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Banquet for Fools News

👻 Update 3.8 On Testing Branch

[p]Topa-din Guards of Lazure, [/p][p]We’re in the middle of finalizing the last of the maps of the game before starting to upload them into EA builds, but wanted to start testing the tech menu in the meantime.

This is on the Testing Branch on Steam and GoG, password: BfFTestingBranch
[/p][p]There will be some difficulty spikes in the remaining maps so it's the perfect time to start getting these added power bumps tested. These techniques have been in the works since the Mark action updates (when that expanded to Pin and Charge actions) in 1.8, and enhances group-fighting specifically.
[/p][h3]Group Fighting
[/h3][p]There are passive upgrades for the party they can learn, but mainly Techniques are used situationally during brawls and dynamically change the use of the Pin, Charge, Kick and Attack buttons. This is dependent on enemy and your support guard's status and positioning. You'll see the action buttons glow when a technique is available for the party leader to use (the one you're actively playing as), or a guard do something new automatically, like if an enemy is downed and any guard is near it they'll give it a good kick.

Some of these are just for support guards, some are for everyone and some are just for the party leader. So if your party is coming up short in some regard or you're struggling, there are now techniques that will help out passively and increase damage and defense output overall for your support guards. Alternatively there are more risk-focused brawling techniques like pin-spin, which if you grab an enemy while they are surrounded by allies you will spin them in a circle hitting all of them, and then launch your target toward one of them. [/p][previewyoutube][/previewyoutube][p][/p][h3]Unlocking Techniques
[/h3][p]You start your technique unlocking by selecting three Action locations on the web for free. Your party's total XP gained is used as a currency thereafter to branch away from these initial three Actions to enhance them, gain new upgrades, learn new techniques, or upgrade those techniques.
[/p][p]New games will now have the decision of what Actions and Techniques they'd like to pursue first as they begin, and what might be more effective with their build composition. Existing Early Access games should have a healthy pool of XP to learn from immediately when opening up 3.8 and onward. Marshal Grigore at the Forten can reset these for you at any time (for free for now).

We'll be sprucing these up, patching this testing branch and rolling in other fixes and get this on the main branch this week. If you happen to check it out please let us know if you find anything or have any suggestions! The costs of the technique book are balanced for the XP provided from the average playthrough of the overall game, but we'll be updating costs of these through Early Access. Typically upgrades get expensive when upgrading techniques specifically, and everything else is more gradual increases. [/p][p][/p][h3]📝 Notable changes
[/h3][p] If you're going to check this out on the testing branch (we'll have these reminders on the main branch update as well):
[/p][p]✧ The Rally (and Rally chain attacks) no longer have an action bar button, but are now executed by holding the key/controller button when selecting a target to attack like usual. Your ‘Attack’ button glows when this is available as an option
[/p][p]✧ Opening an existing game will have Rally, Pin, Charge, Kick, Revive, Form Up, and Dodge unavailable until they are learned.
[/p][p]✧ Dodge is now learnable to improve the existing ‘block’ action. That is to say the guards will stand still and block if you use the key or they are on their own until you learn Dodge, after which they’ll be able to hop away from danger completely if there is room available. Support guards are more effective at blocking now, but dodge will always be a better option for them as it generally avoids all damage. [/p][p]✧ The tactics menu button on the bottom left part of the HUD is now repurposed for the Techniques menu. The previous tactics menu is being updated and will be integrated per-portrait for faster edits during gameplay/encounters as needed. Evasion/kiting behaviors are based on their equipped weapon at the moment, and pin frequency is reset to the baseline.[/p][p]
[/p][p]Techniques also makes songs, equipment, and intercessions that improve stamina/rally generation more potent, as most techniques require stamina or Rally to be used. You can feel a big difference if your guards are ripped on rice beer or cafera during a fight, so drink responsibly and all that.
[/p][p]For anyone waiting to play more - the 4.0 showcase video will feature more of these when that goes live along with the new maps.
[/p][p]🙋< This menu is also acting as the template for the improved tips/help menu which we've had requests for, and will feature a similar type of video/interactive layout for learning more about the game from our instructor Marshal Grigore.
[/p][p]We'll have the larger patch and fix notes when this goes on the main branch, thanks to everyone who's reported! This build also has that Discord link fixed in-game for those interested, we didn't know the default was to have that link expire after a week(?). Anyway that's good to go without a timer now, as far as we know.
[/p][p]More news around the corner. Hope everyone has a lovely week![/p]

🌊 HotFix 3.161 Now Available

Topa-din! Small selection of fixes while we're working toward a larger update. Hope everyone's week is going well!

[h2]🌸 Adventuring [/h2]

🌱 Fixed a rare inventory issue that could occur if the bag was full and repeatedly try to pick up new items from ground slot and in-game world. Thanks for pointing us in the right direction with that @Backstabber 2008 Homosapien Karl!

[h2]🌸 Maps [/h2]

🌱 Fixed a map exit that could be used to bypass a gate. Thanks @Goblin Darts!

[h2]🌸 Balancing [/h2]

🌱 Updated Aura for the large creatures Long Legs and Dobra so they are more challenging to bind

[h2]🌸 Gameplay [/h2]

🌱 Fixed animation issue that could occur under rare circumstances where a guard is knocked out in combat but they’d continue playing a standing idle animation instead of their floored animation

🌊 Patch 3.16 Now Available

[h2]🌸 Balancing [/h2]

🌱Various non-weapon skills now have a larger weight when determining use percentage for level up bonuses
🌱Updated emerald count stored in urns within tombs under the Forten Lazure map

[h2]🌸 UI [/h2]

🌱Fixed issue with dialogue notepad sometimes flashing open when opening a new dialogue vignette after its been used previously

[h2]🌸 Adventuring [/h2]

🌱Fixed issue with Boro inventory pack emptying if exiting the peddler menu a specific way with the pack open still. Thanks for catching that @Gearedbeast!
🌱The (potentially) new storekeep under Rozafir is now correctly named Fina instead of Moira
🌱Fixed bug where killing Mihal could cause error loading game in future saves
🌱Fixed issue that could occur with ranged enemies where they don’t search for you after seeing you if they are alone
🌱(New games only) Some of the items picked up from the robbers above Nelu’s inn had items that would drop with 0 durability. This has been fixed and is now dependent on their use during the fight as expected
🌱Possessed child in Garnet Bay can now be gently knocked out *and then* disposed of without causing a bug. Thanks @KED for leading our padurri-possession research team
🌱Fixed dialogue with sick guard at Forten Lazure where the strength-check response text can be given to the wrong guard. Thanks @jombifer!
🌱Aven-Dura guards in West Ruins map now wait 15 hours after the hostages have been returned before heading back to their fort. Thanks @Goblin Darts!

[h2]🌸 Maps [/h2]

🌱Increased collision area around brambles in back of crop goblin fort that you could use W-A-S-D to run past but could not click move through
🌱Decreased health of brambles in Abandoned Farm
🌱Fixed issue where you could waypoint-click across door links in outdoor scenes that are automatically connected, like the bridges near Rozafir. Thanks @Ked!

Updated some render oddities and colliders in:
🌱Forten Lazure
🌱Tombs under Forten Lazure map
🌱West Ruins
🌱Rozafir
🌱Lazure Lighthouse
🌱Act 1 location

[h2]🌸 Gameplay [/h2]

🌱Fixed the sneak gauge staying up when interrupted, now goes away as expected. Thanks for catching that @KED!
🌱Non-leader guards now prioritize a closer proximity to the Leader during combat pathfinding, so they should stay closer in more obstacle heavy areas
🌱Fixed error that could occur when loading new game while sneaking
🌱Fixed issue with boro when performing the sequence of catching a new boro, taking back your previous one, then buying one causing an emerald reduction error. Thanks for catching that @KED!
🌱Fixed an issue that could occur when bound creatures would wait to attack a target if it was innocent and created a victim badge.

[h2]🌸 Controller [/h2]

🌱Fixed mislabeled controller prompt for opening spell and songbooks. Thanks @Boru!

Making Music with the Lyre

[p][/p][previewyoutube][/previewyoutube][p]Working on a bunch of new tracks for an update. Here's Hannah playing it on the Lyre!

♪ ♫[/p]

🌊 Patch 3.15 Now Available

[h2]🌸 Balancing [/h2]

🌱Adjusted enemy bind resistance for early area creatures
🌱Adjusted Pagan fight in NE Stone Bridge to focus on more aggressive spell usage and less sling

[h2]🎨 Visuals [/h2]

🌱Fixed bug where form up circle not showing after Pavura’s conversation but before talking to Mihal
🌱Arrow direction for Defense circle now rotates immediately on click in the direction you pull towards
🌱Fixed an issue when selling goods and having the boro’s pack open, and then switching guard inventories resulting in the camera zooming in
🌱Adjusted visual for pagan’s Vine Rug to be raised a bit more above water-level
🌱Fixed an issue with Act 1 smoke not depthing correctly with renders

[h2]🌸 UI [/h2]

🌱Fixed bug where Mausoleum local map was only showing doors and not areas entered
🌱Game Feed window now displays on top of item labels on the ground
🌱Dialogue Vignette note can now have lines beyond 11 be clickable as expected without closing the note

[h2]🌸 Adventuring [/h2]

If you free the Dolki, they will no longer get victim badges under certain circumstances if attacked while they are running away to their hideout. This caused some issues with turning them (back) in

[h2]🌸 Maps [/h2]

🌱Updated boat collider and water height issue in Lazure Falls in bottom left
🌱One of the Lazure Falls beach landings was inaccessible and is now available
🌱Lazure Falls now exit collider to Rozafir map now accessible
🌱Adjusted dock collider at Lazure Outpost so that boat could not pass under it
🌱Removed the divine ramp in Tombs map under Forten Lazure map

[h2]🌸 Gameplay [/h2]

🌱Fixed issue where the Revive stone icon collider made NPCs non-selectable through it
🌱Fixed some various snags that could happen with bind roll attempts if performing manually
🌱Fixed issue where hovering over bindable creatures outputted message that they would barely resist and should have said will resist
🌱Fixed bug where bind fail and bind success hearts were only playing once overhead of enemies until game reloaded