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Quest Fair Event Results!


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[h3]Dear Queens and Kings,

We asked you for quest suggestions and you delivered!
As promised we will pick some of the most popular ideas and bring them into the game.
[/h3]

Things went a bit differently than expected. We mostly expected combinations of weapons, perks and mutators with perhaps a few new mutators mixed in here and there. What we got from you instead was an absolute onslaught of fantastic ideas for new ways to play, that a couple of simple quests would almost not do justice. We’re currently exploring ways how we could introduce those as kind of “special” game modes or challenges. Since we’re also all hands on the new map which as promised has our priority at the moment we hope you forgive us if the implementation of those will take a little while.

We read through all of your suggestions and collected a lot more inspiration than just the presented “winners” here, but for some ideas we still need some time to check how feasible they are from a technical and gameplay perspective.

For the following “winners” however, we can already say with high confidence, these will make it into the game in one way or another.

[h2]Congrats and thanks for the fantastic suggestions:[/h2]

No Preparation, go go go!
By matan


“Complete [Map Level Name] with less than 15 secs of preparations timer between waves"

This post received the most community upvotes by a long margin so how could we say no. The idea didn’t cross our mind before and it sure does sound like a fun new way to play Thronefall. We’ll think about where to best implement that into the game and give it a go go go!


I like it just the way they are
By Gertimoshka


“Never move any of your own units from their starting positions.”

Both we as well as the community liked the idea. We’ll find a way to put it into the game, probably as a mutator so you can’t accidentally move your units and mess up the quest.


The great Wall
By CaporalNico


“Before Night 3 build a wall or two. They can protect your castle. Then don't let a single part of your wall get destroyed”

The idea of having to protect something specific came up a few times but protecting your walls seems like the most fun and intuitive twist on the idea. We’re not sure how well it would work as a quest (the rules don’t quite fit into the quests section), but we have some ideas and will find a way to make it work. Nice one.


One Man Army
By Hjorse Rider


“Thematically, you're a one man army who wins whichever battle you participate in.”

This concept or idea came up multiple times in different variations. In Hjorse Rider’s version building towers would still be allowed but building units would not be. In other variants e.g. by FlediX2 you may only build and upgrade your castle center and nothing else. Hjorse Rider gets the win in this category for choosing the best name “One Man Army '' and for receiving the most community upvotes. That being said, we find all of these options interesting and will likely explore different variations of this idea in the game.


When are these “quests” coming?
We are currently hard at work on a new map, so we’ll look into this right AFTER the new map is out.

[h3]Thanks a lot for your understanding and patience and thanks again for your fantastic ideas and suggestions.[/h3]

Welcome to the Quest Fair Community Event!


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Hear, Hear, dear Queens and Kings! 🎺


We heard you like quests. What about MAKING SOME? :Eyes: 😁

Welcome to the Quest Fair! ✨

How does it work? 🤔
Design a cool, original, achievable quest for each of the 4 levels: Nordfels, Durststein, Frostsee, and Uferwind! Post your ideas in the #questfair channel on our Discord.

[h3]📜 RULES:[/h3]
  • Submit at most one quest idea per level.
  • You may invent new quest rules but no new game rules (no new weapons, no new perks, no new enemies etc. only stuff you can already do in game)
  • Quest rules need to be simple enough to fit into a short line (e.g. win without houses)


We will select one quest for each level, and implement it in the game! :Eyes:

The event deadline is on January 5th, 2024 at 9 AM CST ; no more quests will be accepted after. We'll then proceed to review all your juicy ideas and pick the 4 winners! Feel free to upvote the ideas you like so we have a better idea of what you would like. =)

[h3]🏆PRIZES[/h3]

The 4 winners will get rewarded with:
  • The Champion Discord role
  • 2 Steam keys to share with your friends
  • Having their idea make it in-game!
  • A spot in the coveted Discord and Steam's Hall of Fame, where your name will remain for eternity...


A lot of you have asked for more creative quests. Here's your chance to make a contribution and help us shape Thronefall further! 🙂

As usual, please let us know how you like it, and if you have any improvement in mind, or event suggestions for the next one! We like the idea of offering you the opportunity to participate, make a direct contribution, and have your ideas make it into the game.

Good luck!! 😎

Update 1.36

Dear Queens and Kings,
Before everybody heads off into the holidays we have one last little update for you this year! It contains a couple of bug fixes as well as the option to play in winter-mode. When winter-mode is enabled all levels are covered in snow to perfectly match with your cozy holiday afternoons. You can toggle this option in the gameplay settings.


We wish we had a bigger “gift” for you, but while we are already cooking up more content and levels, unfortunately nothing is quite ready for showtime yet.

In the meantime we just wanted to take the opportunity to thank you again for all the love and support! 2023 has been an incredibly exciting year for us and we’re so grateful for the warm reception Thronefall’s Early Access launch received.

We hope you have a great time with your family and loved ones. We’re going to take some days off too, and are already excited to get back to work on the new level!

See you next year,
Jonas & Paul




PATCH NOTES 1.36:
Changes:

• You can now toggle the winter-mode in the gameplay settings. In winter mode it's wintery winter in all levels.

Bug Fixes:

• At night you never have to wait longer than 5 seconds for new enemies to spawn when the map is empty now. We fixed a bug that made all remaining enemies spawn at once. This bug might have made some nights (both in campaign as well as in eternal trials) a lot harder than they should have been. Sorry for that and thanks for helping us find this so quickly.

• Improved flyer navmesh on Durststein a bit. Hopefully flying enemies should no longer be able to get stuck now.

• Fixed a way to go out of bounds on Durststein

• Ram attack range increased from 3 to 3.5 to reduce some glitchy behavior.

• Rams should no longer get stuck on Uferwind.

• Some minor localisation improvements.

• Exploders should no longer be able to damage invulnerable gold mines.

Update 1.34

Dear Queens and Kings,
this week we have a bunch of bug fixes and balancing tweaks that have been on our to-do lists for a long time as well as some more adjustments to the Eternal Trials mode. You can find all the changes at the bottom of this post. With those out of the way we're excited to go back now and work on some more gameplay content. We'll keep you posted about our progress!

Thank you for all your feedback, bug reports and ideas. Developing Thronefall with you is so much fun and you're a fantastic community!

All the best,
Jonas & Paul



---------------------------------------------------------------------------------------------------------------- PATCH NOTES 1.34:
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Important Notes:


• We changed a quest on Uferwind, so it might no longer show up as completed

• If you have an ongoing Eternal Trials run, your save file will likely change so that you are up against a different enemy wave (this is because we currently only store the seed and the wave generation algorithm has changed with this update, therefore potentially resulting in different enemies for your current wave).

Features:

• There is a VSync option in the video settings now

General Balancing:

• Quest F on Uferwind reworked to be quite a bit easier (you might have to redo it)

• Hunters no longer try to get into melee range and stay at distance.

• All mills have been standardized to have the same amount of fields on each level.

• Catapults deal -80% (that’s a lot less) damage against the castle center now. This should give you some more time to react if catapults are focusing your castle center.

• Catapults HP reduced from 50 to 45.

• Catapult range decreased from 33 to 26.4

• Exploders deal 10% friendly fire making it a lot easier to handle a large amount of them at once and making it more rewarding to actually kill them instead of just waiting for them to roll you over.

Eternal Trials:

• The Eternal Trials wave generator does no longer generate waves with very long wait times between spawns. Additionally you should now never experience a wait time that is longer than 7 seconds as the enemy spawner will spawn the next batch of enemies early if you clear enemies way too quickly now.

• Reduced the probability that the wave generator will make you go up against siege engines only.

• Spawn positions are now better considered in the difficulty of generated enemy waves. Waves spawned far from your base will be up to 15% more difficult. Waves spawned very close to your base will be up to 15% less difficult.

• Rams and catapults can only spawn once the player has a net worth of at least 24 gold or more, so you should see them much less often in the early phase of a match.

• A few small additions to the meta randomization of the enemy wave generator to further improve variety in the eternal trials game mode.

• Difficulty budget of catapults increased from 5 to 6, so whenever the wave generator chooses to spawn catapults, less of them can be spawned at once.

• Difficulty budget of exploders increased from 16 to 18, so whenever the wave generator chooses to spawn exploders, less of them can be spawned at once.


Bug Fixes:

• Reset video settings button in the settings fixed.

• Perk select screen always shows correct level name again.

• Renamed “Resign” into “Retry” in the pause menu.

• Loadout in the pause menu should no longer go out of screen if you have a lot of perks.

• Crossbowmen make sounds again when shooting.

• The build cost ui over build slots can no longer get stuck.

• Blacksmith upgrade progress is always reset correctly when saving and loading games.

• You can no longer get stuck behind a specific tower on Durststein.

• Flying units should be less likely to get stuck in the Eternal Trials mode.

• Elite crossbowmen show their aim lines again.

• You can no longer climb the boss on Frostsee. It should no longer be able to glitch you under the map.

• Some more minor localization and visual fixes.

Update 1.33

Dear Queens and Kings,
today's small update is mostly about resolving some issues with the new Eternal Trials mode we rolled out last week. Here is what changed:



  • We fixed various bugs around recieving XP after an Eternal Trials run. Multiple causes for freezes on the run-end-screen should be fixed now and you will always receive the correct amount of XP for your whole run. Levelling up several times at once now also works correctly.

  • The Level Name gets now displayed correctly in the re-pick-perks-in-game screen when in classic mode.

  • V-Sync should now be enabled by default on all platforms.

  • Changed the sand color in the Frostsee color scheme to be more appropiate.


Thank you all for the warm reception of the new game mode and the comprehensive thoughts about it you shared with us! We're aware it's not perfect yet and we'll do our best to — based on your feedback — further improve the Eternal Trials mode over the course of Early Access.

We're so grateful for having such a passionate and kind community around Thronefall!

All the best,
Jonas & Paul