Full notes
Full Folklands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Security
- Maps
"Let's make the game we want to play, with all the things we like from these other games, but let us focus on playing together, not against each other!"
When we started developing Folklands, this was our main idea: a game that was as easy, engaging and fun to play alone or with friends / family in mind, which lets you pick up and continue the game whenever you feel like it - or lets you continue playing if your friend has to go do something else. Everything we do revolves around this basic idea - and we hope you feel the same when playing Folklands!
Our next set of updates are deploying in the coming weeks and this time we have focused on putting in some extra love for those who play with friends (us included), while adding some nice win conditions for single player mode as well.
This is one of the final steps on the journey to completing the 1.0 milestone - with several buildings, features and a couple of game mechanics still left for the final release!
In the following updates, we are adding 5 win conditions for single- and multiplayer games:
Trade Empire / Economic dominance - Scoring trade points for making trades, cooperation, quests and trade milestones
Golden Age / Prosperity Score - Win by reaching an overall score based on citizen happiness, education level and settlement success
City of Safety / Impenetrable Stronghold - Who has the strongest defense and security? Being attacked or attacking others will lower this score, so a balance throughout your settlement is key to win here!
Regional Dominance / Land Control - Simple: map control, influence, territory! Expand your settlement to cover up to a certain part of the map, and you win! Easy, peasy! Or is it?
Alliance Supremacy / Unity of kingdoms - You can win through diplomatic means and cooperation, for example reaching the allied stage with 2 of the 3 surrounding kingdoms.
Time limit - for those who just want to see who can reach the most points after a certain time. If you have two hours to play, you have two hours to play.
In addition to the win conditions listed above and a bunch of general bug fixes, we're also adding other quality of life fixes and improvements such as the ability to name your save games, reusable map seeds and improved territorial control based on guard towers, exploration towers and walls.
What is your favorite multiplayer functionality that you would like to see implemented in Folklands? Let us know in the comments, or join our Discord to tell us more!
Source
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