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Banquet for Fools News

Patch 1.83

Performance

<> Improved performance with textures and post processing stored in RAM and VRAM

UI

<> Attack is automatically selected after pinning and knockback to avoid accidental pinning/knockback
<> Fixed type in Character Creation with slings
<> Possible fix for party not showing correctly in Dura Captain dialogue

1.8 West Ruins

The new map is now on the main branch along with the updates made to 1.8 while on the testing branch. This is also live on GOG and controller compatible.

https://steamcommunity.com/sharedfiles/filedetails/?id=3458731081
https://steamcommunity.com/sharedfiles/filedetails/?id=3458732637
https://steamcommunity.com/sharedfiles/filedetails/?id=3458740755

https://steamcommunity.com/sharedfiles/filedetails/?id=3458745944
https://steamcommunity.com/sharedfiles/filedetails/?id=3458746568



While we work on integrating more in-game literature on combat strategies, we'll preview that briefly below if you want to verify some of the new combat tactics and what to do. These were made to be more tactile and obvious from the Mark ability, but there some displays worth knowing about:

Anyone who would like to hide rally and defensive timing prompts can do so in the game options menu with a new toggle:
https://steamcommunity.com/sharedfiles/filedetails/?id=3458641581
https://steamcommunity.com/sharedfiles/filedetails/?id=3458726717

Existing characters should largely work fine if the party was balanced, but enemies have some new defenses to get around, and how quickly you can break a brawl of attrition to more decisive victories will determine how successful your group of guards will bet.

The Mark ability was used to amplify damage on enemies and have your guards prioritize targeting them. This has evolved into more crowd control offensives and defensive abilities by both your party and enemies.

[h2]Brawl Tactics:[/h2]

[h3]Wear them down[/h3]
During combat, enemies become increasingly fatigued as they perform more actions, take damage, or even move. The more fatigued they are the less they'll be able to evade attacks and will absorb more damage. They recover this over time or very quickly when making recovery circles together.

Some weapon's Rally attacks have abilities to cripple a target's fatigue which negates their ability to recover any of it and also increases how fatigued they get from actions, hit, etc.

Fatigue is represented by the number sweat drops hovering around a target's head, and armor visualized in percentage chunks.

https://steamcommunity.com/sharedfiles/filedetails/?id=3458747192


[h3]Break Defensives[/h3]

Some enemies wear armor or have breakable carapaces. These will absorb more damage until their armor is broken. Two handed swords, sling stones and scepters naturally break through armor faster than other weapons, unless they were cast mold designs or unique variations specified for this task, like armor jabbing daggers.

Some Rally attacks focus on breaking armor, and you can buy or create globes that elyxir users can lob to disintegrate armor as well.

[h3]Disable Evasion[/h3]

When a character is hit, they can take it standing tall, or be flown through the air, bounce, or stay stunned and then stand back up, depending on damage dealt and their level compared to yours. Anytime a character is falls, including in-air or asleep, they'll be unable to utilize evasion. Enemies also now detect incoming body collisions, either from other targets getting thrown around or body parts, and take that as hit damage.🎳

The main three actions are comprised of Attack, Pin and Knockback, all which Volling can perform, and some creatures. Pin and Knockback require stamina (as well as dodging), and are used to disable enemy evasion in a more targeted way. Pinned targets can break free, but while being held are vulnerable for the duration of the pin. Your fellow guards will alert you when they have someone pinned for you to attack! Knock back will either kick the target if they are within kicking range or charge to (and through) the target if farther away.

Weapons and spells can do a variation amount of incapacitating. A dagger does very little in terms of enemy stagger, whereas a heavy two handed hammer would keep a target down a long time.

[h3]Form Up![/h3]

Forming up can be done by holding (default) shift, or clicking the button on the bottom right.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458217117

When your guards are huddled in formation, they'll get a defensive upgrade and their Rally meter will fill faster. Formation can break if all your guards are forced out or if too many enemies enter. If the formation breaks, your guards will temporarily lose morale and get a penalty to attacks.

You can activate circles at any time for your guards.

https://steamcommunity.com/sharedfiles/filedetails/?id=3458747533

[h2]Enemy Goals and Tactics[/h2]

Enemies now perform group minded tactics, and work together!

[h3]Swarm[/h3]

Moving as a group can be used to both your disadvantage or advantage depending on who attacks first. Getting mobbed by a group of fish monsters and getting hit first, followed by all of them taking bites out of you simultaneously because you're surrounded is, not good.

Enemies tend to want to stick together with at least one friend now when moving around regardless.

[h3]Recover[/h3]

Enemies can huddle together and try to recover fatigue or even some health. This will be indicated by a unique exhaustion animation each creature has, as well as a circle surrounding them. Pushing them out of the circle negates the effect on that character unless they get back in it. Pushing enough creatures out of the circle will also break the circle. 🎳

[h3]Defend[/h3]

NPCs can choose to make defensive circles and apply an evasion upgrade while they remain in it. Similar to your Form Up! circle, NPCs create these defensive circles directionally. This allows them to order themselves to keep wounded, more vulnerable, or higher profile NPCs protected.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458738696

[h3]Hype[/h3]

A hype circle has enemies band together to get ready to tear through your party. If they remain in the circle for a certain period of time they'll all apply a Hype upgrade that gives them a brief burst of attack and speed. Breaking the circle by pushing out enough NPCs will stop the upgrade form happening.

[h2]Quality of Life[/h2]

The action wheel is now stationary as another movable Hud piece and actions have hotkeys. This allows you to preview when actions are available more easily, and the action bar is attached to it when combat mode starts.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458736199

The NPC display card on the top of the screen has been updated to in-world card icons that float around characters, as well as getting increasingly more bloody to represent health.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458636570

Targets in range now also now display subtle outlines so you can quickly determine who's in your immediate attack radius while on the move, reducing some need to spam the dome.

[h2]Item Changes[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=3458742757

Existing items have been upgraded to more finalized versions automatically. Slings have replaced blowpipes for more combat utility with armor breaking, and this has automatically swapped as well, so no changes needed for equipment or builds, they also use the same stats for now (we'll be adding Strength to sling).

Resources for sling stones has replaced darts, and you'll be buying or creating specialized ammunition for use during Rally attacks.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458728899

Elyxir bottles have been given more accurate models for their ammunition, as well as the consumable alcohol versions before being converted into a bomb.
https://steamcommunity.com/sharedfiles/filedetails/?id=3458728137

Since these utility ammunitions are used during rally attacks only, and they do not need to be equipped. Once removed from an ammunition slot you'll be unable to put them back in, and that is as intended. Only normal attack based ammunition is put in the ammunition slots.

For existing games, you'll also be sitting on a mountain of these special ammunitions if you played with these characters, and these items are much rarer in the actual game.

[h2]Change log for 1.8:[/h2]

<>Companions can create form up circles for increased evasion and rally gain
<>Enemies create their own form up circles where they can
-- gather for a charged attack
-- regain fatigue together
-- protect a weaker or valuable ally
<>Updated weapon visuals and stats
<>Action wheel is permanent
<>Added charging and kicking ability with Knockback action
<>Added pin ability
<>Can resurrect companions
<>Enemies flying through the air do damage when they hit another enemy
<>Dead enemy body parts do damage when they hit another enemy
<>Added Stamina variation by race into character creation
<>Dialogue stat/skill checks give XP
<>Rally attacks visual improved, allows chain attacking and a higher potency attack
<>Elyxirs and Slings ailment-inducing ammunition are used for rally attacks
<>Spirit is gained from kills
<>Improved amphora art
<>Blowpipes are now slings
<>Improved visuals for stat grid in Character Sheet
<>Improved in world visuals for ailments and buffs with larger cards, fatigue droplets, and armor shield
<>NPC info panel updated to in-game status cards and (increasing) blood mask to display health


[h2]Change log from previous main Main Branch build:[/h2]

Additions:

<> Highlighted stats in CC that go with each weapon skill

<> Soundmap files finalized - Footstep sounds now match terrain and surfaces

<>Ghosts now attack forest, fish and shroom creatures, and these creatures attack ghosts in range

<>Songs that trigger on evasion also trigger with successful defense stance/jump

<>NPCs regain health over time

<>Range weapons get damage and other stats from projectile and from item

<>Can bribe by saying sorry or stop as well as “bribe”

<>Forfeits purses are now dynamic per named NPC. This is typically around 30 emeralds for common robbers, where high profile targets are worth around 100

Updates:

<>Stacked crop goblins break into two correctly when hit

<>Companion AI keeps them closer to each other to reduce aggregating more enemies
Added line of sight requirement for melee weapons except spears (cannot attack
through walls or enemies)

<>Targets cannot evade attacks when in air (like bakkas’ jump attack)

<>Targets cannot evade attacks when hit and have fallen down on the ground or hit and in the air

<>Updated visual for stat upgrade stage

<>Globes and rivi wraps come in smaller stacks at merchant

<>Removed group leader in formation menu

<>Changed marked to pin in formation menu

<>No binding of cats

<>Updated cafera effects

<>Only hostile characters get enraged

<>Gems not able to be mineralized for sacrifice are indicated this in description

<>Ambushes do not proc if the character passing through spot zones are sneaking

<>Projectiles show armor break numbers in description in inventory

<>Removed quick items from docks during combat

Fixes:

<>Fixed bug where main character could move backward when auto selected after previous main character fell in combat
<>Fixed some animations with whip
<>Fixed bug where song effects were being checked multiple times instead of once when playing
<>Fixed bug with attacking brambles and action bar appearing and leaving inconsistently
<>Fixed bug where alert will go out when lockpicking while sneaking
<>Fixed bug where you could talk to Ferka endlessly if you chose Bartering option at end of initial dialogue
<>Fixed graphics issue on Windows where screen gets dark before opening menu/dialogue
<>Improved performance while in Character Sheet, spellcrafting menu and character creation
<>Fixed spelling error on witch level up
<>Fixed some typos in skill descriptions
<>Fixed inconsistencies with peddler not getting rid of items after time passes
<>Fixed bug where save/load books not closed when menu opens
<>Fixed jerky camera movement while binding outside of combat
<>Fixed bug where range weapon projectiles go through locks
<>Fixed bug with acorn summons difficulty not going away
<>Fixed bug where sometimes summons were not following through map exits
<>Fixed bug where item label was covering item in single room shots with camera looking down
<>Fixed bug where item labels moved when hovering away from item
<>Fixed bug where main character glows purple in bubble

[h2]Patch logs during 1.8 testing branch:[/h2]

We didn't make steam announcements for patch notes from while 1.8 was on the testing branch to reduce noise (I think GOG gets those automatically), but if you had checked that out at some point here are those updates below. Some of these are repeats from above, but more specific to finessing 1.8 changes and the map:

1.806:

Patch 1.806 finishes off everything we wanted to get in for 1.8, lots of cleanup from 1.805 and the improved stationary action bar. We'll be going over our remaining verification tests tomorrow and setting that live on the main branch.

Appreciate everyone's patience getting this one rolling, it was a doozy of an update. Should just be continued cleanup, balance and more maps going forward. We'll make a proper Steam announcement update for the 1.8 live branch with details.

---> Additions:

<> Updated weapon visuals and stats for every weapon
<> Range weapons have a damage number that is added to projectile damage
<> Updated Tip screen visuals and text
<> Charge and pin show potential target while you’re running around
<> Updated tutorial text during prologue

---> Fixes:

<> If charge and pin are selected but stamina is not ready, they stay selected instead of switching back to attack
<> Fixed bug where Rally attacks were freezing the game when started after combat
<> Fixed bug with knockbacks where targets could slide after hit to a different position
<> Fixed erratic companion movement when running into them in formation while not in combat
<> Fixed errors from UI text
<> Fixed occasionally disappearing action bar
<> Fixed error that could happen if pinning while no one is around
<> Fixed bug where camera zoom could stay stuck while zoomed in
<> Fixed bugs with Rally where action bar wasn’t disappearing for chain attacks
<> Fixed visual bug with form up button where it would turn dark gray
<> Fixed error with Yeti multi-spear where character didn’t always do damage on second attack
<> Fixed bug with Rally stages where confirm message remained on screen
<> Fixed bug with Rally menu where it was hard to click buttons

1.805

This includes a slew of smaller fixes, but specifically a new Rally meter indicator on the bottom right, a new Form-Up button visual for making defensive circles, and now the action-wheel is stationary on screen at all times as a draggable object.

Combat actions now also have hotkeys, now displayed in the stationary combat bar. Clicking or hotkeying these open the combat dome simultaneously, saving a step. It's also acting as an easier at-a-glance of when Pin and Charge are available as actions as they light up.

The new stationary combat bar is setup for controllers as well.

1.804

---> Additions:

-> gameplay

<> Companions prioritize enemy targets with low fatigue
<> In range targets have outline outside of combat dome
<> Charge damage is increased when using a shield
<> Can chain rally an interactable object
<> Elyxir and Stone users can do crippling attack if they have special ammo but no other ammo
<> Can bribe by saying "sorry" or "stop" as well as “bribe” to calm Vollings you've wronged
<> Targets cannot evade attacks when in air (like bakkas’ jump attack)
<> Targets cannot evade attacks when hit and have fallen down on the ground or hit and in the air
<> Finding a path with rogue skills is indicated with footstep visual
<> Pin shot shows visual for pinning ailment
<> Rally wounding attacks that reduce enemy fatigue regeneration also increase fatigue for them every time they do an action, move or take damage

-> ruleset

<> Highlighted stats in CC that go with each weapon skill
<> Hovering over any rally action buttons now highlights available targets for it

---> Updates:

-> gameplay

<> No binding cats
<> Forfeits message corrected for emerald count language
<> Updated cafera effects
<> No ambushes if character is sneaking
<> Making a defense circle no longer breaks dome pause
<> Enemy and player formation circles now separate correctly

-> interface

<> Updated visual for auto-cast button for clarity
<> Only hostile characters get enraged
<> Put character hover text over action and rally bar
<> Rally menu doesn’t activate characters without a target
<> Improved performance while in Character Sheet, spellcrafting menu and character creation
<> Removed quick items from dock (these are only clickable from wheel)
<> Halos and blood cocoon now disappear during rallies when fading unaffected characters
<> Updated descriptions in ruleset to indicate which weapons are best at breaking armor

-> inventory

<> Projectiles show armor break numbers in description in inventory
<> Globes and rivi wraps come in smaller stacks at merchant
<> Gems not able to be mineralized identified in text description so you can sell them for those sweet sweet emeralds

---> Fixes:

-> gameplay

<> If in No-Kill mode, fixed a bug where exploded body parts, bounced, or knocked back creatures were killing previously stunned enemies
<> Fixed animation error for rally attacks for sword/shield set
<> Cannot attack or do rallies with confusion or fleeing ailment
<> Fixed bug where interactable object hover text not staying while fading out
<> Fixed globe and rivi-wrap effects not working if you hit but armor blocked damage
<> Fixed inconsistencies with peddler not getting rid of items after time passes
<> Fixed bug where you can’t sell Lazure reserve starting shields
<> Fixed graphics bug where rivi leaf ground sprite was not showing
<> Fixed some issues with interactive objects looking incorrectly target-able during pin and charge
<> Fixed bug where evasions were calculated at beginning of attack animation and were not always accurate to target state when projectile/weapon hit
<> Fixed jerky camera movement while binding outside of combat
<> Fixed bug where range weapon projectiles go through locks
<> Fixed bug with acorn summons difficulty not going away
<> Fixed bug where sometimes summons were not following through map exits
<> Fixed bug where second and third rally attacks weren’t applying effects correctly to target
<> Improved movement for companions trying to reach formation
<> Fixed bug where holding down

-> interface

<> Changed language of ‘entrenchment’ to ‘form up’ because the Lazure guards aren't that well read
<> Fixed bug with sling animation in character creation
<> Fixed spelling error on witch level up
<> Fixed some typos in skill descriptions
<> Wounding attack rally feedback text says effects not damage
<> Sleeping effects ( the zZz ) are billboarded to be more readable
<> Fixed missing nail model visual in assembly kit
<> Fixed bug where save/load books not closed entirely when menu opens
<> Fixed bug where item label was covering the item in single perspective room shots with camera looking down
<> Fixed bug where character could disappear from portrait
<> Fixed bug where item labels moved when hovering away from item

1.801

Fixes

[ ] Fixed bug where selected party member was pushing non-selected party members out of Entrenchment zone

Updates

[ ] Rally Timing Prompts can be hit with space bar

Interface

[ ] Brightness slider in Settings
[ ] Rally Timing Prompts have option to be turned off in Settings

Map Updates

[ ] Fixed floating structure/shadow on SouthWest mountainside.
[ ] Texture changes on some natural bridge areas to be more clear where walkable areas are
[ ] Various colliders to make WASD movement easier in some tighter areas
[ ] Fixed bug in cave on West Ruins map where camera shakes repeatedly

1.8 Now live on testing branch: new actions + new map!

Topa din everyone! 1.8 is live on the testing branch for anyone that wants to check it out prior to it going on the main branch.

[h2]GOG testing branch is also live with this, same inputs as Steam:[/h2]

Branch: testing
Password: BfFTestingBranch


https://www.youtube.com/watch?v=V6m9R2Owsrw

We'll have additional literature for the new enemy stats and player abilities when the main branch gets updated, but if you want to explore new stuff and suplex wildlife it's available! This currently doesn’t include all the items that will be available in the main 1.8 map, so you may want to make a new save to peruse it with in the interim.

We'll be balancing and working on some notable fixes we'd like to get in before it goes live on the main branch we'll be working on this week, so if you wanted to chat about anything or if you see any game-stopping issues that we could get in during that please let us know! There is some pathfinding that will be getting tuned to keep your guards tighter together in and out of the defense circles.

[h3][h2]There will be a comprehensive update/addition/fix list with the main branch update, but in the meantime, a few things to note for those that check it out:[/h2][/h3]

* Elyxir globes are now a Rally use item only (these are the ones created with booze in the field kit). These are filtered into the rally ability from that character's inventory directly and do not need to be placed in the ammunition slot. If you have globes in there currently they'll stay until they are removed. Globes are also much more valuable now as an item, and you likely have a *ton* more than otherwise balanced for.

* Sling and slingstone ammunition have swapped with blowpipes and darts, and that should work seamlessly for any blowdart characters. The blowdart skill needed a workover for various reasons and this seemed like a more practical solution. We wanted this ranged weapon skill to be able to be influenced by Strength for potential build variety, and will eventually update the stat usage for it, but for now it will more or less be a cosmetic swap and use the existing blowdart stats. We also needed a physical output of the weapon for rally attacks, and the blowdart seemed underwhelming in that regard, whereas the sling will be able to crank out damage as desired (or utility with ailing ammo). Created slingstones use the same resources as darts did, but with the improvement that you're not collecting similar sticks to bows, but specific wide leaves on the ground, which are used to create explosive wraps with. Any 'hollow sticks' in your inventory have been changed to these.

* The button on the bottom right toggles your party's defensive circle on/off, this will get a UI improvement for the main branch update. If toggling on, you can hold-left-click anywhere walkable and set up a circle and direction for the guards to stay in and prioritize. This can also be toggled by holding Shift (can be updated in Settings). If you primarily play with WASD there is a new button in the Settings menu near the top right that allows this to be made with just left-click instead of the click-to-move, while right click continues to open the attack-dome.

* Your guard’s Rally is now a group effort, and its gauge is represented above your usual attack-time bar. The previous rally bar on your character portraits represent their Stamina, currently used for blocking/dodging as well as the Pin/Knockback abilities in the wheel.

Thanks everyone, we appreciate your patience and support so much. This update covered a lot of ground and we're excited to be churning out more maps. Onward to 2.0!

Upcoming February Updates!


https://steamcommunity.com/sharedfiles/filedetails/?id=3422469227

Hey everyone! Just wanted to make a quick post to let you all know what we've been focusing on the last few weeks for the big update this month. Since the last update we've been finishing the 2.0 maps and making some adjustments to mechanics based on your feedback.

https://steamcommunity.com/sharedfiles/filedetails/?id=3422469625
https://steamcommunity.com/sharedfiles/filedetails/?id=3422469840
https://steamcommunity.com/sharedfiles/filedetails/?id=3422470130

Maps for 1.0 - 2.0: (SPOILER: fog of war cleared)
https://steamcommunity.com/sharedfiles/filedetails/?id=3422470421

We'll have a video showcasing all of this in more detail and then get it up on the testing branch!

1.7 evolves Mark to be more tactile and has more tools for strategy and party (and enemy) grouping during combat. Here are some visuals of some of these in action!

https://steamcommunity.com/sharedfiles/filedetails/?id=3422528040
https://steamcommunity.com/sharedfiles/filedetails/?id=3422533340
https://steamcommunity.com/sharedfiles/filedetails/?id=3422528335
https://steamcommunity.com/sharedfiles/filedetails/?id=3422533478
https://steamcommunity.com/sharedfiles/filedetails/?id=3422528141
https://steamcommunity.com/sharedfiles/filedetails/?id=3422536441
https://steamcommunity.com/sharedfiles/filedetails/?id=3422533768
https://steamcommunity.com/sharedfiles/filedetails/?id=3422533658

* 1.7 map

To test out these new tools and enemy tactics, 1.7 leads you east of the abandoned farm, where one of the Staglands' mercenaries has deserted and taken over as a robber knight of sorts in an old Lachovinian fort with more allies than expected. Needless to say banditry on this scale is quite illegal and your guards will need to consider the right delivery of justice (it's violence).



* Actions: Pinning
* Actions: Charging
* Actions: Spirit Attacks (more common than the previous Rally Attacks, these are weapon type abilities that deal heavy damage or specialized crippling)

* Player Defense Circle
* Improvements to companion formations and strategies to work with updates
* Allies Free-Follow up attack on nearby enemies

* Enemy Defense and Aggressive Circles
* Enemy strategies now regroup to recharge and circle to defend weakened/pinned/ranged allies
* Enemy stamina/defense bars to drain with Spirit Attacks

* New music and sounds

* Slings!


We'll go over all this in more detail with video soon. Thanks for reading, and have a nice weekend!

Patch 1.56

Fixes from something introduced in last build, as well as a handful of additional controller fixes and changes that were completed. Preparations for the new map nearly complete, more soon! Thank you all so much for your patience and support. ❤️

[h2] Fixes: [/h2]

~ Fixed bug where maps not visited show as fully clearing in Invimona Map
~ Fixed bug where victim badges aren’t removed correctly

[h2] Controllers: [/h2]

~ Updated action wheel for more accurate bounds
~ Updated action wheel so that targeting selection is separate from choosing combat
~ Updated inventory functionality to shrink items down to equipment size while dragging over equipment slots so that you can easily see which slot they are going into
~ Slowed down inventory/character creation spinning : (

~ Added button north option to press for shouting to confirm in addition to return key inside keyboard

~ Fixed bug where all menu options show when opening Settings in main menu
~ Fixed visual issue where instructions and icons were not anchoring to edges of screen correctly at non 16:9 resolutions
~ Fixed bug where icon on item label wasn’t updating after switching between mouse and keyboard and controllers in settings menu
~ Fixed bug where hotkeys remained on portraits after switching between controller and keyboard
wheel action to improve clarity
~ Fixed bug where non-dialogue items could be selected during Mihal and Pavura conversations
~ Fixed bug where dialogue options looked selectable when they were not
~ Fixed inconsistencies with switching between companions during Act 1
~ fixed bug where Items could become non-interactable after moving between equipment slots
~ Fixed a bug keeping synergy attacks from working