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Clanfolk Progress Update! (Clan Chiefs and Family Tree)


Hi Everyone,

I just updated the Testing Branch with the new Clan Chief system, and I wanted to give some further details on how it works as well as future development plans that the Chiefs make possible.

The Clan Chief system also required some major improvements to the Family Tree panel, so I will describe those here as well.

Here are the details.

Note: Those who want to try this out now can join the Testing Branch under Steam/Clanfolk/Properties/Betas.

[h2]Clan Chiefs![/h2]
  • The Clan Chief will be the central person through which all clan decision making flows.
  • Currently players can select the Clan Chief via the Family Tree Menu.
  • The Chief will remain the Chief until Death or being removed via the Clans Menu.
  • Clan Chiefs have Support and Opposition values when being selected.
  • The two most supported Chiefs are highlighted, but any hereditary member of the Clan who is not a baby can become Chief. (though they may not have any support)
  • The Support/Opposition system will introduce a mechanism to promote some family strife as clans increase in size.
  • Support tends to follow hereditary lines, but may factors are taken into consideration when picking the best replacement Chief.
  • The support calculation factors in Persuasion/Intimidation Skill, Age (Adult being the best), Number of possible heirs, and hereditary lineage.
  • The first born child gets the most hereditary support, but also the Sibling of the Dead/Removed Chief will also have a valid claim and this is where interesting dynamics may develop.
  • If a Chief is removed, they will no longer be highly supported as they are seen as a failed Chief
  • Negotiations will now be handled by the Chief as well.
  • Going forward the plan is to make the Chief have a key role in decision making in the Clan. Chiefs/Story Elements will be very interconnected.


[h2]Family Tree Upgrade![/h2]
  • The Chief selection takes place in the Family Tree. The Family tree needed an overhaul to make this a less frustrating experience. Here are the changes.
  • The Family Tree now has a zoom function (+/-) at the top left
  • The Family Tree now has a History of Chiefs on the left side panel. This is also ordered by Support when selecting the next Chief.
  • There is also a Search function similar to the Ideas Panel, so it should be much easier to find people in there
  • Finally connection LINES! Wow this ended up being fiddly, but there are now lines connecting family nodes in the tree. The Lines always point to the Clan member who is a blood relative


[h2]Where This All Leads: (Next Steps)[/h2]

The final goal is to have the Clan Chief be a logical point from which conflict from within the Clan can develop. The Chief will make choices, and not all of the Clan members will approve of those choices. This will lead to cases where the Chief needs to appease certain sub families or risk further consequences.

Over time as Clans increase in size, faction may develop who feel that they have been left out. This would lead to more opposition towards a hereditary line. So a story develops based on the personality and family line of the Clan leader but also the decisions that have now made new allies or opposition.

This ties very well into the negotiation mechanic for dealing with disputes within the Clan and of course there is also potentially a brawling component if things get too far out of hand. The whole Clan Chief system is very fertile ground for new Story Element ideas, and most importantly, Story Elements that have long term consequences internally to the Clan itself.

[h2]Fun Ideas:[/h2]
So the Clan Chief system is very much still in development, and I would love to hear ideas from the community as well here on Steam or on Discord. Here are a few ideas that I am toying with currently to add some extra flavor to the system.
  • Leadership Quirks such as "Born Leader" vs. "Follower." These could complicate who gets the support for example if someone outside the accepted family line is a much better candidate.
  • Chiefs selecting the partners for workers vs the current "best guess" picking. This also could have long term consequences for those who feel passed over.
  • Potential for Messengers from other Clans requesting Partners, also associated dowries.
  • Members leaving the Clan due to high opposition to the leadership, perhaps even entire family branches if things get too far out of hand. This could be a good way to deal with oversized Clans as well where some family branches do not feel represented.
  • Chief Funerals. Special events to commemorate a Chief's passing. (probably better tombs too)


So ideas and comments are very welcome! The Clan Chief groundwork is now in place, and I want to get right to building Story Element content for the system. I am very excited to see how this develops.

Note: I may also take a few days for bug fixing as I was very much "In The Zone" while working on this and the bug list got ahead of me again. So I should take a short divert into fixing the highest priority bugs and then back into Clan Chief related story events.

Thanks very much for your support!

Andrew Hume (Blorf)
MinMax Games Ltd.

Patch Notes: v0.480-v0.486



Hi All,

I wanted to push this build now instead of having you all wait for Update 15. There are some bug fixes in here for Update 14, but also some new weather, Fog!

The fog was once again one of those experimental tasks that went way overboard but in the end turned out surprisingly well.

[h2]v0.480[/h2]
  • Added Veggie Finder to the Growth Overlay. This makes it much easier to find veggies on the map. The veggies will show up brightly and are pretty easy to spot.
  • Fog! (This is one of those 4 hour tasks that took 5 days, but the results were worth it I hope)
  • So I went down a rabbit hole right after building the veggie finder because I was already tinkering with shaders. It ended up taking 4 different attempts in the end, but we now have Fog!
  • The Fog will appear based on moisture levels in the ground and atmosphere. So you will tend to get more fog when it is wet/rainy.
  • The Fog can vary from a haze to very thick pea soup type, but that should be somewhat rare.
  • Fog has depth, so you should still be able to see Clanfolk somewhat even in thick fog, but it may be more of a silhouette in some cases. Wolves and Deer in Fog look great :)
  • Fog is most common at sunrise and late night, but with enough moisture it can begin to form in the evening as the ground cools down.
  • Fog will pick up atmospheric light, this means day fog and night fog will look different, and will have different amount of light scattering.
  • Fog will also pick up the color of torch light. That can sometimes look pretty neat.
  • Fog will obscure ground shadows, but will accept Cloud shadows since the clouds are above the fog. This will lead to the fog looking more grey in cloudy areas and white in sunny spots.
  • Please let me know if the fog seems to happen too often/not often enough or is too think/thin etc. There is a lot of variation with the fog.
  • Fog can be toggled in Settings/Video/Fog


[h2]v0.481[/h2]
  • Fixed Crash when Baby is set to overwork mode via Multi Select and is needing to be taken care of.
  • Fixed Babies being put in overwork mode via Multi Select as well.


[h2]v0.482[/h2]
  • Fixed Bug that could cause Peat (and other tiles) to grow negatively if a new game was started after a game had been previously loaded. The plants were using the future time from the previously loaded game to determine their current growth. Nothing like a little time travel.
  • Resized Negotiation Tutorial text in Thai to fix cutoff letters
  • New Maps begin with a bit of Cloud and morning Fog.
  • Increased Fog transition time by 30%


[h2]v0.483[/h2]
  • Updated Demo from v0.403 -> v0.483
  • Removed Day 1 starter fog as it is a better surprise when it happens in the morning.
  • Blocked clicking new unlock images during tutorials. It skipped important flow.
  • Updated the Demo complete text to be more current. Was from before Clanfolk entered Early Access.
  • Note: This brings the Demo up to date with all the recent additions. Lots of nice new stuff in there!


[h2]v0.484[/h2]
  • Fixed case where is a messenger was ignored until they left in the evening that their Story event would stay active, preventing future instances of the event from happening
  • Fixed case where Story Elements with associated tasks could update when the task was not active, causing weird behavior (like outcast mother stuck at messenger post)
  • Added some descriptive text for when the Outcast Mother sneaks back if starving and sent away multiple times
  • Fixed Outcast Mother in thief mode going to the Messenger post. That is not effective thieving!


[h2]v0.485[/h2]
  • Fixed Case in Outcast Father, and Outcast Father Returns that could lead to no available selection options.
  • Fixed bug introduced in 0.484 causing messengers to sometimes be unable to leave
  • Fixed Beavers planting reeds on Bridges
  • Fixed fish jumping in the lakes going through bridges
  • Fixed animals drinking through bridges


v0.486
  • Fixed Bug introduced in v0.484 that could cause the Outcast Father and company to hang around forever if no decision was made to deal with them before evening.
  • Notes: Messengers leave in the evening, so if the Player does not make a choice before then, the fail condition will activate.
  • In the case of a Negotiation, Patience will currently run out at Evening.
  • In the case of Brawling, the Brawl is lost in the Evening if it goes on that long. It never should last until evening unless the player is trying to kite the other side.
  • Making Father arrive earlier in the day so that there is more time for the events to unfold.
  • I may also look into extending the states for Negotiation and Brawling past evening if they are in progress.


I also added a "Veggie Finder" This can be accessed by pressing the Growth Overlay button. It will make all those hard to find veggies a lot more visible while the overlay is active.



Clanfolk is on Sale for 35% off!

[h2]Clanfolk is 35% off from June 27 to July 11.[/h2]
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[h3]Features:[/h3]
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 If you'd like to keep up to date with the latest news and announcements:
Discord Reddit Wiki

Highlands colony sim Clanfolk adds politics, swimming, and beavers

Alongside heavy hitters such as Rimworld, Dwarf Fortress, and Oxygen Not Included, there are some other fantastic colony sims to be found on Steam, and one that might have flown under your radar is Clanfolk. The rural medieval management game set in the Scottish Highlands has a small but mighty reputation, with a 90% review score showing that it's certainly worth your attention, and developer MinMax Games has just launched a big update packed with politics, bridge-building, and beavers, which you can check out now alongside a hefty Steam sale discount if you're jumping in for the first time.


Read the rest of the story...


RELATED LINKS:

Several top indie strategy games are going cheap in new holiday sale

Scottish medieval city builder Clanfolk adds bogs and bagpipes

Update 14 - Nature and Negotiation!


Hi Everyone!

Update 14 is here! It is a big one.

The first half of my time was spent on the new Negotiation System which works with the Story Generator to deliver Year 2+ challenges.

The second half was because I added Beavers one afternoon for fun. One thing really led to another with those Beavers.



With this being such a large update, I will link the related "Progress Update" announcements for deeper details on the changes.

Those progress updates explain my thought processes and why/how the changes came about. I will need to stick to a higher-level overview here, or I will run out of text space. (it has happened before :)

Update 14 covers versions 0.457->0.479 from the Testing Branch.
(Note: anyone can join the testing branch under Clanfolk/Properties/Betas, and it is updated multiple times a week)


[h3]New Stuff[/h3]
  • The Negotiation System
    • Patience - How long a Negotiation lasts
    • Authority - How "in the right" the Negotiator is feeling
    • Courage - How brave the Negotiator is feeling
    • Persuasion - Skill at lowering opponent's Authority
    • Intimidation - Skill at lowering opponent Courage
    • Brawling - When all else fails (Player Initiated Only)
  • Nature
    • Beavers
    • Swimming
    • New Better Shoreline System
    • Natural River Generation
    • Bridges
    • Piers that can be built on!
    • New Natural Terraformer (much nicer maps)
    • Riverbank Seeding (the rivers have life growing along their edges)
    • Undergrowth System (makes the forests, grasses, and rocks feel a lot more "there")
    • Clouds
    • Lightning


For those who want more detail, let's dive right in!

[h2]The Negotiation System![/h2]


A Negotiation is a Live Event that progresses over time. The Negotiation will continue until an Outcome is picked or Patience runs out.

New Outcomes become available based on Courage and Authority thresholds being met.

The Negotiator can modify the Opponent's Courage and Authority by steering the conversation with their Persuasion or Intimidation skills. Depending on the strength of this steering, Patience will lower more quickly.

Environmental factors such as a grand meeting hall or having a backup at the ready will also change Courage and Authority over time, making other Outcomes available.

If an Outcome is not picked before Patience is exhausted, the Opponent will win the negotiation and be granted their original demand.

If Patience is about to run out, and the Player is unwilling to lose the Negotiation, the Player can choose to trigger a Brawl as a last chance to scare off the opponent.

The Brawl is only ever triggered by the Player faction. Brawls exist to not tie the player's hands when a Negotiation has failed. There is a cost to Brawling. Relations will suffer greatly, and permanent (But nonfatal) injuries may also occur. It is important to think carefully before abandoning Reason in favor of a Headbutt.

Currently, there is one Story Event Chain: The Outcast Mother. Some new events have been added to this chain and one of these will lead to a Negotiation. Many more story event chains will be added in the future, and the current Outcast Mother chain should be seen as an example.

For in-depth detail on the whole Negotiation System please see this (mostly still accurate) post:
https://steamcommunity.com/games/1700870/announcements/detail/6089499397576415358

[h2]Nature[/h2]


So, as mentioned above, this all started with adding some Beavers one afternoon after wrapping up the Outcast Mother story event.

There is a very detailed step by step process listed in the next two Progress Updates, and I suggest giving those a read if you are wondering exactly how Beavers lead to Rivers to Bridges to a New Terraformer all the way to Lightning. They should both be somewhat entertaining :)

Here are the Progress Update Links:
https://steamcommunity.com/games/1700870/announcements/detail/4119176366789362099
https://steamcommunity.com/games/1700870/announcements/detail/4182229294562593636

[h2]Here is a much higher-level description of the changes.[/h2]

[h3]Beavers[/h3]

It turns out that Beavers were quite common in 1300s Scotland, and Europe in general. The Beavers were hunted for their pelts as well as their castor sacs which used for medieval medical purposes and just about anything else you can imagine, even beekeeping.

Beavers will build Lodges in lakes, and their presence will cause reeds to be replanted along the shoreline. Beavers don't currently gnaw down trees, but that will also likely come.

[h3]Swimming[/h3]
Beavers looked really odd walking on water, so Swimming was added. Now, all humans and wildlife will swim and wade into the water from the shoreline.


[h3]New Better Shoreline System[/h3]
To make Swimming work, it required a rethink of how the Shoreline worked. I needed the Idea of depth to allow me to figure out how much of the Beaver to draw. Snapping the Beaver from walking on the ground to being in the water looked terrible, so we needed a gradual transition.

This new wading transition looks good about 90% of the time, but will sometimes seem a bit odd. Just remember that a real beaver is bendy, so if the wading seems weird, well that is just the beaver bending :)

[h3]Natural River Generation[/h3]

A long time Clanfolk player mentioned to me that Beavers were kind of lame without Rivers, so I groaned audibly and decided to give Rivers a quick try.

I *never* thought that Rivers would look right with square tiles. I expected straight lines and stair cases, but surprisingly, in the end (and a lot of iterations) they turned out really well!

Rivers will now connect Lakes and thin out as they travel through bogs. They wind around mountains and seek simulated natural low spots in the terrain. The rivers will also widen in areas and create crossings in others. There should be quite a bit of variety to the shape and paths of the rivers for each map.

The Rivers also slice the map up into zones quite well, requiring the player to think more about homestead placement. 100% love for the rivers now.

[h3]Bridges[/h3]

So now that we had rivers dividing the land into zones, we needed to be able to cross those rivers.

Bridges had to happen next. Bridges broke most of the rules I had created to keep the tile-based construction sane, but in the end, I got a road to span the water.

In running a few visual tests, it became apparent, even to me, that people were also going to want cover these bridges with roofs (yet another rule broken. roofs over water? inconceivable!)

Then my son started chanting "Lake House" and showed me jazz hands, annnnd I decided to make bridge tiles provide full build support.

This led to:

[h3]Piers that can be built on![/h3]


Now we can also have decks over water and piers to go fishing off of.

It is even possible to build walls and fences on bridges, so creating sealed animal pens that border lakes is now a reality.

Bridges also have span distances similar to roofs. Completely paving over lakes is not possible, but if there is a small island in a lake, it can provide support for a nice Lake House!



With how nice the Rivers and Bridges were looking, I felt empowered to try one more experiment.

[h3]New Natural Terraformer (much nicer maps)[/h3]
The Terraformer wasn't exactly producing natural-looking results by randomly blasting trees and plants here and there. I had also seen some very nice pictures of hand-seeded forests. The new tech for river placement was also begging to be applied to forest seeding, so one more experiment couldn't hurt!

The end result was almost instant, beautiful forests. There were dense patches, little forest paths, and larger open areas on the map for building. The new forests looked natural and had some personality. So I decided to apply the Forest Seeding Algorithm to grasses and even rocks and the result was also a dramatic improvement.

We now had proper-looking forests, with paths, grass fields, open areas, and dense rocky areas, all placed naturally. The map was starting to look very convincing.



So, next, I decided to show this new tech off on Discord, and people were excited. One of the users also mentioned how the Rivers were empty on the edges. They were right! Rivers have life along their banks.

Tinker Tinker...

[h3]Riverbank Seeding (the rivers have life growing along their edges)[/h3]


Riverbanks now generate trees or grasses or even sometimes rocky sections along their shoreline. This new plant life also extends around Lakes and Bogs tying everything together.

Back to Discord to show off the new Riverside a bit, and another pretty critical insight from that same player. The Trees were pretty bare underneath, and they just kind of popped out of the green grass. They said this in a lot nicer way, but my brain translated it to that.

I could not unsee it now.

[h3]Undergrowth System[/h3]

There is a new Undergrowth layer that grows and shrinks over time as the Trees grow or are removed.

So if a forest is chopped down, expect to see the grass plains slowly take over the old forested area.

Also if a new forest grows, the undergrowth will slowly return along with the ferns and bluebells. It is quite gradual, but will happen even in older saves.

At first I just applied this new system to Forests, but have since also given Grasses and Rocks their own form of undergrowth.



It turns out Bluebells grow in Forests and are also tied with Thistle as the national flower of Scotland. There are some very nice pictures on Bluebell Forests in Scotland, and I suggest searching for them.

At this point we were getting pretty close to Update 14, and I knew there was not time for a new Story Element Chain, so I decided to try applying that River tech to one more thing that had been on my mind for a looooong time.

[h3]Clouds[/h3]
The Rivers and Natural Terraformer both sample a heightmap texture (think of a black and white picture of a bunch of clouds) to determine where to place tiles, buuuut You know what a cloud heightmap also look like? Clouds!

I decided to try panning that texture across the map in relation to the wind speed. The first few attempts were ugly, but it was pretty obvious that it was going to work. After enough tinkering with the shaders, there were light clouds on Sunny days that wandered across the landscape as well as "light holes" on very cloudy days that showed breaks in the clouds.



I think it is obvious to everyone what has to come next...

[h3]Lightning[/h3]
Lightning was originally to be a Friday afternoon task (like the Beavers.) But it turns out lightning is actually quite complicated lighting wise. I wanted to deliver on the experience of a Thunderstom slowly rolling past the homestead.

Thunderstorms do not happen very often, but you can expect at least a couple within a game year. They tend to be more likely with heavy rain, but can come at any time, even in the Summer.

You will know when one is coming by the sound. There is a set of sound for strikes off map and ones on map. The flashes will also become more intense as the lightning approaches.

Lightning will cause fires so beware. Currently I have it in "merciful" mode and it will not set roofs on fire, but there will be a toggle for that in the future. Lightning will set fields on fire though.



There are many more upgrades and changes in Update 14, but that covers the largest additions.

Please take a look at the Progress Updates linked above, or the Change Logs listed below for further info.

[h2]The Big List Of Everything[/h2]
For those interested in detailed change logs, following this link and starting at V0.457 will give you a listing of all the changes since Update 13

https://steamcommunity.com/app/1700870/discussions/0/3183488858470509508/?ctp=21


[h2]Road Map[/h2]

There is a lot more to come! Please take a look at the Road Map for further long term details as well.

https://store.steampowered.com/news/app/1700870/view/3388412789658793666

Diving back into the code now.

Thanks very much for playing Clanfolk!

Andrew Hume (Blorf)
MinMax Games Ltd.

Watch out for Beavers. They can send you places you never expected!