Patches
Content patches and bug fixes updated on the game.
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Content patches and bug fixes updated on the game.
The Secret Door team looks intent on implementing helpful changes pointed out by hundreds of closed beta testers. Below are the changes made just prior to launch on April 23.
Many small changes that add up to a major impact on the speed of play. These changes help to streamline the pacing of gameplay:
Pulsing animation on the tile of Heroes that haven’t played yet this turn. Hurry up and take your turn!
Movement and attack animations speed up when multiple monsters of the same type take their turns sequentially. This resets when a new monster type takes its turn.
Increased the move and attack animation speed of most characters.
Improvements to missions and Monsters to increase pacing:
Tower Defense: Stun Bug now only attacks 1 target, not 3.
Minecart Mayhem: reduced number of webs.
Lost in Swamp: re-arranged starting Oozes, increase NPC health.
Oozes’ Fate Cards no longer spawn additional Oozlings.
The Fungal Vale: changed Oozes to Redcaps.
Shadowshard: moved barrels closer to teleporters.
Added more settings to allow you to remove UI and Narrative friction:
Setting to let you Auto-Skip Narrative, Tutorials, and/or Cinematics.
Setting to let you Auto-End your turn instead of needing to press the End Turn button.
Added more configuration options for the “Hold to Skip” feature, allowing you to skip your actions without looking down at your phone.
Added Exit to Hero Select to make it easier to add new Heroes to existing campaigns.
Improving the Difficulty curve to be more consistent across missions, while pushing to distinguish Brightstone and Challenging as more distinct difficulty modes.
Easier Brightstone Difficulty mode.
Invincible NPCs.
Harder Challenging Difficulty mode.
All Monsters have Frenzy and become more powerful when they are:
Attacked by a Hero.
Unable to attack for the round.
Stronger Monsters.
More Elite Monsters Spawns.
Shadowstone Difficulty Unlocked Automatically.
After analyzing data and going through your feedback, we've made some balance changes to some Heroes!
Arcanist
Arcanist is in a good spot; they've received balance tweaks to some spells.
Bard
Bard has some room for some extra power, so they received some damage and movement increases.
Berserker
Berserker's in a good spot; touching up some under-loved spells.
Pyromancer
Pyro has a lot of power, so shifting some of that power around.
Ranger
Ranger has some room for some more power; they received some upgrades.
Rogue
Rogue is in a good spot; made some changes to reduce player confusion.
Re-organized building upgrade rewards to more closely match the building theme.
Added a new Market Shop that exchanges Favors for certain Trinkets to create an outlet for excess Favor items.
Rewrote and added extra text to better describe certain building upgrade rewards.
Level-Up celebration now happens soon as you arrive at Level-Up.
Tavern Meals are now weighted, making it more likely newer unlocked / better meals are more likely to appear.
Added a skip remainder of turn button in combat when taking your turn
Implemented corner cutting on movement & targeting to help improve the ease of drawing your path
Improved tablet UI support
Better telegraphing for unique mission mechanics and rules (story spoilers below!):
Show which card is Feared in
Visual status effect for
Improvements to disconnect handling and flow
Removed the QR code which blocked too much of the screen when players disconnected
More places where the game saves in Town
Added in slide animations when stepping on Slime
Lots of improved VFX, animation, and audio!
Now, these are just some of the changes we’ve made for launch, and this is just the beginning! If you don’t see your feedback implemented here, we are planning post-launch patches that will include changes that we couldn’t add for our launch day.