionStanding node, setting the value to something like -100. e.g. Human v Undead.

Experimental (0.3.13.0)



EXPERIMENTAL BUILD (0.3.13.0)

This is an update to the experimental opt-in build.

The primary change in this patch is cross-map tracking of quests.

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

What's new?
Player: Added Ser Gregory’s missing voice lines
Player: Edited Lilith’s voice files to flow into sequential dialogue more smoothly
Maps: Bandit Caves: Fixed navmesh causing characters to stick where mine tracks cross stream
Maps: Bandit Caves: Added ladder portal in Kenny’s throne room to save players running back to entrance
Workbench: Cross-map tracking of quests
Workbench: StartSubQuest node added
Workbench: Added SubQuestInProgress node
Workbench: Added SubQuestCompleted node
Workbench: Added CompleteSubQuest node
Workbench: Added FailSubQuest node
Workbench: Popup dialog appearance improved
Workbench: Conversation node portraits can now be explicitly set via categorized dropdown (portrait input still optional). A mini portrait icon will appear above the node to help readability.
Workbench: Conversation node option checkboxes are now hidden in the inspector to reduce clutter; inputs work as usual
Editor: Expanded Swamp Ruins Kit with pieces that will become a dungeon
Assets: Added earth, lava and ice worms; not functional
Assets: Added Jax (Glacian boss); not functional
Assets: Fixed animations used by Goblin Axe Warrior
Assets: Refreshed kobold animations and geometry
Assets: Added portraits for Lavallos and Singularity XB-101
Assets: Added 158 paragraphs of voice acting for Willow, Nara and Ambassador O’Kleefe ready for campaign extension
Fix: Bridge in snow kit had navmesh issues
Fix: Cave waterfall tile had collider issues allowing characters to part climb them at odd angles
Fix: Woodcutters could not manually plant saplings
Fix: Woodcutters would sometimes stop working until manually commanded to move
Fix: Only start cooldown for ability if it was successfully started
Fix: Improved some animation blending when issuing orders to moving targets
Fix: Trebuchet rotation sound volume reduced, no longer constantly plays
Fix: Ser Gregory no longer gets stuck in his stunned animation when Willow uses Purify ability
Fix: Camera framing shouldn’t fly wildly up in the air
Fix: Fixed all conversation dialogs that had the wrong portraits

Developer Notes:
Several quest related nodes are being deprecated and will be renamed with the suffix ‘Old’ in Workbench. They are: QuestOld, SubQuestWhenOld. Please migrate your maps to use the new nodes.

The conversation node portrait input is still valid, and should be used when referencing spawned villagers whose faces are dynamically generated. For all other NPCs, it’s cleaner and faster to set their portrait explicitly using the categorized dropdown. The new portrait dropdown goes a long way to cleaning up wire count in dialogue intensive maps.

Experimental (0.3.12.0)



EXPERIMENTAL BUILD (0.3.12.0)

This is a small update to the experimental opt-in build before the holidays to fix a number of usability issues and add in a much requested feature (find peasants button). The normal patching schedule will resume in the New Year.

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

What's new?
Player: Added find peasants button to minimap including headcount
Player: Z and X now adjust camera zoom (Aron to do), especially useful in construction mode
Player: Mouse cursor is now constrained to the window when in fullscreen mode (Windows only)
Player: Added audio settings toggle to prevent battle music from playing
Player: Save games now always create a new save instead of overwriting the last one
Maps: Tutorial: UI blocking removed so game responds to input from keyboard and/or mouse during dialogue
Maps: Mordrich’s Factory: Temporarily removed option to fight Mordrich as it stops campaign from advancing
Maps: Added dialog at end of campaign to let players know that’s as far as we’ve got
Balancing: Villagers require fewer carrots to become full
Editor: Q and E now change elevation, Z and X zoom
Fix: Workbench: OrderMove should not work on dead characters
Fix: Workbench: Mobs set to human faction will no longer require food
Fix: Workbench: Disabled conversation options would mess up the output order
Fix: Selling buildings would not return items from the equipment store back to global inventory

Folk Tale Alpha 25



ALPHA 25 (0.3.11.0)

This is an update to the main build on Steam. It incorporates patches 0.3.9.1 through 0.3.11.0 from the experimental opt-in build.

The primary changes since the last Alpha include the addition of the marketplace building for buying and selling resources, changes to the way fields work (they are locked until the relevant building has been constructed, and can only be built within the boundary), and a number of bug fixes including camera flicker.

https://www.youtube.com/watch?v=oHRxwFSXNAo

What's new?
Player: Marketplace building added including UI (you can now buy and sell resources)
Player: Gold no longer occupies space in storehouses, and is no longer capped
Player: Tree stumps are now destroyed after 10 minutes (preferably when off-screen)
Player: Close button on building dialog now returns to civics building list if that’s where you came from
Player: Pathfinding for straight lines improved
Player: Implemented bounties (currently under Marketplace research)
Player: Improved shaders and materials used on characters and in dungeons (subtle)
Player: Research complete notification icons now open building dialog on click
Player: All shields updated to reduce geometry intersection
Player: Introduced dedicated cotton fields, herb fields, and farmer’s fields (wheat and carrots), locked until you’ve built the associated building
Player: Herbalist fields must now be built close to the Herbalist’s Den building otherwise construction will be invalid
Player: Cotton fields must now be built close to the Weaver’s Hut otherwise construction will be invalid
Player: Wheat and carrot fields must now be built close to the Windmill otherwise construction will be invalid
Player: Workbench cogs can now be revealed while playing using the console command ‘workbench’
Player: Wall stair direction arrow improved
Player: Added a command named 'spawn' to the console. Type help spawn for guidance. e.g. spawn spider queen
Player: ‘Spider Bounties’ “research” on Marketplace now gives you 30 gold per spider queen as well as the earlier 10 gold per normal spider
Player: Campaign extended. Players can now deliver the cog to Brom in Mordrich’s Factory
Player: Added setting for disabling edge of screen scrolling
Player: If a screen resolution of 1366 x 768 or lower is used, UI scaling is set to -1 (85%)
Map: Sandbox (Easy) and Tutorial map changed, replacing Monastery and some of landscape to resolve pathfinding glitches
Balancing: Reduced cost of Windmill from 100 iron ingots to 50
Balancing: Reduced production time for bread by 40% to tackle the flour mountain
Balancing: Ser Gregory can now equip normal shields (not just Tower shields)
Balancing: First spider wave from each spider den is now only 2 spiders instead of 4
Editor: Added backups to map saving, so no need to save multiple versions now (see new 'Restore from backup' Editor: Added more tower shields, spears, tomes
button in Location Editor near the near button)
Workbench: DestroyAll node added for destroying a list of objects in one go
Workbench: Added RandomCharacter node
Workbench: AllCharacters node can now filter by occupation as well as allegiance
Workbench: Added WhenQuestGiverInteraction - adds a ! quest market to a character. NPC highlights on mouse hover, and walks the lead character in selection group to an optional interaction point. Then removes ! marker. This node deprecates previous questgiver nodes which have been removed
Fix: Added navmesh cut to hill_rocky_01
Fix: Fixed oscillating camera rotation near cliff edges
Fix: Some conversations always being skipped over
Fix: Rendering glitch when placing stairs and other upgrades to walls
Fix: Teleporting by clicking on the minimap not working that well
Fix: Trebuchet on walls now works again
Fix: Spider queen feet being below ground due to import scaling issue
Fix: With hero selected, clicking train as profession caused modal dialog to appear
Fix: Contrast graphics setting should now work
Fix: Apply Resolution button wasn’t appearing in graphics settings after changing the desired resolution
Fix: Save games not always loading to the correct location (would always load starting location or world map)
Fix: Fixed potential race which could cause locations to fail loading
Fix: Introduced guards aimed at working around several exceptions
Fix: Fixed null ref exception in text rendering system
Fix: Fixed null ref exception in wall placer when exiting game
Fix: Pressing train Arbalist button was training City Watch
Fix: Heroes getting stuck on props in Kenny’s throne room in the Bandit Caves
Fix: Unlocking shield research at the Blacksmith’s doesn’t unlock the corresponding crafting recipe
Fix: Giant Snails couldn’t be killed in the easy sandbox map (they were marked as neutral by default)
Fix: Fishing animation visual glitch
Fix: Fixed input events being missed if duration was less than 1 frame
Fix: Console now opens after first keypress instead of second
Fix: Resource converters now always take number of workers into account (fish didn’t)
Fix: Tooltips not adjusting to correct size immediately
Fix: Tooltips margins were causing line breaks too early
Fix: UI scaling / downsampling should now work better
Fix: Music from main menu not fading out in Editor
Fix: Prevented static characters from receiving buffs
Fix: Prevented 'Other' from showing up as the occupation in the character sheet
Fix: Fixed workbench OrderMove node not being able to run immediately after a move was completed
Fix: Fixed layers on various characters (fixes Quixl not being able to activate triggers)
Fix: Problems loading custom and saved games
Fix: Editor could experience CPU spike when inspecting some character spawn points
Fix: Ogre material brightness reduced
Fix: Characters getting stuck on wooden stairs in Swamp Map near goblin ambush
Fix: Saving and loading a game after Kenny dies would revive him
Fix: Tutorial was loading an old map (monastery has been updated)

Known Issues
The Marketplace does not currently show in the civics building list.
If you have a custom map and spider dens are showing with human names, you’ll need to delete the dens from your map and create new ones from the kit list..
Bee Yards will be locked until a Monastery is built in a future patch.