Reduced memory consumption with additional sprite optimisation (should impact performance on low-end devices).
Items
Added Ivory Helmet (+5% Crit Hit Chance, +5 Chance to Block).
Replaced Ivory-handheld Katana with Ivory Helmet as a reward from the Samurai in Magwort Fens (in preparation for Akatsurai DLC).
Crit hit chance modifier is now highlighted in Tooltips.
Updated Mirror of the Sun Goddess' icon.
Updated Inventory heading to Adventure Sheet.
General
Added missing icon when gaining titles Blessed of Tambu and Illuminate of Molhern.
Added keyboard shortcut for rolling dice [SPACE].
Fixed an issue with quests that have multiple objectives and can be discovered before obtaining the quests, not triggering the map markers to refresh.
Fixed formatting issue in Coastal Uttaku if you're a noble.
Removed left-over meta text in Book 5.
Steam Deck
Cursor setting is now modified only on Steam Deck to avoid out of sync behaviour with Steam Cloud when switching between devices.
Fixed tutorial arrows misplacement for Steam Deck.
Version 1.0.12 is live! STEAM DECK verified!
Steam Deck Verified
Folks, it is with great pleasure to announce that Fabled Lands got the green badge! It's the first handheld device to have an official version. A big milestone that will help the game to pop on other platforms as well, such as the Switch and Android/iOS.
The game needed a facelift for 1280x800 display resolutions. The font was just too small, controls were tiny. Everything god upscaled and rearranged to support the change.
Still, the current state of the Steam Deck build relies entirely on touch, plus zoom buttons dependant on the template config you choose to run the game with (i.e. R1, L1 for zoom in/zoom out on Mouse Only template).
Alas, I have this much space on the screen, and some of you will still struggle with few of the controls. That's why I will continue to improve it, and my aim is to add full controller support.
I've updated the demo of the game with a Steam Deck version so you could try for yourself if it suits your needs.
Special Thanks
I want to especially thank Valve for believing in the game and sending a Steam Deck Dev Kit for free. A great gesture that motivates me even more.
Incremented version to 1.0.12
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Fabled Lands is now "Steam Deck Verified"!
Fixed Display settings being reset constantly due to not preserving them when clearing local storage (still being reset on some new patches).
Updated Ghoul Head to be an Artefact for consistent behaviour with other unique quest items.
Updated Ship's Quality of the Crew visual indication of changes in the story.
Updated Adventure Sheet to display special statuses like Foul-stench and Golden Hair.
Updated Sextant icon.
Reverted Inventory button label back to Adventure Sheet (dialogue heading change still pending).
Increased World camera zoom in/zoom out speed.
Don't forget to wishlist the game if you haven't or try the demo for free:
Hey, folks! The TACTICON Steam festival is upon us! I am extremely honoured and thrilled that Fabled Lands was manually curated and selected to participate among these amazing games, such as Battle Brothers, Gloomhaven, Wildermyth, Pathfinder just to name a few! You can check out the full list here:
https://www.tacticon.games/selected-games
To celebrate, Fabled Lands will get its highest discount to date - 40% off until the end of the festival! The game's demo will be active as well.
I will be participating in an interview and playthrough session during the event on Saturday with kormaktv on Twitch. See you there!
When exactly?
The event is expected to go live on Steam at 10 AM Pacific Time (7 PM CEST).
The new online event TactiCon will be hosted this fall by Firesquid and Hooded Horse from September 22nd to 26th 2022 in collaboration with developers and publishers of all sizes.
Paris, September 20th 2022 -- Indie strategy and tactics game publishers Firesquid and Hooded Horse are launching TactiCon, an online event celebrating the tactical and strategy genres. The event features both recently released hit games as well as promising upcoming projects, and will be held on Steam through a special event sale page. The event will offer a way for developers and fans to meet, learn, and share with each other.
Version 1.0.11 is live!
Personal Notes
Hey, folks! In today's patch you'll find the heavily requested feature on the community forums: Personal Notes. The Notes were also a section from the original Adventure Sheets in the paper gamebooks, so there were plenty of reasons to finally put them in the game! I decided to start simple and give you something like a Notepad. Over the course of the following weeks, I'll collect feedback and make adjustments if necessary.
The Isle of Druids
Something that I consider a major change is the adjustment of the early experience of the game. The starting area, the Isle of Druids, is just not the best starting place for many and this has shown in several feedback sessions I've conducted with different players. The reason the Isle of Druids can feel so off is it lacked any content in the books and I have taken the Ghoul, the Wereboar and the Brigands from other books/locations and transferred them there to have more stuff on the isle to do. They served the purpose to have more content and possibly provide some early boost for characters but in reality, they were not meant nor designed to be starting quests/encounters. I had to address that, and I've been going back and forth about it since the Early access days.
After I kept hitting a wall about deciding where to place what, I stepped back a little bit and decided on a more subtle, incremental approach. If it yields the desired results, great! if not, then I'll add more changes. Due to the open world nature of the game, the isle can be skipped entirely, hence I don't want to commit to huge and drastic changes that would force this path on all starting characters but instead keeping the notion of choice alive and kicking.
At the end of the day, I want the Isle to still feel interesting and to provide a challenge but not strait out kill the player, take their money and equipment and spit them out in the harsh world at a worse stance than they actually were.
Here's the full changelog for today's patch:
Incremented version to 1.0.11
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Brigands
Nerfed arrow shot from the hiding accomplice, from 1d6 - 2 damage (less than or equal to 0 is a miss) to 1 damage on a roll of 5 or 6 from 1d6.
Nerfed crossbow brigand in combat from 1-2 damage to 1-1 damage.
Rephrased the choices pre-combat to make them sound equally appealing, i.e. Instead of Make a Run for It - Escape, instead of Beg for Mercy - Surrender, etc.
Added Thievery roll to Escape option (aside from Scouting roll)
Wereboar
Nerfed from 2-3 damage to 2-2 damage. This change essentially means that the Wereboar would need 5 hits to kill a full Stamina fresh Character instead of potentially 3
Militia patrol
Reworked Militia patrol encounter, now gives a weapon, armour and heals 1d6 stamina over rest and meal if player is completely broke (no weapon, no armour, 0 money, including stash).
Militia patrol now interferes and chases the Wereboar if the player rolls the Wereboar completely broke (no weapon, no armour, 0 money, including stash).
Militia patrol text is updated so that the player understands they can seek help here if completely broke.
Ghoul Quest
Updated quest fail conditions: Instead of failing the quest if you can't find the ghoul, you skip the little girl and get Ghoul Bite directly pre-combat.
Ability roll difficulties are slightly nerfed.
Coastline
The healing potion from the very beginning of the game can now be found on the coastline if the player hasn't picked it up.
Warriors
Warriors now start with an axe and a ring mail. Warriors have the most difficult early game and needed some boost that won't break their mid and late game great Defence scaling as well as great damage output. Due to the synergy with their Tactical Assessment skill and weapons that allow multiple attacks per turn, the Axe felt a lot better than the Sword in early combat. Ring Mail will make sure the Warrior feels tankier and can melee a fight in the starting area.
I hope you'll enjoy the changes, especially if starting a fresh character! As always, wishlist the game to stay notified of all the news and updates for Fabled Lands.
Decreased the sell price of the golden nugget fallen from the sky to 1999 Shards (still trying to pinpoint the best value).
Fixed Steam achiviements not triggering.
Fixed odds for entering the palace of Aku when just waiting.
Fixed scroll of Ebron not removing upon becoming an initiate of Ebron in Aku.
Fixed an issue when changing Display Settings and reverting, resolution sometimes doesn't revert to its initial value.
Fixed auto-success rolls causing a critical story bug when followed by a luck roll and save/loading.
Fixed auto-success rolls displaying incorrect information on load.
Fixed incorrect behaviour when trying to use a teleportation item after death.
Fixed a bug where Mud terrain tooltip displayd 3 AP cost instead of 4 AP.
Version 1.0.9 is live!
Incremented version to 1.0.9
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UPGRADED TO UNITY 2019.4 LTS as part of the preparation for Steam Deck.
Removed display settings standalone dialogue.
Implemented in-game Video and Display settings under options.
Implemented Dropdown UI control.
Fixed a bug where you can leave a Town interrupting the story, causing unexpected behaviour such as locked out items from a loot chest or re-attempting failed quests.
Fixed critical bug when saving and loading an auto-sucess roll followed by combat.
Fixed incorrect score label for An unusual wager event.
Fixed bonus for dice rolls not getting cleared on Forced to give in during the Pirates event.
Fixed Goldfall loop hole where you can get repeatable +1 Sanctity.
As always, let me know on the community forums or the official Discord if you encounter any issues, especially if quick hot fixes are needed after this new patch.
New Patch (v.1.0.8) + Tacticon Announcement!
Tacticon!
Hey, folks! I am happy to announce that Fabled Lands is among the featured games that will be part of the TACTICON festival. The organizers have prepared lots of interesting stuff for the viewers such as dedicated streamers and in-depth talks as well as news about some very intriguing upcoming games. I am really excited that Fabled Lands is going to be in the roster for this event.
Steam Deck
In addition, I am finally on the path of getting the Steam Deck verified badge. Currently the badge I received in the review process is Playable and there is still some development time required until I get the green circle. Because as you know I want to give you the best experience possible that is up to me, hence witholding to release it with a yellow badge only. Special thanks to all the people who asked about the Steam Deck constantly over the last months and helped me prioritize and advance dev in that area.
New Patch!
Another Saturday usually means a dev-log update but what better than to get an actual patch! Just to let you know, working hard on both the new zones as well as keeping the spice flow ;) Enjoy!
Incremented version to 1.0.8
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Added new world location to Sokara, Coastal Marlock City (as is in the books).
Added new world location to Sokara, River Grimm Delta (as is in the books).
Added Silver Medallion artefact in preparation for the Kingdom of Reavers.
Added an additional Combat roll when escaping Beladai's camp in case you don't have knowledge of the mountain's underground passage.
Added an additional Combat roll when holding the gates of the Citadel of Velis Corin in case you don't have knowledge of the mountain's underground passage.
Added visible choice to use a different ability when pursued by Nergan's soldiers (as is in the books).
Added additional damage and luck roll as a last resort to escape your pursuers if you succeed in killing Nergan Corin.
Added an additional text and quest fail warning when talking with Kevar if you have given up the golden locket before taking Kaschuff's quest.
Renamed Flamingo's Feather to Exotic Feather.
Added Exotic Feather as additional loot when killing the Cultists and when assisting the merchant ship from Ankon-Konu.
Candles are now stackable.
Fixed Candles not being counted as a possible light source in Yellowport's sewers.
Fixed incorrect deduction of Candles when using it as a light source.
Fixed Castle Ravayne admission text to be about your reputation (being Rank 4) rather than a member of the nobility to address the removal of Rank titles as opposed to the books.
Fixed The Deed to the Wrath of God not removing from inventory upon usage.
Fixed a bug where Blue Liquid disease, Curse of the Donkey Ears and Curse of Blighted Magic were not removed correctly upon bulk removing all diseases/curses. Fixed Potion of Restoration behavior to remove curses first and then heal to make sure Stamina is full after usage.
It's been 3 years working without any significant interuption on the game but the final push for version 1.0 was a thing of its own. I had to force myself out of workaholic behaviour after the Summer Sale to be able to take some down time. I had to be careful not to burn out myself after the release craziness and the same went for the artist.
I personally had a blast, spent more time with my son who can now walk on his own, read 2 whole books, even played some Elden Ring (I've only reached the Academy of Raya Lucaria. Oh, boy, this thing is HUGE.) Discovered Coffee still tasted good when not working which was great.
I have promised a little gift edition to several people who have helped immensely with the project at various stages and I was satisfied I had the first component finished. Did some planning and promotion for the game as well so I hope the second half of the year will see Fabled Lands attending some sweet festivals.
Nevertheless, feeling refreshed and rejuvinated for some more action! Working on the DLC(s) for the new areas that I want to add to the base game and I am excited to start sharing the progress there. Peter who did the wonderful achievements in the game and play tested it in the 100s of hours started helping me convert the rest of the books in Ink at this early stage, so we'll see how many I'll squeeze in! But first things first, a new patch to take care of some issues.
Incremented version to 1.0.7
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Increased the sell price of the golden nugget fallen from the sky to 9999 Shards from 999.
Added an alternative way to find a Scarab Amulet.
Reworked A pitfall random event (former Brigands Attack) in Golnir. Added Thievery roll as a secondary ability to avoid being trapped. Added Climbing gear option as an additional escape mechanism.
Reworked Nerech. You can learn an additional way to handle manbeast encounters at Marlock City's Inn (as intended by the initial text in Book 1). Added an additional ability roll and more choices as an escape mechanism for the Damsel in Distress quest in Nerech.
Options for teleportation at Trefoille with a Verdigris key are now explicit.
Added failed charisma check passage of text when attempting to ask for a boon from the Baroness.
Fixed additional stash tabs bought from one character (save) can be accessed from another character (save).
Fixed label for character money in House Stash not refreshing when purchasing an additional Stash tab.
Fixed Golden Net quest not failing upon returning to seek the Sunken City if you've teleported out of it.
Fixed wrong resurrection deal obtained at Tyrnai's temple in High King's Seat causing you to be resurrected in Caran Baru instead.
Fixed a bug when summoning more than four ally units on the battlefield causing them not to spawn.
Fixed a typo when travelling with a ticket from Ringhorn to Aku.
As always, enjoy your time adventuring in the Fabled Lands and wishlist it if you haven't:
Updated behaviour for loot chest with loot counter; greyed out artefacts will no longer trigger the artefact warning pop-up.
Fixed triggering a quest failure when freeing up space in your backpack for a quest item not yet looted.
Fixed a quest marker error which caused an empty Quest Log.
Fixed passive bonus for ability and luck rolls not being cleared when interrupting the roll with a teleportation item.
Fixed save/load on vampire bats treasure luck roll causing a story crash.
Fixed typo in High King's Tomb.
Version 1.0.5 is live!
Hey folks! I am pleased to announce the new patch is live with some quality of life changes. First and foremost, more space for the House Stash! For all of you out there who would like to collect and store every trophy, every piece of gear (some back up gear), or would like to fill a full stash of potions neatly aligned by colour, I heard you and the additional stash tabs are here.
I finally dedicated some time improving the quest markers as well. I saw people struggle to determine which quest marker is for which quest when they start to pile up. So now you can track/untrack quests from the quest log for a tidier minimap.
Aside from that, quests with multiple locations that you have to visit in sequence are now updated accordingly with quest markers displayed one location at a time on the minimap.
People on the Discord community and the Steam forums have shared their bad experience when they click and forget to pick up an important quest item and they continue to play, and play and discover too late what they have done. With some useful feedback provided, the game now warns you in case you have missed an important artefact.
Last but not least, there are some quests which would fail if you lose the quest item (11 to be precise). While this is nasty for some it is important for how the story ark of each individual character develops, how different adventures they had, and how the authors desired it to be. However, instead of the quests remaining forever open in the Quest Log and the player is uncertain what to do next and if it is fixable or not, it is now updated and failed accordingly on the spot which is tied to the narrative, i.e. lost your equipment at the bottom of the ocean.
With that and more fixes and improvements, I leave you with the full change log. See you all in the next update!
Incremented version to 1.0.5
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Increased house stash storage via stash tabs. Players can now buy 2 additional stash tabs for 2000 Shards each.
Implemented trigger for quest fail when you lose a unique quest item which cannot be retrieved a second time.
Added a pop-up warning when about to leave an unlooted artefact.
Added track/untrack toggle for quests in the Quest Log.
Added missing choice to make an ability roll for Combat when attempting to assassinate Nergan Corin.
Added missing quest marker for Trefoille.
Updated Man Beast's Helmet, added an additional -1 Sanctity attribute to be more in tone with the story.
Updated Royal Ring to be an equipable item in the ring slot; royal Ring now grants +5% Critical Hit Chance.
Updated Black Dragon shield to an Artefact for consistency.
Fixed missing scimitar item from loot chest when becoming part of the pirate's crew, replaced with a katana.
Fixed quest tracking behaviour for quests with multiple objectives, quest markers on the map are now properly displayed only for the current active objective.
Fixed wrestling in Aku causing critical end of story on multiple occasions.
Fixed wrong check on investments flow used for the guild at Aku.
Fixed blood money story line not being able to exchange stamina for Shards when on max stamina.
Fixed a UI bug where you can select two difficulties at once if you click on the checkboxes instead of the icons.