Update log
Full One King Is Enough update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Workshop
- Balance
- Gameplay
- Maps
2025/10/13 Update
Fixed a bug that caused the game to freeze on the Card Selection screen.
2025/10/05 Update
We have implemented minor bug fixes.
We have slightly buffed the Magic Tower, Witch's House, and Alchemy Workshop, as they were nerfed more than intended relative to the desired balance.
To all players,
This has been a major update, and we apologize for the time it took.
This patch includes highly requested changes to opponent deck selection rules for competitive play, extensive card balance updates, and numerous bug fixes.
Changes to Opponent Deck
Previously, the deck used by an opponent was selected based on their number of stars (victories). For example, in a 2-star round, the opponent would use a deck that won when they had 2 stars. However, many players felt this was counter-intuitive.
For instance, an opponent facing a player in their second round might have already lost three times, meaning the opponent's deck had undergone five card picks. This certainly created an unfair situation.
Furthermore, this mechanic led to players intentionally losing early rounds to avoid an unfavorable competitive standing, which is not a healthy play environment.
To rectify these issues, we have changed the opponent's deck selection criteria from the number of stars to the number of rounds played.
However, the number of rounds can vary widely among players. The shortest game can end in 5 rounds, while the longest can take 18. Therefore, we cannot perfectly match the number of rounds.
For matches where a difference in the number of rounds exists, the player with fewer rounds played will now receive a bonus Treasure Chest.
Naturally, this change significantly impacts the overall balance. Builds focused on early-game rushes might become more advantageous. We will closely monitor the balance implications.
Ranch Changes
The Ranch's ability to capture farmland can now be obstructed by buildings or terrain.
"Movement builds" that rely on the Ranch are very popular, but we want walls to be a viable countermeasure. This change will allow walls to function effectively, even against Ranches heavily enhanced by Maps.
Additionally, we are slightly increasing the activation interval for Ranches.
| Card | Old Activation Interval | New Activation Interval |
| Ranch, Big Ranch | 15 seconds | 20 seconds |
Magic Changes
Magic is a powerful build with few weaknesses once completed. Frankly, it has been a little too overwhelming.
We've decided to change the Magic effect itself.
Moving forward, the Magic explosion will only attack in 8 straight lines, instead of affecting a square area around the target.
This change is partly experimental, and we may consider further adjustments in the future.
Furthermore, we have standardized the effects of Magic Towers. This resolves the strange situation where cheaper towers were performing better than intended.
| Card | Change |
| Magic Tower | Effect changed. Now generates a magical explosion centered on itself. It is not a projectile, so it doesn't scale with the Armory, but it may be effective for area control. |
| Witch's House, Alchemist's Workshop | The two cards' effects have been adjusted so that the Alchemist's Workshop provides performance commensurate with its cost. |
| Magic Circle, Forbidden Magic Circle | The increase in magic range is no longer as powerful as before. The cost of the Magic Circle has been reduced. |
Card Changes
Auto-Effect Adjustments
Many popular and powerful builds currently utilize the Crystal Mine. We are slightly reducing its power.
By nerfing the Clockmaker, which synergizes well with crystals, we aim to slow down the completion of these builds slightly.
| Card | Change |
| Clockmaker | Activation interval changed from 3 seconds to 4 seconds. |
| Crystal Mine | Income |
Source
