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Patch 13: New Building, Targeting and reworked Progression!

[p]Hey everyone 👑[/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]