1. Banquet for Fools
  2. News

Banquet for Fools News

3.0 Now available on the main branch!

[h2]Topa-din everyone! 3.0 is now available on the main branch[/h2]

[previewyoutube][/previewyoutube]

3.0 maps includes a variety of areas surrounding the western landmass of Invimona. There are a number of updates and additions to the game highlighted in the update log at the bottom of this post.

Of note is you'll now have access to your Lazure Petal Boat and pack-boro companion. These areas feature some more unique encounters and challenges both on and off sea!


[h2]Next:[/h2]

[p]We'll be updating these new maps over the next week with some additions and fixes we have in mind but wanted to get it out there for additional players to check out. We are now primarily focusing on finishing the Rally 'War Book Abilities', which rounds off the Rally and new abilities added from 2.0. This will allow upgrading your party's brawling abilities and contextual triggers for synchronized attacks with companions. We'll have more details and showcase of this soon, but these will provide a noticeable bump to the party's power scale for the mid/late game and work within the existing systems.

As for the next maps, beyond the early access grid availability we're narrowing in on the ending content and maps. There are a few options that could work for what the 4.0 maps will be for early access, and we'll be considering how to roll those out soon. Our primary goal at the moment is completing the quest connections to finish the game, and then we'll work in the ordering of the remaining mid-game maps for testing.
[/p]

We have some patches underway that are going to be rolling out over the weekend/next week, but please let us know if you get a chance to check things out! If not we'll have an in-depth showcase of all this next week.

Thanks again everyone for all the support during early access. Banquet for Fools is becoming quite sizable at this point for just the two of us and with your help it's become a lot easier, more enjoyable and has allowed us to stay on schedule. Thank you for being a part of this, and for all the suggestions - I know we can have peculiar taste in some of these designs and we appreciate everyone who's given suggestions in-line with them.

Hope everyone has a lovely weekend!
Hannah and Joseph

🌊 🌊 🌊 Update log for 3.0 🌊 🌊 🌊

🐙New Skill training from other Lazure guards:


🐙Naming your pack-boro:


🐙Shopping on the go:


🐙Protecting a merchant. Guard duties🙄:


🐙Boro! Carry all this crap
[previewyoutube][/previewyoutube]

⛵Previous notes for 3.0 on Testing Branch post:
https://steamcommunity.com/app/3172700/discussions/0/594025164830734486/

[h2]🌊3.0 main branch Additions[/h2]
  • 10 new maps added for 3.0
  • boat ability actions
  • pack boro companion available
  • 8 pack boros available in maps to pick from with different stats
  • Various new enemy types
  • Map exit functionality now doesn't interfere or overlap with any HUD layout. Bars hug the edges of the screen, or you can hotkey exit when close enough.



[h2]🌊 Graphics[/h2]
  • Fixed bug where edges of screen could show incorrect art during camera zooms
  • Fixed bug where 30 Vsync was not working correctly in Settings menu
  • Lazure uniform Yeti has blood mask
  • Fixed dobra death size issue



[h2]🌊 Gameplay[/h2]
  • Fixed issue in Abandoned Farm where Padurii children did not always spawn correctly after hearing their giggles then saving and loading
  • Fixed bug where enemies could gain health while stunned
  • Updated animations for crow, boro and acorn summons
  • Updated text when grabbing frog from log to be more specific
  • Updated dodge functionality so you if press dodge during song, you'll dodge as soon as character's song is complete
  • Fixed bug where chanter dialogue in rozafir exits out if you don’t have enough emeralds to train
  • Fixed bug where Reeve ends informant quest early
  • Fixed skill increase switch between lockpicking and sneaking that is granted at the end of the Rozafir storekeep quest
  • Fixed bug where map exit icons could disappear after resting
  • Fixed bug with one of the Varuchov head models where circlet wasn’t visible
  • Fixed issue with ghost rotation animations popping
  • Fixed bug where resting in West Ruins could cause game to freeze
  • Fixed issue where hostage key drop wasn't dropping from Robber Baron in West Ruins
  • Fixed bug in Abandoned Farm where exit to shop remained after camp went away



[h2]🌊 UI[/h2]
  • Fixed bug with pressing escape while rally menu open causing HUD to appear when it shouldn't
  • Fixed issue that could sometimes occur where you couldn't click the exit button on the map menu with left click manually after clicking multiple times quickly
  • Fixed issue where ghost bodies stayed behind when dead
  • Fixed some inventory issues that could occur after dragging an item into the inventory that didn’t fit
  • Fixed bug where you could drag peddler objects onto ground slot
  • Updated effects/inventory items to show seconds in game seconds/mins/hours, not in real time
  • Updated scene change map exit visuals so that they are no longer hidden behind UI




Testing branch: 3.0 ⛵

[p]Topa din everyone! The testing branch is now live with the start of 3.0 if you want to check out some sailing![/p][p][/p][p][/p][p]This first testing branch build has three new maps and allows you to acquire your Lazure petal boat and your pack boro companion! These maps include new water enemies, enemy boats, friendly boats, merchant boats, as well as some new adventures, spells and items to complete and find throughout the map.[/p][p][/p][p]Opt in for Steam/GoG with:[/p][p]BfFTestingBranch[/p][p][/p][p]We'll be adding the remaining perimeter maps highlighted in the splash screen through the next week while tackling remaining issues found in these or any new ones brought up.[/p][p][/p][p]⛵ Lazure Petal Boat[/p]
  • [p]The boats still have some tuning, but operate as intended for map navigation and combat. Sea travel stitches together the mid/late game content of Invimona, and we have focused on making that seamless with normal gameplay so you can still use your arsenal of abilities.[/p]
  • [p]Charge/Oar Whack abilities in the middle of being tuned for their range[/p]
  • [p]The boat merchant screen acts similar to the peddler screen, but buying items instead of selling[/p]
  • [p]You can loot boats if their inhabitants are incapacitated by just clicking on the boat, which brings up the inventories of any available characters residing on the boat in a new screen[/p]
[p]🐏 Pack boro[/p]
  • [p]The Pack boro can be summoned from their portrait button, and when clicked on in-world will open their inventory screen. While on the boat, the boro’s pack can be accessed from their dock[/p]
  • [p]Different boro can be purchased in the Rozafir stable. This is only accessible over land at the movement, but will be more easily accessible once those riverway exits are turned on.[/p]
  • [p]Boro have different stats that influence water-combat, speed, and inventory weight.[/p]
  • [p]Wild boro (or if the stable hand is no longer available) can be acquired with a high sneak skill if you creep up to them enough to click them.[/p]
[p]Testing Branch notes:[/p]
  • [p]🌱As of this first build these three maps currently only connect together via water, and don't connect back to previous maps. These exit points will be turned back on through the next week as we fine tune some of the other maps' collisions.[/p]
  • [p]🌱We're working on a new merchant button so you can sell directly from the pack boro's inventory.[/p]
  • [p]🌱 The new spells will be added over the next few days to the new Voltree at the lighthouse map, but there is a new spell available at the rozafir/caves map.[/p]
[p][/p][p]There will be a full changelog with all the updates from the last patch, including some of the suggestions we've heard from you over the last couple weeks, thanks so much for everyone who's given feedback.[/p][p][/p][p]Testing branch update logs will be noted in the General Discussions testing branch post.[/p][p][/p][p]Have a nice weekend![/p][p]
[/p]

Patch 2.3

🌸 Additions

🌱 Character creation randomizes character starting traits as you click new ones

🌸 Updates

🌱 Updated water visuals in prep for 3.0 maps, includes sea, rivers and ponds
🌱 Updated inventory description for shroom bombs
🌱 Amphoras in assembly kit has correct 3d art in bag

🌸 Fixes 🔪🦟

🌱 Fixed bug with rally freezing introduced in 2.2
🌱 Fixed bug where “Over here” quip could remain after pinning if the character pinning gets knocked out while quip is up
🌱 Fixed a wall collider issue in caves under Forten Lazure where party doesn’t pathfind quickly after going through doors
🌱 Fixed some issues related to knockback speed/movement remaining after knockback action complete
🌱 Fixed bug where you could charge Mihal through door,
🌱 When enemy groups are cleared and new critter/enemies move into the area, the system checks the current game hour and starts the timer for it immediately and not just when leaving a map and coming back
🌱Fixed issue in inventory when moving ground items directly to a different guard's portrait, causing a stack issue

Patch 2.21

🌸 Fixes

🌱 Fixed some instances of character quip UI staying behind
🌱 Fixed bug where w-a-s-d movement could be stuck after pinning an enemy

Patch 2.2

Small Update with some important bug squashes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3481044175

🌸 Adjustments:

🌱 Bound shroomers (the smaller ones) follow faster

🌸 Fixes:

🌱Fixed issue with recovery being able to be interrupted and causing issues with Attack Time
🌱Fixed problem with Accelerando intercession where action time could go below zero and interrupt attack (caps at .25seconds, this will be balanced)
🌱 Fixed bug where using scroll wheel to switch party members during rally attacks could break HUD and portrait visuals temporarily