Folk Tale

Folk Tale

View Stats:
Folk Tale > General Discussions > Topic Details
This topic has been locked
Games Foundry  [developer] Sep 28, 2013 @ 11:25pm
0.1.7.0 Test Build ( Mac OSX Now Available )
THIS TOPIC IS NOW REDUNDANT WITH BOTH PC AND MAC RELEASES OF 0.1.7.0 AVAILABLE TO EVERYONE VIA AUTOMATIC UPDATE.

Hello folks.

As per the dev blog, a Mac OSX opt-in test build of the upcoming patch is now available for members of the community who would like to help us test this patch. The actual version shown will be 0.1.7.0.

Important

THERE IS NO BACKWARDS COMPATIBILITY OF SAVE GAMES. WITH EACH INCREMENTAL PATCH YOUR SAVE GAMES FROM EARLIER BUILDS WILL BE DELETED.

Known Bugs

Being a test build there are a few known bugs that we need to fix before releasing the build as an automatic update. The developer test script is available on Google Docs by following the link below:
https://docs.google.com/spreadsheet/ccc?key=0AmRIaTXTu2ICdGtEOVg5Q3AwandMMHdwVEhoR2xaOWc#gid=0

A summary of the main active bugs is included below:

- Audio on the Bee Yard is not being recycled
- Moonwalking monsters
- With the Dwarven Key in the global inventory, the quest "Find The Dwarven Key" is not checked as completed. Moving it within your inventory updates the quest part progress.
- The Golem does not load in the crouched shutdown position in some situations
- Ability cooldown timers have not been tested yet
- The Gem and wires are showing on the Golem at the wrong times
- Looting a corpse, quickly saving, then restoring keeps the looted gear in the inventory but allows repeated looting ( Exploit )
- We have only tested load/save with tutorials enabled.


Reporting Bugs

Please read the test script and the summary of bugs above rather than posting every bug you find. Duplicates of known bugs may be deleted.

To report a load/save bug, please make a post in this topic with detailed steps on how to recreate it rather than the Bug Reports sub-forum.

Opting-In To Access The Build

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Betas, enter veW6kJBz into the password field and click Check Code.
3. You should receive confirmation that the debugging build is now unlocked. *
4. Select debugging - Public pre-release support builds from the drop down list and click Close.
5. Wait a few minutes for Steam to automatically patch your game. If it doesn't, try running the game. This should trigger the automatic patching.
6. Confirm the build version in the bottom left of the main menu is 0.1.7.0.

* Please note that on rare occasions, opting in to beta builds will give an invalid code error. Please try the code again. If it repeatedly fails, we're sorry but you are not going to be able to test this build. You might consider contacting Steam Support. We have used this password to support players in the past so it is known to work.

Opting-Out After Testing

After you have finished testing, you can opt out of beta builds and resume receiving the main patches as you have done before.

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Beta, choose NONE - opt out of all beta programs from the drop down list and click Close.
3. Wait for a few minutes for Steam to automatically resync/patch your game back to the main public releases. If it doesn't, try running the game. This should trigger the automatic patching.
4. Confirm the build version in the bottom left of the main menu has reverted to 0.1.6.0.

How To Save A Game

While playing the Tutorial, hit Escape to pause the game, and then click Save. After a very brief period you will be returned to your game.

How To Load A Game

While playing the Tutorial, hit Escape to pause the game, and then click Load. A list of previously saved games with thumbnails will be displayed. Single left clicking will load the selected game, and the game will resume from that point after a few seconds.

If you haven't previously saved a game, the Load button will be disabled.

Notes

Load/save is only enabled while playing the Tutorial. In time we'll add it to the main menu screen.
Last edited by Games Foundry; Oct 7, 2013 @ 7:39pm
< >
Showing 1-15 of 37 comments
Neereus Sep 29, 2013 @ 3:11am 
Think I got one (though the test script says this should pass)
Basically, after loading the windmill doesn't complete and no credit is given for the field after completion.

Steps to replicate:
1) Start and play tutorial as normal up to the build a windmill quest.
2) Start contruction of windmill.
3) While the windmill is being contructed, start building the field as instructed.
4) While the windmill is still under construction, and the workers haven't arrived at the field, save the game.
5) A few moments later load the game.

When the game is loaded the workers are no longer building the windmill. The workers heading to the field do so correctly and build the field fine, but no credit is given. Was able to do this consistently, though have not had a chance to try different variations.

[DEV COMMENT] Fixed, please see below. Thanks for reporting this bug.
Last edited by Games Foundry; Sep 29, 2013 @ 6:26pm
Cyber Hydra Sep 29, 2013 @ 3:36am 
I'm unsure if this has already been mentioned or covered, or if its even just the way it is, but I'm testing different places to save and I villagers moving to capture the logging camp and I saved it, when I loaded it the movement had just stopped entirely. Probably, not a bug but then I don't really see the benefit of cancelling all movement.

[DEV COMMENT] Fixed, please see below. Thanks for reporting this bug.
Last edited by Games Foundry; Sep 29, 2013 @ 6:26pm
Saught Sep 29, 2013 @ 2:12pm 
Reloading any save seems to cause the militia count at the barracks to reset, allowing you to create more militia men.

Also, upon fully closing the game and relaunching, going into the tutorial to load back to where I was, the Monastery completely disappeared, which is already listed but trying to rebuild anything in the area where it was caused the build menu to pop up with no buildings available (all hidden). Furthermore, I can't seem to exit out of the building menu at that point, causing me to have to end the process manually.

[DEV COMMENT] Fixed, please see below. Thanks for reporting this bug.
Last edited by Games Foundry; Sep 29, 2013 @ 6:49pm
Games Foundry  [developer] Sep 29, 2013 @ 3:57pm 
Originally posted by Neereus:
Think I got one (though the test script says this should pass)
Basically, after loading the windmill doesn't complete and no credit is given for the field after completion.

Steps to replicate:
1) Start and play tutorial as normal up to the build a windmill quest.
2) Start contruction of windmill.
3) While the windmill is being contructed, start building the field as instructed.
4) While the windmill is still under construction, and the workers haven't arrived at the field, save the game.
5) A few moments later load the game.

When the game is loaded the workers are no longer building the windmill. The workers heading to the field do so correctly and build the field fine, but no credit is given. Was able to do this consistently, though have not had a chance to try different variations.

Confirmed.

This test had previously been passed but obviously a bug has been introduced since. Good catch, thanks.

UPDATE: Found and fixed. This will be included in the next build ( 0.1.6.2 )
Last edited by Games Foundry; Sep 29, 2013 @ 6:29pm
Games Foundry  [developer] Sep 29, 2013 @ 4:25pm 
Originally posted by akjj98:
I'm unsure if this has already been mentioned or covered, or if its even just the way it is, but I'm testing different places to save and I villagers moving to capture the logging camp and I saved it, when I loaded it the movement had just stopped entirely. Probably, not a bug but then I don't really see the benefit of cancelling all movement.

Confirmed.

This is a bug. Looking at it now.

UPDATE: Found and fixed. This will be included in the next build ( 0.1.6.2 )
Last edited by Games Foundry; Sep 29, 2013 @ 6:29pm
Games Foundry  [developer] Sep 29, 2013 @ 6:27pm 
Originally posted by Showoff:
Reloading any save seems to cause the militia count at the barracks to reset, allowing you to create more militia men.

Also, upon fully closing the game and relaunching, going into the tutorial to load back to where I was, the Monastery completely disappeared, which is already listed but trying to rebuild anything in the area where it was caused the build menu to pop up with no buildings available (all hidden). Furthermore, I can't seem to exit out of the building menu at that point, causing me to have to end the process manually.

Confirmed.

Working on a fix now.

UPDATE: Found and fixed. This will be included in the next build ( 0.1.6.2 )
Last edited by Games Foundry; Sep 29, 2013 @ 6:49pm
hnmitch Sep 29, 2013 @ 6:35pm 
Originally posted by Games Foundry:
Originally posted by Showoff:
Reloading any save seems to cause the militia count at the barracks to reset, allowing you to create more militia men.

Also, upon fully closing the game and relaunching, going into the tutorial to load back to where I was, the Monastery completely disappeared, which is already listed but trying to rebuild anything in the area where it was caused the build menu to pop up with no buildings available (all hidden). Furthermore, I can't seem to exit out of the building menu at that point, causing me to have to end the process manually.

Investigating now.

I've experienced this also. was able to create more then 5 militia with one barracks after a save load.
I've also notice that sometimes the AI stops working when you select more then 5 characters and they go into battle. Everyone will stand there and do nothing while 1 person attacks a monster. Sometimes the monster just stands there as well.

Another, after building a monestary and creating 2 monks. I saved then reloaded. One of the monks just stood next to the bee field and did nothing. I was able to correct it by sending him to the monestary to retrain.
Last edited by hnmitch; Sep 29, 2013 @ 6:37pm
Games Foundry  [developer] Sep 29, 2013 @ 6:38pm 
Originally posted by hnmitch:
Originally posted by Games Foundry:

Investigating now.

I've experienced this also. was able to create more then 5 militia with one barracks after a save load.
I've also notice that sometimes the AI stops working when you select more then 5 characters and they go into battle. Everyone will stand there and do nothing while 1 person attacks a monster. Sometimes the monster just stands there as well.

We've observed similar behavior. The logic is that units will only attack if a valid attack position can be found around the enemy, with a maximum of 8 attackers per monster. However, there is definitely a bug. It is not however related to load/save so is out of scope for now.

I'll look at the Monastery bug after the one I'm working on.

UPDATE: Found and fixed. This will be included in the next build ( 0.1.6.2 )
Last edited by Games Foundry; Sep 29, 2013 @ 8:13pm
erincwood Sep 29, 2013 @ 7:11pm 
I saved the game right after starting construction on the Woodcutter's in the Tutorial. Then I loaded from the save and everything was fine except that the workers were not working on the unfinished woodcutter's anymore and could not be coaxed to resume. Everything else seemed fine.
I played the tutorial per the prompts up to that point and this was my first save and load.
Games Foundry  [developer] Sep 29, 2013 @ 7:23pm 
Originally posted by erincwood:
I saved the game right after starting construction on the Woodcutter's in the Tutorial. Then I loaded from the save and everything was fine except that the workers were not working on the unfinished woodcutter's anymore and could not be coaxed to resume. Everything else seemed fine.
I played the tutorial per the prompts up to that point and this was my first save and load.

This is similar to a bug logged above and should be fixed in the next build.
Games Foundry  [developer] Sep 29, 2013 @ 8:49pm 
Patch Beta 0.1.6.2 is now available and fixes the 3 bugs logged in the posts above.

We have not performed a full re-test at this stage, so there is a small chance the changes introduced may break something else.

Please note your prior save games from earlier builds are no longer compatible and will not appear in the save games list.
Last edited by Games Foundry; Sep 30, 2013 @ 11:17pm
Neowulff Sep 30, 2013 @ 11:21am 
Not sure if this is just the beta (since it worked in the 0.1.6.0 as far a i remember) but I tried to take a screen shot using steam that shows how when i placed the barracks the training dummies are floating above the path and it crashed the game! Steam screen shot is set to F12 for me at the moment, but it is likely a problem with the steam overlay and the game rather than a bug in the game, though it could likely be patched in game... Will test in other situations. good thing i have lots of saves now! Save feature is working extremely well today.
I love it! Thanks! Keep up the good work!

[DEV COMMENT] Investigating now.
[DEV COMMENT] Confirmed.
[DEV COMMENT] Fixed in 0.1.6.3.
Last edited by Games Foundry; Sep 30, 2013 @ 11:46pm
Neowulff Sep 30, 2013 @ 11:42am 
The assign squad is not saving.

Selected the Advisor as Squad 1 (Ctrl 1) worked in game, worked on Load but when the game was exitted and restarted, the squad no longer worked. Squad 2 was set to 3 female peasants and Squad 3 was also set (militia man i think) but none of them were maintained when the game was exitted and restarted.

It seems to be saving these during a game session, as i loaded a save that I had not yet set Squads up and was able to select the advisor and female peasants.

[DEV COMMENT] Investigating now.
[DEV COMMENT] Confirmed.
[DEV COMMENT] Fixed in 0.1.6.3.
Last edited by Games Foundry; Sep 30, 2013 @ 6:49pm
Neowulff Sep 30, 2013 @ 11:47am 
Ack. Saved right before the boat dropped off (to see if it dropped off the same 3 peasants) and when i reloaded the peasants were floating above the water behind the boat. couldnt be commanded and the boat takes off leaving them floating mid air where they were. :-(

[DEV COMMENT] Investigating now.
[DEV COMMENT] Confirmed.
[DEV COMMENT] Fixed in 0.1.6.3.
Last edited by Games Foundry; Sep 30, 2013 @ 11:10pm
Games Foundry  [developer] Sep 30, 2013 @ 11:47pm 
Patch Beta 0.1.6.3 is now available and fixes the 3 bugs posted by Neowulff above.

We have not performed a full re-test at this stage, so there is a small chance the changes introduced may break something else.

Please note your prior save games from earlier builds are no longer compatible and will automatically be deleted as part of housekeeping.
< >
Showing 1-15 of 37 comments
Per page: 15 30 50

Folk Tale > General Discussions > Topic Details
Date Posted: Sep 28, 2013 @ 11:25pm
Posts: 37