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V0.232 New Supply Management System. Always know what you need!

Hi Everyone.

I was about to get to work on the late night fire tending yesterday when a bug came in that turned out not be be a bug at all, but was a problem with how I presented missing supply information, and I had to do something about it.

So I used to hide supply alerts when they were being "handled." This lead to a problem when the tasks that were handling those alerts were not getting done due to low priority. Players did not see the Alerts so were unaware of where/why the production stoppage was. This has now changed!

I will now show missing item alerts until the required count is physically met. But as an added bonus, the alerts now also count the in progress crafting and job tasks for you so you know if it is a task issue or just a prioritization issue leading to the work not getting done.

TLDR: Supply Management is a lot better now. I wish I had done this years ago.

[h2]V0.232[/h2]
  • Changed Auto Supply system to keep alerts active unless the required items exist or are being actively made. Too many times there were non serviced jobs disabling the needed item alerts, causing production to stall because the tasks were too low priority.
  • The Inventory Menu has a "Supply Alert" toggle now per item. There will be more alerts now, but they can be disabled for non important items.
  • Missing Item Alerts now show items in progress of being extracted via jobs, or crafted. This is a hint on which skills need to be prioritized to full the supply requirements
  • Fixed bug with supply priorities that was not taking the current count into consideration when deciding what to build next. Now whatever item is the furthest from its desired supply value by percentage will be picked next
  • If you mouse over the needed item Alerts now, it will show you all the information on what is needed and why.

Update 2 Bunny Hauling and Improved Winter Survival

Hi everyone,

I have been wrestling with these bunnies for 2 days, but I think their hauling behavior is solid now.

Thanks very much to all of you helping out in the testing branch!

This version has quite a few upgrades to task persistence that will extend beyond the bunny hauling in Winter, but that case was by far the worst. You should see tasks getting completed a lot more often now. Persistence won't be perfect yet, but it will be a lot better.

Update #2 - v0.229-0.231

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]V0.229[/h2]
  • Chained tasks can not be interrupted by personal needs tasks anymore (hauling items home tasks)
  • I Disabled Feed Object task override for closer units. Was causing too much task indecision. More task permanence now.
  • Added Chained task entity types to force the hunter to choose the butcher block if available after shooting the bunny.
  • Added Bunny Dump Task. It is a fallback for when the butcher block is occupied and the corpse stockpile is full. Hunters will drop dead bunnies near the butcher block for later. Much better to have 2 butcher blocks or a corpse stockpile though. This is a last resort to bring those bunnies home.
  • Clanfolk will try to warm up a little more at the fire so they can stay outside longer.
  • Clannfolk also lose heat 33% more slowly.


[h2]V0.230[/h2]
  • Fixed issue with lighting bleeding through the back of walls in low shadows mode
  • Fixed another issue with Bunny Hauling and all Task Priority decisions caused by left over data not being cleared.
  • Fixed case where hauls would abort when the item was picked up if there was a personal attribute emergency (too cold)


[h2]V0.231[/h2]
  • Fixed carried tools being dropped because other units want them at bad times
  • Fixed Task Persistence with hunting such that if carrying weapon, or close to target, or close to weapon the task will persist
  • Fixed Task Persistence with chained tasks when the time of day moves to time off, to prevent aborting the chain and bring those bunnies home.


[h2]Next Top Priorities[/h2]
  • Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
  • Preventing personal needs from breaking chained tasks [DONE Update 2]
  • Keeping fires lit overnight
  • Automating burying loved ones
  • Upgrading the Boost System to also read skill ordering for decision making
  • Any and all cases of a movement stuck problem causing starvation
  • Carrying Tools back home better


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.

Update #1 (Testing Branch to Defualt Branch)

[h2]V0.225[/h2]
  • 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]
  • 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]
  • 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]
  • Fixed Family Tree being broken once a family member dies
  • Disturbed Sleep -10 -> -5 Satisfaction per sec

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.


Clanfolk Now Available!

Hi Everyone,

First off, I would like to thank everyone who has played and helped improve the Demo over the last 10 months. So many great ideas and quality of life improvements have come from your participation, and I cannot thank you all enough!

What's Next?


Going forward, I hope you all will continue to provide your suggestions. I don't have all the answers, and I love hearing ideas. Even if I cannot use the idea, it sometimes sparks great alternatives.

[h2]Game Versions[/h2]

There will be a "testing branch" and a "default branch."

The default branch is what everyone on Steam gets by default when they download updates. I will endeavor to keep this branch super stable and not break save games. This version will update less often but will be more stable.

The testing branch is for the bold who want to take a more active role in development. This branch will have bugs, and I will need your help finding them. Clanfolk has a massively complex and interconnected code base, and I need people to play the game in their own way to find these bugs. The testing branch will update more often and there will tend to be a lot of tuning and experimentation.

The Demo has been a 10 month testing branch :)

The testing branch will be available under the Betas tab in your Steam Library when selecting Clanfolk.

[h2]The Roadmap[/h2]

Below is an idea of what I am currently prioritizing. Please keep in mind that Clanfolk's development has always been quite dynamic. Priorities change and new ideas surface. So this road map is not set in stone and the order may change, but as of right now these are the high level items that I want to tackle the most.

  • Furniture and Decorations
  • Peat Harvesting/Bog Iron
  • Beekeeping
  • Mead, Ale, Brewing
  • Pets
  • Planning Mode
  • More Crops
  • More Traditional Foods
  • More Traditional Crafting Chains
  • More Wildlife
  • More Personality Quirks
  • More Instruments and Fun Activities
  • New Northern Start Conditions
  • Wild Weather and Seasons


[h2]Year 2 and Beyond[/h2]

Right now the first 2 years are a very solid experience. A big part of Early Access will be developing the long term challenges for year 2+

After 2 years, if your Clan survives, your homestead will be in very good shape, and I want to start adding more events to the world to modify day to day life. Here is a current list of ideas that I am sure will be expanded on. I would love to hear your ideas on this too.

  • Taxes
  • Theft/Hiding Assets
  • Clan Diplomacy
  • Plagues
  • Crop Blight
  • Rustlers
  • Refugees
  • Conscription


[h2]Modding[/h2]

Modding is going to be a very important feature in Clanfolk's development. The modding tools will come online over time as the code base settles. Right now, my main focus is on making the base game as stable as possible, but as I move more into content creation, then modding becomes more viable without breaking modders' works.

Modding will consist of three phases.

1: Art modding.
This is the simplest to implement and will come first. This will be used to test Workshop support as well. This would be for example changing how in game items and units look, but not adding new functionality to them.

2: Item/Object Chain Modding
I have been building Clanfolk with this in mind, but I will probably need to provide a tool to make this viable outside of Unity. This is the creation of an entirely new set of Objects that form a process to create Items.

Modded Code (Stretch Goal)
So this I currently do not have experience with but will be consulting with modders to try to enable the possibility. So I can only list this as a maybe right now. This would be a mod of the form that changes something fundamental about how a game system works.

The addition of modding will take time as it is critical that I build a strong foundation within the base game to support robust modding. This means do not expect it within the next few months as I am adding major content and systems to the base game.

[h2]Keeping you in the Loop[/h2]

I plan to post regular development logs about what I have been working on, what I am prioritizing next, and how things are generally going. These logs will provide a glimpse of what has been happening for the people not on the testing branch.

Two Way Communication

I really do want to hear your ideas and hear about your triumphs and struggles in Clanfolk. If something is frustrating you, please let me know, and I will try to fix it. Clanfolk should be a relaxing experience, and you should not have to fight the game to find it.

To get into contact, please post on the forums here on Steam or even better yet join us on Discord. I am on the Discord channel almost every day reading posts and responding where I can.

Discord Link:
https://discord.gg/U6yztRSTxX


[h3]Thanks for your support![/h3]

Building Clanfolk has been a dream come true for me. I have been wanting to create a little digital world for people for over 30 years now. It finally works. Now lets add more life and more features to that world together.

Andrew Hume (Blorf)
MinMax Games Ltd.

https://store.steampowered.com/app/1700870