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Patch 14: Unit Sheets in Catalog, New Targeting Items Shop and More

[p]Hey everyone ๐Ÿ‘‘,[/p][p][/p][p]It's been some time since the last update. Normally, I'd want to release hotfixes after big updates, but the Patch 13 was surprisingly stable, and I really had to take a break. So that's what I did. A whole month of not thinking about the game! First I did some renovations. I think I needed to order my stuff to get a clear mind again. And then I just chilled. Cooking, going on walks with Mio and a lot of sleeping ๐Ÿ˜… I did even play some games again. All of that was very important to gain a fresh view on things.[/p][p][/p][p]So, I'm back again and have some new ideas on how to improve the game. But before I delve into that, I wanted to release a quick patch fixing most of the problems you reported and implementing some changes I could do without touching too many other functions. [/p][p][/p][p]Most importantly, you can finally view all hero and unit sheets directly from the unlocks catalog now. You can open them from the throne room and the pause menu ingame. I hope that will make some decisions and thinking about builds easier. [/p][p][/p][p]I've also checked all heroes (like the units in the last update), so they can only equip items they support now and display the stats in their sheets.[/p][p][/p][p]While the targeting items seem to have good use cases, they were a bit too prominent and got in the way of more important decisions. The easy solution for that was to just remove them from the caravan and put them into their own shop. There you can buy them from a daily changing stock. [/p][p][/p][p]Starting item slots were unlocked by total glory before, which was not motivating at all. Now you get them as you unlock more heroes. That should make both processes more intriguing.[/p][p][/p][p]The Undeads were still missing a few event spots. Now you can go highscore hunting there as well. [/p][p][/p][h3]Steam Reviews[/h3][p]Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.[/p][p][/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]Changelog Version #0.6.1[/h3][p][/p][p]- You can open the unit and hero sheets from the unlocks menu[/p][p]- The more heroes you have unlocked, the more items they can start with[/p][p]- Targeting items have their own shops now[/p][p]- Caravans removed targeting items[/p][p]- Undead added 4 more world event spots[/p][p]- All heroes can only equip items they support[/p][p]- All heroes display the stats they are supporting their sheet[/p][p]- Wizard has a question mark and vanishes after talking to him, so its clear you have to speak to him multiple times[/p][p][/p][p]- Boss Demon Spider is immune to poison[/p][p]- Boss Dragon is immune to burning[/p][p]- Boss Phoenix loses all status effects when being reborn[/p][p]- Hero Cadus supports targeting items now[/p][p]- Unit Angel supports targeting items now[/p][p]- Unit Bee supports targeting items now[/p][p]- Unit Djinn reduced cooldown further in first two upgrades[/p][p]- Unit Scarecrow is a mana user now[/p][p]- Unit Succubus supports targeting items now[/p][p]- Relic Big Daddy gets unlocked on Kingdom Level 14 now[/p][p]- Relic Archeologist gets unlocked on Kingdom Level 18 now[/p][p][/p][p]- Fixed Scientist some units not being selectable[/p][p]- Fixed Pirates marker not vanishing if clicking on them too early[/p][p]- Fixed being able to challenge mini-bosses so early they were spawned at level 0[/p][p]- Fixed being in stuck in slowmotion when dropping a unit instantly[/p][p]- Fixed freeze when skipping evolution screen before it even opens[/p][p]- Fixed freeze with Gevald on day X[/p][p]- Fixed some units firing endlessly with special and unaffected targeting[/p][p]- Fixed catalog relics that are not sold by amaya not displaying at which kingdom level they get unlocked[/p][p]- Fixed strongest and weakest targeting in group searchers[/p][p]- Fixed Human cost of road to coin maker on island[/p][p]- Fixed Undead Thicket description in pause menu[/p][p]- Fixed Undead building sewage plant bottom right corner and connecting them[/p][p]- Fixed relic Mug of Joy on first day if building the tavern after getting the unit[/p][p]- Fixed abilities counting amount of status effects starting at 1[/p][p]- Fixed unit Angel upgrades wrong speed stat displayed[/p][p]- Fixed unit Cyclops evolution not displaying the correct area[/p][p]- Fixed unit Dancer displaying an area stat while not really supporting it[/p][p]- Fixed unit Dancer passive upgrade effect amount displayed not changing[/p][p]- Fixed unit Dark Pylon stats seeming as if it would do damage[/p][p]- Fixed unit Dryad upgrades displaying wrong area stat[/p][p]- Fixed unit Djinn evolution upgrade description[/p][p]- Fixed unit Flamewalker can equip the cooldown item[/p][p]- Fixed unit Ghost evolution switching element[/p][p]- Fixed unit Ghost upgrade not displaying the increase in speed[/p][p]- Fixed unit Griffin evolution not displaying the correct area[/p][p]- Fixed unit Jouster evolution attack not in sync[/p][p]- Fixed unit Jouster displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Leech displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Magus displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Magus having range stat[/p][p]- Fixed unit Magus evolution not displaying the upgraded area in the attack description[/p][p]- Fixed unit Mechanic duration increases not applying[/p][p]- Fixed unit Satyr upgrade descriptions not displaying the correct cooldown[/p][p]- Fixed unit Satyr evolution not displaying the correct area[/p][p]- Fixed unit Succubus upgrade not displaying the increase in speed[/p][p]- Fixed unit Succubus passive displayed as increasing damage instead of power[/p][p]- Fixed unit Swordsman passive being categorized as physical[/p][p]- Fixed unit Troll upgrade descriptions not displaying the correct cooldown[/p][p]- Fixed unit Troll passive displaying earth element[/p][p]- Fixed unit Treant passive displaying plant element[/p][p]- Fixed unit Yeti still having the keyword for taunt instead of freeze[/p][p]- Fixed unit Yeti evolution not displaying the correct area[/p][p][/p][h3]
Join the Super Fantasy Kingdom Community[/h3][hr][/hr][p]Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.[/p][p][/p][p]If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

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Roguelite city builder Super Fantasy Kingdom has been a big success, and now its developer can afford a luxury he's always dreamed of: 'A real winter jacket'




Some developers react to success by going all rock starโ€”like Cliff Bleszinski purchasing a flashy Lamborghini when he was living it up at Epic. Solo dev Feryas Beer is a little bit more grounded after the success of Super Fantasy Kingdom, the Hooded Horse-published roguelite city builder...
Read more.

Save 35% on Super Fantasy Kingdom

Super Fantasy Kingdom is currently 35% off during the Hooded Horse Winter Publisher Sale.

You've returned from a hunting trip to find your kingdom in ruin. Now, you must rebuild your home while fending off the hordes of monsters that descend upon your gates every night. Defeat them with a unique team of defenders in this roguelite city builder.

Hooded Horse Winter Publisher Sale

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Patch 13: New Building, Targeting and reworked Progression!

[p]Hey everyone ๐Ÿ‘‘[/p][p][/p][p]As promised, here is the first major update in time for the holidays![/p][p][/p][h3]New content[/h3][p]The elves do now also have a building: The Observatory! [/p][p]It makes all the buildings with a progress bar faster. Having a different way to do so should increase some builds viability and allow more strategies. Especially making mineshafts faster will be very interesting.[/p][p][/p][p]Then we have a new type of items with targeting items. With them, you can adjust which monsters your units target. This is probably one of the most requested features, and I am very happy to have found a solution so fast that is still rather tactical. In many tower defense games you can switch the targeting at any time, but it would've been very annoying to switch targeting on multiple units whenever certain enemies appear. Like this, whom to adjust is a build crafting decision and you need to use an item slot for it. Be aware, this is not tested for balance yet. Some crazy combinations will be possible now. Have fun :)[/p][p][/p][h3]Progression[/h3][p]Playing the undead kingdom is optional now, so you can play them in any order you like. To still have access to all the variety, you unlock the other half of the units by leveling your kingdom instead. That also means that the progression is more stable and faster now.[/p][p][/p][p]I have seen feedback about liking the way it was, and to be honest, it was a hard decision for me as well. The idea was a metroidvania-like feeling, where you switch between the kingdoms to find new units and then have more options in the other one. And when a player accepts that and goes with the flow it worked out really well. But the reality is that there are multiple valid reasons to feel different about that. Some just do not like a certain kingdom, others don't want to learn two concepts at the same time, and then there was the general problem of feeling forced. [/p][p][/p][p]We do have very different types of players and I need to find a good solution for all of us. So, for me this is an experiment. First we had the very guided experience, now we try a more individual and faster progression. I will watch out for old and new players' feedback, to use that in a bigger evaluation on where to take this project. If you have some time over the holidays, please try how it feels now on another profile and share what you think about it.[/p][p][/p][h3]Clarity[/h3][p]A big portion of this update is also clarity again. All achievements do have a hint and a spoiler now, which also act as an extended tutorial that does not get in the way for players that don't need it. I hope this will make new players experience with the game a lot smoother.[/p][p]How units display their stats has also been improved. They can also only equip items for those stats, preventing you from wasting items. [/p][p][/p][h3]Food System[/h3][p]In the old system, the randomness when raw meat or fish was eaten was a problem for many players. The fish filet relic was also too strong, and souls were very easy to upgrade in the undead kingdom. Now they never pick the meat first anymore, but instead the amount of meat (or souls) that can be upgraded each night is limited instead, and you can upgrade the tavern to increase that limit. That should help with all of these problems and also explain the whole system better.[/p][p][/p][h3]Steam Reviews[/h3][p]Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.[/p][p][/p][p]Wishing you all great holidays!![/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]Changelog Version #0.6.00[/h3][hr][/hr][p][/p][p]New building[/p][p]- Added a new building: The Observatory from the elven kingdom[/p][p][/p][p]New art:[/p][p]- Added character art for the scientist[/p][p][/p][p]Items[/p][p]- Added 9 new targeting items to the kingdoms caravans[/p][p]- Added a new targeting mode: Special[/p][p]- Added a new targeting mode: Unaffected[/p][p]- You can exchange items for faith at the church during the run[/p][p]- You can melt down excess starting items for shards in the throne room[/p][p][/p][p]Progression[/p][p]- You do not need the stars from the other kingdom[/p][p]- The remaining units get unlocked by leveling your kingdom instead, making the progression more stable[/p][p][/p][p]Clarity[/p][p]- New hint system for all achievements[/p][p]- There is a hint and a spoiler for every achievement[/p][p]- They also act as an extended tutorial[/p][p][/p][p]- Units display all stats they use now[/p][p]- Units cannot equip any items that wont help them anymore[/p][p]- Pause menu added button to read tutorial messages again[/p][p]- Hovering any deposit displays its explenation[/p][p]- Added tutoral for game speed when you play at normal speed[/p][p]- The ALT tutorial only ends once you release the button, giving time to understand it[/p][p]- Catalog economy relics display at what kingdom level they get unlocked[/p][p]- The blacksmith has an exclamation mark before until unlock him[/p][p]- Poison damage is called toxic damage[/p][p]- Rock damage is called earth damage[/p][p][/p][p]Food system[/p][p]- Fish get's always eaten before raw meat, bread always before cooked meat[/p][p]- Only 1 meat (2 souls) can get upgraded each night by default[/p][p]- Upgrading the tavern increases that amount[/p][p]- The amount is displayed in the tavern UI[/p][p][/p][p]Glory changes[/p][p]- World event monsters drop a shard when provoked[/p][p]- World event monsters are always the same level when the first spawn, and stay on that level (day + curse level)[/p][p]- World event monsters say what level they are[/p][p]- Amount of daily monsters spawning is always the same[/p][p][/p][p]Balance[/p][p]- Cadus increased shield scaling greatly[/p][p]- Colossus increased area[/p][p]- Devil reduced damage scaling very slightly[/p][p]- Druid active upgrades do not reduce cooldown by as much[/p][p]- Druid passive increased cooldown 3.33s > 4s[/p][p]- Druid passive reduced effect on last upgrade 5 > 4[/p][p]- Halfling increased base damage 2 > 3[/p][p]- Paladin increased area[/p][p]- Qhe'la reduced cooldown reduction of one upgrade 30% > 25%[/p][p]- Qhe'la increased cooldown 1.5s > 1.6s[/p][p]- Werewolf increased upgraded cooldown 0.01s > 0.1s[/p][p]- Relic Big Daddy costs 13 coins[/p][p]- Item Armor increased effect 10 > 20[/p][p]- Item Resistance increased effect 10 > 20[/p][p][/p][p]Fixes[/p][p]- Fixed villains or projectiles getting stuck[/p][p]- Fixed duplicating resources when setting guard mode when a carrier already started the job[/p][p]- Fixed sacrificing unit reducing hungry units counter by 2[/p][p]- Fixed collecting random item in forest while a guest is visiting[/p][p]- Fixed banishing a unit after minimizing after banishing a unit[/p][p]- Fixed boosting applied in order of level instead of experience[/p][p]- Fixed generation buildings timer when upgraded cannot be below generation duration[/p][p]- Fixed gamepad selection in building overlay without a tutorial[/p][p]- Fixed cooldown reduction items, relics and upgrades interacting with bard passive[/p][p]- Fixed Gnomes cancel button not labeled "No, thanks!"[/p][p]- Fixed UI unlocks catalog elemental and siege units appearing to be examinable[/p][p]- Fixed UI unit sheet before you have the unit sometimes ability data incorrect[/p][p]- Fixed UI unit sheet ability description out of box[/p][p]- Fixed UI alerts moonrise and nightfall messages swapped[/p][p]- Fixed UI earth damage being white[/p][p]- Fixed Humans Builder not offering the undead building blueprint[/p][p]- Fixed Humans Fisherhut not clickable after upgrade[/p][p]- Fixed Humans Forager not clickable after upgrade[/p][p]- Fixed Humans Geologist Hut not clickable after upgrade[/p][p]- Fixed Humans train tracks when destroying the target building[/p][p]- Fixed Undead Ooze pools hitbox beeing too big[/p][p]- Fixed Undead dialogue with Mio[/p][p]- Fixed Item Shield cannot be equipped by units without base shield[/p][p]- Fixed Item Rage cannot be equipped by units without base rage[/p][p]- Fixed Relic Destiny working against the unit critting[/p][p]- Fixed Relic Dice does not appear to be locked behind kingdom level anymore[/p][p]- Fixed Unit Bee last upgrade piercing stat amount[/p][p]- Fixed Unit Cannon using Catapults ability description[/p][p]- Fixed Unit Crossbowman displaying wrong attack multiplier[/p][p]- Fixed Unit Ghost evolution changing damage element[/p][p]- Fixed Unit Halfling evolution upgrade description being incomplete[/p][p]- Fixed Unit Headless passive last upgrade description[/p][p]- Fixed Unit Jouster passive not being categorized as support[/p][p]- Fixed Unit Leech last upgrade description not mentioning the cooldown reduction[/p][p]- Fixed Unit Lightning Elemental ability description[/p][p]- Fixed Unit Lightning Elemental not showing piercing stat[/p][p]- Fixed Unit Palisade not waiting in the city when there is no space[/p][p]- Fixed Unit Pixie not using mana to attack[/p][p]- Fixed Unit Psion displayed range stat[/p][p]- Fixed Unit Stormcaller evolution upgrade description[/p][p]- Fixed Unit Swordsman passive not being categorized as support[/p][p]- Fixed Unit Yeti having the keyword for freeze instead of taunt[/p][p]
[/p][h3]Join the Super Fantasy Kingdom Community[/h3][hr][/hr][p]Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.[/p][p][/p][p]If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]