Alpha 28 (Patch 0.3.28.0)
PlatformsPC, MacRelease DateAugust 13, 2016![]() We’ve implemented a cool visual effects system to seriously beef up boss battles. Mossclaw and Bonefinger are now formidable opponents. ![]() Hero abilities now have a degree of skill involved, further improving the feel of combat. Targeting is now supported for AOE and forward arc abilities. ![]() As the player party expands, levels up, and equips more loot, we now automatically ramp up the challenge level. It's designed to lag somewhat, so players feel the immediate benefit of a new epic sword, or a new armor set, but without giving them a long term edge over opponents. This keeps battles challenging and interesting throughout for all players. ![]() When it comes to adventuring, world map travel is now available from any portal. Players can either choose to travel directly to where a portal leads, or open the world map to choose an alternative destination, including specific portals that they have discovered. Sandbox maps are now interconnected, with players able to travel between locations and start multiple villages. ![]() Key bindings are now configurable via settings, so if you are left-handed or have a non-English layout keyboard the game should now support your needs better. ![]() Work is wrapping up on Act I, with just the faction leader boss battles left to implement. Work is progressing well on Act II where we meet the unscrupulous Grublins and glorious Toadkin empire in the Bountiful Bog region. ![]() Workbench gains 11 new nodes for level designers, while the editor receives several new kits including the glacian ice palace and a dock front. Patch NotesPlayer: Sandbox world is now interconnected allowing travel via road sign portalsPlayer: Increased power cost and cooldown time of Quixl’s shuriken throw and backstab abilities Player: Hero health bars are now visible (at low alpha) when in combat even if they are not selected Player: Users can no longer leave weapon or shield slots empty in a hero's inventory Player: When hovering over buildings under construction with peasants selected the 'repair' cursor is now used instead of the default one Player: Reduced the overall amount of loot that drops in crates, barrels and chests Player: Reduced health and power recovery per unit of time by 50% Player: Added tooltip messages when when trying to drag/drop inventory items in invalid ways Player: Disabled tooltip scaling effect as it was hard to read quickly and looks bad at lower FPS Player: Console: Added ‘navmesh’ command to toggle navmesh visualization on/off Player: World fast travel is now enabled - when exiting a dungeon players are given the option of exiting to the connected map, or opening the world map to choose another location - designed to reduce travel times; please note the button on the top bar will be replaced Player: Sharpen graphics setting is now disabled on all but ultra and custom profiles Player: Added monster auto-levelling and challenge balancing; game is now harder Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal Player: Extremely basic hero AI has been enabled for non-selected heroes in the player’s party Player: Reduced hero revive time in village maps to 30 seconds Player: Doubled health/power given by potions Player: Added confirm button to the load saved game dialog and world map fast travel dialog Player: Spider waves are now disabled on easiest difficulty setting Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they choose to chop down Player: Added some basic damage/miss/critical text during combat Player: Rate of health recovery is determined somewhat by Vitality score; power recovery by Mind score Player: Made villagers a little less squishy by doubling their health Player: Non military villagers now flee when they or a nearby unit is attacked and they have less than 50% health Player: Master volume now fades to 0 when the application loses focus Player: All needs are now disabled until the supply wagon has been built Player: Added Mossclaw abilities (slam, stomp, strangle, summon) and AI behaviour Player: Added Bonefinger abilities (acid breath, acid puke, slam, screech) and AI behaviour Player: Difficulty should now be more appropriate on normal Player: Doubled distance selected units can travel to engage in melee Player: Pathfinding is now immediate rather than having a 0.1-0.2s delay, commanding units more responsive Player: Cleared 'efficiency' field in the workers tab to reduce confusion (since it has not done anything for a long time) Player: Turning AutoAI off prevents heroes using special abilities and they’ll not aggressively engage in combat Player: Camera shake is now played at full strength if a large character causing it is on screen (e.g. Mossclaw) Player: Potion consumption action can now be key bound Player: Heroes: Ser Gregory: Added screenshake to some abilities Player: Idle voice sounds have been enabled Player: If all heroes die in a non-dungeon map, they now all revive in the center of town Player: Characters are now invulnerable for a few seconds after having revived Player: Added an icon above buildings when a resource they use is not available Core: Tweaked audio system to make more advantage of Unity 5.x engine Core: All audio files moved out of StreamingAssets folder including voice files Maps: Campaign: The Glade: Cleansing The Glade merged into The Girl In The Glade quest Maps: Campaign: Bonefinger’s Lair: Added some skeleton activation animations Maps: Campaign: Sandal Factory: Added some skeleton activation animations in one room Maps: Campaign: Stinking Swamp: Goblin Village added (map is WIP and only accessible via Editor) Maps: Campaign: Bandit Caves: Simplified main path through to reduce chance of players getting lost Maps: Campaign: Bountiful Bog: Updated Grublin village and added Toadkin Palace (only accessible via Editor atm) Maps: Campaign: Bonefinger’s Lair: After defeating Bonefinger, fog of war is revealed around the portal into the desecrated cathedral so the player can see where to go when clicking the quest location hint next to the quest name Maps: Campaign: Shirebrook: City Watch reinforcements now delayed by 60 seconds Maps: Campaign: Shirebrook: More quest location markers added to help guide players Maps: Campaign: The Glade: Modified the city to reduce the windy roads and removed unnecessary doors Maps: Campaign: The Glade: Added cutscene interlude to reveal corruption of Everbloom to provide context Maps: Campaign: All: Added minimap location markers for all quests Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players Maps: Campaign: Shirebrook: Added lesser potion drops in crates and urns Maps: Campaign: Shirebrook: Bandits no longer raid when repelling the undead or gladefolk waves Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if player initially declines Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith Maps: Sandbox: Grassland: Renamed to Haven Maps: Sandbox: Haven: Added Drunken Hog Tavern (dungeon WIP) Maps: Sandbox: Swamp: Added Bla’tu’s Temple (dungeon WIP) Maps: Sandbox: Swamp: Fixed characters being able to walk under temple where the zig-zag steps are Maps: Sandbox: Swamp: Environment detail pass Maps: Sandbox: Howling Tundra: Renamed to Cold Peak Maps: Sandbox: Cold Peak: Added Spirefrost (dungeon WIP) Maps: Tutorial: Fixed not being able to re-enter mine after exiting immediately after entering Editor: Tile and prop locking is now saved between sessions Editor: Painting no longer requires pressing the U key (instead selection is disabled while the paint tool is active) Editor: Editor inspector is now cleared when objects are deleted Editor: Added navmesh visualization for level designers (3-state button added to toolbar) Editor: Added activations system (see Skeletons to begin with) Editor: UI: Checkbox added to portal inspector to toggle whether world map travel option is presented Editor: UI: Updated navmesh tool icon states Editor: Remapped 'move world down' to 'ctrl+shift+d' and now camera path points are moved too Editor: Workbench: Added SetNameOf node to set character names Editor: Workbench: Quest giver nodes now have an option to show a minimap blip and an arrow Editor: Workbench: Added MinimapDecal node to add/remove markers on minimap based on object’s position Editor: Workbench: Added TrapGrid node (designed to be used with Spike trap) Editor: Workbench: Added RevealOnWorldMap node Editor: Workbench: Added StatisticItem node to track how many resources are harvested Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes Editor: Workbench: Added ClearBuffs flag to OrderMove nodes, true by default Editor: Workbench: Removed 'pointInWorld' input from all quest nodes Editor: Workbench: Added IsAsset node Editor: Workbench: Added CharacterExperienceAdd node Editor: Workbench: Added highlightWhenDisabled to WorkPointTrigger node Editor: Workbench: Added BuildingTier node Editor: Workbench: Added Invulnerable node Editor: Workbench: Added QuestDeadline. Added support for optional quests. Quests can no longer be restarted Editor: Workbench: Nodes can now have variable width (improved layout) Editor: Workbench: Fixed sound searching in workbench including a bunch of empty items. Improved searching accuracy slightly Editor: Workbench: Tweaked behaviour of VSMoveCamera Assets: Animations: Added/Updated skeleton activation animations Assets: Audio: Combat impact sounds can now be heard from further away (when zoomed out) Assets: Audio: Updated Quixl’s ability sounds Assets: Audio: Updated Axe, Claw, Club, Hammer, Mace impact sounds Assets: Audio: Added spear and pitchfork impact sounds, updated frost magic and shock Assets: Audio: Added looping ambient sounds to machines in Mordrich’s Factory Assets: Audio: Updated magic weapon impact sounds Assets: Audio: Added fuse and explosion sounds Assets: Audio: Added Bonefinger sounds Assets: Audio: Added Mossclaw sounds Assets: Audio: Added Beastmen sounds Assets: Audio: Added swamp, glade and Bonefinger’s cave ambience sounds Assets: Audio: Added sack and spider den ‘death’ sounds Assets: Characters: Beastmen: Updated great weapon collapse animation Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt Assets: Characters: Grublins: Added Urzal (Grublin Boss) with basic animation set Assets: Characters: Grublins: Added Scruplez Assets: Characters: McDougal: Updated knockdown animation Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt Assets: Characters: Ogres: Updated Ogre Zombie mesh Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador) Assets: Characters: Toadkin: Added Sage Assets: Characters: Replaced Fenrin’s melee idle animation to fix glitch Assets: Characters: Replaced Fenrin’s knockdown/collapse animation to remove silly spin Assets: Characters: Updated Spriggan collapse animation with shorter version Assets: Characters: Updated Urzal’s low magic spam attack animation so wand is parallel with ground ready for ammo Assets: Characters: Quixl: Added basic conversation animation Assets: Characters: Quixl: Added TNT plunger push animation Assets: Characters: Changed crypt beetles to explode when they die Assets: FX: Added explosion prefab that can be instantiated via workbench (used in Bountiful Bog map WIP) Assets: Kits: Props: Updated spear meshes and colliders - level designers check in your scenes Assets: Kits: Construction: Added door portal Assets: Kits: Human Interior: Added more pieces including doors and portal Assets: Kits: Props/Food: Added Assets: Kits: Props/Sacks: Added Assets: Kits: Props: Fixed Axe11 having a huge offset from its pivot point Assets: Kits: Ice Palace enhancements Assets: Kits: Human Interior enhancements Assets: Kits: Ice Palace: Detail textures updated Assets: Kits: Ice Palace: Throne, more props added Assets: Kits: Props/Kobold Props: Added palisade doors Assets: Kits: Fishing: New kit added for docks, texturing is still WIP so has placeholders Assets: Kits: Props: Added faction crossbows (04-11) Assets: Kits: Fishing: Updated textures and props Assets: Kits: Buildings: Goblin Village: Updated textures Assets: Kits: Buildings: Construction overhauled with more modular pieces Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in other assets Assets: Kits: Added Murp Dentistry Props Assets: Kits: Terrains: GrasslandCaves: Added bubbling acid pools x 2 with sfx Assets: Loot: Added Grublin chainmail armor set Assets: Loot: Added House Hraun chainmail armor set Assets: Loot: Added Withering Dead leather armor set Assets: Loot: Added House Hraun cloth armor set Assets: Terrain: Grassland Caves: Added acid pool (for use in Bonefinger’s Lair map) Fix: Older key binding files were throwing exceptions Fix: Abilities that required a direction would sometimes fail when the character was standing in a slope Fix: Fleeing only worked if the characters were dead instead of the other way around Fix: Camera orbit point would sometimes not be updated when the camera was rotated Fix: Minimap blips were appearing for CharacterEffectHolder instances (e.g Lilith's disease cloud) Fix: Changed tooltip for training a blacksmith from 'Train Miner' to 'Train Blacksmith' Fix: Resources consumed by buildings only start consumption once construction is completed e.g. cottages consuming firewood Fix: Tweaked when camera position is set when loading a location to make sure it is set before workbench scripts are started Fix: Changed shader on goblin warship to fix transparency not working Fix: Yeti’s collider wasn’t correctly configured. Increased combat range Fix: Special abilities such as shield bash no longer affect non-enemies Fix: Negative buffs as well as damage over time is now cleared when teleporting to a new location Fix: Reduced intensity of hover light on the road sign portal Fix: Mayor Pootenberry’s name was showing as ‘Advisor’ in the campaign conversation UI Fix: Kenny could sometimes glide when he fled if he was defeated Fix: Goblin ambush in sandbox swamp Fix: Navmesh issue in goblin village in sandbox stinking swamp map near green crystal Fix: Navmesh cut added to barrels near kobold mine in sandbox haven map Fix: Classic Dungeon FloorTile2x2 03 missing navmesh and/or collider Fix: SetLoot node didn't trigger the 'done' event Fix: Character inventories were breaking after trying to move items between different spots on the character sheet Fix: When searching for the Rotwold Antidote, if players entered and exited Bonefinger’s lair, they couldn’t get back in Fix: Two chairs and a rug are hovering by a fireplace in the Drunken Hog tavern map Fix: Faction storylines no longer overlap; entering either faction dungeon will ally the player with them Fix: The sprinklers in The Glade now only highlight when on the relevant Withering Dead quest Fix: It is no longer possible to enter the Bandit Caves until after Kenny’s return Fix: It is no longer possible to enter the Glade without first completing the Bandit Caves Fix: It is no longer possible to enter the Desecrated Cathedral without first completing the Bandit Caves Fix: Added Cloth Armor to some occupations that could previously not equip it Fix: Fixed happiness being set to +100 in rare circumstances (e.g when no villagers were in a world when it loaded) Fix: Corrected a typo when repelling the gladefolk that said ‘Repel The Undead’ Fix: Party wasn’t standing in front of Mordrich at the conclusion of the Withering Dead campaign Fix: Peasants no longer deliver more farmed goods than farmers Fix: Game state now saved to ‘Auto Save’ when portalling between maps instead of creating separate save games Fix: Various bugs with navmesh additions relating to scaling and rotation (affects level designers) Fix: Items that are normally hidden are now visible as conversation rewards (e.g. crafting recipes) Fix: AddAttributePoints node now makes sure health/power percentages are as large as before Fix: Conversation nodes now always use the name and portrait from the character input if set Fix: Stopped grass moving around significantly when the navmesh changes (e.g. when a building is placed) Fix: Sometimes players couldn’t right click to equip items after a conversation with a reward had been visible Fix: Sounds using the 'Shuffle' play mode were only shuffled after all sounds in the group had been played once Fix: 'Affects navmesh' toggle wasn’t playing nicely with doors and similar objects Fix: Entering glade, exiting, then re-entering would spawn another Willow and Spider Fix: Willow and Lilith are now revived once their confrontation ends so they aren’t delivering dialogue standing Fix: Fixed exception in Format node Fix: Tutorial: Player couldn’t enter kobold mine until they pressed continue in the conversation dialog Fix: Added missing minimap location marker referred to in Tutorial Fix: Numerous exceptions in edge cases ranging from combat, inventory to changing character factions Fix: Memory leak when villagers with procedurally generated meshes are destroyed Fix: Player camera angle was changing after cutscenes Fix: Resolved a number of campaign scripting loopholes Fix: Some hero abilities had the wrong targets (e.g. Freya’s heal healing enemies) Fix: Fixed local rotations on levelup visual effect Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench Fix: FOW stopped working after the world map was loaded Fix: Beastmen were visible in fog of war Fix: Set default faction on some humans to be correct Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible Fix: Rows were being duplicated in marketplace UI when reloading the map Fix: Camera rotation could sometimes be restored incorrectly Fix: Kenny now attacks after the warning conversation dialogs completes and not before Fix: Kenny failed to flee if he was stunned when his accomplices were defeated Fix: Some variables were not being cleared when loading locations; could cause minimap decals for completed quests to re-appear when portaling back into a map Fix: Reduced max distance from enemy to defeated hero to block revival of that hero Fix: If players entered then immediately exited the Desecrated Cathedral, they couldn’t get back in Fix: Destructible doors are now destroyed with one hit as intended Fix: Population wasn’t expanding in sandbox maps other than the starting map Fix: Camera is now hard-clamped at edge of map, and soft nudging turned off Fix: Floating grass can sometimes be left over when portalling to a different map Fix: Moving the whole world would move child world objects (e.g VS scripts) twice as much Fix: 4 bows weren’t working as intended Fix: Occasional exception caused in WorldText node FIx: Moving whole world up/down in Editor would move child objects (example script cogs) twice as much Fix: Quixl’s backstab can no longer be exploited to get around obstacles such as locked doors Fix: Removed last of old advisor sound files to prevent them being picked up by regex match Fix: Removed some minor per-frame memory allocations Fix: Improved Willow’s AI to prevent her healing units with full health Fix: Campaign: Exiting dungeon before Mordrich could walk to his lab could prevent story from continuing Fix: Campaign: The Glade: Moved everything down to only more headroom for the camera Fix: Heroes: Ser Gregory’s taunt shield sound effect wasn’t playing Fix: Heroes would sometimes freeze when reviving off-screen and become stuck Fix: Buildings weren’t able to receive buffs (causing research not to apply the bonus) Fix: Characters sometimes lost health when being trained as specialists Fix: WaveSpawnPoint could spawn characters below the ground and thus fall off the map Fix: Wandering behaviour no longer immediately triggered on arrival (deer were maniacal) Fix: Some cases where asset preloading didn't work (passive abilities and sometimes when reloading maps) Fix: Defeated player heroes could still take actions Fix: Campaign: Betraying Lilith prevented you from progressing due to not being able to speak with Nara Fix: Campaign: When confronting the protesters, the Spriggans could run towards heroes just before the cutscene Fix: Campaign: Minimap markers are now showing again for ‘The Rotwold Fens’ Fix: Sandbox: Drunken Hog: Cleanup up Quixl’s quest so it can be completed; will be improved in later patches Fix: Sandbox: Cold Peak: Travelling merchant portrait was white Fix: Tutorial: Ser Gregory wouldn’t always level up after the first kobold attack Fix: AIs could sometimes use abilities on dead or defeated characters Fix: Health bars with over 50 divisions that would appear as solid black no longer show divisions Fix: Villagers can now be commanded to repair/construct buildings Balancing: Spider Queens should now present a more reasonable challenge Balancing: Heroes now only lose 25% of xp following death on normal difficulty, 50% on hard, and 100% on very hard Developer NotesEnjoy! |
Alpha 27 (Patch 0.3.22.0)
PlatformsPC, MacRelease DateMay 16, 2016![]() Both the Gladefolk and Withering Dead storylines are now playable from start to end, albeit in a rough first pass. Behemoth encounters with Mossclaw and Bonefinger are yet to be fully implemented, and monsters aren't currently auto-levelling so the challenge level may be unbalanced. However it is now possible to betray Willow and swap sides. Much of the work has focused on extending Workbench, the visual scripting editor to support the functionality required by campaign. ![]() Heroes receive ability targeting, including AOE circles and directional arcs, making it easier to see which monsters will be affected. Lilith the necromancer is now unlockable in the campaign by siding with the Withering Dead. Units can now also move short distances to engage in melee combat, reducing instances of them standing around while a battle rages just a few feet away. ![]() The 'Needs Wall' (especially noticable with basic clothing and mead) has been addressed. Unhappiness is much slower to set in, is capped, and can be offset by doing well in other areas or through the use of rationing. Rationing now has a lagging effect. While the UI looks the same, indicators have been added to the rationing bars to indicate whether happiness is rising or falling. The yellow warnings have also been removed as they were a distraction. ![]() The key binding UI is now implemented under the settings menu, especially useful for players with non-English layout keyboards (e.g. Sweden, France). Controls have changed slightly to be better aligned with RTS conventions. Holding down the middle mouse button and moving the mouse now pans the camera. Rotation has been remapped entirely off the mouse and onto the LeftAlt key. Hero abilities are now mapped to CTRL+F1 through F5. Advanced players more comfortable with MOBA controls can of course now change the key mappings through the UI. ![]() The tutorial has been completely remade across two entirely new maps (including a short dungeon) to cover many of the new gameplay elements. The narrator voice over has been omitted for the time being as we'll be adding to the tutorial in future patches. ![]() The Editor, and more specifically Workbench (the built-in visual scripting tool), continues to grow in power with new node additions and general improvements. Several new kits have been added and will be used in the next campaign faction storylines. New content assets continue to be added which we'll be using as we continue to expand the campaign. Patch NotesPlayer: Modified happiness system to prevent the ‘Needs Wall’Player: Characters can now move a small distance to engage in combat even when selected Player: Added controls settings UI Player: Nerfed Ser Gregory’s starter gear - more opportunities to find upgrades Player: Nerfed Quixl’s starter gear - more opportunities to find upgrades Player: Forage cursor now only shows when there are berries on the bush Player: Added code to make small areas unwalkable (navmesh auto refinement) Player: Temporarily disabled Tier 3 walls due to construction bug causing rippling effects Player: Holding down MMB and moving mouse now pans the camera Player: Holding down LeftAlt and moving mouse now changes the camera angle Player: Some hero abilities can now be targeted; hero will rotate to face target before releasing Player: Added Quixl’s special abilities (WIP): Shuriken Throw, Eviscerate, Hamstring, Backstab Player: Added Lilith’s special abilities (WIP): Raise From Dead, Disease Cloud, Player: Added Freya’s special abilities (WIP): Quick Heal, Divine Shield, Smite, Inspire Courage Player: When interacting with a quest giver, characters now runs to the interaction point rather than walking Player: Improved character movement by making velocity changes faster when running into obstacles Player: Added visual effects for consuming health and power potions Player: Halved the rate that cottages burn firewood Player: Heroes now receive automatic attribute points when levelling up in addition to the +1 player assigned ability point Player: Combat sounds can now be heard at a greater distance Player: Camera behavior improved, free rotation should feel a lot better now in dungeons Player: Mouse at edge of screen will now cancel camera following (e.g. hero camera tracking and after clicking an event notification icon) Player: Mouse actions (e.g abilities) can now be aborted using Esc. Pressing again will bring up the pause menu as usual Player: Willow's thorns now only prevent the target from moving and attacking, but does not play any particular animation on the target Player: Animation speed buffs now only affect movement animations Player: Added a message when the UI is hidden with the keypad 0 key Player: LMB actions are now blocked for a duration of 0.8 seconds after the player has tried to activate an ability that could not be activated (due to e.g no mana) to prevent accidental deselection Player: Heroes now regain full health and power when they level up Player: When A.I. agents are grounded, the velocity is no longer set to 0, instead it is clamped so that the agent can move downwards or upwards along the current slope with a correct speed Player: Doubled gravity because of some really steep stairs in the ruins kit Player: Buffs now update much more often which among other things improves healing smoothness Player: Freya's divine shield no longer requires her to face the target Player: Freya's divine shield can now only be cast on heroes Player: Dungeons are now hidden on the world map when playing the game Player: Improved quests UI aesthetic Maps: Tutorial: Remade entirely, two new maps including a new mini dungeon; voice over temporarily disabled; phase one complete, phase two to cover building dialog (research/crafting etc) Maps: Campaign: Gladefolk story now implemented through to completion (rough first pass) Maps: Campaign: Withering Dead story now implemented through to completion (rough first pass) Maps: Campaign: Bandit Caves:: If player has already met LIlith, she now won’t appear in the Bandit Caves and player has to fight Kenny Maps: Campaign: Shirebrook: Opened up land for construction over the stream Maps: Campaign: Shirebrook: Added continuous raids by Bandits until you deal with Kenny Maps: Campaign: Shirebrook: Added Gladefolk raids if you ally with the Withering Dead Maps: Campaign: Shirebrook: Replaced Bandit Mines entrance placeholder with proper portal Maps: Campaign: Shirebrook: Modified Desecrated Cathedral area to work better with default camera angle Maps: Campaign: The Glade: Extended the map with the addition of the Everbloom Pastures Maps: Campaign: The Glade: Extended Gladefolk storyline Maps: Campaign: The Glade: Extended Withering Dead storyline Maps: Campaign: The Glade: Added Everbloom corruption into Rotwold Maps: Campaign: The Glade: Added Withering Dead everbloom corruption storyline quest Maps: Campaign: The Glade: Fixed Willow and Lilith scripting issues that deal with defeat rather than death Maps: Campaign: Mordrich’s Factory: Vault chest now contains Rotwold Antidote allowing Gladefolk storyline progression Maps: Campaign: Mordrich’s Factory: Added interaction text to locked doors to provide hints Maps: Campaign: Bonefinger’s Lair: Added Bonefinger interaction Maps: Campaign: Bonefinger’s Lair: Updated Maps: Campaign: All: Heroes are now positioned during cut scenes Assets: Kits: Added Ice Palace kit (Glacian) Assets: Kits: Added Dungeons/Human Interior kit Assets: Kits: Added Beastman ‘Bullock’ (Dual Wielder) Assets: Added 6 halberds, 1 spear, 8 tower shields, 4 bows to 3D weapons Assets: Updated 9 sword 3d models to improve edges Assets: Added 5 tower shields, updated 3 icons for existing tower shields Assets: Added Grasslands/Scarecrow prop Assets: Added Dungeons/Glade/Sprinkler interactable (part of Campaign) Assets: Added Swamp Ruins lever prop Assets: Added carried Meat Pies for delivery from Butchery to storage Assets: Added Hill Quarter Water (River) Straight piece to Core Tiles Assets: Added Dungeons/Ice Palace pieces (next area to be overhauled) Assets: Added 8 new character portraits Assets: Setup Chest Of Horrors (Undead Kit) as an interactable chest Assets: Added ½ floor tiles to Classic Dungeon kit Assets: Added corruption effect to Everbloom when converted to Rotwold Assets: Added UI quest sfx for quest start, subquest progress, quest complete Assets: Added blood decals Assets: Added mine track supports to mine kit Assets: Added Ogre Zombie Butcher Assets: Reduced the scale of Bonefinger and The Mighty Rhog Assets: Increased the scale of Wood Imps so they are easier to target and see Assets: Updated skeleton idle animation Assets: Updated Fenrin’s melee attack animation to resolve jerk in left arm Assets: Updated Spriggan and Ambassador O’Kleefe: increased walk speed; reduced scale; increased weapon combat distance for improved spacing Assets: Animations: Updated Freya’s idle animations Assets: Animations: Added Acolyte Grey's animations Assets: Animations: Added defeated animation to Nara Assets: Animations: Tweaked Willow’s walking and hit animations speed Assets: Animations: Shortened Ser Gregory’s taunt animation so it feels more responsive Assets: Animations: Added missing reaction anims to Toadkin worker and warrior Assets: Loot: Added Cult Of Pyros leather armor set Assets: Loot: Added Toadkin cloth armor set Assets: Loot: Added Order Of The Fang chainmail armor set Assets: Loot: Added Cult Of Pyros cloth armor set Assets: Loot: Added Order Of The Fang leather armor set Assets: Loot: Added Glacian Chainmail armor set Assets: Loot: Added Toadkin Plate armor set Assets: Loot: Added 5 Quest Items: Sqi Qi Toi, Map Fragment, Automaton Part, Burgundy Boar, Everlight Assets: Loot: Added 2 further Withering Dead themed keys Assets: Loot: Added Hammers 07-15 Assets: Loot: Added missing bracers and belt from Goblin Leather armor set Assets: Audio: Added weapon impact sound effects Assets: Audio: Added missing weapon inventory grab sound effects Assets: Audio: Tightened up animation event audio syncs on some combat animations Assets: Audio: Added kobold sfx Assets: Audio: Added ogre sfx and voice back in Assets: Audio: Added bandit combat sfx Editor: Checkbox added to inspector to allow toggling of navmesh adds (default is on) Editor: PortalEntry point now has an index value and a friendly name** Editor: PortalEntry point ‘Use Current View’ button records the camera starting position for when the party enters Editor: Added 'Use Current View' to environment inspector in editor for the first time a village map starts Editor: Added wp_animation to the systems kit (aka Work Point Animation) Workbench: Added GetGlobalCharacter and StoreGlobalCharacter nodes Workbench: Added GetBool, StoreBool nodes for local context Workbench: Added GetNumber, StoreNumber nodes for local context Workbench: Added FailQuest node which cancels all subquests Workbench: Added Exists node for checking if an object still exists in the world Workbench: Added StoreGlobalList and GetGlobalList nodes Workbench: Added StatisticDialog to track when a dialog was opened Workbench: Added DialogOpen node the returns a bool if the specified dialog is open Workbench: Added CloseDialog node to close a dialog if it’s open (for tutorial scripting) Workbench: Added CharacterSelect node to select a unit (for tutorial scripting) Workbench: Added WorldText node to show text within the game world; disappears after 3 seconds Workbench: Added SetCharacterDetectionRange node to control agro ranges; number acts as multiplier 1 being the default Workbench: Added ToggleNeed node Workbench: Added SetPartyFormation node Workbench: Added yOffset to WorldText node Workbench: Added CountAlive node Workbench: Added LessThan and LessOrEquals nodes to reduce use of Not node Workbench: Added GetParty and GetHero nodes Workbench: Added Revive node to revive all fallen heroes Workbench: Added SpecialAbility node to make a hero use a non-targeted ability Workbench: Added GetHeroByAsset node Workbench: Added GetHeroByIndex node Workbench: Added OrderInteract node to send character to selected wp_animation Workbench: Added SetCharacterBehaviour node Workbench: Added duration scale field to WorldText node Workbench: Added 'spawned' output (list of characters) to the TriggerWave node Workbench: Added 'failed' output event to WorkPointTrigger node Workbench: LockFactionStanding node now overwrites any previous locks Workbench: Move node now stops character movement and matches character to object rotation Workbench: Improved item search - can now search faction and material keywords Workbench: VSOrderMove now has an 'aborted' output event as well as a 'reached' output event. The 'reached' event will no longer be triggered when the character does not reach the target Workbench: WorldText node labels are now visible during cut scenes Workbench: Changed how ListWorldObject and Index nodes work (deprecated the old nodes and added new ones) Workbench: Now saves the panning position during the session Workbench: Door behavior has changed slightly and now deactivates when open. They are also now set to allow multi-use to better facilitate control via Workbench Workbench: Renamed almost all 'complete' events to 'done' to signal which nodes are blocking and which ones are not Fix: Help link on Editor toolbar needed updating Fix: Scale on daggers was too big Fix: Scale on some bows was too big Fix: Refined colliders on goblin village buildings Fix: Updated box colliders on all props to improve selection in editor following rescale in Alpha 26 Fix: Stopped skeleton raids if player is allied to Withering Dead Fix: Fixed spider that attacks Willow at entrance to Glade from being pullable prior to the cutscene Fix: Navmesh connection problem resolved on Glade kit ramps Fix: Ability icons weren’t greying out when the hero lacked the power Fix: Move node now sets ToMove object rotation to same as target Fix: Trebuchet turning sound was set to 2D sound rather than 3D Fix: Carding research at the Weaver’s wasn’t incrementing production output Fix: Navmesh on drawbridge props now behave properly Fix: Fixed navmesh adds not working if there was no terrain tile in that XZ cell Fix: Prevented heroes from gaining xp by just completing random workpoints Fix: Mordrich’s Factory kit sewing machine navmesh wasn’t rotating when piece was rotated Fix: RevealFOW node was potentially leaking and revealing areas when it wasn’t supposed to Fix: Reduced default master volume Fix: You now cannot talk to Lilith until you’ve completed Brom’s tasks Fix: Fixed failing multiple quests in a single frame will still only show as a single quest failed Fix: ConversationWhen node will now stop triggering after the first time the player has clicked one of the conversation options Fix: Fixed spacebar skipping multiple conversation dialogs if completing one opened a new one in the same frame Fix: Fixed weird info text in VSAllCharacters Fix: Now trimming names in VSInstantiateCharacterAt as tabbing from firstname to lastname fields would insert an unwanted tab into firstname Fix: After loading a location, the ambience manager is called to do blending immediately Fix: Completing a subquest whose label uses format would show the subquest name and not the formatted string Fix: Renamed 'Corpse Loot' to 'corpse_loot_prefab' so that it shows up in Workbench instantiate lists Fix: SetLoot node in Workbench now works as intended; accepts output of Loot node Fix: Info text bug for RandomCharacter node now shows the correct value Fix: Character names not being used in the conversation when setting them using the portraitCharacter input Fix: Disabled stacking for 'improved foundations', 'set square' and 'taxation' Fix: Skeleton Archer idle animation had broken bow string Fix: Workbench IsResearchEnabled and ResearchProgress nodes were logging warnings until a target item had been set Fix: Villagers marked as ‘Dead’ were revealing fog of war Fix: Mouse rectangle selection was still working when a conversation was blocking other mouse input Fix: Kobold hit reaction was incorrectly configured Fix: Typo 'Pupulation' -> 'Population' in topbar tooltip Fix: A field wasn’t being serialized Fix: Quixl's eviscerate being able to target all characters instead of only aggressive enemies Fix: Changed alignment of portal entry point when entering Mordrich’s Factory via Bonefinger’s Lair so heroes face correct direction Fix: Dropping Cemetery Kit / Mausoleum 01 into a map and dragging it caused a crash to desktop Fix: Quest progress is now also hidden using numpad 0 Fix: Swamp ambience zone looks better once more Fix: Chest of horrors not properly linked to its inventory holder Fix: Crash reporter sometimes throwing exceptions Fix: Buildings list throwing exceptions when opening it after some buildings have been destroyed Fix: Freya’s abilities (House Hraun Paladin) Fix: Removed Ser Gregory voice over from some other heroes Fix: Music volume can now actually be set to 0 instead of the previous minimum value of approximately 0.016 Fix: Characters turning in the wrong direction for a fraction of a second before the new path was calculated Fix: Swamp Ruin kit stairs had lost navmesh geometry Fix: Defeated anim is now stopped when a character is revived Fix: Music sometimes not working when playing from the editor Fix: Glitch at start of Mordrich campaign voice file starting ‘Back so soon’ Fix: SetLoot node wasn’t working as intended Fix: Disabling 'DefeatInsteadOfDeath' on a defeated character will now revive them with 1 hp Fix: Renamed GlobalGetList node to GetGlobalList for consistency Fix: Reduced fog by 66% in Grasslands ambient zone to improve visual fidelity when zoomed out Fix: Workbench: Pan wasn’t being properly reset to 0 when changing scripts (could cause connections to hang in the air and look disconnected from the nodes) Fix: Workbench: SetCharacterBehavior wasn’t triggering the ‘complete/done’ event Fix: Goblin Berserk didn’t have a weapon configuration and did no damage Fix: Camera zoom was enabled even when the mouse was over a UI element Fix: Population sometimes wasn’t able to decrease when there were dead villagers in the location Fix: Campaign: It’s now possible to correctly betray Willow Breaking ChangesSave games from Alpha 26 are not backwards compatible with Alpha 27.Developer NotesEnjoy! |
Alpha 26 (Patch 0.3.18.0)
PlatformsPC, MacRelease DateMarch 11, 2016![]() 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 NotesPlayer: 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 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. Workbench: Added OrderMoveToObject node to avoid having to create 'Position' and 'Rotation' nodes Workbench: Added close button 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 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) 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) Assets: Added 5 more bows 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 audio files for Willow, Nara and Ambassador O’Kleefe ready for campaign extension Assets: Added Zombie Ogre (aka Zombie Harvester) Assets: Added 46 hand-painted loot icons Assets: Added defeated animations to some heroes in preparation for future functionality Assets: Added 11 more NPC portraits, 3 missing ability icons Assets: Added Glacian Scale and Cult Of Pyros Scale armor sets Assets: Added Gladefolk Plate and Glacian Cloth armor sets Assets: Added Gladefolk Chainmail and Grublin Scale armor sets Assets: Added new factional jewellery items (rings, necklaces and trinkets) Assets: Added 39 new weapons inc. models and textures 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 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 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 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 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 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 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 Breaking ChangesLevel 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.Known IssuesSometimes it’s not possible to talk to key NPCs.Some bow sizes are ridiculous. Crafting costs of some items may be really expensive. 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 NotesSeveral 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. 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 [i]Agile Bow Of Scorching[/i]. Economy magic bonuses have not yet been implemented. 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 [i]Buckets Of Water[/i] 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. 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. |
Alpha 25 (Patch 0.3.11.0)
![]() PlatformsPC, MacRelease DateDecember 18, 2015Major ChangesPlayer: Marketplace building added including UI (you can now buy and sell resources)Player: Introduced dedicated cotton fields, herb fields, and farmer’s fields (wheat and carrots), locked until you’ve built the associated building Minor ChangesPlayer: Gold no longer occupies space in storehouses, and is no longer cappedPlayer: 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: 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 IssuesThe 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. |
Alpha 24 (Patch 0.3.9.0)![]() PlatformsPC, MacRelease DateNovember 25, 2015Major ChangesEconomy has undergone major rebalancingNeeds 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 Storehouses now have shared access to all inventory, reducing travel distances Main menu overhauled, adding settings and historical saved games Minor ChangesPlayer: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4Player: 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 Balancing: Economy: Added 10 Meat Pies to the Supply Wagon in Shirebrook Map, removed lots of stone Balancing: Economy: Increased interval between villagers thinking about food/mead/basic clothing/firewood Balancing: Economy: Increased base output of Stonecutter Lodge from 8 to 10 Stone Balancing: Economy: Increased yield of cotton Balancing: Economy: Reduced the rate of hunger / mead thirst / clothing wear and tear Balancing: Economy: Increased culture level that need for basic clothing kicks in from 150 to 200 Balancing: Economy: Increased culture level that need for mead kicks in from 250 to 275 Balancing: Characters: Refactored the way health works to fix overpowered poison Balancing: Characters: Ser Gregory given +7 vitality, giving +70 health Balancing: Characters: Spider Queen marked as boss and given +15 vitality Balancing: Characters: Bear given +5 vitality Balancing: Characters: Increased City Watch base health from 110 to 150, decreased strength from 10 to 3 Balancing: Characters: Increased spider den base health to 300 Balancing: Characters: Increased villager base health from 50 to 80 Balancing: Characters: Nerfed skeleton sword as they are OP Balancing: Upgrades: Reduced culture cost of building tiers from 275 to 200 (T2), and 800 to 500 (T3) Balancing - Supply Wagons now come with 50 Mead to soften the impact of the need for Mead kicking in Assets: Added lots more character portraits (so they’ll appear in conversation dialogs) Assets: Dungeons>Mordrich’s Factory kit updated Assets: Dungeons>Bandit kit updated Assets: Terrains>Grassland kit updated Assets: Removed small lights from torches and sconces; please use system lights instead Assets: Added Mine kit Assets: Added Systems>Lever kit Assets: Added destructible barrels, urns, crates 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 bolt of cotton prop when weaver carrying Assets: Added basic clothing prop when tailor carrying Assets: ClassicDungeon kit > topfill pieces (03 and 04) no longer have navmesh cuts on them Workbench: Conversation nodes can now have the portrait set to a spawn point Workbench: Conversation nodes can now play an animation on the character assigned to the portrait Workbench: ForEachCharacter can now take a ListWorldObject populated with spawn points as an input Workbench: CharacterDamage node is now deprecated (please remove) Workbench: Added StopAnimation node to stop all a imations above base layer Workbench: Animation, Destroy and Damage nodes now allow you to set target character directly by targeting the spawn point, removing need for input nodes. Level designers will need to edit their maps to set the target as previous wire connectors will have been terminated. Workbench: Destroy node now supports object pooling (only tall torches use pooling atm) Workbench: SetAllegience can now set buildings too Workbench: Added AddQuestGiver and RemoveQuestGiver nodes; simply assign a character Updated Mayor Pootenbury/Advisor’s texture Workbench: Marked some outputs as required (mostly on loops) Workbench: Added RandomFromList node Workbench: Error messages for nodes now visible in editor Workbench: Fixed category and description for AddQuestGiver and RemoveQuestGiver Workbench: Fixed description on Store and Get nodes Workbench: Added SetFaction; Cutscene useful for preventing characters doing tasks during cutscene Workbench: Added Notification node for adding icons/events into Events Notification system Workbench: Health bars will no longer be shown when NPC has faction set to cutscene Workbench: Added GetGlobalBool and StoreGlobalBool nodes; values persist across maps Workbench: Added GetGlobalNumber and StoreGlobalNumber nodes; values persist across maps Workbench: CameraPath node can use just a single camera position now for simple framing Workbench: PersistentAnimation node added for saving animation state across saves 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 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 Editor: Added spawn point versions of some Grublins (formerly Goblins) Editor: Updated some editor kit piece icons Editor: Migrated terrain generator dialogs to latest UI style Editor: Bandits, skeletons, ogres and goblins now available via wave spawn points Editor: Doors now have an inspector for open/closed, and set to interactive (when you just want to use it as a non-functional prop) Editor: Terrain Generator: Reduced amount props can be sunk into terrain (some rocks were completely hidden) Editor: Enabled spawn placement of Arbalist, City Watch, Engineers and Grublins Editor: World Editor added Editor: Added Map Entry and Exit Points To World Kit Editor: Folder Structure Changed, location maps are now filed under a world folder Editor: Added Skeleton Elite and Champion tests (blue and yellow rim shading) Editor: Added Glade Kit Editor: Starting Map Designer Will Load Into World Editor, Then You Select Map To Edit Editor: Added Kindle (Hero, No Abilities Or Attacks Atm) Editor: Added Tool Button To Topbar To Access World Editor Editor: Modular Waterfall Pieces added to Water FX Kit Editor: Undo should now work for more things Editor: Right click should no longer open terrain sculpting prototype 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 Core: Loading of assets changed; level loading may now be significantly faster and the overall memory footprint is a lot smaller 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) Core: Performance may drop slightly; should be temporary until a third-party text rendering component is updated to better support Unity 5.2 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 Bug FixesFix: DirectX 9 version now works correctly (DX11 is now the default on Windows)Fix: Updated grassland kit bush icons as they weren’t matching Fix: Grassland caves kit had a ½ height tile that was misaligned Fix: Only 1 tax income icon is shown per cottage, instead of the current 5 Fix: Grid and world bounds no longer appear when entering player via Editor ‘play’ button Fix: Refactored character name generator to prevent freeze Fix: Ser Gregory flickers white Fix: Ser Gregory partially invisible when looking at horizon Fix: Global Fog now renders before transparent objects Fix: Title of conversation dialog is now set to the character Fix: Needs now correctly set when loading from an old save game Fix: Neutral characters no longer affected visually by Ser Gregory’s taunt Fix: Neutral characters no longer targetable, triggering battlecry Fix: Characters now check if current workpoint is still valid after they change faction via Workbench Fix: Delayed work scheduler to run after Workbench scripts to avoid sending orders to characters right before they change faction/allegiance Fix: Prefabs would sometimes not save scripts Fix: Crossbow and Bow impacts are now relative to target, and not the shooter Fix: Fixed civics dialog not hiding when subsequently opening construction options Fix: Tile batching was broken a few weeks back Fix: Start screen menu more responsive Fix: Characters marked as ‘dead’ no longer count towards killed statistics, and don’t agro Fix: Negative Scaling Props For Mirroring Now Works On Props With Navmesh Cuts Fix: Fixed Cave Tile Alignments That Were Causing Some Small Thin Gaps Fix: Peasants no longer lose their names when trained as workers Fix: Characters marked as ‘dead’ now have permanent corpses Fix: Event notifications no longer happen in non-village maps Fix: Using Workbench node to change faction/allegiance during combat is now more reliable Fix: Characters no longer play their hit animation if it’s already playing Fix: Characters no longer move/glide if their hit animation is playing Fix: Herb fields were too bright Fix: Herbalists no longer carry surplus herbs to the storehouse Fix: Hid some UI clutter that was showing in between screens loading Fix: Workbench: Sound field in Conversation can now be cleared Fix: Heroes that are out of range for ability use now run into range before activating Fix: Hovering over corpses no longer causes mouse cursor to change to target mode Fix: Rivers would sometimes turn an ugly green with no reflections 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: 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 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 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 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 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 Fix: Control groups are now restoring from saved games Fix: Heroes no longer count in the population stat on the top bar Fix: Fixed not being able to change music volume in game Other: Removed Character Designer link from main menu Known IssuesResearch is a bit patchy. We’ll be adding more in coming patches, including new types of bonuses.Research bonuses are not reflected in the building dialog production tab. This entire tab needs an overhaul. There is currently no purpose to Storehouse upgrades. Loading saved sandbox games will send you to the world map; for now please select the map you were playing. Developer Comments[b]Note[/b]: Please see our guide on how to use the [url=http://www.gamesfoundry.com/worldeditorguide.aspx]World Editor[/url].[b]Note[/b]: to mark worlds as sandbox (so a player can choose any map in the world to play, edit the world.zip file meta.json and remove the “startingLocation” entry (and everything between { }). |
Alpha 23 (Patch 0.3.3.1)![]() PlatformsPC, MacRelease DateAugust 6, 2015Major ChangesPlayer: Camera Rotation Changed To OrbitPlayer: Added Hero System * Player: Added All Remaining Weapon Models Player: Gear Is Now Class-Restricted (See Tooltips) Editor: Prefabs System Added ** Workbench: Cutscene Camera System Added inc. Cutscene Node, CameraPath Node *** Workbench: Scripts Can Now Be Added To Objects Via The Inspector Minor ChangesPlayer: Attribute Points Now Auto-Gained For Non-Hero Units To Reduce Micromanagement ****Player: Characters Now Gain 50XP When Completing A Workpoint, Enabling Them To Level Up Player: Return To Editor Option Added To Pause Menu Player: Quit To Desktop Added To Pause Menu Player: Disabled Camera Height Auto-Adjustment To Reduce Glitching Player: Crypts Map Reworked To Standardize Wall Heights Player: Tooltips On Crafting Recipes Improved Player: ‘F’ Key Changed To ‘Tab’ For Finding Units Player: Removed Significant Delay When Clicking Construction Options For First Time Player: Added crossbow and bow research to Blacksmith Player: Added second zombie melee attack animation Player: Added skeleton reaction animations (hit, dazed, knockdown, stunned) Player: Added yeti reaction animations (hit, feared, dazed, knockdown, stunned) Player: Added werefu monk hit animation Player: Added zombie hit animation Player: Added wolf reaction animations Player: Arbalists gain +20 str and +5 vit from training Player: Crossbows damage doubled Player: Removed navmesh cuts from berry bushes Player: Temporarily removed research from Barracks and Storehouse Player: Added Magic Essence to lots of chests to support crafting of uncommon and rare items Editor: Added Play Button - Will Load Map Into Player For Testing Editor: Groups Now Show Only Blue Selection Box, Not One White Box Per Object Editor: Added First Interactable Doorways (Classic Dungeon Kit) Editor: Added Vertical Fog To Underworld Ambient Theme For Dungeons Editor: Maps Can Now Be Marked As Village Or Dungeon In Environment Settings Editor: Added Toggle Tool For Hiding Visual Helpers (e.g. Colliders, Triggers, Lights) Editor: Added Nara (Gladefolk) Editor: Added Willow (Gladefolk) Editor: Added Spriggan (Gladefolk) Editor: Added Murp The Dentist (Ogres) Editor: Added Quixl The Thief (Goblins) Editor: Added Mordrich (Withering Dead) Editor: Added Brom (Withering Dead) Editor: Added Skeleton Archer (Withering Dead) Editor: Added Skeleton Champion (Withering Dead) Editor: Added Kenny The Scar (Bandits) Editor: Added Bandit (Bandits) Editor: Added Ogre Warrior (Ogres) Editor: Added Mighty Rhog (Toadkin) Workbench: Conversation Node Can Now Accept Input From New Loot Node To Show Quest Rewards ***** Workbench: CharacterInventory Node Provides Access To A Character’s Inventory (Not Useful At The Mo) Workbench: Added RevealFOW Node for revealing an area in the fog of war (use systems kit/point) Workbench: Added NameOf Node (Use In Conjunction With Format, And Feed Into Conversation) Bug FixesNew Game, but instead of loading with file browser, click settings; no way back to browserFixed Stonecutters Not Carrying Stone To Supply Wagon/Storehouse Fixed Expanded Boundary On Hunting Lodge Using Wrong Name Known IssuesThe cursor caret is vertically too high in the Editor. This is a known engine bug that should receive a fix soon.Lava rivers are playing water flowing sound. Keep an eye out for wave points having changed monster type. One of the male hair styles is missing from the portrait. Mossclaw (Swamp Beast) is creating undead arms instead of roots in a special attack. Targeting heroes for heals is challenging when fighting lots of enemies. The Toadkin walls are messed up and need remaking Water might turn a rich green, but we haven’t got reproducible steps as yet. Undead Spawnpoints may need to be manually recreated into your custom maps. Button to toggle visual helpers in Editor doesn't have the correct icon. Developer CommentsIn Alpha 23, we’ve changed camera rotation to orbit around a point. This is consistent with other games in the genre, and is mandatory for dungeon adventuring where we’ll be locked on to a hero. To lock on and follow a character, press the tab key. The camera will then follow them until you deselect them.* The new hero system comprises UI that appears in the top left of the screen when you’ve unlocked one or more heroes. ** To create a prefab, make a selection, press ‘H’, and give your prefab a name. *** For guidance on how to setup a cutscene, please watch Dev Hangout 5th August. **** To reduce micromanagement associated with levelling up characters, professions now earn and assign attribute points from levelling up into appropriate attributes. Heroes remain self-allocated so players can shape their heroes as they see fit. ***** In Workbench, when setting loot to be displayed in a conversation node, please note that the loot items are not transferred to the player. To do this, you must use the InventoryAdd node. This is so that potential quest rewards can be shown during the conversation when a quest is first presented to the player, as well as at the point of completion. Maps must now be marked under Environment Settings as Village or Dungeon. Dungeons will enforce the player always having a hero selected. In Village maps, they can deselect to move around freely. Willow The Healer has been added, although her abilities are not fully implemented. Quixl The Thief has no abilities yet. |
Alpha 22 (Patch 0.3.2.2)PlatformsPC, MacRelease DateJuly 15, 2015Major ChangesPlayer: Up To 37% Performance Boost Following Engine UpdatePlayer: Added Building Equipment Stores; Workers Auto-Equip Gear Editor: Added Terrain Randomization Tool For Massive Productivity Boost Editor: Overhauled Kit Window, Adding Search, Favourites, Recently Used Editor: Added Volcanic Biome Kit Editor: Added Dwarf City Kit Minor ChangesPlayer: Seed Planting Is Now More AggressivePlayer: Characters Now Retain Name, Appearance, Ability Points And XP When Retraining Player: Removed Enter Button From Building Dialog To Avoid Confusion Player: Set Default Panels When Opening Building Dialog So None Open As Blank Player: Added Volcanic Soundtrack Files Player: Added Uniforms To Character Portrait System Player: Fixed Medium GFX Settings Looking Horrible Player: Crafting Tab Removed From Cottage And Barracks Building Dialog Player: Finding A Worker Via Building Dialog Now Selects Them Player: Stopped Buff Visual Effects Stacking (e.g. Poison) Player: Marquee Selection Now Moved To Under UI, Improved Appearance Against Fog Of War Editor: Added Lava Ground Textures To Paint Tool Editor: Removed Legacy UI Framework, Updated Topbar To Work At High Resolutions Editor: Kits Now Listed In Alphabetic Order Editor: Added Marquee Selection Editor: Added Dirt Decals To River->Beach Tile Bug Fixes#0192 Sandbox Player: Ser Gregory Becomes Other Unit When Sent To Barracks#0198 Start Screen: Nav Buttons Flickering #0199 Sandbox Player: Weaver Walks WIth Pitchfork Horizontally On Ground #0200 Sandbox Player: Butchery Is Producing Meat Filling Known IssuesGame will not start on OSX Snow Leopard. We've submitted an engine bug report.The cursor caret is vertically too high in the Editor. This is a known engine bug that should receive a fix soon. Lava rivers are playing water flowing sound. Willow and the skeletal archer are incomplete and should not be used in map designs. Keep an eye out for wave points having changed monster type. One of the male hair styles is missing from the portrait. Mossclaw (Swamp Beast) is creating undead arms instead of roots in a special attack. Developer CommentsIn Alpha 22 we’ve migrated the engine from Unity 4.6 to Unity 5.1, providing a frame rate boost of up to 37% depending on machine. This was time consuming, requiring major changes to how assets are handled and developing workarounds for various bugs. The migration provides us with a number of additional benefits that we will be capitalizing on in future updates. including improved support for lower end machines.As part of the migration, we’ve taken the opportunity to remove a legacy UI framework, the last remnants of which were to be found in the Editor. The Editor UI received an overhaul as part of that process, consolidating multiple kit dialogs into a single dialog with improved functionality. While content production was unaffected, the temporary bottleneck created by the migration means we were unable to add new playable content in this update. As a result, adding in the backlog of content queued for implementation becomes our priority for Alpha 23. This said, we have included the volcanic and dwarf city kits for level designers. With the addition of the terrain generation tool to the Editor, expect to see new community maps in the coming months. Gameplay wise, we’ve made sapling planting by Woodcutters far more aggressive, and the addition of building inventory will reduce unit micromanagement. Simply drag and drop loot from the village inventory into a building’s equipment store, and the workers will auto-equip gear. Priority is given to loot located to the left. |
Alpha 21 (Patch 0.3.1.0)![]() PlatformsPC, MacRelease DateJune 11, 2015Major ChangesPlayer: Heroes: Added Ser Gregory And Special Abilities (Taunt, Shield Bash, Power Slam, Iron Skin, Decisive Victory)*Player: Mechanics: Woodcutters Now Automatically Plant Seeds** Player: Mechanics: Trees Have 100% Probability Of Dropping Seed When Felled** Player: Character Portrait System Added*** Minor ChangesPlayer: Idle Characters Will Now Move Away From Other Characters They IntersectPlayer: Salvaging Implemented Player: Added Zombies Player: Added Beetles Player: Special Abilities Can Now Be Queued Player: Special Abilities Now Have Cooldown Timers Player: Weapons Can Now Apply Buffs On Hit (Positive Or Negative) Player: Disabled Experimental Anti-Kiting Code Player: Weapons/Shields Now Scale Properly Depending On Character Player: Stun Implemented Player: Modified Some Labels To Remove Silliness Player: Added Poison Visual Effects Player: Added Distance Culling To Corpse Sparkles Player: Forced Characters To Rotate First Before Move When Requiring > 90 Degree Change For A More Natural Feel Player: Beasts And Spiders Den No Longer Drop Seeds Player: Decreased Culture Cost Of Tier 2 Buildings From 350 To 275 Player: Workers No Longer Walk Long Distances To Reach Work Points e.g. Fishing Player: Beastmen No Longer Drop Treebane Or Rare Weapons Player: Adjusted Soundtrack Volume Range And Default Volume Player: Adjusted Keyboard Sensitivity Default For Faster Panning Player: Added Setting For Ambient Sound Volume (Tweeting Birds, Howling Winds etc) Player: Changed Mead And Honeycomb Production Amounts Player: Villagers Need For Entertainment Enabled When First Tavern Is Built Rather Than Waiting For Culture Level To Be Reached Player: You Can No Longer Sell The Supply Wagon/Storehouse If It’s The Last One Player: Supply Wagon Capacity Now Properly Capped Player: Tweaked Costs Of Bakery, Bee Yard, Butchery And Fishing Hut Player: Disabled Medium And Severe Diseases Temporarily Player: Only Announce Disease Outbreak If No Medicine In Stock Player: Most Maps Updated Editor: Light Intensity Can Now Be Changed In Inspector Editor: Object Scale Factor Now Shown In Inspector Editor: Added Missing Armor Crafting Recipes Editor: Added Lots More Loot Items Editor: Added Bone Kit Heaps And Decals Editor: Added Beetles, Zombies, Alternative Spider, Spider Queen To Wave Spawner Editor: Workbench: Added Node SetAllegiance Editor: Workbench: Added Node Console Editor: Workbench: Added Node InstantiateCharacterAt Editor: Workbench: Added Node AddAttributePoints Editor: Workbench: Added Node To Set Attributes On Spawned Character Editor: Workbench: Added Node CameraMove Editor: Workbench: Added Node InstantiateBuildingAt Editor: Workbench: Added Node CharacterToWorldObject (Converts, Enabling Use Of Destroy) Editor: Workbench: Added Support For Boolean Variables Editor: Workbench: Added Active Output (Boolean) to Quest Node Editor: Workbench: Added CharacterHealth Node Editor: Workbench: Added CharacterAlive Node Editor: Workbench: Character Portrait Can Now Be Set Via An Input On Conversation Nodes (However Implementation Will Change In Alpha 22) Editor: Workbench: Modified Gate Node To Include Initial State Toggle Editor: Workbench: SpawnedCharacter Can Now Get Character From Wave Spawner Bug Fixes#0182 Sandbox Player: Destroying Supply Wagons Leads To Unrecoverable Problems#0184 Sandbox Editor: Entering Editor Second Time Breaks Bounding Boxes #0185 Sandbox Player: Some Particles Are Being Affected By SSAO #0186 Sandbox Player: Duplicate Civics Bars For Vegetables #0187 Sandbox Player: Some Sounds Not Playing Or Very Quiet #0188 Sandbox Player: Most Weapons, Rings And Necklaces Not Stacking #0189 Sandbox Player: Scale And Halberd Recipes Not Unlocked By Blacksmith Research #0190 Sandbox Player: Villagers Sometimes Get Stuck Outside Cottages #0191 Sandbox Player: Peasants Near Cottages Ignore Command To Chop Tree Known IssuesCrafting recipes found in loot aren’t showing their icons, but are appearing in the crafting menu. Ser Gregory really needs a rage meter rather than taking power from the Mind stat. Research won't work in the Barracks and Storehouse.Tutorial quest ‘Chop Chop’ sometimes fails to complete. Developer CommentsAlpha 21 has a strong focus on heroes, special abilities, and combat improvements. It includes all the code to support heroes including queueing abilities, applying buffs on hit, combat AI*Level Designers please note that Ser Gregory should be created via workbench using the new InstantiateCharacterAt node, which also allows you to set his allegiance. **Automatic seed planting is now in. Woodcutters will plant saplings if there are 5 or fewer trees within the boundary of the Woodcutter Hut, or if you have an abundance of seeds. Felled trees automatically grant 1 seed, at least until we implement the Marketplace building. We have removed seeds from monsters and spider dens. ***Everything but profession uniforms are in. There’s a missing male beard, and the female herbalist hairstyle which are known issues. |
Patch 0.3.0 (Alpha 20)![]() PlatformsPC, MacRelease DateMay 03, 2015Major ChangesSandbox Player: Added Tier 2 and Tier 3 Building UpgradesSandbox Player: Added Sandbox Tutorial (Phase 1: Basics) Sandbox Player: Added Active Quests UI (Integrated Into Workbench) Sandbox Player: Added NPC Dialogue UI Minor ChangesGeneral: Frame Rate Capped On Main Menu (60fps), Game Pause Menu (120fps), and Editor (120fps)Sandbox Player: Peasants Now Instantly Run When You Tell Them To Clear Land Sandbox Player: Spiders, Goblins and Beastmen Now Have Being Hit Animations Sandbox Player: Walls Now Use Same Placement Conventions As Buildings Sandbox Player: Billboard Grass Now Turned Off When Environment Detail Medium Or Lower Sandbox Player: Added Mouse, Scroll And Keyboard Sensitivity Settings For Camera Speed Control Sandbox Player: 74 Loot Items Added (Armor, Weapons, Quest Items, Jewelry) Sandbox Player: Yellow Spiders Are Now Faster Sandbox Player: Scaled Monsters Now Run At A Speed Appropriate To Their Size Sandbox Player: Advisor Warning Added When You Must Build A Supply Wagon Sandbox Player: Snow Map: Fixed Navigation Issues In Werefu Monastery Sandbox Player: Snow Map: Fixed Chests In Werefu Monastery Sandbox Player: Building Cornerstones Are Now Removed After Construction Sandbox Player: Yield Of Honeycomb Per Visit Reduced By 50% Sandbox Player: Building Dialog Production Tab Layout Changed To Separate Villager Happiness And Efficiency Bonuses Sandbox Editor: Systems Kit: Added Sphere And Box Triggers Inc. Integration With Workbench Sandbox Editor: Systems Kit: Added Point (For Character Positioning With Workbench) Sandbox Editor: Mordrich’s Factory Kit: Rusty Pipework Sandbox Editor: Bones Kit: Adds Back In Missing Bones Props Sandbox Editor: Spider Kit: Adds Back In Missing Cobweb Alphas And Eggs Sandbox Editor: Water FX: Adds Back In Missing Water Alphas Sandbox Editor: Workbench: Performance Improved (At The Cost Of Wire Smoothness) Sandbox Editor: Workbench: Zoom Added (Mouse Scroll Wheel) Sandbox Editor: Workbench: Flashing Red Dot Added To Incomplete Node Connectors Sandbox Editor: Workbench: New Node: BuildingDemolish Sandbox Editor: Workbench: New Node: BuildingSelect Sandbox Editor: Workbench: New Node: BuildingUpgrade Sandbox Editor: Workbench: New Node: Damage (WorldObject) Sandbox Editor: Workbench: New Node: CharacterDamage Sandbox Editor: Workbench: New Node: AllCharacters Sandbox Editor: Workbench: New Node: AllBuildings Sandbox Editor: Workbench: New Node: NumberToString Sandbox Editor: Workbench: New Node: TriggerCount Sandbox Editor: Workbench: New Node: Trigger Sandbox Editor: Workbench: New Node: Count Sandbox Editor: Workbench: New Node: ListWorldObjects Sandbox Editor: Workbench: New Node: ListAddWorldObject Sandbox Editor: Workbench: New Node: ListDuplicateWorldObject Sandbox Editor: Workbench: New Node: Store Sandbox Editor: Workbench: New Node: Get Sandbox Editor: Workbench: New Node: SetDay Sandbox Editor: Workbench: New Node: Format Sandbox Editor: Workbench: New Node: ForEachCharacter Sandbox Editor: Workbench: New Node: ForEachWorldObject Sandbox Editor: Workbench: New Node: Quest Sandbox Editor: Workbench: New Node: SubQuest Sandbox Editor: Workbench: New Node: SubQuestWhen Sandbox Editor: Workbench: New Node: Trigger Sandbox Editor: Workbench: New Node: CharactersInTrigger Sandbox Editor: Workbench: New Node: Rotation Sandbox Editor: Workbench: New Node: CountFields Sandbox Editor: Workbench: New Node: Index Sandbox Editor: Workbench: New Node: SetResearchEnabled Sandbox Editor: Workbench: New Node: IsResearchEnabled Sandbox Editor: Workbench: New Node: ResearchProgress Sandbox Editor: Workbench: New Node: ResearchAddProgress Sandbox Editor: Workbench: New Node: Happiness Sandbox Editor: Workbench: New Node: Need Sandbox Editor: Workbench: New Node: Gate (For disable/enable objects) Sandbox Editor: Workbench: Change: Sound File Added To Conversation Node Sandbox Editor: Workbench: Change: When Node Checks Less Often After Some Time Sandbox Editor: Updated Grasslands Neutral Ambient Loop (Chirping Birds) Bug Fixes#0150 Sandbox Player: Kobolds Are Not Highlighting On Mouse Over#0164 Sandbox Player: Settings Button On Topbar Doesn't Pause Game #0165 Sandbox Player: Many Loot Items Not Stacking, Causing Inventory Clutter #0166 Sandbox Editor: Workbench: Declining Performance #0167 Sandbox Player: Research Failing To Unlock Crafting Options #0168 Sandbox Editor: Roads Not Saving #0169 Sandbox Player: Tailor Research Not Progressing #0170 Sandbox Player: Destroying Resources During Construction Doesn’t Cancel Worker Animation #0171 Sandbox Player: Research Bonuses Not Working #0172 Sandbox Player: Decals In Snow Map Showing Hard Black Lines When SSAO On #0173 Sandbox Player: Waterfall And Particle FX Not Respecting Fog #0174 Sandbox Player: Arrow Trails Not Always Showing #0175 Sandbox Player: Research And Crafting Complete Sounds Playing At Start Of Game #0176 Sandbox Player: Crafting Recipes Not Affected By UI Scale #0177 Sandbox Player: Skeleton Bones Clipping Through Armor Known IssuesResearch won't work in the Barracks and Storehouse.Tutorial quest ‘Chop Chop’ sometimes fails to complete. Wolf Chow’s animations are glitched. Undead Characters Kit/Skeletal Archer should be hidden. Developer CommentsAfter 17 patches we’re now saying goodbye to release cycle 0.2.x and welcome 0.3.x. As players might expect from a major update, we have several headline features to share, as well as a host of bug fixes and game mechanic improvements.Building improvements are now enabled, with 34 new visual states added in total. At the moment it’s more functional than pretty, and we’ll be improving both aesthetics and function throughout this release cycle. We’ll tie research and crafting options to each of the tiers; introduce new production options that provide additional benefit to your villagers such as better food; and add scaffolding. For now, the key benefit is more workers. Workbench - the visual modding tool built into the Editor - is maturing rapidly and is now ready to pull together voice acted NPC dialogue, questing, triggered events and heroes. We’ve used Workbench to add a voice-acted sandbox tutorial map to introduce new players to Folk Tale. This is a transformational patch opening the valve so that RPG content can start to flow, providing meaning and purpose to those who prefer more structured play in the form of faction campaigns, over say the openness of sandbox. To help new players and those who haven’t played since the original tutorial, we’ve added phase one of the voice acted sandbox tutorial. Taking what we’ve learned from phase 1 of the new tutorial, in this release cycle we’ll be working on implementing the Gladefolk and Withering Dead faction storylines. The art assets are ready, the scripts are approaching final draft, and the voice actors are primed. Players who found the pan and rotate speed too slow will be pleased to hear that we’ve added control sensitivity to the settings menu. Hit escape, open settings, then click the last tab on the left. Bug squashing continues, and research should be working once more. We’ve not had a chance to resolve the Barracks/Storehouse research mechanic yet, but research in all other buildings should now be working as expected, including the Tailors Emporium. Roads are saving once again, and items are stacking properly in the inventory. And finally, for this patch, we’ve reverted back to DirectX 9.0c. Players with AMD cards were experiencing crashes under DirectX 11, and given we’re expecting an influx of new players this week, it’ll reduce the number of support incidents. Anyone wishing to run under DirectX 11 can use optional command line arguments. For more information please see: http://steamcommunity.com/app/224440/discussions/8/618460171323815517/. |
Patch 0.2.16.0 (Alpha 19)![]() PlatformsPC, MacRelease DateApr 04, 2015Major ChangesSandbox Player: DirectX 11 Now Default, With Fallback To DirectX 9.0cSandbox Player: Woodcutters Receive Plant Sapling Ability (Consumes Seeds)* Sandbox Player: Seeds Are Now A Resource, Dropped By Monsters Sandbox Player: Topbar Changed To Add Resources; Removed Stockpile Dialog Sandbox Player: Buildings Can Now Be Constructed Over Resources** Sandbox Player: Advisor Queue Added For Priority Voices (e.g. Tutorial Quests) Sandbox Player: Walls Are Now Easier To Place Sandbox Player: Objects Blocking Building And Wall Placement Are Now Highlighted In Most Cases Sandbox Editor: Workbench - Visual Modding Tool Added*** Minor ChangesSandbox Player: Characters Get 30 Seconds Immunity After Recovering From SicknessSandbox Player: Roads Removed From Maps Sandbox Player: Food Rations Removed From Wagon, Making Foraging More Important Sandbox Player: Goods Are Now Only Removed From Inventory When Villagers Arrive At The Point Of Transfer Rather Than Removing Them Before They Set Off Sandbox Player: Global Inventory Now Shows All Goods Be They In Storehouses, Being Carried, Or In Buildings Sandbox Player: Character Collider Radius Increased To Make Selection Easier Sandbox Player: Bakery, Butchery, Windmill and Fishing Hut Now Transfer Food To Storehouse. Food Now Bought From Storehouses. Sandbox Player: Working Peasants Now Return Resources To Any Appropriate Building, e.g. Wood to Wagon, Woodcutter Hut or Storehouse Sandbox Player: Need For Protein and Vegetables Starts When Culture Score Passes 30 Sandbox Player: Need For Firewood Starts When Culture Score Passes 35 Sandbox Player: Popup Confirmation Added When Save Game Successful Sandbox Player: UI Tweaks (Font Change, New Text Rendering System For Improved Clarity, Button Hover States, Removed Background From Resource Proximity Locators) Sandbox Player: Day/Night Cycle Extended, Crossfade Takes Longer Sandbox Editor: Ice Palace Kit Overhauled Sandbox Editor: 67 Kit Pieces Added (Ice Palace, Grassland Glade Props) Bug Fixes#0090 Sandbox Player: Trebuchet Class Deer As Enemies#0149 Sandbox Player: Large Tree Stumps/Berry Bushes Not Cleared When Placing Building #0153 Sandbox Player: Advisor Says Several Things At The Same Time #0156 Sandbox Player: Woodcutter Harvests 5 Wood When Manually Ordered To Chop, Should Be Greater #0157 Sandbox Player: Workers Don't Clear Closest Resources To Buildings First #0158 Sandbox Editor: Bounding Box Doesn't Show On WorldObjects After First Selection #0159 Sandbox Player: Building Walls After Placing Gatehouse Can Result In Perma-Smoke Cloud #0160 Sandbox Player: Villagers Hammering Thin Air After Deleting A Wall Section Under Construction #0161 Sandbox Player: Minimap Is White When Playing Crypts Map #0162 Sandbox Player: When Constructing Walls, Removable Objects Under Walls Removed Even If Not Enough Resources #0163 Sandbox Player: Small Ore And Stone Resources Not Giving Same Output Known IssuesWalls Aren't Saving In Map FilesSeveral Ice Palace Props Are Broken Some Systems Kit Pieces Cannot Be Used Or Selected If Placed (Save And Reload Map In Editor) Developer CommentsIn this patch, we’re now able to combine both 32-bit and 64-bit Windows versions into the same package. Steam will detect which operating system you have, and install the correct version automatically. Players on 32-bit operating systems who have previously opted in to the folktale(windows32-bit) build should exit that build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/.* To plant multiple saplings, once the Woodcutter’s special ability is activated, left click will place one after another, until you run out of seeds or you right click to cancel. ** Resources that will be destroyed are highlighted in yellow. Blocking objects preventing construction are highlighted in red. *** Workbench is the visual scripting modding tool integrated into the Editor. Press ‘Y’ to access it. We’ve written the Workbench Guide to help get you started, and you can watch the last two Dev Hangout videos on youtube.com/gamesfoundry. We've iterated on the way economy inventory works to reduce player confusion. Crafting can now draw on goods in transit, so if peasants run off with all your Firewood, you can still craft items that require it as an ingredient (for example Plate Armor). We draw directly from the peasant’s carry load so their final delivery is smaller. Basically you can steal back your Firewood! In March we cleared out the remnants of the old tutorial from the project, significantly changing the structure of the installation footprint. The patch size is therefore much larger usual. |
Patch 0.2.15.0 (Alpha 18)![]() PlatformsPC, MacRelease DateMar 07, 2015Major ChangesSandbox Player: Only Peasants Now Carry Firewood, Freeing Workers To Get On With What They Should Be Doing - Big Impact On EconomyMinor ChangesSandbox Player: CPU Performance Improved By Moving Distance Culling To Separate Thread (Up To 18% FPS Improvement On CPU Bound Machines)Sandbox Player: Moved Spider Dens In Easy Map Further From Start Area Sandbox Player: Improved Building Construction Option Tooltips Sandbox Player: Fixed Tooltip Order On Research Requirements In Research Tab Sandbox Player: Doubled The Taxation Happiness Modifier Sandbox Player: A Building Has Been Destroyed No Longer Plays When Manually Destroying Sandbox Player: Added Setting To Control Advisor Commentary Volume ** Sandbox Player: Doubled Speed Of Salmon Steak Production Sandbox Player: Supersampling Console Command Fixed Sandbox Player: Settings No Longer Carousel Loop, Now Clamped At Min/Max Sandbox Player: City Watch Are Now Tougher (Base Armor Of 10 And Double Health) Sandbox Player: Reduced The Rate Cottages Burn Firewood Sandbox Player: Increased Amount Of Firewood Villagers Can Carry In One Trip Sandbox Player: ‘F’ Key Now Cycles To Next Worker In Same Profession As Current Selection*** Sandbox Player: SHIFT+F Now Adds Next Worker In Same Profession To Selection Sandbox Player: Reduced Infection Rates Sandbox Player: Removed Old Tutorial Code/Assets Reducing Memory Footprint And Time To Start A Game Sandbox Editor: Fixed Wave Spawner and Chest Inspector Corruption Sandbox Editor: Max Stalk Distance Now Clamped To Be GTE To Max Wander Distance* Bug FixesSandbox Player: Fixed Disease 03 Having A Minimal Outbreak IntervalSandbox Player: Fixed Load/Save Bug When Saving Long Walls Sandbox Editor: Fixed Spawn Points Showing Too Small Wander And Stalk Distances Developer CommentsThis was meant to be just a quick service release to fix one bug in the Editor, but it rapdily grew into more than that. It now addresses bug fixes, balancing, and UI improvements. Many thanks to our community testers for providing the feedback that lead to many of these changes.* Caused some enemies to run around the map ignoring you and any attacks ** Secondary Voice Volume while added, is not yet functional *** If you have a Woodcutter selected, pressing ‘F’ will find the next Woodcutter. If nothing selected, will default to next Peasant. |
Patch 0.2.14.0 (Alpha 17)![]() PlatformsPC, MacRelease DateFeb 28, 2015Major ChangesSandbox Player: Load/Save Added To UISandbox Player: Sickness Added Sandbox Player: Start Screen Refreshed, Quit Menu Item Added Sandbox Player: Inventory System Rewritten Sandbox Player: Saving Games Is Now Significantly Faster Sandbox Player: Need For Entertainment Activates When Culture Passes 300* General: DirectX11 Support Added, Set As Default, Fallback To 9.0c (Win Only) Update: We are currently overriding the game back to DirectX 9.0c due to a crash on exit likely to be a Unity bug. Minor ChangesSandbox Player: ‘F’ Key Moves Camera To Next Peasant (aka Find)Sandbox Player: Confirm Yes/No Added To Building Destroy Sandbox Player: Wood Yield From Trees Temporarily Doubled Until We Add Woodcutter Plant Sapling Ability Sandbox Player: Added UI Scale Graphics Setting For Accessibility And Retina Displays Sandbox Player: Character’s Are Now Easier To See At Night And In Dungeons Sandbox Player: Upgraded SSAO + Works Better On AMD Cards** Sandbox Player: Spider Den Attack Waves Only Trigger When Culture Passes 200 Sandbox Player: Need For Basic Clothing Starts When Culture Passes 150 Sandbox Player: Added 10 Planks To Supply Cart To Unlock First Woodcutter Hut Sooner Sandbox Player: Firewood Consumed At Faster Rate In Cold Climates (Snow) Sandbox Player: Mead Is Now Sold From The Tavern Sandbox Player: More Tooltips Added Throughout UI Sandbox Player: Production Cycles Are More Frequent And Use Smaller Batch Sizes Sandbox Player: Arbalist And City Watch Armor Visual Appearance Improved Sandbox Editor: Terrain Tiles Moved To Single Core Tiles Kit - Use Paint Tool Sandbox Editor: Auto-Migration Code Added To Remap Existing Community Maps Sandbox Editor: Grassland, Snow and Swamp Kits Now Have Their Own Quarries And Iron Mines Sandbox Editor: Lights Kit Now Has Common Torches, Sconces, Braziers Memory Optimized For Use In All Biomes. Sandbox Editor: Added Position and Rotation Snap Overrides To Inspector Sandbox Editor: Added Toggle For Locking Props To Topbar Sandbox Editor: Added Toggle For Enable/Disable Camera Colliders Sandbox Editor: Added Ice Kit (Cliffs, Ice Stalagmites) Sandbox Editor: Added Ice Palace Kit Crafting ChangesAdded Common Scale Recipes (Need Blacksmith Scale Armor Research)Blacksmith Halberd Research Unlocks Halberd (Common), Better Than Simple Halberd Halberd (Common) Damage Changed From 12 To 16 Bug Fixes#0059 AO Graphical Glitches on AMD Graphics Cards#0135 Sandbox Player: Deer Aren't Animating When Carried By Hunters #0139 Sandbox Player: Loot Fails To Drop After Restarting Via Menu #0140 Sandbox Player: Green 'Clear Resources' Icons In Inventory #0141 Sandbox Player: Workers Deposit Default Weapons Into Inventory When Being Demoted Or Retrained #0142 Sandbox Player: Taxes Generated While Game Paused #0143 Sandbox Player: Armor Not Return To Inventory On Villager Death. #0144 Start Screen: No Exit To Desktop Option #0145 Sandbox Player: Bridges In Sandbox Have Collider And Navmesh Issues #0147 Sandbox Player: Wagon On Medium LOD Settings Vanishes Too Soon #0154 Sandbox Player: Monastery Confession Research Has Wrong Icon #0155 Sandbox Player: OSX Crashing Or Freezing At 90% Sandbox Player: Furthest Quarry In Grassland (Easy) Map Inaccessible Sandbox Player: Building Dialog Tab Hover Effects Not Working Breaking Changes and Known IssuesPlease note that save games from previous versions cannot be loaded in this version.There is a known issue with the Inspector in the Editor when viewing Wave Spawners. We'll fix this shortly and issue a minor patch. We didn't want this to hold up the release with so many good things to share. Our apologies to Level Designers for the temporary inconvenience. How Load/Save WorksWhen in-game, hit escape and press the 'Save' button. After about 1 second there will be a bright sparkly confirmation sound plays to indicate success. You can then continue or exit. In the event of an error, an on-screen dialog will appear. We'll add a text notification in the next patch.After saving, the next time you start the game, the 'Continue' button will be enabled on the start screen. If you wish to load a different save, start a New Game, and using the File Browser move up one folder and then into the Session folder where all you save games are now located. Developer CommentsLoad/Save in sandbox has received lots of fixes and promoted into the UI via the escape key pause menu. You can continue your last game from the start page.The previous Mac problems have now been fixed. If you participated in the OSX Experimental Build Beta earlier this month, please opt-out of that beta so that you can continue to receive patch updates. Sickness now activates once your culture score (the happy/sad faces on the topbar) passes 200. Diseases have differing rates of infection, and may spread through your population. As your culture expands, more serious diseases start to outbreak, and must be tackled with medicine created by the Herbalists. Sickness affects worker productivity, happiness, and can lead to them losing health. So while a disease may not be fatal, it does impact your village. Villagers now need entertaining at Taverns once your village’s culture value passes 300. Mead is produced from Honeycomb gathered from Bee Yards by Monks, and brewed into Mead at the Monastery. Tavern Innkeepers then collect Barrels Of Mead from either a Storehouse or direct from a Monastery. DirectX 11 is now the default on Windows, falling back to 9.0c when not supported. This delivers a number of benefits including improved memory management which can help 32-bit Windows players, and better clarity in text rendering. This is a big technical change, so if you experience any problems, please let us know via a post in the community forum. Update: We are currently overriding the game back to DirectX 9.0c due to a crash on exit likely to be a Unity bug. UI scaling has been added to the graphics settings for improved accessibility. Players on Retina displays will benefit from scaling up, and those on laptops will benefit from scaling down to prevent overlap. There is a known issue with blip rendering on the minimap at larger scales. **SSAO has been enhanced and should now work much better on AMD cards. There are glitches on Intel HD 3000 cards, but this gpu is way below minimum spec and isn’t powerful enough to run SSAO anyway. Please report any visual glitches in the forums including your graphics card make and model. We've also removed the old Tutorial from this point onwards. It is however still available should you wish to play it. We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.13.0 (Alpha 16)![]() PlatformsPC, Mac*Release DateJan 31, 2015Major ChangesSandbox Player: First Building Is Now A Mandatory Supply WagonSandbox Player: Peasants Can Now Chop Trees, Pick Berries, Remove Small Stone/Iron Deposits (New Assets) Sandbox Player: Nesting Spiders Now Added Sandbox Player: Civics Dialog Charts (Ugly WIP But V.Useful) Sandbox Player: Overhauled Needs System Sandbox Player: New ‘Adventure’ Map: Crypts Level 1 (Work In Progress) Sandbox Player: Research Is Now Progressed With Each Delivery Of Resources. Research Points Will Be Removed. Sandbox Player: Navmesh System Improved, Fixing Numerous Pathing Edge Cases Sandbox Player: Taxation Added Under Civics Dialog. Requires Cottages. Affects Happiness. Sandbox Player: Added Dungeon Soundtrack Sandbox Player: Rebalanced All Maps Sandbox Editor: Added Classic Dungeon Kit Minor ChangesSandbox Player: Improved Reliability Of Load/Save (Accessed Via Console)Sandbox Player: Cursors Added For Foraging/Clearing Small Deposits Sandbox Player: Maps Enhanced With Clearable Resources Sandbox Player: Hard Snow Map Tweaked To Spawn Wolves Less Frequently Sandbox Player: Werefu Loot Chests Added To Hard Snow Map Sandbox Player: Change Camera Angle Key Remapped From LeftAlt to V Sandbox Player: Pumpkins Replaced By Carrots (For Future Ecology Reasons) Sandbox Player: Villagers Now Consume Carrots To Meet Need For Vegetables Sandbox Player: Peasants Who Are Clearing Resources Will Prioritize Construction After They Complete Current Task Sandbox Player: Monster Damage Re-balanced Sandbox Player: Berries Satiate A Small Amount Of Carbohydrate Need Sandbox Player: Fields Now Show % Grown In Title Sandbox Player: Experimental Anti-Kiting System Added (Monsters Return And Heal) Sandbox Player: Monster Highlighting Now Consistent Across Resolutions And Downsampling Sandbox Player: Added Conversion Recipe To Woodcutter Hut Crafting Tab (Convert Planks->Firewood With Penalty) Sandbox Player: Added Queen Spider Sandbox Player: Added Rarer Yellow Spider Sandbox Player: Camera Now Constrained Within Map Boundary Sandbox Player: Assigning Workers Via Building Worker Tab Or By Direct Assignment Now More Reliable Sandbox Player: When Starting New Research, 25% Of Work Effort Is Auto-Allocated Into Research Sandbox Player: If A Villager Leaves, They Return Loot To Inventory Sandbox Editor: 30+ New Loot Items Added (Werefu Armor Set, Rare Cloth Armor Set, Common Scale Armor Set, Faction Keys, Berries, Carrots) Sandbox Editor: Portal Added To Systems Kit Sandbox Editor: Added Lighting Kit (Intended For Use In Dungeons) Sandbox Editor: Iron Ore Resource and Stone Resource Added (For Peasants To Clear) Sandbox Editor: Iron Mine Updated Sandbox Editor: Grassland Kit: LOD Models Added To Oak Trees Sandbox Editor: System Kit: Added Sarcophagus Chest Sandbox Editor: Dungeon Soundtrack Mood Added To Environment Settings Bug Fixes#0130 Sandbox Player: Fish Not Removed From Inventory When Converting To Salmon Steaks#0131 Sandbox Player: Alt+Tab Causes Camera To Look At Sky When Resuming #0132 Sandbox Player: Large Amounts of Armor Make Characters Invulnerable #0133 Sandbox Player: At 1376x720 on OSX, Global Inventory and Character Sheet Are Behind The Portrait And Minimap #0134 Sandbox Player: Weapons/Gear Are Floating When Villagers Consume Food #0135 Sandbox Player: Deer Are Animated Again When Carried By Hunters #0136 Sandbox Editor: Grid Lines Not Aligned To Snap Grid #0137 Sandbox Player: Bear Walk Animation Not Looping Developer CommentsPatch 0.2.13 introduces major changes to gameplay, too many in fact to describe here. Instead, please visit the new Getting Started section in the website Game Guide.Known issues include bugged chest inventory UI (scroll mousewheel to fix), unreliable ornate bridges in the Snow zone, bugged menu system, Walls not load/saving correctly, Guard Mode broken, and a couple of navmesh edge cases including the bottom of the Quarry steps in the Grassland map (just nudge any stuck characters to fix). *We are experiencing crashes on older Mac's with 512MB video cards. Mac's with newer 1GB cards or HD5000 integrated graphics cards are working fine. We are trying to identify the cause of this problem with an aim of pushing out a fix ASAP. Our apologies if you are affected by this. You may wish to consider turning off auto-updates and staying on Patch 0.2.10 until a fix is available. Please note we have removed the community maps from this patch temporarily. A number of kit pieces were updated in 0.2.11 that visually impact a number of maps. We'll add the community maps back in once authors have updated their maps. You can continue to grab them anytime from the Community Maps & Videos sub-forum. We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client And finally, ‘tis the season to be jolly, so from all of us on the Folk Tale Dev Team, have a very happy holiday! |
Patch 0.2.12.0 (Alpha 15)![]() PlatformsPC, Mac*Release DateDec 23, 2014ChangesSandbox Player: The camera is now a fixed angle to aid performance on lower end machines. The angle can be changed by holding LeftAlt and moving the mouse. Free camera rotation can be enabled under Settings->GameplaySandbox Player: Console: Load/Save improved a lot. Sandbox Player: Added first batch of new advisor voice over lines Sandbox Player: Improved building health UI with productivity and assigned worker count Sandbox Player: Buildings with no workers now show permanent hover icon overhead Sandbox Player: Field hover name now shows which crop is planted Sandbox Player: Clicking event notifications zooms to focal point for some event types Sandbox Player: Mouse scroll wheel now rotates building when in placement mode Sandbox Player: during construction placement mode, resources nearby building will be shown as 100% opaque if the resource is within the building’s boundary, 50% opaque if outside and close by Sandbox Player: Selecting an existing economy building will show resource icons over resources within the boundary Sandbox Player: When the last worker at a building abandons the village, the Advisor will tell you Sandbox Player: Massively reduced gold earned from selling finished goods Sandbox Player: Building Dialog Worker Tab: Worker highlight fixed Sandbox Player: Building Dialog Worker Tab: Find button enabled Sandbox Player: Building Dialog Worker Tab: Auto-Recruit enabled Sandbox Player: Building Dialog Worker Tab: Correct profession portraits now showing Sandbox Player: Advisor now warns when you are trying to train your last peasant and prevents you from doing so (otherwise you can’t build more cottages) Sandbox Player: Workers are now demoted to peasants when their building is destroyed Sandbox Player: Stockpile dialog updated with recently added resources Sandbox Player: Reactions tweaked when mobs attacked at range Sandbox Player: Fixed ranged units facing targets during weapon reload Sandbox Player: Performance optimizations for character animations (16% FPS boost on CPU-bound machines) Sandbox Player: Added Jeweller hammer props in preparation for activating Jeweller profession Sandbox Player: Added LOD1, LOD2, LOD3 models for Toadkin Warrior and Worker Sandbox Player: Weapons now have correct stats (see Game Guide) Sandbox Player: Settings And Exit To Main Menu buttons added to pause/escape menu Sandbox Player: Blacksmith Chainmail research now unlocks 4 crafting recipes Sandbox Player: Blacksmith Leather research now unlocks 4 crafting recipes Sandbox Player: Blacksmith Axes research now unlocks 1 crafting recipe Sandbox Player: Blacksmith Daggers research now unlocks 1 crafting recipe Sandbox Player: Blacksmith Maces research now unlocks 1 crafting recipe Sandbox Player: Blacksmith Swords research now unlocks 1 crafting recipe Sandbox Player: Tailor’s Emporium Clothmaking research now unlocks 4 crafting recipes Sandbox Player: Herbalist’s Den Elixir research now unlocks crafting recipes Sandbox Player: Herbalist’s Den Poisons research now unlocks crafting recipes Sandbox Player: Herbalist’s Den Herbalism research now unlocks crafting recipes Bug Fixes#0120 Sandbox Player: Characters Weapons Breaking When Being Retrained Or Demoted#0126 Sandbox Player: Maps Often Stop Loading At 35% Progress #0127 Sandbox Player: Research Not Lowering Building Costs #0128 Sandbox Player: Workers Dropping Off Resources Ignore Production/Research Split #0129 Sandbox Editor: Water Bank Tiles Aren't Paintable Developer CommentsOur focus this patch has been on improving existing gameplay and fixing bugs. Load/Save has received a good deal of attention, but will remain accessible via the Console for now to allow for a period of community testing. Please try it, and report any save related bugs in the Steam forum under the Bug Reporting subforum so that we can get them fixed and roll out load/save into the main UI.Plenty of UI improvements have been made to provide information about villager needs. These should make it easier to respond to economic production challenges and prevent villagers leaving en masse. At the start of a new game, you’re likely to manually assign workers by clicking on the building and clicking on the train profession button. As your village gets larger, and in the absence of the civics dialog for finding peasants, you’re best to use the Workers tab and recruit directly. Auto-AI is also added this patch, and is worth setting on critical economy buildings once your population reaches as decent size. In a future patch we'll be adding the ability to define how many worker vacancies should be auto-recruited. We haven’t implemented the Advisor speech queue yet, so he can end up speaking multiple lines at the same time. We’ll aim to fix this in the next patch. Mead and Pumpkins cannot currently be sold. Guard Mode is broken in this patch. If when Alt+Tabbing, the camera is left facing the sky, hold down LeftAlt again and re-orient the camera by moving the mouse. If this is frustrating, the keymap.json file can be edited to change the keybinding (see below). There is a known problem when exiting sandbox editor or player and trying to start the Old Tutorial. As a temporary fix, please restart the game and go directly into the Old Tutorial. We’ve disabled Sandbox Terrain-Cam in this patch temporarily while we fix a few bugs with the new camera system. *We are experiencing crashes on older Mac's with 512MB video cards. Mac's with newer 1GB cards or HD5000 integrated graphics cards are working fine. We are trying to identify the cause of this problem with an aim of pushing out a fix ASAP. Our apologies if you are affected by this. You may wish to consider turning off auto-updates and staying on Patch 0.2.10 until a fix is available. Please note we have removed the community maps from this patch temporarily. A number of kit pieces were updated in 0.2.11 that visually impact a number of maps. We'll add the community maps back in once authors have updated their maps. You can continue to grab them anytime from the Community Maps & Videos sub-forum. We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client And finally, ‘tis the season to be jolly, so from all of us on the Folk Tale Dev Team, have a very happy holiday! |
Patch 0.2.11.1 (Alpha 15)PlatformsPC, Mac*Release DateNov 27, 2014Bug Fixes#0121 Sandbox Editor: New Maps Cannot Be Saved#0122 Sandbox Player: Basic Clothing Icon Not Showing When Clothes Manufactured At Tailors Developer CommentsThis is a minor patch. |
Patch 0.2.11.0 (Alpha 14)![]() PlatformsPC, Mac*Release DateNov 26, 2014ChangesSandbox Player: New dev map added ‘Howling Tundra’ using the new Snow kitsSandbox Player: 'Stinking Swamp' map updated to include new buildings and monsters Sandbox Player: Added Research tab to buildings (Blacksmith only atm, extending functionality to other buildings asap but icons added anyway) Sandbox Player: Added Crafting (Mostly Blacksmith, requires research points which can be gained by diverting building production into research, unlock armor and weapon research to learn starter crafting recipes) Sandbox Player: Added villager needs; villagers tell you what they need via the new Events Notification icons that appear bottom right; tooltips contain descriptions. Sandbox Player: Added Weaver’s Hut building Sandbox Player: Added Weaver profession Sandbox Player: Added Tailor’s Emporium building Sandbox Player: Added Tailor profession Sandbox Player: Added Herbalist Hut building Sandbox Player: Added Herbalist profession Sandbox Player: Added Cotton option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Cotton -> Weavers -> Storehouse -> Tailor -> Basic Clothing); needs Weaver to cultivate Sandbox Player: Added Herbs option to Farmer’s Field and enabled economy chain (Farmer’s Field -> Herbs -> Herbalist Den -> Lesser Medicine Potions); needs Herbalist to cultivate Sandbox Player: Guard Mode added to character portrait wheel. Useful for military units. Sandbox Player: Control Groups implemented (CTRL+1..0 to assign, 1..0 to select, holding down SHIFT while selecting will add that group to your current selection), TAB can move through group when Character Sheet is open Sandbox Player: RTS Attack-Move implemented (hold CTRL while clicking to move) Sandbox Player: Added in enemy attack targeting and highlighting on hover Sandbox Player: Implemented lashing and rewarding workers (building dialog screen) to temporarily increase worker productivity (partial, UI feedback missing) Sandbox Player: Soundtrack added for Grasslands, Swamp and Snow zones Sandbox Player: Soundtrack volume slider enabled under settings Sandbox Player: Changed wolf walk animation speed Sandbox Player: Added city-wide and building buff framework linked to research (partial) Sandbox Player: Improved appearance of biome ambience settings Sandbox Player: Console: Added new commands “ambience”, “cliffs” and “music” to change ambience zone, music region and cliff biome respectively Sandbox Player: Console: Added new command ‘weather snow|rain|sunny’ Sandbox Player: Console: Added ‘supersampling’ to unlock 125%-200% super sampling which is then resized back to native resolution for super high quality (1GB+ GPUs recommended) Sandbox Player: Added villager footstep sound effects Sandbox Player: Added right click for quick equipping from global inventory to character Sandbox Editor: Added Weather Environment Setting for Snow/Rain/Sunny Sandbox Editor: Added Atmospherics toolbar button to set map theme (drives ambient lighting, skybox colors, clouds, music, weather, ambient sfx loops) Sandbox Editor: Added Snow Kit Sandbox Editor: Added Snow Monastery Kit Sandbox Editor: Large multi-tile Pieces are now paintable Sandbox Editor: Added second grass texture to Paint Tool (for Grassland maps) Sandbox Editor: Added 50+ new loot items (see Game Guide on website) Sandbox Editor: Added Toadkin Kit (King, Warrior and Worker) ** Sandbox Editor: Added Werefu Monk Kit (Warrior, Priest, Wolf Chow) Sandbox Editor: Added Yeti Kit Sandbox Editor: Added Goblin Buildings Kit Sandbox Editor: Updated art asset for massive trees in Swamp Kit Sandbox Editor: Added Yellow/Orange trees and more Pine Trees to Grassland Kit Bug Fixes#0111 Sandbox Editor: Rotate [ ] Shortcuts Also Changes Paint Tool Brush Size#0112 Sandbox Editor: Inspector Not Resizable Causing Usability Issues #0113 Sandbox Player: Soundtrack Volume Isn't Saved/Setting Properly #0114 Sandbox Player: Arrow Keys No Longer Move Camera #0115 Sandbox Player: Console Load/Save Reviving Dead Characters #0116 Sandbox Player: Console Load/Save Not Saving Character Inventories #0117 Sandbox Player: Initial Resources Being Re-added When Loading A Saved Game Via Console #0118 Sandbox Player: Females Are Using Male Names #0119 Sandbox Player: Characters Sometimes Spawn Below Ground Developer Comments*We are experiencing crashes on older Mac's with 512MB video cards. Mac's with newer 1GB cards or HD5000 integrated graphics cards are working fine. We are trying to identify the cause of this problem with an aim of pushing out a fix ASAP. Our apologies if you are affected by this. You may wish to consider turning off auto-updates and staying on Patch 0.2.10 until a fix is available.** The Toadkin King is a prop placeholder for now. Please note we have removed the community maps from this patch temporarily. A number of kit pieces have been updated and will visually impact a number of maps. We'll add the community maps back in once authors have updated their maps. You can continue to grab them anytime from the Community Maps & Videos sub-forum. We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.10 (Alpha 13)![]() PlatformsPC, MacRelease DateOct 18, 2014ChangesSandbox Player: Added Arbalist unit (trainable at Barracks)Sandbox Player: Gear now updates character sheet Attack, Armor Ratings and Resistances Sandbox Player: Added a console. It has support for various commands such as “kill nearby enemies” or “heal allies” or “day” or “gold”. Sandbox Player: Special abilities prototype (see Dec Vomments) Sandbox Player: Added Tier 1 Wall Towers Damage Visuals Sandbox Player: Updated icons for train unit on building dialog to support multiple unit types Sandbox Player: New map added ‘Stinking Swamp’ Sandbox Player: Auto-Grass system updated to detect surface material and tint grass Sandbox Player: Fishing economy chain completed (villagers now consume fish) Sandbox Player: I (capital i) is now hotkeyed to global inventory (see Dev Comments) Sandbox Player: C is now hotkeyed to character sheet (see Dev Comments) Sandbox Player: Tab hotkey now cycles through selected units when the character sheet is open Sandbox Player: Corpse sparkles are now always lootable and don’t require nearby friendly units Sandbox Editor: Added Swamp Environment Kit Sandbox Editor: Added Swamp Ruins Kit Sandbox Editor: Added more loot items (see Game Guide on website for info) Sandbox Editor: Loot armor items now have their armor ratings set, and the correct sfx Sandbox Editor: Added kit with invisible camera colliders and navmesh cuts Sandbox Editor: Undead added to Wave Spawning system Sandbox Character Designer: Added Arbalist uniform Bug Fixes#0106 Sandbox Player: Decals (Roads, Cobwebs etc) Flickering#0107 Sandbox Player: Peasants don't do any damage #0108 Sandbox Player: Enemies and villagers are regenerating health during combat #0109 Sandbox Editor: Moving pieces with navmesh cuts causes large frame rate drop #0110 Tutorial: Intro Movie Not Playing on OSX (game inaccessible) Developer CommentsNow that the I key opens global inventory, drawing paths in both the sandbox editor and player has changed to the P key.Now that the C key opens the selected unit’s character sheet, swapping the camera between overhead RTS camera and the terrain camera has been remapped to T. Some characters will start to level up, but attributes don't currently affect anything. Damage taken takes into account Damage Resistance provided by armor. There is a known issue where occasionally sandbox maps won’t load (progress might freeze around 35%). To fix, please quit and reload. Special Abilities Prototype Special abilities will be hero abilities accessible via the character portrait wheel in the bottom left of the screen. For now we've applied a few to loot items. To gain access to them, open the console and type oneofeverything to create one of every item in the global inventory. You can then equip the following items onto characters: ![]() ![]() ![]() ![]() We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.9 (Alpha 12)![]() PlatformsPC, MacRelease DateSep 20, 2014ChangesSandbox Editor: Community requested kit pieces added (river tiles, cemetery trim concave etc,)Sandbox Editor: Loot inspector for chests added inc. Loot Profiles, custom definitions and keyword search Sandbox Editor: More loot items added Sandbox Editor: River tile with 1 corner island had to be rotated 180 degrees Sandbox Editor: Pivot on the Quarry has moved (community maps will need updating) Sandbox Editor: CTRL+SHIFT+U moves all props and tiles up a full tile height. CTRL+SHIFT+D moves them down (CMD instead of CTRL on OS X) Sandbox Editor: Wave spawn points can now loop indefinitely Sandbox Editor & Player: Added placeholder loading screen Sandbox Player: Added Fisherman profession, Fisherman’s Hut, and Fishing Sandbox Player: Added ability to delete wall sections and towers Sandbox Player: Added Tier 1 Wooden Palisade Walls inc. stairs and gatehouse Sandbox Player: Monsters now drop loot (right click to open on loot sparkles when mouse pointer changes to bag) Sandbox Player: Optimization for buildings searching for nearby resources (small frame rate increase) Sandbox Player: Minimap now shows correct colors for units, does not show blips for units inside fog of war, and is clickable again, some known issues Sandbox Player: Improved tooltips for inventory items (still placeholders though) Sandbox Player: Stacks in the inventory can now be split using shift+LMB Sandbox Player: Dropping inventory item in wrong character slot now checks correct slot Sandbox Player: Increased texture resolution of handheld weapons Sandbox Player: Reduced loading time of maps by roughly 33% Sandbox Player: Iron Mine and Quarry now have LOD models Sandbox Player: Added camera shake when destroying structures, large monsters walk, and heavy attacks ( e.g. Beastman overhead cleave attack ) Sandbox Player: Added human fist, weapon and bow impact sounds Sandbox Player: Reduced movement speed when camera is on the ground Sandbox Player: Trees now sway gently (on normal and high settings) Sandbox Player: Added building ambient sfx loops for Workshop, Monastery, Stonecutter Lodge, Blacksmith, Bakery Sandbox Player: All buildings now have mud foundation when constructing Sandbox Player: Monks walking animation speed fixed to reduce gliding Sandbox Player: Gold income is now in 3D world space and not UI space because let’s face it, during a raid on the bakery it gets really annoying! Bug Fixes#0102 Sandbox Player: Night Windows Flicker When Camera Moves#0103 Sandbox Player: Frame rate drops when dragging placement for city walls #0104 Sandbox Player: Moving icons between character sheet slots causing icon to vanish #0105 Sandbox Player: Peasants no longer have the item “Default Equipment” in their inventory Developer CommentsThere is a known navmesh issue with Walls. This will be improved in a later patch.There is a known issue with grass not always getting redrawn as the camera moves around. Under Settings, Contrast and Gamma are currently not working. Copses will now regenerate deer, but you need to first delete all copses from your maps and recreate them. Please delete all your previous wave spawn points (the colored circles) and recreate. Plain monster spawn points still work. Sorry! We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.8 (Alpha 11)![]() PlatformsPC, MacRelease DateAug 16, 2014ChangesSandbox Editor: Wave Inspector added to new Systems KitSandbox Editor: Goblins added via Wave/Spawn Point system ( archer, warrior, beserker ) Sandbox Editor: Goblin Siege Kit: new pieces added ( Warship ) Sandbox Editor: Props moved off Iron Mine and provided as independent kit pieces Sandbox Editor: Cemetery Kit: new pieces added Sandbox Editor: Grassland Kit: new pieces added Sandbox Editor: Kobold Camp Kit: new pieces added Sandbox Editor: Some tree and foliage textures updated Sandbox Editor: New community map added: The Valley Sandbox Editor: Static chests added to Systems Kit Sandbox Editor: Kobold character fixed Sandbox Player: Goblins scale city walls ( assuming they can’t just walk around ) Sandbox Player: Character inventory added ( use bag icon on character portrait ) Sandbox Player: Global inventory added ( use bag icon on top bar ) Sandbox Player: Profession cap per economy building increased from 2 to 4 for tier 1 Sandbox Player: Characters now purchase food from shops and eat ( Bakery, Butchery ) Sandbox Player: Downsampling implemented under settings Sandbox Player: Characters weapons now change when inventory changed Sandbox Player: Ability to set field to grow wheat or pumpkins Sandbox Player: Trebuchet boulder ammo consumes 1 unit of Stone Block per shot Sandbox Player: Street Lamps now have night lights Sandbox Player: Cottage chimneys only smoke when firewood has been delivered Sandbox Player: Sound fx now played when workers deliver off resources Sandbox Player: Resource collection now happens every time a worker returns resources to a building, not based on a timer as was the case before Sandbox Player: Health of human buildings doubled Sandbox Player: Colliders removed from corpses to make selection during battles easier Sandbox Player: Corpses are now removed after 2 minutes to reduce clutter Sandbox Player: Polyphony increased on mining/quarrying/chopping animation sfx Sandbox Player: Experimental flying code on crows disabled Sandbox Player: Ambience SFX added for rivers, torches, creaking ships Sandbox Player: Character selection when in front of buildings improvement via depth sort Launcher: Windowed Mode now supports resizable windows Bug Fixes#0091 Sandbox Editor: Cannot move water tiles with arrow keys#0092 Tutorial: Characters Stuck Moonwalking After Loading Save Game #0093 Tutorial: Characters Are Doing No Damage #0094 Sandbox Player: Dead character colliders prevent walking over corpses #0095 Sandbox Player: Hunting Lodge is constantly showing LOD2 #0097 Sandbox Player: VSync Setting Not Being Respected #0101 Sandbox Player: At high population counts, training Hunter can leave the skeletal bones visible Developer CommentsGoblin warships have landed, and goblins will be scaling your city walls with the help of the new Wave Spawn generator located in the new Systems Kit. Have your monsters wander in a region, or seek out the player for open conflict.Over 100 new kit pieces have been added including flaming torches and sconces, mushrooms, and an expanded cemetery kit for creating spooky graveyards. Please note that to make cemetery wall sections walkable, a floor01 piece has to be placed on top of them. For players who are limited by their graphics cards, we’ve implemented downsampling under the settings, enabling you to draw the game world at a lower resolution while keeping the UI at your native resolution, thereby helping performance. Rivers, waterfalls, camp fires, and torches now have ambient sound effects as part of a new positional audio system which we’ll be expanding in future patches. There is a backwards compatibility breaking change which will invalidate most previously saved editor maps. To fix this, first backup your map file, then open and edit the worldobjects.json file. Replace prefabName: "Chest_prefab", "kitName": "Human_Buildings_Prefabs", And "prefabName": "SpawnPoint", "kitName": "Human_Buildings_Prefabs", With "prefabName": "same as above", "kitName": "Systems_Systems_Prefabs", We’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.7 (Alpha 10)![]() PlatformsPC, MacRelease DateJul 12, 2014ChangesSandbox Editor: Wolf added as spawnable monsterSandbox Editor: Giant Snail added as spawnable monster (+egg sack prop) Sandbox Editor: Swamp Beast added as spawnable monster Sandbox Editor: Skeleton Warrior added as spawnable monster Sandbox Editor: Necromancer added as spawnable monster Sandbox Editor: Hunting Ground resource generator added (named copse in grassland kit) Sandbox Editor: Colliders and navmesh added to Cemetery Kit assets Sandbox Editor: New dialog window prototype added as we migrate UI middleware Sandbox Editor: Kobold Camp Kit pieces now have navmesh cutters (but not camera colliders) Sandbox Editor: Cemetery Kit pieces now have navmesh cutters (but not camera colliders) Sandbox Editor: Grassland Kit: Added half and quarter height waterfalls, and cliff stone steps Sandbox Player: Cottages now generate new Peasants if you have enough capacity (each cottage can support 2 villagers) Sandbox Player: Resource costs for buildings enabled (press down the keys G, O and D at the same time to get extra gold, good for testing). Gold increased to 1600 temporarily until you can generate gold from sale of goods and looting. Sandbox Player: Peasants now carry firewood to their cottages from either the Woodcutter’s Hut or the Storehouse Sandbox Player: Woodcutter Hut can now toggle production of Planks and Firewood on/off Sandbox Player: Monks now carry Barrels of Mead to the Storehouse Sandbox Player: Hunters now carry skinned Deer carcasses to the Storehouse Sandbox Player: Hunters now wander in search of Deer Sandbox Player: Butchers now carry Deer carcasses from the Storehouse to the Butchery Sandbox Player: Bakers now carry Sacks Of Flour from the Storehouse to the Bakery Sandbox Player: Characters will attack if being attacked by ranged weapons outside their detection range. Unless they have no weapons (e.g animals) or are very far away, in which case they will flee. Sandbox Player: Characters now attack with their correct weapons and animations Sandbox Player: Added culture counter which is based on the number of buildings, villagers and the number of specialists (and a few other things). Sandbox Player: Buildings can now be attacked; Monsters auto-attack buildings Sandbox Player: Wells are now constructible Sandbox Player: Game can now be “lost” by losing all your buildings Sandbox Player: Q,E keys remapped to rotate camera instead of alter altitude Sandbox Player: Z,X keys remapped to alter camera altitude Sandbox Player: [ ] keys now rotate building prior to placement Sandbox Player: Tower-mounted Trebuchets now target enemies and not friendly units Sandbox Player: Tower-mounted Repeating Crossbow asset updated Sandbox Player: Topbar artwork changed to add space for Prayers Sandbox Player: Street Lamps now have night lights ( partial WIP ) Sandbox Player: Resource drop off sfx added Sandbox Player: Grass now auto-removed from under Farmer’s Field Bug Fixes#0079 Sandbox Player: Unplaced Buildings Stuck To Cursor#0080 Sandbox Editor: UVs on Construction Kit pieces are broken #0081 Sandbox Player: Can’t select and destroy the Bee Yard #0082 Sandbox Editor: Spawn Points are generating two of every monster #0083 Sandbox Player: Tooltip colored text does not fade with rest of tooltip #0084 Sandbox Player: Navmeshes on some bridges fails, preventing villagers from crossing #0085 Sandbox Editor: Terrain textures can become corrupt #0086 Sandbox Player: Wall sections are auto-completing without construction #0087 Sandbox Player: Stockpile button on top bar only toggles visibility on, not off #0088 Sandbox Player: Construction options should be hidden when opening another dialog, e.g. Stockpile #0089 Sandbox Editor: Terrain Texture Paint brush size > 1 behavior bugged Developer CommentsWe’d like to remind players that the default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. For more information, please visit http://steamcommunity.com/app/224440/discussions/0/540744474771635312/.We’ve also made some key binding changes. While key mapping is not yet implemented in the UI, can you define your own by editing the StreamingAssets/Data/keymap.json text file. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.6 (Alpha 9)PlatformsPC, MacRelease DateJun 14, 2014Bug Fixes#0076 Sandbox Editor: Kit Icons Missing From Kits List#0077 Professions Remain In Carrying Animation For Too Long After Drop Off #0078 Professions Get Invalid Hairstyles ChangesSandbox Editor: Bakery building addedSandbox Editor: Baker profession added Sandbox Editor: Butchery building added Sandbox Editor: Butcher profession added Sandbox Editor: Tavern building added Sandbox Editor: Innkeeper profession added Sandbox Editor: Hunting Lodge building added Sandbox Editor: Hunter profession added Sandbox Editor: Some Grassland Animals have been disabled pending their conversion to spawn points Sandbox Player: Basic combat is enabled ( Monsters can be selected/moved ) Sandbox Player: Wheat Fields Grow Speed Slowed Down However Two Harvesting Operations Are Now Required Sandbox Player: Quarry and Iron Mine now have camera colliders Sandbox Player: High quality night window lighting setting Sandbox Player: Elevation angles added to animation system for ranged weapon firing Sandbox Player: Professions now carry the correct weapons/tools Sandbox Player: Innkeeper carries barrels of mead to the tavern Sandbox Player: Right click now cancels wall placement Sandbox Player: Escape now brings up menu to quit to Desktop Sandbox Character Studio: Baker, Butcher, Innkeeper, and Hunter uniforms added Sandbox Character Studio: Male quiff hairstyle added Sandbox Character Studio: Female french braid with curl hairstyle added Sandbox Character Studio: Male mutton chops beard added Launcher: Survey icon redirected to results Launcher: Added links to social media Developer CommentsThe default build for Windows is now 64-bit, which the vast majority of players are using. Players with older 32-bit versions of Windows will need to opt in to the 32-bit build. Instructions are included below.The new professions aren’t work-functional yet. The construction button visual states are glitching regularly. There is a known issue with some older save games in the Tutorial Swamp Zone that might cause the game to lock up. Please use Alt+F4 or Cmd+Q to quit and restart. Windows 32-Bit VersionIf you are unable to run Folk Tale on Windows, it’s possible that you are running the 32-bit version. To access the 32-bit build, please follow these steps.1. In your Steam Library, right click on ‘Folk Tale’ and select Properties. 2. Click the fourth tab labelled ‘Betas’ 3. In the dropdown list, select folktale(windows32-bit) and click close 4. Wait for Steam to auto-update 5. If the update fails to download, quit and restart the Steam Client |
Patch 0.2.5 (Alpha 8)PlatformsPC, MacRelease DateMay 25, 2014Bug Fixes#0071 Sandbox: City Wall Stairs Collider Broken#0072 Sandbox: Farmer Starts Farming Before Field Construction Is Finished #0074 Sandbox: Storehouse Is Missing Roof Textures #0075 Tutorial: Narrator Interrupts Himself Or Continues With Previous Dialogue ChangesSandbox Editor: Beaches AddedSandbox Editor: Sea Wave Surf Effects Added Sandbox Editor: Missing Kit Piece Icons Restored Sandbox Editor: Human Village Map Updated Providing More Room For City Walls Sandbox Player: Buildings: Windows Now Illuminate At Night Time Sandbox Player: Buildings: Colliders Added Sandbox Player: Buildings: Chimney Smoke Added Sandbox Player: City Walls: Gatehouse And Stairs Are Now Instant Build Sandbox Player: City Walls: Turrets Now Have Damaged Versions Sandbox Player: City Walls: Repeating Crossbow Visual Updated Sandbox Player: City Walls: Trebuchet Animation Speed Changed To Constant For SFX Sync Sandbox Player: City Walls: Characters can now go through the gatehouse and towers Sandbox Player: Holding Left-Alt To Rotate/Tilt Camera No Longer Requires LMB To Be Pressed Sandbox Player: Added Gameplay Setting: Snap Building To Cursor Sandbox Player: Resource Icons Added to Construction Option Buttons Sandbox Player: Fixed Female Peasants using Invalid Hair Styles Sandbox Player: Building Icon Tooltips show resource requirements Launcher: Game Now Starts In Full-Screen Mode By Default Launcher: Link Added To First Ever Player Satisfaction Survey Developer CommentsThis is the 64-bit OSX and 32-bit Windows public build. The Windows 64-bit build will follow once we've ironed out a glitch.Patch 0.2.5 includes all the changes from the non-public 0.2.4 build, details of which can be found at http://steamcommunity.com/games/224440/announcements/detail/1873805350664051102 |