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Full notes
Full Folk Emerging update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Maps
- UI and audio
- Performance
Folk Emerging changes
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
Changelog.gg summarizes and formats this update. How we read updates.
