News Liste Thronefall

Update 1.34
Thronefall
14.12.23 10:51 Community Announcements
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



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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.

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