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Tales of Fablecraft v0.12 Patch Notes - We added death to Fablecraft

Welcome to the official patch notes for Tales of Fablecraft v0.12. Our intention with patch notes (like these and the ones we put together moving forward) is to surface the marquee features in a blog and vlog format before offering the bulleted update rundown you’re probably familiar with.

The largest additions that arrive with Fablecraft v0.12 are Charge and the Galaxy Dice Skin Giveaway we’re hosting as part of an upcoming stress test.

Watch the video for the high-level overview and dig into the nitty gritty with the text below.

[previewyoutube][/previewyoutube]

[h2]Meet Charge, your gateway to dying 💫[/h2]

If you’ve played lots of Fablecraft before in the closed beta or even the recently launched demo, you’ll immediately notice something new around your character portrait. This gold, notched semi-circle represents Charge, a new, key resource.



[h3]What’s Charge and how does it work?[/h3]

Charge is a requirement for Spellcasting outside of battle.

Spells, listed in the Actions menu, now require Charge in order to activate. Whether you’re looking to apply the Self-care Spell for an HP refresh or Condescend to really prove your point to that poor Timberwolf, it’ll cost one Charge to make it happen.

Your Charge capacity will increase with level-ups, and GMs can add or remove Charge at their discretion.



Separately, as part of this update, we’re adding some different mechanics to Spells. Self-care is our first in this process, as we’re making it easier for players to manage their health outside of battle. With this update, casting Self-care will automatically increase your health, no GM interaction or roll required. We’ll be tweaking Spells like this more down the line, too.

[h3]”Right, but you mentioned death?”[/h3]

Death… yes…

If your HP reaches zero, you’ll be KO’d. Getting knocked out will reduce your Charge by one.



If you’re out of Charge, you enter a state that we’re calling “Spent.” If you’re Spent and you get KO’d, your character will die. It’s up to the GM whether or not to bring you back to life. You could want to let a Mage die forever. It’s your story!



Of course, if you’re the GM, you have the power to make the Charge and its tendrils as brutal or not brutal as you and your party prefer. GMs control Charge and can add or remove however they see fit. Want your players teetering on the edge of doom, you can do that! Want to be more lenient and flexible, you can hand Charge out like candy.

Our intention is to give you the tools to make Fablecraft as challenging as you like.

[h3]Tension and consequence[/h3]

Charge arrives to provide some fresh tension and drama to roleplaying through sessions. With Charge, players now have to think a bit before they utilize a Spell to discern the worth of a trinket, for example. It might not be worth the Charge to see how legit that sea shell necklace really is.

Down the line, Charge will see a bunch of different tweaks and updates. Give it a shot, and let us know what you think on our feedback board!

[h2]Get those Galaxy Dice this weekend[/h2]

In case you missed our earlier posts on Steam, Discord, and Twitter, we’re offering up some free Galaxy Dice just for playing the demo during our stress test.



We’re working to ensure the Fablecraft servers can handle an increased concurrent player count, and we need your help. Simply log into the Fablecraft demo on Steam between 1:30pm and 2:00pm EDT on Sunday, June 2nd, 2024.

The Galaxy Dice will unlock for the account that you’re logged in with, and you’ll get a pop-up once they’ve been added to your collection. It’s as simple as that!

[h2]The Complete Tales of Fablecraft v0.12 Patch Notes[/h2]

[h3]Features[/h3]
  • We added the previously described Charge system as a Spell casting resource and penalty for KOs, and that includes a slew of new tutorial tools and menus that you’ll encounter during play.
  • We also added a Spent status for characters who run out of Charge.
  • Thanks to that Charge and Spent system, we’ve also added the bittersweet release of death for your characters.
  • We re-worked the Self-care Spell to be automatic on cast instead of tied to a dice roll. That’s right; healing only costs a single Charge with no risk of epic failure hanging over your head.
  • We spent some time making the GM Guide a little bit easier to read and navigate.
  • We updated the error message that pops up when you try to begin battle without any bad NPCs on the battlemaps. We’re shocked you tried to get your players to murder each other. Well, maybe we’re not shocked. We’re disappoi-- just kidding, we’re not even disappointed.
  • We added speaker highlighting to video and voice chat. Now you’ll know who’s talking as their box lights up when they speak.
  • When you click into your inventory, you’ll now get a full view of those beautiful items instead of a small popup. It’s pretty!
  • We added main menu details and unlock pop-ups for those Galaxy Dice that you’ll get for participating in the Stress Test on June 2nd between 1:30pm and 2:00pm EDT.
  • We reworked the models for the Underwater and Galaxy Dice Skins.

[h3]Bug Fixes[/h3]
  • Fixed a bug that would prevent Mages from casting Spells and rolling skill checks during inactive combat.
  • Fixed a bug that would cause the chat menu to stick on the screen, no matter what you poor Mages tried to do to get rid of it.
  • Fixed a bug that would cause the inventory panel to display incorrectly during battle.
  • Fixed a bug that would allow players to open multiple pop-ups while selecting between Spells and Skills.
  • Fixed a bug that would cause the inventory panel to be blank in some Story Scene sequences.
  • Fixed a bug that would prevent players without attached Mages from opening and viewing character sheets.
  • Performed visual QA to the GM Guide and demo flow.
  • Improved the account creation flow a bit more.
  • Fixed various, smaller bugs.

[h3]Known Issues[/h3]
  • If you're rejoining a campaign built before the end-of-May release (v0.12), hero Charge will be set to 0 (only on initial entry). You can refill charge manually by right-clicking the hero, or use the bottom-right menu to recharge.
  • If you're rejoining a campaign built before the end-of-May release (v0.12), your campaign might show a blank or empty Story Scene / Combat Scene. The GM can select a new environment or battlemap, and the game should resume as normal!


CLOSED BETA PLAYERS: YOU MUST LOG INTO THE DEMO, NOT THE CLOSED BETA, IN ORDER TO EARN YOUR GALAXY DICE. The Stress Test is on June 2nd between 1:30pm and 2:00pm EDT.

🎲⚔️ Tales of Fablecraft Next Fest Stream - The Adventure Begins!



Join the Riftweaver team as we stream a session of Tales of Fablecraft, our upcoming virtual tabletop RPG. We'll be streaming here on our Steam page from 12:00pm PT on June 11th, 2024.

What mischief and mayhem will we create in Mythas during this fresh adventure?

Fablecraft will be free-to-play on Steam, on PC and Mac platforms, starting on this summer. Wishlist to be notified at launch!

https://store.steampowered.com/app/2176900/Fablecraft/

🎲⚔️ Tales of Fablecraft Next Fest Stream - More Magic in Mythas!



Welcome back, Mages! The Riftweaver team will continue its Steam Next Fest Stream-exclusive adventure beginning at 11am PT on June 14th, 2024. Watch us play on our Steam page!

You'll be able to gather your friends and begin telling a story of your own in just over a week's time. Fablecraft will be free-to-play on Steam, on PC and Mac platforms, starting this summer. Wishlist to be notified at launch!

https://store.steampowered.com/app/2176900/Fablecraft/

We’re cooking up animated battlemaps for your Fablecraft adventures

Welcome to another weekly update from Riftweaver for Tales of Fablecraft. We have some fun info to share with you this week, Mages! 🧙

Today, we’ll showcase some of the animated battlemaps we’ve been cooking up. We’ll also show off a new GM-focused feature that will allow you to set the exact scene you want without breaking immersion. Finally, we need your help to stress test Fablecraft’s servers, and we’ll reward you with a dice skin for doing it.

[previewyoutube][/previewyoutube]

Let’s begin.

[h3]From illustration to animation[/h3]

Earlier this year, we started the fun process of taking our beautifully hand-drawn battlemaps and giving them life with animation. We’re showing off four of those animated battlemaps; but, let it be known that these are only the beginning.

A quick note: Players always have the choice to disable animations on story scenes and battlemaps. Just click the options tool in the top-middle of the screen.

We’ll start with the Docks battlemap set in the Coral Coasts region of Mythas. This map has a night variant, too.



What adventure would be complete without a stop at a bustling tavern? This Tavern battlemap features three variants: summer (seen below), winter, and ocean.



The Village Square below is also region-agnostic, and it has winter and summer variants set both at day and at night.



Finally, the Mountain Impasse in the Highlands region features a narrow bridge and a seemingly bottomless drop that you can totally convince your GM to utilize with a nice shove and a Might check.



[h3]A wise word on battlemap animation from Greg[/h3]

Greg Platt, our Senior Motion Graphics Designer, has been working hard to animate our battlemaps and make your adventures through Mythas more dynamic.

“I love being able to breathe life into these beautiful illustrations to create a more immersive experience for the players,” Greg told us.

“What I enjoy most is that each one is like a little puzzle to figure out, with different challenges each time. For the Docks, how do we make the water feel realistic without causing too much motion sickness? How can I draw from my experience growing up in the Northeast to create a blustery winter village scene? What little creatures and insects would be buzzing around in Mythas?”

“These scenes are ripe for storytelling opportunities.”

[h3]Drag and drop meets night and day[/h3]

If you’ve run a session or two in Fablecraft (the demo’s available now!), then you know how easy it is to drag and drop batlemaps and story scenes as you build your narrative.

Currently, if you want to take a fight to the Rooted Terrain battlemap at night, for example, you need to take a couple of steps. You have to drag the battlemap onto the stage. It defaults to day, and that means your players will see you switch it to night.

Now, we're building a feature that lets you decide on variants as you drag and drop. It’s easier to show than tell, so check it out below.



The GMs on our team love this feature, and we hope you do, too.

[h3]Uncle Dill wants you for a Fablecraft stress test![/h3]



What about that stress test?

Okay, Mages! We need your help here, and we’re offering these fancy Galaxy Dice as a reward.



We’re looking to test concurrent server load, and we’d like to have as many players as possible log on during a 30-minute window. That window will be from 1:30pm to 2:00pm EDT on June 2nd, 2024.

We’ll share more details about this stress test, including exactly what you need to do, across our platforms over the next week, but please mark your calendars! Don’t worry—it’ll be easy to get those sweet Galaxy Dice once you make it online during the set time.

That’s it for this week’s news! Next week, we’ll show off the combat arena mode that’s coming to the demo in its next major update.

Until then, you can always chat with other players, find your next party, and hang out with the Riftweaver team on our Discord.

See you next week!

Writing the first Tales of Fablecraft adventure

👋 Hello, adventurers!

Before we dive into this week’s update, let’s catch up on a few exciting things that have happened recently! First up, the Demo for Tales of Fablecraft officially released last week. If you have not already, go download that bad boy on Steam!

We’re so excited to finally share what we’ve been working on with all of you. As always, your feedback is invaluable to our team and we’ve already seen some amazing responses flooding in. So, thank you!

[h2]Look mom, we’re on IGN[/h2]

In addition to our Demo drop, we released a brand new Gameplay Overview Video – AND IGN SHARED IT!! We’re beyond thankful to IGN for the coverage. It’s thrilling to see our game out there in the world, especially within the tabletop community. 🎲⚔️



Check out the gameplay explainer, shared by IGN, here.

[h3]30k Wishlists on Steam[/h3]

Aaaaahhh!! Tales of Fablecraft now has over 30,000 Wishlists on Steam!!



This is huge you guys, and it’s all because of your support. Wishlists help indie studios like ours a lot. Your excitement for our virtual tabletop RPG means so much to all of us on the Riftweaver team. 💙🧙‍♂️

[h3]The Road to the Starfall Festival[/h3]

This week we talked to Riftweaver’s Lead Writer, Claire Purcell, about her writing process and the steps to building our starter adventure, The Road to the Starfall Festival.

The YouTube video linked below will provide you with a deep dive into Claire’s process, from Claire herself.

[previewyoutube][/previewyoutube]

Take a peek behind the curtain as we go over what she had to share with us!

[h3]Starting at the beginning[/h3]

Let's rewind a bit and talk about where it all started – the world of Mythas.

Having a solid grasp on the world setting was key to bringing our adventures to life. We wanted every corner of Mythas to be alive with possibility – from long forgotten Old World Ruins to bustling Coastal towns.



When you understand the world you're playing in, you can create adventures that feel truly authentic and resonate with players on a deeper and more immersive level.

And that’s where our storytelling journey began.

[h3]Making a plan[/h3]

After laying down the worldbuilding groundwork, we created a brief for ourselves to define the player experience that we wanted to deliver. Even if you’re homebrewing, writing a brief for yourself can be a great way to stay focused on the adventure you want to create.



What kind of features did we want this adventure to have? We wanted it to be epic, of course. We wanted players to feel like heroes, embarking on a quest that felt fun and exciting!



Most importantly, we wanted our first adventure to be easy for first-time GMs to run, and to introduce all players to Fablecraft and the world of Mythas.

[h3]Crafting an adventure[/h3]

The Road to the Starfall Festival was designed to be the perfect introductory adventure to Fablecraft!

With a brief in hand, Claire created a detailed outline of each session. Looking back, that outline serves as a great reminder that, sometimes, less is more! While it’s tempting to pack all of your creative ideas into one adventure, for the sake of the players and the GM, it’s better to save some of those gems for later work.



Claire used the outline to create a full first draft of the adventure, which turned into second, third, fourth drafts and beyond! All the while, we iterated and refined our work, playtested the adventure, traded ideas, and gathered feedback, always striving to improve and enhance the experience.

[h3]Putting it all together[/h3]

Once we had our storyline fine-tuned, it was time to bring The Road to the Starfall Festival to life in the game client – and we created our Game Master Guide!



Our UX and Development teams designed and built our very first GMG - and then built a user-friendly GMG Builder so that non-developers (like Claire) could create adventures directly in Unity!



Psst… We hope to eventually make the GMG Builder available to all players for homebrew.

[h3]And voila! An adventure was born[/h3]

The GM Guide makes it super easy to run a Fablecraft adventure, even if you’ve never played a TTRPG before. Check out this deep dive into the Game Master’s Guide in a previous update, if you would like to take a closer look.



Download our newly released demo, and try running a session (or three!) of The Road to the Starfall Festival for your friends.



[h3]Wishlist us on Steam[/h3]

Your continued support makes a huge difference to us indies. Join our party on Discord and Wishlist Tales of Fablecraft on Steam!