Gameplay
- Both players now have their own resource pools and keep unspent resources between turns.
- Playing a card now costs zeal equal play.
- Buildings cost no zeal to play and now produce 1 zeal per turn.
- The board no longer has to be cleared before attacking the opposing player directly.
- Events no longer trigger the moment they are revealed. They now resolve on the revealing player's next turn, which also stops their abilities from triggering twice.
- Forced discards are no longer random. The affected player chooses which card to discard when entering their main phase.
- The starting player is now chosen at random.
- Added a basic tutorial that walks new players through a turn.
- Deck and discard pile now track their cards correctly.
- Fixed buildings not being attackable while a foe was present.
- Fixed cards in hand not being lockable when no zeal was left to play them.
- Fixed event cards not being removed from their slot after finishing.
Cards & Content
- Added the Sacrifice ability. Sacrifice a card in your own discard pile to destroy a card of equal or lower cost in the enemy discard pile. It replaces the Witch's draw card ability.
- Added the Scout, a card that grants one zeal, and added it to the starter deck.
- Ability amounts can now be derived from the current game state instead of always being fixed numbers.
Balancing
- Acid Pond can now ban up to two cards.
- Pyromaniac lost its ban card ability, its destroy enemy building ability now requires a culture, and its might increased from 6 to 8.
- Tollkeeper's gain supplies ability now requires a culture, and its supply gain increased from 2 to 3.
- Shaman now gives 2 supplies instead of 1.
- Hidden Library gained a draw card ability as its culture ability.
- Replaced one Scout in the starter deck with a Pioneer.
Opponent AI
- Fixed the AI trying to recall cards from the player's discard pile.
Quality of Life
- Added a card library, reachable from the main menu, for inspecting every card in the game.
- Selecting a target now shows an attack arrow, so an attack is clearly distinct from a normal card selection.
- Trading resources now works by clicking the arrow instead of the resource pile.
- Resource piles show their count and name on hover, and hide the count when empty.
- Player card piles have a hover effect that makes them easier to recognise as interactive.
- Overlays during a match are handled consistently, and the camera zooms out while one is open.
- Some selection requests are now shown as a card grid for easier reading.
- An info message now appears when cards will have to be discarded on the next turn.
- Added a button to the card grid overlay to show and hide the board.
- Fixed disabled cards still being interactable.
- Fixed the hover effect persisting after the mouse left a card.
- Fixed the selection indicator on card controls not rendering correctly.
Art & Interface
The biggest visual pass so far. New art, new tokens, new animations, and a board that finally reads the way it should.
- The game is no longer called Tiny Thrones. It is now Fang, Feather & Crown, with a new title and placeholder logo in the main menu.
- New zeal, health, prestige, supplies and might tokens, plus a new event card frame.
- New main menu prototype with a new background.
- New intro animation, an updated intro reveal, and a real transition from commander selection into the match.
- Reorganised the board for a cleaner, less cluttered layout.
- Removed player faction tokens. The board was cluttered, and players can keep track of their covered cultures themselves.
- Cards move more smoothly between piles and containers.
- Visual sequences are choreographed so effects play in a readable order.
- Cards flash subtly when their abilities trigger.
- New spawn and despawn animations for market cards, and smoother card animations overall.
- Resource tokens now have a despawn animation.
- Resource icons leave visual trails, and pile labels pulse when they update.
- Added UI entry animations.
- The card detail overlay has an intro animation, and the card flyover, card detail and card pile overlay are cleaner.
- The camera pans up and down depending on the current player.
- Commander selection uses the card detail view instead of the flyover.
- Market cards are displayed in their own tab rather than alongside the board cards, since they are not in play.
- Card culture and card type moved into the header of the card info panel.
- Card tooltips show icons for cost, zeal, time and health.
- Abilities that have already been used are struck through.
- Settings buttons now sit left of the content instead of above it.
- Default resolution changed to 2560 x 1440.
- Fixed a visual bug with the Godot logo in the splash screens.
- Fixed a doubled counter label on the prestige token pile.
- Fixed the card flyover jittering.
- Fixed newly drawn cards showing struck-through abilities.
Audio
- Added card play sounds.
- Background music now crossfades for smoother transitions.
Text & Naming
- Factions are now called cultures.
- Leaders are now called commanders.
- The factions have been renamed: the Bogbounds are now the Bogs, the Open Hand Guild are now the Strays, the Sonant Court are now the Twigs, and the Steadfast are now the Roots.
- Descriptions of manual abilities now begin with "You may".
- Resource abilities use "gain" and "lose" instead of plus and minus signs.
Performance