Patch #15: Spells, Promotions, Traits and Monster catching

major update

Super Fantasy Kingdom · published

Hey everyone 👑,

It is finally time to release the biggest update yet to the public!

We have thoroughly tested and refined it in the beta in over 50 patches. The update feels balanced now, and I'm eager to hear more broad feedback on where to take the game next. If you’ve been enjoying the game, please consider leaving a Steam review. Even a short one helps a lot.

It was a lot of fun to finally work together with the community in public on this update. Thank you to everyone who helped in making this update possible!

There is 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. The goals of this update were to improve variety, meaning, and agency:

Promotions

The most impactful change is how upgrading units works. Instead of using certain fixed resources, upgrades are done in a promotion ceremony in the tavern and cost coins now. That makes the game a bit less puzzly, and it gives you much more freedom in build-crafting and improves the flow of the game. In our tests, builds are far more varied, and players do not always take and upgrade the same units anymore. It also feels more roguelite and makes runs less rigid. I know this will be a big adjustment to how some of you play the game, and I was very skeptical of this change at first as well, but the more I play it, the more I love that new freedom.

Spells

The new spell system, with 18 different spells already, aims to give you more agency and the ability to impact combat directly. You always have two spells, one for combat and one for economy. Every hero comes with their own default combat spell, which also makes the game feel more varied when playing different heroes. The default economy spell is different in every kingdom. But you can also find and buy access to the other spells. Of course, it is only the first iteration of this system, and it will be refined further in the future.

Endless Finale

The final day is an endless challenge now to test the limits of your build. When you survive for longer, you get one super metal and can farm shards. This change seems to work out really great and feels like a much more satisfying end of a run.

Traits

When you get multiple units from a certain kingdom, you get different bonus traits depending on the kingdom. That trait gets better the more units you recruit from there. The traits range from simpler stat bonuses, but also very unique ones like reviving units, thorns damage, or auto-boosting. This system also plays into the theme of more varied runs and builds.

Trapping

Units do not get unlocked by doing achievements anymore, but there is a new NPC, the Trapper. He lays traps for you, and to unlock units, you need to catch them in one. The first trap per run is free, and even if you catch a monster you've already unlocked again, you will always get a little reward for it.

Achievements

While solving the achievement quests does not unlock units anymore, they do now give you a small permanent buff for all your units. Those buffs count from both kingdoms, making it so playing both kingdoms is still not required, but motivating again. This should be a good compromise for the whole playerbase.

Progression

I've added more roads, starting resources, and even villages to unlock in the world. But the aim of that was not just to have more stuff to unlock, but also to give it more meaning.


The balance has been adjusted, so you really feel the impact of it and how your build order changes the more you unlock.

Runspeed

Another problem that was often mentioned was that runs are taking too long. First, I've reduced the length of the day by cutting how much time is spent fighting at night. You can now also directly go into the tavern once combat has ended. And there is a new option to skip portions of the tavern animation. As a final push in this direction, you can now rush the waves to make the combat end faster and even gain a small glory bonus the earlier you do that. That also means you have more agency over how long the run takes, so even if you do not use the option, it still feels better, as it was your decision and not forced waiting time. All these four points together should greatly improve the speed of your runs.

Taxes

Before, coins and faith were generated on a timer, and you had to switch between which one you wanted, which was another thing to keep track of. It was a bit clunky and did not even add that much depth. That is simplified now. You gain taxes for each of your buildings before the morning now, which makes the decision of how to spend them clearer and more strategic. It also means you have them to spend on guests when necessary.

New buildings

The portal is not a building in the city anymore, but is found in the world, which makes getting new units a more central part of the game loop. To replace it, we have two new buildings to make coins and shards. That allows more control and variation in how you want to approach your economic strategy and how to farm shards.

Guilds

Another new type of building in the world is the Guilds, where you can get one unit of the related class for ingots, also leading to taking on units you may not have otherwise.

Ritual and the Monster Bell

The ritual in the church still increases the chance for stronger evolved monsters, but those do not drop shards anymore. While that worked out well enough, a lot of players did not like to use it and then did not have enough shards to progress as fast as intended. Now the ritual gives coins instead, helping in the run itself.

The ritual also no longer increases the chance of monster-provoked events. Instead, you need to spend those coins at the monster bell, which now guarantees a provoke event. So it now requires a lot of skill to go for glory high scores instead of relying on RNG. That improves the feeling of the endgame greatly.

Targeting items

Due to popular demand, targeting items do have their own slot now and do not take away from equipping other items anymore.

And a lot more, check the changelog below!

All of this goes hand in hand to change how the game feels and how much control you have. I hope you see how much consideration was put into crafting this update. And we are far from done here, and I will further improve it upon your feedback, of course. That's what early access is about, after all.

Thanks again for being part of the journey!

Feryaz


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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!


Changelog


0.7.052

Spells:

- Added spell system with 18 new spells

- Build the church to gain faith and access to spells

- You always start with two spells, one for combat and one for the economy

- The kings have different default economy spells

- Every hero has his own default combat spell

- Added random event to find spells from other kingdoms to replace yours

- Spells are cast with by pressing the button C by default

Kingdom Traits:

- Having multiple units (2/4/6) of any kingdom grants you a special buff

- Every kingdom has a different trait

- Only the hero normal units that also eat count

- But the effects apply to every unit including siege engines

Catching monsters:

- To unlock units you need to catch the monster now

- The trapper gives you one free trap per run

- When a monster walks over the trap there is a chance they will be catched

- The chance increased the less health a monster has

- The fate selection displays which monsters already already have been caught

Permanent Buffs:

- Solving the achievement quests will grant you a small permanent stat buff for all units

- Buffs from the achievements from both kingdoms are applied

- Thus playing both kingdoms is still not required, but motivating again

- The ALT menu displays all those buffs

Unit upgrades:

- Upgrading is called promoting now

- Units get promoted at night in the tavern

- Promoting units costs coins

- Only one unit can be promoted each night

- You can reroll the selection

- Added a new NPC, the General, to upgrade another unit during the day for a small additional fee

- Hero upgrades cost ingots now

Reworked how taxes work:

- Every building generates taxes in the morning instead

- Decorations drop coins now

New buildings:

- Added new human building: Shard Foundry to make shards out of ingots

- Added new human building: Coin Stamper to make coins out of gold

- Added new undead building: Shard Foundry to make shards out of books

- Added new undead building: Alchemist to make coins out of blood

Final Day:

- The final day is an endless challenge to test your build now

- You earn more shards and a super metal the longer you survive

- You can upgrade units during the day to keep up with the scaling monsters

- The portal can also be used without any limits

Glory and Time:

- Rush waves to gain more glory and make the run faster

- Rushing bonus glory starts at 5%, increases when rushing up to 10%, but decreases when not rushing

- Once all monsters are defeated you can directly enter the tavern and end the day

- Workers still working will finish their jobs instantly

- Removed a phase of the night to speed up your runs even more

- Added an option to skip parts of the tavern (up to the promotion phase)

- Monsters do not evolve when reaching a new glory highscore anymore

- Evolved monsters have a chance to drop coins instead of shards now!

- Minibosses do not count for glory anymore

- Provoking is also possible on boss days

- Provokes are always angry

- Ritual does not increase chance for provoke events

- Added the monster bell to guarantee a provoke event for the next day for a high coin cost

- You need a little more glory to face the final boss now, so it cannot happen before C5

Rage:

- Rage is more of an offensive stat now, not reducing incoming damage by default anymore

- Full rage grants 10% extra damage, increasing by 1% per 5 rage

- The defensive buff of rage is the barbarian kingdom trait now

Progression:

- Added more roads in both kingdoms

- Added another village to both kingdoms

- Added another pasture to human kingdom

- Added plenty more starting resources in both kingdoms

- Roads glory requirement does not take past highscores in consideration anymore

- Roads do cost stone to build again

World buildings and Guests:

- The portal is not a city building anymore, but is placed in the world instead

- Changes stock daily

- Added a new world Building: The trading post to sell your resources for coins

- You can sell all basic unrefined resources

- The more of one resources you sell, the less you get for it

- But they recover slightly each week

- Added four new world Buildings : Warriors Guild, Rangers Guild, Mages Guild and Summoners Guild

- Each run you can get one random unit from each guild, but only after you already have two of the type

- Removed the old Guild

- Added a new world Building: The spell shop

- You can choose between two random spells to replace yours

- Added a new world Building: Super Metal Trade

- You can trade a ton of ingots or books to get a Super Metal once per run

- Added two new quest buildings that challenge you to pick certain types of monsters

- Removed the shard quest

- Shops display the full body artwork of the actor

- Voyage chests cannot be rerolled

- Amayas stock cannot be rerolled

- Amayas stock changes daily

- Amayas costs ingots now

- Merchant gives three ingots now

- The store only sells refined resources now

- The siege shop costs boards now

- The curiosity shop costs faith now

- The targeting items shop shop costs stone now

- The tailor costs wood now

- The black market costs gold now

- The wizards tower costs banish now

- The hospital costs coins now

- The training grounds costs beer now

- Calling a miniboss costs one of the resource he is guarding now

- New sprites for many world buildings

- Added a new world event to find spell scrolls

- Removed XP scroll random event (will come back later)

QoL:

- Targeting items have their own slot now

- Task board gives new tasks on the next day now, so you do not have to check it all the time

- Task board has a marker on the next day, so you do not forget it

- The default key for opening the Calendar is K now

- Entering the tavern has its own key binding now

- Clicking on the tavern at night does not enter it anymore, so you can still use it properly

- Researcher also takes not unlocked units (which is not as important anymore since unlocking units is easier)

- Unbefriended Orc and Wizard respawn weekly

Clarity:

- You cannot reroll when there are just three (or less) options to prevent wasting of resources

- It displays the amount of possible options when rerolling

- Throne room curse screen display total glory calculation now

- Unit sheet UI improvements

- Unit sheet added weakness

- Added check so you cannot resume old incompatible runs after big updates

- Added message to flag mode to explain it

- Added message below give up button

- Added tutorial for saving and exiting the game

- Added tutorial for the chruch and spells

- Added tutorial for rushing

- Added tutorial for game over

- The caravan tutorials opens after the boss animation, not during it

- Term workshop is called siege works now

- Term attack type magic is called magical now

- The geologist hut, forager and fisherhut jobs can be deactivated now

- Relics that change a buildings recipe clearly say so now

- Reduced chromatic aberration visual effect

- Disabled language switching in experimental builds

- Modded clients cannot unlock achievement

- Instead of resetting the leaderboard, bigger updates (and the experimental branch) get their own new leaderboard

Balance:

- Humans moved food market

- Humans moved targeting items shop

- Humans moved black market back to its original position

- Humans upgrading Geologist huts costs boards now

- Humans Bakery requires 2 flour to make 2 bread now

- Humans Fields of Glory is unlocked at Kingdom Level 22

- Humans Fishing net is unlocked at Kingdom Level 20

- Humans Greenhouse is unlocked at Kingdom Level 34

- Humans Scissors is unlocked at Kingdom Level 2

- Undead reduced stone cost of Abomination greatly

- Undead do not get one faith for every idle worker anymore

- Undead Sweet Tooth relic only comes up if you have the candy store

- Upgrading Tavern is cheaper now

- Workers and carriers are a bit slower

- Changed a few building costs to include multiple resources

- Increased some buildings harvesting times slightly

- Geologists signs stay for a day

- Boosting is also increasing damage again

- Reduced duration of fear status effect 3s -> 2.5s

- Generic items effect reduced 30% -> 25%

- Item Axe increased effect 5% -> 10%

- Cooldown reduction only counts for the active ability

- Boss Blob increased health 1425 -> 1500

- Boss Blob reduced minion health scaling by 33%

- Boss Blob spawns three minions instead of one

- Boss Goblin King increased health 246 -> 300

- Boss Goblin King increased minion health 1 -> 5

- Villain Vagabond reduced damage

- Minibosses are slower

- Hero Selene reduced damage scaling by 12%

- Unit Clown increased crit chance moderately

- Unit Dancer reduced cooldown

- Unit Dinosaur reduced damage scaling by 15%

- Unit Djinn increased damage scaling moderately

- Unit Druid reduced damage by 10%

- Unit Flamewalker increased range

- Unit Flamewalker increased health considerably

- Unit Frost mage reduced damage scaling slightly

- Unit Ghoul increased base damage slightly

- Unit Ghoul increased piercing 5 > 6

- Unit Halfling increased damage scaling moderately

- Unit Headless achievement reduced requirement to 20 fields

- Unit Jailer increased base damage slightly

- Unit Jester reduced cooldown considerably

- Unit Magus reduced damage scaling slightly

- Unit Marksman removed damage multiplier

- Unit Marksman increased damage scaling considerably

- Unit Marksman increased cooldown 2s -> 2.2s

- Unit Paladin reduced cooldown by 0.5s

- Unit Paladin increased base damage slightly

- Unit Rogue reduced cooldown

- Unit Runescribe reduced damage scaling by 5%

- Unit Satyr reduced damage scaling slightly

- Unit Satyr reduced knockback

- Unit Satyr increased cooldown slightly

- Unit Shaman increased base damage moderately

- Unit Swordsman increased cooldown by 0.25s

- Unit Swordsman increased damage scaling moderately

- Unit Stormcaller increased damage scaling moderately

- Siege Holy Tree increased mana by 25%

Fixes:

- Fixed graveyard not preventing glory loss

- Fixed errors when getting to the limit of units at the end of a run

- Fixed settings persistent game speed option being tied to game focus option

- Fixed settings refresh rate option not applying

- Fixed miner and quarry jobs not ending properly sometimes when a mineshaft was opened

- Fixed relic Crimson Heart

- Fixed nature kingdom caravan still offering targeting item

- Fixed throne room play label talking about c0 before the first win

- Fixed throne room changing starting unit/relic with little starting coins left over

- Fixed snowstorm also being called snowy in the ALT menu

- Fixed building church showing incorrect weather early in a run

- Fixed building graveyard buried units still counting as death for glory

- Fixed building tavern incorrectly showing thunder warning

- Fixed undead bloat leaving multiple corpses

- Fixed pirates marker sometimes not vanishing on days where they come back with loot maybe

- Fixed pirates sending them out makes click and confirmation sound

- Fixed ALT overlay staying up when pressing ESC

- Fixed building overlay displaying button prompts for assigning workers even when its not possible

- Fixed catalog tooltips still being display after closing it

- Fixed all relics hovering an opened relic would hide its keywords

- Fixed title screen kingdom switcher not showing the requirements to unlock undeads

- Fixed newly added roads causing visual problems when build out of order

- Fixed needing to have faith to melt an item in the church

- Fixed unit Clown not attacking on level 1

- Fixed unit Djinn not attacking on level 1

- Fixed unit Ghoul spreading status effect, by limiting it to one at a time

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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.

Patch #15: Spells, Promotions, Traits and Monster catching · Super Fantasy Kingdom patch notes · SteamPeaks