Local Co-op Update

For The King II

Battle against Fahrul's tyrannical Queen alone or as a party of four players in the sequel to For The King, the massively popular turn-based roguelite tabletop RPG. Will you unravel the once beloved Queen's terrible secret?

Adventurers! We are beyond excited to bring our latest update to Steam! The last few months we have been hard at work getting local co-op and controller input into a much better place. This patch includes those updates, as well as a range of other quality-of-life improvements, such as Character Presets, Steam Remote Play Together, Optimization, and an overworld overhaul to help reduce clutter and improve readability throughout the different biomes. We are incredibly grateful for the feedback the community has provided since the launch of For the King II. As we continue into 2025 we remain as dedicated to giving the best experience for our players. Your continual support, feedback, and reviews truly help us reach for the pinnacle of what both us, the developers, and you—the players—truly want from the title. Read on for the full patch notes below, as always, thanks so much for the support! We hope you enjoy these changes, but, reach out to us if you have any questions, troubleshooting, or feedback to provide! [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]LOCAL CO-OP AND CONTROLLER IMPROVEMENTS[/b][/h3] This update brings in an overhaul for controller input for FTK2. This includes separated controllers for local co-op, as well as a range of general improvements throughout the game in areas highlighted in community feedback. [b]LOCAL CO-OP[/b] [list] [*] Local Co-op will now allow for multiple controller inputs and UI changes have been implemented to reflect this. [/list] [b]CONTROLLER[/b] [list] [*] Changes to how the controller works throughout the game. [*] Honed into player feedback and adjusted the controller to reflect those requests. [*] New UI elements to reflect these changes. [/list] [b]RUMBLE[/b] [list] [*] Rumble functionality was added to the controller in local and online co-op for turn notification. [/list] [b]STEAM REMOTE PLAY TOGETHER[/b] [list] [*] Steam Remote Play Together is now available. [/list] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]PARTY MANAGEMENT[/b][/h3] With the controller changes and flows for local co-op we updated the party creation experience. This also includes Character Presets, which allow players to save the cosmetic appearance of their characters to load at the start of an adventure, saving on vital adventuring time! [b]CHARACTER CREATION FLOW UPDATE[/b] [list] [*] Overhauled the experience to a more focused, singular-character experience to align with controller flows. [*] Party Menu/Controller Reassignment. [/list] [b]CHARACTER PRESETS[/b] [list] [*] Save cosmetic loadouts for future campaigns. [/list] [b]READY-UP ANIMATIONS[/b] [list] [*] New ready-up animations. Characters now play a unique animation when readying up. [/list] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]OPTIMIZATION[/b][/h3] From overworld overhauls to backend improvements, a range of optimizations across the board to improve the PC experience. [b]PATCH SIZES[/b] [list] [*] Steam updates no longer require downloading the full game and patches will represent the changes needed. [/list] [b]LOADING[/b] [list] [*] Optimization to decrease time spent starting campaigns, loading from dungeons, and generally across the game. [*] Added a loading progress bar when loading into an adventure. [/list] [b]ITEM CARDS[/b] [list] [*] When settings are set to low graphics or low textures the item cards will now use static images. This improves visual fidelity and performance on these lower settings. [/list] [b]ONLINE DESYNCS[/b] [list] [*] Fixed various online deysncs that were occurring in multiplayer sessions. [/list] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]GAMEPLAY[/b][/h3] [b]OVERWORLD[/b] We’ve made some big improvements to the overworld visuals to improve readability. The overall theme was to reduce clutter and update visuals so players can better understand what’s happening in the game. [b]OVERWORLD HEX OVERLAYS[/b] [list] [*] With the new overworld look, we’ve also redesigned the hex overlays to give the overworld a more cohesive feel. [/list] We also lowered the overworld elevation a bit. We like the visuals that the hex elevation brings, but they don’t offer any gameplay value. Previously encounters and such could be partially blocked if they were unfortunately spawned on a lowered hex at a bad angle. So we’ve reduced the height of the elevation to keep the flavour but reduce the chance of POIs spawning in a hard-to-reach hex. [b]SCOURGE[/b] [list] [*] The Royal Droll has broken his confinement and begun sowing chaos across the lands of Fahrul’s overworld. The Harlequin of Chaos will now spawn as a Scourge throughout For the King II. [*] The Royal Droll will now spawn on the overworld as a Scourge [*] Scourge Equipment [*] We’ve made Scourge drops a little more worthwhile given the effort it takes to acquire them. New stats for all Scourge gear! [/list] [b]DARK CARNIVAL[/b] Late-game Dark Carnival runs will see a new bunch of baddies ready to disperse Adventurers into the great beyond! New bosses will spawn after a certain late game point has been reached and should include a little extra challenge for those of you climbing the leaderboard. [b]NEW DARK CARNIVAL BOSSES[/b] [list] [*] [spoiler]After Party Rock[/spoiler] [*] [spoiler]Jelly King/King Boner[/spoiler] [*] [spoiler]Pogey[/spoiler] [*] [spoiler]Chaos Captain[/spoiler] [*] [spoiler]Spine Snapper[/spoiler] [/list] [b]EQUIPMENT & GEAR REBALANCE[/b] A slight rebalance of gear. This includes some changes to Evasion as well as stat changes to certain gear types. We’ve also introduced enemy types, which will allow certain weapons bonuses to damage against certain types of enemies, such as Skeleton, Human, etc. [list] [*] Militia gear rebalance [*] Evasion rebalance [*] Bonus damage to enemy types [/list] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]MISC[/b][/h3] [list] [*] New Loading Screens [*] Each campaign has some wonderful new loading screens put together by the art team showing off what’s to come in the adventure! [*] New Goblin Animations and Equipment [*] Tiny blades are now classified as daggers and light polearms as spears. [/list] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [h3][b]BUG FIXES[/b][/h3] [list] [*] Fixed item cards from toolbelt remaining on screen after usage. [*] Fixed the title entering an indefinite loading screen if the user rolls the 'Enter Dungeon' outcome within the 'Dark Carnival' encounter's 'Fun House' skill check. [*] Fixed crash occurring when Merc contracts end on the same round players lose to chaos. [*] Fixed camera during [spoiler]Foul Priestess[/spoiler] combat [*] Fixed enemy spawns in Hangman Scourge. [*] Summoned enemies will no longer get an extra turn at turn zero. [*] Fix for incorrect number of waves displayed during combat. [*] Fix for Party order is not abided by during Trap encounters. [*] Fixed issue where player is unable to refund focus. [*] Fix for Boney Boogey’s rush ability forcing all characters to play their animations individually. [*] Quest logs are now hidden during combat encounters. [*] General fixes for clipping cosmetics and equipment. [*] Fix for title entering an unresponsive state when joining MP from the Encyclopedia. [*] Fix for the top 3 players in the leaderboards all having a gold crown. [*] Fixed combat timeline highlight. [*] Revive animation will now play on revive, instead of the taunt animation. [*] Ghoul Cosmetic was using human voice rather than Ghoul's voice. [*] Fixed Missing Bow Victory Animation Clip. [*] Lucky Suit cosmetic no longer clips with Skelly skin on Heroic and Plump bodies. [*] Fixed Jeremy’s fall animation. [*] Fixed issue for enemies attack animation not playing when hit with specific attacks. [*] Fixed VFX for Chaos Beast enemy. [*] Fixed flickering VFX occurring at the transition towards the [spoiler]'Queen Rosomon' boss battle.[/spoiler] [/list] As always, thank you for your continued support! [b]⚔️IronOak Games[/b] [img]{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png[/img] [b]Join the IronOak Games and For The King community on: [/b] ➡️[url=https://twitter.com/IronOakGames]X [/url] ➡️[url=https://t.co/hhljrQW5pc]Discord [/url] ➡️[url=https://www.tiktok.com/@ironoakgames]TikTok [/url] ➡️[url=https://www.instagram.com/ironoakgames/]Instagram[/url] ➡️[url=https://www.facebook.com/ironoakgames]Facebook [/url]