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First EA Updates! (Fire Tending and Bunny Hauling fixes in progress)

Hi everyone,

Thank you so much for playing Clanfolk. After 5 years in the making, it’s crazy to think my game is being played by so many people! There’s been 12 years worth of playtime alone this past weekend since launch. I’m very busy :)

There’s been so so many reviews, suggestions, and bug reports, and I am noting them all down. Thanks for your patience as I make my way through everything. I am just one man making a very complex game, so I appreciate your understanding and support.

Hot Fix #1 - v0.224-0.228

I post regular development logs in the forums and the discord server. As mentioned before, there’s a ‘default’ branch of the game that is more stable and all players get by default, plus a ‘testing’ branch that will be updated more often to test bug fixes and changes but you need to opt in (Library → right click Clanfolk → Properties → Betas → Choose version).

[h2]V0.224[/h2]
Defualt Branch
  • Fixed the baby teleport bug when dropped in a room full of blockers.
  • Cooking Fire and Stone Fireplace branch burn time 7->10 mins
  • Note: Fixing unit wake up when cold to tend fire. In the mean time wake someone up if they get too cold set to overwork, sorry.
  • Fires and Torches will ask to be fed resources from at 0.25->0.35% full
  • Mushroom Rack moved to unlock with Branches, Twine, and 50 mushrooms. (Unlocks Much Earlier)
  • Bark can now be sold to Plains and Coast traders @200 Bark for 15 Coin
  • Fix for warmup task that could cause it to turn off when walking through the rain.


[h2]V0.225[/h2]
Testing Branch
  • Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
  • Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
  • Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
  • Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
  • Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
  • Slowed down how fast social meter drains so people are not always lonely.
  • Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
  • People having a poop are no longer valid talk targets.
  • Saw Dead Human 20->4 Satisfaction loss per second


[h2]V0.226[/h2]
Testing Branch
  • Fixed units not being able to socialize caused by v0.225
  • Fixed high social multipliers being capped at 1 (also from v0.225)
  • Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
  • Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out


[h2]V0.227[/h2]
Testing Branch
  • Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
  • Tuned Social drain rate to be closer to what was in v0.226 and more manageable
  • Fixed Guests and Workers not being able to Socialize
  • Fixed trapped trade animals who got indoors with their universal keys but can't exit.
  • Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
  • Fixed Trade animals taking shelter in barns instead of staying with Trader


[h2]v0.228[/h2]
Testing Branch
  • Fixed Family Tree being broken once a family member dies
  • Disturbed Sleep -10 -> -5 Satisfaction per sec


[h2]Testing Branch Updates[/h2]
The ‘testing’ branch has since received v0.225, v0.226, v0.227 and v0.228 updates. If you want to be the first to experience and play the latest updates to Clanfolk, feel free to switch to the testing branch. (Library → right click Clanfolk → Properties → Betas → Choose version) You may come across more bugs, and that’s okay, because I need your help finding them. Please report anything you find to me in the forums or discord.

I aim to have testing branch updates synchronized to the default branch once they are tested and stable enough. I cannot emphasize enough how grateful I am already for everyone’s feedback and reports so far.

[h2]Next Top Priorities[/h2]
  • Getting Hunters to Haul Bunnies when they are cold
  • Keeping fires lit overnight
  • Upgrading the Boost System to also read skill ordering for decision making
  • Any and all cases of a movement stuck problem causing starvation
  • Preventing personal needs from breaking chained tasks (similar to bunny haul issue, but global)
  • Carrying Tools back home (may also be related to above)


Again, thank you for your patience and support. My dream is becoming a reality thanks to you. I hope you’re enjoying the game so far! There’s more updates and bug fixes to come.

Andrew Hume (Blorf)
MinMax Games Ltd.