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Banquet for Fools News

โ™ซโšก๐ŸŽƒ The Music of Banquet for Fools ๐ŸŽƒโšกโ™ซ

โ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšก๐ŸŽƒโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซ




The remaining tracks have recently been added to the game in recent updates, and the soundtrack is complete!

The soundtrack will be available freely to stream soon if you just wanted to check it out outside the game, but if you have some spare emeralds lying around and wanted to support continued work on Banquet for Fools and new stories of Vol, this is now available for purchase.

https://store.steampowered.com/app/4341680/Banquet_for_Fools_Soundtrack/
It features 31 tracks and about an hour of music for this gothic fae tale, where every flower knows a secret and every tree holds a monkey monster waiting to dive bomb you.

Hannah composed this with a recreated Anglo-Saxon styled lyre from the early middle ages, recorded and mixed with electronic beats for an Electronic Gothic Folk jam.



Nelu's bar got this soundtrack shipped in, but the magical root based boombox requires dead spirits to fuel it. What a bother!

โ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšกโ™ซโ™ซโ™ซโšก๐ŸŽƒ < groovy!

More quality of life improvements and the last of the maps heading to EA in the coming weeks! The next update will be early next week.

Have a nice weekend everyone!

๐Ÿ Patch 6.13

[h2]๐ŸŒธ Performance [/h2]

๐ŸŒฑRemoved a remaining reference to the guide videos that could have caused performance issues after using the guide menu

[h2]๐ŸŒธ Adventuring [/h2]

๐ŸŒฑFixed a bug that capped party at only one boro receiving Volโ€™s blessing from the fairy pond, now any new boro can receive these

๐ŸŒฑFixed a bug when trying to turn in a chalk rubbing with Valentina while also being able to discuss a seed situation, leading to a dialogue error where you only receive XP from one of these events

[h2]๐ŸŒธ Balancing [/h2]

๐ŸŒฑThe frog known as Vesa has more health
๐ŸŒฑSkeletons that toss their regenerating spines have better aim and hit harder
๐ŸŒฑArmed skeletons have more weapon skill and hit harder as well as increased action speed

[h2]๐ŸŒธ Gameplay [/h2]

๐ŸŒฑ Support guards will no longer charge while in a form-up, only kick and attack
๐ŸŒฑ Support guards now share their last known positions of enemies amongst each other, allowing for them to target visible enemies behind superficial or environmental walls blocking their sight
๐ŸŒฑ Support guards no longer finishing closing a gap on a target, dodge or block when a new form-Up circle is made, allowing them to get there faster - theyโ€™ll only finish an existing attack. ๐Ÿ< Weโ€™re still adjusting this for support in groups and this will be included in the next patch!
๐ŸŒฑ Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
๐ŸŒฑ Support guards kick breakable walls less frequently while waiting for their action bar to fill
๐ŸŒฑ Support guards that are independent are more loose on sticking on an existing target when there are new vulnerable or closer ones nearby or the way to their current
๐ŸŒฑ Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
๐ŸŒฑ Support guards engage a brawl more predictably regardless of if they are in a group or not. ๐Ÿ< The next patch will add a โ€˜dangerโ€™ heat map in for support to consider when prioritizing targets, so they more often target enemies on the outskirts of enemy clumps at the start and during combat

๐Ÿ Patch 6.12

[h2]๐ŸŽจ Visuals [/h2]
๐ŸŒฑ Pinning a small lizard now uses the correct pinning animation
๐ŸŒฑ Silver shroomer blood mask (the health visual) is now visual

[h2]๐ŸŒธ UI [/h2]
๐ŸŒฑ Fixed an issue that could result in hot keys overlapping

[h2]๐ŸŒธ Gameplay [/h2]
๐ŸŒฑ Support guards with spell books will now cast spells as expected automatically
๐ŸŒฑ Support guards with charm bells will now bind as expected automatically
๐ŸŒฑ Support guards have increased priority to move through hazard tiles depending on the situation

[h2]๐ŸŒธ Adventuring [/h2]
๐ŸŒฑ Can now turn in robberโ€™s head to Mareshal Nadia of Aven Dura if Bogda didnโ€™t make it out of Western Ruins

[h2]๐ŸŒธ Controller [/h2]
๐ŸŒฑ Fixed a bug with quick-equipping items while at the Pedlar

๐Ÿ< demo also updated with latest changes

๐Ÿ Patch 6.11

[h2]๐ŸŽจ Visuals [/h2]
๐ŸŒฑ The little bugs you can step on now cast shadows!
๐ŸŒฑ Field Assembly Kit: the appropriate globe item is shown as an icon instead of the vial

[h2]๐ŸŒธ UI [/h2]
๐ŸŒฑ Groups: You can now start typing immediately after clicking the icon to rename a group, instead of having to click inside text field

[h2]๐ŸŒธ Gameplay [/h2]
๐ŸŒฑ Ghost ailment only happens on hit, and can be prevented while wearing Runic Head Wrap
๐ŸŒฑ poison tile effects are removed after being stepped on
๐ŸŒฑ fixed issue where support guards wouldnโ€™t respond after changing groups while in a mobile form up
๐ŸŒฑ Improved responsiveness of melee combatant support guards during various combat situations
๐ŸŒฑ Fixed an issue where support guards could hold for a moment before going through combat routines if party leader wasnโ€™t moving during combat
๐ŸŒฑ fixed a bug where groups were keeping rally attacks from moving to locations

[h2]๐ŸŒธ Controller [/h2]
๐ŸŒฑ Added auto-equip functionality for items inside guardโ€™s bags

๐Ÿ < demo is also updated with newest additions, and GoG will be up shortly.

๐Ÿ Update 6.1: Upgraded Tactics Menu + Mobile Form-Up!

The new and improved tactics menu for setting up groups and combat behaviors is now live! This allows for some new movement formations in and out of combat that werenโ€™t previously possible, allowing you to get an edge during a brawl or move more defensively.

You can now group similar characters together and theyโ€™ll stay near and guard one another, flank as group, and have quick getaways with the whole party.





๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

[h3]How it works:[/h3]

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

๐ŸŒธEach of the 4 groups can be designated a head(temporarily changes to whoever you are playing as if youโ€™re in the group) and up to 6 support characters

๐ŸŒธThe characters in a group prioritize sticking together as a tighter blob, similar to how the guards move outside combat now. If you're not playing a character in a group, the support will stick to the group's head

๐ŸŒธA support head's position is based off their weapon (and behaviors from the bottom section of picture). Support will still always dodge/block if they can but try to stay close to the group head before doing actions

๐ŸŒธThe bottom tray is a free-for-all bucket, characters act how they do now if left in there

๐ŸŒธGroups activate anytime combat or form ups are active, so now you could form up circle somewhere and then flank as a group instead of individually in or out of combat

The Form-Up circle is placed, but other characters in the Party leader's group can continue to flank and run around together outside of it as usual:

Melee group attacking while ranged weapon guards stay back together:

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

[h2]Mobile Form-Up![/h2]

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ


Designating a form-up circle on the ground creates an area the support guards will prioritize staying in for defensive or offensive purposes. You can now designate a character to be the center of the form-up, and the support guards will stick to them.

This allows for quick getaways, or engaging a brawl similar to when you are on the boat - your guards will attempt to be a compact blob at all times and only attack when they are close enough to the enemy - more so if youโ€™re not actively not on the move. So with some careful maneuvering as the leader, this is an effective way of avoiding fights with lots of damaging tile effects where you can more precisely control where everyone is. Using this mobile Form-Up overrides any Groups, so you can activate this at anytime to wrangle in the whole crew.



๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

[h2]Behaviors:[/h2]

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

There are additions to the options you can set per-guard as well.
For item usage, you can now set:

๐ŸŒธHow low can health drop before using a belt item?
๐ŸŒธHow difficult will a fight need to be to take a stat-buffing item?
๐ŸŒธHow low can a friend's health drop before sharing an item?

With that last option your guards can now take a turn to automatically heal their fellow guards with their belt items!
Techniques can be set for:

๐ŸŒธCharging frequency?
๐ŸŒธKicking frequency?
๐ŸŒธPinning frequency?

Weโ€™ve had some requests for combat options for the guards, and have added in:

๐ŸŒธHow many spirit bars need to fill before casting at will?
๐ŸŒธSwitch weapons at will?
๐ŸŒธBinding frequency?

Arranging these with groups in mind allow you to dictate whoโ€™s using stamina for what purposes, like whoโ€™s aggressive with techniques or whoโ€™s more focused on saving stamina for dodging, and whoโ€™s taking turns healing themselves/others, and where they will be located in a brawl.

While all these options provide more control, the partyโ€™s effectiveness will still rely on a good foundation of skills, equipment and power of friendship/techniques between the guards. This also allows for various niche skill arrangements in parties to survive, like having more utility guards that stay back or are primarily used for summoning/binding/casting.

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

[h2]Log:[/h2]

๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ๐ŸŒฟ

๐Ÿธ< Demo has also been updated with newest changes



[h2]๐ŸŒ™ Additions [/h2]

๐ŸŒฑImproved Tactics menu grouping behavior for the guards as well as additional combat behavior routines
๐ŸŒฑMobile Form-Up addition if you select any guard/portrait instead of the ground
๐ŸŒฑ Spell book auto-casting toggle has changed to a behavior slider in the tactics menu. The options you have for this are โ€œneverโ€ or requiring 1 - 3 spirit bars before autocasting. โš ๏ธThis will default to requiring just 1 spirit the next time you play the game

[h2]๐ŸŒธ UI [/h2]

๐ŸŒฑ Fixed issue with elyxir crafting where if you were using components from the belt slots they wouldnโ€™t remove correctly if there was a stack
๐ŸŒฑ Multi-hand damage and Chance to Hit show in the Character Sheet formulas when a second weapon is equipped (or second fist if Multihand skill is greater than 50)
๐ŸŒฑ All menus now close automatically if they were opened in the brief window between the camera panning to a character to for dialogue
๐ŸŒฑ Fixed a rare hud issue with the portrait docks where the icons could be removed and not return after loading due to a rounding position of their placement on the screen
๐ŸŒฑ Fix for the Dazzling Whip not showing its Rally attack gains correctly in its properties description
๐ŸŒฑ Fixed a bug when using chalk rubbing kit twice in Forten Lazure tomb could result in issues

[h2]๐ŸŒธ Adventuring [/h2]
๐ŸŒฑ Fixed an issue with the padurii motherโ€™s vine waves causing an infinite damage loop and subsequent crash when wearing the Moonโ€™s intercession ring
๐ŸŒฑ Fixed a possible instance when purchasing new song books for your guards where the NPC was incorrectly determining if the party needed them or had the emeralds for them

[h2]๐ŸŽจ Visuals [/h2]
๐ŸŒฑFixed some wonkiness with the witchโ€™s hair in Forten Lazure

[h2]๐ŸŒธ Maps [/h2]
๐ŸŒฑ Fixed a map exit issue between the Bog and Ruined Temple where middle exit did not go to correct location

[h2]๐ŸŒธ Balancing [/h2]
๐ŸŒฑ Decreased damage from blue bog flyerโ€™s spit attack
โœจ the intercession โ€œGrace Noteโ€ damage output no longer is reduced by armor, because itโ€™s magical and from Chora who doesnโ€™t care about armor

[h2]๐ŸŒธ Gameplay [/h2]
๐ŸŒฑ Fixed an issue for support guard pagans in the party automatically casting spells again if their spell book was removed and put back in their inventory
๐ŸŒฑ Fixed a situation that could occur for support guards not following leader after combat ends
๐ŸŒฑ Fixed bug with a horn song bought in Aven Dura applying to party instead of enemies
๐ŸŒฑ Fixed an issue that could result in support guards hanging back at the beginning of combat
๐ŸŒฑ Fixed a bug resulting from charging sea creatures from land if they were targetable
๐ŸŒฑ Can no longer charge or kick flying creatures