Fable: The Lost Chapters
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Sambuca 42

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A hard but balanced overhaul, where almost everything has been touched.

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FABLE THE LOST HOPES OVERHAUL.
WARNING: THIS MOD IS SUPPOSED TO BE A CHALLENGE.
Here is a list of my changes to make fable more challenging and enjoyable in my opinion
1 HERO STATS
Speed: Attack speed reduced from 1 to 0,875 and can be raised to 1,25 instead of original 1,5.
Strength
Melee damages will deal 0,75 damages with 0 strength and will deal 1,5 damages at max strength (level 3 for weapon's nominal damages)
Endurance
You will get 1,125 times damages at 0 Endurance and 0,75 damages at max endurance (level 3 for normal damages).
Precision
Max precision will give a small crosshair shaking iinstead of a still one, you cant overcharge your shots above the nominal's max so you can't kill a rocktroll in one shot anymore, and range damages will do bow/crossbow nominal damages instead of double damages.
Precision skill will rise damages as usual anyway.
Stealth
You will be more stealty than before, but trust me, it's not an overpowering stuff, because all creatures have doubled detection's range in my overhaul.
All stats's experience prices are slightly balanced from me to give some struggle to beginning.
Punches will deal a base of 20 instead of 10, it does mean that you will deal from 15 to 30 punch damages depending on strength.
Mana's amount is cut by half even throught leveling up, and it's regeneration is lowered from 15 to 10 points per seconds (Spells have been touched to be balanced for that).
No more aging and no more scars.
There higher limit to mana and health increases through elixirs to avoid to waste further elixirs found in game.
Is easier to get fat and you will back to skinny from obese in more or less 3 real time hours.
When you are damaged and stay at least 60 without take damages, you will begin to regenerate your health at 5 HP every 2 seconds.
 
2 ARMOR LEVELS
I touched creature's armor to be toughter depending on type, for example minion have some weapon's tolerance because they are armored.
Being naked or with  a woman's dress will not affect negatively on your damages's tolerance.
All clothes will give you a minimal damage protection and armors will decrease damages a little less than vanilla and metallic ones will be more vulnerable to magic, fire and shock damages, so keep a wiil robe with you in case of screamers.
I make it that arrows pierce armors better, even for you.
ALL CREATURES CAN BE DAMAGED FROM YOUR FISTS.

3 COMBAT STYLES
All combat styles are revisited to make NPC fight better, more aggressively and blocking a lot more ,even heavy weapons but with 25% less chance than punches and light weapons (except bosses).
Blocking chances start from 25% to 85% in case of light weapons and punches, heavy weapons from 15% to 65%.
Enemy's aim is perfect and they don't wait to fire after reload their  ranged weapon.
4 CREATURES
ALL, and i mean all creatures have been touched, some even with a health boost, let's begin.
BANDITS
Now weak bandits will carry steel weapons, even archers.
Bandit grunt have 375 HP, Archer 250 HP, fire archer 375 HP, leader 500 HP
Twinblade grunts will have the usual HP, archers 500 HP and carry an ebony longsword, fire archers 750 HP and carry an ebony longsword, leader 1000 HP.
Assassin bandits grunts have the usual 1500 HP, archers 1000 HP with superior long sword, fire archers 1500 HP with crystal long sword, leader 2000 HP.
Assassins have 2500 HP.
Twinblade camp bandits are twinblade's typer instead of basic types.
Elite's twin blade camp has assassin bandits now.
Both camps have their guards (bandit leaders that eventually works as guards and try to make you pay crimes against them or other bandits)
There is more, all these bandits and "leader guards" will respawn every 60 seconds, this does mean a huge fun if you like to combat a lot.
Archers now fight as guards, so thay can block and hit hard, the main difference between archer and fire archer is that fire archer carry a flame crossbow and fight better than a normal archer and is harder to kill.
VILLAGERS
all villagers will respawn in 2 minutes, enough to buy their house and have something else to kill during a village raid.
GUARDS
Blue guard have 500 HP, red guard 1000 HP, black guard 1500 HP and snowspire guard have 2000 HP and carries the bandit assassin bantit's liutenant's sword, deadlier than superior longsword and all of them respawn in one minute in villages.
All guards can be decapitated from an arrow or a bolt...finally.
NYMPS
Wood Nymph summons 2 weak balverines at time to a max of 4, and have 500 HP.
Water Nymph summons 2 hobbe's liutenants at time to a max of 4, and have 100 HP.
Succub Nymph summons 2 screamers at time to a max of 4, and have 1500 HP.
Queen Nymph summons 2 minion dreadwing at time to a max of 4 and have 2000 HP.
All their shots are slower but deadlier.
SCREAMERS
Take 25% of weapon's damages and they are a lot less vulnerable to magic or an enchanted weapon.
Their drain health spell is a lot deadlier, deals 60 damages, but remember that your metallic armors will make it deadlier.
TROLLS
All  of them will get a lot more resistant to weapon and immune to fire and eletric damages.
Ice troll will get fire damages obliviously.
More important, their ground slams are deadly and dealed A LOT faster than before.
The more they will get damaged the more fast they get, you will see.
Their projectiles if deflected will not deal such damages as before, but their explosion's range is slightly reduced to make you dodge them better.
When rock troll and ice troll falls and explode, they will deal huge damages, so roll away from them.
UNDEAD
They will deal double damages and will get half damages from weapons, they are immune to thunder spell and cannot be knocked down (except explosions).
Generals will spawn 2 minions at time to a maximum of 100...yes 100.
MINIONS
They get 50% less damages from melee, their weapon is stronger and dreadwing's projectiles travel at double speed.
SUMMONERS
They get 50% less damages from melee and theyr attack style is brutal, their orb will travel at double speed and make a big explosion on impact.
HOBBES
Fight similar to usual but are more aggressive and their mage shoot deadlier projectiles, all of their melee weapons are revisited to be stronger.
WASPS, BEETLES AND SCORPIONS
beetles are a little better, but wasps and scorpions can be very pesty and harrassing and are toughter with melee's weapon resitance due to their chitin armor.
They are supposed to be venomous, so their damages are increased a lot (except these beetles).
BALVERINES
when they jump away they will drop in a second, their lunges are persistent and they get very more aggressive than usual.
White balverine has a high weapon resistance and silver augmentation will not give all this super buff as before, plus he can block your strikes, but has 2000 HP instead of 3000.
HENCMEN
They are important now.
at beginning you will find real struggle to make it throught albion, but thay will help you  A LOT even for those missions where you choose to fight barehanded.
They don't die, thei minimal health is 10 and if knocked down at this point, they will stay unconscious for 5 seconds before getting up.
Both Weaker body guards now carry a superior longsword and a crossbow, has 1500HP and cost 15 gold instead of 10, but fight well as a black guard does.
Both stronger guards carry the assassin's bandit's leader sword, fight well as assassins, has 2500HP, don't use ranged weapons and cost 30 gold instead of 20. 
Other in mission npcs have been touched and improved.
Bosses are stronger now, Wasp queen have a lot of HP and hits hard, Twinblade is hard as a wall even from stucked, scorpion king is more agile and resistant , kraken too and jack is a pain in the ass, also because his projectiles travel faster and his fighting style is pretty agile.
5 SHOTS
All projectiles thrown at you except arrowe can be deflected now but it's a bit hard to do in some cases.
6 WEAPONS
All of your melee weapon now are stronger since from iron and their damaged is proportioned the same way the game did, resulting in higher damages (superior long sword does 170 damages instead of 135).
Also NPC's weapon as bandit sable and bandit leader's special swords have been balanced for it.
Crossbows deal 50% more damages than bows now, their reload speed is higher and projectile travel 50% faster.
For both bows and crossbows, better quality does mean faster reload and projectile, in addition to damage boost.
Heavy weapons now stagger enemy when blocked, to compensate their lack of speed.
Bandit's basic crossbow and guard's basic crossbow deals 50 damages instead of a pathetic 20 and their projectile is fast as your yew crossbow bolt.
Their stronger crossbows deals 100 damages but with a very fast and hard to dodge bolt.
7 FOOD AND POTIONS
Food now heal both mana and health, but the amount of total heal is splitted in two.
I mean, if a certain foor restored 100 hp, now restores 50 hp and 50 mana points.
If you are a mage and you are out of mana and potion you have an alternative , but you will get fat.
Health elixir gives 125 extra hp, mana elixir give 250 extra mana points.
Food restores health immediately.
8 FISH AND FISHING
Fishes length and weight are now balanced to don't go at absurd amounts later in games, fishing will be easier and a lot more enjoyable, and the improved fishing rod now make a real difference in terms of fishing speed.
9 LOOT
Every creatures drop gold only in a balanced way, so you earn money throught combat and if you want to  get health potions, will potions and food you have to buy it...or fishing it.
10 DETECTION 
All detections are doubled so it's harder to get close to enemies unless you have an assassin's outfit.
 
11 STEALING AND LOCKPICKING
you will pick a lock in 5 seconds instead of 8 and steal an exposed object in 1 second...but traders are not stupid, they only expose the shittiest things they have, i mean that find something that values above 100 gold is hard.
NO MORE GOLD EXPLOITS but al least you don't take an eternity to just pick up an object.
12 TROPHIES
Aaaaaaaah the trophies, funny when you buy a house and breack the door and use the trophy exploit to get gold from nothing eh?
Now all trophies values 0 gold to avoid that stupid exploit.
13 CREATURE GENERATIONS
I managed all spawn points to make it difficult (sometimes i had to flee at beginning) and bring the necessity to hire a bodyguard sometimes.
14 SPELLS
Spells are balanced to damage less but be more efficent through levelling, so a basic spell may be almost useless, but when raised up it becomes strong and useful.
Also defensive spells are balanced, forget to sleep behing thet physical shield for example.
15 AUGMENTATIONS
Sharpening augmentation increases weapon's damage by 25% instead a pathetic 10% and values 5000 gold.
Shock, fire, piercing and silver augmentation now do a higher damage boost, all of them values 2500 gold.
Health augmentation heals 5 HP every 2 seconds and values 100000 gold.
Mana augmentation give 10 mana points per second and values 100000 gold.
Experience augmentation doubles experience gained and values 100000 gold.
16 REGIONS
Where you couldn't bring weapons and spell, now you can...except Bargate prison.
17 EXPLOSIONS
Explosions are stronger and have not the fallof effect depending from thw distance from the center, i mean that if you are in the explosion radius, you will get hurt with the full damage.
Watch out from explosive barrels, now they deals 250 damages.
Watch out also trolls explosions on death and falling to the ground before death, both of them deals huge damages.
Spores in darkwood are deadlier now.
I added some rumbles to the explosions to bring some immersion to the game.
18 HOUSES AND RENTS
House and shops prices are the same, but rents are equal to building value \ 250...
Houses are more similar to collectibiles now.
19 TAVER GAMES
Never used slow time during card games and make huge money without any efford?
Who didn't...now you can bet a minimum of 10 to a max of 100 gold pieces for every  tavern game in Albion.
20 FIGHTING CLUBS
All fighters figh better and are really harder to face "more or less".
In Bowersone fight club you have to face 2 fighter before the leader.
In Oakvale fight club you have to face 3 fighter before the leader.
In Bandit camp fight club you have to face 4 fighter before the leader.
In knothole fight club you have to face 5 fighter before the leader.
Their melee damages and their health count also for those ones aroud the ring, so you better to don't mess with them...or you'll swipe them away with a swing or a spell.
Permitted hits in Bowerstone are 5
Permitted hits in Oakvale are 4
Permitted hits in Bandit Camp are 3
Permitted hits in Knothole are 2
Permitted hits don't reduce along with matches.
There are 3 combat styles (fistcuff fighter villager, fistcuff fighter villager hard, fistcuff fighter villager leader).
Fisrt has 35% chance to block, second 50% and third 65%.
Not so much but still good in my opinion.
You can stay out the ring 5 seconds instead of 10.
21 HAUNTED HOUSE
Grey's haunted house where you get stuck with undeads was a joke...now no more, trust me,  prepare yourself a bit and don't go in there with a shitty weapon or you barely make it, unless you have strong magic skills.

31/10/2023
Added a new version some days ago after that allows you to block everything ( projectiles, heavy weapon and so on) but at only 120 degrees in front of you...as other heroes does.รน
Today i uploaded a herder mode of this version.
You can block everything, but enemies fight WAY better.
Humanoids enemies gain more reflexes and agility.
They take less time between a hit and another and if you use assassin rush to move on their side of back they will counter attack almost immediately.
Hobbes are dangerous now.
Small hobbes are weak, but bigger hobbes carry that big weapon right?
That weapon is blockable but will stagger even when blocked, because it's heavy...and hobbe liutenant can use battle charge.
Undeads are stronger.
I mean, they have not more hp or damages, but when get hit, they will not stagger cause they don't feel pain and, except for small undeads, their hits can be blocked but their movement will not interrupt because they are strong as hell, also they can't be knocked down.
Nostro and generals can use battle charge.
Balverines are real savage aggressive brutal blood thirst monster that will slay you merciless. they do lunges all of the sudden without that idle before doing that, and if you try to escape, they will lunge at you during you flee.
Trolls projectiles will not follow your movement, because they are stupid and also to counter balance the presence of other enemies in their spawn points.
Maze melee combat is slightly improved and when he use lightning against you it will be for 2 whole seconds, dealing a certain damage.
Whisper will fight a bit better, thunder, jack of blades and briar rose too.
Screamers, as undeads, don't feel pain from your hits, so hitting them will not keep them staggered and defendless. they will drain your life in any case, so kill them fast.
Twin blade will not get stucked anymore, but sometimes some his attacks will not track you perfectly (you will see a white trail during his hits instead if a yellow one) and can be reached at his back easier....but he will use battle charge.
Enjoy the sufference and try to raid a village now.

4/11/2023
Added a new version of this mod.
In additions to the 21 points mentioned before in description i addded:
1
You can block everything and at 360 degrees too.
2
Spawn points are fuller and more difficult, to bring you more challenge and often the necessity of those henchmen
3
Strength, Endurance and Speed now give are no more debuffed and return as vanilla's values.
4
All creatures you kill, will drop more gold to reward you better for your efforts.
5
Nymphs now are very present in game.
They don't shoot these traps anymore, but will shoot you hornets to harrass you and making you struggling to aim them (the stronger the nymph, the stronger is the hornet it will shoot at you).
6
Fisticuffs fights...
Completely overhauled and refined how fighters fight, to be more difficut to beat.
i didn't edited damages, but the way they fight.
One advice...dodge and watch out how they trick you after the 1,2 combo and don't open your guard but wait for the right moment to roll at their back.
Fights may take long but i reduced the number needed before the boss to a reasonable number.
1 opponent before the boss for Bowerstone, 2 for Oakvale, 3 for bandit camps and 4 for knoth hole.
Also, every fight you win will grant you 500 gold pieces instead of 50...
Trust me, it was hard to do but now fisticuff fight is a valid resource of gold and a real "ability challenge" as they say.
I managed to finish knoth hole fisticuffs and recieved 3500 gp for that, that' a lot but trust me..all earned.
Time you can stay out of ring is 5 seconds and fighters have more hp.
7
Village paesants and travelling merchants will drop a bit more gold.
Villagers drop 20 gold pieces and  travelling merchants at least 40.

14/11/2023
Added a new version of super hardcore mode.
This one modifies fisticuffs fighters's fighting style and add some collectibiles ranged weapons foundable on enemies  at a certain chance.
1
Fisticuffs fighters now can't block, but if you roll to their back they  will turn around immediately to attack you.
most of their weapon can knock you out (does a yellow trail when they punches you).
You can stay out of the ring for 1 second, it does mean that if he knocks you out the ring, you are done, as if you accidentally step out the ring, unless you can get in back immediately.
they can't block but they attack really aggressively and relentlessly.
I removed their ability to block becouse when you are fist fighting, they often unfairly don't get hurt by you and hit you even if you strike them first.
It is a game engine limitation, when happens that your sword clash with opponent's sword, sometimes both of you get a recoil.
The chance of this depends by the enemy's ability to block.
If happens to punches too, but because there is not a recoil's unarmed animation for anyone, it ends up that fighters are invulnerable but you don't, making any tactics useless.
In this way you can counter attack without worrying to being unfairly hit.
Fist fights are easier now, but don't understimate fighters too muck, they often throw hits that will knock you out the ring, and now you can stay just a second out of it.

2
Ranges weapons deal different damages and their reload speed is better depending by their quality, and the projectile speed too.
Bows do: 50 for yew, 75 for oak, 150 for ebony, 225 for superior, and 300 for the legendary (they scale tha same way of melee weapons)
Crossbows do 1,5 more damages than bows for every tier.
Remeber thay you deal the nominal damage of the ranged weapon, and no more the doubled as vanilla and you cant over load your shoot, so the one hit kill for a troll is impossibile.
Raising the ability will increas your damages anyway.
In result you can do a max of double damages instead of quadruple.
melee speed now increases to a max of 25% more instead of Vanilla's 50%.

3
Let's talk about these new ranged weapons...
These are some pump crossbows, they are like crossbows but reload faster using a shotgun like animation.
It is a cut content.
I put some fantasy in it and instead of shooting arrows, they shoot magical projectiles that explode on impact.
If you charge the hit you deal extra damage, but if you want to control a large area during a combat, just shoot over and over as a gun does.
There are a yew, oak, ebony, superior and legendary crossbows.
Do the same bows damages, and their projectiles explosions do the same damage of the nominal weapon's damage, cover a minimum of 2,5 area (like troll rocks) to a maximum of 5 area (explosive spores).
Watch out, don't use these weapons when enemies are close or you will get damaged too.
The better the quality, the better the damages, but slower reload and projectiles speed.
I can't add them to a trader 's inventory, so i decided to make them as collectibiles that can be found on enemies as a reward (enemies like villagers and insects are obliviously excluded).
Chances are very low.
1% for yew pumpcrossbow.
0,35% for oak crossbow
0,1% for ebony pump crossbow
0,07% for superior pump crossbow
0,04 % for Legendary crossbow.
Their chances change based on their values compared to yew's price.
i mean, yew cost 200, and ebony 2100. so ebony is 10 times rarer than yew.

4
Henchmen now are better equipped.
Weaker ones carry an automatic crossbow to keep shooting.
Stronger ones don't have ranged weapon, but they carry the Aeon's sword for the evil one and Avo's tear for the good one. (they match good with their outfit too).
Black guards carry tha automatic crossbow now, so watch out when you raid a village.
Also i made that guards use range attacks as preference.
It does mean that if you have to fight a single guard, nothing changes, but if you have to fight multiple guards, one come close to you and others maul you with their crossbows.
Archer Bandits do the same too.

I hope you enjoy this and good luck with the research for these new "magic" crossbows i edited and injected in game.