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Vote! Monster Contest!

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Hello again!

Ok we made some condensed notes from the descriptions provided, but please click through the links for more info! We really loved all these, thanks to everyone who submitted a monster! Just as a personal side note, some of you must have been thinking quite highly of my animation skills, and I'm nervous about that.

The winner will get their monster in the game and we told Santa to deliver them one of Geofri's manuscripts! Straight from the north pole!, as seen in our interweb stall: https://banquetforfools.com/market/


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These are in order of when they were submitted (as well as their ordering in the video).

[h2]We'll tally up all the votes under this event post.[/h2]

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#1

https://steamcommunity.com/sharedfiles/filedetails/?id=3376061947
> Hit impacts from ever changing directional movement
> Steals songs and spells from party to use against them or buff itself
> Shroomer binding
https://steamcommunity.com/app/3172700/discussions/4/4637114675689041040/



#2

https://steamcommunity.com/sharedfiles/filedetails/?id=3376418461
> Vine magic wielder
> Size of a bear with bristling spikes
> Flicks spikes to attack from afar and relies on teeth and claws for nearby enemies
> Will pounce on enemies with powerful back legs for an extra damaging attack
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/4637114871638418365/



#3

https://steamcommunity.com/sharedfiles/filedetails/?id=3376717285
> Its strength makes it impervious to physical damage
> Prone to throwing and pushing enemies that get too close
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/4637114871638445847/



#4

https://steamcommunity.com/sharedfiles/filedetails/?id=3378043207
> Slashes obstacles and enemies with his blade arm
> Aims for eyes with peaky spike nose
> Invulnerable to range weapon projectiles with his near-perfect catching skills
> Fish binding
https://steamcommunity.com/app/3172700/discussions/4/4637115050041073920/



#5

https://steamcommunity.com/sharedfiles/filedetails/?id=3381636995
> Created and forgotten by a sorcerer long ago, left to wander and dig in sorrow
> Travelers are alerted to his presence by series of large holes
> Will first retreat when spotted and hurl clogs of dirt from a distance
> If engaged in close proximity, his massive arms deal a heavy amount of damage to his enemies, and his natural armor breaks weapons and projectiles alike, though it is susceptible to magic
> After decomposing, every golem leaves behind a token belonging to its creator, often a gem of great value or a song close to their heart
https://steamcommunity.com/app/3172700/discussions/4/603016087419843938/



#6

https://steamcommunity.com/sharedfiles/filedetails/?id=3382289474
> Approaching this creature means risking wounds from its sharp pointy beak
> They walk around tail first with their necks resting on their back
> When alert they will extend themselves to a more imposing height
> Forest binding
https://steamcommunity.com/app/3172700/discussions/4/595135025461072403/



#7

https://steamcommunity.com/sharedfiles/filedetails/?id=3382753685
> A quadrupedal shroomer best known for its prominent gills that frame its head like a collar of gossamer-thin silk
> Generally passive, but severely territorial
> When threatened, the Vuuko will circle and weave around its aggressors, whipping its head frantically in order to disperse toxic spores from its collar
> After paralyzing their prey, the Vuuko will resort to biting to finish them off
> The spores are also reproductive, and will seed dead flesh to create their offspring several weeks later
> Shroomer binding
https://steamcommunity.com/app/3172700/discussions/4/595135025461120090/



#8

https://steamcommunity.com/sharedfiles/filedetails/?id=3382208594
> They appear in dark places, cellars, cemeteries, swamps and wetlands, and can disappear and reappear several poles away
> Their appearance is a mixture of gas and smoke, and are sensitive to magic
> Sometimes a thread of light appears between them, with different effects depending on their color
https://steamcommunity.com/app/3172700/discussions/4/595135025461084735/




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Merry Christmas and warm wishes to all of you! Thanks for the support and making Banquet more awesome

We've got a controller update and weapons update coming up as mentioned in the last pipeline splash image, and then the first new map to start the year off right.

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Update 1.5: Dryads

1.5 Notes (additions from testing branch in bold):

[h2]New Content[/h2]

~ New quests and NPCs added to spore forest in the caves map

[h2]Updates[/h2]

~ Updated animations for Yetis for polearms, shield+onehanded and dual-wielding polearms
~ Updated animations for Yeti for single handed weapon(two handed sword and scepter)
~ Streamlined enemy loot so the only items that will randomly drop are items used in assembly kit (fangs, nails, mushrooms, etc)

[h2]Fixes[/h2]

~ Fixed bug where stunned NPCs do not remain in position they were stunned in
~ Fixed issue where sometimes stunned enemies have extra items when they wake up (will not work for stuns in previous versions)
~ Fixed issue where sometimes exile island badge portraits were not displaying correctly
~ Fixed a bug with Yeti character creation and the berserker archetype
~ Fixed a graphics issue with the pre-rendered backgrounds near the tomb
~ Fixed an issue where quips show wrong text after long gameplay session
~ Fixed a bug where starting a quest with a timed element at the end of the day could trigger time length to be 24 hours longer than expected
~ Fixed a bug where underground maps had duplicate pins of Forten Lazure and Abandoned Farm in existing saves
~ Fixed a bug with scene map where in some cases the Invimona map showed Abandoned Farm for Forten Lazure
~ Fixed issue with underground maps where map was not correctly deactivating when moving between world and local maps
~ Fixed bug where Kalasia’s cup were phasing through table (in testing branch only)
~ Fixed bug with Valentina’s dialogue after turning in chalk rubbing and speaking to her again
~ Fixed bug with one of the map exits not showing up on cave underground map
~ Fixed a visual bug with spear animations

Update 1.5 on the Testing Branch!

Hello! We have a few more things we were looking to include in 1.5, but have this up on the testing branch for the moment if you want to say hello to the new underground neighbors.

Password for this in the Steam beta branch is: BfFTestingBranch

The spore forests act as quest hubs for the dryad faction, and their local residents below Forten Lazure have new quests and rewards for you!

We'll have more detailed notes, a video, and additional weapons and items included with 1.5 on the main branch, but this includes all the dryad content.

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A very warm thanks to everyone who submitted artwork for the contest! Seriously, look at this stuff, you guys are awesome:
https://steamcommunity.com/app/3172700/discussions/4/


We'll be starting the poll for user voting along with the main branch 1.5 update announcement early next week. I think I locked that forum correctly, in any case submissions are now closed for it.

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It's always a treat to be able to chat with Shane Stacks and he had invited us onto his podcast a while back and it went live recently!
https://shaneplays.com/banquet-for-fools-crpg-hannah-joseph-williams-podcast/

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1.5 testing branch notes:

[h2]New Content[/h2]

~ New quests and NPCs added to spore forest in the caves map
1.5

[h2]Updates[/h2]

~ Updated animations for Yetis for polearms, shield+onehanded and dual-wielding polearms

[h2]Fixes[/h2]

~ Fixed bug where stunned NPCs do not remain in position they were stunned in
~ Fixed issue where sometimes stunned enemies have extra items when they wake up (will not work for stuns in previous versions)
~ Fixed issue where sometimes exile island badge portraits were not displaying correctly
~ Fixed a bug with Yeti character creation and the berserker archetype
~ Fixed a graphics issue with the pre-rendered backgrounds near the tomb
~ Fixed an issue where quips show wrong text after long gameplay session
~ Fixed a bug where starting a quest with a timed element at the end of the day could trigger time length to be 24 hours longer than expected

Patch 1.3982

[h2]Updates[/h2]

~ Increased speed of Vine Rug spread
~ Updated merchant in abandoned farm camp to remain in shop unless sleeping

~ Decreased crop goblin shaman sight radius so they don't start casting spells until you're closer to their lookout

[h2]Additions[/h2]

~ Added shield repair to blacksmith

[h2]Fixes[/h2]

~ Fixed bug where armor was not giving you correct skill progress when hit
~ Fixed bug with game feed with buying items not reflecting Bartering discounts
~ Fixed an issue where game was generating an unnecessary amount of memory garbage for testing purposes
~ Fixed graphics bug with dialogue where sometimes characters do not all look directionally left
~ Fixed bug with clicking through the [300 years later video] it could also skipped the intro cinematic

Hotfix 1.3981

[h2]Fixes[/h2]

~ Fixed issue where camera depth at high point of Forten Lazure map clips out the prerendered backgrounds