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Clanfolk News

Clanfolk is on Sale for 35% off!

[h2]Clanfolk is 35% off from July 18 to August 1.[/h2]
https://store.steampowered.com/app/1700870/Clanfolk/

Step back in time and experience the life of your ancestors in Clanfolk, a survival colony simulator set in the Scottish Highlands. Available now at a special discount, it's the perfect opportunity to guide your clan to prosperity amidst the harsh beauty of nature.

Manage your clan’s daily activities, from farming and fishing to crafting and building, ensuring their survival through the changing seasons. Utilize the natural resources around you to build a thriving settlement, keeping your clan warm, fed, and protected against the elements.

Face the challenges of historical life, where every decision matters. Hunt for food, gather resources, and craft tools to maintain your clan’s way of life. As the seasons change, so too will your strategies to keep your clan alive and thriving.
[h3]Features:[/h3]
  • Deep and immersive simulation of historical clan life
  • Dynamic weather and seasons affecting gameplay
  • Extensive crafting and building options
  • Detailed management of clan members’ needs and skills
  • Beautifully rendered environments inspired by the Scottish Highlands
  • Don't miss out on this unique historical survival experience
[previewyoutube][/previewyoutube]
Act fast and secure your copy of Clanfolk at 35% off during the sale!
 If you'd like to keep up to date with the latest news and announcements:
Discord Reddit Wiki

Clanfolk at Hooded Horse Summer Sale

Until July 11th, build and manage your own medieval clan in Clanfolk at a 35% discount. Also, check out the fantastic discounts on all Hooded Horse titles during the Steam Summer Sale.

[h2]The Hooded Horse Summer Sale Has Arrived![/h2]


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Clanfolk is a colony simulation game where you build, manage, and survive in a medieval Scottish highland environment. Check out the latest Update 14: Nature and Negotiation!
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[previewyoutube][/previewyoutube][h3]From Today Until July 11th[/h3]
The discounts on Clanfolk and all other Hooded Horse games are available through July 11th — perfect for enhancing your summer gaming experience. We're excited to see the worlds you build and the adventures you undertake.

Happy gaming!

Clanfolk Progress Update! (Clan Chiefs and Family Tree)


Hi Everyone,

I just updated the Testing Branch with the new Clan Chief system, and I wanted to give some further details on how it works as well as future development plans that the Chiefs make possible.

The Clan Chief system also required some major improvements to the Family Tree panel, so I will describe those here as well.

Here are the details.

Note: Those who want to try this out now can join the Testing Branch under Steam/Clanfolk/Properties/Betas.

[h2]Clan Chiefs![/h2]
  • The Clan Chief will be the central person through which all clan decision making flows.
  • Currently players can select the Clan Chief via the Family Tree Menu.
  • The Chief will remain the Chief until Death or being removed via the Clans Menu.
  • Clan Chiefs have Support and Opposition values when being selected.
  • The two most supported Chiefs are highlighted, but any hereditary member of the Clan who is not a baby can become Chief. (though they may not have any support)
  • The Support/Opposition system will introduce a mechanism to promote some family strife as clans increase in size.
  • Support tends to follow hereditary lines, but may factors are taken into consideration when picking the best replacement Chief.
  • The support calculation factors in Persuasion/Intimidation Skill, Age (Adult being the best), Number of possible heirs, and hereditary lineage.
  • The first born child gets the most hereditary support, but also the Sibling of the Dead/Removed Chief will also have a valid claim and this is where interesting dynamics may develop.
  • If a Chief is removed, they will no longer be highly supported as they are seen as a failed Chief
  • Negotiations will now be handled by the Chief as well.
  • Going forward the plan is to make the Chief have a key role in decision making in the Clan. Chiefs/Story Elements will be very interconnected.


[h2]Family Tree Upgrade![/h2]
  • The Chief selection takes place in the Family Tree. The Family tree needed an overhaul to make this a less frustrating experience. Here are the changes.
  • The Family Tree now has a zoom function (+/-) at the top left
  • The Family Tree now has a History of Chiefs on the left side panel. This is also ordered by Support when selecting the next Chief.
  • There is also a Search function similar to the Ideas Panel, so it should be much easier to find people in there
  • Finally connection LINES! Wow this ended up being fiddly, but there are now lines connecting family nodes in the tree. The Lines always point to the Clan member who is a blood relative


[h2]Where This All Leads: (Next Steps)[/h2]

The final goal is to have the Clan Chief be a logical point from which conflict from within the Clan can develop. The Chief will make choices, and not all of the Clan members will approve of those choices. This will lead to cases where the Chief needs to appease certain sub families or risk further consequences.

Over time as Clans increase in size, faction may develop who feel that they have been left out. This would lead to more opposition towards a hereditary line. So a story develops based on the personality and family line of the Clan leader but also the decisions that have now made new allies or opposition.

This ties very well into the negotiation mechanic for dealing with disputes within the Clan and of course there is also potentially a brawling component if things get too far out of hand. The whole Clan Chief system is very fertile ground for new Story Element ideas, and most importantly, Story Elements that have long term consequences internally to the Clan itself.

[h2]Fun Ideas:[/h2]
So the Clan Chief system is very much still in development, and I would love to hear ideas from the community as well here on Steam or on Discord. Here are a few ideas that I am toying with currently to add some extra flavor to the system.
  • Leadership Quirks such as "Born Leader" vs. "Follower." These could complicate who gets the support for example if someone outside the accepted family line is a much better candidate.
  • Chiefs selecting the partners for workers vs the current "best guess" picking. This also could have long term consequences for those who feel passed over.
  • Potential for Messengers from other Clans requesting Partners, also associated dowries.
  • Members leaving the Clan due to high opposition to the leadership, perhaps even entire family branches if things get too far out of hand. This could be a good way to deal with oversized Clans as well where some family branches do not feel represented.
  • Chief Funerals. Special events to commemorate a Chief's passing. (probably better tombs too)


So ideas and comments are very welcome! The Clan Chief groundwork is now in place, and I want to get right to building Story Element content for the system. I am very excited to see how this develops.

Note: I may also take a few days for bug fixing as I was very much "In The Zone" while working on this and the bug list got ahead of me again. So I should take a short divert into fixing the highest priority bugs and then back into Clan Chief related story events.

Thanks very much for your support!

Andrew Hume (Blorf)
MinMax Games Ltd.

Patch Notes: v0.480-v0.486



Hi All,

I wanted to push this build now instead of having you all wait for Update 15. There are some bug fixes in here for Update 14, but also some new weather, Fog!

The fog was once again one of those experimental tasks that went way overboard but in the end turned out surprisingly well.

[h2]v0.480[/h2]
  • Added Veggie Finder to the Growth Overlay. This makes it much easier to find veggies on the map. The veggies will show up brightly and are pretty easy to spot.
  • Fog! (This is one of those 4 hour tasks that took 5 days, but the results were worth it I hope)
  • So I went down a rabbit hole right after building the veggie finder because I was already tinkering with shaders. It ended up taking 4 different attempts in the end, but we now have Fog!
  • The Fog will appear based on moisture levels in the ground and atmosphere. So you will tend to get more fog when it is wet/rainy.
  • The Fog can vary from a haze to very thick pea soup type, but that should be somewhat rare.
  • Fog has depth, so you should still be able to see Clanfolk somewhat even in thick fog, but it may be more of a silhouette in some cases. Wolves and Deer in Fog look great :)
  • Fog is most common at sunrise and late night, but with enough moisture it can begin to form in the evening as the ground cools down.
  • Fog will pick up atmospheric light, this means day fog and night fog will look different, and will have different amount of light scattering.
  • Fog will also pick up the color of torch light. That can sometimes look pretty neat.
  • Fog will obscure ground shadows, but will accept Cloud shadows since the clouds are above the fog. This will lead to the fog looking more grey in cloudy areas and white in sunny spots.
  • Please let me know if the fog seems to happen too often/not often enough or is too think/thin etc. There is a lot of variation with the fog.
  • Fog can be toggled in Settings/Video/Fog


[h2]v0.481[/h2]
  • Fixed Crash when Baby is set to overwork mode via Multi Select and is needing to be taken care of.
  • Fixed Babies being put in overwork mode via Multi Select as well.


[h2]v0.482[/h2]
  • Fixed Bug that could cause Peat (and other tiles) to grow negatively if a new game was started after a game had been previously loaded. The plants were using the future time from the previously loaded game to determine their current growth. Nothing like a little time travel.
  • Resized Negotiation Tutorial text in Thai to fix cutoff letters
  • New Maps begin with a bit of Cloud and morning Fog.
  • Increased Fog transition time by 30%


[h2]v0.483[/h2]
  • Updated Demo from v0.403 -> v0.483
  • Removed Day 1 starter fog as it is a better surprise when it happens in the morning.
  • Blocked clicking new unlock images during tutorials. It skipped important flow.
  • Updated the Demo complete text to be more current. Was from before Clanfolk entered Early Access.
  • Note: This brings the Demo up to date with all the recent additions. Lots of nice new stuff in there!


[h2]v0.484[/h2]
  • Fixed case where is a messenger was ignored until they left in the evening that their Story event would stay active, preventing future instances of the event from happening
  • Fixed case where Story Elements with associated tasks could update when the task was not active, causing weird behavior (like outcast mother stuck at messenger post)
  • Added some descriptive text for when the Outcast Mother sneaks back if starving and sent away multiple times
  • Fixed Outcast Mother in thief mode going to the Messenger post. That is not effective thieving!


[h2]v0.485[/h2]
  • Fixed Case in Outcast Father, and Outcast Father Returns that could lead to no available selection options.
  • Fixed bug introduced in 0.484 causing messengers to sometimes be unable to leave
  • Fixed Beavers planting reeds on Bridges
  • Fixed fish jumping in the lakes going through bridges
  • Fixed animals drinking through bridges


v0.486
  • Fixed Bug introduced in v0.484 that could cause the Outcast Father and company to hang around forever if no decision was made to deal with them before evening.
  • Notes: Messengers leave in the evening, so if the Player does not make a choice before then, the fail condition will activate.
  • In the case of a Negotiation, Patience will currently run out at Evening.
  • In the case of Brawling, the Brawl is lost in the Evening if it goes on that long. It never should last until evening unless the player is trying to kite the other side.
  • Making Father arrive earlier in the day so that there is more time for the events to unfold.
  • I may also look into extending the states for Negotiation and Brawling past evening if they are in progress.


I also added a "Veggie Finder" This can be accessed by pressing the Growth Overlay button. It will make all those hard to find veggies a lot more visible while the overlay is active.



Clanfolk is on Sale for 35% off!

[h2]Clanfolk is 35% off from June 27 to July 11.[/h2]
https://store.steampowered.com/app/1700870/Clanfolk/

Step back in time and experience the life of your ancestors in Clanfolk, a survival colony simulator set in the Scottish Highlands. Available now at a special discount, it's the perfect opportunity to guide your clan to prosperity amidst the harsh beauty of nature.

Manage your clan’s daily activities, from farming and fishing to crafting and building, ensuring their survival through the changing seasons. Utilize the natural resources around you to build a thriving settlement, keeping your clan warm, fed, and protected against the elements.

Face the challenges of historical life, where every decision matters. Hunt for food, gather resources, and craft tools to maintain your clan’s way of life. As the seasons change, so too will your strategies to keep your clan alive and thriving.
[h3]Features:[/h3]
  • Deep and immersive simulation of historical clan life
  • Dynamic weather and seasons affecting gameplay
  • Extensive crafting and building options
  • Detailed management of clan members’ needs and skills
  • Beautifully rendered environments inspired by the Scottish Highlands
  • Don't miss out on this unique historical survival experience
[previewyoutube][/previewyoutube]
Act fast and secure your copy of Clanfolk at 35% off during the sale!
 If you'd like to keep up to date with the latest news and announcements:
Discord Reddit Wiki