Today also marks my largest update to date! Here’s what’s new in Patch #5:
- 16 brand-new Guides: These powerful new guides are companions to existing common guides. They only appear if you’ve already recruited their counterpart, effectively buffing your early-game picks and adding new interesting decisions.
- 7 challenging new islands, each with a unique mechanic.
- 5 new cards to unlock new synergies.
- And as always, quality-of-life upgrades and bug fixes.
Thank you for supporting Flocking Hell! Whether you're diving in for the first time or returning to test your mettle, there's never been a better moment to play.
Full Change Log
Gameplay
- When the demons reach the first city, all remaining [SHEEP] will be added to that city as [SIZE].
Quality of Life
- Guides now have a tooltip for any connected mechanics (for example, Tinker now shows the Engineer and Scribe charms in its tooltip).
- Cities that are also Teleportation Pools now have a larger, clearer icon. The icon fades out if the city is razed.
Charms
- Planner Charm, new charm: “When you build a road, reveal all adjacent tiles.”
- Prophecy Charm, new charm: “Complete the prophecy before the charm expires to receive a reward.”
Cards
- Land Grant [3] (common), new card: “If this city has less than 100 [SIZE], set its [SIZE] to 100.”
- Overdue Prospecting [5] (rare), new card: “If you assigned no [SHEEP] to mines last island, assign a total of 10 [SHEEP] to the nearest mine(s) and reveal them.”
- Secret Knowledge (common), now costs 3, new text: “Upgrade a random starter card in your deck or discard. (Until the end of the level.)”
- Surge [5] (rare), new card: “Gain 30 [CRYSTAL]. If you have less than 85 [CRYSTAL], set your [CRYSTAL] to 85.”
- Wool Reserve [5] (rare), new card: “Gain 7 [SHEEP] at the beginning of next island.”
Guides
- Archeologist 2 (common), new guide: “Beacons provide +0.5 [STRENGTH]. When you activate an observatory, gain 3 [SHEEP]. The growth of cities connected to a teleportation pool is increased by +25%. (Required Guide: Archeologist.)”
- Architect 2 (common), new guide: “Every island has an additional city. Cities can appear closer to each other. (Required Guide: Architect.)”
- Engineer 2 (common), new guide: “When you connect a city, get the Engineer Charm and the Planner Charm for 1 turn. (Required Guide: Engineer.)”
- Explorer 2 (common), new guide: “On turns 40, 30, and 20, equally distribute 90 [SIZE] between all revealed cities. (Required Guide: Explorer.)”
- Farmer 2 (common), new guide: “The cottage counts as two cities for the growth of cities connected to it. (Required Guide: Farmer.)”
- Foreman 2 (common), new guide: “When you assign [SHEEP] to a crystal mine, gain the Lattice charm for 5 turns.”
- Grenadier 2 (common), new guide: “The last city standing gains +5 [STRENGTH]. (Required Guide: Grenadier.)”
- Innkeeper 2 (common), new guide: “You will no longer be offered [CRYSTAL] cards. When you draft a card, add a second copy to your deck.”
- Mason 2 (common), new guide: “When you fortify a city, add a one-time Pen Pals+ to your discard. (Required Guide: Mason.)”
- Medic 2 (common), new guide: “If you lost the last level, the first city you reveal gains 300 [SIZE]. (Required Guide: Medic.)”
- Miner 2 (common), new guide: “Every island has an additional crystal mine. Crystal mines can appear next to each other. (Required Guide: Miner.)”
- Oracle 2 (common), new guide: “At the start of the level, gain a random Prophecy charm for 30 turns.”
- Potholer 2 (common), new guide: “You will no longer be offered [SIZE] cards. When you draft a card, add a second copy to your deck.”
- Recruiter 2 (common), new guide: “After the demons raze a city, they will move to the nearest connected city (if there is one). (Required Guide: Recruiter.)”
- Scout 2 (common), new guide: “Gain an island reroll. Island 6 will be chosen from early-game islands (instead of late-game). (Required Guide: Scout.)”
- Tracker 2 (common), new guide: “When you mark a tile, reveal it instead. Upgrade your Map card. (Required Guide: Tracker.)”
Islands
- Bonfire Bonanza (early-game), new island: “Every city has an adjacent beacon.”
- Forbidden Lexicon (late-game), new island: “Whenever you play a card, gain the Scribe charm for 10 turns. When the imps attack, they gain +1% [DEMONSIZE] for each turn remaining on your Scribe charm.”
- Gateways of Stone (early-game), new island: “Instead of regular teleportation pools, the two most distant cities act as teleportation pools. (The teleportation pool stops working if the city is razed.)”
- Ironclad Honor (early-game), new island: “When you fortify a city, gain 2 [SHEEP]. Playing a card on a fortified city costs 1 more [SHEEP].”
- The Keyforge (late-game), new island: “At the start of the level, add 10 random common and rare cards to your deck. They cost exactly 2 [SHEEP].”
- Peer Review (late-game), new island: “Observatories only reveal one random surrounding tile. If at least 3 observatories are active, city growth is increased by 20% and crystal mines produce +20% [CRYSTAL].”
- Twilight Hollows (late-game), new island: “All cities have -1 [STRENGTH]. Activated beacons provide +2.5 [STRENGTH] (instead of the usual +1 [STRENGTH]).”
Bug Fixes
- Hidden Havoc: The Hell Gate will be revealed if it moves to a tile that has fog.
- Pioneers+ will now only reveal pastures adjacent to hidden cities.
- The Scribe charm will now correctly say “Scribe” (instead of “Clerk”).
Changed files in this update