Banquet for Fools

Banquet for Fools

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hannahandjosephgames  [developer] May 5 @ 1:26pm
🌸 Update 2.0: Rozafir doors are open on the Testing Branch! 🌸
password/name:
BfFTestingBranch

*GoG uploading and will be up shortly*

🌸 Additions:

🌱 Map: Rozafir
🌱 Map: Lazure Falls
🌱 Door exits now have an icon to click (when visible by character) for easier use
🌱 Breakable objects, chests and doors repair themselves over time
🌱 Stealing has hearing roll check (sneak skill vs merchant’s sensory)

🌸 Updates:

🌱 Can skip typewriter effect in dialogue by clicking on dialogue area
🌱 Improved some issues with companion following
🌱 Updated move speed so bag weight and move speed bonuses and ailments change speed by percentage instead of +/-

🌸 Fixes:

🌱 Fixed issues with rally sometimes not working outside of combat
🌱 Lachovinian treasures marked as contraband and cannot be sold at ordinary peddlers
🌱 Fixed visual issue with a yeti's stone wood armor
🌱 Fixed bug with dryad that is following party
🌱 Fixed issue where sometimes you can’t talk to NPCs when first loading a game
🌱 Fixed bug where game wasn’t pausing when in spellcrafting menu
🌱 Moved health on portrait hover so it’s not covered by key icon
🌱 Fixed some issues with summons while in Form Up circle
🌱 Fixed incorrect animation when pinning possessed children, now stomp on them as intended
🌱 Fixed bug where you could attack chests, brambles and locks outside of combat without waiting through recovery
🌱 Fixed an issue that could cause the action button to flicker
🌱 Fixed bug where goblin shaman getting knocked down didn’t stop spell swirl
🌱 fixed an issue with the Volling animation for the giant sword rally pocket where their foot is stupid when it lands

🌸 2.0

Going forward we’ll be releasing these main integer map additions on Fridays. 2.0 will be on the main branch (5/9), including an overview of the maps and new stuff to go with it. Hopefully this provides more early access players with the chance to check it out if they can.

This update includes two additional maps, a settlement and some more shops (as well as a couple secret shops for the upstanding and less upstanding guards…).

Rozafir and Lazure Falls are the last of the ‘early-game’ areas, and is, according to Mihal’s provided map, potentially the first maps on route to Din Varens for new players. Gathering some power and supplies in surrounding maps wouldn’t be the worst idea before venturing off-road here, though the roads themselves are typically clear of any riffraff for traveling.

This week will see some remaining testing, balancing and new animations/characters for these two maps before moving it to the main branch. Let us know your thoughts if you get a chance to jump in.

🌸 Adventuring edits/additions in 2.0

If you get a chance to check out 2.0 on the working branch there shouldn’t be anything preventing you from saving progress like usual. Some of the enemies on the mountain side of Lazure Falls will be swapped out for a new enemy type, but these will roam back into the area even if you clear the existing groups.

Some things to note:

🎄 The Vol Tree in the area provides some new summon spells of *hostile* creatures. These can be used for your advantage with synchronizing with enemy factions that would be hostile to them or a binding skill of one of your characters (each binding school of creature will attack the other, and Volling will attack all of them). These summons cannot be knocked out, and they’ll only be cast if you manually cast them.

🏋️ Weighing your guards’ movement speed has been adjusted to allow slighter faster travel outside combat. Details of this reflected in the expanded stats in the character sheet. This was so you could move a bit faster outside of combat (still the average of the four guards) and in combat you’ll probably slow down per individual’s speed stat. Encumbrance is weighed more heavily here compared to the stats before.

💣 One of the rooms in the puzzle dungeon under Lazure Falls is currently inaccessible without some inventory shenanigans with explosives. This is an oversight of the timer on the explosives, and the tough brambles sealing it are going to be removed.

🔨 You’ll see the repair effect on lockable objects if your guards attack them. Interactive objects that are locked (or lockable) now bend back to normal over a short period of time. More emphasis will be given to the lockpicking skill for these chests, and your guards could still barbarian their way through them only if/when strong enough.

🚪 Door exits now display as an icon. This is easier to click with various HUD arrangements that may have been covering edges of the screen. Even in the perspective shots Exits are on the main sides of the screen (left/right/top/bottom), so when I play I usually put the HUD elements in corners, but your mileage may vary depending on your arrangement. You can also use the 'hide ui' hot key to disable the HUD (see settings menu) and forgo arranging.

🌸 Next

The next couple weeks we're primarily working on putting the finishing touches on the sailing maps for 3.0, scheduled for later this month.

Thanks everyone. Have a nice week!
<3
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Ophiolith May 5 @ 2:35pm 
(flailing wildly)
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