Greetings Adventurers,
We cannot quite believe it has been five weeks since we launched For the King II. Since November 2nd, we have been on an epic journey with you; our ever-growing and passionate community, working tirelessly to update the game and keep adding improvements.
For the King II is a big game. Even though we had tested the game extensively to the best of our ability, we knew that when hundreds of thousands of players all jumped in together in a short period of time, that we’d find issues that we’d need to fix. We hadn’t expected to find so many issues…
Thanks to all of your support, help and feedback we have implemented many updates, adding so much into the game in a short span of time from balancing, adding tooltips, stability fixes and optimisations through to numerous multiplayer improvements. For a small team of 13, it has been our sole focus and a huge undertaking; and we couldn’t have done it without you - thank you for all of your help and support, it means the world to us.
At the pinnacle of all of that work is Update 1.1 which we have just deployed today. This is our biggest quality of life update since launch and brings with it more tooltips, new and improved slot roll icons, new weapons, armor and enemies, many new fixes and optimisations, and much more.
We have also introduced multiplayer tutorials for new players who want to jump straight into a session with friends. We underestimated how many people wanted to just play co-op and not try a single player campaign, so having tutorials in all game modes now will hopefully be very helpful to a large number of players.
Below you will find the list of the changes and additions in Update 1.1, as well as a full summary of all the post-launch updates that we have deployed since For The King II released on 2nd of November, 2023, but we are certainly not done yet!
As part of our continuous dedication to developing For The King II we will have further updates throughout the games lifecycle which will see us implement a range of quality of life updates, free major content releases such as the infinite dungeon mode including bards, as well as free and paid DLC expansions.
This is only the beginning, but we do need to set up camp and restore focus for a few weeks over the holiday period to ensure we can come back stronger in 2024 to continue our journey together with you.
We wish you all a restful and fun festive period with friends and family, at home and in Fahrul.
Until next time, thank you for playing our game.
IronOak Games????
Update 1.1
Softlock and Desync Fixes
- Fixed a softlock that was happening on save game load/continue after a follower had fled combat.
- Fixed a softlock in The Royal Mines adventure when accessing the secret room with all 8 battle grid slots occupied by mercs and/or followers.
- Fixed an online desync that could have been triggered by using lockpicks in dungeons.
- Fixed a softlock that was caused by Shattered Mirror allies attempting to change weapons when confused.
- Fixed a softlock caused by invoking the Settings Menu while certain attack animations are in progress.
Tutorials
- We’ve added tutorials on online sessions.Updated the combat timeline tutorial to better identify that the combat timeline portraits can be pressed to highlight enemies.
Tooltips
- Added tooltips to the combat battle grid to better identify statuses and combat info.
- Improved the position of tooltips to better display information and reduce instances of obstruction.
Combat
- New and improved slot roll icons that better reflect the ability that is being used to attack.
- Using the Shattered Mirror will now summon in allies with better suited HP values.
- Fixed an issue with enemies falling through the floor in the Mines Dungeon.
- Fixed an issue with reviving a player that would sometimes lead to “reviving” the current alive player rather than the dead party member.
- Using Godsbeard from your toolbelt during rest phase will now trigger Party Heal.
- Party Heal in rest phase will now correctly trigger equipped pipe abilities.
- Consuming Precious Pearl in combat will no longer end turn.
- Fixed an issue with Elite Ambush and Elite Sneak skills reducing the incorrect skill roll.
- The Kraken will no longer spawn inside the players boat.
- Improved the placement on Curse and Protect FX.
- Improved the placement on the Poison ground FX.
- Improved the Guard status shield FX .
- Improved Cannon FX.
- Updated the elemental strikes & attacks.
Animation
- Improved various enemy combat animations including Boss fights, Kraken, Jelly Cubes, and the Nibbler families.
- Corrected certain bows from using animations from different arrow types.
Global Balance
- Reduced the frequency of how often it rains.
- Removed the rain penalty from travelling in the Swamp biome.
- We’ve added roads to certain swamp biomes to improve travel functionality while still keeping swamps swampy.
- Improved treasure chest loot. Players will now receive higher quality loot at more appropriate events and times. (ie. In The Resistance adventure, clearing the Guardhouse will drop more & better gear suited to the higher level Grasslands).
- Vehicles now use the best Find Distance value.
- The Kraken will now drop improved loot when defeated including a Precious Pearl and Lore.
- The Jeremy Sword now provides +1 primary action, +15 crit chance, -5 luck.
- Improved player crit chance.
- Reduced cave bat and wolf pierce attacks.
Combat Balance
- Tweaked the ragdolls.
- Bogdrinker will no longer heal after his health is reduced below 50%.
- Reduced crit percentage across enemy sets.
- Summon Abilities now roll 3 slots rather than 1.
- Cannons now roll 3 slots rather than 1.
Adventure Balance
- The Resistance[list]
- Queensguard Chaos Waves
- We lengthened the difficulty ramp of the Queensguard Chaos Waves so that the first two chaos waves are a bit easier.
- Queensguard Chaos Waves will now drop a small amount of XP and loot.
- Fixed an issue where the Queensguard Chaos Wave dialogue box wasn’t invoking.
- We’ve added Portal Scrolls at key moments to encourage more travel and discovery.
- Reduced the difficulty of the Prison Cart fight.
- Appropriate level enemies will now spawn after visiting all three Resistance members.
- Added a directional arrow effect to the Mine Carts to better indicate their travel direction to allow for more strategic removal.
Overworld
- Map Pings have an updated icon and flourish.
- Map Pings now have an off screen indicator.
- The Dolphin Encounter has had a visual glow up.
- Improved the Message in a Bottle Encounter visuals.
Characters
- Disciple Cosmetic can now update secondary colour.
- Removed the “Steal” ability from player character weapons.
- Character texture improvements.
UX/UI
- Overworld Zoom will no longer reset in between turns.
- Resistance (purple) stat has a different icon to better differentiate from armor.
- Dungeon choice menu now has better spacing.
- Improved the quest objectives overlapping on Large Scaling in The Hangman’s Noose adventure.
- Max level characters will no longer show 0 XP popcorn text.
- Losing an item/equipment to an Acid Barrel trap will now show popcorn text on which item/equipment.
- Fixed an issue with controller where certain hexes were not selectable when in a vehicle.
Settings
- Added a setting for players to be able to skip the intro cinematic.
Audio
- Dungeon surface SFX improvements.
Online
- Fixed the issue that was causing Client players from not retaining earned Lore when the Host disconnected.
- When controlling more than two characters the inventory will now always open to the active character.
- Fixed an issue that was causing the “Has Joined the Adventure” notification to persist.
- Changing the region in the games list will no longer auto close the menu.
- Updated the Party Management window to display all elements in the player’s selected language.
Art
- Lighting improvements across all dungeons.
- Dungeon Mine paint improvements.
- New icon sets for bombs to better identify them on the player toolbelt.
- Improved clipping on certain enemies and armor sets.
- Improved elemental enemies & weapons and Animated Armor FX.
- Better aligned portraits on certain enemy sets.
- Polished the Plate Gauntlet item card.
- Polished the Black Cat item card.
- Polished the Rum bottle label.
- Polished the Bag of Gold icon in Loadout.
Armor Sets
- Added Three full Merling Armor sets.
- Added the Forest Mystic Armor set.
- Added the Queen’s Apprentice Mage Armor set.
- Added the Bisontaur Armor set.
- Added the Mindbender Armor set.
Weapons
- We’ve added a variety of new elemental weapons.[list]
- Whips
- Boomerangs
[/list]
New Enemies
- Added Magpies, Seagulls, and Pirate Cannoneers.
Summary of all the other updates since launch:
Technical Issues
- Fixed an issue where the game would softlock during loading.
- Fixed an issue causing specific CPU chipsets to crash during loading.
- Fixed an issue that was causing a black screen on launch for certain users.
Multiplayer & Instability
- Fixed Town Market & Services softlocking in multiplayer sessions.
- Game UI can become unresponsive in multiplayer and single player, players are unable to move characters in the overworld.
- Fixed an issue where a server region was not automatically selected when creating a multiplayer room, causing a server timeout.
- Fixed an issue resulting in endless loading when trying to join a multiplayer session.
- Fixed a multiplayer issue where a player leaving during party management softlocked the game.
- Fixed one of the issues causing players to receive the ‘Adventure not found’ error message, improving multiplayer room connectivity.
- Fixed an issue that caused the Lobby UI to lock when accepting a Steam invite.
- Fixed an issue in multiplayer where the map is not interactable after using the party management window.
- Fixed Town Market & Services softlocking in multiplayer sessions.
- Improved the Goblin Merchant inventory flow to allow inventory to open for current active/selected players.
- Fixed issue with Character HUDs not updating in real time during online sessions.
- Improved the online inventory flow. Players will now open their inventory regardless of being the active, or off turn, player.
- Off turn players can now view the Night Market.
Balance
- Jelly side quest has been reduced from 3 Jellies to 2.
- Softened Apprentice difficulty on all adventures.
- Improved difficulty scaling for parties with less than 4 characters.
- Adjusted the challenge to loot ratio in town quests.
- Fixed an issue where players were able to buy items in the Lore Store multiple times resulting in a negative balance.
- Fixed an issue with the ‘Came Out Clean On The Other Side’ Achievement unlocking via completing the cellar.
- Fixed Bogdrinker's healing ability. He will not heal for 200+ HP anymore.
- Improved optimization for dungeons and the Eerie Mist encounter.
The Resistance
- Provided more rounds for players to complete the initial quests.
- Increased the number of rounds from 5 to 6 before chaos advances on the timeline.
- Increased the number of rounds from 4 to 5 before Queensguard waves attack.
- Added Chaos Reduce and Life Pool in each Resistance Camp.
- Fixed an issue in The Resistance in which Boney Boogey's Crypt was spawning in inaccessible locations.
UI/UX
- Fixed an issue where the password entry and lobby search entry was losing focus and words couldn’t be entered.
- Added tooltips for passive abilities and skills in Party Management and Player Summary/Inventory.
- Added a preview window on the adventure selection screen so players can review save game progress before they continue.
- Improved the UI on trap phases in dungeons for multiplayer.
- UI fix that prevents negative timers from appearing on the map.
- Added skill descriptions to the back of item cards when using the shift/right stick to flip for more information.
- Updated how we present total Lore Points in single and multiplayer. Total Lore will now be presented across any type of session, rather than visually resetting to zero when beginning a multiplayer game.
- Starting an Adventure will now show Round 0 at the beginning, rather than showing round 1 for consecutive rounds.
- Adjusted the lighting in the Cellar dungeons.
- Fixed a dialogue string in Simplified Chinese for a mini-boss fight in The Primordial Oak.
- Improved weapon ability descriptions to better show when a weapon is targeting more than “Single. This is shown in combat and on the back of the item card.
- Fixed the wrong UI being highlighted during the tutorial.
- Fixed non-unique artefact items not having related colour on the item card.
- Various improvements for certain menus when playing with large scaling enabled.
- Fixed overflowing text on weapon description in affected languages.
- Fixed the issue where pressing B in combat may open the abilities menu during an attack animation.
- Adjusted the controller default nav speed in settings as it was too fast.
- Improved controller navigation across the chapters during adventure selection.
- Adjusted the weapon item cards to prevent icon overlap in certain languages.
- Adjusted the loot phase UI to prevent text overlap in certain languages.
- On end-of-game adventure summary, resolved the issue with certain languages not wrapping text.
- On large scaling, adjusted the town quest item compare cards to prevent overlapping in certain languages.
- Resolved an issue where certain languages were displaying quotation marks incorrectly.
- Fixed the issue where some players were having the inventory or giving gold menus opening up at the top of the screen.
- Players can now switch inventories more fluidly when shopping the Goblin Merchant.
- Improved the loading screen helpful tip text wrapping in languages that were overflowing.
- When players lose an encounter that results in loss of equipped item, belt item, or backpack item, the character HUD will update dynamically.
- Fixed an issue with certain weapon item cards showing blank when one of its abilities contained a zero-damage ability (ie. Makeshift Mace).
- Fixed an issue where a redundant “Continue” box was present on the Adventure screen that was created under certain steps.
- Fixed issue with Inventory Action Menu (ie. Give Gold, Equip) opening out of bounds.
Visual & Performance
- Improved Kraken grab attack animation.
- Updated the Stone Hero generic pose.
- Fixed the visual issue where the enemy/dungeon level was quickly flashing to level 0 when entering a combat/dungeon.
- Improved performance with Scourge haunts and elemental arrows.
- Improved online connectivity in all regions.
- Improved the performance and load speed going into and out of combat.
- Fixed an issue that was causing a memory leak.
- Improved frame rate on the end-of-game Player Summary screen.
- Solved an overly bright reflection probe firing when entering certain indoor environments in certain conditions.
Combat Camera
- We made some changes to the overall camera feel in combat. Smoothed out certain camera transitions, adjusted vignette & depth of field, and made some adjustments to the different levels of action camera shake.
Audio
- The final combat in the last adventure now plays the correct music.
- Solved main menu music being interrupted when the overworld is loaded.
- Removed the footstep sound when travelling the ocean on a boat.
- Stopped the new location audio from playing twice on new adventure unlock.
- Fixed an issue with certain audio events that were looping under specific situations.
- In the dungeon rest phase players will no longer hear a continuous running/rustling sound.
Combat & Overworld
- Fixed the issue where two enemies were loading onto the same tile in combat.
- Fixed the issue where using Identify Scrolls caused softlocks in online games.
- Fixed an issue where Kragar Blackstone's Powder Keg summoning will cause a softlock when the players battle grid is already full.
- Fixed an issue where the War Rang “Pull” attack can cause a softlock.
- Fixed an issue with the spider entangle attack causing a softlock.
- Fixed an issue with the Spider Queen fight locking on a summoning wave.
- Fixed the issue with character models doubling up on the second floor of a dungeon.
- Fixed an issue where Lucky was stealing your Lore and quest items.
- Fixed the issue in which Steal Immunity and Scare Immunity were not working as intended.
- Fixed the issue that was resetting navigation when using “Randomize” in character customization.
- Corrected the unlock criteria for the Adventure Challenges in the last chapter.
- Fixed the softlock when reclaiming a landboat when a Follower was involved.
- Dungeon choice rooms will now better show which players voted in which direction.
- Fixed the issue where dungeon choices were moving to the unlocked room despite votes being for the locked room.
- Pathfinder’s skill “Scout” will now reveal the next dungeon room when it procs.
- Friar now “fits” into cosmetics. Yes, that one.
- Character cards in the Lore Store now have a card back that details their skills.
- Resolved the issue with online sessions being disconnected due to mismatched loot.
- Selecting “Buy” on a deed from a landport and then selecting “No” will no longer lead to a softlock.
- Fixed the combat softlock that was seen when attacking certain enemies (ie. Bandit King) that had Reflect applied.
- Corrected the bomb softlock caused by selecting the bomb twice and then attacking the enemy.
- Followers will now flee combat when their corresponding party member dies in a dungeon.
- 2x2 enemies (ie Golems, Trolls) will now have statuses applied when selecting any of their four tiles.
- When players enter a portal on a Landboat they will now disembark and teleport, rather than teleporting the entire party.
- Pressing “I” for inventory will now take the player directly to inventory, “T” is now mapped to the toolbelt.
- Summoning in the Bogling favour into the final dungeon no longer causes a softlock if the player party is full.
- Group/Party Rush can no longer get into a situation where it casts infinite party rush.
- Resolved the bug where the side quests turn counter/timer wasn’t updating on overworld.
- Fixed the softlock that would happen if multiple scourge notifications were set to notify during a town market refresh notification.
- Improved the encounter spawn behaviour to prevent certain events from spawning beside each other.
- Improved the text size in the combat damage window across all languages.
- Improved the critical hit animation speed across various weapons to prevent the slow-down feel that was being reported.
- Improved the overworld party heal Godsbeard overlay flow when un-selecting Godsbeard.
- Safety Stone will now display the last visited town in bold gold.
- Fixed the softlock that was caused by certain combats that had a large amount of participants and the Interrupt ability was used.
- Fixed the issue where certain merchants were appearing and disappearing when discovered as an ambush/surprise encounter.
- Improved cloud wrapping on the screen border.
- Fixed the issue in combat where Heroes could walk to the enemy side when Move/Equip Weapon were used in a certain pattern.
- Improved Slippery Pirate and Silver Snake spawn patterns in specific adventures.
- Improved the Blood Column ability.
- Precious Pearl will no longer remove positive buffs.
- The Friar’s Cheers ability will no longer apply to dead Heroes in combat.
- Characters with Confuse status will no longer softlock the game when trying to equip a weapon.
- Fixed the softlock in Siege battles that was caused by the last enemy dying to damage over time (ie. Fire, Bleed).
- Fixed the softlock caused by selecting two different bombs then cancelling before attacking.
- Fixed weapon abilities not always using the correct amount of skill rolls in combat.
- Fixed an issue where certain actions would cause the Ability Menu to remain open during the character’s attack.
- Fixed issue with enemy targeting inconsistencies.
- Graveborne will no longer resurrect Mercs or Bosses.
- Fixed an issue with the Healing Fountain encounter’s Full Heal ability restoring Focus.
Primordial Oak
- Increased the number of rounds from 5 to 6 before chaos advances on the timeline.
- Added Chaos Reduce quests to the Siege Towns.
- Siege towns will now start at level 3 and will level up as the adventure continues. This will allow players to receive appropriate gear and XP to the world state.
- Special town quests will no longer appear in multiple towns in one run.
Control Input & Controllers
- Starting an Adventure will now show Round 0 at the beginning, rather than showing round 1 for consecutive rounds.
- Updated the “Click to Continue” to reflect controller schemas when playing with controller or Steam Deck.
- Improved the Steam Deck/controller flow when using teleport or vision scrolls.
- Accepting Town Quests will no longer lock out the rest of the controller UI.
Steam Deck
- When travelling through a portal the controller state now comes through the portal with you.
- Improved various menus where the font size was too small.
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