For The King II

For The King II

View Stats:
Party reset per chapter is strange IMO
I mean I can understand why you took that approach, you can make use of new classes you unlock as you play and use other loadout stuff you unlock too, however I remember back in fk1 the main campaign wouldn't do that, you would just play through the whole thing with the same people.

Obviously this won't be changed, but will there possibly be modes in the future where this doesn't happen? maybe a mode where the world just gets harder and harder as you level up and get better gear and your goal is to take out every scourage or something? Idk the new change just feels strange and a little tedious because you get all this cool gear you love then have to restart in a new run on the same exact storyline without a guarantee you will even get that gear again.
< >
Showing 1-11 of 11 comments
Slowbrew'd [IOG]  [developer] Nov 4, 2023 @ 12:38pm 
Hey Phoenix, we did this because FTK2 is a rogue-lite at heart and the entire campaign comes in at about 30 hours. We didn't want to sacrifice those core features of FTK2, but we also didn't want to have to create entirely separate adventures (like in FTK1). This was our answer as an in between that allows for a larger narrative, more campaign, more mechanics, and features, but without losing the difficulty or permadeath that are so notorious to rogue-lites.

It does also allow players to experiment with different builds, classes, items, etc without having to start the entire 30 hour campaign over again.

Hope that clears up the design choice behind it! Thanks for the feedback either way! Even in cases where features are intrinsically linked to the core of the game, we still want to hear how players feel, so thank you! :)
Ittrix Nov 4, 2023 @ 12:41pm 
I imagine a cellar mode will be added eventually.

Or maybe they decided that mode wasn't popular?
Slowbrew'd [IOG]  [developer] Nov 4, 2023 @ 12:46pm 
Originally posted by Ittrix:
I imagine a cellar mode will be added eventually.

Or maybe they decided that mode wasn't popular?
Infinite mode similar to Hildebrant's Cellar will be launching in 2024 as part of a free DLC update :)
PhoenixAscended Nov 4, 2023 @ 12:53pm 
Originally posted by Slowbrew'd IOG:
Originally posted by Ittrix:
I imagine a cellar mode will be added eventually.

Or maybe they decided that mode wasn't popular?
Infinite mode similar to Hildebrant's Cellar will be launching in 2024 as part of a free DLC update :)
I don't know if you can say anything about this without getting in trouble, but do you think there's a competitive mode in the future? now that this game has finally gotten a sequel I imagine the player base will be lively and a competitive mode similar to Gold Rush but maybe without cooperative features, it would be so fun! even just with friends :)
Slowbrew'd [IOG]  [developer] Nov 4, 2023 @ 12:59pm 
Originally posted by Phoenix:
Originally posted by Slowbrew'd IOG:
Infinite mode similar to Hildebrant's Cellar will be launching in 2024 as part of a free DLC update :)
I don't know if you can say anything about this without getting in trouble, but do you think there's a competitive mode in the future? now that this game has finally gotten a sequel I imagine the player base will be lively and a competitive mode similar to Gold Rush but maybe without cooperative features, it would be so fun! even just with friends :)
It's definitely something we've discussed internally :)
PURP Nov 4, 2023 @ 4:44pm 
Originally posted by Slowbrew'd IOG:
Hey Phoenix, we did this because FTK2 is a rogue-lite at heart and the entire campaign comes in at about 30 hours. We didn't want to sacrifice those core features of FTK2, but we also didn't want to have to create entirely separate adventures (like in FTK1). This was our answer as an in between that allows for a larger narrative, more campaign, more mechanics, and features, but without losing the difficulty or permadeath that are so notorious to rogue-lites.

It does also allow players to experiment with different builds, classes, items, etc without having to start the entire 30 hour campaign over again.

Hope that clears up the design choice behind it! Thanks for the feedback either way! Even in cases where features are intrinsically linked to the core of the game, we still want to hear how players feel, so thank you! :)

This way is pretty good imo because you are not thrown into the game immediately with haunts and everything else (atleast from my first chapter playthrough). The chapter system gets players familiar with game mechanics before making the game harder as you progress.
BigRockWall Nov 4, 2023 @ 6:55pm 
Originally posted by Slowbrew'd IOG:
Hey Phoenix, we did this because FTK2 is a rogue-lite at heart and the entire campaign comes in at about 30 hours. We didn't want to sacrifice those core features of FTK2, but we also didn't want to have to create entirely separate adventures (like in FTK1). This was our answer as an in between that allows for a larger narrative, more campaign, more mechanics, and features, but without losing the difficulty or permadeath that are so notorious to rogue-lites.

It does also allow players to experiment with different builds, classes, items, etc without having to start the entire 30 hour campaign over again.

Hope that clears up the design choice behind it! Thanks for the feedback either way! Even in cases where features are intrinsically linked to the core of the game, we still want to hear how players feel, so thank you! :)
Will you still be releasing any alternate campaign modes as future DLC? The ice campaign for example gave the option to really grind everything out as there was no timer of any kind. I don't want the main campaign to change just to scratch that particular itch, so a side campaign makes sense here.
Slowbrew'd [IOG]  [developer] Nov 4, 2023 @ 7:25pm 
Originally posted by BigRockWall:
Originally posted by Slowbrew'd IOG:
Hey Phoenix, we did this because FTK2 is a rogue-lite at heart and the entire campaign comes in at about 30 hours. We didn't want to sacrifice those core features of FTK2, but we also didn't want to have to create entirely separate adventures (like in FTK1). This was our answer as an in between that allows for a larger narrative, more campaign, more mechanics, and features, but without losing the difficulty or permadeath that are so notorious to rogue-lites.

It does also allow players to experiment with different builds, classes, items, etc without having to start the entire 30 hour campaign over again.

Hope that clears up the design choice behind it! Thanks for the feedback either way! Even in cases where features are intrinsically linked to the core of the game, we still want to hear how players feel, so thank you! :)
Will you still be releasing any alternate campaign modes as future DLC? The ice campaign for example gave the option to really grind everything out as there was no timer of any kind. I don't want the main campaign to change just to scratch that particular itch, so a side campaign makes sense here.
We currently have an infinite dungeon mode in the works due out in 2024 alongside bards in a free update. We'll have more campaigns/modes at a later date, so it's likely something like that could appear in future updates!
Lucky Nov 5, 2023 @ 10:20pm 
Originally posted by Phoenix:
I mean I can understand why you took that approach, you can make use of new classes you unlock as you play and use other loadout stuff you unlock too, however I remember back in fk1 the main campaign wouldn't do that, you would just play through the whole thing with the same people.

Obviously this won't be changed, but will there possibly be modes in the future where this doesn't happen? maybe a mode where the world just gets harder and harder as you level up and get better gear and your goal is to take out every scourage or something? Idk the new change just feels strange and a little tedious because you get all this cool gear you love then have to restart in a new run on the same exact storyline without a guarantee you will even get that gear again.

I agree with the op. Not gunna lie this fact really took out a lot of what made FTK1 so memorable. I understand that the segmentation of the game from what you said is necessary, and having to commit players to a 30hr long campaign could seem like a lot but me and everyone i know who has this game feels that the chapters and their conclusions are too short and actually diminish the feelings you get from adventuring with your character. The conclusion of FTK1 where you lose your characters and are made into hero's is great and makes your adventure feel complete. Having to restart every chapter because your 6-8hr chunk of the story is over feels disheartening. I like the game but is it possible that some sort of setting could be added to string the chapters together should we want to?
dio Nov 5, 2023 @ 10:35pm 
Originally posted by Lucky:
Originally posted by Phoenix:
I mean I can understand why you took that approach, you can make use of new classes you unlock as you play and use other loadout stuff you unlock too, however I remember back in fk1 the main campaign wouldn't do that, you would just play through the whole thing with the same people.

Obviously this won't be changed, but will there possibly be modes in the future where this doesn't happen? maybe a mode where the world just gets harder and harder as you level up and get better gear and your goal is to take out every scourage or something? Idk the new change just feels strange and a little tedious because you get all this cool gear you love then have to restart in a new run on the same exact storyline without a guarantee you will even get that gear again.

I agree with the op. Not gunna lie this fact really took out a lot of what made FTK1 so memorable. I understand that the segmentation of the game from what you said is necessary, and having to commit players to a 30hr long campaign could seem like a lot but me and everyone i know who has this game feels that the chapters and their conclusions are too short and actually diminish the feelings you get from adventuring with your character. The conclusion of FTK1 where you lose your characters and are made into hero's is great and makes your adventure feel complete. Having to restart every chapter because your 6-8hr chunk of the story is over feels disheartening. I like the game but is it possible that some sort of setting could be added to string the chapters together should we want to?

I agree 100% with this sentiment. I don't think splitting the story into chapters is necessarily a bad take either but the frequency at which it happens is too much. Being forced to remake a character 6 different times really dampens the experience versus if the game were split into two longer chapters for example.
PhoenixAscended Nov 6, 2023 @ 12:39pm 
Originally posted by dio:
Originally posted by Lucky:

I agree with the op. Not gunna lie this fact really took out a lot of what made FTK1 so memorable. I understand that the segmentation of the game from what you said is necessary, and having to commit players to a 30hr long campaign could seem like a lot but me and everyone i know who has this game feels that the chapters and their conclusions are too short and actually diminish the feelings you get from adventuring with your character. The conclusion of FTK1 where you lose your characters and are made into hero's is great and makes your adventure feel complete. Having to restart every chapter because your 6-8hr chunk of the story is over feels disheartening. I like the game but is it possible that some sort of setting could be added to string the chapters together should we want to?

I agree 100% with this sentiment. I don't think splitting the story into chapters is necessarily a bad take either but the frequency at which it happens is too much. Being forced to remake a character 6 different times really dampens the experience versus if the game were split into two longer chapters for example.
At least let us save our character customization, maybe not loadout, but customization so I don't need to set up my colors and stuff everytime I fail or continue with friends.
Last edited by PhoenixAscended; Nov 6, 2023 @ 12:39pm
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Nov 4, 2023 @ 12:31pm
Posts: 11