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?
Hello Adventurers,
This patch comes in with a few focal points - Combat Flow Optimization, Resistance & Mercs, and Bugs!
Combat Flow has been greatly improved throughout the whole game. Combats are now a lot smoother, the transition between player and enemy turns a bit cleaner, and as a result, are generally quite a bit quicker.
The Resistance, and Mercs, were not always spawning correctly. Certain combats would see Mercs being pulled into enemy combats, or The Resistance were spawning off grid and not reading correctly.
Lastly, we’ve squashed quite a few bugs ranging from sotflocks, to loot drops, and more.
[b]Optimization[/b]
[list]
[*] Improved the initial load times from start to Adventure Select. Depending on the player's machine the results will vary from person to person.
[*] Improved the combat actions to be a more blended experience. This greatly speeds up the flow of combat by as much as 30% depending on the player’s machine.
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[b]The Resistance and Mercs[/b]
[list]
[*] Fixed the issue where Resistance members, or Mercs, were being spawned into enemy combats.
[*] Fixed the issue where Resistance members weren’t spawning into “support” combats correctly. This could happen with Pinecone in Chapter 1, Heartcrusher in Chapter 4, or Sunderbone in Chapter 5.
[*] Fixed a softlock that could happen if a Follower was the only party member remaining in combat that proceeded to Loot. Instances where Followers are the only remaining party members now instantly end favouring the enemy as there are no longer any actual party member present.
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[b]Save Game[/b]
[list]
[*] Fixed an issue that would prevent a party to press “continue” when loading into a Dungeon/Dark Carnival rest phase.
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[b]Gameplay[/b]
[list]
[*] Fixed an issue where non-droppable weapons (ie Bosses & Scourges) could be acquired from certain encounters or markets.
[*] Adjusted the order of abilities on elemental polearms to better match ability orders similar to other weapons. For example, Stun is no longer the top option.
[*] Fixed an issue where Landboat and Boat repair would not decrement gold correctly. \
[*] Fixed an issue with current-turn Action Points being removed if Focus Refund was not completed fully on the previous turn.
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[b]Combat[/b]
[list]
[*] Fixed a softlock relating to clown jugglers that could occur in certain instances where party members were dead or revived in rest phase.
[*] Fixed a softlock that could occur at the end of combat if the last enemy dies at the same time as a Party character. (ie - Thorn damage applying when an enemy dies)
[*] 2x2 enemies (ie Trolls, Golems) will no longer put their own back tile into Guard.
[*] Fixed a softlock that could occur if a player equipped with the Eager trait died while running through a trap.
[*] Fixed an issue where summoned enemies weren’t being considered for the win condition and combat would end prematurely.
[*] Fixed an issue with the enemy placement on the final fight of Chapter 5.
[*] Fixed an issue where the Lolli Wand wouldn’t return the player’s hand when revived in combat.
[*] Fixed the Lute ability, Meditation Music, to reward Focus correctly on successful roles.
[*] Fixed an animation issue where the Justice animation would play on certain 2-handed weapons despite Justice not proccing.
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[b]Dungeons[/b]
[list]
[*] Fixed a softlock that could occur if an Acid Barrel Trap destroyed an equipped trinket.
[*] Fixed a softlock that could occur during a door phase when a Lockpick was given from one player to the next and then used on that specific door.
[*] Fixed an issue with the Dungeon version of the Embedded Blade encounter that could be attempted forever.
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[b]Art[/b]
[list]
[*] Fixed the clipping on the Friar when wearing the Dungeons of Hinterberg cosmetic.
[*] Improved the textures on the Chaos Generator encounter.
[*] Fixed the Cursed Hag’s animation to play her correct idle.
[*] Told the Frost effect to chill out! (We toned down the size and speed of the effect)
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[b]Localization[/b]
[list]
[*] Corrected the localization on a few of the Alcohols as they were not showing incorrect text of “Defense Up” rather than the actual defense values.
[*] We spent some time looking at the Golden Gun and realized it’s actually Fool’s Gold! As such, the Golden Gun has been renamed Pyrite Gun.
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[b]UX/UI[/b]
[list]
[*] Improved “Pass” in Loot Phase when controlling more than one character.
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[b]Controller[/b]
[list]
[*] Fixed the issue where Quest item rewards (ie, weapons or attire) could not be taken or equipped when playing with controllers.
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Thanks for playing!
[b]⚔️IronOak Games[/b]
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