Patch #07: Big Optimizations, Critical hits, Hotfixes
Seven patches in a row. And this is the most important yet. Can we call it a patching spree?
We're working hard to live up to the expectations you have on us. And we hope you and the 200k+ (!!!) people playing are enjoying the first week of 9 Kings. In this patch, we're starting to implement the first core performance tweaks, while also improving some key mechanics like the critical hits.
[h3]Steam Reviews: Your Feedback Matters[/h3]We've been reading through all of your Steam reviews and we appreciate all the feedback we've been getting. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch.
List of changes (0.7.38):
Gameplay/QOL: Critical hits now are displayed in a cool orange color & exclamation marks (have fun, marksmen)
Fixed a Precision stacking glitch (sit back and watch things go POW POW POW POW)
Buffed initial Palace attack speed (it's now 0.37/s, and it gets wild with level ups)
Healing numbers are also hidden when "HIDE DAMAGE NUMBERS" option is toggled
Reinforce now shows consolidated stack damage increase numbers
Shrine now levels up a single plot per year and its effect costs less gold per level
Fixed an exploit that allowed you to re-use razed tiles (from Razing) with Earthworks or the Exploration decree (very nice catch, community)
End screen stat numbers are now properly displayed after loading a run
Fixed the apostrophe character in French
Performance: Improved combat performance during late game for high attack speed builds
Improved the way damage is computed per frame to mitigate overflow during battle
Improved damage computing on Endless Mode (making it more viable to get to year 99)
Improved level up processing mechanic (Rats should crash less now)
Optimized Orchard performance
Optimized Achievement detection performance
After downloading the patch, please start a new run, as previous runs won’t have the updates saved and may cause conflicts. If you experience any issues, please email us at [email protected].
This patch brings big changes, and your feedback is very important. There are 200k computers running 9 Kings out there, and as much as we try to foresee as many issues as possible, some gaps will only become clear with your input. This is an ongoing task, and your help is vital to us. That’s why we chose to release the game in EA. We hope you understand and keep sharing your thoughts!
For the next updates: there is a known King of Nature crash trigger that we're currently fixing. You can also expect more performance patches soon, as we’ll improve high-entity count processing and buff computing during card placement.
Love,
Sad Socket team
We're working hard to live up to the expectations you have on us. And we hope you and the 200k+ (!!!) people playing are enjoying the first week of 9 Kings. In this patch, we're starting to implement the first core performance tweaks, while also improving some key mechanics like the critical hits.
[h3]Steam Reviews: Your Feedback Matters[/h3]We've been reading through all of your Steam reviews and we appreciate all the feedback we've been getting. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch.
List of changes (0.7.38):
Gameplay/QOL: Critical hits now are displayed in a cool orange color & exclamation marks (have fun, marksmen)
Fixed a Precision stacking glitch (sit back and watch things go POW POW POW POW)
Buffed initial Palace attack speed (it's now 0.37/s, and it gets wild with level ups)
Healing numbers are also hidden when "HIDE DAMAGE NUMBERS" option is toggled
Reinforce now shows consolidated stack damage increase numbers
Shrine now levels up a single plot per year and its effect costs less gold per level
Fixed an exploit that allowed you to re-use razed tiles (from Razing) with Earthworks or the Exploration decree (very nice catch, community)
End screen stat numbers are now properly displayed after loading a run
Fixed the apostrophe character in French
Performance: Improved combat performance during late game for high attack speed builds
Improved the way damage is computed per frame to mitigate overflow during battle
Improved damage computing on Endless Mode (making it more viable to get to year 99)
Improved level up processing mechanic (Rats should crash less now)
Optimized Orchard performance
Optimized Achievement detection performance
After downloading the patch, please start a new run, as previous runs won’t have the updates saved and may cause conflicts. If you experience any issues, please email us at [email protected].
This patch brings big changes, and your feedback is very important. There are 200k computers running 9 Kings out there, and as much as we try to foresee as many issues as possible, some gaps will only become clear with your input. This is an ongoing task, and your help is vital to us. That’s why we chose to release the game in EA. We hope you understand and keep sharing your thoughts!
For the next updates: there is a known King of Nature crash trigger that we're currently fixing. You can also expect more performance patches soon, as we’ll improve high-entity count processing and buff computing during card placement.
Love,
Sad Socket team