That’s quite the map. Is it fully explorable in-world or an overworld with POI’s? May be awhile before being content-complete then.
Fully explorable. Think Baldurs Gate 1 where you transition from one square to another.That’s quite the map. Is it fully explorable in-world or an overworld with POI’s? May be awhile before being content-complete then.
lolHow far along are they in development at this point?
They spent a lot of time retooling combat so it looks like it'll just be more content from here on out.
Topa din everyone! The testing branch is now live with the start of 3.0 if you want to check out some sailing!
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Opt in for Steam/GoG with:
BfFTestingBranch
This first testing branch build has three new maps and allows you to acquire your Lazure petal boat and your pack boro companion! These maps include new water enemies, enemy boats, friendly boats, merchant boats, as well as some new adventures, spells and items to complete and find throughout the map.
We'll be adding the remaining perimeter maps highlighted in the splash screen through the next week while tackling remaining issues found in these or any new ones brought up.
Lazure Petal Boat
The boats still have some tuning, but operate as intended for map navigation and combat. Sea travel stitches together the mid/late game content of Invimona, and we have focused on making that seamless with normal gameplay so you can still use your arsenal of abilities.
Charge/Oar Whack abilities in the middle of being tuned for their range
The boat merchant screen acts similar to the peddler screen, but buying items instead of selling
You can loot boats if their inhabitants are incapacitated by just clicking on the boat, which brings up the inventories of any available characters residing on the boat in a new screen
Pack boro
The Pack boro can be summoned from their portrait button, and when clicked on in-world will open their inventory screen. While on the boat, the boro’s pack can be accessed from their dock
Different boro can be purchased in the Rozafir stable. This is only accessible over land at the movement, but will be more easily accessible once those riverway exits are turned on.
Boro have different stats that influence water-combat, speed, and inventory weight.
Wild boro (or if the stable hand is no longer available) can be acquired with a high sneak skill if you creep up to them enough to click them.
Testing Branch notes:
As of this first build these three maps currently only connect together via water, and don't connect back to previous maps. These exit points will be turned back on through the next week as we fine tune some of the other maps' collisions.
We're working on a new merchant button so you can sell directly from the pack boro's inventory.
There will be a full changelog with all the updates from the last patch, including some of the suggestions we've heard from you over the last couple weeks, thanks so much for everyone who's given feedback.
Testing branch update logs will be noted below as we update.
Have a nice weekend!
3.0 Now available on the main branch!
Flower petal boat Sea Monsters Giant Bakka
Topa-din everyone! 3.0 is now available on the main branch
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!
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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:
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Naming your pack-boro:
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Shopping on the go:
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Protecting a merchant. Guard duties:
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Boro! Carry all this crap
Previous notes for 3.0 on Testing Branch post:
https://steamcommunity.com/app/3172700/discussions/0/594025164830734486/
3.0 main branch Additions
- 10 new maps added for 3.0
- boat ability actions
- pack boro companion available
- 8 pack boros available in maps to pick from with different stats
- Various new enemy types
- Map exit functionality now doesn't interfere or overlap with any HUD layout. Bars hug the edges of the screen, or you can hotkey exit when close enough.
Graphics
- Fixed bug where edges of screen could show incorrect art during camera zooms
- Fixed bug where 30 Vsync was not working correctly in Settings menu
- Lazure uniform Yeti has blood mask
- Fixed dobra death size issue
Gameplay
- Fixed issue in Abandoned Farm where Padurii children did not always spawn correctly after hearing their giggles then saving and loading
- Fixed bug where enemies could gain health while stunned
- Updated animations for crow, boro and acorn summons
- Updated text when grabbing frog from log to be more specific
- Updated dodge functionality so you if press dodge during song, you'll dodge as soon as character's song is complete
- Fixed bug where chanter dialogue in rozafir exits out if you don’t have enough emeralds to train
- Fixed bug where Reeve ends informant quest early
- Fixed skill increase switch between lockpicking and sneaking that is granted at the end of the Rozafir storekeep quest
- Fixed bug where map exit icons could disappear after resting
- Fixed bug with one of the Varuchov head models where circlet wasn’t visible
- Fixed issue with ghost rotation animations popping
- Fixed bug where resting in West Ruins could cause game to freeze
- Fixed issue where hostage key drop wasn't dropping from Robber Baron in West Ruins
- Fixed bug in Abandoned Farm where exit to shop remained after camp went away
UI
- Fixed bug with pressing escape while rally menu open causing HUD to appear when it shouldn't
- Fixed issue that could sometimes occur where you couldn't click the exit button on the map menu with left click manually after clicking multiple times quickly
- Fixed issue where ghost bodies stayed behind when dead
- Fixed some inventory issues that could occur after dragging an item into the inventory that didn’t fit
- Fixed bug where you could drag peddler objects onto ground slot
- Updated effects/inventory items to show seconds in game seconds/mins/hours, not in real time
- Updated scene change map exit visuals so that they are no longer hidden behind UI
Bought a copy from GOG yesterday and gave it a try. Combat was fun to me atleast. And damn the starting town is one of the most atmospheric starting towns after Candlekeep. 9.6/10 for me now. Gonna buy Icewind Dale today because I can't the remember how the game started. Played it so long ago.Has the combat chaged much since the initial demo?
Because it was absolutely garbage then. The worst elements of RtwP, TB and action all confuddled together to create some truly dire gameplay.
3.0 will hit the testing branch and then main in the next week or so. They spent a lot of time retooling combat so it looks like it'll just be more content from here on out.
Unless they decide to change art styles all of a sudden. And then do it again.. and again... and again....
Is this the first isometric crpg where you battle sea monsters?
Fundamentally? No.Has the combat chaged much since the initial demo?
Because it was absolutely garbage then. The worst elements of RtwP, TB and action all confuddled together to create some truly dire gameplay.
Has the combat chaged much since the initial demo?
Because it was absolutely garbage then. The worst elements of RtwP, TB and action all confuddled together to create some truly dire gameplay.
They all require QTEs to pull off successfully, just a simple "click when the line is in the indicated zone".
I figured you got burned on their last game, hence the rating. A lot of people did. (Un)fortunately I haven't, and I'm eager to experience the feeling myself.None gtfo with that "acknowledge user's agenda" rating
I was a beta tester for copper dreams / mechajammer and saw firsthand how incompetent these guys are (not to mention that they didn't listen to a single bit of feedback from any of the beta testers so far as I can tell)
Don't shill for this game, it will not be good. I would bet real world money that it will not be good. H & J could be part of a good dev team, but independently they are not one. At minimum they need a manager to focus development and someone who actually understands game mechanics (the way they were handling dice rolls as level increases in mechajammer will always blow my mind)
Atleast the items in my inventory don't vanish in thin air this time around. Seriously the Mechajammers biggest problem was how buggy it was. Yeah it was a big fuck up trying to first do Copper Dreams then change to Mechajammer. Hope we are not getting Secret of the Banquetland soon. But atleast everything feels good in this Early Access. Im gonna write them some feedback today on Steam.None gtfo with that "acknowledge user's agenda" rating
I was a beta tester for copper dreams / mechajammer and saw firsthand how incompetent these guys are (not to mention that they didn't listen to a single bit of feedback from any of the beta testers so far as I can tell)
Don't shill for this game, it will not be good. I would bet real world money that it will not be good. H & J could be part of a good dev team, but independently they are not one. At minimum they need a manager to focus development and someone who actually understands game mechanics (the way they were handling dice rolls as level increases in mechajammer will always blow my mind)
The Pavura's definitely not haunted seas are yours to explore! Hit the beaches and whack giant dragonflies with your oar for some summer vaca fun!
Banquet for Fools is on GoG and Steam Early Access, now on summer sale!
Thanks for checking it out!
It does atleast in Early Access. Game is very much fun and atmospheric.I really love the look of this game and I finally figured out why. It has an almost Jim Henson claymation vibe to it. I'm a huge fan of Henson from the Muppets to Dark Crystal to Labyrinth and this certainly has that vibe. Really hope the gameplay delivers.
3.0 video showcase
What ho! Discord and Flower boats
Topa-din friends!
I know some of you are waiting to play until launch, so we wanted to show some of the adventuring that was recently added in the 3.0 map updates:
We're currently on 3.12 with another patch on the way later today, and well into the next big update, more news on that soon!
For anyone inclined, there is also a discord now available for any bug reporting:
https://discord.gg/wzpfj8sg
We also spruced up the trailer for the game with some updated footage, probably the last one until the release date trailer:
Have a nice week!
Hannah is playing the Anglo-Saxon lyre here! We're recording additional tracks for Banquet for Fools, this is one of the new ones!
♫