Patch #02: Shards and Special jobs
[p]Here's the second patch for Super Fanatsy Kingdom!
Special jobs did seem to cause a lot of confusion, which needs to be solved by explaining them better. For the meantime just a quick fix so they do not continuously drain your wallet.
As for shards, it seems my design does not work as intended. Things like the islands and heroes were meant to be unlocked over a longer time, so even if your run did not break your glory high score, you still have some progression. For players who are very stuck, it feels like that one island unlock is stopping them from progression. That is related to difficulty as well of course. I have reduced the shard costs this patch, but will try to improve this further.
I've read the concerns under the last patch notes about whether the game will become too easy as a reaction to negative reviews, but I can assure you that I do monitor the situation very carefully and only adjust based on unfair deaths. There are also 5 curse levels with increasing difficulty to test your skills at and earn more glory.
[/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![/p][p][/p][p]
[/p][p][/p][h3]New features/QoL:[/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.
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][p][/p]
Special jobs did seem to cause a lot of confusion, which needs to be solved by explaining them better. For the meantime just a quick fix so they do not continuously drain your wallet.
As for shards, it seems my design does not work as intended. Things like the islands and heroes were meant to be unlocked over a longer time, so even if your run did not break your glory high score, you still have some progression. For players who are very stuck, it feels like that one island unlock is stopping them from progression. That is related to difficulty as well of course. I have reduced the shard costs this patch, but will try to improve this further.
I've read the concerns under the last patch notes about whether the game will become too easy as a reaction to negative reviews, but I can assure you that I do monitor the situation very carefully and only adjust based on unfair deaths. There are also 5 curse levels with increasing difficulty to test your skills at and earn more glory.
[/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![/p][p][/p][p]
- [p]Heroes from other kingdoms cost 5 shards less to unlock in the throne room[/p]
- [p]Special jobs get automatically deactivated once your coins are empty[/p]
- [p]Replaced the tutorial done sound effect[/p]
- [p]Humans Tavern can hold up to 32 berries so you can get another nun[/p]
- [p]Giant reduced health 2200 -> 2000[/p]
- [p]Goblin King removed armor 24 -> 0[/p]
- [p]Magister reduced movement speed slightly[/p]
- [p]Monster Arcanist reduced damage slightly-Monster Berserker reduced health 92 -> 91[/p]
- [p]Monster Bee reduced health 73 -> 72[/p]
- [p]Monster Colossus reduced health 127 -> 126[/p]
- [p]Monster Cyclops removed armor 30 -> 0[/p]
- [p]Monster Efreet reduced damage slightly[/p]
- [p]Monster Dancere removed armor 12 -> 0[/p]
- [p]Monster Dinosaur reduced health 59 -> 58[/p]
- [p]Monster Druid reduced damage slighlty[/p]
- [p]Monster Magus reduced mana 47 -> 46[/p]
- [p]Monster Ghoul is a little slower[/p]
- [p]Monster Halfling is a little slower[/p]
- [p]Monster Leech reduced health 41 -> 40[/p]
- [p]Monster Lich stops more often[/p]
- [p]Monster Marksman reduced damage slightly[/p]
- [p]Monster Pixie can be knocked back further[/p]
- [p]Monster Runescribe reduced damage slightly[/p]
- [p]Monster Satyr removed armor 15 -> 0[/p]
- [p]Monster Shaman reduced mana 48 -> 46[/p]
- [p]Monster Storm Caller reduced damage slightly[/p]
- [p]Monster Storm Caller removed armor 15 -> 0[/p]
- [p]Monster Vampire reduced health 26 -> 25[/p]
- [p]Fixed leaderboard "global" and "friends" not being localized before switching leaderboard mode[/p]
- [p]Fixed item Overshield being categorized as from Nature kingdom[/p]
- [p]Added error handling to prevent a unknown rare bug at the end of the run for one player
[/p]
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.
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][p][/p]