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Paper Kingdom News

Slight changes/improvements

- Fishing now reduces size of River by 2 instead of 5.
- Hunting now gives 1 Deer and 2 Mushroom.
- Added Mushroom find chances to Forest, Grasslands, Farmlands, Pasture, Farm.
- Added extra 1 Deer chance to Hunt job.
- Added extra 5 Fish chance to Fish job.
These changes aim to help with early survival while still keeping hunting/gathering an unreliable food source.


- Pasture and Farm jobs now output products proportional to their progress when Winter arrives instead of outright cancelling the job. If a Farmer is done 30% when Winter arrives, you will get 30% of products.


- Snake Nests can no longer raid.


- You can now safely retreat from a battle if you are the attacker. You would previously get happiness penalty.

hotfix

Hunter not upgrading to Horseman is fixed.

Neighbors Update

Hello everyone, neighbors update is finally here.

First of all, thank you for your patience. Figuring out how to implement neighbors without breaking the core gameplay took a little longer than I expected. With that said some of the features from Devlog #6 and #7 is completely removed/reworked. Let's go over some of the changes.

[h2]Start[/h2]
Our Nomad now starts his journey with Cliff, Wilderness and 2 Meal cards. He has to explore the Wilderness, and find a place to call home.


Once Forest or River card is discovered, he will also meet his first neighbors.


[h2]Neighbors[/h2]
Each neighbor has their own forces and loot. Once conquered we will claim their loot and discover the next neighbors in our path. We must be careful though, neighbors further down the path have better forces and each year they will come to raid us.

[h2]Disasters[/h2]
Certain situations in our settlement can lead to various disasters. We will be notified of these situations beforehand but we must be quick to respond in order to prevent a disaster.


[h2]Trading[/h2]
Once we build a Marketplace, a Trade Route that connects us to our neighbors will be created as well. Our Traders can travel this route with some Coin and Horses in order to try and get the best deal for our Coins.


[h2]Resource Sources[/h2]
While exploring the Wilderness, we will discover some resource sources such as Forest, River, Quarry etc. But these sources are finite, and even though they'll help us at the start, they are not enough to build an empire.

Some sources like Forest and River idly regenerate but not all do. These sources can be expanded by conquering your neighbors.

[h2]Conquest[/h2]
Defending side always have the most to lose so they'll always have an upper hand. If we start a conquest, battle width will match the enemy cards and we won't be able to add more cards to the battle than they do. We have to make sure our forces are stronger than theirs because we won't have a second chance.


Defending however is easier, we can utilize Frontline cards such as Wood Walls or Walls and have our archers safely attack behind these walls.


[h3]More[/h3]
There are many more changes, difficulty settings, board customization settings, added many new cards, removed many old cards, balanced battle stats and monthly requirements further, improved tips, new dynamic jobs feature, improved performance and fixed (a lot of) bugs. So hope on, check them out yourself and don't forget to give feedback.

[h3]Notes[/h3]
I'm happy to announce that starting with the visuals we are actively removing all the generative AI content from Paper Kingdom. This was made possible with your support, so once again thank you!
Next major update will only focus on expanding the content from this version. At this point I consider Paper Kingdom almost done. I expect a full release with the new visuals sometime this summer.

If you want to see a full playthrough of the old version check out Starchip, Clan Hawkins, Wally1169. Shaky Chicken. Thank you all so much for your coverage.

Hope you enjoy your time with Paper Kingdom, see you later

Devlog 7

[h3]Some of these changes were reworked/removed, please check out Neighbors Update.[/h3]

Hello everyone, we are back again with another feature focused devlog. These last two devlogs might come off as boring to some but these features will help us build a richer world. This is the last feature focused devlog before the version 4 update. Next devlog (#8) will focus on more content (cards, situations, state cultures).

[h3]Battles[/h3]
  • Battles now have attacking/defending sides.
  • You can now add buildings (only Walls for now) to a battle if you are the defending side.
  • Battling cards now have three different positions (Frontline, Melee, Ranged).
  • Target deciding is changed to prefer Frontlines first, Melee second and Ranged characters the last.
  • Melee cards on defending side is reserved and can't attack until the Frontline is destroyed.


[h3]Situations[/h3]
  • Situations now also display their sources and which cards they will interact with. You can also click on these icons to focus them.
  • Invasion situations no longer have static forces. It now depends on the invading neighbor's forces.
  • Removed "Scary Beast Approaches" situations.
  • Battle situations now have global cooldowns.
  • Added new functionality "fire situation" to battle outcome. This helps chain certain situations and will be used in expedition situations later on.


[h3]Quality of Life[/h3]
  • Battling cards now reattach to their previous parents after the battle is over.
  • Changed Toolbox card to Chest and it can also hold any Animal, Resource, Food, Tool, Weapon, Recipe card now.
  • Custom split menu.
  • Changed situation source/subject selection logic to prefer cards that are the least annoying instead of random selection, this bias is probably not perfect and can be improved later with your feedback.
  • Cards now recheck/reprioritize their jobs each time their children change.
  • Cards that output more of their input (such as Farmlands), now prioritize to fill their requirements using their output. This helps with micro managing because you no longer need to make sure Farmlands have enough Wheat to level up for example.
  • Added new preference setting "Handle Seasonal Situations" which auto handles "Season Arrives" situations after a year. Set to true by default (previous behavior).


[h3]Cards[/h3]
  • Added new card Wilderness.
  • Removed Pirate Haven card, pirates will be added back as a neighbor state.
  • Enemy cards now have a chance of dropping their tools/weapons when they die (100% for friendly cards)
  • Some cards now have hidden chances of firing situations.
  • Card update functionality is changed to also update their base tags. For example, if the game upgrades every Tribesman to Villager, a Farmer card that was previously a Tribesman will also upgrade its base tag to Villager so once you unassign Farmer profession you will no longer get a Tribesman but a Villager.


[h3]Bugs[/h3]
  • Fixed battle hover not displaying "Create" section right in some cases.


See you at next devlog, these are not the only changes in version 4.

Devlog 6

Thank you everyone for supporting the Early Access phase of Paper Kingdom. Feedback you provided paints a clear picture on where to improve and hopefully you will like what you see in this devlog.

[h3]Some of these changes were reworked/removed, please check out Neighbors Update.[/h3]

[h3]Neighbors[/h3]
Settlements and animals are no longer just in-game events but living entities.

You can discover other settlements while working on various jobs, assign diplomats or pay tributes to improve their opinion of you and send spies to gather intel about their forces.

You can invade settlements for their resources. Settlements with low enough prosperity can be conquered for good.

You can also trade with these settlements as long as they are not rivalrous.

Each settlement has a hidden "culture" some are rarer than others and their culture determines their market and what they drop when conquered.

[h3]New Features[/h3]
  • Some jobs are no longer guaranteed to succeed and is chance based.
  • You can hold right click to keep getting more cards from the stack, also increased attach to stack range.


[h3]Changes[/h3]
  • Having a recipe also unlocks it now, so if you buy a recipe from your neighbors you will permanently unlock it.
  • Settlers can eat Meals that are attached to other cards as long as they have unreserved amounts. So you can safely attach your 10k stack of Meals to Port now.
  • If a settler doesn't eat at least half of their monthly Meal requirement, they will lose 1 Health point. This means some characters can die before they get angry enough to leave. Not paying them still makes them angry but no health penalty.
  • If a settler eats half or more than half of their monthly Meal requirement it will auto heal the settler for 2 Health points.
  • Idle Settlers tip is now separated into Idle Settlers and Idle Ships


[h3]New Cards[/h3]
  • Tribal Bow (Crafted with Sticks and Raw hide)
  • Hunter (Tribesman + Tribal Bow = Hunter)
  • Horseman (Hunter + Horse = Horseman, Horsemen are really strong early game soldiers but they require Coins to maintain and only way to get Coins early on is invading higher ranked settlements)
  • Deer (Can be hunted at Forest with Hunter, gives 5 Meat and 1 Raw hide same as Cow)
  • Fishing Net (Crafted with Raw hide)
  • Fisher (Character + Fishing Net = Fisher)
  • River (Fisher can fish here, it has limited Fishing jobs)
  • Fishing Ship (Fisher + Ship = Fishing Ship, can fish at Sea, fishing at Sea is also limited now)
  • Gold Ore (Obtained through Mine, can be smelted into Coins at Forge)
  • Herb (Can be collected by Witch and Scholar at Forest, used to cure Plague)
  • Spear
  • Spearman (Early game soldier)
  • Axe
  • Axeman (Early game soldier)


[h3]New Situations[/h3]
  • Flax Discovered (Discovery of Flax similar to how you get Wheat for the first time, you can still get Flax at Farmlands)
  • River Discovered


See you at next devlog, these are not the only changes in version 4.