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UPDATE 1.26

Dear Queens and Kings,
After extensive testing on the beta branch we now finally feel ready to roll out the save game feature we announced a couple of weeks ago. Due to its technical nature we expected this one to be quite error prone in its first iterations – and it was. It was amazing how thoroughly you tested this update and there is no way we could’ve found all those little issues without your help. So a *massive* Thank you to everyone who helped to polish this update with us.


Here is what changed:
• Your games get now *saved* after sunrise every morning. That means you can leave your sessions anytime and just continue them at a later point. When selecting a level there is now a “Continue” button if you left a running match.

• If you got defeated you can now choose to retry from the last morning too. No need to grind through the whole level all over again if you wish to explore the same strategy anyway.

• This option is also available in the pause menu, allowing you to instantly restart from the last morning.

• We added a score bonus of 10% for finishing a level *without* retries

• When deciding to restart the level from the beginning you can now immediately re-pick your perks and weapon without returning to the main menu. This works from the pause menu as well as from the victory/defeat screen.




That’s it for this update. As always, thank you for being such a fantastic community. Right now we’re working on an exciting new feature we can’t wait to share with you!

All the best,
Jonas & Paul


SAVEGAME BETA

[h3]Dear Queens and Kings,
[/h3]We just rolled out an experimental update to the beta branch. It is something many of you have asked for, and rightly so: Saving your progress in ongoing matches.

[h3]New Features:
[/h3]
If you quit during a play-through you can later choose to continue your last run when selecting a level in the overworld. Every map has its own savegame, so you can have simultaneous ongoing sessions in different levels.

With this comes another much requested feature: When losing (or resigning in the pause menu) you can now choose between two ways to retry the level: Either restart the whole level from the beginning or rewind to the last morning before you got defeated. This means you no longer have to grind through the whole level all over again if you just lost by an inch and like to explore the same strategy again.

However, if you really want a fresh start we have yet another new quality of life feature for you: When restarting the level you can now pick a new loadout of weapons, perks and mutators instantly without heading back to the level select menu.

[h3]How to access the beta branch:
[/h3]Please note those changes aren’t yet live on the default branch of Thronefall. Here is how you access the beta branch: Right click Thronefall in your Steam library and click on properties. There in the Betas tab select the publicbeta branch.



The beta branch is meant for testing so you might still encounter some smaller issues along the way. That being said, we’re very grateful for your help! A feature like this is inherently complex and it’s almost impossible for us to catch all of the bugs on our own. If you feel like it please give it a spin and report any issues you may find.

We hope you’re as excited as we are for this new update. We’ll roll this out to the default branch as soon as all major bugs are fixed. Thank you for being such a fantastic community!

All the best,
Jonas & Paul


tl;dr:
Those features are now live on the beta branch:
- saving progress during ongoing matches, you can quit and resume your session at a later point
- after defeat you can chose to retry from the morning before
- instantly restarting and picking a new loadout without returning to the menu




UPDATE 1.25

Dear Queens and Kings,
This week's update provides a couple of bug fixes and quality of life improvements we wanted to roll out before focusing on delivering more content. Among many other things we’ve implemented a much requested feature: You can now select all units belonging to a building by holding the unit command button next to it. This makes it a lot easier to sort the different parts of your army, especially if they’re all mixed up after a hard night of fighting. You can find the detailed patch notes at the bottom of this post.



Thank you so much for thoroughly stress-testing the new map Uferwind we released with the last update. We’re so happy about the warm reception and appreciate the comprehensive feedback you shared with us!

Along with that also a big thanks to everyone who participated in the community survey. We understand a lot better which parts of Thronefall you enjoy and which parts still need some love. It will be an invaluable resource for future design decisions. We’re already working on some exciting new things and can’t wait to share them with you!

As always, thank you folks for being such a fantastic and supportive community.

All the best,
Jonas & Paul


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[h3]PATCH NOTES 1.25:
[/h3]
New Features:

You can quick-select units directly at their corresponding barracks. This allows you to separate and manage your units more easily.

Lightning Staff Bug Fixes:

- The lightning staff active ability damage was not affected by any upgrades or perks except for the blacksmith upgrades. This bug should be fixed now. Castle center upgrades and perks should affect it correctly now. (Big ooopsie!!)

- The lightning staff no longer deals double damage to its primary attack target (this bug fix is a small nerf, a lucky coincidence considering the buff above)

Light Spear Bug Fixes:

- Assassin’s Training upgrade cooldown reduction is actually applied to this weapon now (Oops.)

More Bug Fixes:

- Big harbors now adjust their income correctly when upgrading them immediately

- Fixed some navigation problems for flying units on Uferwind

- Archery range shows its hp bar when damaged

- Fixed a bug for the Big Harbors perk that only increased the boat and income capacity by one instead of the promised two. This bug fix is a buff to an already strong perk so the upgrade cost of big harbors is increased by +3 when playing with this perk to compensate for this change. (The initial build cost remains unaffected.)

- Bow and Dagger can no longer stab into the air

- Golem splash damage can no longer damage air units

- Upgrading destroyed buildings respawns them now (when playing with the God of Destruction mutator)

- Builder’s Guild can no longer upgrade the blacksmith, which caused a bunch of spinoff bugs that should all be fixed as well now.

- The blacksmith does not make any upgrade progress when destroyed during the night

- Firewing no longer gets unnecessarily close to enemies because its attack range has been reduced to match how close it gets to enemies. In return that distance has been increased by a small amount.

- Unit anchor circles are more visible on Frostsee

- Units should no longer be able go get stuck outside of the level boundaries (for real this time)

- Fixed some minor issues on Uferwind. One of the boats is no longer positioned inside of the dock. The houses in the middle of the map are slightly more separated to prevent pathfinding issues for units.

- Treasure Hunter Perk shows the correct amount of gold in the tooltips

- Fixed a bug where the anti-air telescope perk caused the boss fight on Frostsee to crash and softlock the game

- Elite Warriors perk no longer gives the barracks an abnormal amount of health

- Fixed a problem with Builder’s Guild that allowed you to upgrade buildings during the night.

- Adjusted hitbox of the gold mine to make it less likely to be attacked from a different height level (mainly relevant for one specific spot on Durststein).

Lightning Desert Challenge's Awards!


[hr][/hr]
Hey Queens and Kings!


[h2]The time to call the champions for the event has come. Drumroll.......[/h2]

[h2]Champions🏆[/h2]

1st place: ItsMe_Raven with 66295 points
Link to the run
[hr][/hr]
2nd place: LTU_Adas with 65441 points
Link to the run
[hr][/hr]
3rd place: Lich46 with 64691 points
Link to the run
[hr][/hr]

Congratulations to you 3!!

You folks blew us away with how far you pushed this challenge. The race was fierce to the very end!

As this was our first Thronefall community event, if you have any feedback, and / or ideas for the next event, or if we should do things any differently, please make sure to tell us, replying here or on Discord. We're keen on experimenting with some different ideas here to see what works best for Thronefall.

Thank you all for participating in the Desert Lightning challenge!

[h3]Take care![/h3]

Community Survey

[h3]UPDATE: The Survey is now closed. More than 3000 people participated, providing us with an incredible amount of invaluable feedback. Thank you all so much! This greatly improves the development process of future content. [/h3]
All the best,
Jonas & Paul


Hey, Queens and Kings!
We care about what you think. That's why we set up a quick survey (about 10 minutes to answer here):

[h3]>> Go to the Survey![/h3]


This is your chance to get your voice heard and our chance to get a statistical representation of what all of you think. As we decided against implementing any kinds of analytics into the main game, we rely on your voluntary feedback (which has been fantastic so far), to take our design decisions! We don't always get everything right the first try, but we want to listen and do our best to make you satisfied rulers of your realm. As always, thanks so much for all the amazing support.

Cheers,
Paul & Jonas