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Banquet for Fools News

🐍 Patch 6.22

[h2]🎨 Visuals [/h2]

🌱 Fixed a physics issue that could occur with dead chomp spider models

[h2]🌸 Gameplay [/h2]

🌱Fixed an issue with combat starting with enemies within the fog of war/outside view

🌱Fixed bug with combat not ending sometimes due to enemies outside view

🌱Fixed a pathing issue with the little fairies in Lazure Falls where they could pop into a new location from their cliff

🌱Fixed an issue introduced from 6.2 that could result in support/followers having a pause while running with you every so often

[h2]🌸 Balancing [/h2]

🌱Adjusted various enemy sight radius

🐍 Patch 6.21

[h2]🌸 UI [/h2]
🌱Fixed bug where pins couldn’t be placed on parts of Invimona map that were cleared

[h2]🌸 Gameplay [/h2]
🌱 Fixed issue where some gravekeepers and Skilpi were incorrectly respawning in some maps
🌱 Fixed an issue that could result in Dionisio not responding correctly after Aven Dura’s forest quest

🐍Update 6.2: Report🌿Release News🌿Post Launch🌿PR🌿Steam Cloud

This update features a lot of quality of life improvements and suggestions form other players that we are starting to get in. More on those below! It’s a larger update, so if you want to skip to the changes they are at the bottom.

[h3]🌸 Mihal’s Report[/h3]

We’ll be continuing putting in those quality of life adjustments we wanted to get in for testing, then finish final touches on the maps and some balancing notes. Existing players are more than likely somewhat overpowered depending on what they’ve been up to, let alone seeing some of your games clearing every pixel of the map up to this point.

[h3]🌸 Existing Early Access games will carry through to launch![/h3]

We get this question every so often and wanted to just remind everyone! Any existing game made during early access can carry through the remaining updates including the one on launch. Existing games won’t have some changes to items, XP changes for quests and content, and various encounter/map adjustments, but will be able to continue and finish the game as intended.

[ ! ] New games will track some information that wasn’t available in previously made games. None of this is used to finish the game, just used after

[h3]🌸 PR[/h3]

We have the game/PR stuff heading out early this month, any interested parties please ping the PR email ([email protected]) and we can be in touch.

[h3]🌸 Release News[/h3]

Our plan this month is going to finishing these quality of life things and then we were going to release on the last Thursday. But in our *infinite* wisdom we selected a day in the middle of Steam Next Fest, guaranteeing the release to get lost in that news bonanza, and we only just noticed this.

It seems prudent to wait a week for that to wind down, so we’ll just be pushing the big button the following Thursday, March 5th, and that’s the date being coordinated with the PR outreach. I can tell you which crayons taste the best, but I am not a marketer. Sorry for the additional week for anyone waiting!

[h3]🌸 What’s next + future DLC plans[/h3]

In the updates following launch we’ll be focusing on any priority issues that pop up, and begin chatting about the post-game modes being worked on as well as the ideas we have for additional content planned for Banquet for Fools through 2026.

Any new maps or adventure updates after launch will always be free and added to the base game for everyone.

Until then we’ll just be revving up for launch and will continue checking for any issues so please let us know if you see anything if you’re playing this month!

[h3]🐍< hey [/h3]

If you ever have any questions or want to chat about the game with other players at launch the discord is available here , filled with other helpful patrons at the bar.

Thanks everyone, have a nice week!

🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿

🐍 Update 6.2


[h2]🌙 Additions [/h2]

🌱 Save Menu: Additional 4 rotating auto-save slots
🌱 Save Menu: Now feature player names on the right
🌱 Save Menu: 3 steam cloud slots added: quicksave, slot #1, slot#2

🐍< Note on Steam Cloud integration - the save file structure for the game wasn’t made with the limitations presented by steam cloud saving, but we are able to get 3 cloud saves into the game. These are only available for games being run through steam, and only if you have that checked in the settings. These specific files are noted with a little cloud symbol in the slot. If you’re not using it, it’s business as usual.


🌱Map Menu: Easier functionality for pinning and typing notes
🌱Map Menu: You can now chalk draw/erase notes on your individual local maps and the Invimona map


🌱Shift+Right click can now instantly move an item from a guards bag to the alternative location - either into the boro’s bag or sold into a Pedlar



🌱 Pet cats to gain a buff

🌱 Continue button added to main menu to automatically load most recently saved game (only available after your next save when you play next)

[h2]🎨 Visuals [/h2]

🌱 Updated Vol tree dialogue vignette

[h2]🌸 UI [/h2]

🌱 Ghosts now have portraits when following you (and in groups screen)


🌱 You now grind gems down individually, instead of the entire stack, in case you wanted to save some (faster than splitting the stacks)



🌱 There is now a hotkey for swapping between your equipped weapons



🌱 V sync now accurately labeled as “On” and and “On half”, fixed framerate cap text visual when active

🌱 Fixed a bug with the 3 initial starting techniques being able to be placed on the same technique

🌱 Updated the armor tooltips to talk about getting armor utilization from its skill being used

[h2]🌸 Adventuring [/h2]

🌱 Enemies are more willing to follow you from map to map or room to room (like the white greva)

[h2]🌸 Gameplay [/h2]

🌱 Support guards and your creatures now performs additional ‘danger heatmap checks’ on where they can try to position themselves when engaging next, creating more opportunities to engage more safely, based off distance and how surrounded their potential targets are

🌱 Cats can now be bound (skill: forest)



🌱 Your party now uses the sight radius of the guard with the largest when moving outside of combat

🌱 Can now select if you’d like to dodge toward your cursor or the direction your character is facing while moving with WASD (controller unchanged)



🌱 Block and Dodge are separated as actions with their own keys (except controllers, which relies on either moving and block to perform a dodge, otherwise will stand still and block). This allows for more control on stamina usage.



[h2]🌸 Controller [/h2]

🌱 All the additional menu functionality and hotkeys variations have been included for controllers

♫⚡🎃 The Music of Banquet for Fools 🎃⚡♫

♫♫♫⚡♫♫♫⚡♫♫♫⚡♫♫♫⚡🎃⚡♫♫♫⚡♫♫♫⚡♫♫♫⚡♫♫♫




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!

♫♫♫⚡♫♫♫⚡♫♫♫⚡♫♫♫⚡🎃 < 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!

🐍 Patch 6.13

[h2]🌸 Performance [/h2]

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

[h2]🌸 Adventuring [/h2]

🌱Fixed a bug that capped party at only one boro receiving Vol’s blessing from the fairy pond, now any new boro can receive these

🌱Fixed 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]🌸 Balancing [/h2]

🌱The frog known as Vesa has more health
🌱Skeletons that toss their regenerating spines have better aim and hit harder
🌱Armed skeletons have more weapon skill and hit harder as well as increased action speed

[h2]🌸 Gameplay [/h2]

🌱 Support guards will no longer charge while in a form-up, only kick and attack
🌱 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
🌱 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 - they’ll only finish an existing attack. 🐍< We’re still adjusting this for support in groups and this will be included in the next patch!
🌱 Support guards that are independent and in a group will actively pivot and around combatants more while their action bars fill
🌱 Support guards kick breakable walls less frequently while waiting for their action bar to fill
🌱 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
🌱 Support guards have some additional checks for enemy hazard tiles and support guards casting volatile spells for friendly fire
🌱 Support guards engage a brawl more predictably regardless of if they are in a group or not. 🐍< The next patch will add a ‘danger’ 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