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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] [/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][/p][h3]Balancing:[/h3]
  • [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][/p][h3]Fixes:[/h3]
  • [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]
[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]

Patch 11: Tutorial Encyclopedia, Game Speed and Glory Highscores

[p]Hey everyone 👑[/p][p][/p][p]I have some cool new stuff again. With every update I think that I have fixed the most pressing issues now, only for you to find more stuff that totally needs my attention. But hey, I'm so happy the game is finally out and to get so much new player feedback. I'm still processing it all and will tell you about my plans soon.[/p][p][/p][p]The most important new feature is that you can read the tutorials again if you want to. Press T/Select to open a list of all previous tutorial messages. I hope that will be helpful.[/p][p][/p][p]Another often requested feature was to keep the game speed on the next day. But as not everyone wanted that, I've added it as an option in the settings. Some people seemd to really dislike that the leaderboard was always visible on the title screen, which I did not consider at all. You can hide it now. [/p][p][/p][p]Endgame glory highscore chasing was too random, so the ritual in the church also increases the chance for provokes now. I've also added two new dialogues to the current ending of the game, as a little reward for completionists. It's crazy to see how fast you have been![/p][p][/p][p]The weather chances have been increased, especially those of the most special types. The merchant gives you a coin more to be more worthwhile. Some of the less used units got buffed. The treant has lost a bit of damage, but might even still be too strong. He is such a good tank and crowd control already, and doing so much damage does not really fit the archetype either.[/p][p][/p][p]Then we have some small monster adjustments. The ghost seemed especially bad and should be a little less frightful now ;)[/p][p][/p][p]And, of course, a ton of bug fixes and improvements in clarity again. The geologists still not working without flag was especially bad for new players.[/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]Human King added a dialogue after you've beaten the game[/p]
  • [p]Undead Overlord added a dialogue after you've beaten the game[/p]
[p] [/p]
  • [p]You can read all tutorial messages again by pressing the tutorial button (T/Select)[/p]
  • [p]The ritual in the curch also increases the chance for provoke events[/p]
  • [p]Added new option to the settings to keep the game speed on day switch[/p]
  • [p]The leaderboard can be hidden now by clicking it[/p]
  • [p]UI holding alt displays total resources if there are some in reserve[/p]
  • [p]UI unit cards display attack type instead of element[/p]
  • [p]Siege engines do not cause the global death sound anymore[/p]
  • [p]Black Market becomes transparent after usage[/p]
  • [p]Guild becomes transparent after usage[/p]
  • [p]Pirates have a marker[/p]
  • [p]Hermit added well done message[/p]
  • [p]Endboss improved a line to be more clear[/p]
  • [p]Training camp added more descriptions[/p]
  • [p]Tree stump changed cancel button[/p]
[p][/p][h3][c]Balancing:[/c][/h3]
  • [p]Humans road after stump is free[/p]
  • [p]Undead Sewage increased production time 22s -> 23s[/p]
  • [p]Increased default chance for weather 20% > 25%[/p]
  • [p]Increased chances for blossom weather 1 > 2%[/p]
  • [p]Increased chances for blood moon weather 1 > 2%[/p]
  • [p]Recuced chance for snow by 10%[/p]
  • [p]Recuced chance for thunder by 10%[/p]
  • [p]Relic Dice is not sold by Amaya anymore[/p]
  • [p]Relic Mug of Joy is not sold by Amaya anymore[/p]
  • [p]Merchant increased coins gained by 1[/p]
[p] [/p]
  • [p]Cadus reduced range so he is more consistent[/p]
  • [p]Halfling reduced cooldown slightly[/p]
  • [p]Marksman increased cooldown on evolution 0.8s > 1s[/p]
  • [p]Mechanic increased duration 5s > 6s[/p]
  • [p]Mechanic displays duration stat[/p]
  • [p]Treant reduced how much power translates to damage 1x -> 0.66x[/p][p][/p]
  • [p]Monster Battle Mage reduced shield slightly[/p]
  • [p]Monster Ghost reduced damage[/p]
  • [p]Monster Ghost reduced health slightly[/p]
  • [p]Monster Headless reduced health and shield slightly[/p]
  • [p]Monster Rogue can be pushed away further[/p]
  • [p]Monster Rogue reduced health slightly[/p]
  • [p]Monster Qilin is slightly slower[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed geologist not working without flag[/p]
  • [p]Fixed range still increases minimum range visually[/p]
  • [p]Fixed being able to click the tavern message when having to place a nun/thieve[/p]
  • [p]Fixed free reroll when banishing three units counting as real reroll again[/p]
  • [p]Fixed sacrificing, demolishing and then building another elemental tower on the same day[/p]
  • [p]Fixed Undead hauled corpses blocking the space forever[/p]
  • [p]Fixed Undead bloat not spawning corpses in some cases[/p]
  • [p]Fixed Undead one corrupted starting resource clickable too early[/p]
  • [p]Fixed Dice not being in the relic catalog[/p]
  • [p]Fixed Disease not affecting the unit with the most XP[/p]
  • [p]Fixed Endboss wrong dialogue line[/p]
  • [p]Fixed Endboss having a marker[/p]
  • [p]Fixed Mug of Joy not being in the relic catalog[/p]
  • [p]Fixed Staff of Life affecting treants mana healing[/p]
  • [p]Fixed Qhe'la stun passive also possible against the player[/p]
  • [p]Fixed UI school overlay max amount[/p]
  • [p]Fixed UI dungeon error messages breaking button[/p]
  • [p]Fixed UI unit button displaying MAX upgrade when units are in dungeon[/p]
  • [p]Fixed UI sewage not displaying reduced generation time[/p]
  • [p]Fixed an error happening when exiting to title screen quickly after loading[/p]
  • [p]Fixed an error happening with some wagon maybe[/p]
  • [p]Fixed errors happening when upgrading some heroes and units mid attack[/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]

Patch #10: Road builder, Minimum Range and Hero Equipment UI

[p]Hey everyone 👑[/p][p][/p][p]I was trying to write a post about the future of the Super Fantasy Kingdom, but it got too long and needs more work. So, I will just share the latest patch notes instead.[/p][p][/p][p]It was a rather small patch, mostly focused on fixing bugs. But I wanted to get it out for the weekend, so people can enjoy the game more.[/p][p][/p][p]The road builder is more effecient and it is explained that he goes for the closest buildings first. A much requested feature was seeing the heroes class and attack type when choosing relics. This is only a short term solution, but should hopefully help a bit. The range stat does not increase the minumum range anymore (but the displayed range is still wrong, will be fixed next patch!). Then some small UI and clarity improvements again.[/p][p][/p][p]After the community reported how easily the Monument could be abused to amass faith I've increased the cost, but I'm not too sure about this change yet.[/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]Have a great weekend![/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Hero equipment bar has some simple icons for class, role, mobilty and attack type[/p]
  • [p]Range does not increase minimum range as well anymore[/p]
  • [p]Humans road builder does not need to improve the road under buildings themselves anymore, making the process faster[/p]
  • [p]Humans windmill UI displays icons for carriers working[/p]
  • [p]The "drag your units" tutorial comes up every day if you only have one unit and its on the bench (below 10 maxglory)[/p]
  • [p]Hermit tells you how to increase curse level so you do not miss it[/p]
  • [p]Relic Forbidden Fruit warns of its endless nature[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Monument increased costs 15 > 18 faith[/p]
  • [p]Undead soul hunter increased storage capacity[/p]
[p] [/p]
  • [p]Fire Elemental reduced range so he can hit the phoenix[/p]
  • [p]Brazier reduced health scaling by 30%[/p][p][/p]
  • [p]Villain Thief increased mana slightly[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed Scientist unit counting for other kingdom[/p]
  • [p]Fixed Wizard relic counting for other kingdom[/p]
  • [p]Fixed one cause of negative faith[/p]
  • [p]Fixed free reroll when banishing three units counting as real reroll[/p]
  • [p]Fixed kingdom relics of the other kingdom being displayed in the catalog[/p]
  • [p]Fixed some relics effects not applying instantly when paused[/p]
  • [p]Fixed UI calendar on day X[/p]
  • [p]Fixed UI unit sheet not displaying damage element[/p]
  • [p]Fixed two bugs with zoom level resets[/p]
  • [p]Fixed Human upgraded well having a special worker displayed[/p]
  • [p]Fixed Undead bloat hunters going at it solo[/p]
  • [p]Fixed Miniboss dropping shard when killing them after they won[/p]
  • [p]Fixed Alaric not generating rage when getting the stat[/p]
  • [p]Fixed Barrier causing errors on scene switch[/p]
  • [p]Fixed Berserker ability description attack amount[/p]
  • [p]Fixed Endboss rating dialogue[/p]
  • [p]Fixed Gideon not generating rage when getting the stat[/p]
  • [p]Fixed Ghost evolution not having a relic anymore[/p]
  • [p]Fixed Grumdil bouncing upgrade[/p]
  • [p]Fixed Sheva not generating rage when getting the stat[/p]
  • [p]Fixed Thea not generating rage when getting the stat[/p]
  • [p]Fixed relic Dice cost of follow up rerolls[/p]
  • [p]Fixed relic Fire Shield sometimes not working maybe[/p]
  • [p]Fixed relic Forbidden Fruit could prevent other events at night[/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][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Patch #09: Caravans from the other kingdoms!

[p]Hey everyone 👑[/p][p][/p][p]I slept for a whole day, went for a big walk with Mio and had a great dinner with my family. Then I wanted to fix one small thing and just could not stop again. It is hard to see you having problems that I can easily solve and just do nothing. But I had a blast! And it is much easier to work when nobody expects anything from you 😂[/p][p][/p][p]The big change is that the caravan feature gets unlocked after beating the second boss now. Each time you select your fate, you gain reputation with one of the other kingdoms. Once you have enough reputation they send a caravan with items. The feedback was very clear that build variety was lacking early, and items are a great way to give agency to the player. [/p][p][/p][p]Two often requested features were a catalog of bosses to see which ones still need to be beaten, and healthbars for mini-bosses. I'm happy I could implement that so fast. The resource UI was also improved to always display the current stars, and display the amount of super metal in overlays. The gamepad support has also been improved.[/p][p][/p][p]Most of the other changes are related to clarity, tutorials, and descriptions again. It is good to see fewer and fewer questions coming up, and I also got some great tips on how to explain things better from the community. One of those was to add help messages to the death screen. One could be "You can build the bonfire multiple times", shown after 400 glory. But of course it should start much simpler. Please share your ideas in the comments! What hint would have helped you?[/p][p][/p][p]And then we have a myriad of bug fixes. The balance adjustments also become a lot smaller. All together, a really good update, I hope.[/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]Now back to my break![/p][p][/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]The caravans get unlocked after defeating the second boss now[/p]
  • [p]Added a catalog of all bosses to the unlocks menu[/p]
  • [p]Added a tutorial for the first time a unit goes hungry[/p]
  • [p]Added hint that you need to give items to units[/p]
  • [p]The elemental tower can be clicked to read the tutorial again[/p]
  • [p]Removed the word stars from evolution description to prevent confusion[/p]
  • [p]Improved boss chest description to include that you get relics based on your units[/p]
  • [p]Improved black market description to state it can only be used once per cycle[/p]
  • [p]Improved relic tutorial to explain that every unit has one relic[/p]
  • [p]Human road builder improved description to include how he targets[/p]
  • [p]Human forager overlay displays amount of thickets[/p]
  • [p]Undead improved thieves description[/p]
  • [p]Undead Candy shop improved description[/p]
  • [p]Undead Library improved description[/p]
  • [p]Throne room canceling crafting opens the armory[/p]
  • [p]UI minibosses have a health bar now[/p]
  • [p]UI moved stars and banish amounts[/p]
  • [p]UI added super metal to top bar where stars were before[/p]
  • [p]UI Markers are white now[/p]
  • [p]UI gamepad middle of the screen is not weirdly preselected anymore[/p]
  • [p]Disabled resolutions below 720p[/p]
  • [p]Disabled pause menu after game over[/p]
[p]
[/p][h3]Balancing:[/h3]
  • [p]Undead Candy shop increased candy capacity[/p]
  • [p]Undead start with one bonepile less[/p]
  • [p]Undead start with one rock more[/p]
  • [p]Undead trader reduced coins received 10 > 9[/p]
[p] [/p]
  • [p]Item Overshield can only be given to units with shield[/p]
  • [p]Qhela reduced poison stack potency effect[/p]
  • [p]Abomination increased base damage 10 > 13[/p]
  • [p]Bone Golem does not apply fatigue anymore[/p]
  • [p]Book Bloat increased cooldown 2.5s > 3s[/p]
  • [p]Miner has learned to aim[/p]
  • [p]Swordsman reduced min range 10m > 5m[/p][p][/p]
  • [p]Villain Butcher does not come as close[/p]
[h3]
Fixes:[/h3]
  • [p]Fixed tutorials freezing the game if they display a button that was rebound to numpad[/p]
  • [p]Fixed scientist eating a unit does not reduce count of hungry units[/p]
  • [p]Fixed minimizing scientist and sending unit to dungeon before giving it to him[/p]
  • [p]Fixed wizard cards to select not being shown if you did not finish a run with them yet[/p]
  • [p]Fixed scientist and wizard choice resetting on entering unlock screen[/p]
  • [p]Fixed scientist and wizard choice resetting when exiting throne room[/p]
  • [p]Fixed planter growing wild wheat[/p]
  • [p]Fixed upgrading a unit before selecting slot[/p]
  • [p]Fixed moving a unit when fate overlay pops up[/p]
  • [p]Fixed selection of middle option with gamepad[/p]
  • [p]Fixed siege shop grayed out cards[/p]
  • [p]Fixed evolution buildings vanishing[/p]
  • [p]Fixed caravan not visiting on day 16[/p]
  • [p]Fixed two caravans on the same day[/p]
  • [p]Fixed midday caravan counting as reroll if there was one on the morning[/p]
  • [p]Fixed empty save files being backed up (and overwriting the real backups)[/p]
  • [p]Fixed throne room being able to click during kingdom leveling[/p]
  • [p]Fixed Undead thieves hut only being upgradeable once[/p]
  • [p]Fixed Undead thieves hut not clickable after canceling[/p]
  • [p]Fixed Undead edge of map visual bug[/p]
  • [p]Fixed Undead graveyard task[/p]
  • [p]Fixed Undead bloat hunters not going for the same one[/p]
  • [p]Fixed Humans thicket icon in hunter's hut is not updated[/p]
  • [p]Fixed Humans watermill being clickable before reaching it[/p]
  • [p]Fixed Humans watermill being called village[/p]
  • [p]Fixed Archer evo attach description stating wrong amount of arrows[/p]
  • [p]Fixed Banshee evo passive displaying wrong stat[/p]
  • [p]Fixed Bee upgrades increased cooldown[/p]
  • [p]Fixed Bee upgrades piercing stat not increasing[/p]
  • [p]Fixed Endboss avatar[/p]
  • [p]Fixed Crimson Heart relic[/p]
  • [p]Fixed Kraken being stingy[/p]
  • [p]Fixed Thorny Whip being displayed as belonging to Dryad instead of Treant[/p]
  • [p]Fixed barrier causing an error sometimes maybe[/p]
  • [p]Fixed something else but never wrote it down[/p]
[p][/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]

Patch #08: Skip the Tavern, Equipment slots and Lategame Balance

[p]Hey everyone 👑[/p][p][/p][p]this is the final patch of the release week frenzy. Some great quality of life stuff this time:[/p][p][/p][p]The tavern animation has annoyed people after a while, so you can skip it now by clicking on the "Enter Tavern" banner. Then I further improved the armory chances, so you do not gain duplicates as often. And the auto-disabling of special jobs has been removed. It was not necessary anymore now that the descriptions are more clear.[/p][p][/p][p]One great idea came from Caidryn in the steam forums. Hero equipment slots are unlocked with total glory now, which should make it a lot more motivating to try another hero. He has the slots you unlocked already, and it helps you to unlock more of them for all other heroes as well.[/p][p][/p][p]And then we have the usual improvements in clarity: A new tutorial for fate and the undead graveyard function, the markers are more noticable, and multiple descriptions have been improved.[/p][p][/p][p]It does also seem like the balance is finally getting into a better spot. I am so happy to see more of you having fun with the game now, and there also seems to be a lot less frustration. Looking back at this week, I think the progress has been phenomenal. Eight patches with substantial changes in seven days. Also, how we had no big or game-breaking bugs. I rarely talk about it, but this is my first game. I should be proud about that.[/p][p][/p][p]I'd love to take this energy and determination into the whole early access period, but I will need your help on the next steps. Please come into Discord and help with suggestions for new and existing content. Do not forget to leave a review, that helps so much. Or share the game on any other way.[/p][p][/p][p]But, due to popular demand, I will take it a bit slower now 😅 After all his patience with me, I do want to take Mio on some trips. And I do have a few "I'll do that after release" appointments next week.[/p][p][/p][p]Hope you have a great weekend! :sfk_mio:[/p][p]Feryaz [/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Clicking on the "Enter Tavern" banner skips the tavern animation[/p]
  • [p]Hero equipment slots are unlocked by total glory now[/p]
  • [p]Further improved armory chances so it's more likely to get one of each first[/p]
  • [p]All siege engines have individual coin costs now[/p]
  • [p]Added a tutorial for fate selection[/p]
  • [p]The graveyard gets explained during the undead tutorial[/p]
  • [p]The markers are a lot more noticable[/p]
  • [p]Evolution building vanishes if the evolved unit is gone[/p]
  • [p]Item Rejuvenation cannot be equipped by mana units[/p]
  • [p]Added targeting mode for units that attack a fixed position[/p]
  • [p]Curse requirement description a little more clear[/p]
  • [p]Undead Hunter upgrade improved description[/p]
  • [p]Humans reduced some star requirements[/p]
  • [p]Thickets removed flowers so it looks even less like a bush[/p]
  • [p]Removed the special job auto-disable thing[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Paladin increased base damage[/p]
  • [p]Bone Golems are slightly slower[/p]
[p] [/p]
  • [p]Demon Spider reduced damage slightly[/p]
  • [p]Dragon's fireball does not apply burning anymore[/p]
  • [p]Dragon's fireball vanishes on his death now[/p]
  • [p]Gyrocopters's bomb vanishes on his death now[/p]
  • [p]Magister reduced damage very slightly[/p]
  • [p]Phoenix comes 10m closer now[/p]
[p][/p]
  • [p]A lot of monster adjustments in the last week[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed Mort last quest step[/p]
  • [p]Fixed negative faith maybe[/p]
  • [p]Fixed pause menu corpse keyword[/p]
  • [p]Fixed training grounds not clickable[/p]
  • [p]Fixed experience scroll not clickable[/p]
  • [p]Fixed flag mode button vanishing when hovering lumberyard or farm[/p]
  • [p]Fixed Crossbowman not displaying pierce stat[/p]
  • [p]Fixed Dryad applying water damage instead of plant damage[/p]
  • [p]Fixed inactive swarms being hoverable[/p]
  • [p]Fixed Humans geologist hut description[/p]
  • [p]Fixed fate selection cards border[/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][p][/p]