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Overthrown News

Hotfix #7

Hello Citizens!


We're dropping hotfixes faster than you can drop bandits with your sword. 😄

Today's hotfix is a smaller one that will improve your time in the game.

[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Added a short timer to avoid building enter/exit sounds from the same building repeating or stacking when NPCs happen to enter/exit at the same or similar times


[h3]Fixes[/h3]
  • Fixed a(nother) crash related to Mortar Tower and Field Mortar automatic targeting, which tends to trigger often during outlaw raids
  • Fixed a crash related to water audio sometimes occurring during save loading
  • Fixed NPCs sometimes getting stuck in place trying to path to an object

Hotfix #6

Hello Citizens!


One more hotfix for you this week! This one now allows for crops to be placed on the Highland elevation (rather than just Lowland and Montane), as well as implements a variety of fixes. Thank you to the community once again for your help in squashing these bugs!



[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Crops can now be placed on Highland elevation (rather than just Lowland and Montane)


[h3]Fixes[/h3]
  • Fixed various memory leaks (relating to the pathfinding hierarchy, grass, and terrain meshes) which cause performance issues over time
  • Fixed placing crops on Montane elevation only working on barren tiles, and turning fertile tiles into barren tiles instead
  • Fixed NPCs sometimes forgetting their targets immediately after finding a new task
  • Fixed characters being able to trample fertile tiles and turning them barren while in the air above them
  • Fixed fertile tiles underneath arches never becoming trampled when characters walk on them
  • Fixed most of the Weaving Mill’s ledges not working for ledge grabbing
  • Reduced excessive smearing when looking through lifted, semi-transparent objects
  • Fixed impostor shadow rendering issue seen on some objects moderately far from the camera
  • Fixed player (and possibly other characters) sometimes disappearing and reappearing in plain sight
  • Minor change to the banner texture on the Musketeer’s Barracks


[h3]Performance[/h3]

  • Merged some meshes and materials on the weaving mill to reduce draw calls

Hotfix #5

Hello Citizens!


It's hotfix time! We have a new hotfix for you that focuses on balancing and changes based on your feedback. We want to give a big shoutout to our discord community as well for helping us crush some bugs by sending over their player logs and save files - you folks are amazing thank you so much and also I want to add that my banana mango pizza order is a completely valid pizza order.



[h2]Patch Notes[/h2]


[h3]Changes[/h3]
  • New natural entity groups (trees, bushes, boulders, etc.) now spawn daily, rather than only on season change
  • Barren tiles turn fertile daily (except for trampled tiles, which will turn fertile on second sunrise)
  • Housing holograms no longer count towards how many citizens can spawn from the Town Hall
  • The “jobs exceed housing” issue tracker message has been removed to reduce confusion regarding what action needs to be taken
  • The “insufficient housing” issue tracker message now displays if either citizens or total available jobs exceed housing capacity
  • The “research available” issue tracker message is now hidden until the “unlock buildings with research” objective is reached
  • The overview menu tabs and hotkeys are now hidden until crown has been picked up for the first time
  • Musket, Hunting Tower, Mortar Tower and Field Mortar shots, as well as Powder Keg explosions, will now alert hostile NPCs from a large distance
  • Mortar shell and Powder Keg explosion terraforming now leans more towards wide, flat craters rather than jagged pockmarks
  • Hunting towers will no longer target enemy structures; only characters (welcome back Tuskar Farms!!!)
  • Saplings now only have 1 health and no longer interrupt drifting
  • The “dash to run” button prompt now appears after 2 seconds of regular movement (instead of 5)
  • Canyon is now the default map in the New World menu


[h3]Balancing[/h3]

  • Research costs have been lowered overall, especially anything that costs Wood
  • Path and Clear Land are now by the Frontier Settlement research (instead of Mining)
  • Outlaw camps and creature nests now respawn daily, rather than only on season change
  • Outlaw camps and creature nests can now spawn closer to the player’s settlement (except for the first day of a playthrough)
  • Removed Coin cost on Town Hall spawning Citizens
  • Increased ore deposits on a new world to 12 (from 8), and they can now spawn a bit closer together
  • The work radius for resource gathering buildings have been reduced to give players greater control over where NPCs should go
  • Increased citizen recruitment limit to 150 (from 100)
  • Tuskars now spawn faster, but have a bit less health
  • Musket shots now inflict Knockdown (instead of Stagger)
  • Reduced the Gunpowder cost for constructing Powder Kegs
  • Reduced the Gunpowder cost for firing the Hunting Tower and Mortar Tower
  • Reduced the Mortar and Hunting Towers’ firing rates, but greatly increased the Hunting Tower’s max damage
  • Powder Kegs deals more damage up-close and have a larger explosion radius
  • Increased the initial amount of Vegetables and Fruit in storage when starting a new world
  • Trampling now turns fertile tiles barren at just 10 steps (down from 20)
  • Players and NPCs can now spot targets for their faction’s mortars up to 300m away (increased from 200m)
  • Note that the Outlaws’ Field Mortar has an approximate max range of 250m on flat ground
  • The default difficulty for a new world is now Challenging


[h3]Fixes[/h3]

  • Fixed various memory leaks
  • Shoutout to Tone & Aeliora for your player logs you absolute champions
  • Fixed terrain updates sometimes being missed while terraforming in quick succession
  • Added missing Simplified and Traditional Chinese translations
  • Fixed being able to place a new crop plot on an already growing crop
  • Fixed automatic Mortar Tower and Field Mortar targeting causing the game to crash under certain circumstances
  • Thanks to Tone for finding repro steps!
  • Fixed Powder Keg and mortar shell explosions not burning the loot from objects that are destroyed due to being uprooted by the explosion’s terraforming
  • Fixed Mortar Towers and Field Mortars being able to lose and switch targets randomly
  • Reduced Mortar Tower and Field Mortar rotation jitter
  • Arch and battlement height placement is now more consistent and intuitive
  • Fixed players being able to make NPC-audible movement sounds while indoors by entering a building while moving
  • Fixed non-host players being able to change difficulty settings
  • Fixed natural entity groups (trees, bushes, boulders, etc.) being able to spawn entities out of playable bounds
  • Fixed NPCs searching for nearby resources sometimes failing and causing errors
  • Fixed Mortar Towers and Field mortars searching for targets sometimes failing and causing errors
  • Fixed occasional errors relating to resources on water
  • Fixed tooltips being offset when playing on aspect ratios less wide than 16:9
  • Fixed UI being scaled incorrectly if player settings somehow had an invalid value for the UI scale



[h2]Hotfix #4[/h2]

Released January 31st

[Patch notes here]

The Livestock Update is Live!

Hello Citizens!


First off, happy lunar new year!

We're super jazzed to announce that the Livestock Update is LIVE!!!!! WOOOOOOOO!!!

Thank you all so so so much once more for being here with us as we further develop the game. Every little piece of feedback, every suggestion has been immensely helpful and it is just so absolutely cool that we get to develop this silly little city builder with all our players.

But lets jump right into it!

This update includes new features such as fire, mortars, and our first farmable livestock buddy, Woolies! There are also a bonkers amount of changes that we have made to the game based on everyone's feedback and suggestions!

You can find the full patch notes below, but here is a look at the major new content in the devlog.

[previewyoutube][/previewyoutube]

[h2]Woolies[/h2]

Woolies are the first farmable livestock creature added to the game! These fluffy little buddies have three forms: normal, fluffy and a gigantic evil mutated form that causes devastating damage to everyone around them. To sheer your Woolies, simply punch them. đŸ„Č



[h2]Fire & Mortars[/h2]

Combat gets even more chaotic with the addition of fire, fire bombs, mortars and powder kegs! Mortars can either be set to fire at structures or you can manually operate them to destroy whatever you want. Fire bombs can be used against structures, which will cause the buildings to smolder and eventually catch on fire. While you can extinguish a fire like a good Monarch, you can also stand around and watch the world burn! VFX for the Mortar are still cookin' but we hope to patch those in soon : )



[h2]New Buildings[/h2]

BUT WAIT THERE'S MORE! We have NINE new structures such as the Washhouse, Well, Mortar Tower, Woolie Barn and mooooooore!

With the new buildings and other new content, there is an expansion of the research tree. Also! We got some more cute lil flower pots


[h2]New Workers[/h2]

New structures require new workers with specialty skills. In the Livestock update you now have citizens such as the Gong Farmer, Soaper, Launderer, Cannoneer, and Weaver to manage, or throw into the sun. Bye Gary.



[h2]Tool Tips[/h2]

Overthrown now has tool tips that appear to help you understand how to use items in the game. This will improve your gameplay experience while we continue working on a full tutorial. We're still cooking on more map icons that should be coming a wee bit later.

[h2]So what happens next?[/h2]

Right now we're still cooking on a few things that we mentioned in the Jan 10th Devlog. While we've started on all of these, they just need some more fine tuning and testing before we can get them out to folks. These bits include the following;

  • Difficulty options, tool-tips, and especially map icons will be expanded on a lot in the near future (including icons for enemies and citizens)
  • Citizen spawn rate will depend on happiness (currently excess happiness doesn't have much use, but that will change soon)
  • Dynamic outlaws settlements & raids (currently they scale at a fixed rate with seasonal raids instead of reacting to the player's progress and other events, we're making major changes to the system as part of the upcoming spring content update)


Aside from that we'll be entering into the next content update! You can check the roadmap below for some of that but here's a sneak peek at my favorite part (Thank you Mik!!) the shiny new UI



But! We'll see you again in a few weeks for more updates on what we're working on, or you can drop by our discord where we share all our work on a weekly basis!



[h2]Something Break or Have Feedback?[/h2]

For any bug reports, you can gently reach out to [email protected] or slide on over to the Brimstone Discord and toss your report in the Bug Reporting section! We'll also be checking the Steam discussions.

See you soon!

[h2]Patch Notes[/h2]

[h3]Features[/h3]
  • New resource: Fiber
  • New creature: Woolie
    • Can be periodically sheared by Farmers or players for Wool
    • Will wander around their barn and sleep inside it
    • Don’t forget to shear them!
    • Woolie tag!
  • New resource: Monster Eggs
  • New building: Woolie Barn
    • Spawns woolies periodically at the cost of Monster Eggs
  • Woolies require fodder during Winter to restore calories
  • Characters and objects can now burn, taking damage over time and spreading fire to others until healed or extinguished
    • Burning items transform to a burnt version after a short duration
  • Characters and objects now become wet when touching or splashed with water
  • New building: Well
    • Can be used by citizens and outlaws to extinguish themselves when burning
  • Soldiers and outlaws can now throw fire bombs at structures and unreachable characters, dealing burn damage
  • New constructible consumable: Powder Keg
    • Can be armed and disarmed by players and cause massive explosions
    • The outlaws brought their own!
  • New building: Mortar Tower
    • Operated by players or Cannoneers, consuming Gunpowder to fire explosive shells at enemy structures spotted by players and citizens
  • New outlaw building: Field Mortar
    • Fires explosive shells right back at you!
  • Mortar shell and Powder Keg explosions damage terrain
  • Mortar Towers operated by Cannoneers, as well as Field Mortars, will target enemy structures, but not wildlife
  • Explosive damage inflicts burning immediately
  • New resource: Soap
  • New building: Soaper’s Workshop
    • Employs a Soaper, turning Carcasses into Soap to be used by the Washhouse
  • New resource: Hot Baths
  • New building: Washhouse
    • Employs a Launderer, consuming Soap and Fuel to supply citizens with Hot Baths (see Changes section below)
  • New building: Weaving mill
  • New Resource: Fashion
    • Employs a Weaver, consuming Fiber to supply citizens with Fashion (see Changes section below)
  • Natural world entities (e.g. trees, plants, boulders) now spawn in groups that refill daily, with new groups spawning on season change
  • Uprooting an entity and rooting them away from their original group will cause them to join the nearest available group, or start a new group
  • Map mode now allows natural entities to be selected and the whole group will be highlighted
  • Friendly buildings now show an icon in map mode. This icon will change to reflect issues affecting it (e.g. damaged, missing worker)
  • Decorations do not show an icon by default, but will when damaged
  • Low priority map mode icons (e.g. buildings with no issues) will fade out when zoomed out to a far distance
  • Added difficulty settings
    • Added difficulty preset option when starting a new world
    • Added individually adjustable settings in the Manage Players screen, accessible through the pause menu:
      • Difficulty preset
      • World hostility
    • Aggressive: outlaws will launch raids against players
    • Defensive: outlaws will not launch raids
    • Passive: enemies will never attack players, the players’ kingdom or each other
      • Toggle whether or not the crown be stolen by enemies
      • Enemy spawn rate multiplier
      • Enemy health multiplier
      • Enemy damage multiplier
      • Player health multiplier
      • Player stamina recharge rate multiplier
  • New decoration: Hay Feeder
  • New decoration: Flower Bucket
    • Has five selectable variants
  • New map: Canyon
  • NPCs can now wander around when idling outdoors
  • Added a console command to drop the crown


[h3]Changes[/h3]
  • New main menu background!
  • Berry bushes and apple trees now produce fruit every day in Summer
  • Spring, Summer and Fall are now each 5 days long. Winter is 5 days long.
  • Removed buildings: Soup Kitchen, Pie Shop, Windmill, Smithy and Dredger
  • Removed resources: Landfill, Clay, Bricks, Ingots and Flour
  • Knowledge has been removed; research costs have been replaced with other resources
  • Removed building: Storehouse
    • Storage limit is now set to 50,000 for all resources
  • The research tree has been updated
  • Terraforming with the shovel now refunds players 1 Ore per tile lowered and cost 2 Ore per tile raised
  • Structures are now immune to Cutting and Piercing damage (now that NPCs can use fire bombs)
  • Taxes and salaries have been removed
  • The Civil Service research allows employed civilians to generate Coin passively
  • Soldiers now require a one-time upfront Coin cost upon hiring. This cost is refunded when the soldier changes jobs (but not when defecting or dying)
  • The Coin cost to respawn is now fixed, rather than scaling with the current amount of Coin in storage
  • Player reserve crown charge (stamina) is no longer tied to the crown, and no longer generates based on proximity to living characters and creatures
  • All players can generate reserve charge passively as long as any player is crowned
  • When an NPC dies, players within range will absorb bonus reserve charge
  • While the crown is dropped or stolen, reserve charge cannot be gained and will deplete over time
  • Crown charge is only accessible once the crown has been picked up by any player for the first time during a playthrough
  • The citizen capacity is now determined by the amount of housing available rather than vacant jobs
  • Bladder as a need has been removed
  • Buildings no longer provide amenities to citizens within a limited range
  • Citizens now consume food resources globally to restore their calories need
  • Outhouses will now only increase the capacity of how many citizens are producing fertilizer
  • Luxury goods (Drinks, Hot Baths and Fashion) resources are consumed globally to provide happiness bonuses for citizens
  • In addition to the new Washhouse and Weaving Mill producing Hot Baths and Fashion, respectively, the following buildings produce resources consumed globally by citizens:
    • Bakeries produce Bread
    • Butcheries produce Meat
    • Alehouses produce Drinks
  • Adjusted objectives to reflect the above changes to citizen needs
  • Various resource net change numbers now show the amount gained/lost per day instead of per minute
  • Updated job slots on Halberdier and Musketeer Barracks to have rotating schedules (early, mid and late shift)
    • All other jobs use the early shift
  • Info feed message are now shown when a shift changes if there are citizens on that shift schedule
  • Berry bushes are now destroyed when harvested (but are more plentiful and fruitful due to plant growth changes)
  • Hunting Towers can now aim while reloading when operated by a Hunter. The new Mortar Towers match this functionality as well when operated by a Cannoneer
  • Hunting Towers can now be self-operated on a timer upon player interaction, like production buildings. The new Mortar Towers match this functionality as well
  • Removed the player-controlled stop/resume thresholds for resource production in the Resources window
  • Added a recruitment slider to the Population window to manually limit citizen spawning from the Town Hall
  • Added citizen housing, resource consumption and production information to the Population window
  • Added tooltips to column header icons in the Population window, and to equipment icons in Character window
  • Removed citizen skill bars from Population window and skill names from job slots on building interior menus, as skills currently don’t affect anything
  • Adjusted housing and soldier cost issue tracker messages for better clarity
  • Adjusted objectives for clarity and disabled some prompts and hotkeys until they’re introduced in the relevant objective
  • Updated deposit tiles to a 3D mesh instead of using a flat texture
  • Updated the crown (spawn) tile to be terraformable
  • Added contextual prompts for Shoot and Exit when in Hunting (or the new Mortar Tower)
  • Added additional controls (E on keyboard and north face button on gamepad by default) to exit Hunting Towers (and the new Mortar Towers)
  • The “ongoing season change” issue tracker message has been changed to “world generation in progress” for clarity, and will also display during daily plant growth
  • When resources are absorbed by the player, the resource list will only highlight the relevant resource counter instead of its entire category
  • Sunflowers will now randomly use one of 3 models that all have a more organic feel than the old one
  • Removed the “missing Gunpowder” icon from the Hunting Tower’s inspection UI and player operation UI, instead highlighting the resource counter in the resource list with the relevant reload cost. The new Mortar Tower’s UI matches this as well
  • Citizens (and the new Woolies) seeking shelter will now stop and check if the coast is clear if they haven’t been in combat for a few seconds
  • Citizens thrown into buildings will exit them to wander outside if they shouldn’t be in there (e.g. if the citizen wasn’t able to take a job in that building)
  • Gong Farmers (employed by the Composter) now have their own models, rather than reusing the Farmer models
  • Musket shots baited by players dashing now have a small randomized delay to feel more natural


[h3]Balancing[/h3]
  • Mountain, Highland, and Cold regions now start at slightly higher altitude thresholds
  • Trampling requires much fewer steps to turn grass into dirt
  • Organic items take a full day to spoil instead of 5 minutes
  • NPCs have a wider vertical field of view
  • Tuskar nests and outlaw camps in the wild can now be destroyed with normal attacks
  • Some outlaw camp objects have received a health increase
  • Soldiers no longer have the Armored physical type (with resistance to Cutting damage, etc.), and instead count as Normal type
  • Outlaw settlements start out with a larger initial presence, and reach their maximum settlement cap much sooner
  • All outlaws drop Coin when defeated, instead of Poachers dropping Gunpowder
  • Player respawn cost has been increased
  • All research costs, loot drops, production and consumption rates have been adjusted with recent changes in mind (e.g. global resource consumption)
  • Player health and armor has been lowered while soldiers, outlaws, and Tuskar health and armor as been increased (on Challenging difficulty)
  • Ore deposits spawn individually rather than in groups (to encourage players to spread out mines and to settle and defend multiple areas)
  • Crown, spawn location, and zones updated on all maps
  • Lowered one of the coastal hills on the Seaside Cliffs map


[h3]Fixes[/h3]
  • Fixed potential crash when NPCs search for nearby resources to pick up
  • Fixed issue tracker messages regarding housing and jobs often being wrong and misleading
  • Fixed NPC camps being able to spawn inside or above terrain when spawning on terrain that has already been terraformed
  • Fixed growing trees losing a percentage of their health
  • Fixed compass markers for enemies not displaying as red for non-host players
  • Fixed players being visible to NPCs while indoors
  • Fixed musket shots triggered against players due to dodging still being able to hit them sometimes
  • Musket shots dodged by players while dashing will now pass through them instead of being stopped by them
  • Fixed some portions of NPC animations playing incorrectly
  • Fixed characters being able to entirely skip attack phases if they're shorter than a frame, potentially skipping logic that needs to run during those phases
  • Fixed NPCs not canceling attacks immediately when switching targets
  • Fixed NPCs not looking at an unreachable target when attempting to path to it and reaching the nearest reachable position
  • Fixed NPC attacks playing a few very stiff animation frames when ending
  • Fixed some Tuskar ledge climbing jank (also affecting the new Woolies)
  • Fixed newly constructed mirrored buildings replacing terrain tile biomes using their unmirrored footprint
  • Fixed ground stomp (crown-charged aerial unarmed attack) earth particles appearing completely white
  • Fixed hunting tower shots not having a smoke trail unless they hit nothing
  • Fixed happiness bonus and penalty entries for citizens in the Population window not refreshing when the display language is changed
  • Fixed some buildings having inconsistent wood textures
  • Fixed auto-saves sometimes failing
  • Fixed some saves not loading at all


[h3]Performance[/h3]
  • Added the following graphics options:
    • Texture quality
    • Shadow quality
    • Shadow distance
    • Post-processing quality
    • [Screen-space reflection quality
    • Grass render distance
  • Added automatic recommended graphics settings
  • Optimized object instantiation, reducing loading times and improving day/season change performance and duration
  • Optimized terrain data loading, reducing loading times
  • Occluded plants now skip the growth animation, changing into their grown version instantly instead

The Livestock Update Goes Live January 30th!

Hello Citizens!


It's almost time for our FIRST MAJOR UPDATE! The Livestock Update goes live on January 30th!

This update includes new features such as fire, mortars, and our first farmable livestock buddy, Woolies! There are also a bonkers amount of changes that we have made to the game based on everyone's feedback and suggestions!

We'll have a full list of patch notes once the Livestock Update goes live, but here's a look at major new features and changes.

The Woolie


Woolies will be the first farmable livestock creature added to the game! These fluffy little buddies will have their own little hay feeders and cute little barn for when they are not in their gigantic evil mutated forms causing devastating damage to everyone around them. If you give them a lil boop they'll also follow you around which was a bug, but it was really cute so now we made it a feature thanks Eden.



Fire & Mortars


Your chaos playthrough also gets an upgrade with the addition of fire, fire bombs, mortars and powder kegs! Fire bombs can be used against structures, which will cause the buildings to smolder and eventually catch on fire. While you get put out the fires like a good Monarch you can also stand around and watch everyone around you burn for fun!



New Buildings


BUT WAIT THERE'S MORE! We have nine new structures such as the Washhouse, Well, Mortar Tower, Woolie Barn and mooooooore!

With the new buildings and other new content, there will be an expansion of the research tree.



New Workers


New structures require new workers with specialty skills. In the Livestock update you'll be able to add the Gong Farmer, Soaper, Launderer, Cannoneer, and Weaver to your list of citizens to manage, or throw into the sun.



Tool Tips


Let's get more clarity into the game! Overthrown will now have tool tips that appear to help you understand how to use items in the game. This will improve your gameplay experience while we continue working on a full tutorial.

Here's a reminder of our Early Access roadmap.




Thank you again to everyone for all your feedback and suggestions! Let's keep making this goofy little game together!