Patch Notes Archive

Home » Updates » Patch Notes Feed » Super Fantasy Kingdom » What next?

Patch notes are imported from steam. There may be errors. This mostly exists so I can stay on top of them to update the features in our tags and scoring categories (which I do manually), but since many of you liked the idea of staying up to date with all the games in one place I'm working on making this data automated (right now I manually hit it every couple days) with better info and linking in with the game views.

There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.

Super Fantasy Kingdom » What next?

Wow.
TactiCon is over now and I am totally floored by what happend.
We finished on the 6th place in Popular Upcoming games of the event coming from nothing!

I was just hoping to finally get a bit of feedback and some wishlist’s.
But how long a lot of you play this demo is astonishing. It was only supposed to show what I’m going for, and you guys play it like a real release.
All this is completely crazy to me. I am so thankful for each and every player and anyone who has helped with feedback, reporting bugs or spreading the word.
But this is only the very beginning. Now let’s make a great game out of it!

What’s next?

The demo stays up! You guys have so much fun it makes no sense to take it down.

Short-term:

The most requested feature is probably changing up the starting resources you selected. I’m thinking about a system where most of these starting resources are fixed – but you have a handful you can freely choose at the start of each run. That way I always know what starting resources are unlocked at any given point in progression and can always ensure a fair challenge. And we still have starting resource selection for different kind of runs or strategies. I’ll get to that soon. If you have any other ideas for that just write me.

Of course I’ll keep fixing bugs and improving the demo with all the feedback. You can see a changelog of what already happend during the last days down below.

Long-term:

Many players ask if they can join the alpha and see more content. But that will take some time. I’ll make an announcement here and on Discord once you can apply. Of course more active community members will get access first – it’s meant to get feedback after all.

TactiCon Challenge EXTENDED!

Bad news regarding the TactiCon Challenge : In my tests for sharing screenshots of the demo I made a mistake. It only worked because I saw my own screenshots, but you cannot access other peoples shared screenshots from the demo. I tried to find a solution with steam support, but there is nothing they can do as well.
Really sorry for that! I did not anticipate so many players or that the challenge would be this motivating for you.

To solve this we are going to extend the challenge for 72 hours!

Screenshots of your highscore can now be submitted here instead:
https://discord.gg/erzZH5Bd

Changelog

Demo Builds #1-12

– Added UI Scaling options 1x/2x/3x
– Added tooltip for upgrading unit
– Added tutorial step for rebuilding so nobody misses that
– Added a small glory tutorial
– Curse now skips waves
– Knight only follows targets for up to 50m
– Skip quarry tutorial when its already built
– Geologist tutorial opens when building the hut
– Disabled building at night
– Wording gold to gold ore
– Improved sacrificing wording and displays amount of XP to be transferred
– Improved vein upgrade wording
– Demon Spider also drops coins
– Resource amounts in the top bar get red when reaching max storage capacity
– Map borders increased
– Djinn is now airborne and mage
– Changed game over screen description to link to discords challenge channel
– Changed purchase unit tutorial image so it includes a road

– Increased price to upgrade quarry to 4 ingots to discourage players from using it early game
– Decreased bosses base health, but doubled their scaling health
– Increased goblin king minions scaling over time
– Increased goblin king health from 200 to 225
– Increased goblin king health and how fast he spawns minions
– Increased demon spider health and base damage
– Increased squid miniboss scaling health
– Made later monsters a bit stronger
– Skeleton more base and scaling damage
– Nerved gremlin
– Really nerved gremlin this time

– Fixed it saying purchase when upgrading a human unit
– Fixed hungry shield crashing the game
– Fixed stone invite giving gold
– Fixed siege engines not costing resources
– Fixed witch price increasing each time
– Fixed hungry shield description
– Fixed shaman passive crashing the game
– Fixed “Accept Defeat” not clickable
– Fixed “Accept Defeat” not clickable after building geologist hut
– Fixed Tutorial resetting
– Fixed buildings resources tooltip not going away
– Fixed ingame settings could not be closed
– Fixed purchasable cards clickable
– Fixed portal being generous again
– Fixed knights attack description visual bug
– Fixed reskilling and maxing a powerup with controller
– Fixed stables providing endless horses (only for new runs)
– Fixed portal and stables again
– Fixed beer boost unit popup not showing
– Fixed cheaty evolution
– Fixed status effects not vanishing at the end of combat
– Fixed cursor not reacting proper when two clickable things overlap
– Fixed farm icon
– Fixed unit cards role icons gone
– Fixed sacrificed units still being upgradable
– Fixed resources amount updating ob base upgrade
– Fixed catapult and trebuchet were still displayed after being built
– Fixed ballista still being displayed and purchsable after beind built twice
– Fixed sound bug sorry!
– Fixed dead units being counted as new death each day again
– Fixed building portal paused and transmuting gives no units
– Fixed unit upgrade cost not fully subtracted in some cases
– Fixed miniboss attacking in the morning if clicked early
– Fixed leech mother achievement trigger
– Fixed lich achievement
– Fixed sacrificed units appearing in tavern
– Fixed frost arrows