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Fable Fortune News

SPECIAL PVP EVENT - 26-30th April



Hello Heroes!

Following on from moustaches and fluffy cats, we’re continuing our themed April events with a third active mode - the next special rule PVP arena shakes up a more fundamental rule of the game!

It will be running from April 26th through until April 30th

TO THE MAX



This PVP event loads you and your opponent with 10 gold from the very first turn! Splash your cash with no slow build up of gold standing in the way of those late game power plays!

To reward your reckless expenditure, one win in this mode will award you with a Bank Clerk. As a card that transforms with morality, you can decide if you use your newfound fiscal prowess for good or evil…

We’re still cooking up new event rules and are open to community suggestions for modes you’d like to see, so get in touch and let us know as well as following future announcements on our Facebook and Twitter.

SPECIAL PVP EVENT - 19-23rd April


Hello Heroes!

Last weekend, mustachioed duels dominated Albion with our double experience special PVP debut weekend!

Continuing our April events with a third active mode - this weekend, we’re kicking off another special rule PVP arena with another thematically appropriate reward!

It will be running from April 19th through until April 23rd and keeping our silly streak going, we’re excited to debut…

FLUFFY CATS OF DOOM

Our next PVP event puts your fate in the paws of the Fluffy Cats of Doom. Whenever a unit you play from your hand dies, summon a Fluffy Cat. Upon dying, the Fluffy Cat deals 2 damage to the enemy Hero.

Whether you love cats or hate them, this event encourages you to make use of the uniquely weaponised moggys to bring ruin onto your opponents.

Tame the ferocious felines and win a game under this ruleset to win your very own Crazy Cat Lady card!

Moustaches and cats… whatever next? Watch this space for announcements on the forthcoming events.

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

1.0.2 Balance Update Notes

Hello, Heroes!

It’s nearing the end of the season! How are you faring in Crowd Pleasers?

Today we’re bringing you an end-of-season balance update. Overall we feel balance was relatively good across the board, with a few outliers. Merchant was the heavy-weight this time round, and we’re taking a few measures towards bringing him down a notch, as well as giving a bit of love to the Knight, who we felt was arguably one of the weaker Heroes this season.

Next season we’ll be venturing to the PVP debut of Fairfax Castle! Make sure to pack your best Big Entrance units, non-damaging spells and Hero-specific cards for the quests.

Also we’d like to note, as we've been adding more PVP arenas, Co-Op bosses and Heroic Tales to the game, we've become aware a lot of our users are finding 8 custom deck slots quite restrictive. This is something we're working on for the next update, so watch this space - we hope to have news for you on this and other changes to the game in the coming weeks.

All non-Basic cards that received changes with this balance update will be subject to their full salvage value for the next 2 weeks.

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

New Upcoming PVP Reward Card:
Caw, caw!

Say hello to your next brand new card, coming in hot with the next PVP season! Carrion Caller summons a 1/1 Crow every time you play a spell, and has the bonus aura effect of providing all of your Crows with +1/+1. These are the same Crows that Scarecrow produces, so… did someone say Crow deck?!

New Card:
  • Carrion Caller - 6g, 4/6, “After you play a spell, summon a 1/1 Crow. Your Crows have +1/+1.”


Card & Balance Changes:


Neutral:
So… much… healing…

Let’s talk Neutral healing and defences for a minute. Fortune already offers each Hero the access to Guard a unit each turn, on top of their own Hero-specific defensive options. There’s historically been a lot of very strong healing cards in Neutral, which can lead to slow games and some Heroes being able to combo this with their already strong defensive-suite. We don’t want Fortune games to feel like slog-fests - unless you happen to be playing control vs. control, then you’re in it for the long run, probably.

With this in mind, we’re hitting 2 particularly strong Neutral healing cards with this update: Voice of Avo, and Logan. Voice of Avo can provide up to a whopping 9 points of healing - that’s 18 points of healing across 2 copies of her, over half your total health. We like the ability, and that the number of cards in your hand matter, so we’re keeping the effect, but you can only target units with her now, and no longer Heroes. Logan we’re only hitting slightly, reducing his heal from 10 points of healing to 8. Logan is still an extremely versatile Fabled card, and we’re sure he will continue to be a strong pick.

We’ll be keeping a close eye on Neutral defensive options in the upcoming balance updates, as we continue to assess the state of the metagame.

Card changes:
  • Logan - Royal Decree: Field Surgeons now heals your Hero for 8, down from 10.
  • Voice of Avo - Now costs 2g, ability now reads: “Big Entrance: Heal another unit for 1 for each card in your hand.”


Knight:
Back from training, better and stronger

We reworked a large chunk of the Knight cards in Early Access, and we’ve been assessing it closely since then. We now feel like we’ve got a good grip on their strengths and weaknesses, so let’s cover what we’re changing today. Firstly, the Evil Knight Hero power has a lot of potential, but is often out-shined by the Good Hero Power. We compared it to other Heroes and felt that it was lacking in terms of raw stats-for-Gold trade off, so we’re increasing the Health of Peasants summoned by the Evil Hero Power to 2; you’ll now summon and Train a 1/2 Peasant. This is a base Health buff, so it cannot be silenced away. This should help them stick around a lot easier, which is something cards like Boardoazer and Vigilante Justice might appreciate a lot.

Next up is Puncture. The current design of Puncture is clunky (especially for a basic card), and although it promotes using Peasants effectively (similarly to Wild Swing), dealing only 2 damage feels terrible, knowing that you could be dealing 4 damage. But it feels like you have to jump through a lot of hoops for your basic removal spell to be any bit effective. No other Hero really suffers like this, so we’re actually reverting Puncture to its pre-rework state. This should help Marshall’s early game quite a bit, well as his single-target removal in general.

Which brings us nicely onto Ride Them Down. This is a unique kind of spell, in that it’s a potentially multi-target destroy spell that only targets enemy units. We erred on the side of caution with this spell initially, but we’re going to give it a bit of love today by lowering its cost.

Card changes:
  • Conscription - The Peasant summoned from the Evil Hero Power now has 2 Health, up from 1.
  • Puncture - Redesigned to 3g, “Deal 4 damage to an enemy unit.”
  • Ride Them Down - Cost reduced from 5g to 4g.


Merchant:
Anchors down a bit there, Barter

The Merchant sailed out full-speed ahead in our first post-Early Access season, and although it’s great to see the Merchant performing well (would you believe it didn’t, once upon a time?), a couple of his cards are on the higher end of the power curve. The loss of healing from Voice of Avo and the reduced healing from Logan should slow Barter down a bit from gaining large amounts of life while stalling with his great defensive options.

Horn of the Deep, for being one of the most singularly-powerful effects in the game, just comes out a bit too early. This spell should feel extremely impactful and meaningful in not only when to play the card, but also whether or not to include such an effect in your deck in the first place. Right now, it’s just too aggressively costed to not warrant running 2 copies in most decks, and using them quite early on in the battle. The Invest cost is going up from +6 to +8, meaning it’ll now cost you 10 Gold to fully clear the board.

The Art of the Deal should enable some cool self-bouncing strategies, but as with Horn of the Deep, it’s a bit too undercosted, as well as being very effective at slowing down your opponent. Upping its cost slightly should reduce the overall amount of things Merchant players can do in a single turn.

There’s been concerns about some other cards Merchant has access to, and we will be keeping an eye on Barter, but for now we’ll see how the Neutral healing and these changes affect him.

Card changes:
  • Horn of the Deep - Invest cost increased from (+6) to (+8).
  • The Art of the Deal - Cost increased from 2g to 3g.

New Co-op Boss, new Fairfax Castle Arena and Double XP!

Heroes!

We have loads of new things to discuss today so hold onto your chickens and prepare to bawk! 🐔


Firstly, we have a brand new Co-Op Boss debuting! Nightcrawler! You may recognise him as the shadow-loving bringer of darkness from Fable III and now he’s here in Fable Fortune! I heard him talking with his shadow ‘children’ and pretty sure he said he could ‘ave you and any mates you bring. Time to find a friend and prove him wrong!

Along with Nightcrawler we have Fairfax Castle! A just-out-of-the-wrapper shiny 3D environment with new quests to boot! Fairfax Castle is currently accessible via playing the Nightcrawler Co-Op Boss but will be making the rounds into the PVP arenas soon!

In celebration of all the new things going on, we’re giving you a chance of getting some new levels! It’s double XP until Monday 19th March!

Lastly, this month’s PVP reward is the Fancy Barman so many sure you climb the ladder and snag this card! Grab a pint on the way up though of course.

So what do you think of these new additions to Fable Fortune? Excited to see if you can take down Nightcrawler or scared that you may be pulled into the void?

-Team Fable Fortune



1.0.1 Balance Update Patch Notes

1.0.1 Balance Update Patch Notes


Hello, Heroes!

Today we’re bringing you a small patch, but it’s something we’ve been excited to share that didn’t quite make it in for the 1.0 patch: we’ve redesigned Spire Commandant and Colin Mk 2! Fret not, Colin hasn’t changed too much; but Spire Commandant is definitely more shocking now.

As a reminder, starting today you can earn double Silver until Monday! So don’t let us stop you; go play some games, earn some Silver, and buy lots of packs! With any chance you’ll get one of the 2 aforementioned cards to play around with...

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

Card & Balance Changes:


Neutral:
Lightning Bolt! Lightning Bolt! Lightning Bolt!

We’ve always wanted Spire Commandant to be a super cool, lightning bolt, spell-slinging Fabled card, with a payoff for playing lots of spells, however, previous designs never quite hit the power point we were looking for. Spire Commandant now stores up energy for each spell played by any player, unleashing a fury of lightning bolts upon death based on the number of spells played while he was in play. Playing with Spire Commandant should encourage you to get as many spells off as possible in a single turn, whereas playing against him you’ll want to try and destroy him by playing as few spells as you can - preferably destroying him with units. We think that the new Spire Commandant is a very cool card for both players in a game to play around with.

Colin Mk 2 is a decent card, but often the minutiae of all rules and circumstances around its shifting Strength made it pretty confusing. Ultimately, we want Colin to be a great payoff card for players looking to keep as many cards in their hand as possible, and straightforward for all players to understand easily, so we’ve shifted the ability to be a Big Entrance, gaining Strength for each card in your hand when he’s played as a permanent buff effect. The tradeoff comes with losing 1 point of health, but we anticipate Colin will still be a great inclusion (perhaps even better now) for the decks that are looking to maximise the number of cards in their hand.

Card changes:
  • Colin Mk 2 - Redesigned to 5g, 0/6, “Big Entrance: Gain +1 Strength for each card in your hand.”
  • Spire Commandant - Redesigned to 8g, 7/7, “Last Laugh: Deal 2 damage to a random enemy. Repeat for each spell played while this was in play.”
Bug Fixes:
  • Fancy Crowd’s Favourite now correctly gains +5/+5 when you have 5 other units in play.
Known Issues:
  • Most known issues can be found in the previous v1.0 patch notes.
  • There are some situations where Theresa’s aura does not work as intended. We’re looking into a fix to ensure she remains a force to be reckoned with!