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Mercenaries of the Kingdom News

Update to version: Early Access 2.1!

Hi, Captains of Fortune!

To bring you the best possible version of the game, I'm also working on Saturday and Sunday! Only for you! ... that's not true, I've been doing it for 4 years, unfortunately :D


[h3]CHANGES IN EARLY ACCESS 2.1:[/h3]

- The duration of status effects now varies depending on whether the victim is a mercenary or an enemy.
Status effects on mercenaries generally have a shorter duration.
This is particularly important when it comes to freezing, where the duration is even halved!

- The snow map has been revised from a graphical point of view (not the colliders), as there were several errors in the sprites.
The next to be corrected will be the one in the plain and, finally, the one in the desert.
Subsequently, the new maps with the missing biomes will begin to be added little by little.

- Fixed a problem with some enemies that prevented them from causing damage to our good mercenaries:
Fungal monster
Rat Druid
Rat necromancer
Mind flayer
Flying brain
Yetis
Attic whisperer
Medium fire element

- The damage of the following enemies has been lowered:
Rat Druid
Rat necromancer
Mind flayer
Flying brain

- Complete shield rebalancing.

- Fixed the bug that did not make the background visible when opening Formation mode.

- Fixed some incorrect ways of displaying item info.

- Added the duration parameter in the item info, which is very useful, for example, for potions.


[h3]NEXT UPDATE:[/h3]

In the next update I will focus on improving the healing system, as, rightly, many of you are complaining about the "cumbersomeness" with which it is possible to heal mercenaries.
Just to tell you something in advance, I plan to implement a self-healing system (which can be deactivated individually) and magical healing.
If you have any good ideas about it, this is the perfect time to shoot it on the track!


Have a nice week, and see you next update! :)

MAJOR UPDATE: Early Access 2.0!!!

Hi, Captains of Fortune!

This update changes the gameplay of MOTK:FB!

Many of you mentioned that you preferred hordes of enemies in groups rather than one completely random enemy horde.
Honestly, it was the initial idea of MOTK, so I immediately embraced it.

I took advantage of this substantial gameplay change to implement other changes and make the gameplay better and more balanced.

I eagerly await your feedback.



[h3]CHANGES IN EARLY ACCESS 2.0:[/h3]

- IMPORTANT: enemies are created in groups and not individually; this allows the player to move between the spaces created by the groups and make greater use of ranged weapons.

- Every time a new enemy type starts to spawn, its group will start with a few individuals and then grow.

- Enemies will spawn a little further away from the player than before.

- Enemies will be more reactive in their attacks, so be careful if you "touch" them; you will almost certainly take damage.

- All enemies are faster, making the gameplay more dynamic and less boring.

- All enemies deal half damage.

- IMPORTANT: On-screen damage has been restored because having damage feedback is rewarding for the player. However, I tried to make this presence as less invasive as possible.
The player can still disable the damage from Settings.

- Enemy spawn frequency changed.

- Changed the size of "big" enemies and their spawn frequency.

- IMPORTANT: The cost of mercenaries has increased.
This change is due to the fact that I would like the player to focus on the quality of the soldiers and not the quantity, especially in view of the Story mode.

- Increased the chance of finding healing potions in chests.

- To prevent shops and chests from being hidden under other objects, I placed them in the foreground.
Aesthetically, they're not the best thing, but when the hordes are at their best, you'll thank me.
If you don't like this change, tell me and we'll immediately go back to the previous one.

- The glow of status effects is less visible so as to avoid that aurora borealis that sometimes was created when many enemies, for example, froze :D

- Fixed a bug with enemies attacking using splash ammo.

- Attacks from some enemies did not set mercenaries on fire; fixed.

- Fixed a bug that gave an incorrect display of the increased damage percentage that an item generated.

- Fixed an issue due to the introduction of controller support, where motion vectors would add together, and the player could move faster.



Being a big update, other small bugs and other imbalances will certainly have been created.
If you find them, it would be very helpful to me if you reported them to me so that I can resolve them.

It would also be very important to me if you gave me feedback on the new gameplay.

I always try to meet your requests so that you can feel "at home" by playing it.

Have a nice weekend and see you at the next update!

Update to version: Early Access 1.4!

Hi, Captains of Fortune!

In this update, I focused a lot on your main requests, obviously on those that were quickest to do.


[h3]CHANGES IN EARLY ACCESS 1.4:[/h3]

- I added the consumable item "Coin net".
It is used to collect all the coins scattered around the map; let's say it replaces the VS magnet.

- Now, the cost of mercenaries will not increase with each purchase but will depend solely on the number of mercenaries in your group.
Many of you asked me this, and you were right.

- I have set that empty chests, once closed, disappear completely, so they will no longer be annoying when interacting with other objects.

- Items and coins now disappear after 1000 seconds and not after just 120 as before.

- Fixed a bug due to equipment testing for version 1.2.


In the next update, I would like to try to change the enemy spawn system and make it more group-based so as to see if the gameplay is more fun.

For any suggestions, write to me. I'm always happy to share your ideas and report any problems to me.

If you like the game, please help me by leaving a review so that other players can see MOTK:FB.

Have a nice day, and see you next update! :)

Early Access 1.3 - CONTROLLER SUPPORT!!!

Hello, Captains!

I finally added partial controller support!
Many of you wrote to me to add this feature, so even though it was an unused feature to me, I rolled up my sleeves and tried to do my best for you :)

It's the first time I've included the use of a controller in one of my games, so if there are problems, write to me, but without being offensive; we all have to learn.
My tests have been conducted, for now, on the only controller I own, which is an Xbox controller.

For now, the controller allows the player to:
- move the mercenary into battle.
- open chests (do not move objects).
- open the book.
- activate slow motion.
- activate Formation Mode.
- change the speed of the group.
- allow the group to maintain formation or not.

It is likely that it may be convenient for some to use the controller to move objects in the inventory, but for now, it is not possible.
I hope to expand the functionality of the controller in the future.

Give me feedback if you can.

Update to version: Early Access 1.2

Hi, Captains of Fortune!

I made some fast changes and fixes.


[h3]CHANGES IN EARLY ACCESS 1.2:[/h3]

- Many of you made me understand that the damage writing was an impediment to gameplay and not a help.
Consequently, I added the possibility to make them visible or not in the Settings.
Basically, they will not be visible.
I hope your enjoyment is smoother now :)

- Fixed an issue with thrown weapons that only created the thrown ax as ammunition.

- Changed the rotation speed in the thrown weapons animation.

- I have adjusted the position of the particle effect of the shot of some rifles, but I have not verified the same thing for pistols.



For advice and reports, please feel free to contact me in the Community Hub.

If you like the game and would like to continue supporting my work, a simple review on the store page would help me a lot.

Thanks to everyone, and have fun! :)