Folk Tale 0 3 26


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Torrent Hash : 6FF2684BC2D8209DEB94F7C2ED46E54620A67C8C
Torrent Added : 1 Year+ in Other - Other
Torrent Size : 594.45 MB
Stream : Watch Movies Online


Folk Tale 0 3 26
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Torrent File Content (1 file)


     Folk Tale 0.3.26.exe -
594.45 MB



Description



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Changelog:
What's new?  Player: Added monster auto-levelling and challenge balancing; game is now
harder   Player: Added five levels of difficulty settings to the gameplay tab, defaulting to normal   Player: Extremely
basic hero AI has been enabled for non-selected heroes in the player’s party   Player: Reduced hero revive time
in village maps to 30 seconds   Player: Doubled health/power given by potions   Player: Added confirm button to the load
saved game dialog and world map fast travel dialog   Player: Spider waves are now disabled on easiest difficulty setting
  Player: Increased probability of woodcutters planting saplings, and introduced some randomness into which trees they
choose to chop down   Player: Added some basic damage/miss/critical text during combat   Player: Rate of health recovery
is determined somewhat by Vitality score; power recovery by Mind score   Player: Made villagers a little less squishy by
doubling their health   Player: Non military villagers now flee when they or a nearby unit is attacked and they have
less than 50% health   Player: Master volume now fades to 0 when the application loses focus   Player: All needs are now
disabled until the supply wagon has been built   Maps: Campaign: All: Added minimap location markers for all quests  
Maps: Campaign: Shirebrook: Added subquest to place the supply wagon and encourage foraging to help new players   Maps:
Campaign: Shirebrook: Added lesser potion drops in crates and urns   Maps: Campaign: Shirebrook: Bandits no longer raid
when repelling the undead or gladefolk waves   Maps: Campaign: Bandit Caves: Added option to recruit Quixl even if
player initially declines   Maps: Campaign: Glade: Removed needless travel back to Nara after defeating Lilith   Assets:
Audio: Added looping ambient sounds to machines in Mordrich’s Factory   Assets: Audio: Updated magic weapon
impact sounds   Assets: Audio: Added fuse and explosion sounds   Assets: FX: Added explosion prefab that can be
instantiated via workbench (used in Bountiful Bog map WIP)   Assets: Characters: Beastmen: Updated great weapon collapse
animation   Assets: Characters: Beastmen: Updated dual wielding bullock to fix belt   Assets: Characters: Grublins:
Added Urzal (Grublin Boss) with basic animation set   Assets: Characters: Grublins: Added Scruplez   Assets: Characters:
McDougal: Updated knockdown animation   Assets: Characters: Ogres: Updated Murp mesh to fix gap above belt   Assets:
Characters: Ogres: Updated Ogre Zombie mesh   Assets: Characters: Toadkin: Added Blotch (Toadkin Ambassador)   Assets:
Characters: Toadkin: Added Sage   Assets: Kits: Props: Added faction crossbows (04-11)   Assets: Kits: Fishing: Updated
textures and props   Assets: Kits: Buildings: Goblin Village: Updated textures   Assets: Kits: Buildings: Construction
overhauled with more modular pieces   Assets: Kits: Traps: Moved Cage into it’s own kit to prevent pulling in
other assets   Assets: Loot: Added Grublin chainmail armor set   Assets: Loot: Added House Hraun chainmail armor set  
Assets: Loot: Added Withering Dead leather armor set   Editor: Workbench: Added StatisticItem node to track how many
resources are harvested   Editor: Workbench: Added SubQuestLocator and SubQuestLocatorMultiple nodes   Editor:
Workbench: Added ClearBuffs flag to OrderMove nodes, true by default   Editor: Workbench: Removed 'pointInWorld' input
from all quest nodes   Editor: Workbench: Added IsAsset node   Fix: Fixed local rotations on levelup visual effect  
Fix: Added WorldObject to DemolishEffect prefab so it can be instantiated via Workbench   Fix: FOW stopped working after
the world map was loaded   Fix: Beastmen were visible in fog of war   Fix: Set default faction on some humans to be
correct   Fix: Worked around Unity UI bug causing the 'Exit' button on the world map to be invisible   Fix: Rows were
being duplicated in marketplace UI when reloading the map   Fix: Camera rotation could sometimes be restored incorrectly
  Fix: Kenny now attacks after the warning conversation dialogs completes and not before   Fix: Kenny failed to flee if
he was stunned when his accomplices were defeated   Fix: Some variables were not being cleared when loading locations;
could cause minimap decals for completed quests to re-appear when portaling back into a map   Fix: Reduced max distance
from enemy to defeated hero to block revival of that hero   Fix: If players entered then immediately exited the
Desecrated Cathedral, they couldn’t get back in   Fix: Destructible doors are now destroyed with one hit as
intended   Fix: Population wasn’t expanding in sandbox maps other than the starting map   Fix: Camera is now
hard-clamped at edge of map, and soft nudging turned off   Fix: Floating grass can sometimes be left over when
portalling to a different map     Known Issues  Some Goblin buildings had incorrect pivots (especially the farm), and
may need adjusting if level designers have used them in their maps   Scruplez and the Toadkin Sage aren’t fully
implemented as they lack their ranged attack code. They have been added to facilitate the rollout of the next stage of
the campaign


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