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Early Access 0.7.052: Difference between revisions
From Super Fantasy Kingdom Official Wiki
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This is the first update on the main branch after [[Early Access 0.6.1]]. | |||
== New and Changes== | == New and Changes== | ||
=== Added spell system with 18 new spells === | === Added spell system with 18 new spells === | ||
Latest revision as of 13:24, 9 April 2026
This is the first update on the main branch after Early Access 0.6.1.
New and Changes
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
Portal
- The portal is not a city building anymore, but is placed in the world instead
- Changes stock daily
Trading Post
- 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
Guilds
- 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
Spell Shop
- Added a new world Building: The spell shop
- You can choose between two random spells to replace yours
Super Metal Trade
- 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
Quest Buildings
- Added two new quest buildings that challenge you to pick certain types of monsters
- Removed the shard quest
General changes
- 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


