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Fablecraft’s future updated one last time for 2024 🔮

Greetings, Mages! 🧙‍♂️

The end of 2024 is nearly upon us, and now we set our sights on the future. Today, we’re ready to reveal the most recent changes to our living – we’ll talk more about that in a second – Fablecraft development roadmap. Keep in mind this development roadmap represents the next 6-ish months, and it isn’t inclusive of all our plans.

[previewyoutube][/previewyoutube]

Let’s begin.

[h2]Quickly, what do we mean by a ‘living’ roadmap?[/h2]

Our roadmap is living because we’re an Early Access game made by a small team with an active community. Most of the changes to the roadmap we’re sharing today come from requests and discussions with our community members, so we try to be upfront about exactly how much we intend for our roadmap to change.

It will likely change again, too! We have to continuously shift our focus to meet the needs of our players while also completing the vision we have set for Fablecraft. We appreciate your help and understanding in this process.

So, thank you!

Here’s the updated Tales of Fablecraft Development Roadmap




[h2]What’s new?[/h2]

In the weeks and months ahead, we’ll share as much as we can about each of the entries on our roadmap here on our dev blogs and on our Discord. For instance, next week, we’ll discuss the Nice Dice campaign settings toggle and our homebrew battlemaps.

For now, we’ll share the items that we’ve added.
  • Nice Dice campaign settings toggle
  • Multiplayer matchmaking parts 1 & 2 – Yep, we’re splitting this feature up.
  • Text-only session improvements – We know lots of folks only want to use text to chat, so we’re working on improvements to that experience.
  • Daily single-player content
  • Subscription support – We are working on a subscription system to give GMs and players good stuff while offsetting server costs and getting more support to make Fablecraft the best it can be.
  • Single-player rewards


[h2]What did we remove or split up?[/h2]

So, what was pulled or changed up? Only two things, essentially.

[h3]GM Heroes in the sidetray, which was a stopgap[/h3]

When Fablecraft launched this past summer, we immediately heard that players wanted us to prioritize homebrew NPCs. Our initial thought was to let GMs create their own Mages and then add them to campaigns as NPCs.

This was always a half-step move that we planned to patch out with better homebrew, and that better homebrew is closer than we thought it would be. With NPC Copy & Customize dropping later this month (!), we don’t need the GM Heroes in the sidetray functionality. The NPC Copy & Customize feature is much better suited to what GMs want.

[h3]Android mobile and tablet are now independent of iOS development[/h3]

Getting Fablecraft up and running on the iPad with cross-play between PCs and Macs was challenging, but it’s now live! You could probably guess this, but it’s much easier for our team to continue down the iOS development path from iPad to iPhone than switching to a different platform entirely.

So, we’ve decided to finish our iOS port work and get Fablecraft on iPhones before shifting over to Android tablets and, later, Android phones. This decision, while delaying the Android launches, will speed up our overall development process significantly.



That’s it for this week’s update and the roadmap reveal!

Looking for your next adventure? Join our Discord. We’ll see you there!

Tales of Fablecraft v0.20.3 - Hotfix Patch Notes

Greetings, Mages! 🧙 We just pushed a hotfix, bringing Fablecraft to v0.20.3.

[h3]Bug Fixes[/h3]
  • We performed lots of polish on Once Upon a Wildwood, including combat VFX updates and bug fixes.
  • We also tweaked language across store pages, demos, and campaign menus for clarity.
  • The new campaign creation button now sits at the end of the campaign menu instead of the front, making hopping into existing campaigns much easier.
  • We also fixed a bug that caused soundscapes to continue playing even after players left to the home screen.
  • Players will now see roll requests from GMs even when they are viewing character sheets! Hooray!
  • Level-ups now grant full HP and full Charge. Resting through growth, who knew?
  • We fixed a bug that would cause the inventory panel to show up completely blank.
  • We also fixed a bug that would label inventory items with incorrect rarity values. Sometimes a normal Bubble Frog really is just a normal Bubble Frog.
  • We’ve also made it so you can preview custom Jukebox uploads.

[h3]Known Issues[/h3]
  • If a player switches audio output while music is paused, the music will start playing through the new output device. This only happens on the Steam version.
  • Kai and Cali sometimes switch places in the Arena Demo. We haven't figured out why this happens yet… we think they’re haunted.
  • The Precarious Bookpiles tooltip reads six damage, but they actually deal 13. Be prepared when in battle!
  • Total damage in tooltips doesn't always reflect actual total damage thanks to hero levels and talent bonuses.
  • Account deletion doesn't fully update for friends of the deleted account. Friends may need to manually remove the account from friend lists and campaigns.
  • GMs cannot consume or delete items on behalf of a hero via their character sheet, but they can pass those items on to other players.
  • If an item appears in several places throughout a GMG, it will appear "handed out" in all locations after the first handout.
  • Some level-up bonuses aren't fully applying at higher levels (Inventor Level 8 doesn't receive their third Spellcraft die, for example).
  • Game Log data does not always save from session to session.
  • If a music track is selected in the Jukebox, it will persist when changing in and out of battlemaps. The track persists until an environment with another music default is selected or the GM selects another track (which will persist again).
  • Power Breach caps the Elementalist’s movement to 1, regardless of speed without it equipped.
  • GMG hover text may not consistently appear. One workaround is to click into another tab on the sidetray and then click back to the GMG.
  • While in the Story Scene, staged character tokens show a remove button for all players, but they can only be removed by the GM. In the demos, these cannot be removed at all.

Massive in-game lore drop incoming 📖

Greetings, Mages! 🧙‍♂️

In case you missed it, we released a major update for Fablecraft last week. v0.20.0 rolled out iPad support, launched Once Upon a Wildwood, and introduced oft-requested features like hidden dice rolls and multiplayer safety tools.

Now, we’re ready to reveal one of our next major features. We'll also take a closer look at one of the niftier things we did in our latest campaign. Minor spoiler warning for that section, but we’ll be sure to let you know you’re about to read it.

[previewyoutube][/previewyoutube]

Let’s begin.

[h2]The request for more lore that’s easier to access, heard[/h2]

The moment we launched Fablecraft into Early Access this past summer, players started asking us questions about the world of Mythas, its inhabitants, and how they exist in the Fablecraft system. Those questions persist, and for good reason!

We worked hard to build this fantastic setting, and we love that our growing community wants to know more about how it all works.

We also know that players want easy access to all of this information. Unlike a typical tabletop RPG, it’s not practical for everything written about Fablecraft to exist in a printed book (although that would be awesome 🤘) or digital PDF. We have those PDFs, by the way. You’ll find them on our GM Resources page, though beware of spoilers.

So, how are we addressing this in the near future? As I type this sentence, we’re building an in-game lore guide. ✨



The guide explores the world of Mythas, its regions, and its inhabitants. Players will be able to access the lore entirely in-game from the moment they start playing, with just a few clicks or taps through the main menu.

Curious about the four Mythan regions? Want to know more about the Pantheon of Mythan Gods? Ever considered the ancient world of Mytharia that existed pre-Shattering? It’s all here.

We’re on pace to deliver this in-game lore soon, and we’ll likely expand it over time as we introduce Mythan narrative. Until then, we’re excited to get this in the hands of players and GMs to help them tell their own tales in Fablecraft.

[h2]We’re experimenting with unique battlemap mechanics, on display in Wildwood[/h2]

Minor spoilers for an early encounter in Once Upon a Wildwood begin here.

Folks who’ve already played our latest adventure, Once Upon a Wildwood, have likely figured this out: we’re designing unique things in the combat scene players encounter in Fablecraft.

Today, we’ll take a look at the first battlemap on display in Wildwood in order to illustrate the types of mechanics we’re toying with right now. In this battle, players face off against the menacing Maulcaps (a sort of bear and mad-mushroom hybrid) in an open clearing teeming with poisonous fog.

Up until this point, battlemaps in Fablecraft haven’t featured hazards that can actually deal damage to players. The poison clouds, as their name implies, actually poison players.



Combine those poison clouds with the Maulcap’s ability kit, and you’ve got a great little meta game for GMs to play with during combat.

What’s in the Maulcap’s ability kit? A few things, but one specific ability is perfect for GMs looking to pull off a combo of pain. It’s the Vine Whip, and it gives the Maulcap the ability to push players into the poison clouds.



We’ll certainly be trying lots of other stuff with future battlemaps, too. What would you like to see?

[h2]Roadmap update arrives in two weeks[/h2]

Finally, before we go, we wanted to take a moment and share two bits of housekeeping information.

First, we won’t be here for Fablecraft Friday next week due to Thanksgiving in the United States.

Second, we’re tweaking our roadmap in response to recent community requests, and we’ll have that ready for you the first Friday in December. We're paying attention to what new and old players are asking for, and we're looking to answer those requests soon.

Until then, we’ll see you in Mythas. If you’re looking for a party, consider hopping into our Discord.

👋

Fablecraft v0.20.0 Patch Notes - New adventure, safety tools, and hidden rolls

Welcome, Mages, to the next major update to Tales of Fablecraft. 🧙

📢 Fablecraft is now available on iPad, with cross-play and cross-platform support. Get it here.

This is v0.20.0, and it delivers a brand new adventure, features requested by our community, and bug fixes galore. As always, you'll find the complete patch notes at the base of this post. Before we get there, we'll share more about Once Upon a Wildwood.

Want a deeper dive into the marquee features packed into this release? You'll find it in last week's edition of Fablecraft Friday, below.

[previewyoutube][/previewyoutube]

[h2]Break the curse. Save the forest. Live happily ever after.[/h2]

When an evil wizard inflicts a curse upon Grimersen Wildwood, it’s up to the party to break the spell. Venture deep into the woods to discover a fairytale like no other, and expect the unexpected in this whimsical-but-deadly adventure!

This adventure is recommended for Level 7 Mages, but encounters can be rebalanced to suit all levels.

Here's what it includes:
  • A Game Master Guide that minimizes prep
  • 8 Animated Environments (1 variant)
  • 5 Animated Battlemaps (2 variants)
  • 5 NPCs
  • 5 Monsters with unique abilities and SFX
  • 1 Music Track
  • 1 Soundscape
  • 1 SFX
  • 11 Inventory Items




Now, how about those patch notes?



[h2]The Complete Tales of Fablecraft v0.20.0 Patch notes[/h2]

[h3]Features[/h3]
  • Tales of Fablecraft is now available on the iPad with cross-play and cross-platform support.
  • Once Upon a Wildwood, our newest premium five-session adventure, is available in the in-game marketplace and on Steam for $19.99. This adventure includes a complete GMG, new battlemaps, new environments, new NPCs, and new baddies complete with their own combat moves and associated VFX.
  • We’ve added a suite of safety tools to make adventuring in Mythas more inclusive and accommodating. Players can raise a flag for their GMs whenever they are uncomfortable, block and report other players, and toggle custom content on and off.
  • GMs will find a link to the TTRPG Safety Toolkit on the campaign creation screen, too, which provides a wealth of open-source resources for setting boundaries and expectations for your group.
  • Hidden Dice Rolls are now available for players and GMs. A GM can opt to roll secretly, and players won’t see results. Players can also opt to roll privately, but their results will be shared only with the GM (of course, the rolling player will see the results, too).
  • Feel like flexing the rules a bit for your next adventure? Advanced Campaign Settings are here, and this is only the beginning. With the first wave of Advanced Campaign Settings, GMs can make the following tweaks…
    - Determine the amount of Charge lost when a Mage is defeated in combat
    - Determine how much health is gained with Quick Recharge (25%, 50%, or 75%)
    - Determine if only GMs can wake KO’d Mages
    - Determine if Mages can automatically wake after combat is over
    - Determine if Mages must roll with disadvantage when pent
    - Determine if only miscast spells cost Charge
  • Consumables can now be stacked in your inventory, so you can carry a bunch of health potions while only occupying a single slot.
  • We’ve added support for listing Fablecraft adventures and content as DLC on Steam. This enables us to bundle goods for discounts and let players buy adventures for their GMs as gifts.
  • We also updated the GM Guide selector so that it matches the visual style of the marketplace, making it possible for us to add more adventures and simplify browsing.
  • While Object of My Affection is still a one-shot, we’ve broken the GM Guide down into three sections for easier navigation during play.
  • Players can now log into Fablecraft with their Apple accounts on PC, Mac, and iPad.
  • We’ve updated our terms of service to be more creator-friendly and added an acceptance notification when you fire up the game.

[h3]Bug Fixes[/h3]
  • You’ll now keep your dice and token skin selections after you log out and back into a campaign in Fablecraft.
  • Video settings will also persist when you exit and re-enter a campaign instead of vanishing into the void of Mythas.
  • Music and soundscapes will no longer suddenly stop when you switch to a custom environment, meaning you can maintain the mood.
  • We fixed a bug that would clear your opening skill (and cause a bunch of other terrible issues) if you moved your token around and then reverted it to your starting position. Now, your opener will play, and you’ll be able to move freely before locking your destination in with an action.
  • Dragons finally breathe fire (or gems, or whatever) while facing the correct direction instead of upside down, which was really bizarre.
  • We fixed a bug that caused the Strained status to behave in unexpected ways.
  • We also renamed “Shield” across the application to “Block,” clearing up confusion about functionality.
  • Players who exit and re-enter the combat scene will now automatically regain control of their heroes.
  • The GM Demo will no longer break because you decided to click on the Campaign Notes tool.
  • We also fixed bugs that would break the Hero Demo when users dismissed roll requests.
  • We made a slew of general tweaks and fixes that help game and camera resolutions and FPS.
  • We’ll now auto-enable stereo sound support for players with multichannel setups.
  • Also, if users try to use unsupported audio devices, we’ll now send them a notification that they’ll need to switch.
  • Friend chat messages sent an hour or more apart will now show timestamps.
  • Finally, we made a bunch of visual and text updates across the board for better clarity and readability.

[h3]Known Issues[/h3]
  • Custom audio is not currently available for iPad; we're looking to add this in a future update!
  • Character sheet sub-panels may open empty if entered while a hover tooltip is displaying. If this happens to the GM, they will need to restart Fablecraft. If there are three players, the non-GMs can click on each other's avatar to bypass the issue.
  • Account deletion doesn't fully update for friends of the deleted account. If this happens, friends may need to remove the account from friends lists and campaigns manually.
  • GMs cannot consume or delete items on behalf of a hero via their character sheet, but they can pass those items to other players.
  • Some level-up bonuses aren't fully applying at higher levels (Inventor Level 8 doesn't receive their third Spellcraft die, for example). We're looking to address this quickly with a hotfix.
  • While suffering from poison, you may see a seemingly random MISCAST animation play. This is a bug! You didn't (necessarily) miscast.

🌳🍃 Once Upon a Wildwood launches next week!

Greetings, Mages! 🧙‍♂️ Next week’s update is a big one.

[h3]Tales of Fablecraft v0.20.0 will launch on November 19th, 2024. This update includes the new Once Upon a Wildwood adventure, the iPad version of the game, and a slate of incredible new features.[/h3]

We’ll preview the new adventure and those upcoming features in today’s edition of Fablecraft Friday, and we’ll begin with Once Upon a Wildwood.

https://www.youtube.com/watch?v=87INwBs1gGk

[h2]Once Upon a Wildwood is almost here[/h2]

Once Upon a Wildwood is our first full, premium five-session adventure since we launched into Early Access in July. It will officially launch with v0.20.0 here on Steam and in our in-game marketplace for $19.99.



Break the curse. Save the forest. Live happily ever after.

When an evil wizard inflicts a curse upon Grimersen Wildwood, it’s up to the party to break the spell. Expect the unexpected in this whimsical-but-deadly fairytale adventure!

We’ll detail the full slate of what’s included in Once Upon a Wildwood next week upon release, but you can expect a complete, new Game Master Guide, animated environments, animated battlemaps, NPCs, monsters, soundscapes, and music.

[h2]DLC available on Steam? Why?[/h2]

That’s right! We’re placing all of our adventures (for starters) on Steam as purchasable DLC.

[h3]Gifts for your GM[/h3]

From the moment we launched into Early Access, we heard from players that they’d like to buy adventures for their GMs. We don’t have this sort of gifting available in-game right now, but getting the adventures up on Steam makes this possible. Of course, this meant engineering a connection between purchases on the Steam marketplace and our in-game marketplace, but that functionality is going live with v0.20.0.

Gifting adventures will soon be possible with Steam DLC.

[h3]An easy way for us to create bundles and offer discounts[/h3]

And! By making the adventures available as DLC on Steam, we can do some interesting stuff with Bundles. That starts with The Adventure Bundle.



The Adventure Bundle offers an 11% discount on the adventures within. This is a Complete the Set bundle, and that means you’ll be able to get that 11% discount on the adventures inside the bundle regardless of how many you already own.

So, for example, if you already own The House in the Manor, you can snag the rest of the adventures in the bundle and take advantage of that 11% discount as well.

We’ll have bundles in our in-game marketplace, too, but they don’t support the complete the set discount functionality available on Steam yet. We plan to bring that feature to our in-game marketplace, but it will take time.

[h2]Hidden Dice Rolls and Advanced Campaign Settings are coming, too[/h2]

Roughly three weeks ago, we shared that v0.20.0 will include many quality-of-life features in addition to the fresh adventure and iPad support. You can learn about those social and safety features here, in case you missed the post.

Today, we’re announcing two more fresh features coming with this update.

[h3]Roll dice, in secret[/h3]

Sometimes, a GM may want to obscure a dice roll from players. Other times, a GM may want a player to make a roll without the rest of the party seeing the results.

With v0.20.0, we’re introducing the ability to hide dice rolls from players.



This works two ways… The GM can roll in complete secret, and players will simply see that a hidden roll occurred without seeing the result. Or, a player can opt to roll in secret, but only they and the GM will see the roll and results.

Our Mage community requested these hidden rolls on our feedback board, so thank you!

[h3]The beginning of Advanced Campaign Settings[/h3]

One of our goals for Fablecraft is to offer a virtual tabletop system that’s as flexible as possible while remaining user-friendly. That can be a challenge.

With v0.20.0, though, we’re introducing Advanced Campaign Settings that open the door for GM and table-specific tweaks and changes. You’ll find the Advanced Campaign Settings menu in the campaign creation and editing screens.



We’ll add more toggles and selectables to the Advanced Campaign Settings menu as we move through Early Access (like friendly fire, for example!), so consider this the first step in our journey.



That’s it for this week’s edition of Fablecraft Friday! We’ll have in-depth patch notes available with the launch of v0.20.0 on November 19th, 2024, so get ready for those.

Have a question? Want to find your next party? Join our Discord.

We’ll see you next week, Mages!

👋