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Land of Fables

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Land of Fables is a singleplayer RPG inspired and greatly influenced by the "Tales of" games, The Legend of Magnador and World of Genesia. The map features an improved version of the same combat system as in Magnador, where the player controls a hero in an "overworld" and runs into enemies that triggers arena battles.


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Features:
  • Singleplayer RPG.
  • A storyline with an intriguing plot twist and several side quests.
  • Customized gameplay with custom combat system and custom enemy AI.
  • A recipe-system that requires the player to gather materials in order to buy magical items.
  • Huge world to explore with plenty of different terrain themes and custom music.
  • Custom damage system that introduces a new stat: Spell Power.
  • Anti-cheat system (only for certain cheats).

Story Preview:
The time has come for the warrior Jaiken to begin his journey to save the lands of Adelycia from the evil sorceror Hanon's magic.
Hanon has sealed the different lands of Adelycia, which prevents travelers and creatures from traveling between them. The lands are being drained of their mana for Hanon's spell called Regenesis, which will allow him to create his own world.
In order to stop him, Jaiken must summon the eight different elemental guardians of Adelycia and embarks on an epic journey to save the lands.



Screenshot Gallery:

Daldeun Woods

Enemies: Trolls, Wolves, Ursas.
Level Range: 1-2.


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Leyndil


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The Fabled Fields

Enemies: Bandits, Gnolls, Ogres.
Level Range: 3-4.


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Atremedar


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Ymir Mountain

Enemies: Magnataurs, Wolves, Yetis.
Level Range: 5-6.


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Vanheim


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Orte Peaks

Enemies: Harpies, Golems, Turtles.
Level Range: 7-8.


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Cursed Treeline

Enemies: Ghosts, Skeletons, Spiders.
Level Range: 9-10.


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Shimura Desert

Enemies: Centaurs, Scorpions, Undead.
Level Range: 11-12.


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Tarvan Swamps

Enemies: Aquatics, Hydras, Plantlife.
Level Range: 13-14.


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Moon Crater

Enemies: Kobolds, Reptiles, Moon Giants.
Level Range: 15-16.


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The Ashlands

Enemies: Lava Turtles, Demons, Dragons.
Level Range: 17-18.


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The Hollow Ruins

Enemies: Corrupted Ancients, Ancient Protectors, Satyrs.
Level Range: 19-20.


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Credits to Friky for the Image Layout style.

A preview of some of the enemies in Adelycia.

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Here are 4 of the items from the map. The map features around a total of 89 custom-made items, and only around 30 of them having unique abilities. However, these items are sure to live up to the phrase "quality over quantity".

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In-game screenshots and a video of the opening cinematic coming soon.


Development Team:
Fasolace


Credits:
Thanks to BlueEagle and Callahan for inspiration.
Full credits are given in an intro at the start of the map.


Estimated Release Date:
Autumn 2014.
Project Status: Under Development.

October 15th 2013:
- Changed the name of the project to Land of Fables from Shattered Saga.
- Minor information updates.
- Added a few new screenshots.

April 30th 2014:
- Terrain almost 100% complete.
- Added new screenhots of all zones and replaced the old screenshots.
- Added screenshot of th main character.
- Added some item samples.
 
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Hmmm, sounds interesting, when reading it, why did I remember the Tales series,
well you highlighted some things that can be done normally like the currencies, while the plot is kinda overused, a mere villager become a hero, but we will see after the map got released.

Anyway, about the terrain, they look neat but some are empty and some are spammed, also its a SRPG anyway so why don't use some more custom models for the trees and some environment doodads.
 
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That is just a small start part of the entire plot, but yes maybe it's overused, but I'm sticking with it. ^^
Tales is a big inspiration for this map, the music is going to be from the Tales games also.

I'm going for a cartoonish look for the world, so using to good-looking custom doodads will look out of place. But you are right, it needs more custom stuff, there are some doodads in UTM that uses ingame textures, I can use them.
 
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Looks like a cool project!

Any more info/previews? It would be cool to see a preview of the starting zone.

Bump. Screenshot section updated.
Be aware that the angle of some screenshots may make the pictures look different than they do in-game.

EDIT: There are so many small features and tweaks put into this map, that it would take a long list to describe them all. Things like a "Guide Book" that gathers information of discovered zones (such as what materials drop from specific enemies etc), information of the playable heroes etc. Custom currencies. Unique item abilities instead of dull stat-increase. Hero abilities scale with damage or spell power depending on if they're physical or magical. Enemies change depending on what zone you are in. Each zone has at least 10 different enemies.

I could go on forever. I just don't think describing every small detail is necessary (or do you think I'm wrong?). I prefer to put all that work for details in the map, not in my presentation.
I guess I could make the list, if you think it would give my map more interest. What do you think?
 
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Hmm. None of the screenshots are showing up for me. It appears other people can see them just fine. Weird.

I can't see them either

Fasolace, I believe you've put them in an album of yours which you've shared only with your friends.

Sorry sorry! How embarrassing! Maybe this is why I got so few comments on my project x).
Anyways, the album is now public, please have a look at the screenshots.
 
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I don't particularly care for Blizzard's default cliffs either, but you seem to use them well enough. Your terrains look like they are done in the classic WC3 style so there is nothing wrong with that. As long as you don't try to mix this style with something like high quality doodads and textures I think this will be just fine. Good luck.
 
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well, I like the screens I've seen so far and your approach to get rid of the blizzard cliffs is really nice.
But unless it is intended (or if the screen is in WIP state) i would suggest to either make the cliff texture match the colour of the rock doodads or vice versa.
 
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well, I like the screens I've seen so far and your approach to get rid of the blizzard cliffs is really nice.
But unless it is intended (or if the screen is in WIP state) i would suggest to either make the cliff texture match the colour of the rock doodads or vice versa.

Yes I'm aware of this. Unfortunately there are only two cliffs available for a map unless you are making a campaign.
But I'm doing as good as I can to cover them up.
 
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