EXPERIMENTAL BUILD (0.4.3.0)
[img=http://www.gamesfoundry.com/images/FolkTaleRecentlyUpdatedPatch0430.jpg]
The primary changes include Act II Bufo campaign in it’s entirety, the Grublin boss battle, numerous changes to inventory and crafting UI to further reduce micro-management, and access from anywhere to world travel.
https://www.youtube.com/watch?v=xqnWV9zUExo
Where can I get it?
Experimental Build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
What's new?
Player: Campaign Act II: Toadkin faction is now playable start to finish
Player: Campaign Act II: Added Scruplez and Urzal joint boss battle
Player: Campaign Act II: Added Murp behemoth battle
Player: Changed topbar layout to be more compact, added firewood and berries
Player: Added Auto Transfer option to crafting UI to remove need to manually allocate gear to building stores
Player: Equipment Store loot is now equipped based on item loot score rather than positional rank
Player: Character Sheet now has a ‘grab best loot’ button to get loot from the village inventory
Player: Village Inventory dialog now has a ‘Distribute’ button to transfer equippable loot to building stores
Player: Added delete save game to UI
Player: Hooked up the world map to topbar and minimap buttons
Player: Scruplez now has grapeshot and homing missile abilities
Player: Olga’s frost magic abilities have been expanded (still WIP)
Player: Bosses, behemoths and heroes (when being fought) have been rebalanced
Bug Fixes
Fix: Removed jittering on stairs when fighting
Fix: Soft particle shaders now working as intended
Fix: Added offset to projector shader to help some z fighting with props close to the ground
Fix: Reduced memory usage slightly on SSAO by removing unused multi-compiles, prevented performance drop when camera is close to say walls by clamping sample radius
Fix: Grublin dazed animation had unwanted global move data that caused them to vanish when stunned
Fix: Building dialog options no longer appear in front of minimap texture and markers
Fix: Big hover healthbar wasn’t updating frequently enough
Fix: Unhappiness can no longer descend into -infinity when villagers are not allowed to leave
Fix: Time was showing instead of date on save games made before midnight
Fix: Discovering the Glade pathway before helping the Withering Dead would enable World Travel right into the middle of a cutscene location
Fix: Replaced cloak slot image on character sheet with trinket slot image
Fix: Projectiles weren’t being destroyed when a ranged attack is aborted because an ability order was given
Fix: Willow wasn’t able to solo balance
Fix: Lilith’s Life Steal ability wasn’t notifying characters that it had damaged them (would not aggro when attacked)
Fix: Piranha now only drop fish as loot instead of armor and weapons
Fix: Save games weren’t correctly serializing some boss abilities (e.g. Bla’tu)
Fix: Looping ambient sounds weren’t stopping when exiting a map
Fix: Monsters weren’t getting rebalanced after meeting them first as a non-aggressive faction
Map Changes
Maps: Campaign: Shirebrook: Added second stone quarry area, added more resources esp. Berry Bushes
Maps: Campaign: Shirebrook: Enemy raids have been changed to give 60 seconds warning pending attack, and a war-horn announcing the attack has begun
Maps: Campaign: Bountiful Bog: Replaced lookout towers
Maps: Campaign: Murps Dentistry: Boss Battle and Chair Destruction
Maps: Campaign: Bridges added to Nara and Mordrich linking to Act II
Maps: Sandbox: Haven: Added more berry bushes around the starting area
Maps: Tutorial: Added missing location marker, made the sword loot item magical to introduce players to better gear
Assets (For Level Designers)
Assets: Characters: Tweaked run speeds of Scruplez, Toadkin Warrior and Blotch
Assets: Characters: Toadkin: Added Scorpion Riders
Assets: Characters: Scruplez and Urzal now have complementary AI
Assets: Characters: Rabbits are now full characters
Assets: Loot: Added Scorpion Sting
Assets: Loot: Added Glacian Plate armor set
Assets: Kits: Props: Kobold Kit: Added simpler lookout tower for more reliable pathing
Assets: Kits: Goblin Buildings: Added Barrel Destructible (explodes after delay once attacked)
Assets: Kits: Goblin Buildings: Added Barricades
Assets: Kits: Goblin Buildings: Added Building (Small)
Assets: Kits: Goblin Buildings: Added Bunker and Springboard (see Bountiful Bog Urzal battle for tagging)
Assets: Kits: Goblin Buildings: Added Wall Decor (to scrap-heap-ify the grublin village)
Assets: Kits: Goblin Buildings: Added Sandbag Defenses
Assets: Kits: Goblin Buildings: Added Tarps
Assets: Kits: Goblin Siege: Updated warship with animation and sound, moved to Goblin Buildings kit
Assets: Kits: Kobold Props: Added New Walkway System
Assets: Kits: Characters: Goblins: Added Grublin Machine Gun
Assets: Sounds: Added one-shot [Rusty Valve]
Assets: Sounds: Added one-shot [Character Hero Quixl Smoke Bomb Cloud]
Assets: Sounds: Added one-shot [Impact Shot Light] and [Impact Shot Heavy] groups
Assets: Sounds: Added looping [War Drums]
Assets: Sounds: Added one-shot [Spawn Rocket], [Impact Rocket]
Assets: Sounds: Added looping [Rocket Burn Loop]
Assets: Sounds: Added one-shot [Impact Scorpion Sting] group
Assets: Sounds: Added one-shot [Notification Invasion]
Assets: Sounds: Added one-shot [Burning Fuse 3s]
Assets: Sounds: Crabs now have sound effects
Important/Breaking Changes
Character references are now always passed around as WorldObject references to reduce the need for converter nodes. ForEachCharacter and CharacterToWorldObject nodes have now been hidden (but will appear in legacy scripts). It is recommended you replace any instances ForEachCharacter with ForEachWorldObject.
Many Water FX kit assets can now be controlled with the Door node in workbench, and support fading when turned off. Their default state in the inspector for existing pieces used in maps for IsActive is Off, which will cause them not to show up. Level designers will need to select any water fx assets and check the ‘IsActive’ box in the inspector.
Known Issues
- It’s entirely possible to get 2 Quixl’s in your party
- Grab best loot has a few low impact bugs, and might unequip hero weapons
- Borgle isn’t being balanced correctly during his final confrontation
- Murp isn’t being balanced correctly
- If Kenny is stunned as his cohorts are die, he won’t flee
- Level 6 rabbits, lol
Developer Comments
When enabling auto transfer in the crafting menu, newly crafted items will be moved to appropriate building equipment stores. The system - where possible - allocates on an as needed basis, so if there’s only 1 woodcutter working, it won’t send more than 1 cloth cap there. The ‘Distribute’ button on the village inventory dialog works using similar allocation rules.