Folk Tale

Folk Tale

Not enough ratings
Sandbox Player Guide
By Games Foundry
The Sandox Player Guide is a living document and will be updated with each new patch.
 
Rate  
Favorite
Favorited
Unfavorite
How To Access Sandbox Player
THIS GUIDE IS NOW OUT OF DATE AND IS BEING UPDATED FOR PATCH 0.2.13 AT http://www.gamesfoundry.com/gameguide/gettingstarted/


From Patch 0.2.4 and for the remainder of the 0.2.x release cycle we are including a preview of Sandbox Player. This is bleeding edge development that is extremely buggy and feature incomplete. For this reason we are making the remaining 0.2.x patches opt-in only for the keenest of followers who like to keep up with development. If you prefer a complete playable experience, we recommend waiting for Patch 0.3.

Information on how to opt-in can be found in the community forum pinned topic. [LINK WILL BE POSTED LATER]

When first starting Folk Tale you will be presented with four choices: Play, Create, Customize or Preview. The first option grants access to the existing Tutorial, the second option opens the Location Editor, and the third opens the Character Customization Studio, and the fourth opens the Sandbox Player. Once the Sandbox Player is loaded you will see a blue screen and a File Browser dialog window.

Opening A Location File
While the Sandbox Player will eventually allow you to choose entire worlds to play, for now it can only play single Locations designed in the Sandbox Editor. When starting the player, you will be presented with a File Browser dialog showing your available Location maps. Select a Location by either double clicking the LMB on the file, or single clicking the LMB on the filename and clicking Open.

In current patches there is no loading screen or progress bar, so the game will appear to freeze while it loads in your Location. Please be patient, and after several seconds your location will appear.

Camera Control
Following community feedback, we are trialling a new control system that is more closely aligned with RTS conventions. We welcome your feedback in the community forum.

Moving the mouse cursor to the edges of the screen will move the camera in that direction. Once the mouse enters the scroll region around the edge of the screen, the closer the mouse cursor is to the edge, the faster the camera will move.

You can also move the camera using your keyboard. Eventually we will be remapping WASD to hero skills, but have left them in for now.

Key Function
W or Up Arrow Move Camera Forward
S or Down Arrow Move Camera Backwards
A or Left Arrow Move Camera Left
D or Right Arrow Move Camera Right
Q Rotate Camera Left or Hold Down Scrollwheel + Move Mouse
E Rotate Camera Right or Hold Down Scrollwheel + Move Mouse
Z or Mouse Scrollwheel Zoom In
X or Mouse Scrollwheel Zoom Out
Left Shift Doubles Camera Movement Rate
Left Alt + Move Mouse Adjust camera angle
C Engage Terrain Camera ( Hold Down Scrollwheel To Look )

To zoom in/out, you can also use the mouse scrollwheel.

To adjust the camera angle, while holding down Left Alt you can move the mouse cursor left and right, up and down. Release Left Alt when you are happy with your selected angle. Improved performance can be achieved by pointing the camera towards the ground rather than the horizon.

Many camera actions can have their speed increased by performing the action while holding down Left Shift. Camera movement can also be adjusted via the settings dialog ( see below ).

Adjusting Controls - NOT CURRENTLY IMPLEMENTED

Once added, the controls tab of the settings dialog will help you to adjust the sensitivity of the mouse scrollwheel, and how quickly the camera moves. It will also provide in-game key mapping.
Characters: Selection
In Folk Tale, you take direct control over your peasant villagers by selecting them.

To select peasants, either left click the LMB on an individual peasant, or drag a selection rectangle by moving the mouse cursor to the top left of where your selection rectangle will begin, holding down LMB, dragging the mouse to the bottom right of your rectangle, and then releasing LMB. All peasants within the selection rectangle will become selected.

Moving the mouse cursor over a peasant will cause them to be highlighting with a blue halo.

Holding down Left Shift while selecting peasants will retain previous selections and add new peasants to your selection.

Holding down Left Control can be used to deselect peasants that you already have selected.

Control Groups

Folk Tale includes RTS-style control groups for controlling multiple selections of characters. With one or more peasants selected, hold down Left Control and press 1, 2, 3 or 4 on your keyboard to define a new control group. To recall and switch between control groups, press 1, 2, 3 or 4 ( without holding Left Control ).
Characters: Commanding
With one or more characters selected, you can issue the following commands.

Move To Position

Single-clicking the RMB on the terrain will command your selected characters to move to that position, taking the shortest route possible.

Attack

Single-clicking the RMB on a monster will command your selected characters to engage the monster in combat. Ranged units will first run into range before stopping to attack from a distance. Melee units will run right up to the monster before hacking away at them.

Profession Training

Please see the dedicated Profession Training section later in this guide. To send peasants for training at a profession building, single-click the LMB on the associated building, and then select the Train Units button icon that appears. For example, to train a Miner, first select one or more peasants ( male or female ), single-click the LMB on the Iron Smelt, and then click the fourth icon button.

Interact With Object

Some objects such as chests, traps and devices, require a character to operate. With one or more characters selected, single-click the RMB on the object. One character will then run towards the object and begin to interact with it.
Characters: Profession Training
There are two ways to send peasants for Profession Training.

Method One: Select And Command

With one or more peasants selected, single-click the LMB on the associated building, and then select the Train Units button icon that appears. For example, to train a Miner, first select one or more peasants ( male or female ), single-click the LMB on the Iron Smelt, and then click the fourth icon button.

Tier 1 buildings support up to 5 workers. Each subsequent building tier supports an additional 5 workers up to a maximum of 15. If there are no vacancies available at your building, your peasants will stand outside the door when they arrive and will not be accepted into the profession.

Method Two: Building Workers Panel



Single-click the LMB on the building associated with your desired profession, and click the Dialog icon button. This will open the building's multi-tabbed dialog window. The first tab on the left hand side of the dialog is the Workers panel.

On the left panel are vacancy boxes. Filled job positions are indicated by the presence of a character portrait, while empty boxes indicate a vacancy that is yet to be filled. In the right panel are candidates who can be recruited into vacancies.

To fill a vacancy, single-click with LMB on the icon to the left of a candidate's profile in the right panel. Candidates are sorted by worker efficiency. Candidates with higher efficiency ratings are more suited to that particular profession ( see later ). Choosing the best candidates for the role can have a significant impact on your building's production.

Worker Efficiency

A peasant's suitability to a particular profession is determined by a number of factors.

Previous Experience in the profession has a significant impact on efficiency. For example, you may have previously demoted a Miner back to Peasant for a short period, and now wish them to resume their profession. Any experience gained in a profession is never lost.

Equipped Gear can provide characters with work efficiency bonuses. For example, a Miner with a magical pickaxe can be more efficient than one without, allowing them to smash through more rock and extract more metal ore.

Happiness - unhappy workers tend to slack off more and are less effective. Keeping your villagers happy is essential to supporting a well-oiled economy.

Traits - some personality traits can be very helpful in certain professions. Physical traits are useful in resource harvesting and military professions, mental traits are useful in professions such as Potion Maker, while negative traits can be lead to all sorts of problems.

Demotion and Locating

Selecting an existing worker in the left panel will enable the Demote and Find buttons. Demoting a worker returns them to their former peasant status. They will however retain any experience in their profession should you wish to retrain them at a later time.

Clicking Find will move the camera to the workers current location.

Auto-Recruit



Not everyone enjoys micro-management, so we've included an Auto-Recruit toggle in the top right of the Workers panel dialog. When enabled, the building will automatically select candidates from the pool of peasants as they become available. This can lead to sub-optimal selection of candidates, especially where you have no available peasants, as the next available peasant will immediately be recruited, even if they have a low work efficiency in that profession.

By default Auto-Recruit will be disabled.
Building: Construction
All construction options are available by clicking the Build Options icon button on the top bar.

Build Options are split into three categories, represented by the following icons. Clicking a category icon button will display all the buildings under that category available for construction.

Icon Description
Basic Buildings
Military Buildings
Advanced Buildings

Building Placement

Single clicking the LMB on a building icon will attach the building to the mouse cursor. A feint green cube surrounding the building indicates a valid construction position, while a red cube indicates that the building cannot be placed in the current location.

Once the cube turns feint green, clicking and holding down LMB enters rotate mode where moving the mouse left and right will spin the building in that direction. Releasing the mouse button will confirm the position of the building.

You can rotate buildings even when a red cube is visible. However, when releasing the mouse button, the building will not be confirmed unless the cube has turned green due to rotation.

Confirming a building's position will clear it from the mouse cursor, and your peasants will run to the building site to begin construction.
Building: Construction: Basic
Basic buildings include primary resource harvesting such as the Windmill, Blacksmith and Woodcutter's Hut, as well as the Cottage and Storehouse.

Icon Description
Cottage
Provides sleeping and cooking facilities for Peasants, keeping them happy
Windmill
Mills Wheat into Flour. Trains Farmer profession.
Farmers Field
Used for planting Wheat, Herbs, Vines and other crops.
Woodcutter's Hut
Saws Wooden Logs into Planks. Trains Woodcutter profession.
Blacksmith
Smelts metal ore into Ingots. Trains Miner profession.
Stonecutter's Lodge
Chisels rock into Stone Blocks. Trains Stonecutter profession.
Hunting Lodge ( Not Yet Implemented )
Hunts wildlife for Raw Meat. Trains Hunter profession.
Cess Pit ( Not Yet Implemented )
Supplies Night Water from the local privy ( latrine ).
Weaver's Hut ( Not Yet Implemented )
Weaves Cotton into Bolts of Cotton. Trains Weaver profession.
Fisherman's Hut ( Not Yet Implemented )
Catches Fish for fileting into Salmon Steaks. Trains Fisherman profession.
Monastery
Fulfils peasants need for Faith and brews Mead from Honeycomb. Trains Monk profession.
Bee Yard
Source of Honeycomb collected by Monks for use in brewing.
Storehouse
Somewhere to stockpile all your resources and products.
Magistrate ( Not Yet Implemented )
Trains Tax Collector profession.
Building: Construction: Military
Military buildings include Barracks for troop training, City Walls for defenses, and the Workshop for constructing siege weapons and training Engineers.

Icon Description
Barracks
Trains City Watch profession.
Workshop
Trains Engineer profession.
Stables ( Not Yet Implemented )
Converts Straw into Manure, used to make Gunpowder. Trains Mounted Cavalry profession.
City Walls
Solid stone walls used to keep our marauding invaders.
City Walls Stairs
Provides access to the battlements on City Walls.
City Walls Gatehouse
Provides friendly factions with entry and exit from your village.
Building: Construction: Advanced
Advanced buildings are engaged in the production of Finished Goods including Gunpowder and Fine Clothes.

Icon Description
Apothecary ( Not Yet Implemented )
Mixes Herbs into Health Potions. Trains Potion Maker profession.
Bakery ( Not Yet Implemented )
Mixes Flour and Water before baking into Bread. Trains Baker profession.
Butchery ( Not Yet Implemented )
Processes Raw Meat into Sausages. Trains Butcher profession.
Crooked Kettle ( Not Yet Implemented )
Provides enchantments. Trains Witch and Warlock profession.
Tailor ( Not Yet Implemented )
Sews Bolts of Cotton into Clothes. Trains Tailor profession.
Tavern ( Not Yet Implemented )
Sells Mead. Trains Innkeeper profession. Hiring of heroes.
Winery ( Not Yet Implemented )
Presses Grapes for fermenting into Wine. Trains Wine Maker profession.
Building: Dialog Window
To access the inner workings of a building, single-click with LMB on the building, and click the Building Dialog icon button. This will open the Building Dialog.

On the left hand side of the dialog are up to five tabs for accessing different aspects of a building. Not all tabs may be present, depending on a building's function.

Icon Function Description
Workers Hiring and demoting workers
Production Overview of efficiency and output
Research Unlock knowledge for new crafting tiers, prayers and bonuses
Upgrades Upgrade the building tier or install workbenches for production bonuses
Crafting Craft inventory items for your villagers
Building: Dialog Window: Workers


The Workers panel is where you hire from the available pool of peasants into the profession, as well as demoting existing workers.

On the left panel are vacancy boxes. Filled job positions are indicated by the presence of a character portrait, while empty boxes indicate a vacancy that is yet to be filled. In the right panel are candidates who can be recruited into vacancies.

To fill a vacancy, single-click with LMB on the + icon to the left of a candidate's profile in the right panel. Candidates are sorted by worker efficiency. Candidates with higher efficiency ratings are more suited to that particular profession ( see later ). Choosing the best candidates for the role can have a significant impact on your building's production.

For more information on worker efficiency, please see Characters: Profession Training.
Building: Dialog Window: Production ( Not Yet )


Oiling the machines of industry for optimal performance depends on several factors.

Worker Productivity is the average of all the workers currently assigned to the building. An individual worker's productivity is determined by previous experience, equipped gear, traits and happiness.

Maximum Output is the maximum output that *could* be generated by the building every 10 minutes. It is determined by the tier of the building, and in the case of resource harvesting, the number of sources of resources within the building's influence area.

Workbench Bonus is a modifier that increases maximum output. Installing new workbenches can expand a building's maximum output. Higher tier buildings support more workbenches.

Work Output is the maximum work output with any workbench bonuses taken into account. Output can be channelled into Production leading to the creation of new inventory items, or Research, covered below. You can split the allocation by clicking the up and down arrows in the panel.

Production leads to the generation of new refined inventory items. For example, Iron Ore is converted into Iron Ingots, and Wood into Planks. Some buildings are capable of processing different types of raw material, for example the Blacksmith can smelt copper, iron, mithril and adamantite. As you unlock research into different metals, new mines become available, and may fall within the Influence Radius of an existing Blacksmith. This will spread work output allocated to Production between the raw materials. In later stages of the game, or where you have amassed a stockpile, you may wish to take production of certain raw materials offline. This will divert any work effort back to the active materials.

Research contributes to your overall pot of Research Points that can be spent to unlock new knowledge under the Research tab. Research is village wide, so any research from any building contributes to the central pool of Research Points.

On occasion you may need workers to work harder, for example when your village is under siege from a marauding goblin invasion force. There are two options available depending on your managerial style.

Reward - greases worker's palms with coin purses. It increases output without any negative impact.

Lash - cracking the whip generates a greater productivity boost than Reward, but has the negative impact of increasing worker unhappiness over time, ultimately leading to a period of lower productivity after the lashing.
Building: Dialog Window: Research ( Not Yet )


A central pool of Research Points can be filled by channelling building Work Output towards research activities. Research Points can then be spent on unlocking new knowledge including new crafting tiers and recipes, and bonuses including better weapons and armor.

Funding research consumes Gold and Research Points. Research may also require your village to have achieved a certain level of Culture.

Hovering the mouse cursor over a research item will show a tooltip containing further information on the benefits provided by the research. To fund the research, click + to the right of the research item.

A list of completed research for all buildings of this type is included in the top right of the Research Panel. Hover the mouse cursor over the small circular icons for more information.
Building: Dialog Window: Upgrades ( Not Yet )


At the start of the game only Tier 1 buildings are available. You can upgrade many buildings to stronger Tier 2 and Tier 3, supporting more workers, more workbenches, greater output, and a lower chance of the building catching fire.

You can also install workbenches to the building interior, providing bonuses to productivity. A list of currently installed workbenches is included in the top right of the Upgrades panel. Hover the mouse cursor over the small circular icons for more information.

Upgrades cost Gold, Iron Ingots, Planks, and Stone. Upgrades take time to complete, while workbenches are instant.
Building: Dialog Window: Crafting ( Not Yet )


You can improve your characters by crafting equippable inventory items. The Blacksmith can craft different types of armor and weapons to make your characters and heroes more effective in combat.

A list of known recipes is available in the left hand panel. Click + and - to expand/contract branches. You can unlock new crafting branches through research, and find new recipes in loot by exploring the wilds.

To craft an item, select it by single-clicking LMB on the name in the list. This will show the final item iron in the top right of the panel, including how long a single item takes to craft. To instruct the workers to craft more than one unit, simply click Craft multiple times. Clicking Craft will enter the item into the crafting queue. Multiple units of the same type are stacked.

The cost of crafting a single unit is shown in the ingredients list, including your current stock of each ingredient.

To cancel a stack of items in the queue, single-click with the RMB on the icon.
Building: City Defenses: Walls, Gatehouses and Stairs
As your village gets bigger, you'll need to construct strong walls to withstand a siege from marauding forces. In early stages of the game you'll begin by building wooden palisades ( once implemented ), but for now you can construct Tier 3 stone walls.

Constructing Curtain Walls

City Walls are found under the Military category of Build Options on the topbar. Walls are constructed using a click-drag method. Having single-clicked with LMB on the City Wall icon button, a Tower will attach to the mouse cursor, allowing you to find a suitable position for the start of your wall section.

You can either construct an entirely separate wall section, or continue an existing one by hovering the mouse over an existing Tower. Click and hold the LMB to define the starting point of your wall section, and drag the mouse to define your wall. Walls can cross rivers and go up hills, but will be obstructed by certain hard obstacles. Soft obstacles such as trees will be removed once you confirm placement. Valid wall sections will be indicated by a green dotted line around the base, while a red dotted line indicates an obstacle preventing construction. To confirm the end point of your wall, release the LMB.

Curtain Walls ( the sections between Towers ) are constructed over time by your peasants, and increase in height during construction.

Gatehouses

Walls are great at keeping enemies out, but they also lock your peasants in. Gatehouses allow free passage of friendly factions into and out of your city.

Gatehouses can be constructed along straight sections of Curtain Wall. They cannot be constructed on slopes. To begin construction, single-click with LMB on a section of the wall, and select the Gatehouse icon button from the options. You can then define which way you want your gatehouse to face ( this should be removed in a future update as it's unnecessary ). Confirm placement by single-clicking LMB. Your peasants will run to the site and begin construction.

Stairs

You can post City Watch, Heroes and other characters along your Curtain Walls by providing access with Stairs. Stairs are constructed in the same way as Gatehouses.

Destroying Walls

During development, you can simulate damage to your walls by pressing U multiple times on your keyboard while the mouse cursor is over a section of Curtain Wall.
Building: City Defenses: Siege Defenses
Having built Turrets on your City Walls, you can mount siege defences on the tops.

Icon Description
ICON Trebuchet
Repeating Crossbow

Trebuchet

The Trebuchet is a slow, long-range, high damage weapon that hurles boulders designed to take out enemy Trebuchets and larger monsters. They will automatically track enemies and try to predict where they will next be when the re-arming is complete.

Repeating Crossbow

The Repeating Crossbow is a fast, short-range, low damage weapon designed to mow down enemy infantry as they approach your City Walls. You can place multiple Repeating Crossbows on a Turret pointing in the direction you expect your enemy to approach from.
< >
18 Comments
Games Foundry  [author] May 16 @ 7:29am 
@1SK Alteos - Select a peasant and right click on a tree.
1SK Alteos May 16 @ 7:23am 
So... When starting a Sandbox game, you only get given 10 wood... Not enough to build a woodcutters lodge.... O_o
galador83 May 27, 2015 @ 4:15am 
I think there are some fix to do yet.
example: The Storehouse doesn't work yet.
Some other functions of characters doesn't work.

I accept to be a beta tester for find other problems and help to fix them.
Games Foundry  [author] Jan 31, 2015 @ 11:03am 
This guide is now out of date, and I'm in the middle of writing a new one at http://www.gamesfoundry.com/gameguide/gettingstarted/. Load/Save is available through the in-game Console, more info under 'Game State' at http://www.gamesfoundry.com/consoleguide.aspx. I'll add that to the getting started guide over the weekend.
magic.ian Jan 31, 2015 @ 10:36am 
There does not seem to be an option to save game.
Games Foundry  [author] Jan 28, 2015 @ 3:56pm 
@Zenith - nice suggestions for polish. I'll also make a note to update this guide following the release of the next patch later this week.
Zenith Jan 28, 2015 @ 2:43pm 
hmm. shows a lot of promise. I feel like this picks up where majesty left off with the whole rpg/rts fusion style gaming. I really like the ideas for sure. I noticed as I was reading though the guide you have here that some of the things are out of date with what is and currently isn't availble in the game.
May i suggest that you provide an option on the barracks for whether you want to auto recruit city guards or arbalists? also It would be awesome if you came up with a system that allowed you to use the minimap to show where citizens of a certain profession are currently located so i could find all my hunters if i want them to go help the city guards out in taking down some enemies. I don't seem to completely understand how the whole equiping of my soilders works. it seems like they already have a set armor and i can't apply any new weapons shields or armors to them. other commenters seem like they have had more luck with this so perhaps it is a bug?
Jaded Outcast Jan 26, 2015 @ 2:22pm 
I'm enjoying the game but I'd like to be able to save my sandbox games. And the Pic when clicking on someone stays the same. Plus I'd like to point out a glitch that needs fixing, when you give a hunter a more powerful Goblin bow they stop firing arrows at the prey.
Aldeber Jan 26, 2015 @ 1:49pm 
Thanks for this guide. Can't wait for update 0.3 :)
ivan.wuljahorodsky1 Jan 25, 2015 @ 7:01am 
I am disappointed with the game as when playing using the easy senario, after around 20 mins play the need for food icon pops up and no matter how much food production I have villagers start to leave and then new vilagers arrive constantly, resulting in it being very difficult to allocate workers to a task.