Super Fantasy Kingdom
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5 days ago
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CheatMenu

AI disclosure: this entire thing is AI slop, even this readme

Configurable cheats for Super Fantasy Kingdom. Boost glory, coins, faith, XP and production, speed up your town, and start runs with extra workers. Every cheat is off by default and set from a simple config file.

⚠️ Leaderboards are disabled while this mod is installed. End-of-run scores are never submitted to the online leaderboards while CheatMenu is loaded, so cheated runs can't end up on them. This is always on and can't be turned off. Scores already on the leaderboard are not affected. Disable or uninstall the mod to submit scores again.


Features

  • 🏆 Glory multiplier: more glory from the nightly tavern score and glory rewards
  • ⚒️ Production speed: crafting, gathering, hunting, fishing and farming finish faster
  • 📦 Production yield: production buildings and recipes output more per cycle
  • 🏃 Movement speed: faster workers, carriers and king
  • 🪙 Coin multiplier: more coins from taxes, drops, trading and rewards
  • 🙏 Faith multiplier: more faith from drops, taxes and rewards
  • ⭐ XP multiplier: more XP for units eating in the tavern
  • 👷 Starting population: extra workers and carriers at the start of a run

Installation

  1. Install with r2modman (or another Thunderstore mod manager). BepInExPack is installed automatically as a dependency.
  2. Launch the game once with Start modded. This creates the config file.
  3. Close the game and change your settings (see below).

Configuration

Settings live in BepInEx/config/ilm.cheatmenu.cfg. In r2modman, open Config editor and select ilm.cheatmenu.cfg.

Every cheat defaults to vanilla behaviour: multipliers are 1 and extra amounts are 0. Restart the game after changing a value.

Section Setting Range Description
Glory Multiplier 0 – 100 Multiplies glory from the nightly tavern score and glory rewards. The tavern screen shows the boosted multiplier.
Production SpeedMultiplier 0.1 – 20 Speeds up crafting, gathering, hunting, fishing, farming, geologists and self-producing buildings. Mineshaft and quarry carts are sped up to match.
Production YieldMultiplier 0.1 – 100 Multiplies output per production cycle, including crafted shards and coins (e.g. the shard foundry). Rounded, never below 1.
Movement SpeedMultiplier 0.1 – 20 Multiplies walking speed of workers, carriers and the king.
Coins Multiplier 0 – 100 Multiplies all coins earned. Spending is unaffected.
Faith Multiplier 0 – 100 Multiplies all faith earned. Spending is unaffected.
Experience Multiplier 0 – 100 Multiplies the XP value of tavern meals; the tavern screens show the boosted values. Boost and party bonuses are not multiplied. Other XP sources (kills, school, training grounds, apples) are unaffected.
StartingPopulation ExtraWorkers 0 – 100 Extra workers spawned at the castle when a new run starts.
StartingPopulation ExtraCarriers 0 – 100 Extra carriers spawned at the castle when a new run starts.

Example

[Production]
SpeedMultiplier = 3
YieldMultiplier = 2

[Coins]
Multiplier = 5

[StartingPopulation]
ExtraWorkers = 4

Notes

  • Production speed is capped at 20×. Above that, mineshaft and quarry carts can't keep up with the miners and ore deliveries stall.
  • Production yield applies to buildings when they're built or when a save is loaded.
  • Starting coins and faith count as income, so the coin and faith multipliers apply to them too.
  • Coin-crafting recipes get both the yield and coin multipliers.
  • Not affected by yield: the blood bank (always 4 gold), the shard outpost's daily wagon, and producers that aren't production buildings, such as house taxes and church faith.
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