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Banquet for Fools News

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

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[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)

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

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[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

Patch 1.31

Small hotfix patch dealing with potential crash, as well as some of the additional enemy actions

[h3]Enemy Actions Additions [/h3]

~ Poison Grevas have new attack: Poison Spray
~ Bakkas have new attack: Pounce

[h3]Fixes[/h3]

~ Fixed crash that could occur when companions with multi-hand weapons do multi-hit attacks

Update 1.306

[h2]Enemy Actions Additions[/h2]

[ ] Gold shroomers create breakable mushroom walls to trap nearby characters

[h2]Balance[/h2]

~ Character Sheet / Ruleset
[ ] Adjusted racial base skills and stats in character creation
[ ] Crop goblins have more Aura (spell resistance)
[ ] Short swords and daggers have a smaller durability cap
[ ] Added physical armor reduction to pagan spells that do physical damage

~ Supplies
[ ] Decreased spell power bonus from level 1 pagan armor
[ ] Basic arrows, vials and darts do 2 damage
[ ] Ammunition prices increased to counteract larger stack sizes
[ ] Blanket price increased

[h2]Adjustments[/h2]
[ ] Silent Path scroll for sale at Forten Lazure renamed to Vine Rug scroll
[ ] Inventory bag ground text is brighter

[h2]Fixes[/h2]

~ Gameplay
[ ] Fixed bug where merchant items could fail to respawn if saving quickly after purchasing
[ ] Spell effects from NPCs end when they are stunned or dead

~ UI / Text
[ ] Fixed visual error with hover outlines overlapping characters/objects
[ ] Fixed text issue where pagan resistance reduction was appearing incorrectly in game feed

~ Dialogue
[ ] Fixed Andrada and Mareshal dialogue bug where it could loop
[ ] Fixed bug where conversation with Journeier in cave near Mausoleum where it could loop

Thanks for the help with some of these! Working on the new enemy actions and dryads this week with a bulkier update planned for later in the week. Please let us know if you find anything breaking and we'll try to resolve it as soon as we can with an interim patch.

Have a nice week!

Patch 1.301

~ Fixed graphics issues with equipped dagger, blowpipe and basic polearm
~ Updated character hover description to show when enemy is marked