A new For The King II update released on PC. According to the official For The King II patch notes, the latest update addresses some bugs and crashes.
Since the last patch, players are experiencing problems with the game. Today’s For The King II patch will fix a few of these issues.
Check out more details below.
For The King II Patch Notes – June 27, 2024
IMPROVED DUNGEON TIMELINE
To coincide with the release of Dark Carnival, the dungeon timeline has been improved. We’ve improved the descriptions and have added new icons and colours to depict rarity for the rooms that lie ahead. These changes are in both the Dark Carnival, as well as the overworld adventures.
IMPROVED LOOT DROPS
We’ve heard frequent feedback that it can be frustrating to not always get weapon drops that match your party composition. We’ve made a few adjustments that will now have loot drops detect if your party has appropriate weapons based on their class. The rate of detection will vary across the various difficulties, but you will now have a much easier time finding a wand for your Scholar or a better bow for your Hunter.
LORE STORE
We’ve removed the “Items” tab from the Lore Store. This contained the weapon families for certain weapons. These were in the Lore Store and intended to be a feel-good unlock that added to the player’s experience. That hasn’t translated to the game as expected and caused confusion regarding weapons. The previously locked weapons are now part of the loot pool by default.
When these changes go live, anyone that used Lore to purchase the weapon families will have their spent Lore refunded.
ENEMY FOCUS BONUS
Enemies being able to use Focus is a bit of a divisive topic in the community. Our initial goal with enemies and focus was to show that enemies have evolved since the events of For The King. We were a bit overzealous with Focus and that has lead to periods of unbalanced gameplay and frustration. With that in mind we’ve removed Focus from lower level enemies and boss minions:
- Druid
- Mystic
- Witch
- Skelly Brute
- Skelly Cannon
- Boss/Scourge Minions
EVASION BALANCING
Evasion meta has been running hard with a couple of bugs. Namely players could overclock Evasion above the cap of 95, and there are generally too many ways to raise evasion. To bring evasion back into expected ranges we’ve fixed the bug with player stats able to go higher than 95 and we’ve reduced the amount of evasion provided by statuses. Evasion gear is still handing out the same evasion benefit, but spells and pipes have had their evasion reduced. The three evasion statuses will now apply 15 → 25 → 35. Previously the high side was granting 50 evasion. The Smoky Pipe and Fine Smokey Pipe will also grant these more appropriate evasion ranges.
ACHIEVEMENTS
Players have been able to get into states where they complete the requirement to unlock an achievement and the achievement stays locked and prevents the player from being unable to meet that first-time condition again. This has been corrected and players who were missing certain achievements should have them unlock correctly on next start up. Some achievements may need to the condition to be met again.
COMBAT
- We made a small tweak to the combat camera transitions during hit animations. If you’ve played a bunch you’ll notice a much smoother/quicker combat flow.
- We’ve added new animations to a variety of player skills – Party Heal, Mend, Justice. We’ll continue to add more in future updates.
- Characters with Attack Down would heal the opponent if their max damage value was negative.
- Fixed the issue that 2×2 enemies (ie Trolls) would only have statuses applied if their primary tile was targeted.
- Improved how Bleed status was being communicated on the combat timeline.
KRAKEN
- Fixed the issue where the Kraken could still be found after killing his head the first time.
MERCENARIES
We’ve lowered the base price of all mercenaries that are found in town shops on the overworld.
Mercenary shop prices scale up in the Dark Carnival as Mercs will not leave the party until their demise, or if they are affected by the Hangman.
ENCOUNTERS
- One of the Devious Enchanter outcomes had his worst outcome switched from Skip Turn to Max Focus Down.
UX/UI
- Removed the “Market” button when visiting a market in Dungeons when playing online.
- When shopping in Markets the selected items will now show the current quantity for each player. Helpful to see who is really hoarding all the Godsbeard!
- Fixed an issue where the Overworld would go blurry if the application window was resized during combat, or in a dungeon.
- Updated various icons throughout the game.
- We’ve improved how the Load Game Browser and Continue Preview present information about the previous game run.
- Adventure pathing – After completing an adventure the Adventure Map will now draw a line to the next story adventure.
- Added the lobby name to the chat window.
- Chat window can now be collapsed and moved around.
- Chat window “!” icon has been updated and moved to the global header. Notifications will now present as a red icon on the header.
SCOURGES
Scourges have undergone some changes to allow their abilities to affect the Dark Carnival, and in-turn, dungeons in the overworld adventures. We’ve also made some improvements to how they spawn in the overworld. This will be most noticeable in the second adventure, The Primordial Oak. We have plans to improve scourges in an upcoming update. Please let us know how their spawn patterns feel now so that we can make sure to update them closer to being line with game design and community expectations.
- Added a notification for when the Necromancer resurrects an enemy in combat.
Dark Carnival Scourge Changes:
- Bogdrinker
- Overworld ability now applies poison & acid to combat tiles.
- Foul Priestess
- now has a chance to consume, or turn, sanctums after each dungeon room. Sanctums will be destroyed on encountering in dungeons if the Foul Priestess haunt is active.
- Disciple
- Darkness will now consume the dungeon and combat timelines.
- Hangman
- Ghost followers will now be removed when the Hangman dies.
- Royal Droll
- The Royal Droll has been confined to the Dark Carnival… for now.
DIFFICULTY SETTINGS
- No actual changes to the difficulty settings themselves, but we have moved the custom rules into a slide out to improve the visual layout during adventure selection.
SETTINGS
- We’ve added a “Reflections” option under the Graphics settings. This will allow players to have more control over reflection settings which could lead to performance gains on certain machines.
- Fixed an issue with Arachnophobia mode not behaving as expected and could remain on despite toggling the setting to off.
OPTIMIZATION
- Improved load times at the start of the game.
- Reduced memory footprint of certain fonts and textures to improve memory usage.
- Improved performance for FX on lower quality settings.
OTHER BUG FIXES
- Fixed the issue where earned Lore Points were not being saved for the Host if the Host disconnected during a loading screen.
- Fixed clapping on Queen’s Apprentice & Queen’s Novice Robes.
- Fixed the Hanged Soul’s portrait not being centred.
- Fixed the level 3 Pirate Maurader’s eye patch.
- Fixed the cosmetic Lucky Suit clipping on the Friar and Hobo.
- Fixed the Pickpocket mask clipping on the cosmetic Merling Skin.
- Fixed a debug string on the Gallows in the fourth adventure, The Hangman’s Noose, if certain conditions were met.
- Fixed the Reload action using the incorrect animation.
- Fixed an issue where quest Mercs or NPCs would join the party and appear in the next dungeon room.
- Fixed an issue where using a consumable would trigger the animation twice.
- Improved the visuals around status affects and how they are being cleaned up after combat.
- Fixed Bird Steal attack missing effects.
- Fixed the animation for Heroic and Plump characters when using Volley attacks.
- Fixed certain weapons not having the correct physics resulting in wild ragdoll events.
- And more!
Download For The King II update on PC.