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Folklands News

Patch notes demo 0.2.5

We've pushed another update to the demo, and this time with an exciting new feature:
A Mac OS build! This means the game now runs natively on all three major platforms: Windows, Mac and Linux!

In addition to this, the update contains some improvements to pathfinding and building road layouts!

Changelog
  • NEW: Mac OS build
  • Fixed an issue that caused folks to wander over buildings to get to roads
  • Fixed building road entrances from all directions
  • Improved the way road connections are shown

Patch notes demo 0.2.3

Thank you to everyone who helps us find and fix issues with the demo! If you're having problems running the game, please don't hesitate to reach out!

Changelog
  • Fixed an issue that caused the game to hang on "Loading images" for certain users
  • Fixed an issue that caused the game to hang on a blurred background screen if you didn't have a savefile present when launching the game
  • Fixed and issue that caused a two-minute delay when launching the game via steam on certain systems

Patch notes demo 0.2.1

We have released a small update to the demo, adding fixes for some known issues, and adding some logging functionality to help us track down bugs that are preventing players from launching the game.

If the game does not launch for you (or the game is stuck at the loading screen), please check the %AppData%/folklands/logs folder and forward any logs to [email protected]

Because of the changes introduced in this version, it is not compatible with existing save files.

Changelog
  • Added more prominent road tiles to all buildings
  • Added right-click-to-cancel building roads and buildings
  • Improved pathfinding for all folks except Gunther
  • Taught all folks new stacking techniques for wood and planks
  • Fixed an issue that could cause players to get stuck on the game loading screen
  • Fixed an issue that could prevent players from launching the game
  • Changed phaser dependency from 3.61-beta to 3.60 in an attempt to fix flickering issues for players on linux systems

Demo available now!

Today marks an important milestone with the official release of the Steam demo! If you've been wanting to try out the game, now is your chance.



Demo content

The demo lets you play through the tutorial and the first two tiers of the game. You can also save the game if you want to continue later! For extra dedicated players, there's also a preview of some of the content that will be available later, such as the mining and tool smith chains.



We will keep updating the demo as we work towards the early access release. Check it out and let us know what you think!

Devlog #3

These last few weeks have been full of content updates, but nothing that could be shown until it was all ready! But now it is! Read on to see what it's all about!

Art style update

Previous screenshots and gameplay videos have all been using our placeholder buildings, which were only meant to give you an impression of the game while we finalized the art style. Now with the art direction settled, it is time to show you some of our wonderful new buildings which have all been put into the game builds.

[h2]House tiers 1 and 2[/h2]


Here is an example of the house building with a Tier 1 and Tier 2 (upgraded) house. In addition to this, we've also updated all the basic buildings you will experience throughout the demo and tutorial.



Gameplay and UI improvements

We have also made several improvements to the way we show information in the UI. Almost all of the information screens have had an update, here are some of the highlights:

Energy and keeping folks happy with food, water and other desires plays a key role in making sure your settlement runs smoothly. We've updated the information screen for folks so it's easier to see their different levels of happiness, energy and needs:


When assigning folks to available jobs, you can now pick and choose who to assign, based on the distance from where they live to where they work. Reducing this distance means more time to work and less time to travel when going home to restore.


Storage buildings such as the warehouse and market now have an improved storage information screen and and easier way to choose what to store. They also now have storage capacities and storage slots for different resources:


Quality of life improvements

We're always looking at streamers playing the game and receiving feedback from play testers, so we've added several QoL improvements from looking at how the game is played.

We now tell you a bit about what the best placement is for various buildings, as well as how you can rotate them:


We also tell you a bit about how to move around the map, just in case you haven't done so before:


Statistics screens now have a bit of information about what they show:


What's next?

These screens are all in various stages of being complete, so expect them all to be even more improved and refined as we keep working on the game in the upcoming months.



What do you think of these improvements and how do you like the new buildings?
Let us know!