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:
The Great Wall
Inspired by CaporalNicoBased 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.
Just The Way They Are
Inspired by GertimoshkaInspired 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.
One Man Army
Inspired by Hjorse RiderThis 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.
Time Flies
Inspired by matanYou 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!
ThroneBall
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
---------------------------------------------------------------------------------
Bug Fixes:
- 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.
Balance Changes:
- 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.