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Steam News14 May 20261mo ago

Folk Emerging Demo - Natural Disasters Update

NOTE: This is a larger update that may break older demo saves! It includes the following changes: Design Added new weather phenomena and tile states: Wildfires, Burned, Floods, Fertile Soil Added river flooding Reworked

In this update5

Full notes

Full Folk Emerging update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes13 additions14 changes1 removal
  • Gameplay
  • Balance
  • Events
  • Maps
  • UI and audio
  • Performance
addedDesignAdded new weather phenomena and tile states: Wildfires, Burned, Floods, Fertile Soil
addedDesignAdded river flooding
addedDesignReworked world climate changes to now have ramp-up and wind-down periods, and with less predictable timing
addedDesignHeat Waves now have less harsh baseline conditions but more disruptive weather phenomena
addedDesignIce Ages now have harsher baseline conditions but fewer disruptive weather phenomena
addedDesignExpanded and reworked tech tree, including new early/mid-game techs (e.g. Hideworking, Hafting, Cordage), and new late-game techs (e.g. Agrarian Engineering, Administration, Mounted Warfare)

Folk Emerging changes

addedAdded new weather phenomena and tile states: Wildfires, Burned, Floods, Fertile Soil
addedAdded river flooding
addedReworked world climate changes to now have ramp-up and wind-down periods, and with less predictable timing
addedHeat Waves now have less harsh baseline conditions but more disruptive weather phenomena
addedIce Ages now have harsher baseline conditions but fewer disruptive weather phenomena

NOTE: This is a larger update that may break older demo saves!

It includes the following changes:

Design

  • Added new weather phenomena and tile states: Wildfires, Burned, Floods, Fertile Soil

  • Added river flooding

  • Reworked world climate changes to now have ramp-up and wind-down periods, and with less predictable timing

  • Heat Waves now have less harsh baseline conditions but more disruptive weather phenomena

  • Ice Ages now have harsher baseline conditions but fewer disruptive weather phenomena

  • Expanded and reworked tech tree, including new early/mid-game techs (e.g. Hideworking, Hafting, Cordage), and new late-game techs (e.g. Agrarian Engineering, Administration, Mounted Warfare)

  • Tech tree now ends with Trade Legacy, State Legacy, and Military Legacy, which are repeatable and grant Victory Points each time they are completed

  • Urban Dwellings are moved out of Stoneworking tech back to Urbanization tech, and are no longer buildable in the demo

  • Rafts tech is now obtainable in the demo, which enables traversing water tiles to any visible coastal land tile, and enables sending scouting missions to water tiles

  • Combat units now also cost resources to recruit, and their Training Points cost varies

  • Added Spears unit, whose special ability is doing pierce damage to enemy behind its target, unlocked with Hafting tech

  • Moved Axes unit to unlock with Hafting tech

  • Moved Shields unit to unlock with Hideworking tech

  • Hunters and Warriors clan bonuses are now swapped: Hunters get +0.5 Training Points/turn, Warriors get +0.25 Training Points per Production while Training

  • Camp Amenities now also cost resources to produce

  • Camp Amenities production cost is significantly lowered

  • Camp Amenities from original band now copy over into new band when splitting

  • Reworked Risk from Exposure to now only trigger events related to generally hot/cold/wet/dry conditions, not natural disasters

  • Disaster events now trigger only when a Band is starting its turn on a tile with certain weather phenomena, e.g. Wildfires, Floods

  • Increased baseline Risk from Exposure, and added more unlockable bonuses that decrease it (e.g. Hideworking tech)

  • Limited Scavenging action to once per cluster per player per turn

  • Added Marine Cluster features in the sea, which can be hunted similar to migratory clusters on land, unlocked with Bone & Wood Tools tech

  • Increased baseline Food waste rate/turn

  • Smoke Racks now decrease Food waste rate/turn and increase Food from hunting Marine Clusters

  • Added Baskets camp amenity that increases Food carrying capacity and decreases Food waste rate/turn, unlocked with Cordage tech

  • Camels now provide +2 Moves/turn in Desert after Animal Husbandry tech is unlocked

  • Horses now provide +2 Moves/turn outside Desert after Horseback Riding tech is unlocked

Programming

  • Optimized map generation algorithms

  • Optimized map search algorithms

  • Added separate band attribute for waste rate for each resource

UI

  • Every attribute tooltip now has a "Potential Modifiers" hyperlink that shows a nested tooltip with a list of everything in the game that can modify that attribute

  • Most effects of late-game techs that are locked in the demo are now visible in the tech tree and in Potential Modifiers lists (details subject to change, some effects not included)

  • Hyperlinked text now uses non-breaking spaces so icons and linked text don't break across lines

  • Climate tooltips now include info about chance of Storms and chance of Wildfires

  • Fixed delayed status button update when selecting Foraging as production focus while band has automated foraging enabled and multiple foraging points

  • Various other UI tweaks & improvements

Bugs Fixed

  • Fixed several rare but critical bugs due to multi-threading. The fix may decrease performance in some situations (e.g. during band movement), please report this if noticeable

  • Fixed unit summary tooltip on hover throwing error during battle

  • Fixed equippable item dropdown in Structure panel crashing when clicked

  • Fixed claimed structure icon not showing claim until following turn

Known Issues

  • Sometimes acknowledgements (e.g. Under Attack) between turns show up empty

  • Sometimes number of assignable fighters shows a negative number in the numerator

  • Sometimes prey cluster 'hunt' action isn't available when it should be (its button remains grayed out). Haven't been able to recreate the issue, please reach out if you encounter it

  • Autobattler units' attack & morale tooltips only show after first hovering on main unit object, otherwise full unit tooltip shows instead

Source

Steam News / 14 May 2026

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