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Banquet for Fools News

Patch 1.286

[h2]Updates[/h2]

~ Updated HUD so [Tactics] button and [Show All Items] buttons are easier to see
~ Added a day timer to bone piles so they don’t stack up infinitely with respawning enemies and slow down scene loads
~ Clock button hover shows prompt to rest and updated time formatting

[h2]Art Updates[/h2]

~ Updated art for Shroomer Flyers, Red Bakkas, Stick Bakkas, Sand Foxes, Long Legs
~ Update Long Legs animation and pivots to be tighter to their tile-radius and less wonky
~ Update pivot animations for Greva
~ Updated character models so sash collides correctly with legs

[h2]Fixes[/h2]

~ Fixed bug where bone piles weren’t showing until reloading game
~ Fixed spelling error in Act 1 Viorica’s dialogue
~ Fixed error where time was not resetting between Act 1 and Act 2
~ Fixed some issues with extra party positions staying behind as green dots on map
~ Fixed problem with local map where map pins can leave border
~ Fixed bug where you can click on a pin while typing box is still up and you can’t drag pin correctly after that and it causes errors with the note text label
~ Fixed issue for new games where lighthouse is cutting through Fog of War before entering it
~ Fixed graphics issue where parts of Abandoned Farm map could have diagonal shadow lines clipping through it - only happened on Windows
~ Fixed bug where hearts in formation menu remain when moving from act 2 to act 1 via saves

[h2]Controllers[/h2]

~ Fixed an issue with the tips menu not working with controllers

Patch 1.285

[h2]Balance: Enemy Behavior[/h2]

~  Balance testing: Increased most enemy Action times, have the less intelligent enemies move around less during combat
~ Less brain-heavy enemies have behavior to move around more in combat to make them easier to track and hit and not attack as frequently. This patch has this wandering reduced to make them more grounded

[h2]Updates[/h2]

~  Updated inventory to allow picked up items to stack in both belt slots and bag
~ Camp at the north of Abandoned Farm map leaves with boats as intended a few hours after you finish their quests
~  Game feed calculations show repairs & patching
~  Game feed calculations show intercessions calculation

[h2]Fixes[/h2]

~  Fixed issue where you could not use escape to leave controller mode when main menu is open
~ Fixed some issues with companions make path in unexpected direction after changing rooms
~  Fixed bug where resting with blanket can be interrupted when seen by enemies and time does not pass but healing still occurs
~  Fixed graphics error where possessed children could have both Pasaaran feet and sandals
~  Fixed graphics bug where elyxir explosion could play twice
~  Fixed some issues with indoor perspective camera shadows and objects that shouldn’t be casting a shadow

[h2]Intercessions[/h2]

~  Fixed bug where second hand weapon intercessions were not working

[h2]Interface[/h2]

~  Updated perspective map views to fit non 16:9 resolutions correctly so full map image can be seen and exits can be clicked on
~  Fixed bug where equipped arrows, vials and darts where not updating stack size when going into equipped slots from arrow kit
~  Fixed an issue that could occur when peddler inventory is full
~  Fixed bug where weapon selected in companions docks not saving
~  Fixed bug with selected arrows not always showing blue glow correctly~  Fixed an odd visual error where dragging an inventory item onto a companion and then immediately closing it still showed an indented inventory slot on the giver. This indentation now updated immediately 

[h2]Controllers[/h2]

~  Fixed issue with controller where control scheme layout doesn’t show up until reload


NEXT UPDATES:


The focus of the next updates are continued fixes preparing for the 1.5 dryads content update and 2.0 with the first additional maps.

We have some quality of life updates on the immediate docket, some auxiliary balance things outside the ruleset (peddlers will now save known items sold to them and depreciate their buy value), as well as as a slew of art additions and updates like HUD updates, some more creatures and NPCs.

[h2]Balance and Gameplay Updates[/h2]

The witch cauldron is brewing for week 4 of Early Access, and we're stirring in the culmination of ideas and thoughts we've had and forming something tangible from what all we've heard from you guys. Before we uproot some ruleset numbers we wanted to focus on what happens between your dome attacks.

In short, the first things we're trying for that are:

~ Enemies have more tile-spread volatile and directional attacks to require more mobility
~ Addition of Charge-Up attacks where you can directionally do weaker attacks at-will outside the dome to fill up for a more potent attack and/or increase speed of Action Time
~ Button for directional hop for physically evading, Block still working with improved visual for perfect blocking timing
~ Some song buff ranges acting as smaller long-lasting auras for companions they have to be near to get the buff stack from
~ Option to raise up incapacitated companion when holding on them for brief time
~ Spirit now comes out as tile effect, anyone/anything that casts spells or has a spellbook can absorb them by competing to run over them manually
~ Dome attacks are still primary damage dealers, and have increased fill time

We'll be implementing these on a separate beta branch to get your feedback on. We'll let you know when that's live and would love your thoughts. If we do the Charge-Up attacks, we'll be doing the ruleset rebalance with that in mind, so this would have to get the go-ahead first.

Hotfix 1.283

~ Fixed bug introduced in last patch involving rare occurrence of incapacitated enemies causing a crash

Patch 1.281

[h2]Adjustments[/h2]

~ Updated pots of food to not give rally bars, just spirt and health

[h2]Fixes[/h2]

~ Fixed some bugs with pathfinding where NPCs could pop to new position while fleeing
~ Fixed some issues with pathfinding where characters stand too close to other characters
~ Fixed issue where item labels inconsistently return when the game is saved and loaded
~ Fixed graphics error where elyxir vials were black underground

~ Fixed issue in Abandoned Farm where bottom right area of the map started off revealed in Fog of War
~ Fixed several collision issues and graphics issues in the Forten Lazure map
~ Fixed several collision issues and graphics issues in the Abandoned Farms map

[h2]Character Sheet Fixes[/h2]

~ Fixed bug introduced in 1.27 where extended ruleset was cut off and skill progress did not show number
~ Fixed issue where taking off armor caused jewelry effects to stack
~ Fixed text issue with damage calculation where it was showing that you do 0-0 damage if your weapon durability hits 0

Update 1.27: Game Feed Detailed Info

[h2]Additions[/h2]

In the interest of this week of balance of updates, we've prioritized updating the game feed to provide more detailed information.

[h3]Game feed now shows calculations for:[/h3]
~ Hit Chance
~ Evasion Chance
~ Damage
~ Spell Power and Resistance
~ Spell Potency Effects
~ Music Power and Resistance
~ Music Level Effects
~ Status Effect details
~ Lockpicking
~ Sneaking Duration
~ Binding Outcomes
~ Rogue and Binding search checks

https://steamcommunity.com/sharedfiles/filedetails/?id=3352318305
https://steamcommunity.com/sharedfiles/filedetails/?id=3352318619

[h2]Adjustments[/h2]

~ Updated potency of some songs when bugs were fixed with song power calculations

[h2]Fixes[/h2]

[h3]Field Assembly Kit[/h3]
~ Fixed bug with Fangs and Nails when making arrows where they would swap when creating the arrow

[h3]Other[/h3]
~ Fixed graphics bug with elyxirs when thrown at doors where smoke effect did not line up accurately with lock
~ Fixed issue where music power calculation wasn’t showing sensory
~ Fixed issue where game feed wasn’t saving state if toggled on or off
~ Fixed graphics bug where game feed text was slightly cut off on left side
~ Fixed issue where sometimes you couldn’t select interactable objects in perspective camera shots
~ Multi-hand hit chance for second weapons shows in game feed if you have two weapons equipped
~ Fixed bug with Multi-hand attacks where second hand damage was not being halved
~ Fixed bug with range weapons trying to hit locks and chests and outputting message “No Effect” instead of “Blocked”