Patch 12: To Build and Demolish!
[p]Hey everyone 👑[/p][p][/p][p]Many players wanted more information before buying a new hero, so instead of showing empty statistics, you can now read about how they attack. Next, I will need to improve the descriptions 😂[/p][p][/p][p]The scientist cannot be given units of the kingdom you currently play. You cannot start with them anyway, it makes more sense thematically, and it also makes it more likely that he will want a unit you still need to give him. It should be better in every case. I really like such changes.[/p][p][/p][p]Similarly, the builder and demolisher visits have been swapped. Now the builder comes first, giving you more build options earlier and more opportunity to use that investment. And the demolisher comes afterwards, opening more strategic plays as you can use it on the builder's building, but also because later on you might not need some of the other buildings anymore. This simple change should make both decisions deeper, and even affect other decisions, on all progression levels. So satisfying![/p][p][/p][p]The caravan's arrival can be skipped instantly, so there is no second wasted anymore. And when selecting fate, the related kingdom's reputation does get highlighted. I'm trying to make everything as easy to handle as possible. The new pirate marker, which is primarily necessary in the undead kingdom, seems to annoy some players. I could remove it from the human kingdom, or only show it once and not daily, but in both cases, it could also lead to people forgetting about it. Any other ideas? At least it vanishes at night now.[/p][p][/p][p]The undead kingdom has gotten some QoL upgrades. The timing of when you upgrade a Mausoleum does not matter anymore, they start with another Ooze Pool, so you can go get all related upgrades if you invest into it, and the Blood Bank states that it needs dead rats now.[/p][p][/p][p]While Selene is one of the most powerful heroes, I have seen the repeated wishes to make her hit everything. But that is a fine line. I must preserve differences between heroes. Some might be easy to play, others might be great early, or against masses of monsters or against bosses - so that you need to switch up which other units to take and when. If every hero is consistent early, they also cannot differentiate as much later on. At the same time, when people first try a hero they should not hate them either. I'll try to improve it enough, without losing her essence.[/p][p][/p][p]Hope you will enjoy the changes![/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]New features/QoL:[/h3]
- [p]Throne room displays heroes attack description when the hero was not unlocked/played yet[/p]
- [p]Scientist does not accept units of the kingdom you are playing, so its easier to give him the units you want to[/p]
- [p]Builder comes visiting on day 13 now[/p]
- [p]Demolisher comes visiting on 19 now[/p]
- [p]The caravan can be skipped earlier now[/p]
- [p]After beating a boss all negative status effects get removed from your units[/p]
- [p]UI fate selection caravan reputation gets highlighted[/p]
- [p]UI pirate marker vanishes at night[/p]
- [p]Curiosity shop improved description[/p]
- [p]Undead upgrading Mausoleum does not reset its timer anymore[/p]
- [p]Undead start with another ooze pool[/p]
- [p]Undead dead rat is called dead rat now, so it's clear what the bank is missing[/p]
- [p]Mort is categorized as melee now[/p]
- [p]Selene is riding closer to the gate, reducing her deadzone[/p]
- [p]Selene reduced base damage by 1[/p]
- [p]Druid passive increased cooldown 3 > 3.33s[/p]
- [p]Ghoul displays piercing stat[/p]
- [p]Jailer increased damage scaling slightly[/p]
- [p]Monk displays area stat[/p]
- [p]Paladin increased base damage[/p]
- [p]Shaman's summon increased taunt range 40m > 50m[/p]
- [p]Troll evolution increased cooldown 1.5s > 2s[/p]
- [p]Fixed workers taking more jobs than assigned when sending them to work very early first day[/p]
- [p]Fixed game resuming behind pause menu when coming out of any screen[/p]
- [p]Fixed combat events like onkill happening too often[/p]
- [p]Fixed villains standing still in the distance maybe[/p]
- [p]Fixed hunter building sprite door placement[/p]
- [p]Fixed Alaric self heal passive[/p]
- [p]Fixed Bee not displaying it does plant damage[/p]
- [p]Fixed Bee description bounce amount[/p]
- [p]Fixed Endboss getting damaged by monsters hitting units[/p]
- [p]Fixed Endboss getting damaged by thorns[/p]
- [p]Fixed Lich achievement[/p]
- [p]Fixed UI relic catalog economy relics do not appear to be examinable[/p]
- [p]Fixed burn also stacking for enemies[/p]