This is an update to the experimental opt-in build.
The primary goal of this patch is to modify the way that fields work, locking them until the relevant building is placed. The campaign has been extended slightly, and we’ve included a number of community requested tweaks as well as the usual bug fixes. Magic essence can now be purchased at the marketplace, which is required to craft magic items at the Blacksmith.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? 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%)
Balancing: First spider wave from each spider den is now only 2 spiders instead of 4
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
Known Issues 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.
Experimental (0.3.10.1)
EXPERIMENTAL BUILD (0.3.10.1)
This is a micro-patch containing bug fixes for Patch 0.3.10.0 (2 days ago). It will be pushed to the experimental build first for validation, and then rolled into Alpha 24.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? Player: All shields updated to reduce geometry intersection
Editor: Added more tower shields, spears, tomes
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)
Experimental (0.3.10.0)
EXPERIMENTAL BUILD (0.3.10.0)
This is a work-in-progress update to the experimental opt-in build.
The primary goal of this patch is to explore marketplace functionality and the Editor backup/restore system. Please be aware that the marketplace has not been balanced, and not all marketplace functionality is currently implemented. The Marketplace requires 50 leather hides, so you’ll need to kill deer, bears and boars.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
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
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)
Editor: Added backups to map saving, so no need to save multiple versions now (see new 'Restore from backup' button in Location Editor near the near button)
Workbench: DestroyAll node added for destroying a list of objects in one go
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)
Known Issues Spider Dens are still getting incorrect names.
A few minor holes in the sandbox swamp map temples.
The Marketplace does not currently show in the civics building list.
Folk Tale Alpha 24
Alpha 24 combines all the experimental build patches from 0.3.3.2 to 0.3.9.0 (8 patches in total). For details on how to opt in to the experimental build (which is patched almost weekly), please visit the community forum.
PATCH NOTES ARE VERY LONG AND CONTINUE ON THE WEBSITE (LINK BELOW)
Platforms
PC, Mac
Major Changes
Economy has undergone major rebalancing
Needs have been replaced with overall happiness
Destructible props have been added (e.g. doors and barrels)
Campaign now includes two dungeons: Bandit Caves and Mordrich’s Sandal Factory
Civics dialog now includes an overview of all building activity in one place
Civics dialog now includes a breakdown of all villager happiness, and rationing controls
World Editor added for organizing multiple maps (portals can be used to connect them)
Terrain sculpting tool added to the Editor
Minor Changes
Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4
Player: New healthbars added (heroes’ have significantly changed)
Player: Reduced aggro ranges significantly
Player: Camera field of view reduced
Player: Tweaked colliders on all monsters for easier targeting
Player: Increased distance that characters will stand apart
Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp)
Player: Villagers and (some) monsters will now voice idle phrases
Player: Several monster loot profiles added
Player: If characters/monsters cannot surround a target, they should choose another target
Player: Trees are now felled on the first visit, dropping logs
Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience
Player: Needs system replaced by happiness
Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy
Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurry
Player: Collectables including dropped logs and baskets of crops can be collected manually
Player: Heroes and City Watch can now wear armor below their best type
Player: Added visual warning (glowing civics button) when happiness is negative
Player: Research overhauled. Progress now automatic for up-front gold cost. Research restored in Barracks, Storehouse and Workshop. Research has not yet been balanced and needs a thorough review.
Player: Food Variety bonus now reflects what is in the inventory rather than what was previously eaten
Player: Camera follow mode disabled on heroes in dungeons
Player: Added carried bread for when Baker delivers completed loaves to supply wagon
Player: Enabled camera icon functionality on portrait wheel for following characters
Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Resources carried after gathering in many cases can now be dropped (if player commands character to do something else)
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Player: Many research item bonuses now changed so that they have a meaningful effect
Player: Research items now tied to building tiers
Player: Right clicking on a partially constructed building with peasants selected will now make those peasants construct the building
Player: Clicking the train profession button under building options when you have another profession selected will now prompt for Yes/No answer
Player: Main Menu - Can now access all saves; Continue removed
Player: Main Menu - Direct links to Campaign, Sandbox and Tutorial; no temporal file browser screen but perception of longer load times
Player: Main Menu - Can now access Settings
Player: Main Menu - Soundtrack now starts
Audio: Added sfx for berry foraging and basket dropoff
Audio: Added sfx for villagers consuming food
Audio: Added sfx for opening sarcophagus chests
Audio: Added wolf, bear, boar, skeleton and zombie sound effects
Audio: Added wet cave ambient background track
Audio: Added sobbing woman voice over for campaign cutscene
Campaign: Bandit Caves map enhanced
Campaign: Mordrich’s Factory map enhanced
Campaign: Shirebrook: Added Desecrated Cathedral and access to Mordrich’s Sandal Factory
Campaign: Shirebrook: Added Beastman encounter
Campaign: Shirebrook: Added Beastman wave attacks
Campaign: Shirebrook: Added Withering Dead wave attacks
Campaign: Shirebrook: Added Spiders
Campaign: Shirebrook: Added Desecrated Cathedral and connected the entrance to Mordrich’s Factory
UI: Rationing, Taxation and Happiness tab added to the civics dialog
UI: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately
UI: Camera no longer auto-locks and follows heroes in village maps
UI: Research completion now shows event notification icon
UI: ‘F’ key functionality restored
UI: Tab now cycles through units in control groups, including when character sheet is open
UI: Conversation dialog no longer closes and re-opens if there are no blocking nodes between
UI: Saturation control added to Ambience zone system
UI: Added civics building list to provide a village overview
UI: Added keyboard shortcuts: R for civics rationing dialog, B for civics buildings list
UI: Flashing civics warning increased when not enough food for next 2 minutes instead of 1 for earlier warning
UI: Removed common weapons from crafting options since units get them by default
UI: Rationing defaults now 1x instead of ½x
Mechanics: Weaver’s Huts now take time to process cotton into bolts
Mechanics: Destructible objects added (doorways, crates, barrels and urns)
Balancing: Economy: Increased priority for planting saplings slightly
Balancing: Reduced happiness bonus/penalty at different rationing levels
Balancing: Reduced happiness bonus for food variety at all levels
Balancing: Economy: Doubled yield of berries per harvest from 10 to 20
Balancing: Economy: Reduced max yield of fish per catch from 15 to 4
Balancing: Economy: 1 Fish now yields 4 Salmon Steaks
Balancing: Economy: Each bushel of wheat now produces a max of 3 sacks of flour
Balancing: Economy: 1 Sack of Flour now produces 2 Bread
Balancing: Economy: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Economy: Increased conversion of bolts of cotton to basic clothing fivefold
Balancing: Economy: Increased interval between villagers needing food by 50%
Balancing: Economy: Reduced quantity of raw meat required to make a meat pie from 8 to 1
Balancing: Economy: Increased speed of meat pie production
Balancing: Economy: Reduced max yield of Honeycomb per visit to Bee Yard from 40 to 10
Balancing: Economy: Quantity of Honeycomb required to produce 1 Barrel Of Mead from 30 to 10
Balancing: Economy: Increased production speed per Barrel of Mead
Balancing: Economy: Quantity of Mead produced from Barrel Of Mead increased from 4 to 5
...
PATCH NOTES CONTINUED AT:
http://www.gamesfoundry.com/patches/#patch0390 ...
Experimental (0.3.8.0)
ALPHA 23i (0.3.8.0)
This is an update to the experimental opt-in build.
The primary change is shared access to inventory from storehouses and the supply wagon. This means villagers can now deliver and collect goods from whichever source is closer, reducing the amount of walking required.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Balancing: Reduced quantity of raw meat required to make a meat pie from 6 to 1
Balancing: Increased speed of meat pie production
Balancing: Increased conversion of fish to salmon steaks from 1:3 to 1:4
Balancing: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Increased conversion of bolts of cotton to basic clothing from 1:3 to 1:5
Editor: Added lots more to the Glade kit
Workbench: Added 'Continue' option to dialogues when no options are specified and audio (VO) is played
Workbench: Added music mood to cutscene node
Workbench: Added WaitForTrigger node
Workbench: Added WorkPointTrigger node (for attaching to levers and interactible doors)
Workbench: Added Door node
Workbench: Added AllDead node for checking if all spawnpoints/characters are dead; useful for feeding into WorkPointTrigger nodes for doors/levers to prevent players running through level without killing mobs at key choke points
Workbench: Lists are now properly supported instead of a dirty hack. Multi-selections (e.g. spawnpoints) can now be added to lists with one click
Workbench: Searching in workbench inspector for prefabs now take kit name into account
Core: Added 'salvageable' toggle to inventory items
Core: Added ability for devs to set whether units tilt or not on a per object basis (e.g. yes on terrain slopes, no on stairs)
Core: Loot can now be marked as non-salvageable to prevent destruction of quest items
Maps: Mordrich's Factory: Added levers to some doors
Maps: Mordrich's Factory: Prevented some doors/levers being accessible until nearby mobs killed
Fix: Hero view in top left corner was not removing heroes that change faction
Fix: Day/night cycle was progressing when game was paused and it didn't take into account timescale
Fix: Fisher’s weren’t able to work both bank sides of a double fishing point
Fix: Fixed farmer not having special ability for gathering 'field' type resources (could not right click on wheat bushels)
Fix: Destructible door in Dungeons > Bandit kit wasn’t working as intended
Fix: Serialization bug that was preventing some save games from loading
FIx: Demoting a woodcutter often left them standing around indefinitely even when there was work to be done
Fix: Heroes were being included in population count
Fix: Excluded some building specific sounds for the 'we are under attack' notification when characters are attacked
Fix: A new location's starting time was in the middle of the night
Fix: Workbench wires no longer go crazy when attached nodes are off-screen
Known Issues Control groups are not currently restored from save games
Heroes are showing in the population count on the top bar (fixed for next patch)
Experimental Build (0.3.7.0)
ALPHA 23h (0.3.7.0)
This is an update to the experimental opt-in build.
The primary changes are the long awaited civics building list providing an overview of all the player’s buildings, balancing tweaks, nerfing spider poison and some OP characters.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? UI: Added civics building list to provide a village overview
UI: Added keyboard shortcuts: R for civics rationing dialog, B for civics buildings list
UI: Flashing civics warning increased when not enough food for next 2 minutes instead of 1 for earlier warning
Mechanics: Weaver’s Huts now take time to process cotton into bolts
Balancing: Increased yield of cotton to bolts from 1:2 to 1:3
Balancing: Refactored the way health works to fix overpowered poison
Balancing: Increased City Watch base health from 110 to 150, decreased strength from 10 to 3
Balancing: Increased spider den base health to 300
Balancing: Increased villager base health from 50 to 80
Balancing: Nerfed skeleton sword as they are OP
Assets: Added bolt of cotton prop when weaver carrying
Assets: Added basic clothing prop when tailor carrying
Assets: Moved destructible props to their own kit and texture atlas for memory optimization. Any existing instances will be automatically remapped to the new kit once you open and re-save your map.
Assets: Classic Dungeon topfill pieces (03 and 04) no longer have navmesh cuts on them
Assets: Intro Cutscene: Added sobbing woman voice over
Fix: Spider Dens no longer have human names
Fix: Training a peasant no longer affects their health
Fix: Wave spawn point health override not working
Fix: Floor tiles used as top tiles either side of doors in Mordrich’s Factory, causing move clicks to register
Fix: Arrows aren’t showing the trail
Fix: Keys and potions are now showing in inventory when found in loot or given as quest items
Known Issues Destructible door in Dungeons > Bandit kit isn’t working as intended
Kenny’s feet during his talking animations glide; should be resolved in next patch
Experimental Build (0.3.6.0)
ALPHA 23g (0.3.6.0)
This is an update to the experimental opt-in build.
The primary changes are further economy balancing, destructibles (crates, barrels, urns, wooden doors), more kits and props, and a memory leak fix that had been holding up our ability to patch the main public version.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? Player: Added carried bread for when Baker delivers completed loaves to supply wagon
Player: Enabled camera icon functionality on portrait wheel
Player: Updated Campaign > Bandit Caves map
Player: Updated Campaign > Mordrich’s Factory map
Player: Added sfx for berry foraging and basket dropoff
Player: Added sfx for villagers consuming food
Player: Added sfx for opening sarcophagus chests
Balancing: Increased yield of cotton and flour
Balancing: Increased interval between villagers thinking about food/mead/basic clothing/firewood
Balancing: Reduced the rate of hunger / mead thirst / clothing wear and tear
Balancing: Reduced the ratio of bolts of cotton : basic clothing
Balancing: Tweaked how rations work
Editor: Terrain Generator: Added optional multipiece tiles tab to the terrain generator dialog
Editor: Terrain Generator: Multipiece tiles can now be marked as optional for each biome, such tiles show up in the dialog options where the user can set the chance for the tile to be placed (labeled as "Amount")
Editor: Terrain Generator: Tab buttons for tabs that have no (multipiece tile/decor) options for the selected biome are now hidden. Switching biomes updates the tab list
Editor: Terrain Generator: Added provisional icon for multipiece tiles
Editor: Terrain Generator: Terrain sculpting now uses the lowest found beach tile to determine sea level instead of the highest placed. Optional multipiece tiles are no longer used when sculpting terrain (prevents crevice tiles to be placed)
Assets: Dungeons>Bandit kit updated
Assets: Added Mine kit
Assets: Added Systems>Lever kit
Assets: Added destructible barrels, urns, crates (Classic Dungeon Kit) and wooden door (Dungeons>Bandit Kit) with sfx
Assets: Added spike trap with sfx (for workbench scripting please see Campaign > Bandit Caves map)
Assets: Added portrait images to chicken, deer, pig, skeleton, squirrel
Fix: Memory leak fixed thanks to Unity engine upgrade
Fix: If characters were not getting one type of resource and were unhappy because of that, it could leak to other ration types which the village was running out of
Fix: Topbar resource values could sometimes be counted incorrectly
Fix: Ordering characters to building rallypoint after construction complete was considered a user order and thus cleared the long term working provider (e.g forage berries)
Fix: Not being able to walk on the area around Kenny’s throne
Fix: Some monsters were visible in Fog Of War
Fix: Terrain Generator: Fixed bug where default settings for multi-tile pieces weren't properly loaded in the dialog
Fix: Terrain Generator: Bug fix for the list selection jumping in the decor lists
Known Issues The first time you start the Editor you might receive an ‘oops’ message. This can be cancelled as it’s not important.
Experimental Build (0.3.5.0)
ALPHA 23f (0.3.5.0)
This is a update to the experimental opt-in build.
The primary changes are an overhaul to resource harvesting, a replacement of the needs system, an overhaul of building research, and the addition of the terrain sculpting tool to the editor.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? Player: Research overhauled. Progress now automatic for up-front gold cost. Research restored in Barracks, Storehouse and Workshop. Research has not yet been balanced and needs a thorough review.
Player: Research completion now shows event notification icon
Player: Food Variety bonus now reflects what is in the inventory rather than what was previously eaten
Player: Only 1 tax income icon is shown per cottage, instead of the current 5
Player: Camera follow mode disabled on heroes in dungeons
Assets: Added lots more props to Mordrich’s Factory kit and updated the campaign map
Assets: Removed small lights from torches and sconces; please use system lights instead
Balancing: Doubled yield of berries per harvest from 10 to 20
Balancing: Reduced happiness bonus/penalty at different rationing levels
Balancing: Rationing defaults now 1x instead of ½x
Balancing: Reduced happiness bonus for food variety at all levels
Balancing: Reduced max yield of fish per catch from 15 to 4
Balancing: Each bushel of wheat now produces a max of 3 sacks of flour
Balancing: 1 Sack of Flour now produces 2 Bread
Balancing: Reduced cost of basic clothing to 1 bolt of cotton
Balancing: Increased interval between villagers needing food by 50%
Balancing: 1 Fish now yields 3 Salmon Steaks
Balancing: Quantity of Raw Meat needed to produce 1 Meat Pie reduced from 8 to 6
Balancing: Reduced max yield of Honeycomb per visit to Bee Yard from 40 to 10
Balancing: Quantity of Honeycomb required to produce 1 Barrel Of Mead from 30 to 10
Balancing: Increased production speed per Barrel of Mead
Balancing: Quantity of Mead produced from Barrel Of Mead increased from 4 to 5
Balancing: Added 10 Meat Pies to the Supply Wagon in Shirebrook Map, removed lots of stone
Workbench: If a conversation/conversationwhen node has no options and uses voice over, once the VO completes it will automatically continue on to next node (linked via Selection 1 output) - Campaign dialog will flow between NPCs rather than constantly pausing. VO can be skipped by hitting spacebar.
Fix: Fixed mismatch of villagers who needed something vs. how many were angry
Fix: Fields could previously be worked before they are constructed by changing the crop type
Fix: Bandits and Kenny at start of campaign now drop the correct loot profile
Fix: Time skipping causing characters to move super quick
Fix: Cutscene fades now working consistently (sometimes fade was instant)
Fix: Having inventory open then clicking construction options wasn’t closing inventory dialog
Fix: Collectables highlighting (e.g. wheat bushels) was often blocked by fields, and wasn’t instant
Fix: Normal fields weren’t showing icons until construction was completed when selecting Windmill
Fix: Characters occasionally ran to a far corner of the map
Known Issues Suspected memory leak - Unity have now fixed this, we are awaiting the engine update within a week or two.
Basic Clothing - can catch you unawares once your culture crosses 150. In the meantime, please construct a Weaver’s Hut before hitting 150 culture, and check you have enough resources for the Tailors Emporium. In the future we’ll give more warning about upcoming villager needs to give players more time to prepare. Sorry!
Balancing - predominantly done in Shirebrook campaign map. Sandbox maps may be more challenging and have not been tested for balancing.
Camera follow button on portrait wheel failed QA, but we’ll fix for next patch. Not significant enough to hold up the patch release.
The Confront Kenny quest notification appears to be bugged.
Something weird happens with Q to rotate when entering dungeons. Pressing E seems to fix Q.
Revisions: The following changes were added in 0.3.5.1 later the same day, although the version number in-game will remain as 0.3.5.0:
Player: Removed 3 of the jarring "villagers leaving" advisor lines
Player: Halved the rate at which unhappiness sets in, doubled the rate of happiness gain
Player: Added advisor warning of impending demand for basic clothing
Player: Added advisor warning of impending demand for mead
Player: Quickly fixed up the monastery in the easy sandbox map
Balancing: Changed ratio of bolts of cotton to basic clothing from 1:1 to 1:2, doubling production
Balancing: Villagers now consume fewer berries per meal
Change: Research progress is now stored on each building separately. Deprecated some workbench research nodes
Change: Workers now run after being lashed or rewarded.
Change: Raised the lower limit on tree count before planting.
Fix: wrong voice could sometimes be played when using rectangle selection
Fix: Fixed crash reporter showing when an exception was actually valid (demoting characters which could not continue with the same task).
Fix: Logs are no longer counted as trees when deciding if to plant saplings.
Fix: Wrong prop used for foraging.
Folk Tale Dev Blog 38
The start of a mechanics overhaul has begun, and the first taster is soon to be released.
Bye Bye Needs...Hello Happiness
Let's face it, the needs system in Folk Tale was a pain in the derrière. Constant notifications from moaning villagers, a lack of clarity on why things were happening, and a source of frustration. So we've binned it, and taken community feedback in hand.
Say hello to overall happiness, broken down into each of the positive and negative factors contributing to it. The new civics dialog tab includes an ability to set rationing on food, firewood, clothing, and mead. Players can also set the tax rate and see an immediate effect. For now, happiness is impacted by rationing, taxes, overcrowding and food variety. Overcrowding arises when a player's population reaches a maximum and more space is required, but it hasn't been popular so we'll be reworking it. Food variety introduces a new mechanic. Villagers are happier with a varied diet. Players won't receive a negative effect, since villagers can survive on berries should they need to. Add fish, bread, meat and vegetables to their diet and life looks peachier.
In happy times, player population will increase to it's maximum over time. When unhappy, players are on a short fuse and villagers will start to abandon (and in the future rebel).
Rationing is another new mechanic. Remember the days when peasants would burn through firewood stocks like a bunch of pyromaniacs? Now players are in control. During lean times, rationing can be used to limit how much villagers consume. No-one is happy having to make do with less, but over the short term a little pain in the form of unhappiness can give players a chance to recover from supply shocks such as losing fields. During times of plenty, double and even quadruple rations can offset other negatives and provide a rapid boost to population growth.
Collectables and Harvesting
We didn't feel the game was tangible with enough interaction with the world. We'll soon be adding world collectables are part of the campaign storyline quests, and that system has already been expanded into resource harvesting.
Peasants continue to suck at resource collection. When visiting a tree, it will be felled after several swings, and produce 1 miserly log which is then picked up and carried back to the Supply Wagon. Train a Woodcutter, and the log yield instantly doubles. For each of the next 4 levels, Woodcutters get better at their jobs (earning experience), and the yield increases by 1 for each character level, up to a maximum of 5. So now players will care a little more about losing a Master Woodcutter. In times of urgency, peasants and workers can be selected and logs on the ground interacted with (they highlight on mouse over) to command them to assist with collection.
Fields work in a similar fashion. We've segmented fields into four quadrants, and each quadrant can be cleared independently. So if players have 4 farmers sat around being lazy, when a field is 100% grown, they can now all work the same field. The yield from each quadrant (shown as bushels of wheat, and baskets of carrots/cotton/herbs) will depend on each Farmer's level of expertise. The changes to field mechanics mean that Tier 2 and 3 Windmills and the larger workforce that they support can now be put to better use.
Research
For Alpha 25 we're overhauling research. Research will no longer be progressed through the delivery of resources. Instead, there will be a one off gold cost, after which a progress bar will increment. For buildings with workers, each worker will contribute a little towards speedier research.
By removing resource delivery as the driver of progress, the issues with Barracks, Storehouse and Workshop are removed and the process simplified for the 0.3.5 release.
Research will in future be tied to building tiers, so that advanced research such as Plate will be dependent on unlocking Tier 2 or 3 buildings. We may also lock higher level crafting tiers to building tiers. For example, while Plate research might be unlocked with a Tier 2 Blacksmith (enabling uncommon crafting items), players would require a Tier 3 Blacksmith to craft rare armor items.
Armor will become a prerequisite for unlocking certain military units. We're introducing Spearmen (and women), an early stage military unit with leather armor, spear and buckler. To unlock them, players will need a Tier 1 Blacksmith and to complete Leather Armor research. That in turn will unlock the Barracks construction option. Building a Tier 1 Barracks will then allow villagers to be trained as Spearmen.
Here's a breakdown of the proposed pre-requisites:
Campaign
Work continues with implementing the Withering Dead and Gladefolk storylines, introduced to the player by Kenny and his band of brigands. With the recent addition of portals enabling us to link maps together, Shirebrook is now connected to the Bandit Caves and Mordrich's undead sandal factory. We're at the point of needing collectables, and that work has been completed as part of the resource harvesting overhaul. Once players can pickup objects (adding them to inventory) to progress quests, we'll continue with the Withering Dead script. Voice acting continues to be added as it becomes available. In the experimental build that means some conversations will have patchy VO coverage.
Mordrich's sandal factory is already well progressed, and the Art Team have been putting the finishing touches to a variety of mad scientist props that we need for Mordrich's office and Brom's engine room. Once those are complete, our attention will switch back to finishing the Glade, the next dungeon in the storyline sequence.
The entirety of the Swamp/Grublin/Toadkin storyline scripts are now complete, and work on the Snow/Order Of The Fang/Glacians is currently around 50% complete.
Heroes and NPCs
Character production is well ahead of the roadmap, following the faction structure of leader, hero, behemoth and supporting cast. House Hraun is a dwarven faction residing in the lava fields. Technologically advanced, House Hraun is at war with the Cult Of Pyros, a pyromancy-based faction that we'll look at in a future blog. Freya the paladin hero currently has a goatee; not all design choices are good ones and we're in the process of removing it. I also feel she needs a helmet to feel more like a heavily armored paladin, what do you think?
Loot
Devin, the team's Texture Artist, continues pumping faction-branded weapons so that players can gear up villagers and heroes with loot. At launch we should have weapons available in most factional variants, other than where it makes absolutely no sense in lore. Some will receive particle effects to reflect their magical nature.
Blog Continues...
This blog continues at http://blog.gamesfoundry.com/2015/10/folk-tale-dev-blog-38.html
Experimental Build (0.3.4.0)
ALPHA 23e (0.3.4.0)
This is a update to the experimental opt-in build.
The primary changes are an overhaul to resource harvesting, a replacement of the needs system, an overhaul of building research, and the addition of the terrain sculpting tool to the editor.
Where can I get it? Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new? Player: Trees are now felled on the first visit, dropping logs
Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience
Player: Needs system replaced by happiness, civics dialog tab updated
Player: Rationing, Taxation and Happiness tab added to the civics dialog
Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy
Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurred
Player: Campaign extended, adding Desecrated Cathedral and access to Mordrich’s Sandal Factory
Player: Collectables including dropped logs and baskets of crops can be collected manually
Player: Heroes and City Watch can now wear armor below their best type
Player: Added visual warning (glowing civics button) when happiness is negative
Player: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately
Assets: Added portraits for boar, bear, beetle, giant snail, rabbit, warpig
Campaign: Shirebrook: Added Beastman encounter
Campaign: Shirebrook: Added Beastman wave attacks
Campaign: Shirebrook: Added Withering Dead wave attacks
Campaign: Shirebrook: Added Spiders
Campaign: Shirebrook: Added Desecrated Cathedral (first pass)
Campaign: Shirebrook: Connected Desecrated Cathedral dungeon
Stats: Spider Queen marked as boss and given +15 vitality
Stats: Bear given +5 vitality
Stats: Removed common weapons from crafting options since units get them by default
Editor: Terrain sculpting tool added (please watch https://youtu.be/D8fGhMPslUQ?t=37m52s)
Editor: Cemetery kit overhauled for better snapping support and improved aesthetics
Editor: Props->Items kit added, providing access to all weapons and shields for placement in world as static props
Editor: Classic Dungeon receives diagonal trim pieces and walls, door portals, various others
Editor: Radius of portal entry point has been reduced from 25 units to 15
Workbench: PersistentAnimation node added for saving animation state across saves
Fix: Older DirectX 9 version now works
Fix: Maps created with terrain generator can now be saved
Fix: Icons on world map that have no corresponding zip file are now properly deleted when using Backspace
Fix: Editor objects with Workbench scripts are showing cogs once more
Fix: 1/2 unit snapping in editor inspector now fixed
Fix: Flowers are now removed when constructing buildings, reducing chance of z-flicker
Fix: Character height was jittering on uneven surfaces like puddles and stairs
Fix: Props accidently marked for pooling and static batching were ending up in odd locations, causing maps to look corrupted
Known Issues There is a suspected engine memory leak causing the game memory footprint to grow at around 1GB per hour. Please save more often to avoid losing progress.
Resource harvesting and economy have not yet been balanced.
Some monsters (e.g. bandits) are dropping incorrect loot.
Bonefinger does no damage.
Torches LOD1 model will show as pink.
Cutscene fade transitions are not working smoothly on Windows.
Quests do not carry over to other maps. For now, you can cheat by recreating them in eat map and testing with GetGlobalBool.