The Village Builder RPG
Alpha 28 (Patch 0.3.28.0)

Platforms

PC, Mac

Release Date

August 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 Notes

Player: Sandbox world is now interconnected allowing travel via road sign portals
Player: 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 Notes

Enjoy!
Alpha 27 (Patch 0.3.22.0)

Platforms

PC, Mac

Release Date

May 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 Notes

Player: 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 Changes

Save games from Alpha 26 are not backwards compatible with Alpha 27.

Developer Notes

Enjoy!
Alpha 26 (Patch 0.3.18.0)

Platforms

PC, Mac

Release Date

March 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 Notes

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

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

Known Issues

Sometimes 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 Notes

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

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

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)

Platforms

PC, Mac

Release Date

December 18, 2015

Major Changes

Player: 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 Changes

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

Known Issues

The Marketplace does not currently show in the civics building list.
If you have a custom map and spider dens are showing with human names, you’ll need to delete the dens from your map and create new ones from the kit list..
Bee Yards will be locked until a Monastery is built in a future patch.
Alpha 24 (Patch 0.3.9.0)

Platforms

PC, Mac

Release Date

November 25, 2015

Major Changes

Economy has undergone major rebalancing
Needs have been replaced with overall happiness
Destructible props have been added (e.g. doors and barrels)
Campaign now includes two dungeons: Bandit Caves and Mordrich’s Sandal Factory
Civics dialog now includes an overview of all building activity in one place
Civics dialog now includes a breakdown of all villager happiness, and rationing controls
World Editor added for organizing multiple maps (portals can be used to connect them)
Terrain sculpting tool added to the Editor
Storehouses now have shared access to all inventory, reducing travel distances
Main menu overhauled, adding settings and historical saved games

Minor Changes

Player: Abilities can now be targeted at party members by clicking on their profiles of pressing F1..F4
Player: New healthbars added (heroes’ have significantly changed)
Player: Reduced aggro ranges significantly
Player: Camera field of view reduced
Player: Tweaked colliders on all monsters for easier targeting
Player: Increased distance that characters will stand apart
Player: Ability points now have a greater effect on critical/evade chance (1 vit = 20hp, previously 10hp)
Player: Villagers and (some) monsters will now voice idle phrases
Player: Several monster loot profiles added
Player: If characters/monsters cannot surround a target, they should choose another target
Player: Trees are now felled on the first visit, dropping logs
Player: Fields are segmented into quadrants and individually cleared, dropping baskets and bushels depending on worker’s experience
Player: Needs system replaced by happiness
Player: If you promise villagers extra rations, then don’t deliver, they’ll become unhappy
Player: Outlining system (mouseover hover on interactable objects) improved to be better defined and less blurry
Player: Collectables including dropped logs and baskets of crops can be collected manually
Player: Heroes and City Watch can now wear armor below their best type
Player: Added visual warning (glowing civics button) when happiness is negative
Player: Research overhauled. Progress now automatic for up-front gold cost. Research restored in Barracks, Storehouse and Workshop. Research has not yet been balanced and needs a thorough review.
Player: Food Variety bonus now reflects what is in the inventory rather than what was previously eaten
Player: Camera follow mode disabled on heroes in dungeons
Player: Added carried bread for when Baker delivers completed loaves to supply wagon
Player: Enabled camera icon functionality on portrait wheel for following characters
Player: Villagers can now collect/consume goods from the nearest building, storehouse or supply wagon; whichever is closest
Player: If 'train' button on context menu is clicked when no characters are selected, a valid peasant will now be trained. Added 'command' sfx when training from building list
Player: Resources carried after gathering in many cases can now be dropped (if player commands character to do something else)
Player: Fishing now drops buckets of fish based on fisher’s level; now consistent with other resources
Player: Commanding a villager who is carrying a resource to do something will cause them to drop the resource, which can then be collected later
Player: When characters level up their health increases by the same amount that their max health increases
Player: Many research item bonuses now changed so that they have a meaningful effect
Player: Research items now tied to building tiers
Player: Right clicking on a partially constructed building with peasants selected will now make those peasants construct the building
Player: Clicking the train profession button under building options when you have another profession selected will now prompt for Yes/No answer
Player: Main Menu - Can now access all saves; Continue removed
Player: Main Menu - Direct links to Campaign, Sandbox and Tutorial; no temporal file browser screen but perception of longer load times
Player: Main Menu - Can now access Settings
Player: Main Menu - Soundtrack now starts
Audio: Added sfx for berry foraging and basket dropoff
Audio: Added sfx for villagers consuming food
Audio: Added sfx for opening sarcophagus chests
Audio: Added wolf, bear, boar, skeleton and zombie sound effects
Audio: Added wet cave ambient background track
Audio: Added sobbing woman voice over for campaign cutscene
Campaign: Bandit Caves map enhanced
Campaign: Mordrich’s Factory map enhanced
Campaign: Shirebrook: Added Desecrated Cathedral and access to Mordrich’s Sandal Factory
Campaign: Shirebrook: Added Beastman encounter
Campaign: Shirebrook: Added Beastman wave attacks
Campaign: Shirebrook: Added Withering Dead wave attacks
Campaign: Shirebrook: Added Spiders
Campaign: Shirebrook: Added Desecrated Cathedral and connected the entrance to Mordrich’s Factory
UI: Rationing, Taxation and Happiness tab added to the civics dialog
UI: Dampening on WASD/Arrow keys increased so camera comes to a stop almost immediately
UI: Camera no longer auto-locks and follows heroes in village maps
UI: Research completion now shows event notification icon
UI: ‘F’ key functionality restored
UI: Tab now cycles through units in control groups, including when character sheet is open
UI: Conversation dialog no longer closes and re-opens if there are no blocking nodes between
UI: Saturation control added to Ambience zone system
UI: Added civics building list to provide a village overview
UI: Added keyboard shortcuts: R for civics rationing dialog, B for civics buildings list
UI: Flashing civics warning increased when not enough food for next 2 minutes instead of 1 for earlier warning
UI: Removed common weapons from crafting options since units get them by default
UI: Rationing defaults now 1x instead of ½x
Mechanics: Weaver’s Huts now take time to process cotton into bolts
Mechanics: Destructible objects added (doorways, crates, barrels and urns)
Balancing: Economy: Increased priority for planting saplings slightly
Balancing: Reduced happiness bonus/penalty at different rationing levels
Balancing: Reduced happiness bonus for food variety at all levels
Balancing: Economy: Doubled yield of berries per harvest from 10 to 20
Balancing: Economy: Reduced max yield of fish per catch from 15 to 4
Balancing: Economy: 1 Fish now yields 4 Salmon Steaks
Balancing: Economy: Each bushel of wheat now produces a max of 3 sacks of flour
Balancing: Economy: 1 Sack of Flour now produces 2 Bread
Balancing: Economy: Increased satiation of each bread piece from medium to high (villagers eat less per trip)
Balancing: Economy: Increased conversion of bolts of cotton to basic clothing fivefold
Balancing: Economy: Increased interval between villagers needing food by 50%
Balancing: Economy: Reduced quantity of raw meat required to make a meat pie from 8 to 1
Balancing: Economy: Increased speed of meat pie production
Balancing: Economy: Reduced max yield of Honeycomb per visit to Bee Yard from 40 to 10
Balancing: Economy: Quantity of Honeycomb required to produce 1 Barrel Of Mead from 30 to 10
Balancing: Economy: Increased production speed per Barrel of Mead
Balancing: Economy: Quantity of Mead produced from Barrel Of Mead increased from 4 to 5
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 aimations 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 Fixes

Fix: 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 Issues

Research 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)

Platforms

PC, Mac

Release Date

August 6, 2015

Major Changes

Player: Camera Rotation Changed To Orbit
Player: 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 Changes

Player: 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 Fixes

New Game, but instead of loading with file browser, click settings; no way back to browser
Fixed Stonecutters Not Carrying Stone To Supply Wagon/Storehouse
Fixed Expanded Boundary On Hunting Lodge Using Wrong Name

Known Issues

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.
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 Comments

In 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)

Platforms

PC, Mac

Release Date

July 15, 2015

Major Changes

Player: Up To 37% Performance Boost Following Engine Update
Player: 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 Changes

Player: Seed Planting Is Now More Aggressive
Player: 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 Issues

Game 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 Comments

In 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)

Platforms

PC, Mac

Release Date

June 11, 2015

Major Changes

Player: 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 Changes

Player: Idle Characters Will Now Move Away From Other Characters They Intersect
Player: 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 Issues

Crafting 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 Comments

Alpha 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)

Platforms

PC, Mac

Release Date

May 03, 2015

Major Changes

Sandbox Player: Added Tier 2 and Tier 3 Building Upgrades
Sandbox Player: Added Sandbox Tutorial (Phase 1: Basics)
Sandbox Player: Added Active Quests UI (Integrated Into Workbench)
Sandbox Player: Added NPC Dialogue UI

Minor Changes

General: 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 Issues

Research 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 Comments

After 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)

Platforms

PC, Mac

Release Date

Apr 04, 2015

Major Changes

Sandbox Player: DirectX 11 Now Default, With Fallback To DirectX 9.0c
Sandbox 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 Changes

Sandbox Player: Characters Get 30 Seconds Immunity After Recovering From Sickness
Sandbox 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 Issues

Walls Aren't Saving In Map Files
Several Ice Palace Props Are Broken
Some Systems Kit Pieces Cannot Be Used Or Selected If Placed (Save And Reload Map In Editor)

Developer Comments

In 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)

Platforms

PC, Mac

Release Date

Mar 07, 2015

Major Changes

Sandbox Player: Only Peasants Now Carry Firewood, Freeing Workers To Get On With What They Should Be Doing - Big Impact On Economy

Minor Changes

Sandbox 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 Fixes

Sandbox Player: Fixed Disease 03 Having A Minimal Outbreak Interval
Sandbox Player: Fixed Load/Save Bug When Saving Long Walls
Sandbox Editor: Fixed Spawn Points Showing Too Small Wander And Stalk Distances

Developer Comments

This 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)

Platforms

PC, Mac

Release Date

Feb 28, 2015

Major Changes

Sandbox Player: Load/Save Added To UI
Sandbox 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 Changes

Sandbox 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 Changes

Added 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 Issues

Please 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 Works

When 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 Comments

Load/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 Version

If 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)

Platforms

PC, Mac*

Release Date

Jan 31, 2015

Major Changes

Sandbox Player: First Building Is Now A Mandatory Supply Wagon
Sandbox 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 Changes

Sandbox 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 Comments

Patch 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 Version

If 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)

Platforms

PC, Mac*

Release Date

Dec 23, 2014

Changes

Sandbox 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->Gameplay
Sandbox 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 Comments

Our 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 Version

If 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)

Platforms

PC, Mac*

Release Date

Nov 27, 2014

Bug Fixes

#0121 Sandbox Editor: New Maps Cannot Be Saved
#0122 Sandbox Player: Basic Clothing Icon Not Showing When Clothes Manufactured At Tailors

Developer Comments

This is a minor patch.
Patch 0.2.11.0 (Alpha 14)

Platforms

PC, Mac*

Release Date

Nov 26, 2014

Changes

Sandbox Player: New dev map added ‘Howling Tundra’ using the new Snow kits
Sandbox 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 Version

If 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)

Platforms

PC, Mac

Release Date

Oct 18, 2014

Changes

Sandbox 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 Comments

Now 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:

Cursed Staff - Fire Shield (Passive Aura)
Staff Of The Dead - Firestorm, Life Steal, Electrocute
Amber Staff - Mass Heal Spell
Emerald Staff - Heal Over Time (Passive Aura)

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 Version

If 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)

Platforms

PC, Mac

Release Date

Sep 20, 2014

Changes

Sandbox 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 Comments

There 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 Version

If 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)

Platforms

PC, Mac

Release Date

Aug 16, 2014

Changes

Sandbox Editor: Wave Inspector added to new Systems Kit
Sandbox 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 Comments

Goblin 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 Version

If 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)

Platforms

PC, Mac

Release Date

Jul 12, 2014

Changes

Sandbox Editor: Wolf added as spawnable monster
Sandbox 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 Comments

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/.

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 Version

If 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)

Platforms

PC, Mac

Release Date

Jun 14, 2014

Bug 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

Changes

Sandbox Editor: Bakery building added
Sandbox 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 Comments

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. 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 Version

If 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)

Platforms

PC, Mac

Release Date

May 25, 2014

Bug 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

Changes

Sandbox Editor: Beaches Added
Sandbox 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 Comments

This 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