For The King II
by IronOak Games · 2 Nov, 2023
64 downloads
About the Game

Once beloved by her people, Queen Rosomon has turned against her subjects, casting them into servitude in the darkness of Fahrul’s mines whilst building alliances with sinister and malevolent forces.
Gather your party in four player co-op or adventure alone through Fahrul as you risk everything to fight the tyrannical queen and bring an end to her oppressive reign.
From the creators of For The King, the much-loved RPG that blends roguelite and tabletop gameplay comes a new chapter in Fahrul’s history, designed on an updated engine bringing innovation and gameplay refinement for returning heroes and new adventurers alike.

For The King II is easy for anyone to pick up and play, but takes skill, patience, and strategic excellence to master whilst remaining infinitely replayable with a procedurally generated map that ensures no two playthroughs will ever be the same. Unique yet familiar dice roll inspired movement, encounter and combat mechanics add even more spontaneity and variety as your fortunes rise and fall on the roll of the dice.

For The King II provides a complete campaign with over 30 hours of gameplay, split into 5 separate adventures, each narratively linked. The journey is long and the path is treacherous but fear not, if your party fails you will start stronger and wiser on your next playthrough with better starting items to draft into your loadout.

Roll up, roll up! Put your skills to the ultimate test with the infinite dungeon mode - Dark Carnival. Led by the devious Ringmaster, your goal is to conquer as many floors as possible before you meet your inevitable demise. Collect carnival tickets to explore new paths, discover a host of themed rooms and spin the Wheel of Death as you try to escape your fate. How far will you make it through the Dark Carnival?

Traverse Fahrul solo or with up-to three friends in four-player co-op. As a solo player you can control all characters in your party, giving you complete ownership of the campaign map and combat strategy whilst in four-player co-op you must coordinate and negotiate with your party members. Play online multiplayer with your friends controlling your own character(s) or play offline co-op on the same PC. Offline co-op supports multiple controllers; each controller will have input control on everyone’s turn.

Inspired by turn-based classics, For The King II adds strategic depth to much-loved combat mechanics with the new Battle Grid, where movement and position provide you and your enemies with strategic buffs and penalties. Defend the back row by equipping a mighty Tower Shield, push enemies into lethal pools of burning fire, or entangle melee troops with dark magic cast with weapons looted from vanquished foes. The choice is yours!

Fahrul is both beautiful and deadly in equal measure. On your journey you will encounter a wealth of diverse biome environments brought to life in a breathtaking art style. From lush forests, toxic swamps and lava-filled wastelands to pirate (no scratch that!) Merling-infested tropical seas, For The King II transports you deep into the wonders of Fahrul, leading you further than ever before into this stunningly-imagined land of adventure.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Greetings Adventurers,
Today’s update fixes a softlock that could occur when selecting “No” when being prompted to launch a vessel from a boat deed. Players will be able to continue their previously saved game runs with no issue.
Softlock
Fixed a softlock that could occur when selecting “no” on the launch a vessel prompt from a port.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
A big thank you to all those who spend time in Fahrul. We are grateful for your feedback! We love hearing your stories, watching your streams, and seeing all of the wonderful ways you all play through our stories.
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
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Greetings Adventurers,
It’s been a little over a month since the release of Into The Wild and the return of Dungeon Crawl! We’ve loved seeing all of the inventive ways players have discovered how to traverse through Gauntlet mode, and we can’t get enough of everyone falling in love with Lil Honey!
This patch centres around a couple of areas—a few dungeon glow-ups in Dungeon Crawl, quality-of-life changes, bug fixes, and a whole lot of sheep. The Shepherd oversees a new flock of upgraded sheep that now behave like our pet companions, rather than the one-hit taunt sponge they’ve been for quite some time. Read on below for all the info.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Dungeon Crawl
Gauntlet Leaderboard
First, let’s talk about leaderboards. We’ve read all of the feedback on the zero-round leaderboard scores. We can confirm that they are legitimate. Zero round scores are a heavy min-max meta centred on Focus abilities of certain characters. We had so many internal conversations and playtests around this meta to determine if and how we wanted to address it. By the end of the first month, the low rounds were not completely dominating the leaderboard. Ultimately, there is more than one way to post a high score - which we see as a good thing. We will continue to monitor the discussions on Discord, Reddit, and socials, and we’ll monitor the leaderboard and go through posted scores to ensure that scores are legit. We’re not opposed to changing the leaderboard formula; our overall goal is to make sure that Dungeon Crawl: Gauntlet is fun, honest, and has multiple ways to win. As this mode doesn’t have a “lifetime” high score like Dark Carnival, we are more open to changing things up, but for now we’re going to continue to observe and centre our discussions around the focus usage in certain modes.
Dungeon Glow Ups
Since we’re a smaller studio, we needed a bit more time to deliver the final versions of certain dungeons. This update brings in new visuals for the Flooded Crypt, Mage Dungeon, and the Water Temple. These are visual changes to reflect our initial vision of Dungeon Crawl. We hope you all like them as much as we do!
[img src="{STEAM_CLAN_IMAGE}/42430794/21fa2629d5ae8f18f2745754dc5f57f72ac5d6b8.png"][img src="{STEAM_CLAN_IMAGE}/42430794/f347ddd187f9662401fe1ee02c527a2a2d873087.png"][img src="{STEAM_CLAN_IMAGE}/42430794/4417db3be0f89d50f01949e3e019710ea22aa24d.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Animation Glow Ups
All of the unique Dark Carnival encounters (ie. Screeching Busker, Trapped Prey, etc) have received new overworld animations to further bring Dungeon Crawl to life. While we were in encounter animations, we also updated the Devious Enchanter, Pipe Smith, and the Trainer that appear in all chapters and modes.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Updates
Shepherd Update
The Shepherd has been at the bottom of most people’s tier lists for way longer than we’d like to admit. This update brings in a new mechanic for the Shepherd and a wider variety of new sheep companions.
Nurture - A passive ability that rewards the Shepherds' companions with an XP boost and HP regeneration.
Herd - Chance to summon one of several types of Sheep as a Companion and behave like other pets. Meaning they now gain XP and can level up alongside the Shepherd.
The New Flock:
Basic Sheep: Now has higher HP, similar to the previous basic iteration.
Golden Ewe: A support-focused summon, the Golden Ewe can cast beneficial status effects on the party and will heal in a splash radius on death.
Shaggy Sheep: Tanky Sheep with high HP and strong Armour & Resistance. The Shaggy Sheep can also Taunt and Splash Defence Up on allies.
Demon Ram: Stun your enemies with the Demon Ram! Utility offered through this Sheep’s skills includes Dazing and Burning enemies, alongside a stun to give your party the upper hand.
Big Bad Wolf: This odd-looking fluffy friend comes with a ferocious bite attack and a Splash Attack Up status for its allies. It can also apply bleed and mark.
[img src="{STEAM_CLAN_IMAGE}/42430794/7a7cbd42426c8e2b87c136c89a6d0fed71309bad.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
A New Age
We’ve added more Portal and Teleport scrolls to the loot drops in the Void. We’ve seen the feedback about certain Void spawns being challenging to traverse. While we had previously felt we had enough drops to allow players to get around the Void comfortably, people were still getting stranded. Since this is a run-ending consequence, we wanted to improve the odds of being able to travel without having to lose a run.
[img src="{STEAM_CLAN_IMAGE}/42430794/dc3a8ccf330fc12f091b02605c2b37ecb1ad264f.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Enemies and Balance
We’ve added two new enemy types and improved how Elementals and Golems behave.
New Enemies
Desert Bandits (shown below)
A Parched Waste bandit prowling the barren lands looking for adventures to rob.
Gun Bandits
Musket-toting bandits that can mark our heroes and take a critical advantage in combat.
Elementals & Golems
Improved elemental immunities so that they are no longer immune to their counter-element. (ie - Fire Elemental is no longer immune to water)
Improved the elemental and golem loot drops so that they have a higher chance of dropping their corresponding elemental-themed equipment.
[img src="{STEAM_CLAN_IMAGE}/42430794/3125c65215c73059f2b642d56bce58e49f67b46f.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Gameplay
The Woodcutter can now trigger Justice when equipped with a two-handed lance.
Lances are now flex weapons and can be used in the front row or the back row.
Mercs and Pets now share the benefits of herbs in non-combat phases. If the player uses a Panax in the overworld, their companion also gets their poison cured. Some instances are excluded; for example, Mercs don’t level up, so they don’t get any XP from Scholar’s Wort.
We had a long discussion internally about the Fortune Teller’s channel ability carrying over from room to room in dungeons or siege battles. This goes against the initial implementation of the Fortune Teller’s channel ability; however, we’ve decided to leave it as is, as current feedback indicates it makes the character more fun and calculating in combat. In our internal playtesting, we felt it wasn’t overpowered, so it’s here to stay for now.
Lil’ Honey and all pets can now be renamed from within the inventory menu.
We’ve improved the Pathfinder to avoid hazards better (i.e chaos tiles) when navigating on the overworld.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Combat Pings
In combat, players can now “ping” a tile on the combat grid. This can be done in single or multiplayer. This can be greatly beneficial in multiplayer sessions when trying to call out which enemy your squadmate should attack, or which hero the support class should target with their Party Heal.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Party Customization
Players can now choose the character's default helmet with any cosmetic. Previously, changing to a new armour piece would prevent using the default helmet.
[img src="{STEAM_CLAN_IMAGE}/42430794/b1459b15b68e461b8060f2e2a34e0ead4a55d39f.png"]
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Online
We’ve moved the Party List over a bit and changed its opacity to allow for better visibility in online sessions. We’ve also reduced the amount it overlaps character faces in online party customization.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Bug Fixes
This update contains a host of fixes that were brought up by the community. Big thank you to everyone who reached out via Discord and Reddit or sent in-game bug reports. We may not be able to respond to all of them, but we try to read all posts and reports.
Noteworthy
Fixed a softlock that could occur when feeding Pogey a shock-based weapon.
Fixed an issue in A New Age when playing with the Beekeeper and Lil Honey could get assigned to a non-Beekeeper when interacting with King Jeremy.
Fixed a softlock that could occur in the Dark Carnival if the party has 4 followers and attempts to summon Lil Honey multiple times.
Fixed an issue where Shock splash damage wasn’t doing the intended damage. Lightning Books, Mystic Wand, and Queen Staves will now apply the correct shock splash damage.
Improved the accuracy of the duration of the effects of fish grilled by the Angler.
Fixed a softlock that could occur in combat when removing a cursed follower with a Hag’s Bane.
Fixed a softlock that could occur when transferring equipment/items/gold from a dead party member when there is only one remaining hero alive.
Softlock
Fixed a softlock that could occur when feeding Koola Honey Taffy while Kool has active damage modifiers.
Fixed a softlock that could occur if the overworld markers exceeded a count of 13.
Fixed a softlock that could occur in Child of Chaos when loading into an autosave in the Forgotten Guardhouse in the Royal Mimic encounter.
Fixed a softlock that could occur if a Chaos and Scourge event activates at the same time as the party transitions back to the Overworld.
Fixed a softlock that could occur after a Killer Bee uses their kamikaze attack and then the party attempts to go into a new bee combat encounter.
Fixed a softlock that could occur if a party member was killed by thorn damage but was not properly removed from the party.
Fixed a softlock that could occur when a Murder of Crows swarm has crows flee after non-crows have been killed in the same fight.
Fixed a softlock that could occur in combat when one bomb attack was cancelled after Focus is applied, and the player then switches to another bomb.
Fixed a softlock that could occur with the tower defence quest on A New Age.
Gameplay
Fixed an issue where the Veteran’s Discount trait was not working as expected in the Merc Market of the Dark Carnival.
Fixed an issue where consumed Focus for movement could be inadvertently applied to Dark Carnival encounter unfocusable rolls.
Fixed an issue where the Kraken health bar would not disappear after killing the Kraken head.
Fixed an issue where the fourth character would not always get the benefits of grilling fish.
Combat
Fixed an issue where players could not cast Self-targeted abilities if they were on a combat tile that had previously been occupied by a Powder Keg.
Fixed an issue where the Boss Killer trait was not receiving the proper buff when fighting certain Dungeon Crawl bosses.
Fixed an issue where bombs may become “equipped” after cancelling item use in certain orders of operation.
Quest Markers
Fixed an issue where certain quest markers may reveal Points-of-Interest hidden by clouds.
Fixed an issue where certain encounters may unintentionally hide quest markers despite the encounter being in view.
Fixed an issue where players could assign more than 4 player markers in certain situations.
UX/UI
Fixed an issue with the Dungeon Crawl leaderboard showing the seed refreshed at local time and not fixed time.
Fixed an issue where the Wheel Shield was not displaying the correct information in the item card.
Fixed an issue where feeding pets kibble would not always show the correct popcorn text.
Fixed an issue where saved presets were not respecting the No Helmet option
Fixed an issue where being Linked with Aileen could cause a dead party member to show 1 HP.
Fixed an issue where companion detail windows could not be opened after the owner had received buffs from a grilled fish.
Fixed an issue where Young Godsfin was showing popcorn text twice.
Fixed an issue where inventory tab counters were not always updating in real-time.
Fixed an issue where Pet names and Player names could be displayed in All Caps in certain parts of the UI.
Fixed the Powder Shot ability not using the correct icon.
Fixed an issue where certain glass weapons were using an incorrect icon colour.
Fixed an issue where scrolling over a gamerun with the mouse would not always select the hovered gamerun.
Art
Fixed an issue where Bees were not playing a projectile when using their ranged ability.
Fixed an issue with the Scoundrel not being centred on the combat encounter cam.
Fixed an issue with the Pixie encounter cam where they could fly out of frame.
Cleaned up some lines on the King’s Maze combat venue.
Fixed an issue with Arachnophobia mode not displaying the correct portrait when Wild Spider joins the party.
Cleaned up the armour clipping on the Dungeon Crawl Boss, Lord Balor.
Cleaned up the Dungeon Crawl Boss, King Khufu, not holding their staff correctly,
Cleaned up various ready-up animations in party customization.
Fixed a barrel prop in the Rogue Isles that could misbehave.
Fixed an issue where the Angler would not play their fishing animation if they were standing on a Rally Banner.
Fixed an issue where shotguns were showing combat and idle animations inconsistently.
Smoothed out instances where characters could appear to “slide” while travelling on the overworld.
Fixed an issue where certain saved Beekeeper presets would make the Beekeeper’s backpack fall to the ground.
Fixed an issue where loading into a gamerun where a character had died, their HUD profile picture was not updating correctly.
Controller
Fixed an issue in combat where cancelling an ability with a controller prevented the player from navigating to other abilities.
Localization
Fixed the missing non-English localization on the Sticky Kitty encounter in Dungeon Crawl.
Fixed a missing localization string on the Omus charging ability.
Fixed a missing localization string on a generic Stone Hero within a dungeon.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again, Intrepid Heroes! We can't wait to see your Dungeon Crawl scores this month. As always, we'll keep an eye on feedback and reports to ensure the best experience in the realm of Fahrul!
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
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Greetings Adventures!
We’re absolutely buzzing with all of the great stories we’ve heard with the launch of Into The Wild and the new Dungeon Crawl Gauntlet. Today we’ve got a patch to resolve some fishy business that made its way into the release—namely, a few softlocks in various places.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Noteworthy
Fixed a softlock that could occur in A New Age in combat with King Jeremy.
Fixed an Online Desync that could occur in Party Management.
Softlocks
Fixed a Dungeon Crawl softlock that could occur with a Mimic that was level 10 or higher.
Fixed a softlock that could occur on Overworld if a follower died from poison damage.
Fixed a softlock that could occur when attempting to change hair colour when equipping the Void Skin cosmetic.
Fixed a softlock that could occur when feeding Pogey shock-imbued equipment.
Fixed a softlock that could occur with the Guard ability tutorial.
Fixed a softlock that could occur if the Astronomer’s Black Hole proc’d on a Bee Hive.
Fixed a softlock that could occur with a Swarm if the party had killed one of the Swarm, fled, and then attempted to fight the same Swarm again.
Online
Fixed an issue where online players could lose partial controller functionality if the client joined the game while the host was in the settings menu.
Gameplay
Fixed an issue in A New Age where players could dismiss King Jeremy in favour of Lil Honey
Fixed an issue where Splash damage would not always be halved on neighbour damage.
Fixed an issue where Floral Nectar could not be used on the same turn it was cancelled on.
Dungeon
Fixed an issue where player models could be invisible/off-screen when reviving a dead party member who died before entering the dungeon.
Animation
Fixed an issue with the Angler not playing their fishing animation while standing on pollinated hexes.
Fixed an issue where Pathfinder may play their rally animation in other instances, for example, during item use.
Localization
Fixed an issue where the Rustler whip was missing a localization string for the Rustle whip attack.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
We can’t wait to see your scores at the end of the month. Happy Dungeon Crawling, Adventurers!
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
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Greetings Adventurers!
We are heads down as we close in on our Into The Wild release date. We can’t wait for everyone to get their hands on the revamped Dungeon Crawl: Gauntlet, as well as the all-new characters that will be joining the Resistance to defend Fahrul. We will be sharing more information on this update very soon.
[img src="{STEAM_CLAN_IMAGE}/42430794/4d7f080e10b613563ce745d13ad0dd1602e44765.png"]
This patch looks to build on our Year of the Horse cosmetic update with some quality-of-life improvements, before we get into the launch of the upcoming DLC.
Read on below for details!
Noteworthy
Fixed an issue where Dark Carnival might load too many enemies in early floors. This should allow for easier fights earlier on.
Fixed an issue where old save files may have issues if they contain a specific animation pose for Stone Here statues.
One more fix to address the Child of Chaos final fight that could have issues when fighting the Astronomer.
Fixed an issue where Party Heal could proc twice in dungeon rest phase.
Fixed the following issues with the Voidwalker’s Resonator
We’ve disabled upgrading the Resonator in encounters and markets. This sometimes leads to online sessions having the upgrade menu persisting across non-active players, which required a restart to resolve. This also resolves the issue where online sessions could have Resonator upgrades not applied correctly.
Fixed an issue where equipping certain trinkets in loadout could remove the Resonator.
Online
Fixed an online desync that could occur when dismissing a Merc during contract renewal.
Fixed an online softlock that could occur when cancelling out of loading into party creation.
Fixed an online softlock for Join-In-Progress if the client tried to connect while the party was in the Adventure Summary screen after winning or losing an adventure.
Fixed an online softlock that could occur if a client disconnected during the Wheel of Death phase in Dark Carnival.
Softlocks
Fixed a softlock that could occur when attempting to back out of the Fallen Knight’s charge attack ability menu.
Fixed a softlock that could occur when feeding pets in combat, and the battle grid was full.
Fixed a softlock that could occur as a result of the cursed Hanged Soul.
Fixed a softlock that could occur with the Acid Trap trying to melt equipment when the player has no equipment equipped.
Fixed a softlock on Xbox that could occur when receiving the Wheel of Fortune tarot card.
Fixed a softlock on Windows (non-Steam) that could occur if a player tried to load a game run from a temporary menu that was incorrectly being shown.
Gameplay
Fixed an issue where the Fallen Knight charge could be cancelled while on an entangled tile despite having entangle immunity.
Fixed an issue where imbued characters could deal damage to characters under Protect.
Fixed an issue where AOE abilities could deal damage to characters under Protect.
Fixed an issue where the landboat could become inaccessible if sharing a hex with certain encounters or assets.
UX/UI
Improve the Lore Store banner for unlocks. Certain cosmetics and unlocks should no longer continually display as unlocked when not purchased.
Fixed an issue where “Load Most Recent” was overflowing in certain languages.
Fixed an issue where players could be redirected to the load game menu when attempting to continue from the adventure loss screen.
Fix for the Slippery Pirate not always showing their correct level.
Fixed an issue where the Twitch integration would not always toggle correctly.
Fixed an issue where the “View Profile” option was not always navigable with controller or keyboard shortcuts.
Fixed an issue where the audio from the Rogue Isles biome could continually play despite leaving the Rogue Isles.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again, Adventurers!
Be sure to stay tuned for further updates. We'll be sharing more news on the upcoming Beekeeper, Angler, Treasure Hunter, and Pathfinder changes soon, as well as all new details on the returning Dungeon Crawl Gauntlet!
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
➡️TikTok
➡️X
Greetings Adventurers,
What a wonderful start to 2026! Today also marks the start of the Year of the Horse!
We are really excited for this update to drop. It brings in a new seasonal cosmetic (and a twin cosmetic filed under whimsical), an elemental orb weapon set to the loot pool, and a hotly requested feature in a brand new Manual Save system, plus so much more.
Read on below for more details!
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Manual Save System
Manual Saves are an additive way to play that allows players to create their own save files within any given run. Players will have the ability to create manual saves before going into dungeons, tougher battles, or when an online friend needs to leave but the rest of the party wants to keep playing. Manual save slots will also be accompanied by the current autosave feature, and players will have the option to rename and manage their saves in a way that makes sense to them.
The Manual Save System is available on Apprentice and Journeyman modes. For players who want to preserve the core-save experience, Master is the mode to test your mettle and continue the permadeath adventure. Leaderboard modes, such as the Dark Carnival and the upcoming Dungeon Crawl: Gauntlet, are also exempt from the new save system to preserve the leaderboard standings.
This new save system was developed with player feedback in mind and will give all players greater flexibility and freedom in how they choose to explore and conquer Fahrul.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Seasonal Cosmetics
To celebrate the Year of the Horse, this year we are launching two horse-themed cosmetics. First, we have the opulent and regal Jade Horse Head that allows players to look their fanciest as they bring peace to the people of Fahrul. The second, well, the second Horse Head kind of speaks for itself.
[img src="{STEAM_CLAN_IMAGE}/42430794/b0d8967691f6886b04e91ecf01b7d4423fd76bc0.png"]
You can also grab our Valentine's Angel Wings Cosmetic for Zero Lore Points in-game to celebrate the season of romance!
[img src="{STEAM_CLAN_IMAGE}/42430794/01191fb7014437338dcbe45c0ea8d88c2edebfd5.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Twitch Integration
We’re excited to bring a little bit of For The King’s classic whimsy to streamers. Starting today, players can enable specific Twitch chat commands to rename enemies in combat, spawn certain effects (hot dogs, anyone?), and more!
The Twitch integration is a player opt-in feature, so if you like to stream For The King II, hop into your settings to enable streaming to activate the streaming-specific menu. If you have no interest in streaming, there's no need to do anything.
Check out our guide here to learn more about For The King II’s Twitch Integration
Additional Changes
New Elemental Orbs
[img src="{STEAM_CLAN_IMAGE}/42430794/a8ad36192b114ecabe14decfdcc1cd3bf41b5eec.png"]
We’ve added a whole host of elemental-based orbs to bolster the Fortune Teller and other Awareness-based characters. Ranging from the Ignis Core and its fire-based attacks, to the charming Snow Globe with its Ice Shield Aura ability, there is certainly an orb for every occasion.
In addition to these new player-based orbs, Peggy the Merc also carved up a new orb for herself.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Gameplay
When reclaiming boats, all boats will now be automatically reclaimed upon using the service in the port. If there are two vessels present, the previous system of having to select which vessel will be applied.
We’ve improved a couple of combat aspects with friendly summons (i.e., Toymaker doll summons). These summons will no longer attempt to steal from enemies, and we now prioritize summoning the correct type of friendly based on the selected tile. Players should no longer see melee friendlies being summoned into the back row.
We’ve increased the number of available Mercs for purchase in towns. Since launch, players have only had one merc to hire in each town. As we bring in new content, and players unlock the story-based mercs, we want to give players better choices in who they hire. Hannah, Rizzo, and Cisco should now have company with your unlocked Toadslayer, Klaus, and all of the other mercs that lend their blade to the Resistance in exchange for coin.
Character Selection Flow
The Friar gets a bit of an art glow-up in this update:
Friar’s Cheers ability has a new, sudsy animation when it procs. This new animation also cascades to other characters that it procs for.
The Friar body type has moved to the Heroic body type (i.e., Woodcutter, Blacksmith, Farmer).
We’ve updated the selection of Stone Hero poses that are found in the Overworld and in the leaderboards. More poses with new characters and weapons. We also removed some poses that didn’t read that great across the two areas of the game.
We updated the Bisontaur’s plume to provide better readability on the overworld and in combat.
The Kuro Mask in the Lore Store is now default red.
Improved combat animations across a handful of weapons.
Party Summary
Party Summary can now be opened in the loot phase. This gives the party that added bit of information to help determine where to hand out certain gear.
On keyboard, the Party Summary can be accessed with the ‘P’ key, or R1/RB on controller while in loot phase.
Tutorials
We’ve improved the flow and distribution of combat tutorials. Now the Royal Tutor spaces out combat tutorials across multiple combats to reduce the initial overload of information on first combat experience.
Bug Fixes
Outlined below are the bug fixes included in this update. If you happen to see something that has been troubling you or your party, let us know, and we’ll look to get it addressed in an upcoming patch.
Fallen Knight
The Fallen Knight came out in our Fallen Knight’s DLC, and we’ve received a ton of amazing feedback. One recurring piece, though, is that his charge ability is a bit overpowered. With this update, we’ve tweaked the charge ability to have a little less power output while still maintaining the fun nature of a regal old knight coming out of retirement to help restore Fahrul.
Slightly reduced the damage modifier across all charge abilities.
AOE charge attacks now receive less damage output across all target areas.
All charge attacks now cast Armor Up at the start of the charge.
The goal with these changes is to still have the Fallen Knight take these big swings, but provide a better balance across the early and late game. If you’re a Fallen Knight main, we’d love to hear your feedback after giving these changes a couple of runs.
Other Fallen Knight changes
Fixed an issue where the Fallen Knight could charge his attack despite being entangled.
Fixed an issue where a Knight’s Oath would only proc once in combat despite having more than one Fallen Knight in the party.
Fixed an issue where the Fallen Knight’s charge attack would not correctly retarget if the targeted enemy fled from combat.
Fixed an issue where the Fallen Knight’s charge attack would not correctly retarget from one wave of combat to the next if the previous wave’s last remaining enemy fled.
Fixed an issue where the Fallen Knight’s charge attack could do a normal attack if the player was spamming quick inputs.
Fixed an issue where the Fallen Knight’s charge attack would still attack if the Fallen Knight was stunned.
Fixed an issue with the Fallen Knight’s charge attack not always showing that Armor Up will also be cast on the Fallen Knight.
Softlocks
Fixed a softlock that could occur with the Fallen Knight’s charge attack if the ability menus were being spammed with quick inputs.
Fixed a rare softlock that could occur if the player interacts with a minecart two times in a row while embarked on a landboat and occupying a POI title.
Fixed a softlock that could occur when attempting to revive an ally if the UI was in a state where a player was not being selected. For example, attempting to revive an ally on the second primary turn of a Toymaker with their starting rapier.
Fixed a softlock that could occur if the pet, Skelly Jelly, tried to transform and the player's side was fully occupied.
Fixed a softlock that could occur if 6 or more status effects were applied to an enemy.
Fixed a softlock that could occur in the Midnight Woods biome if the party was ambushed and the combat returned no enemies.
Fixed a softlock that could occur in combat with enemies that cast Confuse Group.
Fixed a softlock that could occur with the Friar consuming alcohol and triggering Cheers onto a character affected by Link.
Online
Fixed an online softlock that could occur during the Skraevin boss fight in the chapter, A New Age.
Fixed an issue where the Multiplayer Party List could stop being displayed after certain flows.
Gameplay
In Chapter 3, The Royal Mines, we improved the opening camera on the Merling Arena to flow better over the wooden walls.
In the chapter, Child of Chaos, we fixed an issue where the beast tracks encounter would not always award loot if completed in a certain sequence.
In the chapter, Child of Chaos, we fixed an issue where Watcher ambush fights would not always trigger as expected.
In the chapter, A New Age, we fixed an issue where the active player would start with zero action points after defending a Watcher ambush.
In the chapter, A New Age, an issue was fixed where failing a quest objective did not end the run correctly.
Fixed an issue in the Dralithra boss fight in which one of her abilities highlighted 4 tiles but dealt damage to 6 tiles.
Protect and Star Matter will now protect and block Death Mark.
Fixed an issue where certain bosses could be affected by Death Mark.
Fixed an issue where the Airship could become inaccessible if a follower got stuck on the ship despite the owner disembarking.
Fixed an issue where consuming Mead wasn’t applying its effects correctly.
Fixed an issue where The Magician tarot card would not always grant consumables.
Fixed an issue where Dead Lotus would not protect against Thorn damage.
Fixed an issue where the Voidwalker could not upgrade their resonator in a Dark Carnival Wheel of Death room.
Fixed an issue that allowed the Hobo to scrounge a Voidwalker Resonator.
Fixed an issue where defeating Biteshade would not grant XP.
Party Summons
Fixed an issue where summoned reflections from the Dark Carnival Haunted House were receiving Fade Damage twice per rest phase.
Fixed an issue where the Toymaker’s summoned dolls could spawn onto a tile with incorrect abilities. Now, the range will spawn in the back, and melee will spawn in the front. Previously, it was being randomized, leading to the potential of a blocked ally unable to attack.
Combat
Fixed an issue where certain debuff attacks were removing buffs despite not being a perfect roll.
Fixed an issue where Drain Life attacks were being blocked but still healing the caster.
Fixed an issue where Cursed statues may not be removed when a character moves to a Purified tile.
Improved the Mimic transition flow when unlocking a Mimic in the treasure phase.
Fixed an issue where Black Hole could be triggered on an empty tile.
Overworld
Fixed an issue where characters in boats were not receiving the movement buff from the Nice Day event.
Fixed an issue in Chapter 5, The Castle Gates, where towns could block the road used by the War Machine.
Fixed an issue where the Kraken Indicator would not always pulse correctly when one hex outside of a Kraken Ward area of effect.
Fixed an issue where the Peaceful Windmill encounter could reward a non-consumable item. (ie. Parlor Orb)
Fixed an issue in the chapter, A New Age, where overworld music can overlap with combat music if the beast tracks quest is completed in a certain sequence.
Dungeons
Improved the dungeon room spawn patterns for better variability.
UX/UI
Updated the Loadout warning to correctly show when parties of less than 4 characters ready up.
Fixed an issue where Overworld popcorn text could appear on the Main Menu if the player quits the game before the text fades out.
Fixed an issue with Large scaling having icon overlap on the Chaos Refinery in Child of Chaos
Fixed an issue where certain languages were overflowing the UI when deleting a saved game.
Added dialogue for the Sheep when dismissing them as a follower when hiring a new merc or pet.
Fixed an issue where the Profaned Guardian was unintentionally immune to being moved on the battle grid.
Fixed an issue where Watcher movement was triggering the Kraken Indicator in the global header.
Fixed an issue where the Purified status effect could appear twice in the Encyclopedia.
Fixed an issue where Korque was not displaying the correct join dialogue when playing in non-English languages.
Fixed an issue where the Hanged Soul was not displaying the correct description in the follower menu in all languages.
Fixed an issue where the Link icon from the Tarot card would not be removed correctly after a pet was replaced with a cursed follower.
Fixed an issue where the Displace popcorn text icon was not always aligned with the corresponding text.
Fixed an issue where leaving certain dungeons in certain conditions would show BIOME_INVISIBLE rather than the correct name.
Improved the Precious Pearl description translations in German.
Improved the reliability of the “Unable to save - Player is busy” warning in the game menu when trying to save in dungeons.
Improved the Star Matter translations in Japanese.
Fixed an issue with the Royal Droll blocking a roll not always displaying correctly if the player used partial focus during their attack.
Art
Improved the tombstones of dead characters when dying with recently released characters or weapons.
Improved the lighting on multiple item cards.
Removed the monster sfx from the Void Skin and Training Dummy Skin.
Fixed an issue where the character outline wouldn’t always display correctly on certain Lance weapons.
Fixed an issue with the Fallen Knight charge animation when charging while equipped with a whip.
Fixed an issue where equipping the eye patch helmet would remove the character’s beard.
Controller
Fixed an issue on PC where players could lose controller input if they were switching between controller and M&K multiple times.
Fixed an issue where players could not check how many rounds were left on tarot card buffs when playing with a controller.
Fixed an issue where the Toolbelt UI would remain highlighted after a stack of items was fully consumed when playing with a controller.
Fixed an issue in local co-op where controllers may not always respect their assigned controller while in the Dungeon Rest Phase.
Improved the controller flow when navigating Tarot cards.
Improved the controller callouts when playing with controller on PC.
Console
Improved memory performance on PlayStation 4 and Xbox One.
Fixed an issue where our news page capsule was not working correctly on consoles.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
As always, a massive shout-out to our community and all of the For The King II players who have shared feedback on Discord, social media, and via in-game bug reports. We are so fortunate to have such an amazing community and look forward to sharing what we’re working on!
[img src="{STEAM_CLAN_IMAGE}/42430794/281311cdf84bf92bf3caf575d9c9cbf32a472e5b.png"]
P.S: If you haven't already checked it out, we launched the Roadmap for the first half of 2026, and you can find more details here.
⚔️IronOak Games
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Season's Greetings, Adventurers!
Today’s patch contains a couple of key fixes before we fully move into the holidays.
Firstly, Seasonal cosmetics are now free on consoles for the holiday period! We also fixed the rare issue where Black Hole could trigger during a boss fight, resulting in the loss of an adventure. This patch also tackles the Resonator upgrade issue in the dungeon rest phase, and a few other reported bugs.
Read on below for the full list.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Seasonal Cosmetics
The seasonal cosmetics, Christmas Hat & Bulging Gift Sack are now set to free on consoles.
Dungeons
Fixed the issue in dungeon rest phase where the Voidwalker’s Resonator would not be applied if the Voidwalker was not in the first party position.
Gameplay
Muskets were meant to launch with an Awareness skill check, rather than talent. This update brings Muskets back to AWR skill checks.
Fixed the rare issue where Black Hole could trigger on a boss, resulting in an adventure loss. If this issue happens now, the adventure will result in a win.
Fixed the issue in Chapter 5 where the Town Favor quests would not complete correctly if the mini-boss was defeated using Black Hole.
Fixed the issue where a few overworld encounters were not correctly rewarding items. (eg Graveyard)
Fixed the issue with the merc, Doug, not being correctly added to the Merc Caravan encounter after rescuing him.
Localization
Fix localization issues related to the in-game Encyclopedia and the merc, Korque.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again, Adventurers!
We're sending you good fortune and the best RNG around this holiday season!
⚔️IronOak Games
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Greetings Adventurers,
It’s been just over a week since the release of A New Age and Fallen Oaths, as well as our Steam free play week and Xbox free play weekend, and we can’t thank everyone enough for spending time in Fahrul. This week one patch contains bug fixes, a bit of balance, and a seasonal cosmetic drop for Christmas!
However you spend the holidays, we hope you find some time to travel through Fahrul with us.
Read on below for more details.
Loot Drop Balance
This was originally scheduled for release early next year, but we decided to bring it forward a bit sooner based on an increase in player feedback. Our two recent DLC character packs introduced characters with signature weapons that haven’t been dropping enough with our previously established loot distribution rules.
We have upcoming plans to add more of these weapon types, but adding more weapons doesn’t necessarily address the root of the issue. The logic behind how loot dropped relied on RNG from too high a level in the loot drop process. We've made improvements to the situation by implementing a smarter system to decide what drops.
We will keep monitoring the quality of drops through our internal playtesting, and please keep providing feedback across our channels (Discord, Reddit, Steam posts, etc). As we continue to bring new content, we may adjust loot drops in the future if we judge that we went too far or not far enough. That being said, you should feel a meaningful and positive difference with this patch, and we hope it will allow you to enjoy a wider variety of items in each of your playthroughs.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Boat Combat and Summons/Follower Damage
Based on player feedback, we’ve made a change to how player (including followers and summons) splash and AOE attacks work in regards to boat combat. Going forward, any player-side splash and AOE attack will NOT damage the player boat. The original intent was for players to take into consideration the attacks that they were selecting and to weigh that against the outcome. If you’re on a boat should you really use that fire splash attack?
Now that we have many more ways to bring allies to the character side, the player has lost the agency they once had in the decision-making process. So, to prevent a summoned Charred Doomshot from sinking your party and potentially ruining a run, only enemy attacks will damage a player’s boat.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
New Seasonal Cosmetics
Yes, yes, we know it’s early! But we’ve been excited to bring the Christmas-theme cosmetic set to the Lore Store for quite some time. This patch introduces the Christmas Hat and the Bulging Gift Sack backpack to the Lore Store. For the next while, pop by the Lore Store to unlock them for zero Lore Points. After the holidays, they’ll be set to the standard seasonal cosmetic lore cost of 20 Lore Points.
[img src="{STEAM_CLAN_IMAGE}/42430794/7cec9b017587952e73127bb5016bacc94b0c0ad2.png"][img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Bug Fixes and Changes
This patch fixes online issues, including a few desyncs and character weapon unlocks not being added to the Loadout in online sessions, a handful of Resonator quirks, some missing loc and much more.
Online
Fixed the issue where the Loadout weapons earned from completing an adventure were not being added to Loadout selection in online games.
Fixed an online desync that could occur during Join-In-Progress while attempting to join a party in non-quest dungeon encounters.
Fixed an online desync that could occur during Join-In-Progress in Character Select if the connected party is spamming Ready Up.
Fixed an online desync that could occur on older save game files if the gamerun had certain events on the overworld timeline.
Fixed an issue where our Game Version Mismatch checker wasn’t always working correctly resulting in player desyncs.
Improved our online desync detection by removing high-volume false positives.
Voidwalker’s Resonator
Fixed the issue where the Resonator upgrade menu could be skipped/dismissed in a dungeon rest phase, which results in the Voidwalker missing an upgrade.
Fixed the issue where the Resonator could be destroyed by certain acid events.
Fixed the issue where the Resonator immunity upgrade wasn’t updating the player HUDs correctly.
A New Age
Improved the lighting throughout A New Age.
Fixed the issue where King Jeremy could be dismissed when acquiring a Merc from a caravan, the Hangman scourge, or by walking over Chaos tiles on the overworld.
Fixed the issue where King Jeremy was showing the pet icon rather than the merc icon.
Fixed the issue where King Jeremy was not sized correctly in his inventory panel.
Fixed the issue in A New Age where a late-chapter quest even was not showing as complete despite being complete.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Gameplay
We’ve improved the follower logic to better prioritize pets & mercs when loading into combat. This should reduce the events where followers may get stuck in the back row and be unable to attack.
Fixed an issue where Merc Guilds in early towns weren’t always refreshing the available Mercs after a Market Refresh.
Fixed the issue where an Evil Astronomer clone could have unlimited Star Matter protection.
Fixed the issue where the merc, Korque, could appear in an overworld Merc Caravan despite not having his unlock criteria met.
Fixed the issue where sleeping at the Inn while equipped with the Grillmaster trait would grant Hot Dogs. Hot Dogs from Grillmaster are only attainable at Tinder Pouches in the Overworld or in a dungeon rest phase.
Fixed the issue with the Fallen Knight’s Charge attack wouldn’t re-target correctly if the intended target moved into Guard.
Fixed the issue with the player-side Guard ability not working all the way through siege combat fights.
Fixed the issue where Dark Carnival could randomize the party to characters not owned by any of the players.
UX/UI
Resized the Secondary Action icon in Party Summary as it was not matching the rest of the icons.
Added a missing icon for Charge in the Encyclopedia.
Fixed the issue where the Town Merc Guild menu would always show zero gold despite having any amount of gold greater than zero.
Fixed the issue where overworld popcorn text could display on the main menu if the game was quit at a certain point.
Fixed the issue where poison VFX could persist on the overworld despite being cured.
Art
Fixed the issue with the Ghost victory animation not looping correctly on party death.
Fixed the issue where equipping the Bunny Ears cosmetic could remove the character's beard.
Localization
Fixed various missing localization strings across all languages.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again for the feedback, support, and reports! We'll be continuing to monitor and work on the changes coming in the new year, as well as all new content and more!
Cheers to the champion and heroes of Fahrul—you!
⚔️IronOak Games
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Greetings Adventures,
We’re beyond excited to hear all of the great feedback on the new content so far, as well as tuning into as many streams as we can.
Here’s a quick hotfix to smooth out some issues that have been reported. We look forward to everyone tuning up their Voidwalker, charging up their Fallen Knight and checking out all of the new action that can be found in A New Age. Read on for all of the changes, and be sure to reach out via Discord, Reddit, and Twitch Streams—we love connecting with everyone!
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Online
A New Age
Fixed a desync that could occur on the final fight if the client had a noticeably slower device than the host.
Fixed an online softlock (or local co-op) that could occur in the final dungeon when choosing a straightforward path.
Fixed an issue where the Void Skin cosmetic would not change colours correctly when used in an online session.
Softlocks
Fixed a softlock that could occur on certain overworld events if the Shepherd had previously triggered a sheep.
Fixed a softlock that could occur on the overworld if the player failed a combat ambush roll.
Fixed a softlock that could occur on the Floating Chest encounter if the player failed a flee roll.
Fixed a softlock in A New Age that could occur on the Runt & Fayden fight if one of them was stunned/dazed and the other tried to heal.
Fixed a softlock that could occur in Child of Chaos if Cultist Jeremy was pushed & dazed during the Cultist cave fight.
Fixed a softlock that could occur in Child of Chaos where the game dialogue wouldn’t allow the player to proceed due to a quest encounter not spawning correctly.
Gameplay
Fixed an issue where the Poison Interrupt splash attack was not working as intended.
Fixed an issue where the Profaned Cultists enemy faction was being called in certain fights that were looking for Cultists.
Fixed an issue with the High Priestess Tarot Card not displaying the round counter correctly on the corresponding tooltip.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
A big thank you to everyone who has played the new content, or has plans to play the new content - our Steam Free Play event continues on until Monday, November 24th. We look forward to seeing familiar faces and saying hi to everyone jumping into Fahrul for the first time!
⚔️IronOak Games
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Greetings Adventurers!
We are excited to announce that the Child Of Chaos adventure, the playable character Monk, and the Tinkerers Of Fate DLCs are now live on PlayStation 4 and PlayStation 5! With this update, Crossplay has been restored across platforms.
Thank you for your patience while we aligned the builds. We have also extended the Lore Store period for the Monk and the Courier trait for zero lore points for two weeks. Don’t forget to stop by the Lore Store and unlock these two new Lore Store additions.
It is important to note that players on PlayStation platforms are required to own the paid DLC content in offline sessions. This is slightly different than Steam and Xbox where players are not required to own the paid DLC in offline sessions that had been previously accessed during a multiplayer session.
Alongside the DLC content and Crossplay being restored, we have a host of bug fixes, quality of life changes, and a new Secrets Mode setting added - Confetti Blood Mode!
Read on below for the full list of changes.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Noteworthy
Fixed the Unity vulnerability issue.
Fixed the issue in Chapter 1 where certain seeds could spawn inaccessible quest props (ie Tavern, Queensguard Ship) and prevent players from completing objectives.
Updated the Grill Dog achievement wording to more accurately reflect the unlock requirement of needing to activate the Grill Dog skill 77 times.
Fixed the issue in Chapter 3 where certain seeds were not allowing the Minecarts to reach their destination.
Online
Fixed an online desync that could occur in the overworld Merc Guild if a player had given a Merc Deed to another player in the party.
Fixed an issue where players customizing their character in Party Creation could interfere with another party member's customization if they were confirming edits at the same time.
Gameplay
Fixed Jelly Skelly not always transitioning into its second phase in combat.
Fixed Jelly Skelly not always spawning on the combat grid correctly.
Fixed in issue in Chapter 6, The Child Of Chaos, where a player could sell a quest item.
Fixed in issue in Chapter 6, The Child Of Chaos, where players would lose certain rest phase abilities while loading into certain dungeons.
Updated the Shaman Healer overworld encounter. The worst roll result is now Death rather than Party Death.
Fixed a softlock that could occur if a character equipped with the Field Medic trait attempted to use certain herbs while being afflicted with Confuse.
Corrected the sell value on the Toy Gun from being overinflated.
UX/UI
Switched the “Your party may not be ready for this” dungeon encounter back to red.
Fixed various strings with incorrect or missing localization in English and other languages.
Improved the padding and visuals on the Main Menu news carousel.
Settings
Bring your festive spirit to Fahrul by enabling confetti blood mode in the Secrets Mode menu in settings.
Thanks again to our amazing community and everyone who steps into Fahrul. We’ve loved hearing all about your adventures with the Child Of Chaos adventure, the new characters in The Tinkerers Of Fate, and we cannot wait to share more news about our upcoming DLC, Fallen Oaths, as well as the free content that will be launching alongside it.
⚔️IronOak Games
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Greetings Adventurers!
The Tinkerers Of Fate Character Pack and The Child Of Chaos have now been out for just over a week and we are blown away by the reception. All of the love and excitement for the two new characters, the new adventure, and all of the other content has been so great to read and be a part of.
We have a week 1 patch here to address some player feedback and update a couple of bugs that have been observed. A couple of noteworthy fixes are a softlock on Biteshade, a fix for a rare state when the Airship wouldn’t pick up all the party, Hardwork not proccing multiple times, Jelly Skelly not retaining stats, and a take two on older saves not working on loading after updating to the 1.8 version. Read on below for the full list!
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Noteworthy Fixes
Fix for an online session desync that could happen during a player revive if a non-active player opened the player summary during the revive.
Fixed an issue where Jelly Skelly wouldn’t retain their stats after transforming.
Fixed the softlock that could occur after defeating Biteshade in the Primordial Dungeon and it attempts to join your party while playing on Xbox or with a controller.
Fixed another area that could lead to a softlock when loading a save file that was started on version 1.7.16 or earlier.
Fixed an issue where the Airship could get to a state where it couldn’t pick up everyone in the party.
Fixed an issue where the Stablehand’s Hardwork ability would not proc more than once in combat.
Softlocks
Fixed a softlock that could occur if a Pet walks over an overworld hex that is inflicted with Chaos.
Fixed a softlock that could happen in combat if more than 16 entities ended up being in that combat (ie. players, summons, enemies, mercs, pets)
Fixed a softlock that could occur when playing on Xbox, or with a controller, and the player is not able to click on the “The Host has disconnected…” menu.
Fixed a softlock that could occur if the Kraken destroys the party’s ship while holding 2 player characters.
Fixed a rare softlock that could occur in combat when the music attempts to switch to the player low HP music.
Fixed a softlock that could occur if an NPC follower attempted to join the party after combat while all of the tiles were occupied.
Fixed a softlock that could occur in Chapter 6 in the final fight during specific attack sequences.
Online
Fixed an online issue where Lore Store items would not fully share across all parties if the host client quit and joined in a particular flow.
Fixed the issue where the intro prompt could persist on screen if the client accepted an online game invite while watching the intro cinematic.
Gameplay
Fixed an issue where the Pet Shop Pets were not always updating correctly after a market refresh.
Fixed an issue with the Berserker trait where the weapon damage would go through despite the weapon breaking.
Fixed an issue where the Fortune Teller’s Channel ability could stack and be applied to a bomb attack ability.
Fixed an issue where Peggy the Merc’s weapon could be obtained through the Scrounge ability.
Fixed an issue where Chapter 6 dungeon bosses were not always spawning the appropriate level minions.
UX/UI
Added new icons to the player HUD and inventory to better inform the player when a pet or merc is hired. Empty silhouette indicates no follower is hired, a wolf head indicates a pet is hired and a filled out silhouette indicates a merc is hired.
Fixed the Rush the Clock adventure challenge not always displaying the correct round count.
Fix the evil reflection summons not always being the correct size.
Improved the popcorn text timing for the Parry skill.
Fixed an issue with Dark Carnival lighting displaying a lens flare if the string lighting spawned too close to a camera.
Improved the camera angle for the Dead Adventure encounter in dungeons.
Audio
Fixed an issue where Boney Boogey’s Party Room wouldn’t always play his disco theme.
Art
Fixed the clipping issues with the Cultist Outfit armor cosmetic.
Fixed a visual issue where a second Toadslayer model would appear on the combat grid after he accepts your party invite in Chapter 2.
Localization
In French, we’ve updated the Friar and Monk player character names to better distinguish them.
Thanks again for being part of such a great community. We have some big upcoming plans that we hope to share soon. Some may even say the news is out of this world!
⚔️IronOak Games
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Greetings Adventurers!
First off, we’d like to send a huge thank you to everyone who has played the new adventure, The Child Of Chaos, and with the new characters, the Toymaker and the Fortune Teller, as well as the additional new content. The feedback has been fantastic, and we love hearing how well they’ve been received.
Today, we have a hot fix to address a few issues raised by the community with this release: a few soft locks, the weapon unlocks for the Toymaker and the Fortune Teller, and a couple of localization issues in German have been cleaned up.
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Softlocks
Fixed a softlock that could happen with the Toymaker if they ate a status imbue hot dog and then activated their combat skill Plaything.
Fixed a softlock that could happen with the Toymaker if their Plaything ability attempted to capture the soul of an exploding barrel.
Fixed a softlock that could happen on the overworld at night when the game attempted to spawn a specific encounter.
Fixed a softlock on Chapter 1 and Chapter 5 that could occur on saved games that were loading into a dungeon (ie, Chapter 1 Sewer) and then coming out of the dungeon into a new area. These save files can now be loaded into and continued as expected.
Fixed a softlock that could occur in a dungeon if the party attempted to enter a room with a Dead Adventure and the Dead Adventure didn’t have a main hand weapon equipped.
Gameplay
Fixed an issue where the Scrounge skill, from the Hobo or pet rat, could find specific quest items.
Controller
Fixed an issue with the Controller Layout menu not always correctly highlighting the Close option.
UX/UI
Fixed an issue where the Chaos Generator encounter may not always show a Pass option when playing in a local co-op or online game.
Fixed an issue where Pogey could display a white lens flare within their pet menu.
Fixed an issue where exploding barrels wouldn’t always despawn after exploding.
Lore Store
Fixed the issue where the adventure complete weapons for the Toymaker and the Fortune Teller were not correctly unlocking in the Lore Store. If anyone has completed an adventure with either of these new characters, this fix should retroactively unlock the new weapons in the Lore Store to be purchased for the standard loadout value of 8 Lore Points.
Localization
Fixed the issue where the Child Of Chaos description in German was being displayed in French. We also fixed a few other minor German translations in this adventure.
Fixed a missing localization string in all languages if the player were to advance to a certain part of the story AND found a particular quest objective in a particular order.
Crossplay
We are continuing to work hard internally to bring crossplay back on for all platforms.
Thank you again to our amazing community - new and returning players alike! We look forward to hearing more great stories regarding the new content.
⚔️IronOak Games
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
➡️TikTok
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Greetings Adventurers,
Today’s update is focused mostly on online stability. We’ve resolved a handful of issues causing online desyncs and softlocks, as well as fixing two false positives that were clouding our online data. We also fixed a couple of global softlocks and resolved an issue with Japanese localization in the Encyclopedia regarding status effects.
Softlocks
Fixed a softlock that could occur in Chapter 3 if defeating the end boss with a bomb attack while equipped with specific shields.
Fixed a softlock that could occur in Chapter 5 if the War Machine is destroyed by 2 adjacent barrels.
Fixed a softlock that could occur if Tactician procced immediately after a weapon break.
Fixed a softlock that could occur when the Shepherd procs the Big Bad Wolf and the pets renaming tries invoke.
Fixed a softlock that could occur if the player immediately renamed their character after completing an overworld Dark Carnival encounter roll.
Online
Fixed an online softlock that could occur if the player canceled out of a bomb ability while equipped with certain weapons and also specific shields.
Fixed an online softlock that could occur in the Dark Carnival while playing Fahrulian Fortune.
Fixed a Join-In-Progress desync that could occur during party creation.
Fixed a Join-In-Progress desync that could occur on specific gameruns.
Fixed two false positives that were throwing silent errors and NOT resulting in any player facing loss of function. This should allow us to better track online issues and continue to improve online performance.
Localization
Fixed the Japanese localization not displaying correctly in the Encyclopedia for status effects.
As always, thank you for the amazing support. We’re beyond excited for everyone to get into the Child of Chaos next month, as well as get their hands on the Monk, Fortune Teller, and Toymaker. Stay tuned for the For The King II Twitch stream on August 14th, where we will be showing off Fortune Teller gameplay for the first time!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
[table equalcells="1" colwidth="195,197"][td colspan="2" colwidth="195,197"]Join the IronOak Games and For The King community:
[th colwidth="195"]➡️Discord
➡️Twitch
➡️BlueSky
[th colwidth="197"]➡️TikTok
➡️X
Current Release
Not available
Additional Files
Online Fixes
1 file
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.8 GB
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