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Fabled Lands News

Version 1.0.12 is live! STEAM DECK verified!



[h2]Steam Deck Verified[/h2]

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.



[h2]Special Thanks[/h2]

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.

[h2]Incremented version to 1.0.12[/h2]
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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:

https://store.steampowered.com/app/1299620/Fabled_Lands/

Fabled Lands sales event at Tacticon, Sept 22-26



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!

[h2]When exactly?[/h2]

The event is expected to go live on Steam at 10 AM Pacific Time (7 PM CEST).

Remember to wishlist the game if you haven't!

https://store.steampowered.com/app/1299620/Fabled_Lands/

[h2]About TACTICON[/h2]

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!



[h2]Personal Notes[/h2]

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.

[h2]The Isle of Druids[/h2]

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:

[h2]Incremented version to 1.0.11[/h2]
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[h3]Brigands[/h3]
  • 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)

[h3]Wereboar[/h3]
  • 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

[h3]Militia patrol[/h3]
  • 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.

[h3]Ghoul Quest[/h3]
  • 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.

[h3]Coastline[/h3]
  • 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.

[h3]Warriors[/h3]
  • 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.

https://store.steampowered.com/app/1299620/Fabled_Lands/#app_reviews_hash

Version 1.0.10 is live!

[h2]Incremented version to 1.0.10b[/h2]
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  • 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!

[h2]Incremented version to 1.0.9[/h2]
---
  • 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.