9 Kings

9 Kings Patch #07: Big Optimizations (pt. 1), Critical hits, Saving, Hotfixes

Version
Patch #07: Big Optimizations (pt. 1), Critical hits, Saving, Hotfixes
Version Date
May 31, 2025
Links

Patch Notes

Patch #07: Big Optimizations (pt. 1), Critical hits, Saving, Hotfixes

Alright, this is the most important patch yet.

We're working hard to live up to the expectations you have on us. And we hope you and the 250k+ (!!!) people playing enjoyed the first week of 9 Kings. In this patch, we're fixing key issues you reported, starting to implement the first part of core performance tweaks, while also improving some core mechanics like the critical hits, late game damage processing, and the run saving system.

Steam Reviews: Your Feedback Matters
We've been reading through all of your Steam reviews and we appreciate all the feedback we've been getting. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch.

List of changes (0.7.44):

Gameplay/QOL:
[*]Critical hits now are displayed in a cool orange color & exclamation marks (have fun, marksmen)
[*]Fixed a Precision stacking glitch (sit back and watch things go POW POW POW POW)
[*]Reinforce now shows consolidated stack damage increase numbers
[*]Fixed some key data storage variables when loading runs
[*]Fixed a glitch when quitting a game right before a battle starts (it no longer loads thinking you're in battle)
[*]Perks and Decrees are now applied correctly after loading a game
[*]Buffed initial Palace attack speed (it's now 0.37/s, and it gets wild with level ups)
[*]Healing numbers are also hidden when "HIDE DAMAGE NUMBERS" option is toggled
[*]Shrine now levels up a single plot per year and its effect costs less gold per level
[*]Fixed an exploit that allowed you to re-use razed tiles (from Razing) with Earthworks or the Exploration decree (very nice catch, community)
[*]End screen stat numbers are now properly displayed after loading a run
[*]Fixed the apostrophe character in French

Performance:
[*]Improved combat performance during late game for high attack speed builds
[*]Improved the way damage is computed per frame to mitigate overflow during battle
[*]Improved damage computing on Endless Mode (making it more viable to get to year 99)
[*]Improved level up processing mechanic (Rats should crash less now when you domino the hell out of them)
[*]Optimized Orchard performance
[*]Optimized Achievement detection performance
[*]Fixed small backend errors

COMING NEXT:
[*]Animation system revamp (that will change performance DRASTICALLY once and for all)
[*]Improved attack speed processing during late late game.
[*]More balancing tweaks & fixes
[*]New content

After downloading the patch, please start a new run, as previous runs won’t have the updates stored and it may cause conflicts. If you experience any issues, please email us at report@sadsocket.com. We previously posted this patch yesterday but rolled back due to a gamebreaking bug found with Trappers/Scapegoats. Sorry about that!

This update brings very big changes, and your feedback is very important. There are 250k computers running 9 Kings out there, and as much as we try to foresee as many issues as possible, some gaps will only become clear with your input. Optimizing 9 Kings is an ongoing task, and your help is vital to us. That’s why we chose to release the game in EA. We hope you understand and keep helping us build the best game we can.

You can also expect more performance patches and new content very soon!

Love,
Sad Socket team