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FableForge 0.18.0
The stable editor and world-view update, including the fixes tested through the
0.18.0 release candidates and the final Dialogue, terrain and Effects pass.
Downloads
- FableForge-0.18.0-win64.zip: extract the complete ZIP and run
FableForge.exe. The illustrated Aeon/controller walkthrough is
AEON_CONTROLLER.html, beside the executable. - FableForge-Aeon-Controller-Guide.zip: the walkthrough and its four images,
under Discord's 20 MB limit. Extract it and open AEON_CONTROLLER.html.
Download the application and third-party mods separately.
Changes
- Dialogue uses expandable speaker groups with individual subtitle lines and
search across every dialogue bank. Eighteen retail character previews are
available. The inline lip-sync editor keeps the face visible, supports direct
frame entry, mouth-shape influence, frame insertion/deletion and per-line
Undo/Redo. Slider drags undo as one edit; changes survive line/bank switches.
Create and save a Forge pack directly in the editor, or export a new archive. - File and folder fields have native Browse controls. Export paths use Save As;
cancelling preserves the current path. Compact panels wrap controls and use
full-name menus when tabs cannot fit. - The map and world-flight compass retains its heading through camera pitch,
movement, turns and zoom. Grounded props follow terrain height and slope in
the same undo step; creatures and buildings remain upright. Terrain and
placed-object changes still require their respective game writes. - Effects use a centred, bounded 4:3 preview with transport and timeline controls.
Finite supported effects fit their playback length automatically, replay
starts cleanly, scrubbing responds during a drag, and mesh framing uses actual
transformed geometry. Preview backgrounds, grid and frame controls remain
available; empty/completed messages are centred. - Object selection, ownership, duplication/deletion, creature links, keyboard
transforms, radius markers and floating tool panels have clearer workflows.
World flight includes improvements to terrain, objects, foliage, transitions,
memory use and cutout quality. - Mod conflict choices refresh immediately, and invalid inputs are rejected
before replacing an existing deployment. Model/theme imports preserve the
previous files on reported commit failures. Terrain jobs preserve later edits;
new-level creation preserves work made while the job runs. Setup Restore
refreshes maps and Dialogue while retaining separately staged line edits. - The Aeon/controller guide explains the asset FMP, runtime DLL, Forge load order
and EgoCore loading. The tested composition needs no separate FreeRoam step.
Validation
The full release suite (tools/check_all.py: CTest plus retail GUI, CLI and
scratch-install workflows, including the third-party mod corpora) ran on the
release build. Two checks failed only under the full run and passed when rerun
alone: the Dialogue workspace playback assertion (two solo passes) and the World
tab move wait (the move took 38 s under load, 30 s alone). Every other check passed.
The unattended in-game probes ran on the retail game from a fresh New Game. The
retextured barrel appears red. A placed barrel, particle emitter and fishing spot
were found at their exact placed positions. A whole session ran on a compacted bank,
with 121 of 121 heights matching. A new level with its own region was reached
through the retail transition. Restore returned the install to its backup state.
The placed preset was not clearly identifiable in the probe screenshot. Map-screen
travel into the new region remains a manual check and was not performed.
The extracted Windows package passed the local package check: 69 documentation
links, definitions, retail exports, GUI pixels and mod paths from an unrelated
working directory. The separate-machine walkthrough has not been performed.
Limits
Effect previews approximate the particle behaviours supported by the editor;
not every effect reproduces its in-game appearance. Navigation paint patches the
existing retail tree; it does not regenerate a whole map's navigation. World view
shows authored gaps between maps without filling them with new terrain.
The Aeon/controller composition is checked against the supplied mod archives.
Retroid Pocket 5 runtime operation remains untested. The separate-PC walkthrough
has not been completed. Later deployment-build failures can still leave the
previous deployment restored to its baseline; replacement is not fully
transactional. Read the included guide and engine rules before preparing a game.
Acknowledgments
Thanks to AeoN / AlbionSecrets for EgoCore and the controller setup advice, and
to the Fable modding and decompilation communities. The included third-party
notices and EgoCore license identify reused research and code. Aeon Edition and
Controller Support remain their authors' separate downloads.