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Update 1.36 Major Mechanics Overhaul

Rogue Fable IV · Community Announcements · June 15, 2026

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Hello everyone! I've got a big exciting new update to share! Major changes to a whole bunch of mechanics and systems that greatly streamlines things while maintaining or even increasing depth and complexity. This definitely feels like a major milestone in the sense that a whole bunch of messy, disjointed things are condensing into an actual set of foundational systems.

Protection and Block Unification:

This is based on more modest change which was suggested by Random595 in our Discord and after some discussion and thought I decided to run with it all the way to what feels like the logical conclusion. Protection and block points have now been merged together into a single, universal system: Protection Points.

I think this is a fantastic change that does a huge amount for the games core mechanics, stats and character building. Full credit to Random for the initial suggestion that sparked this off. I hope he's not upset with how far I've taken it :P

Power as a Core Mechanic:

I've been sitting on notes for this for over a year now and figured I'd just go ahead and implement it. Might as well just make this update a full mechanics overhaul! Previously we had a TON of different, unique effects on talents, equipment, weapons, and even NPCs that all mostly boiled down to: for a short time you will deal more damage. The basic concept I think is great as it creates little tempo windows in which high, risky aggression is far more rewarded, but the implementation was messy. So thats all changing now. Power is now the single, unified, 'go freaking nuts' effect.

Weapons and Equipment:

Battle Frenzy:

War Cry:

Infusion of Storms:

NPC Abilities:

Overall I think this is a fantastic change. Previously these were all handled by like 5-6 different unique effects. The unification to power:

Speed Points:

I finally ended up refactoring the absolute dumpster fire that the turn scheduler had become. This is the deep, deep system that actually handles turn order and which I have been completely avoiding for years. Without going into too much detail (because it was gross) the way that FAST enemies were being handled was that they were taking fractional turns when moving so that they would take their turn twice (or three times for Ranked) in between normal character turns. This made it very hard to reason about the order in which turns and events actually occurred. I mean I wrote the damn thing and just spent 2 days rewriting it and I still can barely describe how it was working. All of this has been completely reworked now by simply making Speed Points universal. Despite the fact that I did everything I could to make the player facing behavior identical (there are a few minor edge case changes) I'm extremely please with this system because it means that... well... Speed Points, one of the most important player facing mechanics, are now universal. So NPCs that are FAST now simply do almost the same thing the player does i.e. use their speed points to move without ending their turn and once they run out their next move ends their turn. Using an ability of course always ends their turn. The only difference is that they get full SP at the start of every turn. So FAST enemies just have 1SP, it regens at the start of their turn, they use it for a free move, then make their normal move and end their turn. Simple. I haven't even done anything with this system yet. I'm not even displaying NPC Speed Points yet. My goal for this pass was just to clean up the code base while preserving all of our existing behaviour but this opens up the possibilty of having NPCs with any number of speed points in the future if I want to make faster NPCs. For anyone interested the turn scheduler is now pretty simple:

Very, very simple. There's still a mess of nuance here for pausing for projectiles and allowing enemies to all move at the same time in order to speed up gameplay but the overall order is now, for the first time, comprehensible.

The Holy Trinity of Stats:

The above changes have completed something that I totally didn't plan for at the start of the project. Something that seems to have sort of emerged organically across development which is that we now have these 3 stats that are like the core of our entire combat engine:

Its remarkably streamlined and elegant. Whats extremely interesting to me is that all 3 of these stats are 'playable'. They are not just passive modifiers. You don't just continue to play the game the same as before but now you just do 'better'. Each of the trinity stats is its own little mini game that can be optimized and planned around. To take advantage of them you must actually 'do something'.

Even more interesting is that these are now universal in the sense that both the PC and NPCs are now using nearly the exact same 3 core systems. The final changes to SP on NPCs means that everyone is finally playing the same game. Buffs that raise, restore, or modify Protection, Power or Speed Points can now land on the player and NPC and just work, without any weirdness. Just as an example Haste now simply +1Max SP which effectively makes the NPCs FAST but if it lands on the player it still works.

A huge advantage of this unification and condensing is that I can now 'hook' into these 3 systems in all sorts of interesting ways which allows us to start building up synergies. I have only begun to do this with this update but I'll be looking to build on this system in the coming months.

So suddenly we have a whole layer of synergies we can encourage. Players can lean into Protection heavy builds, Power heavy builds or Speed Point heavy builds or any mix of these. If you have a way to trigger Power easily it suddenly becomes much more beneficial to start stacking items and talents that modify the Power effect. If you have a very high Protection you will value anything that triggers when your Protection > 0.

I'll be working more on this system in the next few updates as I think its pretty clear how this can be hooked into many talents and items. It doesn't need to 'take over' everything, but it should definitely be treated as a core part of the game, as one of the most basic ways we can allow for and encourage distinct builds stacking stuff from different kits.

Changes to 'On Kill':

I mentioned this above and so should talk about it here. On-Kill has now been rephrased to mean: as long as you killed at least one enemy last turn. This allows us to make On-Kill effects much more impactful without having to deal with crazy runaway power when the player is fighting swarms of weak enemies. You can now intentionally hold say a Life-Tap melee weapon, even as a caster and bonk weak enemies to get a more substantial heal.

Support AI:

Up until now we have had basically two different AI types: Melee and Ranged. Support type enemies were all just running Range AI which meant that they would try to get close enough to attack the player, maintain clear LoS etc. I've changed this so we now have a 3rd AI type: Support which simply tries to maintain LoS/Range with at least one ally. They have a bias against being close to or in LoS of the player. This means supports now act like proper back liners and should force the player to actually agro into them or else have some sort of tool to pick them off.

Mechanics:

Monsters:

Quite a few more instances here of Power being used as a universal mechanic.

Weapons and Equipment:

Plenty of changes to weapons and equipment. Some of this is integrating with the new Protection and Power systems (I covered the Power ones above already). In other cases its just trying to make each piece a bit more unique. Trying to get to the point where about 50% of our equipment is stats based and 50% has some kind of unique effect.

Player Talents:

Environment and Levels:

User Interface:

Hot Fix 1.36.1:

Player Balance:

Game Balance:

Monster Balance:

Bugs and Crashes:

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