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Beta Branch live: Testing Charge Up Attacks

Hey everyone! We've chatted with some of you on expanding activity to be done between dome-attack actions and we wanted to address this. Updates later this week will feature other ideas that are getting in regardless, but we wanted to put up a basic gameplay test for charge-up attacks.

This is now live on the beta branch, password:
BfFTestingBranch

To Note:
  • There is a new hotkey, defaulting to Shift, where you can attack in place, otherwise you just left-click on the target.
  • You cannot target non-hostile characters in this beta build.
  • This is not integrated with controllers.
  • Padded enemy HP definitely warrants the Mark action (previously Critical) to have the party be able to do more damage to them
  • You can load any existing save file or start a new one


More info here:
https://steamcommunity.com/app/3172700/discussions/0/4699036262719311672/

Keep in mind this is just a gameplay functionality test, numbers are padded to allow for the added attacks but were not focused on. We think there are pros and cons to this idea, it simultaneously adds more player input chaos but focuses the party onto single targets. It doesn't change the overall feel but it is more visual stimulus, maybe making it feel less controlled.

Please let us know what you think on this post or the one linked above! Even if we don't use it we thought it was an interesting test that could fuel additional discussion and ideas. Regardless of if we finish integrating this we're in the middle of doing these updates to the main game system:

  • Companions can revive other companions during combat
  • Companions can heal other companions
  • Enemies with unique attack behavior and AOE tile effects to get characters to move around
  • Health orb pickups that lob from enemies killed/hit
  • Spirit pickups that lob from enemies killed
  • Potentially Directional hits for sides/backs of targets doing more damage to get characters to more strategically move around


Patch 1.29 + Hotkey Companions

[h2]Additions[/h2]

~ Added: Party can be selected with hotkeys, adjustable in the Settings menu
~ Added: When companions are grouped together in the tactics menu, they will prioritize attacking the target that the group leader (noted by the heart icon) is attacking
~ Game feed shows your given spell name and not standard effect name

[h2]Art Additions/Updates[/h2]

~ Updated Crop Goblin art
~ Possessed child rings now have custom models/inventory items renders
~ Circlet of enameled flowers now has a custom model/inventory item renders
~ Updated spellbook inventory item renders and grid-size

[h2]Fixes[/h2]

~ Fixed graphics issue with shadows casting as long rays in some perspective camera scene areas
~ Fixed bug where ghosts could quip
~ Fixed issue where NPCs who move to engage dialogue with you can talk to you while sleeping
~ Fixed bug where chests could be lock picked after broken after saving and loading the game
~ Fixed bug where sometimes NPCs eyes stay shut in dialogue or vignette
~ Fixed bug where you couldn’t leave the combat dome after selecting a spell and right clicking to cancel it

[h3]UI[/h3]

~ Fixed visual bug on NPC detail card where text could overlap if name was too long
~ Fixed bug where you couldn’t drag hotkey onto A
~ Fixed issue where companion AI was switching weapons but companion docks were not updating highlighted weapon to match
~ Fixed bug with spellbook where spells could be indented left outside of book

[h3]Ruleset[/h3]

~ Fixed bug introduced in 1.27 where multi-hand was not leveling up with second attack
~ Decreased torch lit time
~ Updated defending to not utilize any RNG to determine outcome. This is now determined only by the timing of pressing it with the incoming attack

Patch 1.286

[h2]Updates[/h2]

~ Updated HUD so [Tactics] button and [Show All Items] buttons are easier to see
~ Added a day timer to bone piles so they don’t stack up infinitely with respawning enemies and slow down scene loads
~ Clock button hover shows prompt to rest and updated time formatting

[h2]Art Updates[/h2]

~ Updated art for Shroomer Flyers, Red Bakkas, Stick Bakkas, Sand Foxes, Long Legs
~ Update Long Legs animation and pivots to be tighter to their tile-radius and less wonky
~ Update pivot animations for Greva
~ Updated character models so sash collides correctly with legs

[h2]Fixes[/h2]

~ Fixed bug where bone piles weren’t showing until reloading game
~ Fixed spelling error in Act 1 Viorica’s dialogue
~ Fixed error where time was not resetting between Act 1 and Act 2
~ Fixed some issues with extra party positions staying behind as green dots on map
~ Fixed problem with local map where map pins can leave border
~ Fixed bug where you can click on a pin while typing box is still up and you can’t drag pin correctly after that and it causes errors with the note text label
~ Fixed issue for new games where lighthouse is cutting through Fog of War before entering it
~ Fixed graphics issue where parts of Abandoned Farm map could have diagonal shadow lines clipping through it - only happened on Windows
~ Fixed bug where hearts in formation menu remain when moving from act 2 to act 1 via saves

[h2]Controllers[/h2]

~ Fixed an issue with the tips menu not working with controllers

Patch 1.285

[h2]Balance: Enemy Behavior[/h2]

~  Balance testing: Increased most enemy Action times, have the less intelligent enemies move around less during combat
~ Less brain-heavy enemies have behavior to move around more in combat to make them easier to track and hit and not attack as frequently. This patch has this wandering reduced to make them more grounded

[h2]Updates[/h2]

~  Updated inventory to allow picked up items to stack in both belt slots and bag
~ Camp at the north of Abandoned Farm map leaves with boats as intended a few hours after you finish their quests
~  Game feed calculations show repairs & patching
~  Game feed calculations show intercessions calculation

[h2]Fixes[/h2]

~  Fixed issue where you could not use escape to leave controller mode when main menu is open
~ Fixed some issues with companions make path in unexpected direction after changing rooms
~  Fixed bug where resting with blanket can be interrupted when seen by enemies and time does not pass but healing still occurs
~  Fixed graphics error where possessed children could have both Pasaaran feet and sandals
~  Fixed graphics bug where elyxir explosion could play twice
~  Fixed some issues with indoor perspective camera shadows and objects that shouldn’t be casting a shadow

[h2]Intercessions[/h2]

~  Fixed bug where second hand weapon intercessions were not working

[h2]Interface[/h2]

~  Updated perspective map views to fit non 16:9 resolutions correctly so full map image can be seen and exits can be clicked on
~  Fixed bug where equipped arrows, vials and darts where not updating stack size when going into equipped slots from arrow kit
~  Fixed an issue that could occur when peddler inventory is full
~  Fixed bug where weapon selected in companions docks not saving
~  Fixed bug with selected arrows not always showing blue glow correctly~  Fixed an odd visual error where dragging an inventory item onto a companion and then immediately closing it still showed an indented inventory slot on the giver. This indentation now updated immediately 

[h2]Controllers[/h2]

~  Fixed issue with controller where control scheme layout doesn’t show up until reload


NEXT UPDATES:


The focus of the next updates are continued fixes preparing for the 1.5 dryads content update and 2.0 with the first additional maps.

We have some quality of life updates on the immediate docket, some auxiliary balance things outside the ruleset (peddlers will now save known items sold to them and depreciate their buy value), as well as as a slew of art additions and updates like HUD updates, some more creatures and NPCs.

[h2]Balance and Gameplay Updates[/h2]

The witch cauldron is brewing for week 4 of Early Access, and we're stirring in the culmination of ideas and thoughts we've had and forming something tangible from what all we've heard from you guys. Before we uproot some ruleset numbers we wanted to focus on what happens between your dome attacks.

In short, the first things we're trying for that are:

~ Enemies have more tile-spread volatile and directional attacks to require more mobility
~ Addition of Charge-Up attacks where you can directionally do weaker attacks at-will outside the dome to fill up for a more potent attack and/or increase speed of Action Time
~ Button for directional hop for physically evading, Block still working with improved visual for perfect blocking timing
~ Some song buff ranges acting as smaller long-lasting auras for companions they have to be near to get the buff stack from
~ Option to raise up incapacitated companion when holding on them for brief time
~ Spirit now comes out as tile effect, anyone/anything that casts spells or has a spellbook can absorb them by competing to run over them manually
~ Dome attacks are still primary damage dealers, and have increased fill time

We'll be implementing these on a separate beta branch to get your feedback on. We'll let you know when that's live and would love your thoughts. If we do the Charge-Up attacks, we'll be doing the ruleset rebalance with that in mind, so this would have to get the go-ahead first.

Hotfix 1.283

~ Fixed bug introduced in last patch involving rare occurrence of incapacitated enemies causing a crash