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