Tales of Fablecraft v0.17.0 Patch Notes
Greetings, Mages! đ§ââď¸
I come bearing tidings of a new update for Tales of Fablecraft. Weâre now at v0.17, and weâve made several changes to the gameâs inventory system, rolled out the Friends of Fablecraft program, and performed a round of minor feature additions and bug fixes.
As standard with our patch notes for larger updates, youâll find the details of the marquee feature change here at the start of the post and the complete patch notes at the bottom.
With that, letâs begin.
[h2]An upgraded inventory system awaits đ[/h2]
With v0.17 of Fablecraft, weâre rolling out a series of inventory-based feature additions and changes that should make adventures more exciting and the lives of GMs a bit easier. Weâre introducing consumables, items that grant spells and abilities, and the first stage of currency-related features.
[h3]Consumables for the story and combat scenes[/h3]
Weâve added consumables to Fablecraft. That means, for example, that GMs and players now have access to potions that only have a single use.
Take the Curative Cordial; it will heal a playerâs HP once they choose to consume it. If they are in the story scene, players will grab the potion from their inventory and drag it to the center of the screen to see the consume option. Once used, the potionâs healing effect activates, and itâs removed from the playerâs inventory.

If players want to use a consumable in combat, they must be equipped before combat begins. Once equipped, that consumable will appear on their action bar during battle, and using it will count as a turn action.
Itâs important to note that some items do not have an automated outcome and will rely on working with your GM to implement. The Plumpnut, an item players find in Murder on the Tipsy Pearl, is a consumable that will reduce the difficulty of the consumerâs next skill check. Itâs up to the GM to manually lower the difficulty of the roll once consumed. Weâll automate as much of this as we can in future updates.
[h3]Items can now grant spells and abilities[/h3]
Roleplay and fantasy fans love it when a sword grants access to a combat mechanic or a tome, which gives its bearer a unique spell. Weâve wanted this in Fablecraft for a while now, and itâs finally here.
Gear can grant Mages new spells and abilities.
Gear that grants combat abilities must be equipped to appear on the action bar during battle, while Gear that grants roleplaying-focused spells will only work in the story scene.

For example, you might have a bow that automatically hits for low damage without a roll in your inventory. Once equipped, that bow will enable that low-damage attack for your Mage in combat. Likewise, the "Seize the Day" joke book from House in the Manor now adds the Center of Attention spell to your spell list when equipped.
[h3]These are the new and updated items and gear[/h3]
New Gear
We'll be adding more items and gear in future updates, too!
[h3]The first stage of currency-related features has arrived[/h3]
Finally, weâve begun rolling out changes to the currency system in Fablecraft. This comes in two new ways.
First, items now have values that make shopping and trading more interesting. For instance, knowing that a weapon will cost 30 Gold pieces will give more value to the roleplay around that merchantâs stall. Perhaps theft is called for? Knowing my players, though, theft is always called for.

Second, players will find their Gold hordeâs status at the top of their inventories. Currently, itâs up to the GM and players to pay attention to pricing, but weâre looking to automate gold costs in the future.
[h2]The Friends of Fablecraft program is now live[/h2]
With Friends of Fablecraft, weâre working to promote our game while supporting the creators, artists, writers, and game shops that make our hobby so special.
If youâre a creator or own a game or hobby shop (or if you know someone who fits that bill), consider becoming a Friend of Fablecraft. Signing up takes only a few minutes, and once approved, youâll get a unique code to share with your community. When your community uses that code in our Marketplace, youâll get 30% of the sale.
We love tabletop RPGs in large part because of the communities that surround them, and we intend to foster a great community with Fablecraft. We hope youâll join us.
Now, onto the full patch notes.

[h2]The Complete Tales of Fablecraft v0.17.0 Patch Notes[/h2]
[h3]Features[/h3]
[h3]Bug Fixes[/h3]
[h3]Known Issues[/h3]
I come bearing tidings of a new update for Tales of Fablecraft. Weâre now at v0.17, and weâve made several changes to the gameâs inventory system, rolled out the Friends of Fablecraft program, and performed a round of minor feature additions and bug fixes.
As standard with our patch notes for larger updates, youâll find the details of the marquee feature change here at the start of the post and the complete patch notes at the bottom.
With that, letâs begin.
[h2]An upgraded inventory system awaits đ[/h2]
With v0.17 of Fablecraft, weâre rolling out a series of inventory-based feature additions and changes that should make adventures more exciting and the lives of GMs a bit easier. Weâre introducing consumables, items that grant spells and abilities, and the first stage of currency-related features.
[h3]Consumables for the story and combat scenes[/h3]
Weâve added consumables to Fablecraft. That means, for example, that GMs and players now have access to potions that only have a single use.
Take the Curative Cordial; it will heal a playerâs HP once they choose to consume it. If they are in the story scene, players will grab the potion from their inventory and drag it to the center of the screen to see the consume option. Once used, the potionâs healing effect activates, and itâs removed from the playerâs inventory.

If players want to use a consumable in combat, they must be equipped before combat begins. Once equipped, that consumable will appear on their action bar during battle, and using it will count as a turn action.
Itâs important to note that some items do not have an automated outcome and will rely on working with your GM to implement. The Plumpnut, an item players find in Murder on the Tipsy Pearl, is a consumable that will reduce the difficulty of the consumerâs next skill check. Itâs up to the GM to manually lower the difficulty of the roll once consumed. Weâll automate as much of this as we can in future updates.
[h3]Items can now grant spells and abilities[/h3]
Roleplay and fantasy fans love it when a sword grants access to a combat mechanic or a tome, which gives its bearer a unique spell. Weâve wanted this in Fablecraft for a while now, and itâs finally here.
Gear can grant Mages new spells and abilities.
Gear that grants combat abilities must be equipped to appear on the action bar during battle, while Gear that grants roleplaying-focused spells will only work in the story scene.

For example, you might have a bow that automatically hits for low damage without a roll in your inventory. Once equipped, that bow will enable that low-damage attack for your Mage in combat. Likewise, the "Seize the Day" joke book from House in the Manor now adds the Center of Attention spell to your spell list when equipped.
[h3]These are the new and updated items and gear[/h3]
New Gear
- Seekerâs Bow - Grants the Seeking Arrow ability, which automatically hits without a roll!
- Razorleaf Dagger - Now grants the Quick Slice ability instead of Haste.
- Curative Cordial - Now grants the Curative Cordial ability for use in combat. Can also be consumed outside of combat.
- Seize the Day - Now grants Center Of Attention spell outside of combat.
- Pearlâs Glasses - Now grants the Sense Magic spell outside of combat.
- Captainâs Reserve - Now grants the Social Chameleon spell outside of combat.
- Star Fragment, Large - Can be consumed to restore 3 Charge automatically.
- Star Fragment, Small - Can be consumed to restore 1 Charge automatically.
- Hourglass of Second Chances - Can be used/consumed; GM will allow you to reroll a skill.
- Plumpnut - Can be used/consumed; GM will allow you to reduce the difficulty of a skill check.
We'll be adding more items and gear in future updates, too!
[h3]The first stage of currency-related features has arrived[/h3]
Finally, weâve begun rolling out changes to the currency system in Fablecraft. This comes in two new ways.
First, items now have values that make shopping and trading more interesting. For instance, knowing that a weapon will cost 30 Gold pieces will give more value to the roleplay around that merchantâs stall. Perhaps theft is called for? Knowing my players, though, theft is always called for.

Second, players will find their Gold hordeâs status at the top of their inventories. Currently, itâs up to the GM and players to pay attention to pricing, but weâre looking to automate gold costs in the future.
[h2]The Friends of Fablecraft program is now live[/h2]
With Friends of Fablecraft, weâre working to promote our game while supporting the creators, artists, writers, and game shops that make our hobby so special.
If youâre a creator or own a game or hobby shop (or if you know someone who fits that bill), consider becoming a Friend of Fablecraft. Signing up takes only a few minutes, and once approved, youâll get a unique code to share with your community. When your community uses that code in our Marketplace, youâll get 30% of the sale.
We love tabletop RPGs in large part because of the communities that surround them, and we intend to foster a great community with Fablecraft. We hope youâll join us.
Now, onto the full patch notes.

[h2]The Complete Tales of Fablecraft v0.17.0 Patch Notes[/h2]
[h3]Features[/h3]
- Weâve made sweeping changes to the inventory system for all you Mages with fat loot on your mind. Youâll find expanded detail in the text above, but hereâs whatâs newâŚ
+ Weâve added consumables to Fablecraft. That means, for example, potions that only have a single use. Some consumables can be equipped and used during combat.
+ Gear can now grant Mages new spells and abilities.
+ Weâve begun rolling out UI elements for Gold in-game, including prices for goods and adding a currency count to the top of each playerâs inventory. - The Friends of Fablecraft program is officially live, and you can support your favorite creators, writers, artists, and local game shops (so long as theyâve signed up) by entering their code into the box in the in-game Marketplace.
- Weâve updated the language in the Fablecraft Menu for clarity.
- Weâve made it so you wonât miss a heal or a recharge! Now, HP and Charge updates are seen regardless of if youâre hovering over the playerâs character portrait.
- Weâve made a tweak to in-game music making it audible in stereo and additional multichannel configurations.
- Weâre working on iPad support right now, and, in case you havenât noticed, iPads have a touchscreen. Weâve added support for drag-and-drop attacks on the combat scene as part of this update, so you can drag your action from the bar in the combat scene onto your target (donât worry, the standard clicking way still works).
- Weâve also made it possible for GMs to click and hold the turn tracker in order to enter a re-ordering mode that should make mass changes to turn order much easier.
- To save screen real estate and maintain a clean UI, weâve made it so the turn tracker collapses once you open the side tray while in combat. It will slide back open once the side tray is closed.
[h3]Bug Fixes[/h3]
- Good news! You can now access the game settings menu without even logging in.
- Player Profile images can now be deleted, which means you never need to look at that oddly chosen photo again. I guess you could have always uploaded a new one, but what if you only had one photo, you know?
- Weâve fixed bugs associated with passing inventory between players.
- We made an update to the content code redemption screen to help the annoying confusion between the letter âlâ and the number â1.â
- This one might be confusing, but those whoâve encountered it will understand. A spoilerific boss had a bugged attack that broke combat⌠weâve fixed it.
- We fixed a bug that caused status effects to stick to the floor while tokens moved away, a bit like a slug with a slime trail. Now these effects keep up with the token theyâre on.
- Weâve improved scrolling in the GM Demo.
- We also disabled the Feature Tour pop-up that was wreaking havoc across the demos.
- We made a slew of other, smaller visual and design tweaks that are incredibly special but donât warrant hanging on the official patch notes fridge for the whole family to see.
[h3]Known Issues[/h3]
- Several combat VFX are missing textures. We are actively working on this and will deploy a hotfix as soon as possible.
- GMs can't switch NPC allegiances in battle, though they can switch who controls which NPC token. This is also a high-priority item for us and will be fixed quickly.
- Clicking on an inventory notification to view the item may cause some inventory items to flicker.
- Some Items and Gear may not appear in the filtered places you expect them to as the GM. Weâre working on this and will improve the UX in a future update. If you canât find a potion, for example, be sure to remove filtering.
- We've noticed an issue that causes the personal fullscreen view of items to close.