Home Products Changelog

Release Notes for Banquet for Fools

Patch 6.25

Additions

- Settings menu: Added F-keys into the keyboard for hotkeys


 

Visuals

- Adjusted awesome dialogue vignettes with the speaking character’s placement


 

UI

- Your guards now quip what happened if if they can’t move an item into another guard’s bag (from either being too far away or full)

- Fixed an issue if you had “click to move” turned off in the Settings where you couldn’t close a Form Up circle by clicking the “X” attached to the circle

- Fixed typo in name generator for “Ahovira,”

- Can no longer access the menu to load games during an in-game cinematic

- Fixed a typing issue with naming a Boro where a previously typed name could come in if you had just named a different one


 

dventuring

- Slingstones now have a chance of being found in a map like other natural resources

- Changed timing on some events to only take an in-game hour to progress after being triggered (like dolki, healing headwraps)


 

Maps

- Fixed a map exit in the Din Varens bar that could be selected to return to the same room you were already in if a character was rammed into the doorframe far enough

- Fixed an issue in the Forten Lazure barracks where some sleeping guards were able to sleep soundly despite parts of their heads being rammed through solid rock

- Fixed some colliders in Sandbanks that blocked a path around a pond

- Fixed some visual oddities around the exterior of the Lazure Falls map, as well as a rebake of its local map

- Fixed some visual and water issues in West Ruins


 

Controller

- Fixed an issue that could have resulted in the Boro and Trader menus getting messed up

- Can now open the Boro menu while trading

- Can now talk with Boro to swap with a herder


 


 


Patch 6.241

UI

- fixed an issue allowing to creat ea spell with a repeat name that would fail to generate, now requires unique name

- corrected outdated trader language on the guide


 

Balancing

- the white greva is no longer so trigger happy with its root wall spell


 

Gameplay

- fixed a freeze that could occur when attacking your spring goddess acolyte allies in the prologue before they can start dialogue

- fixed an issue with the gravekeeper north of the mountain where it wasn’t triggering a quest end screen on death


Patch 6.24

Additions

- Character creation - new name generator with customary names per race

- Character creation - new pre-made party options that can automatically generate 4 guards that can be edited


 

UI

- Fixed issues with drawing/pinning on Act 1 map

- Fixed inconsistencies and visual oddities with the potential follower portraits in docks and tactics menu, now the 50+ optional support creatures have standard portrait images


 

Adventuring

- Pedlars are now labeled more appropriately as “Traders”

- Lachovinian daggers and axes are now correctly marked as contraband

- Fixed some grammar with Dioniso dialogue in the Aven Dura forest

- Fixed some situations where support guards wouldn’t enter a Form Up as quickly

- Fixed some pathfinding bugs with support guards during exploration

- Fixed a bug where vine rug could remove itself while party was still standing on it

- Improved enemy navigation to be smoother when closing the distance with targets in combat


 

Maps

- Corrected a beach exit near Rozafir where a stray tile existed on the other side of the river a guard could jump to when exiting the boat

- Raised ground collisions in area with goblins in Abandoned Farms

- Fixed some environment render anomalies with shadows in Lazure Falls

- Complete Inivimona map image now available to uncover

- Fixed some environment art in Lazure’s Western Waters

- Fixed some environment art in Forten Lazure

- Fixed some colliders on a southern beach in Sandbanks

- Fixed a seam in the renders of the Padurii map

- Fixed a collider with a railing you could pathfind-click through in map west of the Dura forest


 

Gameplay

- Fixed bug where partial XP was given twice when killing a stunned enemy (before it got up again or a new creature replaced it)


Patch 6.231


Patch 6.23

Visuals

- Fixed issue with a bound cat's portrait not showing correctly

 

UI

- Fixed an issue that could result in overlapping items when quick-moving them into the boro’s bag

 

Adventuring

- Fixed an issue where Odalis wasn’t good enough to use her circlet’s intercession since the last patch

- You can now pet bound cats as a group with one click, if they are willing to get close


 

Gameplay

- Fixed an issue where combat wasn’t ending consistently while enemies were out of sight but still nearby

- Improvements with support navigation when running to Form Up circle

- Fixed bug where Stefan-sone in the cellar was using male voice


 

Controller

- Fixed Main Menu Continue button for controllers


Patch 6.22

Visuals
- Fixed a physics issue that could occur with dead chomp spider models

 

Gameplay
- Fixed an issue with combat starting with enemies within the fog of war/outside view
- Fixed bug with combat not ending sometimes due to enemies outside view
- Fixed a pathing issue with the little fairies in Lazure Falls where they could pop into a new location from their cliff


Balancing
- Adjusted various enemy sight radius


Patch 6.21

Patch 6.21

UI

Gameplay



 


Update 6.2

Additions

- Save Menu: Additional 4 rotating auto-save slots

- Save Menu: Now feature player names on the right

- 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


 

Visuals

- Updated Vol tree dialogue vignette

 

UI

- Ghosts now have portraits when following you (and in groups screen)

- Continue button added to main menu to automatically load most recently saved game (only available after your next save when you play next)

- 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


 

Adventuring

- Enemies are more willing to follow you from map to map or room to room (like the white greva)


 

Gameplay

- 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.



 

Controller

- All the additional menu functionality and hotkeys variations have been included for controllers



 


Patch 6.13

Performance

- Removed a remaining reference to the guide videos that could have caused performance issues after using the guide menu


 

Adventuring

- Fixed a bug that capped party at only one boro receiving Vol’s blessing from the fairy pond, now any new boro can receive these

- Fixed a bug when trying to turn in a chalk rubbing with Valentina while also being able to discuss a seed situation, leading to a dialogue error where you only receive XP from one of these events


 

Balancing

- The frog known as Vesa has more health

- Skeletons that toss their regenerating spines have better aim and hit harder

- Armed skeletons have more weapon skill and hit harder as well as increased action speed


 

Gameplay

- Support guards will no longer charge while in a form-up, only kick and attack

- Support guards now share their last known positions of enemies amongst each other, allowing for them to target visible enemies behind superficial or environmental walls blocking their sight

- Support guards no longer finishing closing a gap on a target, dodge or block when a new form-Up circle is made, allowing them to get there faster - they’ll only finish an existing attack.


Patch 6.12

Visuals

- Pinning a small lizard now uses the correct pinning animation

- Silver shroomer blood mask (the health visual) is now visual


 

UI

- Fixed an issue that could result in hot keys overlapping


 

Gameplay

- Support guards with spell books will now cast spells as expected automatically

- Support guards with charm bells will now bind as expected automatically

- Support guards have increased priority to move through hazard tiles depending on the situation


 

Controller

- Fixed a bug with quick-equipping items while at the Pedlar


 


 


Patch 6.11

Visuals
- The little bugs you can step on now cast shadows!
-  Field Assembly Kit: the appropriate globe item is shown as an icon instead of the vial

 

UI 
- Groups: You can now start typing immediately after clicking the icon to rename a group, instead of having to click inside text field

 

Gameplay
- Ghost ailment only happens on hit, and can be prevented while wearing Runic Head Wrap
- poison tile effects are removed after being stepped on
-  fixed issue where support guards wouldn’t respond after changing groups while in a mobile form up
- Improved responsiveness of melee combatant support guards during various combat situations
- Fixed an issue where support guards could hold for a moment before going through combat routines  if party leader wasn’t moving during combat 
-  fixed a bug where groups were keeping rally attacks from moving to locations

 

Controller 

- Added auto-equip functionality for items inside guard’s bags

 



 


Patch 6.1

The new and improved tactics menu for setting up group and combat behaviors is now live!

It allows for some arranged formations in and out of combat that weren’t previously possible.


 

You can now group similar characters together and they’ll stay near and guard one another, flank as group, and have quick getaways with the whole party.


 

How it works:


 

Each of the 4 groups can be designated a head(temporarily changes to whoever you are playing as if you’re in the group) and up to 6 support characters


 

The characters in a group prioritize sticking together as a tighter blob, similar to how the guards move outside combat now. If you're not playing a character in a group, the support will stick to the group's head


 

A support head's position is based off their weapon (and behaviors from the bottom section of picture). Support will still always dodge/block if they can but try to stay close to the group head before doing actions


 

The bottom tray is a free-for-all bucket, characters act how they do now if left in there


 

Groups activate anytime combat or form ups are active, so now you could form up circle somewhere and then flank as a group instead of individually in or out of combat


 

Mobile Form-Up!


 

Designating a form-up circle on the ground creates an area the support guards will prioritize staying in for defensive or offensive purposes. You can now designate a character to be the center of the form-up, and the support guards will stick to them.


 

This allows for quick getaways, or engaging a brawl similar to when you are on the boat - your guards will attempt to be a compact blob at all times and only attack when they are close enough to the enemy - more so if you’re not actively not on the move. So with some careful maneuvering as the leader, this is an effective way of avoiding fights with lots of damaging tile effects where you can more precisely control where everyone is. Using this mobile Form-Up overrides any Groups, so you can activate this at anytime to wrangle in the whole crew.


 

 


 

Behaviors:


 

There are additions to the options you can set per-guard as well.

For item usage, you can now set:


 

How low can health drop before using a belt item?

How difficult will a fight need to be to take a stat-buffing item?

How low can a friend's health drop before sharing an item?


 

With that last option your guards can now take a turn to automatically heal their fellow guards with their belt items!

Techniques can be set for:


 

Charging frequency?

Kicking frequency?

Pinning frequency?


 

We’ve had some requests for combat options for the guards, and have added in:


 

How many spirit bars need to fill before casting at will?

Switch weapons at will?

Binding frequency?


 

Arranging these with groups in mind allow you to dictate who’s using stamina for what purposes, like who’s aggressive with techniques or who’s more focused on saving stamina for dodging, and who’s taking turns healing themselves/others, and where they will be located in a brawl.


 

While all these options provide more control, the party’s effectiveness will still rely on a good foundation of skills, equipment and power of friendship/techniques between the guards. This also allows for various niche skill arrangements in parties to survive, like having more utility guards that stay back or are primarily used for summoning/binding/casting.


 

Log:


 

Additions


 

-Improved Tactics menu grouping behavior for the guards as well as additional combat behavior routines

-Mobile Form-Up addition if you select any guard/portrait instead of the ground

-Spell book auto-casting toggle has changed to a behavior slider in the tactics menu. The options you have for this are “never” or requiring 1 - 3 spirit bars before autocasting. *This will default to requiring just 1 spirit the next time you play the game


 

UI


 

- Fixed issue with elyxir crafting where if you were using components from the belt slots they wouldn’t remove correctly if there was a stack

- Multi-hand damage and Chance to Hit show in the Character Sheet formulas when a second weapon is equipped (or second fist if Multihand skill is greater than 50)

- All menus now close automatically if they were opened in the brief window between the camera panning to a character to for dialogue

- Fixed a rare hud issue with the portrait docks where the icons could be removed and not return after loading due to a rounding position of their placement on the screen

- Fix for the Dazzling Whip not showing its Rally attack gains correctly in its properties description

- Fixed a bug when using chalkrubbing kit twice in Forten Lazure tomb could result in issues


 

Adventuring

- Fixed an issue with the padurii mother’s vine waves causing an infinite damage loop and subsequent crash when wearing the Moon’s intercession ring

- Fixed a possible instance when purchasing new song books for your guards where the NPC was incorrectly determining if the party needed them or had the emeralds for them


 

Visuals

-Fixed some wonkiness with the witch’s hair in Forten Lazure


 

Maps

- Fixed a map exit issue between the Bog and Ruined Temple where middle exit did not go to correct location


 

Balancing

- Decreased damage from blue bog flyer’s spit attack

- the intercession “Grace Note” damage output no longer is reduced by armor, because it’s magical and from Chora who doesn’t care about armor


 

Gameplay

- Fixed an issue for support guard pagans in the party automatically casting spells again if their spell book was removed and put back in their inventory

- Fixed a situation that could occur for support guards not following leader after combat ends

- Fixed bug with a horn song bought in Aven Dura applying to party instead of enemies

- Fixed an issue that could result in support guards hanging back at the beginning of combat

- Fixed a bug resulting from charging sea creatures from land if they were targetable

- Can no longer charge or kick flying creatures



 


Patch 6.031

UI

- Changing rounding inconsistency on Action time reduction from jewelry

- oar whack action: says “whack” instead of pin on hover over targets

- Removed licech from Abandoned Farm chest


 

Adventuring

- Fixed bug with boro stats wildly increasing for some non-english language based games

- Fixed typo with Remus dialogue


 

Maps

- Fixed visual bug with fairy circle in Lower Sandbanks


Patch 6.03

Visuals


 

- Demo also updated with latest fixes


 

Visuals


 

- Armed ghosts have corrected animations when being pinned


 

UI


 

- Removed smaller note length limitation during conversations

- Fixed an issue with using game feed and spell book after the Guide menu was opened

- Act 1 Asal no longer defaults to two grid columns for his dock

- Fixed spelling error in guards huddle dialogue after destroying a giant sea monster


 

Adventuring


 

- Fixed an issue with the giant Sea Monster battles if the finishing blow occurred while they were in the middle of descending under water for cover

- Fixed a bug with boro stats that occurs in language files that use commas

- Fixed bug where giving runic head wraps could result in inventory errors and causing incorrect response options

- Corrected two Lachovinian ring bonuses that weren’t being accurately added to the character wearing them


 

Maps


 

- Forten Lazure: has a collider fixed so the coastal Amethysts are now accessible again

- Lower Sandbanks: Beach exit near a cave on south side is now accessible

- Lower Sandbanks: Fixed incorrect fairy chatter

- Lazure Falls: Fixed bug with goblin hole where KO guards or guards inside form up circle were not joining remaining party underground as expected. Also fixed an issue resulting from repeat jumps down the hole


 

Gameplay


 

- Fixed a bug which resulted in resurrected guards teleporting to the leader’s side during combat if offscreen


Patch 6.02

UI


 

- Fixed an issue with portrait grid when a guard is KO and the grid is hidden, the dragging handle is left behind at whatever width you had chosen. It’s now hidden like the rest of grid during this.

- Fixed an issue with boro pack when stacking on top of an item stack that would reach greater than the maximum stack size with the difference not being accurate. The new pile is now correctly difference


 

Pagan summoning and Binding


 

- Fixed bug with summons casting where spells that can cast more than one at a time did not show cost correctly

- Fixed bug with summons cost where sometimes percentages and caps were displaying inaccurately


 

Adventuring


 

- Fixed an issue where there could be small stutters periodically on combat starting under certain circumstances

- Fixed various colliders around areas where you can create root floors in the Sandbanks Map.


 

Demo


 

- Demo has been updated with newest additions from the last few updates

- Fixed an issue in the demo with the pre-made party pagans and their Spirit


Patch 6.01

 

Additions

- Added various animations to Volling NPCs for drinking and for merchants


 

Visuals

- Slowed down movement speed of town residents


 

Summons / Binding

- Fixed an issue where summons weren’t always healing the designating amount of health when resting with a blanket


 

UI

- You can now create more than 100 items at a time with the Field Assembly Kit

- Ammo backgrounds are more noticable



 

Adventuring

- Fixed Merchants resupplying their wares at the correct locations

- The Southern tower door on the map “Inela’s Gate” now opens and closes from the top like the other towers



 

Maps

- Various collider fixes in West Ruins

- Various collider fixes in Forten Lazure



 

Gameplay

- The Technique “Pin Spin” now always knocks back nearby enemies while spinning your target, and now damages the thrown target as well as stunning them

- Fixed some issues with NPCs moving backward when they are closing in on a target

- Fixed bug with Logger and Dragos in Aven Dura not showing action bar timer during challenge

- Fixed various issues with the Aven Dura logger challenge

- Fixed some errors that could occur under certain circumstances when selling items from the boro’s pack directly to the peddler


 


 


6.0

Additions


 

- Finished soundtrack with 30+ tracks



 

- Enemies have new brawling behaviors to keep distance from guards when they can until they want to attack


 

- Map addition: Eastern Sea

- Map addition: Bog

- Map addition: Ruined Temple

- Map addition: Inela’s Gates

- Map addition: Southeastern Sea

- Map addition: Skilpia Passage

- Map addition: Sandbanks

- Map addition: Lower Sandbanks

- Map addition: Southern Tower

- Map addition: Ameythevia Sea Route


 

- New enemy: Lachovinian ghost with weapons

- New enemy: Lachovinian ghost with bone throwing ranged attack

- New enemy: Skilpi boat riders

- New enemy: Carrion God Acolytes

- New enemy: Greva type Prelli

- New enemy: Padurii

- New enemy: Padurii hands

- New enemy: Padurii eyes

- New enemy: Brawler Imps

- New enemy: Imp spell casters

- New enemy: Small imps

- New enemy: Shroomer bog flyers

- New enemy: Bog shroomer

- New enemy: Fast shroomers


 

- New items and equipment


 

- Additional chests, hidden chests, and locked chests scattered across various previous maps



 

Music



 

- Completed soundtrack with remaining music added



 

Visuals



 

- Fixed missing texture on the hilt of Rosica’s whip

- Updated Boro textures for all varieties

- Updated Imp textures, new imps have unique art

- Fixed an animation issue with whips that could result in their size being incorrect while walking

- Made edges of revealed fog of war on Local map less sharp and softer

- Fixed Mac issue where portraits could flash white when loading a new map


 

UI: Portrait Grids


 

- Portrait grids now just scale to a custom column count. Additional grid slots (ammo,items,summons) keep new rows to this width until they can’t populate any more downward, and then would create another column

- Portrait grids now detect when another portrait grid is too close to them, no longer adding grid slots under each other

- Updated Boro portrait design to take up less space and show name

- Fixed a bug where your custom portrait grid sizes didn’t always save exactly when new grid slots were populated

- Fixed an issue where sometimes a new bound creature or summon’s grid slot could be temporarily not sized correctly


 

Summons / Binding



 

- Less damage, more health

- Penalty based on individual, not party

- Disappear when you leave town, unless in combat

- Difficulty triangle and description shows correctly in spellbook

- Can now dismiss bound creatures and summon in their portrait grid slot

- Hovering over portrait of summon/bound creature now highlights the character in-game


 

UI


 

Tavern song is now linked to the music volume slider instead of the sound effects slider

- Fixed an issue with giant beast fangs not taking up the correct number of inventory spots

- Fixed a few hotkey selections from not displaying the correct symbol in the control hints on the HUD

- Fixed the hotkeys working for delete key and question mark key

- Fixed an issue that prevented dragging hotkeys for arrangement when using a mouse if they were grabbed with their text field specifically

- The Technique menu now immediately continues to EXP purchasing after selecting the starting three abilities, instead of having to confirm them. You can still reset them up to selecting the third.

- Fixed an issue with song icons not showing in docks immediately after equipping or unequipping an instrument



 

Adventuring


 

- Pedlars now struggle to resell important items if you sell them off. A corrupted fairy, in this economy?!

- Fixed an issue that could results in the bandits on boats in the sea south of the Forten not becoming hostile when helping the merchant

- Fixed an issue with giant beast fangs not being able to be made into giant beast fang arrows

- Fixed an issue with resting with a blanket that could result in not healing to 100%

- Opening chests now has their content fling out closer to the chest’s location, and spread less widely if there are numerous items

- Fixed an issue that could occur after completing a boro shrine where the camera was unable to move until switching guards

- Shroomer Growth in caves under Forten Lazure has updated visual and death explosion

- A pagan oriented guard will mention stopping at the Vol tree when passing by the one in Forten Lazure the first time, to help indicate where and what they are



 

Pagan Spells


 

- fixed a behavior where support casters could fruitlessly cast ground spells against flying enemies



 

Maps



 

- Lazure Falls map: Fixes water height where your boat could look too low in it

- Forten Lazure Map: Updated environment textures in Forten Lazure and added more details in exterior

- Forten Lazure Map: blockaded a sailing area in the southern part of the map from allowing you to ram ashore without an exit

- Forten Lazure Map: Updated various wall collisions for more accuracy

- Abandoned Farm Map: fixed the fog of war revealed local map picture with water displayed again and without temporary objects



 

Gameplay


 

- Replaced some previous enemies on seas with new Prelli creature

- Fixed an issue with critters on the ground sometimes overlapping while navigating and moving onto new tiles together

- Fixed bug where leader could briefly stop moving when an enemy is sighted if they already had a path

- Fixed an issue where a support guard could have some hesitation before initiating combat behaviors after being revived during combat

- Unlocking the revive technique during combat now displays the revive gem above any previously knocked out guards for the player to see immediately during that combat encounter

- Fixed issue where musicians were sometimes glowing purple after combat ended

- Baby spiders move a bit faster


Hotfix 5.22

Hot fix for a spell targeting issue found:

Additions
- New exploration music added

UI 
- fixed an issue with spell cast targeting not working under particular circumstances
- fixed some text in the Aven Dura healer conversation

Adventuring
- fixed an issue where the exile Valkis could prompt getting a victim badge when confronting the party. nice try Valkis

Balancing
- Vol circlet now generates passive Spirit again


Patch 5.2

Patch 5.2



 

UI


 

- Initiative is now displayed in extended stat sheet - based on Sensory, Aura and move speed

- Fixed an issue where opening the game for the first time, the hotkeys ‘Talk’ and ‘Exit’ were overlapping in the Options menu

- The Action Bar now stays up/comes back up after performing any action that uses it and while it is refilling - inside/outside of combat (like attacking bramble)

- When using the “say something” action, you can now press enter to cancel the chat bubble if nothing is typed in yet

- say/sneak/charm icons no longer keep circle on action bar after use

- Stamina modifier could have displayed total incorrectly - fixed to be accurate


 

Visuals


 

- Fixed bug where Pasaaren tiller feet were not showing correctly


 

Adventuring


 

- Added the “list of prohibited items” by scrith-sil Mihal, placed about in numerous places

- Added notes to and from the scrith-sil Virginia of Aven Dura related to the story

- Moved the guard’s quip about the crop goblins under Rozafir to the beginning of the cave so it wouldn’t overlap with combat quips related to it

- A few of the food items being sold by the barkeep in Rozafir were spoiling more quickly than intended. You now have the intended 8 days to enjoy your stuffed squash, though I imagine for taste it's best eaten early.

- Fixed an issue when returning to Radu after resolving the licech mystery that could result in a conversation loop of claiming the reward

-Fixed an issue with Dionisie that could have him return to the chamber he’s found in and not having the correct dialogue


 

Maps


 

- fixed a perspective shot collider in one of the hallways in the tomb where you meet geofri


 

Balancing


 

- Greva now immune to poison

- Bound creatures and summons melee attacks now use their ‘unarmed’ skill instead of a fake weapon. Unique abilities still use their own damage and haven’t been changed

- Unlocking the Rally Combos starter ability in Techniques now provides a greater share of that section’s rally generation boost, rather than the subsequent rally combo additions you could get after in the section. This boost isn’t listed (all the ability/technique sections that use rally provide a rally boost), but the Combo attacks have been flipped so just unlocking the main one gets a good amount of it, and the combo additions less.


 

Gameplay


 

- fixed an issue where enemies chasing you through maps (with the load) could be stored and loaded in unexpectedly if you save/load mid-chase

- An NPC’s bound creatures are now more aggressive during the start of the fight and will engage with who their owner sees quicker

- Fixed an issue where bound creatures of NPCs could turn non-hostile after their owner is knocked out or killed. Presumably due to sadness. In any case they now continue to be hostile as intended

- Some summons could immediately have a full action bar and attack in quick succession, fixed (sorry)

- fix a situations outside combat where characters may temporarily no longer follow the leader

- potential fix for characters getting stuck in place during combat when moving over a knocked out body or corpse

- Fixed issue after helping Aven Dura and asking the boat captain for travel in Forten Lazure causing an issue

- Fixed issue with Wine God’s ring where health was being removed incorrectly from wearer

- Possible fix for camera getting stuck in combat after shifting to follow combat dome target

- Can no longer save while (successfully) sneaking

- Fixed an issue where the guard you’re controlling could run back to a previously clicked waypoint if you were hold-dragging and released the click during specific situations


 


 


Hotfix 5.131

Hotfix 5.131
 

UI

- Fixed bug with a pedlar’s item descriptions not working when a runic head wrap is in inventory

-  Fixed bug that could result in a blank quip popping up when opening boro’s bag

 

Gameplay

- Fixed a dialogue bug with the Aven Dura captain restarting their event after resolving it


 


5.13

Patch 5.13

 

Audio

- Fixed a new issue playing a volling voice for an empty character when a character only animates during a dialogue vignette (like the Pavura at the start)

 

Visuals

- fixed an issue with the shadows in the Pavura’s office when standing near the door

- Fixed an issue when entering the Aven Dura map triggering a fog of war vantage point near the west fort wall automatically


 

UI

- silver scale stonewood armor now has correct inventory art

- Fixed an issue if you start a new game and head directly to Aven Dura to get gate password, resulting it not generating immediately

- Fixed a new issue that resulting from saving the game in the save menu and then immediately pressing ESC, resulting in the menu not coming up until pressing it again

- Fixed a bug where tapping ESC quickly in succession leads to the UI not displaying

- Fixed an issue where Radut’s portrait stunned badge may not appear immediately if you KO him


 

Adventuring

- additional checks for timing based quests

- corrects potential issue that could result in the shroomer armor merchant not detecting you’ve waited long enough

- Fixed bug where the bone pagan in Aven Dura could temporarily remove intercession buffs when healing

- Adjusted your guard’s planning dialogue after finding a spy, being more specific with when they should be looking for something and the repercussions of the situation

- Fixed an issue where Dragos could not return to the bar when attempting to sober him up multiple times

- Fixed an issue that could occur when returning to speak to Dan or the Dryads after playing wingman for Dan. Thanks for catching that one @shanara!

- New models and art for all the heavy circlets embellished with either one or two gems: citrine, garnet, ruby, amethyst, emerald, opal



 

Maps

- Put an an additional check in the tomb below Forten Lazure for if you manage to get into the inner sanctum without the doors saving that they have been opened - exiting the inner sanctum now verifies this has to be the case


 

Balancing

- Increased weights of amphoras and food pots

- Bound creatures - decreased ‘weapon’ damage of some creatures

- Bound creatures - now subject to their action bar’s wait time at combat start

- Decreased the fauna spell damage output of some volling/skilpi pagans



 

Gameplay

- Fixed a missing word when guards are complimenting another’s rollies fauna spell

- Fixed an issue that could result in vine walls staying active through loading if they were cast and active when selecting a new game to load

- Dragos no longer can multi-hit your party as they cheer your combatant on during their brawl

- Fixed a rare issue that could occur when an NPC’s summons are still active when you die, and if you reload on that scene they could still be active


 

Controller

- Fixed issue with leveling up where controller focus can move to items on the ground and soft lock the game

- Possible fix for Load Menu remaining interactable while graphics are invisible during gameplay and with Character Sheet open

- Fixed bug where Action Bar could still be navigated through while Quest End cinematic playing


 


 


5.12

Holiday Hat Contest Update 5.12

 

Additions

- Added four Twilight Revelry hats in a chest by the training circle near the tower

 

UI

- silver scale stonewood armor now has correct inventory art

- Fixed an issue if you start a new game and head directly to Aven Dura to get gate password, resulting it not generating immediately


 

Adventuring

- additional checks for timing based quests

- corrects potential issue that could result in the shroomer armor merchant not detecting you’ve waited long enough


 

Maps

- Put an an additional check in the tomb below Forten Lazure for if you manage to get into the inner sanctum without the doors saving that they have been opened - exiting the inner sanctum now verifies this has to be the case


 

Balancing

- Increased weights of some inventory items


 


 


5.11

Patch 5.11


 

Visuals


 

- Improved sea water on the Rozafir map

- Improved rivers and pond near the rain god statue in the West Ruins map

- Some additional checks to verify positions of characters that were getting shy during character creation/character sheet resulting in them temporarily disappearing



 

Audio


 

- Updates some voices


 

Adventuring


 

- Boat captain at Forten Lazure warns of heading into high level areas

- Fixed a bug in Act 1 wheresome arrows and a wine that can be picked up came in full stack size instead of the set amount


 

Balancing


 

-Increased potency of “Armor’s Ease” for any *new* intercessions made with her


 

Gameplay


 

-Vaha’s “Armor’s Ease” Intercession now increases Evasion as expected

- Fixed a scenario for when characters appear to be stuck on one another, could happen right after going through a door


 

Hotfix 5.111

- Correcting videos for some players potentially not playing depending on their device (demo and main game)


 


 


5.1

  Update 5.1

 

Additions 
-New Maps: The Meadery and surrounding area is now available (accessible south of Din Varens via sea)
-After combat the guards can now quip about various events and occurrences that had happened
-New creature variations and items
-New lock-breaking requirement roll
-You now lose some health when drawing blood runes on vol trees
-The trickster god’s imp rats can potentially occupy any uncharmed chest. (Spoiler: there are no charmed chests in Invimona)

Visuals
- updated bee creature model and texture for various enemies/summon
- updated a Garnet Circlet pivot to be placed correctly
 

 Audio  
- updated sailing track

UI 
- “Scrap of Linen” image of note now shows correctly in inventory when right clicked
 

Adventuring

- fixed bug where you could click on a land-based map exit while in your boat and party would get stuck 
- Changed some quips for potential exiles on the island
- Changed some dialogue of guard captain Dionosa to be more accurate
- Corrected item weight of garden lever
 

Maps 
- fixed a map exit moving from the north land exit of the Lazure Lighthouse to the Aven Dura Forest
- Fixed some navigation issues on the top floor of the Aven Dura Gadaar’s building
- fixed some navigation issues that could result from a Form Up when under the NW tomb corridors
 

 Balancing 
-Lock challenges have updated armor values for to higher challenges with new lock breaking stat
- Grave Keeper Lord in Northern Pass map now more dangerous
 

Gameplay 
-Pinning a non-hostile target outside combat now makes them immediately hostile and gives a badge
-Changed friendly fire parameters for in/out of combat and how NPCs react
-Pagans now have new checks for where to cast area spells
-Characters have new checks to avoid area effects (creatures depending on intelligence level)

- Fixed bug where you couldn’t turn felons in with Aven Dura guards

-Some area effect spells now can affect both party members and enemies



 


5.06

Update 5.05


 

Additions

- Wolves now have ability to pin targets

- Wolves now have ability to pin and then throw a target



 

Visuals

- Updated House of Sera guard uniforms

- Fixed an issue after impressing Vaha that could result in a guard hiding from the quest-complete vignette. So shy!

- Fixed a visual with the Varuchov menestral Emilyn wearing a garnet circlet before she was gifted it



 

UI

- Fixed issue with spellcrafting menu with spells with four sliders not always showing difficulty accurately

- fixed talking to peddler with licech jar in your boro’s pack resulting in opening a separate dialogue and causing a freeze

- Fixed typo with Sergiu at the Lazure outpost to the west

- Song: Hero now has the correct description



 

Adventuring

- Moved birds aggressively attacking the good Dura guards at the southeast and southwest gates a bit farther away to avoid easy confrontation

- Fixed a bug while sailing and using the Multihand rally attack

- Fixed an issue if you stun Gabriel, save and return to him and then kill him, resulting in him not abandoning his head



 

Gameplay

- Updated quips to play audio correctly



 


5.05

Update 5.05


 

Visuals


 

- Gargoyle shows up accurately in northern lighthouse above Aven Dura

- Additional fog of war vantage points added on numerous high banks in the new maps

- Fixed some visual anomalies in the northern lighthouse map

- Fixed some floor collider accuracy in Aven Dura interiors

- Added to forest terrain surrounding the Aven Dura town, fixed some modeling around town

- Fixed a layering issue that could occur in the wolf encounter where guards could appear closer to the action than they should during the ending cinematic


 

UI


 

- Fixed an issue with some stackable items not being able to be stacking as expected

- Fixed an issue when using the field assembly kit to create arrows/vials/rivi wraps not having the expected results

- Fixed some grammar for the plural ‘volling’

- Fixed Physical Damage for ranged weapons, these now add equipment and ammunition type to formula as expected

- Boro now can accept the Licech drug into its pack

- Fixed bug with small shields and large shields not showing the correct armor utilization

- Fixed some grammar for the plural ‘volling’


 

Adventuring


 

New versions of the volling voices as we continue adjustments/mixing

- Fixed a walkable area in Garnet Bay where a guard could jump onto their own little island after getting off their boat

- Additional creatures added in traveling maps around the forest/town

- Some new quips for merchants!

- Fixed a broken map exit from Aven Dura to Northern Pass


 

Gameplay


 

- 10 new accurate sound maps have been added for Aven Dura and surrounding islands for walking and equipment to react to

- Possible fix for issue where boro stats were multiplied x10

- Fixed issue where saving in Lazure Caves with boro in your party could bag data to be removed

- Fixed some issues with pathfinding support guards in shopping areas

- fixed issue with dryad’s frog challenge where getting knocked down by jumping frog didn’t result in game end until being run over by a green frog

- Fixed an issue where some NPCs/support guards could remain in an assist mode after combat ends, visualized by the little halo above their head - combat ends now check for this


 


 


5.04

Update 5.04


Gameplay



 


5.03


Demo

- Updated the demo with some of the recent fixes, quality of life features and new music



 

Additions

- Improved combat behaviors of the [redacted] wolf encounter

- Added Lachovinan urns to forest dungeon

- Added some lights to new interior scenes for better clarity

- Fixed missing wolf corpse piles


 

UI

- Rivi wrap ammunition now have larger stack sizes

- Fixed a situation that could occur when chatting with the flower that gave it the wrong name

- Fixed an issue when kicking an interactable object when you have the Kick Pummel technique causing an issue where your character might hop around for a minute. They're just so excited


 

Balancing

- Adjusted XP given from the wolf variations


5.02

Update 5.02


 

Visuals

- Wolf blood mask is now showing correctly

- If another NPC gets involved in a trainer’s conversation you can still train as expected when clicking the button and the dialogue vignette will correctly show the trainer again

- Fixed an issue with the Pavura’s guards backtracking during cinematic


 

UI

- Fixed bug where a Lachovinian dagger wasn’t showing description and weight


 

Adventuring

- Fixed an issue when slugging it out with Draggos if you attempt it more than once and were carrying an off-hand weapon

- Imanuela’s captured Vol forest patch now shows up and provides rapid Spirit regen as expected

- Lachovinian water pump now shows splashes in immediate pipe when cranked on

- Water pipe splashes now brighter

- Changed damage output of bone vomit wave


 

Maps

- Fixed the most northwestern garden gate that you could get through without unlocking by click-to-move specifically


 

Gameplay

- Updated Act 1 combat to play correct soundtrack

- Fixed bug where arrows, vials, stones and components were not showing correct stack size at monger stalls when first arriving to a new map

- Fixed bug with buying items where bartering discount was being applied before multiplying for stack size, creating a cost disparity when buying in bulk


 


 


5.01

Update 5.01



 

Additions



 

Visuals


 

- All operating systems now use the vp8 video codec

- Fixed an issue with new video codec not looping correctly on the main menu

- Fixed an issue where critters were moving up hills goofy

- Fixed a visual bug with water foam in Forest Ruins map

- Large wolf no longer drops ribcage when dead

- fixed graphics issue in the Aven Dura shopping area



 

UI

- Summon Red Bird song now has unique icon

- Fixed grammar when picking up a single emerald from crashing into a barrel at sea

- Fixed issue with Rivi-Wrap leafs that were made with the field kit not being stackable with ones purchased

- Updated the Parry Technique text to be more accurate with the base being 40%

- Fixed text in Tranfuson effect spell description

- Fixed an issue where double pressing ESC to leve the level up menu would result in the hud not showing correctly

- Fixed an issue with some NPCs who sell things from dialogue having quip boxes not display text during their vignettes

- Fixed an issue with respeaking to Vaha when asking for Intercessions




 

Gameplay

- Fixed bug where summoned creatures exited boat into the water

- Fixed rotation for flutes during song playing

- Immanuela the bone pagan in Aven Dura heals for cheaper and gives Vol’s Healing buff

- Fixed bug with vine-wall casting pagan in Lighthouse map where saving wasn’t possible even after combat ended

- Can send Sorana to Exile Island


 


 


5.0

New maps around the Aven Dura settlement. Check out the showcase: https://youtu.be/Uxwd_Neo3oc?si=dXym8ap7GY_porn0

 

 


3.81 (2 August 2025)

Do shroomers feel fear? Let's find out.

Topa-din everyone!

The Technique Menu has entered the main branch.

Group Fighting

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.

Unlocking Techniques

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.

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 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). 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. Typically upgrades get expensive when upgrading techniques specifically, and everything else is more gradual increases.

📝 Notable changes

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 Opening an existing game will have Rally, Pin, Charge, Kick, Revive, Form Up, and Dodge unavailable until they are learned. 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. 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.

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.

🦟Patch notes:

🎨 Visuals

🌱Fixed an issue where the portrait heads could get stalled during the blinking animation and look like they were sleeping for a bit. Not allowed guards, back to work! 🌱Adjusted Stamina bar art as well as having it now remain visual in and out of combat
🌱Adjusted edge-clicking exit art

🌸 UI

🌱Fixed an issue with new stamina visual where one of the pieces had a delay in filling
🌱”Leader” icon text raised up to give some space to the character name in portraits 🌱Fixed rare issue where HUD elements from Act 1 could visually remain on during the start of Act 2 while creating guards
🌱Fixed bug where perfect dodge scaled action bar does not return to normal size
🌱Fixed discord link on main menu
🌱Fixed bug where evasion notices weren’t always showing in game feed
🌱Fixed a timing issue with displaying the Boro’s weight while removing items from their bag
🌱Fixed a visual issue with the Charge button glowing for a technique after the opportunity had passed for it

🌸 Adventuring

🌱 Fixed an issue with some related quests if Soreena dies somehow in the Abandoned Farms map
🌱Changed some grammar in the Harvest God statue
🌱Fixed an issue with the Armor breaking elyxir ammunition
🌱Fixed an issue with sleeping hostile creatures that could result in them waking up early if you are moving around them 🌱“Lachovinian bow” name fixed
🌱Fixed a spelling mistake in one of the conversation paths with the Lazure guard Dan
🌱Act 1 Asal has Pin-Kick learned

🌸 Balancing

🌱XP added to quests
🌱Edited Binding challenge for creatures resistance
🌱Edited Binding challenge where the size of the creature now has more influence on the challenge
🌱Harmony bonus is multiplied by summoned/bound creatures as well as companions standing in Form Up circle
🌱Updated kick/charge damage base to be strength instead of character level
🌱Tweaked Harmony evasion and rally up bonuses
🌱Updated effects mushroom rivi-wrap
🌱Update pin time calculation to include strength and aura

🌸 Gameplay

🌱 Technique Kick Together - support guard and leader now move closer together for
🌱 Technique Charge Together - now has support guard prioritize the same target, not a nearby target
🌱 Technique Pin - FIxed issue where after a target is pinned another target could pin the volling pinning in what was looking rather too friendly
🌱Fixed bug with Sela’s shrine not giving XP for Intercessions check
🌱Spell: Lizard Trap - fixed issue when summoning the trap where an outdated poison effect caused some havoc in the gamefeed
🌱Spell: Vine Rug - fixed an issue that could occur where the rug begins to disappear if the caster is KO and the time had run out while it is forced active with an ally still on it
🌱Spell: Find Padurri - condensed text description to fit in the info box nicer
🌱Fixed an interface issue that could prompt the hotkey of flipping your characters weapon loadouts unintentionally
🌱Fixed an issue with sleeping hostile creatures that could result in their zzZ animation resuming once they are killed
🌱Fixed an issue that could occur with Greva where they could have attacks interrupted when prompting the combat dome
🌱Fixed a timing issue where your guard’s heads would turn back to portrait rotations after concluding a dialogue before the menu exited
🌱Fixed an issue where if Asal moved with WASD immediately after killing a target he could get ahead of the camera catching up to him, the little rascal
🌱Fixed issue where oars could be scaled to gargantuan levels
🌱Update pin time calculation to include strength and aura
🌱Rivi Wraps and Globes can be used at any time
🌱Rivi Wraps and Globes now displayed in Portrait grid
🌱Capped shroomer flyers adding more eggs when in party
🌱Fixed bug with supporting guards blocking getting interrupted
🌱Fixed bug where successful timing evasion against Robber Baron Gabriel not showing in gamefeed in West Ruins map
🌱Fixed some issues where pagan next to Vol tree above Lighthouse was not casting spells correctly
🌱Fixed bug where Boiling Spores and some other spells would show as too difficult after casting
🌱Adjusted model physics where some situations allowed KO or killed characters to temporarily float a unit or so above ground after getting pushed against a wall
🌱Fixed issue that could occur with pathfinding where guards could run through some wall colliders if they were charging when combat began/ended

🌸 Controllers

🌱Updated dialogue controls to use D-Pad to avoid unexpected goodbye/continue clicking caused by joystick


3.161 (10 July 2025)

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

🌸 Adventuring

🌱 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.

🌸 Maps

🌱 Fixed a map exit that could be used to bypass a gate.

🌸 Balancing

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

🌸 Gameplay

🌱 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


3.16 (9 July 2025)

🌸 Balancing

🌱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

🌸 UI

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

🌸 Adventuring

🌱Fixed issue with Boro inventory pack emptying if exiting the peddler menu a specific way with the pack open still. 🌱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. 🌱Fixed dialogue with sick guard at Forten Lazure where the strength-check response text can be given to the wrong guard. 🌱Aven-Dura guards in West Ruins map now wait 15 hours after the hostages have been returned before heading back to their fort.

🌸 Maps

🌱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.

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

🌸 Gameplay

🌱Fixed the sneak gauge staying up when interrupted, now goes away as expected. 🌱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. 🌱Fixed an issue that could occur when bound creatures would wait to attack a target if it was innocent and created a victim badge.

🌸 Controller

🌱Fixed mislabeled controller prompt for opening spell and songbooks.


3.151 (4 July 2025)

🌸 Adventuring

🌱Fixed Shroomer faction behavior in colony hub under Forten Lazure Caves. 🌱Chanter Sil in Forten Lazure now reveals his name for labeling in dialogue (*new playthroughs only).


3.15 (2 July 2025)

🌸 Balancing

🌱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

🎨 Visuals

🌱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

🌸 UI

🌱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

🌸 Adventuring

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

🌸 Maps

🌱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

🌸 Gameplay

🌱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


3.14 (2 July 2025)

🌸 Controllers

🌱Fixed issue where sometimes map exits showed green line but no prompt to exit 🌱Fixed bug with defending not working 🌱Fixed bug where first beach icon after getting boat wasn’t showing until leaving beach and returning 🌱Fixed some issues with reviving fallen companions


3.13 (1 July 2025)

🌸 Visuals

🌱 Adjusted vignette lighting on a central-coastal exterior vignette
🌱 Adjusted visual issue that could occur when the halo stays behind on bound creatures when entering the boat
🌱 Improved render for Lazure Falls local map picture

🌸 UI

🌱 Fixed bug where beach icon could be missing after dialogue where you get your boat

🌸 Adventuring

🌱Fixed issue with padurii child prompting a victim badge if you had happened to turn it hostile before revealing it as possessed 🌱Fixed issue with some bandits on a boat being able to show up during the day instead of their usual night hours Spoiler text

🌸 Balance

🌱 Bird minstrel above abandon farm islands now has pre-existing bird allies separate than the ones summoned

🌸 Gameplay

🌱 Fixed stun visuals were able to be seen through fog of war in interior shots
🌱 Fixed congestion issues in Rozafir as characters are moving between interiors and exteriors for day night cycles
🌱 Fixed bug with boat landing where sometimes you couldn’t leave boat after combat begins at the Lazure western Outpost
🌱 Fixed bug where summons could be in water when you leave boat if there wasn’t room for them on the docks
🌱 Fixed bug where you couldn’t turn in exiles at lazure sea outpost
🌱 Fixed bug where Boro switching could cause the inventory items to be displaced onto the ground. This will now only happen if your new boro has less Strength (-> carrying capacity) as expected

🌸 Controllers

🌱 Fixed some bugs with making form up circles
🌱 Fixed issue with boat charging, can now choose direction predictably
🌱 Fixed bug with breaking form up circle and prompt remaining behind


3.12 (30 June 2025)

🌸 Visuals

🌱 Fixed dialogue vignette at Rozafir gates that could be too dark to see at night
🌱 Fixed an issue with guards not always playing their rowing animation immediately when on the boat
🌱 Fixed an issue with the sea-spike spell not playing a death animation when hit

🌸 UI

🌱 Portraits now display on top of in-game quips

🌸 Maps

🌱 Fixed an issue in the goblin caves in Lazure Falls where the dodge action could be used to traverse (under) some of the brambles that were on a steep cliff
🌱 Made map exit easier to click in “Lazure Western Waters” in the top right corner that leads to “Abandoned Farm”

🌸 Changes

🌱 Updated globe stack sizes being sold in Forten Lazure
🌱 Updated Boat Merchant in Garnet Bay with a lot more items for sale to make stocking up easier

🌸 Gameplay

🌱 Fixed issue where stunned/abandoned enemy boats could load in from save in capsized position
🌱 Fixed a pathfinding issue within Act 1 with the companions sometimes trying to return to their starting point
🌱 Fixed a pathfinding issue the could occur where there could be an issue with companions getting stuck after the guards move through a door
🌱 Fixed an issue where not all bandits joined the fight immediately on the boat merchant ambush to the south
🌱 Fixed charging issue that could cut through corners of floors/walls if there was a path down to the destination
🌱 Fixed an issue where some creatures that had vanished for night time or day time could leave behind targetable colliders temporarily
🌱 Fixed an issue with NPCs code for kicking/charging remaining longer than it should when the character’s combat bubble is up, causing a little animation stutter

🌸 Controllers

🌱 Fixed charging bug with controllers


3.11 (29 June 2025)

🌸 Visuals

🌱 Fixed shadows leaving on portraits when character sheet closes

🌸 UI

🌱 Fixed problem with dialogue where party names could wrap onto two lines
🌱 Fixed softlock that could occur when deleting a pinned journal note
🌱 Fixed error that could occur when switching between spells outside of combat
🌱 Fixed bug where two clicks were required to charge while on the boat if the character’s stamina you were using was lower than the maximum

🌸 Gameplay

🌱 Fixed a visual issue that could occur with packs temporarily carrying over to the new boro when swapping
🌱 Fixed bug where movement debuffs could slow a character down so far they couldn’t move at all (this now has a floor)
🌱 Fixed visual bug with dancers where a ribbon could be missing!
🌱 Fixed some issues with Rozafir shopkeep quest
🌱 Updated rewards for Rozafir shopkeep quest for finishing quest with stealth vs. finishing quest with violence
🌱 Added party dialogue in Rozafir with the drug smuggler quest when picking up licech jar to confirm evidence received
🌱 Fixed bug with vine wall where it could make a circle around the caster instead of the curved line area
🌱 Fixed pathfinding bug in Lazure Falls where you could walk on pond at top of hill
🌱 Fixed bug where specific creatures were not respawning after time passed
🌱 Fixed bug with floating where character doesn’t immediately rise/fall until moving
🌱 Fixed a bug where bodies (and/or parts) could disappear during rally combos if the target was killed


3.1 (26 June 2025)

Main-branch small patch with some improvements. Thanks to everyone who's reported the last week, we're verifying fixes for a larger patch which will be ready shorty. Thanks!

🌸 Visuals

🌱 Updated lighting for Character Sheet, portraits, some dialogue vignettes
🌱 Fixed bug with Unarmed suplex rally where some enemies were held in wrong position
🌱 Fixed animation issue with Pavura placement shifting a bit

🌸 Maps

🌱Fixed bug with realtime objects like barrels/doors having shadows fade in and out in some maps
🌱Fixed bug with fallen tree that couldn’t be walked over on an island in the map between Lazure and Dura

🌸 Gameplay

🌱Corrected health for Sea Monster tentacles


3.03 (23 June 2025)

🌊Map Fixes

🐟Fixed problem with going from Lighthouse map to Stonebridge map
🐟Fixed problem with going from Stonebridge to West Ruins
🐟Fixed a collider issue in the interior perspective shot at the Rozafir watchtower where characters could charge through the door causing a visual error

🌊 Adjustments

🐟Armor percentage broken during attacks is now relayed
🐟Asal can break pins more quickly
🐟Asal’s charge could navigate across some seethrough colliders, stops as expected against these now
🐟general faction based NPC fighting now requires closer proximity to character to begin

🌊 Fixes

🐟Fixed bug that could rarely occur where combo rallies don’t play out as expected
🐟Fixed bug where you could not return the Onyx Ring to Cici
🐟Fixed an issue where if one of your guards is knocked out and a WASD button was being held down the following guard it would switch to would move faster until the key was let up
🐟Fixed a faction issue with the boro (before they enter your party) while on the petal boat with the other Lazure guards being able to take damage from them during the fight, causing the animal to turn hostile to you
🐟Fixed a UI issue that could occur after Level Ups where you couldn’t mouse click out of the character sheet menu
🐟Fixed an Act 1 issue where having a defense circle up breaks the companion’s faction change


3.02 (21 June 2025)

🌊 Gameplay Adjustments

🐟Can suplex sea monster
🐟Reduced potency of Intercession from Chora that reduces attack time inside defense circle (only on newly blessed items)

🌊 Gameplay

🐟Updated oar whack animation
🐟Fixed bug where oar whack could cause combat dome to remain
🐟Fixed problem with water enemies not flying back when charged
🐟Oar whack action fixes for how water creatures bounce from it
🐟Adjusted wounded bandit dialogue on island with giant Bakka
🐟Adjusted a delay that could happen with the guards getting into the boat
🐟Fixed an issue that could happen to make Pin animations speed up
🐟Adjusted lighting in various Dialogue Vignettes
🐟Fixed fish monster death model/death model parts sizing
🐟Pinning a ghost without a lower body now plays the appropriate ‘step on’ pinning animation
🐟Changed Patrol positions near Forten Lazure of the minstrel and some of the NPCs so they didn’t have such an easy chance of getting into the fight with the raiding shroomers at the beginning
🐟Fixed conversation with informant quest that allows Reeve to talk about informant even if you haven’t found him yet
🐟Corrected an issue with stacking items in the boro’s inventory
🐟Adjusted the vine rug smoothness in some areas for crossing over streams, but will be ongoing as the new spells for traversal get integrated
🐟Adjusted lighting during gameplay in some areas that were too bright

🌊 UI

🐟Map Exits - Added interface to both click on doors or edge screen/hot-key depending on preference. Exits/Doors in the center of the screen typically always just have icons to click still, and anything around the edges will have both as options. Water exits will typically always be edge-clicks/hotkeys only.
🐟Added tip screen for boat and boro
🐟Fixed a character sheet menu [manual click] close bug that could happen after Level Ups
🐟Fixed bug with boro dock where it couldn’t be dragged all the way to the right edge of the screen
🐟Corrected spelling in the “Raven” song available
🐟Invimona map screen - brightened highlight of current map you’re in for easier readability


3.0 (20 June 2025)

Topa-din everyone! 3.0 is now available

Video here

3.0 maps includes a variety of areas surrounding the western landmass of Invimona. There are a number of updates and additions to the game highlighted in the update log at the bottom of this post.

Of note is you'll now have access to your Lazure Petal Boat and pack-boro companion. These areas feature some more unique encounters and challenges both on and off sea!

Next:

We'll be updating these new maps over the next week with some additions and fixes we have in mind but wanted to get it out there for additional players to check out. We are now primarily focusing on finishing the Rally 'War Book Abilities', which rounds off the Rally and new abilities added from 2.0. This will allow upgrading your party's brawling abilities and contextual triggers for synchronized attacks with companions. We'll have more details and showcase of this soon, but these will provide a noticeable bump to the party's power scale for the mid/late game and work within the existing systems.

As for the next maps, beyond the early access grid availability we're narrowing in on the ending content and maps. There are a few options that could work for what the 4.0 maps will be for early access, and we'll be considering how to roll those out soon. Our primary goal at the moment is completing the quest connections to finish the game, and then we'll work in the ordering of the remaining mid-game maps for testing.

We have some patches underway that are going to be rolling out over the weekend/next week, but please let us know if you get a chance to check things out! If not we'll have an in-depth showcase of all this next week.

Thanks again everyone for all the support during early access. Banquet for Fools is becoming quite sizable at this point for just the two of us and with your help it's become a lot easier, more enjoyable and has allowed us to stay on schedule. Thank you for being a part of this, and for all the suggestions - I know we can have peculiar taste in some of these designs and we appreciate everyone who's given suggestions in-line with them.

Hope everyone has a lovely weekend!
<3
Hannah and Joseph

🌊 🌊 🌊 Update log for 3.0 🌊 🌊 🌊

🐙New Skill training from other Lazure guards 🐙Naming your pack-boro 🐙Shopping on the go 🐙Protecting a merchant. Guard duties🙄 🐙Boro! Carry all this crap

🌊3.0 Additions

🌊 Graphics

🌊 Gameplay

🌊 UI


2.3 (16 May 2025)

🌸 Additions

🌱 Character creation randomizes character starting traits as you click new ones

🌸 Updates

🌱 Updated water visuals in prep for 3.0 maps, includes sea, rivers and ponds
🌱 Updated inventory description for shroom bombs
🌱 Amphoras in assembly kit has correct 3d art in bag

🌸 Fixes 🔪🦟

🌱 Fixed bug with rally freezing introduced in 2.2
🌱 Fixed bug where “Over here” quip could remain after pinning if the character pinning gets knocked out while quip is up
🌱 Fixed a wall collider issue in caves under Forten Lazure where party doesn’t pathfind quickly after going through doors
🌱 Fixed some issues related to knockback speed/movement remaining after knockback action complete
🌱 Fixed bug where you could charge Mihal through door,
🌱 When enemy groups are cleared and new critter/enemies move into the area, the system checks the current game hour and starts the timer for it immediately and not just when leaving a map and coming back
🌱Fixed issue in inventory when moving ground items directly to a different guard's portrait, causing a stack issue


2.21 (15 May 2025)

🌸 Fixes

🌱 Fixed some instances of character quip UI staying behind
🌱 Fixed bug where w-a-s-d movement could be stuck after pinning an enemy


2.2 (13 May 2025)

🌸 Adjustments:

🌱 Bound shroomers (the smaller ones) follow faster

🌸 Fixes:

🌱Fixed issue with recovery being able to be interrupted and causing issues with Attack Time
🌱Fixed problem with Accelerando intercession where action time could go below zero and interrupt attack (caps at .25seconds, this will be balanced)
🌱 Fixed bug where using scroll wheel to switch party members during rally attacks could break HUD and portrait visuals temporarily


2.12 (13 May 2025)

🌸Hotfix 2.12

🌱 Fixed bug with elyxir attacks that caused enemies to stall


2.1 (13 May 2025)

🌸Fixes

🌱 Fixed bug where enemies could become unkillable after battle with Gravekeeper Lord
🌱 Fixed halo position for a bound Dobra
🌱 Fixed issue where incense visual effects could stack
🌱 Fixed bug where enemies that fall after being knocked back not playing correct animation
🌱 Fixed some issues with companions getting stuck after dialogues/quips with NPCs
🌱 Fixed bug that could happen with Accelerando intercession outside of defense circle

🌸Hotfix: 2.11

🌱 Fixed a bug occurring when the character you're controlling charges the last enemy in combat, making them slide off-grid
🌱 Fixed an issue with an NPC boat appearing in Lazure Falls and causing some errors, they'll be back for 3.0!


2.01 (10 May 2025)

Rozafir and Lazure Falls maps added to the main branch

Update 2.0 features an expanded map to explore, featuring the farming village of Rozafir and the surrounding rocky terrain, new creatures 🐐 and quests.

Video here

🌸 2.0

Going forward we’ll be releasing these main integer updates with map additions on Fridays.

This update includes two additional maps, a settlement and some more shops (as well as a couple secret shops for the upstanding and less upstanding guards.

Rozafir and Lazure Falls are the last of the ‘early-game’ areas, and is, according to Mihal’s provided map, potentially the first maps on route to Din Varens for new players. Gathering some power and supplies in surrounding maps wouldn’t be the worst idea before venturing offroad here, though the roads themselves are typically clear of any riffraff for traveling.

🌸 Additions:

🌱 Map: Rozafir
🌱 Map: Lazure Falls
🌱 Door exits now have an icon to click (when visible by character) for easier use
🌱 Breakable objects, chests and doors repair themselves over time
🌱 Stealing has hearing roll check (sneak skill vs merchant’s sensory)

🌸 Updates:

🌱 Can skip typewriter effect in dialogue by clicking on dialogue area
🌱 Improved some issues with companion following
🌱 Updated move speed so bag weight and move speed bonuses and ailments change speed by percentage instead of +/-
🌱 Updated quest end rewards for Witch and chalk rubbing

🌸 Fixes:

🌱 Fixed issues with rally sometimes not working outside of combat
🌱 Lachovinian treasures marked as contraband and cannot be sold at ordinary peddlers
🌱 Fixed visual issue with a yeti's stone wood armor
🌱 Fixed bug with dryad that is following party
🌱 Fixed issue where sometimes you can’t talk to NPCs when first loading a game
🌱 Fixed bug where game wasn’t pausing when in spellcrafting menu
🌱 Moved health on portrait hover so it’s not covered by key icon
🌱 Fixed some issues with summons while in Form Up circle
🌱 Fixed incorrect animation when pinning possessed children, now stomp on them as intended
🌱 Fixed bug where you could attack chests, brambles and locks outside of combat without waiting through recovery
🌱 Fixed an issue that could cause the action button to flicker
🌱 Fixed bug where goblin shaman getting knocked down didn’t stop spell swirl
🌱 fixed an issue with the Volling animation for the giant sword rally pocket where their foot is stupid when it lands
🌱 Fixed bug with camera going black when party split between indoor and outdoor scene with form up circle and you switch leaders
🌱 Fixed some issues with the movement speed of summoned/bound allies
🌱 Fixed issue where songs could disappear from companion docks
🌱 Added close button to Spellbook for mouse and keyboard controls
🌱 Fixed bug where hotkey for blocking was triggering while typing in journal
🌱 Fixed bug where tomb door said it’s blocked
🌱 Fixed bug where procession puzzle door not changing visual to unlocked after puzzle complete
🌱 Fixed bug with Long Legs rotation- [ ] Fixed bug where armor was blocking all poison damage
🌱 Fixed bug where party member could die from knockback and stay in the air
🌱 Fixed bug where charmer checks were passing when they shouldn’t
Some things to note:

🎄 The Vol Tree in the area provides some new summon spells of hostile creatures. These can be used for your advantage with synchronizing with enemy factions that would be hostile to them or a binding skill of one of your characters (each binding school of creature will attack the other, and Volling will attack all of them). These summons cannot be knocked out, and they’ll only be cast if you manually cast them.

🏋️ Weighing your guards’ movement speed has been adjusted to allow slighter faster travel outside combat. Details of this reflected in the expanded stats in the character sheet. This was so you could move a bit faster outside of combat (still the average of the four guards) and in combat you’ll probably slow down per individual’s speed stat. Encumbrance is weighed more heavily here compared to the stats before.

🚪 Door exits now display as an icon. This is easier to click with various HUD arrangements that may have been covering edges of the screen. Even in the perspective shots Exits are on the main sides of the screen (left/right/top/bottom), so when I play I usually put the HUD elements in corners, but your mileage may vary depending on your arrangement.

🌸 Next

The next couple weeks we're primarily working on some additional fixes for 2.0 and putting the finishing touches on the sailing maps for 3.0, scheduled for later this month.

Thanks everyone. Have a nice weekend
<3