1. Banquet for Fools
  2. News

Banquet for Fools News

🎄 Holiday Scroll Giveaway! 🎅

Seasons greetings everyone! We wanted to hail the festivities with a giveaway just for you. We've been handmaking some scrolls from the Banquet for Fools setting and are going to ship one to the winner of this contest.

There is now a forum setup for owners of the game here:

🎄 https://steamcommunity.com/app/3172700/discussions/4/ 🎄

1.
Create and submit a Steam artwork picture of an original monster of your imagination of what you'd like to see in the game. Draw it in anything from MSPaint, a crayon, or with blood on the Voltree. This isn't a quality contest, so it doesn't really matter how well it's rendered, but include some description for what it is and some special actions it has.

Let us know which of the 3 binding classes you'd like this to be from: Forest, Fish, or Shroomer.

The cutoff for these is December 12th. The only rule here is no ai. We don't need to suffer that.

2.
I'll compile these into a video and then you all can vote for the winner. If there's a tie we will roll a dice live to determine the winner and break the tie.

Voting begins on the 13th! We'll tally and ship out by the end of December.

Ok that's it. The scrolls are pretty neat, they are handmade with various sheets of muslin cotton in a variety of tea-stained colors and inked text, sewn together and bound with the colors and wax seal of house Lazure. The cloth is bound to a piece of dried cholla which has been sealed. Let's pretend that's stonewood!

Sadly we can't send this to some countries. If the winner is from one of these countries we'll hold on to it for you until we can in a nicer future. This is due to USPS, Fedex, and UPS restrictions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3372139323

Here's a reading video of one of the scrolls in action:
[previewyoutube][/previewyoutube]

🕯️ A Candlelit Reading: Geofri's Protestation of Innocence 🕯️

[previewyoutube][/previewyoutube]

Geofri has been possibly wrongly imprisoned for the crime of grave robbing and has landed a sentence on Exile Island, a floating rock in northern Invimona.

He has managed to procure supplies to write a letter to explain himself, and it has just made its way back to Forten Lazure. Is he guilty? Is he innocent? The guards will have to decide, but likely won't care to read it. Sorry Geofri.

Thanks for watching and/or listening!
❤️

More content updates coming this week!

Update 1.36

[h2]Additions[/h2]

[h3]Grave Keepers[/h3]

https://steamcommunity.com/sharedfiles/filedetails/?id=3369897430
~ Enemy action: Grave keepers normal attack knocks back any one in radius of attack
~ Enemy action: Grave keeper Lords charge up ability of creating bone wall on strike

[h3]Shroomer flyers[/h3]

~ Enemy action: Shroomer flyers lay eggs

[h3]Long legs[/h3]

https://steamcommunity.com/sharedfiles/filedetails/?id=3369897530
~ Long legs has slow poison projectile attack as main attack
~ Long legs spits webs that slow party
~ Long legs spits webs that trap party

[h3]Imp rats[/h3]
~ Imp rats jump out of range after attacking

[h3]|| Breakables | /-.[/h3]

~ Companion AI: will target hostile breakable objects in combat
~ Can rally attack breakable objects
~ Multi-hit attacks work for breakable objects

[h2]Updates[/h2]

~ Updated archetypes to use new stat/skill combinations

[h2]Controllers[/h2]

~ Controller: Fixed bug where after exiting the spellbook menu you couldn’t choose a new action on the wheel
~ Controller: Fixed bug where sometimes after exiting the spellbook menu other world interactions stopped working
~ Controller: Fixed bug in combat where character would default to attacking nearby breakable object instead of opening combat dome to prompt attack

[h2]Fixes[/h2]

~ Fixed bug where multi-hand attacking didn’t play both hands for breakable objects
~ Fixed bug where switching to a companion while they are moving backward results in them only moving backward
~ Fixed bug where multi-hand multi-target attacks weren’t working for second attack
~ Fixed bug with choosing rally and multi-hit
~ Fixed bug where spell effects were moving between positions too quickly

Hello! Update includes some additional enemy actions and fixes we've had reported this last week. This weekend should finish testing for the dryads! Have a nice Friday everyone.

Update 1.35

[h2]Additions:[/h2]
[ ] Defend Stance can result in a jump back if well-timed
[ ] NPCs/Companions route backwards in combat to continue facing their targets
[ ] Defend jump back added for companions
[ ] Defend jump back added actions to avoid attacks now optional for some enemies, given to foxes, Skilpi, melee-weapon bandits and imp rats
[ ] Added functionality for companions to avoid enemy special attacks and AOE attacks

[hr][/hr]

[h3]Additions for Foxes[/h3]
[ ] Foxes have charge attack (damage to anyone it charges through/near on path)
[ ] Foxes work in packs with leader (denoted by crown)

-> bonuses to leader
-> bonuses to all foxes under the leader
-> all foxes under the leader prioritize the leader's target (like your Mark action)
-> killing the leader has foxes attack free-for-all
-> after the leader's death, the first fox in the remaining group to get enraged is elevated to the new leader

[h3]Additions for Poison Greva[/h3]
[ ] Added new greva attack - poison pool (lobs poison ball with tiles at landing)
[ ] Added new greva attack - poison beam (poison tiles that cascade in a cone in front of them)

[hr][/hr]

[h2]Changes:[/h2]
[ ] Outline changed to bracket to fix depth graphics issues
[ ] Gold shroomers cast mushroom wall less often

[hr][/hr]

[h2]Fixes:[/h2]
[ ] Fixed crash that could happen with multi-hand
[ ] Bow multi-target raycasting issues
[ ] Fixed bug where you could pick up item that doesn’t exist off ground
[ ] Fixed bug where if you target an object, you will continue to target that object even if you select a character after that
[ ] Imp enemy collider fixed and can be clicked on
[ ] Fixed a vase that couldn’t be clicked on in tomb (room with two levers)
[ ] Fixed bug where you couldn’t open combat dome while hovering over interactive object

Thanks everyone! Additional patches happening this week for some remaining issues we wanted to resolve as well as some prioritized fixes/changes you all have suggested recently! This will be followed by the 1.5 Dryad content update, balance and existing content is in a much better place for that now.
Have a nice week!

Orbiting, Blocking+, New Actions on testing branch!

Hello! Happy weekend!

We're finishing testing 1.32 and have it on the testing branch if you want to check it out, password BfFTestingBranch
This will likely go up tomorrow - it includes some additional special actions for enemies as well as improved combat behaviors for companions/NPC.

[h2]Enemy Actions[/h2]
Bakkas can now leap and pounce, in-air with enough time to navigate away

https://www.youtube.com/watch?v=zVaaOSq98-k

Posion Fish monsters lay out a cone of posion tiles that can also be attempted to evaded (SFX needing the work here)

https://www.youtube.com/watch?v=z0wc44MoCwk


[h2]Orbiting [/h2]
Serving dual purpose of more clarity in the chaos of combat as well as relaying who is targeting who, both npcs and companions now continue to face their targets while moving back and forth from them during kiting and evading behaviors. This gives them an appearance of orbiting their targets, and offers less visual noise, it's much easier to determine which enemies are targeting which individuals and at-a-glance the different skirmishes at play.

https://www.youtube.com/watch?v=xOwACl-TUeQ

[h2]Blocking+[/h2]
Pressing the block action now has a physical (tile) component to it, where your if you press it while an attack is incoming your character will attempt to jump away from the danger. Timing this well could evade all damage, as is the case now, except now it's because you moved out of the attackers range when it happened. If your timing is less than perfect you block as before (in place) while eating the attack, and any block reduction is based off how far off you were from the perfect dodge. So it will give you similar results, but we found that the jump back added clarity to the defensive stance, felt more responsive and was more fun to play than just the block in place. This has been integrated into companion behavior as well, as it helped them avoid not just damage but the new enemy attacks we've been implementing, some of which couldn't be blocked by remaining in place. Some enemies, like foxes, imprats and some Vollings, can perform this as well when you attack them, avoiding your attacks in ways they couldn't before.

https://www.youtube.com/watch?v=kKOK98FgvTs