In this update6
Full notes
Full Folk Emerging update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Fixes
- Compatibility
Folk Emerging changes
This is a larger update that includes a new demo map seed and the following changes:
Design
Species in ecoregions uninhabited by Bands now slowly gravitate towards approximately equilibrium populations
Resource costs for all structures and tile improvements is now halved
Spiritual Site Devotee bonus now also gives +10 Victory Points
Excess Science/turn now overflows to next turn when completing a tech
Cordage tech now unlocks a Nets amenity, which gives passive Food from adjacent rivers and coast
Norm switching is now enabled, at 3x the norm's normal cost
Some Cultural Norms now give extra Influence to certain Clan types
Studying Nature production focus is now unique to the Sages Clan
Food and Fertility rework:
Added Band states based on current level of Food availability: Minimal/Adequate/Comfortable/Abundant Food Stockpile
Food availability states boost Fertility (+0/0.05/0.1/0.15) and Happiness/turn (+1/2/3/4)
Hedonism norm now gives +30% Fertility if Food Stockpile is Adequate (1x population) or higher, but also gives +0.2 Food Waste rate/turn and -20% Production
Reliable Freshwater no longer boosts Fertility, but its Health/turn bonus is increased from +5 to +10, and it now lowers Risk of Disease by -25%
Pressured by Wildlife/Exposure/Discontent band states now also give -30% Fertility
Modesty norm now also gives -20% Fertility
Pastoralist playstyle rework:
Herding production focus is removed
The passive Food/turn from various Livestock items now gets aggregated into a Food From Livestock modifier of Food/turn
Pastoralism norm and Herder trait now boost Food From Livestock
Pastures no longer equip Livestock items, instead they boost Food From Livestock for adjacent Bands, and are much cheaper to construct
Livestock items now reduce Production by -0.1 each (stackable)
Trade:
Trade Value of all items and resources is rebalanced
Trade Value is doubled for the last item of each type
Non-player bands now insist on keeping a minimum of Stone and Wood when trading
Improved balance of deals offered by non-player bands
Combat:
Watchtower now gives Attack Strength instead of Morale, and no longer only when defending
Health/turn malus from Injured In Battle lowered to -40 from -50
Baseline Risk of Injury from Battle lowered to 0.6 from 0.8
Festivals:
Renamed Fire Rituals production focus to Festivals.
Festivals and Medicine Rituals both now also give -50% Training/turn
Artists Clan no longer gets passive +20% Culture/turn, instead gets +50% Culture/turn while producing Festivals
Honoring Chief production focus removed, instead Festivals now give +1 Reputation to Chief for 10 turns each time they're completed
Added difficulty settings:
Easier: 100 starting Happiness, +5 Happiness/turn, lower risks, slower development & less aggression for non-player factions
Standard: 50 starting Happiness, standard development & aggression for non-player factions
Harder: 0 starting Happiness, -5 Happiness/turn, faster development & more aggression for non-player factions
Added game speed settings:
Faster: -50% cost of techs and norms
Standard: normal cost of techs and norms
Slower: +50% cost of techs and norms
Some visible changes related to full game content (lots more behind the scenes):
Added various late-game military units
Proto-Vedic and Proto-Slavic civs are replaced with Proto-Indic and Proto-Kurgan
Fortifications tile improvement added
Last tier of cultural norms now replaced with Taxation vs Redistribution, Law vs Shame, and Matrilinality vs Patrilineality
Nets tech renamed to Intensive Fishing and unlocks a new Fishing Weir structure
Programming
Enabled units special abilities to target themselves
Refactor of production & construction progress and availability tracking
Added separate volume controls for ambience sound effects (e.g. nature sounds)
Enabled remappable controls (for now starting with a couple basic actions, expecting to add more)
Added setting for muting game audio when app is not in focus
UI
Made UI interactions and updates juicier
Added unit categories: infantry, mounted, melee, ranged
When a unit doesn't have an item equipped, empty item slot is highlighted red
Moved tooltip for 'Run Trials' button to be in the bottom-right of the screen so it doesn't block units in Proving Grounds
Top-left tribe icon tooltip now also directly shows player's tribe summary
'Completed Wonder' acknowledgement added when player completes wonder
Added some missing info to Potential Modifiers lists
Added cultural norm icons
Movement Points renamed to Moves, Training Points renamed to Training
Training production focus renamed to Practicing
Fire Rituals renamed to Festivals
Person > Relationships > All sub-page is deactivated
Reworked and streamlined various tutorials
Pressured by Wildlife/Exposure/Discontent notifications are now red
Various other UI tweaks and improvements
Bugs Fixed
Fixed various bugs related to construction projects progress & completion
Fixed potential debt calculation sometimes being done based on wrong band's evaluation
Fixed first tech starting with some progress already made
Fixed some UI elements from specialist assignment panel showing up in specialist transfer panel
Fixed acknowledgements (e.g. Under Attack) between turns sometimes showing up empty
Fixed potential visual bugs due to staging/unstaging conflicts between movement, scouting, splitting, and construction
Fixed newly split offshoot Bands not being able to open Opportunities on the same turn they split
Fixed ESC key not closing diplomacy view
Fixed Delete button in Save/Load menu not working
Fixed autobattler unit tooltip triggers
Known Issues
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
Linux: game sometimes gets stuck during autosave (seems to be due to dual-boot setup with storing game files on external NTFS drive; works fine when files are moved to EXT4 drive)
NOTE: This is a larger update that may break older demo saves!
News
Folk Emerging will be in Next Fest next week! If you're able to play the demo on the 15th-16th of June, that would help increase the game's visibility in the fest. Thank you for your support!
Source
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