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For The King II News

Help test local co-op, controller improvements, Steam Remote Play, and more!

Hello Adventurers,
We've gathered you here today to announce our latest Experimental build!

We’re so excited to get our console version out in the very near future, but we’d like to get some more hands on the test build that we’ve put together, so we can ensure a smoother launch for both PC and console players.
The core focus of this test are the improvements we’ve made to local co-op, character presets, UI updates, overworld changes, and the long-awaited update to Scourge drops.

Keep in mind that this is an experimental branch and there may be bugs that are not present in the main application. If you run into any, feel free to send a bug report our way using the F1 key in game, or via our Support channel in the Discord.

To access the Experimental Build, right click on For the King II, then select Properties > Betas > Then select Experimental from the drop down list.
Please note that any Experimental Branch progress, leaderboard scores, lore, and adventure challenges will not carry over to the Main Branch.

[h2]Overworld[/h2]
We’ve made some big improvements to the overworld visuals to improve readability. The overall theme was to reduce clutter and update visuals so players can better understand what’s happening in the game.
  • Redesigning the hex overlays.
    - We’ve updated and softened the presentation of hexes to help with visual clarity.
  • Lowered the overworld elevation a bit.
    - We like the visuals that the hex elevation brings, but they don’t offer any gameplay value. Previously encounters and such could be partially blocked if they were unfortunately spawned on a lowered hex at a bad angle. So we’ve reduced the height of the elevation to keep the flavour but reduce the chance of POIs spawning in a challenging hex.

[h2]Controller and Local Co-op[/h2]

    With our ongoing efforts for console we’ve put quite a bit of work into making controllers function and feel much better.
  • Local Co-op will now allow for multiple controller inputs and UI changes have been implemented to reflect this.
  • Changes to how the controller works throughout the game. Honed into player feedback and adjusted controller to reflect those requests

[h2]Optimization[/h2]
  • Optimized multiple areas to improve most areas of the game: loading into adventures, dungeons, combat, and more.
  • Improved performance when graphics and/or textures are set to low or very low by using static images in item cards. This improves multiple areas of the gameplay experience when running on these lower graphical settings.

[h2]Gameplay[/h2]
  • Updated Scourge Legendary Drops
    - Following community feedback on Scourge drops feeling underwhelming, we’ve given them a once-over to include some more beneficial stats and have them feel a little more powerful, given the path to their acquisition.
  • The Royal Droll Scourge
    - The Royal Droll’s Scourge has now joined the roster of Scourges designed to impede Adventurer’s progress! Find him randomly throughout chapters 2- 5.
    [h3]New Dark Carnival Bosses[/h3]
  • After Party Rock
  • Jelly King/King Boner
  • Pogey
  • Chaos Captain
  • Spine Snapper
    These bosses begin spawning post-floor 50

[h2]UI Update[/h2]

    Elements of the UI have been changed to reflect the new controller options. These are optimized for mouse and keyboard use also, so we’d like to get feedback on any form of input you prefer to play with, though controller testing is preferred as it’s had the largest amount of changes.
  • Character Creation Update
    - Overhauled with some visual polish and better user experience.
  • Character Presets
    - Save your cosmetic loadouts to save time when kicking off a new run.
  • Party Menu/Controller Reassignment
  • General controller UI elements
    - New UI/UX elements such as L2&R2 to open Quest log, Triangle to open inventory, etc.

[h2]Steam Remote Play[/h2]
  • With the added controller improvements, we’ve also enabled Steam Remote Play on this build. The plan is to roll this out shortly onto the main branch, but we want to get some player data on controller improvements first.

[h2]Misc.[/h2]
  • New Loading Screens
    - Each campaign has some wonderful new loading screens put together by the art team showing off what’s to come in the adventure!




Thank you for your continued support!
⚔️IronOak Games

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A Year of For The King II

Greetings Adventurers,

By Omus, how does the time fly? It has been an entire year since we released For The King II. What a year. What a community. What amazing support. Whether you have been with us from the start and are a veteran adventurer, or if you’re taking your very first steps into the world of Fahrul, we are incredibly grateful for being part of the community and playing FTK2.

Again, thank you from the bottom of our hearts for playing and enjoying For The King II. We are beyond excited for the content we have planned for you!

[h3]CELEBRATE WITH FREE SEASONAL SKINS[/h3]
To celebrate our one-year anniversary, we have unlocked all of the seasonal cosmetics in the Lore Store. Now is the time to grab your Bunny Eared, Angel Winged Merling Skin and venture forth while you heroically defend Fahrul from its tyrannous evil.



[h3]LOCAL CO-OP UPDATE[/h3]
We are also excited to announce that we are getting closer to launching a ‘Local co-op’ update. This will include improved controller performance, better controller separation for multi-controller support, and improved controller visuals.

Make sure to head over to our Discord, where you can be one of the first to learn more!



Thank you for your continued support!
⚔️IronOak Games

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Patch 1.2.22

Greetings Adventurers,

We hope your travels across Fahrul, and through the depths of the Dark Carnival have been filled with loot, gold, and epic success. This patch comes in with a fix for a particularly nasty bug with Lucky in the Dark Carnival that was ending DC runs early, fixes across Overworld and Dungeons that both make the Campaign and Dark Carnival a smoother experience.

Dark Carnival
  • Fixed an issue where Dark Carnival runs would end prematurely if Lucky successfully fled from combat.
  • Fahrulian Fortune will now scale better with the floor level.
Dungeons
  • Fixed a softlock that could occur if the Acid Barrel Trap destroyed an equipped item that was set to Hidden.
  • Fixed a softlock that could occur if the last party member runs through a trap while their inventory is open.

Combat
  • Fixed a softlock that could happen if a player dies to a Damage Over Time effect while also having Acid trigger during the same turn.
  • Fixed the issue where dead enemies would remain standing. This was happening on attacks that resulted in death from multiple statuses (ie. fire and blood).
  • Fixed an issue where players were prevented from accessing their Toolbelt until their next turn due to the skill Tempo Tantrum
  • Players equipped with Lutes will now play the correct Flee animation. Previously they were just phasing out of combat.
Overworld
  • Fixed a softlock that could occur when fighting a Scourge if the previous fight was concluded by an enemy fleeing from combat.
  • Fixed an issue where players with the Refocus ability could get extra Max Focus due to Focus spent on the prior turn.
Chapter 1 - The Resistance
  • Fixed a softlock that could occur when defending a Queensguard wave if the party had both a +1 Chaos event AND a -1 Chaos reward in the same session.
Chapter 2 - The Primordial Oak
  • Fixed an issue where Jeremy’s Sword could drop too early during the town siege questline.
  • Fixed an issue where after defeating Toadslayer, he wouldn’t join your party as a Mercenary.
UX/UI
  • Updated the Black Candy & Spirit Taffy item card mini-icons so they wouldn’t disappear into UI elements.
  • Fixed an issue where the icon for the Cure ability was not aligned correctly with the item card text during Shift preview.
  • Updated the icon on the abilities “Hot Rod” and “Brimstone Bash”
  • Fixed a localization string issue when hovering over Godsbeard while editing the difficulty options on the Adventure Map.
  • Added in a missing Poison icon while hovering over Poison Bomb in combat.
  • Fixed an issue where the Merc Deed could have an incorrect name for the rescued Merc.
  • Fixed an issue with Encyclopedia Search could show incorrect string text when searching for incomplete terms.
  • Fixed an issue where the Follower card would remain on the screen if the character was changed while the card was open.
  • Fixed an issue in Party Management where hovering over “Starting Equipment” would show the relevant item card twice.
Art
  • Fixed clipping on Woodcutter, Blacksmith, Farmer (Heroic body types) while wearing the Dungeons of Hinterberg cosmetic skin


Thanks for playing!

⚔️IronOak Games



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Hotfix 1.2.21

Hello Adventurers,

Hotfix coming in to address the softlock when fighting the chapter one boss, the Bandit King.
  • Fixes the title entering a softlock that could occur during the Bandit King fight at the end of Chapter One.
⚔️IronOak Games



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Patch 1.2.20

Hello Adventurers,

This patch comes in with a few focal points - Combat Flow Optimization, Resistance & Mercs, and Bugs!

Combat Flow has been greatly improved throughout the whole game. Combats are now a lot smoother, the transition between player and enemy turns a bit cleaner, and as a result, are generally quite a bit quicker.

The Resistance, and Mercs, were not always spawning correctly. Certain combats would see Mercs being pulled into enemy combats, or The Resistance were spawning off grid and not reading correctly.

Lastly, we’ve squashed quite a few bugs ranging from sotflocks, to loot drops, and more.

Optimization
  • Improved the initial load times from start to Adventure Select. Depending on the player's machine the results will vary from person to person.
  • Improved the combat actions to be a more blended experience. This greatly speeds up the flow of combat by as much as 30% depending on the player’s machine.
The Resistance and Mercs
  • Fixed the issue where Resistance members, or Mercs, were being spawned into enemy combats.
  • Fixed the issue where Resistance members weren’t spawning into “support” combats correctly. This could happen with Pinecone in Chapter 1, Heartcrusher in Chapter 4, or Sunderbone in Chapter 5.
  • Fixed a softlock that could happen if a Follower was the only party member remaining in combat that proceeded to Loot. Instances where Followers are the only remaining party members now instantly end favouring the enemy as there are no longer any actual party member present.
Save Game
  • Fixed an issue that would prevent a party to press “continue” when loading into a Dungeon/Dark Carnival rest phase.
Gameplay
  • Fixed an issue where non-droppable weapons (ie Bosses & Scourges) could be acquired from certain encounters or markets.
  • Adjusted the order of abilities on elemental polearms to better match ability orders similar to other weapons. For example, Stun is no longer the top option.
  • Fixed an issue where Landboat and Boat repair would not decrement gold correctly. \
  • Fixed an issue with current-turn Action Points being removed if Focus Refund was not completed fully on the previous turn.
Combat
  • Fixed a softlock relating to clown jugglers that could occur in certain instances where party members were dead or revived in rest phase.
  • Fixed a softlock that could occur at the end of combat if the last enemy dies at the same time as a Party character. (ie - Thorn damage applying when an enemy dies)
  • 2x2 enemies (ie Trolls, Golems) will no longer put their own back tile into Guard.
  • Fixed a softlock that could occur if a player equipped with the Eager trait died while running through a trap.
  • Fixed an issue where summoned enemies weren’t being considered for the win condition and combat would end prematurely.
  • Fixed an issue with the enemy placement on the final fight of Chapter 5.
  • Fixed an issue where the Lolli Wand wouldn’t return the player’s hand when revived in combat.
  • Fixed the Lute ability, Meditation Music, to reward Focus correctly on successful roles.
  • Fixed an animation issue where the Justice animation would play on certain 2-handed weapons despite Justice not proccing.
Dungeons
  • Fixed a softlock that could occur if an Acid Barrel Trap destroyed an equipped trinket.
  • Fixed a softlock that could occur during a door phase when a Lockpick was given from one player to the next and then used on that specific door.
  • Fixed an issue with the Dungeon version of the Embedded Blade encounter that could be attempted forever.
Art
  • Fixed the clipping on the Friar when wearing the Dungeons of Hinterberg cosmetic.
  • Improved the textures on the Chaos Generator encounter.
  • Fixed the Cursed Hag’s animation to play her correct idle.
  • Told the Frost effect to chill out! (We toned down the size and speed of the effect)
Localization
  • Corrected the localization on a few of the Alcohols as they were not showing incorrect text of “Defense Up” rather than the actual defense values.
  • We spent some time looking at the Golden Gun and realized it’s actually Fool’s Gold! As such, the Golden Gun has been renamed Pyrite Gun.
UX/UI
  • Improved “Pass” in Loot Phase when controlling more than one character.
Controller
  • Fixed the issue where Quest item rewards (ie, weapons or attire) could not be taken or equipped when playing with controllers.


Thanks for playing!

⚔️IronOak Games



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