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Patch #15 (Beta): Spells, Traits and Monster catching

[p]Hey everyone 👑[/p][p][/p][p]The last month has been crazy! Thanks to you, I've had such an enormous amount of feedback to work through, and it really helped a ton. As did taking a break. The creative energy was finally flowing again, which I really missed. One thing led to another, I couldn't stop, and here we are:[/p][p][/p][p]Update #15 will be the biggest update yet, by far. We have a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. And it is so big, in fact, that I decided not to just release it like I normally would, but instead, I want to continue working on it and improving it together with the community.[/p][p][/p][p][/p][p][/p][p]Here is just a short summary of the biggest change:[/p]
  • [p]Added a new spell system to give you more agency, like for targeting or manually hauling a resource you are desperately waiting for[/p]
  • [p]Added kingdom traits to give you a reason to take on a more diverse team[/p]
  • [p]The final day is an endless challenge to test the capabilities of your build, while getting shards and super metals the longer you survive![/p]
  • [p]To unlock new units, you catch monsters in traps now, making that a real part of the gameplay loop[/p]
  • [p]Added more progression and also made it has more impact, so you can really feel the city changing with it again[/p]
  • [p]Runs are faster, and you can rush waves to make them even faster and gain more glory[/p]
  • [p]Reworked how and when units get upgraded to make it less puzzly[/p]
  • [p]Reworked how taxes work to make them more clear and strategic[/p]
  • [p]New buildings to make coins and shards, to replace the ritual[/p]
[p][/p][p]And a lot more, check the full changelog below.[/p][p][/p][p]If you have more ideas, please share them below and join the Discord to participate in the active development process.[/p][p][/p][p]Thanks again for all your help, I really appreciate it![/p][p][/p][p]Feryaz[/p][p][/p][h3]Steam Reviews: Your Feedback Matters[/h3][hr][/hr][p]Now that Super Fantasy Kingdom has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about Super Fantasy Kingdom, it'd be a great help to me! [/p][p][/p][h3]Join the Beta[/h3][hr][/hr]
[p]To try the BETA, please follow these steps:[/p]
  • [p] Open Steam[/p]
  • [p] Right-click on Super Fantasy Kingdom in your Steam library.[/p]
  • [p] Select Properties.[/p]
  • [p] Go to the Game Version & BETAS tab.[/p]
  • [p] Choose "open_beta" from the "Beta participation" drop-down list[/p]
  • [p] Wait for the game to update the files (if nothing happens, restart the Steam client)[/p]
  • [p] Launch the game[/p]
[h3]

Changelog[/h3][hr][/hr][p]0.7.008 (beta) [/p][p]Undead kingdom disabled for now, I must add all these changes to it still.[/p][p][/p][p]Added spell system with 15 new spells:[/p][p]- Build the church to gain access to spells[/p][p]- You always start with two spells, one for combat and one for the city[/p][p]- The kings have different default spells[/p][p]- Added random event to find spells from other kingdoms to replace yours[/p][p]- Spells are cast with by pressing the button C by default[/p][p][/p][p]Kingdom Traits:[/p][p]- Having multiple units (2/4/6) of any kingdom grants you a special bonus[/p][p]- Every kingdom has a different trait[/p][p]- The effects apply to everyone including your hero[/p][p]- Only normal units that also eat count[/p][p][/p][p]Catching monsters:[/p][p]- To unlock units you need to catch the monster now[/p][p]- The trapper gives you one free trap per run[/p][p]- When a monster walks over the trap there is a chance they will be catched[/p][p]- The chance increased the less health a monster has[/p][p]- The fate selection displays which monsters already already have been caught[/p][p][/p][p]Permanent Buffs:[/p][p]- Solving the achievement quests will grant you a small permanent stat buff for all units[/p][p]- Buffs from the achievements from both kingdoms are applied[/p][p]- Thus playing both kingdoms is still not required, but motivating again[/p][p]- The ALT menu displays all those buffs[/p][p][/p][p]Unit upgrades:[/p][p]- Upgrading is called promoting now[/p][p]- Units get promoted at night in the tavern[/p][p]- Promoting units costs coins[/p][p]- Only one unit can be promoted each night[/p][p]- You can reroll the selection[/p][p][/p][p]Reworked how taxes work:[/p][p]- Every building generates taxes in the morning[/p][p]- You can sell resources for coins[/p][p]- Decorations generate more coins[/p][p]- Removed starting faith based on total glory, which was not intuitive or motivating at all[/p][p][/p][p]New buildings:[/p][p]- Added new human building: Shard Foundry to make shards out of ingots[/p][p]- Added new human building: Coin Maker to make coins out of gold[/p][p]- Added new undead building: Shard Foundry to make shards out of books[/p][p]- Added new undead building: Alchemist to make coins out of blood[/p][p][/p][p]Final Day:[/p][p]- The final day is an endless challenge to test your build now[/p][p]- You earn more shards and super metal the longer you survive[/p][p]- You can upgrade units during the day to keep up with the scaling monsters[/p][p][/p][p]Glory and Time:[/p][p]- Rush waves to gain more glory and make the run faster[/p][p]- Once all monsters are defeated you can directly enter the tavern and end the day[/p][p]- Workers still working will finish their jobs instantly[/p][p]- Removed a phase of the night to speed up your runs even more[/p][p]- Added an option to settings to skip parts of the tavern (up to the promotion phase)[/p][p]- Monsters do not evolve when reaching a new glory highscore anymore[/p][p]- Evolved monsters have a chance to drop coins instead of shards now![/p][p]- Minibosses do not count for glory anymore[/p][p][/p][p]Flag:[/p][p]- The flag counts for deposit related jobs now, giving you more agency on what gets harvested first[/p][p]- The geologist chances does not decrease when searching a spot multiple times[/p][p]- Geologists avoid the flag and always go for the closest available spot now, making their placement more important[/p][p]- Geologists signs stay for a day[/p][p]- The geologist hut, forager and fisherhut jobs can be deactivated now[/p][p][/p][p]Rage:[/p][p]- Rage is more of an offensive stat now, not reducing incoming damage by default anymore[/p][p]- Full rage grants 10% extra damage, increasing by 1% per 5 rage[/p][p]- The defensive buff of rage is the barbarian kingdom trait now[/p][p][/p][p]Progression:[/p][p]- Added two new roads[/p][p]- Added another village[/p][p]- Added more starting resources to unlock[/p][p]- Roads glory requirement does not take past highscores in consideration anymore[/p][p]- Roads do cost stone to build again[/p][p][/p][p]World buildings:[/p][p]- The portal is not a city building anymore, but is placed in the world instead[/p][p]- Changes stock daily[/p][p]- Cannot be rerolled[/p][p][/p][p]- Added a new world Building: The trading post to sell your resources for coins[/p][p]- The more of one resources you sell, the less you get for it[/p][p]- You can sell all basic unrefined resources[/p][p][/p][p]- Added four new world Buildings : Warriors Guild, Rangers Guild, Mages Guild and Summoners Guild[/p][p]- Each run you can get one random unit from each guild, but only after you already have two of the type[/p][p]- Removed the old Guild[/p][p][/p][p]- Added a new world Building: The spell shop[/p][p]- You can choose between two random spells to replace yours[/p][p][/p][p]- Added a new world Building: Super Metal Trade[/p][p]- You can trade a ton of ingots or books to get a Super Metal once per run[/p][p][/p][p]- Added two new quest buildings that challenge you to pick certain types of monsters[/p][p]- Removed the shard quest[/p][p][/p][p]- Shops display the full body artwork of the actor[/p][p]- Voyage chests cannot be rerolled[/p][p]- Amayas stock cannot be rerolled[/p][p]- Amayas stock changes daily[/p][p]- Amayas costs gold now[/p][p]- The siege shop costs boards now[/p][p]- The curiosity shop costs stone now[/p][p]- The targeting items shop shop costs stone now[/p][p]- The tailor costs wood now[/p][p]- The black market costs gold now[/p][p]- The wizards tower costs banish now[/p][p]- The hospital costs coins now[/p][p]- The training grounds costs ingots now[/p][p]- Calling a miniboss costs one of the resources he is guarding now[/p][p]- Hero upgrades cost coins now[/p][p]- Removed XP scroll random event[/p][p][/p][p]Clarity:[/p][p]- You cannot reroll when there are just three (or less) options to prevent wasting of resources[/p][p]- It displays the amount of possible options when rerolling[/p][p]- Unit sheet UI improvements[/p][p]- Unit sheet added weakness[/p][p]- Added check so you cannot resume old incompatible runs after big updates[/p][p]- Added message to flag mode to explain it[/p][p]- Added tutorial for saving and exiting the game[/p][p]- Added tutorial for the chruch and spells[/p][p]- The caravan tutorials opens after the boss animation, not during it[/p][p]- Term workshop is called siege works now[/p][p]- Term attack type magic is called magical now[/p][p]- The default key for opening the Calendar is K now[/p][p]- Disabled language switching in experimental builds[/p][p]- Relics that change a buildings recipe clearly say so now[/p][p]- Reduced chromatic aberration visual effect[/p][p]- Modded clients cannot unlock achievement[/p][p]- Instead of resetting the leaderboard, bigger updates (and the experimental branch) get their own new leaderboard[/p][p][/p][p]Balance:[/p][p]- Undead reduced stone cost of Abomination greatly[/p][p]- Undead Bloat gives 3 blood instead of 4[/p][p]- Undead Mausoleum does not spawn one worker each morning anymore (so it works like the other generation buildings)[/p][p]- Undead do not get one faith for every idle worker anymore[/p][p]- Undead Sweet Tooth relic only comes up if you have the candy store[/p][p]- Humans moved food market[/p][p]- Humans moved targeting items shop[/p][p]- Humans moved black market back to its original position[/p][p]- Humans House upgrades cost boards[/p][p]- Humans Fields of Glory is unlocked at Kingdom Level 22[/p][p]- Humans Fishing net is unlocked at Kingdom Level 20[/p][p]- Humans Greenhouse is unlocked at Kingdom Level 34[/p][p]- Humans Scissors is unlocked at Kingdom Level 2[/p][p]- Workers and carriers are a bit slower[/p][p]- Changed a few building costs to include multiple resources[/p][p]- Increased some buildings harvesting times slightly[/p][p][/p][p]- Boosting is also increasing damage again[/p][p]- Reduced duration of fear status effect 3s -> 2.5s[/p][p]- Generic items effect reduced 30% -> 25%[/p][p]- Item Axe increased effect 5% -> 10%[/p][p]- Boss Blob increased health 1425 -> 1500[/p][p]- Boss Blob reduced minion health scaling by 33%[/p][p]- Boss Blob spawns three minions instead of one[/p][p]- Boss Goblin King increased health 246 -> 300[/p][p]- Boss Goblin King increased minion health 1 -> 5[/p][p]- Villain Butcher appears on curse 1[/p][p]- Villain Vagabond appears on curse 2[/p][p]- Hero Selene reduced damage scaling by 12%[/p][p]- Unit Druid reduced damage by 10%[/p][p]- Unit Dinosaur reduced damage scaling by 15%[/p][p]- Unit Headless achievement reduced requirement to 20 fields[/p][p]- Unit Marksman reduced damage scaling by 10%[/p][p]- Unit Marksman increased cooldown 2s -> 2.2s[/p][p]- Unit Paladin reduced cooldown by 0.5s[/p][p]- Unit Runescribe reduced damage scaling by 5%[/p][p]- Unit Swordsman increased cooldown by 0.25s[/p][p][/p][p]Fixes:[/p][p]- Fixed graveyard not preventing glory loss[/p][p]- Fixed errors when getting to the limit of units at the end of a run[/p][p]- Fixed settings persistant game speed option being tied to game focus option[/p][p]- Fixed relic Crimson Heart[/p][p]- Fixed nature kingdom caravan still offering targeting item[/p][p]- Fixed throne room play label talking about c0 before the first win[/p][p]- Fixed snowstorm also being called snowy in the ALT menu[/p][p]- Fixed building tavern incorrectly showing thunder warning[/p][p]- Fixed undead bloat leaving multiple corpses[/p][p]- Fixed pirates marker sometimes not vanishing on days where they come back with loot maybe[/p][p]- Fixed pirates sending them out makes click and confirmation sound[/p][p]- Fixed throne room changing starting unit/relic with little starting coins left over [/p][p]- Fixed ALT overlay staying up when pressing ESC[/p][p]- Fixed building overlay displaying button prompts for assigning workers even when its not possible[/p][p]- Fixed catalog tooltips still being display after closing it[/p][p]- Fixed all relics hovering an openend relic would hide its keywords[/p][p]- Fixed title screen kingdom switcher not showing the requirements to unlock undeads[/p][p]- Fixed newly added roads causing visual problems when build out of order[/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]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]