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Update 1.55: Mini-Modes

Dear Queens Dear Kings,

We’re excited to roll out a collection of 15 unique twists on Thronefall’s core gameplay, based on your amazing submissions to the Quest Fair community event. Sure, you’ve played Thronefall — but have you played Throneball?

Since some of the new game modes alter the rules quite wildly we decided to package them in separate challenges (three for each region) that unlock after beating the region’s main level. They come with their own leaderboard, quests and a unique set of rules that can be found on the left side of the loadout selection screen.

In this post we highlight five of those modes (including the winners of the Quest Fair event) to give you a little overview of what to expect:


[h3]The Great Wall
[/h3]Inspired by CaporalNico


Based on CaporalNico’s idea, you start with a fully upgraded wall and economy buildings in this mode. The wall is what’s keeping your throne from falling and it is only repaired by small amounts between nights, so protect it at all costs.

[h3]Just The Way They Are
[/h3]Inspired by Gertimoshka
Inspired by Gertimoshka’s submission you suddenly have a sore throat and your units just won’t listen! Defend your castle with nothing but towers and units that do whatever they want. To make things even more challenging, you can’t bring a weapon.

[h3]One Man Army
[/h3]Inspired by Hjorse Rider


This mode inspired by Hjorse Rider is pretty much the opposite of the last one. All you have are five royal forges to upgrade your stats to ridiculous levels. Demolish entire armies on your own.

[h3]Time Flies
[/h3]Inspired by matan


You thought with Thronefall we eliminated the stress from the traditional RTS formula? Well, thanks to matan we now re-introduced it in this challenge. You have 20 seconds to prepare for the next wave each day before the night sets in automatically. Use your time wisely!

[h3]ThroneBall
[/h3] Inspired by a silly pun



Oh no! You got stuck in a massive snowball again. Well… Perhaps you can use it to your advantage? Roll over enemies and make your foes wish they had never attacked the round ruler of these lands.

10 More Modes In-Game!
And that’s not all! In the game you can discover ten more modes — from very challenging to very silly. Thank you so much for providing us with countless fantastic ideas. Have fun! We can’t wait to hear what you think.

What’s next?
You probably guessed the answer. It’s about time for a new map! We’re already on it behind the scenes and will share it with you as soon as we can! As always, thank you for being such a great community. You make working on Thronefall so much fun!

All the best,
Jonas & Paul


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[h3]Bug Fixes:[/h3]

- Towers that are meant to attack the closest enemy actually do that correctly now. (Ooops)

- Fixed a bug that incorrectly reset the damage modifiers of shrines when continuing from a saved match.

- Fixed a bug that caused enemy archers not to attack in certain situations.

- Ring of Resurrection makes it so your own health resets to full health the first time you respawn as intended.

- Game no longer crashes when you have too many coins.

- King health bar is now always displayed above all other health bars.

- Heavy sword manual attack visual effect adjusted to better reflect its attack range and direction (this weapon will likely need some more attention in the future, this is a quick fix)

- Eternal trials loadout navigation fixed to always cycle in the correct direction.


[h3]Balance Changes:
[/h3]
- Ballistic Spire now ignores the "armored against ranged" tag on enemies. This means the ballistic spire deals +66% damage against battering rams. Other interactions should be unaffected.

- Heavy Sword splash area increased. Damage increased by +10% and by +40% against ranged units.

- Your berserks have additional resistance against fire and explosion damage (66% of explosion damage is blocked, 50% of fire damage is blocked)

- Flying wizards no longer keep attacking walls when no other priority targets are nearby.

- Rams have smarter targeting and no longer chase after pointless wall pieces.

- Implemented a tie-breaker mechanic that slowly deals damage to an enemy anywhere on the map if at least 60 seconds have passed since an enemy or a building was last destroyed (and no boss enemies are on the map). This is to reduce ridiculous wait times and soft-locks for edge cases only.

- Magic armor deals +20% more damage.

Midas Mayhem Awards!


[hr][/hr]
Hello there, Queens and Kings!


The end of the Midas Mayhem Event is upon us! The time to announce the greediest rulers of the land has come... 👀

Without further ado, here are our grand winners for this event! 😄

[h2]Champions🏆[/h2]

1rst place: Orangutan with 542 gold Link to the run

2nd place: ItsMe_Raven with 539 gold Link to the run

3rd place: SpeedBuff AND Dorce with 536 gold each SpeedBuff's run Dorce's run

4rth place: Astrinaar with 535 gold Link to the run

5th place: Pirates with 532 gold Link to the run

Congratulations to you 6!!!

As that was the case with the Desert Lightning Challenge, you guys blew our minds with how far you pushed this challenge. And again, the race was fierce to the very end! Orangutan's score, 542, literally happened 30 minutes before the deadline. 😱
It would seem we severely underestimated you when setting our "soft-goals" this time around. So many of you made quick work of them! 🤔 We'll take note and remember just how good you are. 😎👑

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 always curious to hear what you have to say!

Thank you all for participating in the Midas Mayhem Event and bravo for your relentless efforts! Some of you are really hard at work on the grind. 👏 😎

[h3]Take care everyone! 🤗 [/h3]

Midas Mayhem Event!


[hr][/hr]
Hear, Hear, dear Queens and Kings!


As Spring comes around, and life itself springs anew, it is time for yet another royal tourney, where rulers from distant lands travel to face each other in a fierce competition. A.. peculiar kind of competition, one that will require a different set of skills. Will you be up to the task..?

Welcome to the Midas Mayhem Challenge!

The challenge's rules are as follows:

Play on Nordfels, with the Heavy Sword, as well as the Elite Towers, Healing Spirits, and the Loan perks, and try to end the level with the MOST gold possible!
[hr][/hr]

[hr][/hr]
Mutators are allowed if you wish to have more fun, but Pray to the War Gods is forbidden.

Just take a screenshot of the "Victory" screen, so everyone can see Nordfel's background, as well as the score from the gold bonus, and post it on our Discord server in the #midas-mayhem channel. As that was the case for the Lightning Desert Event, if you're competing for one of the top spots, please submit a little video of the last night of your run to give it more credibility and keep video evidence for the entire run just in case!


The event's deadline is on Monday, April 1rst, 9 AM CST time ; no more scores will be accepted after that. We'll then review the submissions before announcing the winners a few days after!



[h3] 🏆PRIZES [/h3]

The 5 greediest rulers will get rewarded with:
  • The Champion Discord role
  • 2 Steam keys to share with your friends
  • A spot in the coveted Discord and Steam's Hall of Fame, where your name will remain for eternity...


As for everyboy else, here are some goals to shoot for:
  • 100+ Gold: King Midas is satisfied with your results.
  • 225+ Gold: King Midas wants you to join his council.
  • 350+ Gold: King Midas offers you his throne.


Join our Discord server, to compete with your fellow rulers!

As always, we're excited to see what strategies you'll come up with. 😁 Please let us know if you have any improvement suggestions for the next time we run an event like this (or any ideas)!

On another note, rest assured that we haven't forgotten about implementing your winning ideas from the Quest Fair in-game. Between releasing Sturmklamm and working on the big Eternal Trials rework, there was a lot we had to do, but we'll do our best to make it happen fairly soon.

[h3]May the tournament... BEGIN! Good luck![/h3]

Update 1.5: Big Reworks

Dear Queens and Kings,

This update brings a ton of experimental improvements to Thronefall. We've been very busy and we're excited to share what we've been working on for you. Let's get right to it...


TOWER REWORK

This is our attempt at making defense towers more useful, interesting, and versatile:
  • Defense towers have brand new level 2 upgrades (that are more powerful than before).
  • The level 2 tower upgrades also decide the targeting priority of the tower (highest health, lowest health, closest or random).
  • Defense tower level 3 upgrades are similar to before but can now synergize with the level 2 upgrades in various ways. You want to build a healing sniper tower? Or an armored tower with hot oil for your front line? You now can.



ETERNAL TRIALS - SEASON 2

While we won't have recurring "seasons" in the traditional sense, we're adopting the model to allow for big balancing changes like this one. We've heard your feedback loud and clear, so here comes our attempt at addressing it:
  • A new empty high score table to allow for a fresh start.
  • Complete rebalancing of the eternal trials wave generator.
  • Reduced enemy spawn variety but increased predictability to make runs fairer (one of the main things you asked for).
  • Increased difficulty and faster difficulty ramp-up (Runs should not take 15 hours+ to complete and the first stages are no free wins anymore. Every victory will be earned.).
  • New enemy preview before starting a level (allowing you to dodge enemy compositions you don't want to go up against and to better prepare your strategy in advance).
  • Unwanted perks can now be disabled before starting a level.



UNIT CONTROL HOTKEYS

You've been asking for this for ages and we know we are late to the party. We finally did it and have to agree... This is quite a massive improvement to the game feel:
  • New select all army hotkey, select all melee hotkey, select all ranged hotkey, select all heroes hotkey.
  • New select one unit type hotkey (only ever selects or places one unit type at a time, super useful for sorting clumped-up units).
  • New toggle command units hotkey (similar to toggle sprint but for commanding units).
  • The new hotkeys are not just a quality of life change, but also open up a surprising amount of new room for skill expression. We're excited to see how you use these new tools to defeat your foes.



QUALITY OF LIFE

Some more things you've kept asking us for that we are excited to finally deliver in this patch:
  • Snappier keyboard controls.
  • Mouse movement added as a control option.
  • Next day gold preview in the pause menu.
  • Tower range indicators.
  • V-Sync should be working correctly now. (You can also use it to limit your frame rate.)



BALANCING

We made many balancing changes to the game and more will follow.

Balancing is a two steps forward, one step backward kind of process. Every patch will make some things better and some things worse. The important bit is that on average it keeps getting better over time. This is what we strive for. Thanks for all of your valuable feedback on this matter!


[h3]SELF-HEALING REWORK[/h3]
Before this update, the self-healing of your character scaled linearly with your health pool. This was not very transparent and also led to a lot of balancing problems. To address this:
  • Your self-healing no longer scales with the size of your health pool. Self-healing is a separate value now.
  • Whenever self-healing is affected, it is specifically stated in the tooltips!
  • You heal at the same rate while you are dead, so intentionally dying is no longer a valid strategy to refill your health (unless you have a ring of resurrection, of course).


[h3]PLAYER WEAPONS[/h3]
We're only making some careful adjustments as we'd rather not break anything here:
  • The heavy sword makes you start the game with +20% additional health and health-regeneration now.
  • The self-healing of the spear has been reduced by -10% and scales with your self-healing instead of with your max health pool.


[h3]PLAYER UNITS[/h3]
Some adjustments to level the playing field between different unit types and helping each unit to better fulfill its role:
  • Berserks have a new jump attack (filling a more unique niche for quick burst damage)
  • Flails have health steal (giving them more durability when surrounded)
  • Longbow projectiles are +100% faster
  • Spearmen have +5% health and +5% attack damage
  • Hunters deal -10% damage against non-monster units
  • Fire archers deal -10% damage


[h3]ENEMIES[/h3]
Some adjustments to some enemies you found annoying to deal with:
  • Quickslings periodically stop firing (giving you a better opening to dive in and attack)
  • Exploders count as siege weapons now. (They will be targeted by your sniper towers etc.)


[h3]CASTLE CENTER UPGRADES[/h3]
These are turning out to be rather difficult to balance. Our main goal here is to make each upgrade more situational, so that which one is best, depends more on the level and enemies you go up against:
  • Magic armor deals a fixed amount of damage to enemies when you are attacked (instead of a percentage as before).
  • Castle-Up now immediately discounts all currently available tower upgrades on the map, making it give a more predictable amount of value depending on how many towers you currrently have.
  • Commander Mode now gives units that are on hold position a +20% health and attack bonus.
  • A bit of number tweaking on the other upgrades as well, mostly buffs.


[h3]MILL UPGRADES[/h3]
For the mills we recieved some mixed feedback. Some said Improved Plow was not strong enough, but most said it was too much of a must-pick compared to the other options. As the defensive options of the mill are all fairly situational, we think it is okay to buff then up a bit more:
  • Scarecrows: Projectile speed increased by +200%
  • Explosive Mills: Fields explode as well now. The explosion size has been increased to a fixed size accross all mill levels.
  • Wind Spirits: In addition to the arrow blocking the mill also gains a ranged attack with a slow effect.


[h3]PERKS[/h3]
We made tons of little balance adjustments here as well. Almost every perk has been touched in some shape or form. Here are some highlights:
  • Warrior Mode is renamed to Warrior Training and no longer negatively impacts the attack damage of your units and buildings. You just become stronger over time (up to +100%).
  • Castle Blueprints health bonus reduced from +80% to +50%
  • Gladiator School no longer impact the build or upgrade costs of your training facilities.
  • War horse damage is increased but you recieve some damage when riding over enemies as well as to somehwat limit how much you can use it.
  • Glass Canon no longer negatively impacts your self-healing rate (due to the self-healing rework) but it gives -80% health (down from -66%, reverting a change from the last balance patch).
  • Elite Warriors no longer negatively impacts the training speed of your units but their health bonus has been reduced to +50% (down from +80%)
  • Archery Skills now additionally gives +60% projectile speed for your archers.
  • Fortified Houses attack range drastically increased
  • Treasure Hunter gives +10, +20 and +30 gold in the last 3 nights (previously +60 only before the last night)
  • Indestructable Mines renamed to Sustainable Mining: Gives +400% health to gold mines and their income never drops below 3.
  • Health potions heals a fixed amount of health per second for every unit (instead of a percentage of the max health)
  • Many small number tweaks on other perks as well.


LEAVE A REVIEW!

We've been putting a lot of work into Thronefall lately. If you enjoy what we do, one of the easiest ways to help us out is to leave a review on Steam (if you have not already). Thanks so much for all of the love and support!

[h3]Join us on Discord![/h3]
If you would like to be more actively involved and help with beta testing for new features before they come out, leave feedback and bugs, the best way to do so is on our Discord server: Join us on Discord!

(We're keeping an eye on other channels such as the Steam Forums as well, of course.)

[h3]What's next?[/h3]
Now that we've taken some time to work on balancing and quality of life features, it is once again time to get back to work on more content for the game! We still have some quests from our previous community event to implement, for example, and we know you likely want to see more levels as well. ;)

Thanks for your continued excitement and support! We would not be able to do this without you.

All the best,
Paul & Jonas

Update 1.42 and Sale

Dear Queens and Kings,
Thank you all a lot for the warm reception of the big update last Friday — and also for your thoughtful feedback! Your suggestions are a vital part of Thronefall’s development. In this update we try to address the most urgent points regarding the balancing and new enemies of Sturmklamm. The molepeople in particular frustrated some of you and understandably so. We agree that they circumvented defences a bit too easily. While this is probably not the last adjustment in this domain, we hope this update makes fighting them off feel more enjoyable and fair for you. We also adjusted the new enemies' occurrence in the Eternal Trials mode. You can find all the balancing changes in detail at the end of this post.


ACHIEVEMENTS:
Whoops, we completely forgot to add Achievements for the new level. Thank you for pointing that out and our apologies! They’re there now and ready to be conquered.


6 MONTH CELEBRATION & PRICE INCREASE:
Later today we will kick off a weeklong 25% off sale for Thronefall, celebrating the first 6 months of Early Access with you. After the sale is over we will, as mentioned in an earlier announcement, increase the price of Thronefall from 6.99$ to 9.99$ (or the equivalent in your currency) to reflect how much the game has grown since its initial release. So if you don’t own Thronefall yet, now is the perfect time to grab a copy at its old price. Don’t forget to tell your family and friends! :)


WHAT'S NEXT?
As you probably noticed by now, we usually alternate between adding new content to the game and improving what’s there already based on your feedback. The next update will implement more of your balancing suggestions as well as some long wished for quality of life improvements like a range indicator for your towers for example. Once that’s done we’ll go back and work on more content.


As always, we’re incredibly grateful to have such a friendly and passionate community. You make every day of developing Thronefall better than the last!

All the best,
Jonas & Paul


[Feb 05, 5:36pm CET: Please note that the MacOSX build will be delayed about 2 hours.]
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[h3]FULL PATCH NOTES:[/h3]


MOLE PEOPLE:
We heard your feedback that the molepeople are a bit too strong and circumvent your defences too easily at the moment so we are attempting the following changes:

- Molepeople now have a maximum tunneling distance. (They can no longer tunnel across the entire map at once.)

- Tunneling from one place to another will now take a short amount of time (no immediate teleportation anymore).

- The tunnelling ability cooldown from molepeople has been increased by +100% so they will tunnel only half as often.

- Mole people can no longer attack while in their dig or tunnelling animation (but they can still be attacked)

- Their difficulty budget in Eternal Trials has been increased by +15% so when they appear in Eternal Trials, there will be less of them.

- Mole warriors deal -75% damage against the castle center (down from -50%) so they can't "rush" you down as easily.

- Moleman is renamed to Mole Warrior and Moleman Archer is renamed to Mole Archer

- The splash damage dealt by the boss fight statues when tunneling is reduced by -50%.
Bonus Tip: Mole people take increased damage from towers (as stated by their tooltips in the pause screen).


QUICKSLING:
While they seem okay in the Campaign, according to your feedback they can be quite difficult to deal with in the Eternal Trials so let's simply try this:

- Difficulty budget for quickslings increased by +33% so when they appear in Eternal Trials, there will be less of them. (We'll keep an eye on this and increase it even more if necessary.)

Bonus Tip: Quickslings deal reduced damage to buildings. Towers are therefore a good counter. Mills with the wind spirits upgrade are a great counter as well.


STURMKLAMM:
We are happy that all in all you seem to like the new level so besides the mole people nerfs above we only made some small balancing changes to address your feedback:

- The difficulty of some waves has been reduced (a couple less enemies are spawned).

- Some waves towards the end of the level drop a bit more gold.


ACHIEVEMENTS:
- We added the Sturmklamm achievements as they were missing. (Oops.)