Fabled Lands

Fabled Lands

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Victor  [developer] Jun 1, 2022 @ 12:56am
Feedback & Feature Request Megathread
The Feedback & Feature Request Megathread
Last edited by Victor; Jun 1, 2022 @ 1:08am
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Showing 1-15 of 81 comments
Markus Reese May 20, 2021 @ 7:25pm 
FIrst Feedbacks: Tutorial discussion (add your own suggestions too!)
So I saw one person comment on saying the tutorial needs work, so starting a thread so we can all give our suggestions or feedback.
  1. Tutorial Log
    First note is that the "extras" has a Tutorial Log in it. On new game start (or first time startup if popups only happen on first start), perhaps have a side little popup saying that a log of all tutorial items can be found there, plus a note on side of log referring to how those messages will show in a new game.

    The log is nice to have, and easy to read. So players being aware of it being there never hurts!

  2. Character Creator Tooltip
    Personally? I like it. As a roleplayer, I do enjoy how the popup tooltips for the abilities gives a general idea of what it does, but without being in a meta sense. Gives a general idea without being mechanical yet easy to understand. The informational blocks to the skills are also very well formatted. Paizo needs to learn from your examples!

    In general comment? I really like how these menus are looking. The framing with all the detailed engraving visuals, excellent choice of colors for font and background. Intuitive and just a nice treat!

  3. New game start popup
    *Essential recommendation!* We have the exploration popup, but I feel the game really needs something at this point or before as a pop up. There is a footnote of it in the steam launch message on main screen, but within the game I feel a "WELCOME" message will be essential so a player is prepared for the unique gameplay that Fabled lands has. Something so players know what type of experience a Gamebook is and that it isn't like more familiar CRPG games.

  4. Assorted followups
    Personally no real issues now that am out moving. Perhaps to a newer person, some information that I don't think about might be missing, but that is why I encourage others to share as well. The popup tutorials seem clear yet unobtrusive.

    One small tidbit that could be handy is the way the narration continues the page for the event after selected. I for a moment missed what I had just read. Having a simple page break indicator in text after selecting a response to separate the "pages" would enhance readability.
Last edited by Markus Reese; May 20, 2021 @ 7:27pm
BGP May 21, 2021 @ 11:47am 
Right at the start, I found the down arrow to scroll and the "Continue" on the right to be confusing. I down-arrowed to the end, then hit Continue, then that opened up new text so I read that, and my mouse was already on continue so I hit it again and more text appeared. Great, but then the "Continue" prompt disappeared and only the arrows was remaining.

I don't really see why both are included. Also later on in the game, several times after hitting "Continue" which would make new text appear, the page would not move to a spot in the book which made it easy for me to continue reading; I had to scroll up to figure out where I left off. I would personally make it so that hitting the down arrow is the only option to get to the end of the current text. Hitting continue wipes the text, and puts up entirely new text.




I think the flash message for things like "Quest Log Updated" is in a frustrating spot, because it appears exactly where I want to continue reading things and I have to wait for it to fade.




I was unaware that my arrow for my bow was literally one arrow, and I'd be unable to use my weapon afterwards. I still don't know how inventory is supposed to work for a ranged character and I'm several hours into the game.




I tend to read everything that's available, so I read the entirety of the options at the port. Since Ships/Cargo/Crew are not available, I'd remove them from the island. Similarly, renounce worship could use an explanation, or be introduced later,




Having no option (that I could find) to initiate the wereboar other than moving back and forth until I rolled well was a bit frustrating.
Last edited by BGP; May 21, 2021 @ 11:50am
PsiBorg May 27, 2021 @ 2:00pm 
Version 0.12.2

Playing as a Troubadour.

Tested combat with just one bolt equipped for my purchased crossbow and ran out of bolts in combat. Bought 7 bolts for the next fight, but the bolts don't stack and use up 6 spaces in my 12 space inventory.

Why can't arrows and bolts stack to at least 20 of each OR why can't we just buy a quiver of say 10 arrows/bolts that doesn't disappear, after combat and also, auto replenishes for the next combat? Melee does not suffer a financial penalty for use in combat, so why should a range character constantly have to purchase ammunition. Re-equipping ammunition into the ammo slot is tedious.

Switching from melee weapon to crossbow costs 1 AP, meaning the crossbow can not be used that turn, as it needs 6 AP. I had to set the character to use the crossbow first, in the inventory screen to avoid a turn delay. I had noticed this feature, but I had forgotten to do this before combat. There should be a warning before combat, to allow the player to fight with a ranged or melee weapon OR the 1 AP cost to swap weapons should be removed.

The Troubadour starts out with the wrong weapon. A mace is not effective on the illusions, as they die easy with just one hit in melee. If a crossbow is used, the illusions can be placed at the rear of the combat map, allowing the illusions to survive longer and they can shoot at the enemy from a distance. 3 range units make an effective team.

Why is the inventory so small?

The equipment (crossbow, bolts, lantern, rope, compass, mandolin) bought at the start of the adventure cost 1054 shards. Other than killing the ghoul and highwaymen, going repeatedly to trigger the wereboar fight (12 fights) to obtain shards was tedious. The repeated fights were fine, just the random rolls to trigger the fights was tedious (I ended up with 16 fish).

Why does the adventure start with almost no shards?

The storage is handy (I placed the druid staff there for safe keeping), but there is no explanation on whether the storage is accessible from another location? The town house in Yellowport costs 200 shards, that's another 5 wereboar fights, just to find out if storage is linked.
Last edited by PsiBorg; May 27, 2021 @ 10:40pm
Victor  [developer] May 28, 2021 @ 2:09am 
Hi, Psii and welcome!

Arrows are like that on purpose and I am testing how it'd be perceived by the players. Beta testers were not keen on it at first but converted them over time. The hard limit on them at the moment is limited inventory space. If I change them to stacks, I'd have to rework ranged weapons some other way in order to avoid them being over powered while I like their usability at the moment. I am open for suggestions though!

House stash is indeed something I will work on some more to let players know how exactly they function and why they get a House Stash at the beginning. Good call.
PsiBorg May 28, 2021 @ 5:10am 
Originally posted by Victor:
Hi, Psii and welcome!

Arrows are like that on purpose and I am testing how it'd be perceived by the players. Beta testers were not keen on it at first but converted them over time. The hard limit on them at the moment is limited inventory space. If I change them to stacks, I'd have to rework ranged weapons some other way in order to avoid them being over powered while I like their usability at the moment. I am open for suggestions though!

House stash is indeed something I will work on some more to let players know how exactly they function and why they get a House Stash at the beginning. Good call.


Thanks for your reply.

What about the other points I raised above?
Victor  [developer] May 28, 2021 @ 6:24am 
A warning is too excessive and Swap Weapons will continue to cost some amount of Action Points. Maybe a good solution would be to remember the active slot the player has selected in the Story mode and disregard what was the last active weapon in Combat? That way unless you lose/unequip your ranged weapon or manually switch the slots it should keep it active.

The troubadour starts with a normal weapon and behaves quite well in combat with it in my opinion. A crossbow would be an overpowered item to start with for a Troubadour, better have something to strive for. You could always sell your starting gear and buy it.

The inventory is the size it is to address encumbrance in a way that fits the simplicity of the system. It takes into account how many items are in the game and that you have to travel light, utilizing House Stashes instead of carrying everything with you, which will result only in losing it in various events. It is a nod to the gamebooks' inventory size as well and the decisions you had to take what to carry around with you and when. Some will probably dislike it how it is but it fits the overall design.

You start as a nobody. A rank 1 character that is eager for adventure and seeks their path in the world. 1,000 Shards is a small fortune on its own for Sokara.

There are A LOT of ways to earn Shards. You can win BIG in the Fabled Lands. Grinding wereboars is not optimal nor fast but if someone wants to spend time hunting for those it's up to them.
PsiBorg May 29, 2021 @ 1:22am 
Originally posted by Victor:
Hi, Psii and welcome!

Arrows are like that on purpose and I am testing how it'd be perceived by the players. Beta testers were not keen on it at first but converted them over time. The hard limit on them at the moment is limited inventory space. If I change them to stacks, I'd have to rework ranged weapons some other way in order to avoid them being over powered while I like their usability at the moment. I am open for suggestions though!

House stash is indeed something I will work on some more to let players know how exactly they function and why they get a House Stash at the beginning. Good call.


I had chance to think about your reply.

I would prefer a HARD LIMIT (limiting the number of ammo) placed on a quiver/sack of ammo (a single purchase). This way would free up inventory space for the ranged player and also, allow the usage of ammo during a fight, to be directly controlled by yourself.

This would remove the tedious need to re-equip ammo and also, alleviate the financial costs with having to buy ammo, after every fight.

Better quivers/sacks (more ammo/higher quality ammo) could be later found/purchased by the player, depending on the challenges faced. These could have a level limit attached to them.

This way would also ensure that a player would have to switch to a melee weapon, when the ammo quantity (set by yourself) during a fight, has been reached.
PsiBorg May 29, 2021 @ 1:25am 
Originally posted by Victor:
A warning is too excessive and Swap Weapons will continue to cost some amount of Action Points. Maybe a good solution would be to remember the active slot the player has selected in the Story mode and disregard what was the last active weapon in Combat? That way unless you lose/unequip your ranged weapon or manually switch the slots it should keep it active.

This would be a good solution, thanks.
PsiBorg May 29, 2021 @ 2:50am 
Version 0.12.3

On the Isle of Druids, in the temple of Lacuna, the priestess is willing to pay shards for a Were-boar Tusk. There is no mention in the conversation, after completion of such a task, that she is willing to buy more Were-boar Tusks.

After killing a lot of Were-boars to get the Spear Weapon to sell it in the market for much needed shards, I had also saved 20 Were-boar Tusks in storage. My storage was full of Tusks and Fish, so before leaving the Isle, I tried to sell more Tusks at the temple. This was a bonus of 300 shards, after selling all the Were-boar Tusks.

Can you make the relevant buttons in a settlement 'Glow', that allows a player to take some action. In this case, a 'Glowing' temple button would have shown I could interact with the Lacuna temple priestess, to sell some more Were-boar Tusks. Failing this, update the Lacuna priestess conversation to indicate that she is willing to purchase more Were-boar Tusks.
Victor  [developer] May 29, 2021 @ 3:54am 
Thank you for reaching out again. That's an interesting topic to raise. This is something that is hidden by design left for the player to discover. Is it better if it's a known information? Not sure. The game is full of little nits and bits that you have to discover rather than being pinpointed somehow. The text itself reads that the Lacuna priestess is surprised you are bringing her another tusk and you convince her to buy it from you.
knightcvel May 30, 2021 @ 7:24pm 
I am very experienced in the books and I recognize I had some trouble to adapt to the new combat system. I think the game is quite intuitive e no tutorial would be necessary for gameplay, just for combat.
wandererbkb May 31, 2021 @ 5:09pm 
Making arrows take up an inventory slot is illogical I think, It is extremely frustrating. I only carry one arrow around with me in the quiver so i have space for loot. The quiver should be able to hold many arrows, i mean that's what it's designed for after all. I hope this changes in the future.
Victor  [developer] May 31, 2021 @ 11:53pm 
@knightcvel will think of a solution!

@wandererblb yes, I plan to add arrow stacks just to experiment, seing people are irritated by the current limit. Thinking of expanding the size of the quiver.

The reason it's done as is now is balance issues. Currently inventory space is the limit of arrows, not their price. This can help early in the game without it being over powered and carry on to end-game where you can find the next upgrade for ranged weapons. It makes every shot count, rather than arrows being something you rarely think about.
wandererbkb Jun 1, 2021 @ 4:25pm 
I think a good idea would be if you hover your mouse over your stats it tells you what modifiers are at work so you know what your base score is.
wandererbkb Jun 4, 2021 @ 5:01am 
A notepad to write down good trade routes and areas where you need certain items would be a nice addition.
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