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Battle Update

Combat mechanics changed a lot from what I originally planned to implement, thus the dev time it took to implement it. We believe this is a really good starting point for the combat mechanics and we will be improving on this in future iterations.

This update will be pushed to the demo version with the Early Access release.

Battles have width (1 to x) and type (naval or land) that are pre determined by the game events.
A battle with 3 width can only have 3 cards at one side, and a naval battle can only have naval units fighting in it. Later we plan on adding "height" to battles as well, so the ranged cards would be attacking from behind.

This is a Raid event. Raid events are further explained in Early Access announcement.

Every character, some animals (bear, dog, wolf) and transportation cards have combat stats. Later we will also add combat stats to buildings such as Walls.

Combat stats of Assassin, this card is only obtainable through game events.

[h3]Combat Stats[/h3]
Attack: How much damage a card deals at a successful hit.
Health: How much damage a card can take before dying. Damaged cards can be healed at Hut, Cottage, House or Barracks.

Accuracy: Chance of a successful hit. Simulated before the defender's evasion and block chance.
Evasion: Chance of dodging a successful hit. Simulated right after accuracy.
Block: Chance of blocking a successful hit. Simulated right after evasion.

Counter Attack: Chance of hitting the attacker while defending. You can only counter attack after you successfully evaded or blocked the incoming hit. Ranged cards such as Archer and Artillery can NOT counter attack. Naval units are exception to this rule, all naval units are ranged and can counter attack.
Critical Hit Chance: Chance of a critical (2 times the damage) hit. Simulated after evasion and block.
Break Shield Chance: Chance of destroying the block stats of defender card with a successful hit. Cards with broken shields can't block during the ongoing battle anymore.

Attack Rate: Cooldown before this card can attack again.
Attack Speed: How long it takes for this card to attack and return back to it's battle position. For ranged cards such as Archer and Artillery it's the speed of their projectiles hitting the defender.

[h3]Combat Mechanics[/h3]
[previewyoutube][/previewyoutube]
- Before fighting a battle you will need to add cards to it. SHIFT + Right Clicking on a battle will auto fill it with cards that are highest in attack power.
- When you are ready, you can hold Ready button to start the battle. You can also choose not to fight by readying a battle without adding any cards. Not fighting a battle will make your settlers angry and you will be considered the losing side.
- You can see the consequences of a battle by hovering over the i icon.
- Once a battle is ready, every card in it will get a random cooldown depending on their attack rate.
- Cards will prefer to fight enemy cards that are closest to them.

Devlog 3

Thank you everyone for your interest and valuable feedbacks during the Next Fest. I will be responding to every feedback once I have something solid to show for it.

With this devlog, we will be going over most requested features, gameplay changes and bug fixes. I will be writing about the battle update on a separate devlog.

These changes are NOT live in the demo version as of right now. Demo will be updated together with the battle update.

[h3]New features:[/h3]
- You can have multiple save files now.
- Character cards now indicate which job they are working on and whether or not they are idle in the infobar.

- Card push away logic is rewritten to always prefer older cards except if the newer card is locked. Push away power is also changed to order cards right next to it.
[previewyoutube][/previewyoutube]
- Card texts now fade away as the camera zooms out so that it's easier on the eyes. This effect can be toggled through settings menu.
- Some buildings now have levels, job requirements scale with building levels (doubles for each level but subject to change) and in order to level up a building you need to complete jobs that grant experience. Jobs that grant experience are limited but they scale with the building level. Level 1 version of every job that scales is also available and they are unlimited. Even though I like the freedom of having 50 Farmers on 1 Farmland, this change aims to make it redundant because managing many cards become annoying super quick.


[h3]Gameplay changes:[/h3]
- You can see the requirements for recipes in the recipe menu now.
- Cards now return to their last valid position if they were released on top of a card they can't be attached to.
- Descriptions for types instead of tags now clearly indicate which tags of that type are valid options.

- Requirements now have "except" mechanics, only useful for Marketplace right now.
- Character cards now equip the tools they built, only if they can actually equip it, a Woodsman building Farmer Tools won't equip it.
- Days now have 24 ticks (it was 4 before), this change was made for simulating the battles better.
- Game speeds 2 and 3 are adjusted to match the game speeds before the tick change.
- Added 1 more speed option (turbo) and made speed 1 slower.
- Cards now also have coin values.
- Marketplace now requires 10xResource + Trader or 1xAnimal + Trader to trade.

- House no longer has a manager job, automation of Meal production is moved to new card Inn.
- Locked cards don't auto-destroy at 0 amount now. These cards can't be attached to any other card and will be auto-destroyed if they are no longer locked. If they were attached to a card before they got 0 amount however they will stay attached.
- Attached cards now get stacked if the parent card has any other of that tag. (If you attach 1xMeat to a Butchery that already has 4xMeat attached to it, Meat cards will stack together to 5xMeat)
- Changed resource requirements of most recipes.
- Changed limit of some jobs.

[h3]New Cards:[/h3]
- Weaver's Shop: Uses Flax to produce Cloth
- Cloth: Has no use except it's value yet
- Flax: Can be farmed in Farmlands, similar to Wheat

- Tannery: Uses Rawhide to produce Leather
- Rawhide: Obtained by butchering Cows

- Inn: Uses 1xWheat and 1xMeat to produce 3xMeal (subject to change), can be automated

- Toolbox: Stores Tools

- Stable: Grows Horses with Farmer, similar to Pasture
- Horse: Has no use except it's value yet

- Masonry: Uses Rocks to produce Bricks
- Brick: Can be used to build various recipes

[h3]Settings Changes:[/h3]
- Added new setting "Play Monthly Sound Effects", which toggles the settler fed, settler hungry etc. sound effects.
- Added new setting "Card Collisions", which toggles the card collisions :D
- Added new setting "Always Show Card Texts", which toggles the card infobar's opacity changes by camera zoom level.
- Added controls to the Settings Menu, these are not changeable as of right now.

[h3]Various changes:[/h3]
- Notifications now fade away after 30 seconds.
- Notifications only show one of each type of notification per tick now.
- Increased opacity for old notifications for visual clarity.
- Tips menu auto-disables if there are no tips now.
- Manager automation process now looks visually more appealing.
- Changed background grid sizes, they are now 2x their previous size.

[h3]Technical changes:[/h3]
- Settings file is now stored as a JSON, this will cause your audio levels to reset just this once.
- Changed the renderer to Forward+, this provides a performance boost but older PCs might have a problem running the game.

[h3]Bug Fixes:[/h3]
- Fixed settlement progress percentage showing too many decimals.
- Fixed settlement progress percentage going over 100% with multiple cards.
- Fixed a bug where "No recipes unlocked yet" text would still show even though there are unlocked recipes.
- Fixed card infobar showing under other elements in some cases.
- Fixed hover menu getting stuck under some rare cases.
- Fixed hover menu not triggering if you hover over a card with camera movement instead of moving the mouse.
- Fixed card infobar size not adjusting correctly in some cases.
- Fixed fill requirements using Shift+Right Click on Recipe cards causing a hover menu bug.
- Fixed Manager getting extra cards if the half of the requirements are already met.
- Fixed cards failing to auto-assign jobs if they get downgraded while attached to a card. (If you unassign Woodsman while attached to a Forest, it will now start working on getting sticks)
- Fixed game speed changes not taking effect instantly on lower end PCs.

We are also delaying the release date to 20th of September, I know it's a big delay but I just want to make sure the game is in a good condition and everyone gets their money's worth.

QoL Improvements

Description color contrast is increased. Current values pass the contrast test, hopefully it's better. Please let me know.

Card:
- Obscured cards now display their amount next to their names.
- Card amount is also added to the card description.
- Card descriptions now show job limits. Pretty much every job is unlimited except Managing and Building/Crafting jobs.

New Shortcuts:
- Holding a card + DEL key, destroys a card as long as it is destroyable.
- B key now toggles Recipe Menu.
- Right click on the game board now toggles Recipe Menu.
- ALT + Right click on a Recipe card now duplicates the recipe.

Other:
- Recipe Menu now doesn't reset it's recipe type tab when toggled.
- Added progression percentage next to the progression rank.

🔴 Next Fest: Paper Kingdom Live Demo Gameplay Stream

Test out the demo yourself and don't forget to wishlist!

🔴 Next Fest: Paper Kingdom Live Demo Gameplay Stream

Test out the demo yourself and don't forget to wishlist!