Version History

## 1.27

*2023/11/15*

BALANCING CHANGES

Quality of Life:

* The player character’s horse (it’s named Hasty by the way) is 30% faster during the day
* You can now move while you are dead to influence your respawn position
* Your units now immediately teleport to their target location when you place them during the day
* The required button hold time of the unit command button when putting your units in “hold position” mode got reduced from 1 sec to 0.5 sec.
* When purchasing buildings, the coin bar now fills up ~20% faster

Enemies:

* Barrel Knights no longer have the "Armored Against Ranged" tag, they take significantly more damage from ranged attacks now.

Player Units:

* Fire archers splash damage dealt reduced by -10%
* Fire archers "only" deal +200% damage against siege units (down from +300%)

BUG FIXES

* Fixed some rare save/load bugs on Neuland
* It’s possible again to resign/retry during the first day
* When getting defeated in the first night, the “retry day” feature now works as expected
* Leaderboard and in-game perk selection screens now display the correct level name

## 1.26

*2023/11/09*

NEW FEATURES

* 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.

## 1.25

*2023/10/19*

NEW FEATURES

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

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

## 1.21 - Uferwind update

*2023/09/29*

NEW FEATURES

* **The New Map**: With Uferwind we added a completely new map to Thronefall. With its rugged shoreline to one side and vast open grasslands to the other it offers a challenge unlike any of the maps before. Right from the start you’ll have quite a bit of gold and many building options on your hand, allowing you to explore a variety of different approaches.
* **A New Weapon**: The Lightning Staff is a powerful new weapon playable on all maps once unlocked. Its multi-target auto attack makes it especially suited to control large groups of enemies, while the active lightning strike ability can wreak havoc on even the most powerful opponents when timed right.
* **New Enemies**: On Uferwind you will encounter 2 new airborne and 2 new ground enemy types that will require you to adapt your strategies creatively to successfully fight them off.
* **Hero Units**: You’ll be able to build a new structure on Uferwind that allows you to recruit one of 4 “hero units”. Heroes are very strong units with special abilities that can turn the tide of the battle.
* **New Perks & Mutators**: The update features 5 new perks and 5 new mutators that can be unlocked and played with on all maps. One of the mutators “Pray to the War Gods” is unlocked right from the beginning and allows you to make levels a bit easier to help you out if you ever get stuck.

BALANCING CHANGES

Units:

* Berserks deal +100% damage to siege weapons (up from +50%)
* Berserk HP increased from 50 to 65
* Movement speed of knights increased from 3 to 4
* Your longbowmen now prefer targeting air units and have 50 range when attacking air units (up from 40).

Perks:

* Castle blueprints increases health of towers and walls by +70% (down from +100%)
* Royal mint no longer gives you an additional coin at the very beginning of the match
* Pumpkin fields effect replaced: Fields have +400% health and every mill gives an income of +1
* The gladiator school perk only increases the costs of upgrades but no longer the initial build costs of a training facility
* War Horse damage reduced by -10%
* Heavy armor health only increases health by +250% (down from +350%), which is still very good, no worries. In return picking this perk no longer slows the player down. This is to make this perk more fun to play with and to counteract some crazy combos builds with Magic Armor.
* Commander Mode ally damage reduced from +45% to +40%
* Warrior Mode ally damage increased from -40% to -30% and maximum player damage increased from +160% to +175%
* Glass Cannon damage decreased from +100% to +80%
* Fortified houses now also shoot arrows when the houses are still on level one (at a lower attack rate).
* Elite warriors give +80% HP for all of your infantry units (down from +100%)
* Treasure hunter gives +60 gold before the last wave (up from +50)

Buildings:

* Builders' Guild upgrades houses before the night instead of after the night so you can effectively gain +1 income from it every day.
* Assassin's Training changes from the last patch are reverted. It "only" gives +100% attack damage (down from +250%) and if you manage to use your active ability just as the last cooldown wears off, the cooldown is reduced by 50%. It should feel a bit smoother to use now. The challenge comes less from hitting your timing perfectly and more from making sure you get some good use out of your ability now.
* Scarecrow attack frequency reduced from shooting every 2.5 seconds to every 3 seconds
* Exploding mills deal 50% more damage (e.g. on Level 1: 26 -> 39 and on Level 3: 91 -> 136.5)
* The wind spirit upgrade blocks significantly more arrows on the lower mill levels than before and also has a new bonus effect: the mill and its surrounding fields receive the "armored against ranged" tag which makes them take reduced damage from all ranged attacks.

Weapons:

* Spear: Deals -10% damage against all enemies except fast enemies. For fast enemies the damage is adjusted by an equal amount in the opposite direction (+10%). This should help make the spear more situational.
* Bow & Dagger: Auto-attack fire-rate increased by +5%. The maximum cooldown time of the stab is lowered from 7.5 to 6. The damage against flying enemies is increased by +20% and the range against flying enemies by +25%. All in all pretty heavy buffs! While we intentionally want to make sure bow and dagger stay a bit more on the weaker side of things (as it is the first weapon you get), we also want to make sure it doesn't fall too far behind and keeps some situational use.
* Enemy units
* The weapon of the weakling has been changed to a club so it is now easier to visually distinguish from the melee enemy.

BUG FIXES

* Next wave info in the pause menu always shows the correct enemies during the night as well.
* Fixed a small bug in unit pathfinding that might have caused units to move towards incorrect attack targets sometimes. This might cause some units to behave slightly differently now.
* Magic armor can no longer lead to more enemies being spawned. (Oopsie.)
* Magic armor can also damage the crossbow enemy now. (Oopsie.)
* It should no longer be possible to get stuck behind buildings. (This time for real. Haha.)
* War horse no longer damages enemies after they leave your attack radius. (Oopsie.)
* Castle blueprints perk did not work properly on walls giving some walls too little and one wall piece way too much additional health. This should be fixed now. (Oopsie.)
* The realm protected percentage shows correct numbers when buildings are destroyed now. (The scoring already worked as intended, so scoring should be entirely unaffected by this change.)

## 1.16

*2023/08/24*

FIXES & IMPROVEMENTS

* **Stab Ability No Longer Ignores Full Health Enemies**: Making the stab ability of the Bow & Dagger weapon focus the target with the lowest health caused it to ignore full health enemies completely. This is now fixed.
* **WASD Default Movement is Back**: We received a lot of feedback on this one and we heard you. Not being able to move your character with WASD by default was annoying and that's why we brought it back. In the last update we had to limit the movement keys to one set of keybindings and (probably unwisely) chose the arrow keys. We now improved the key rebinding system so that it allows to move the character with both, WASD and arrow keys by default.
* **New Save System for Key Rebinding**: Besides the bugs it was causing, the way we saved key configurations had also a set of limitations that are now gone. With the new system the key configuration will be stored in a separate file in the same location as your save game instead of some mystery location. If, for some reason your config is ever messed up completely you can reset it by deleting the ControlsConfig.json file there. Note that this change will wipe your old key rebinding settings and reset them to the defaults.
* **Removed Menu Controls from Rebinding**: We removed the buttons to control UI from the key rebinding. It was possible to put the game in an unplayable state by messing with them. Instead the menu is now navigable by a myriad of different ways by default: Arrow Keys, WASD, Joysticks, DPad, etc. We hope that works for all. Should you still have the desire to still change any of those please use Steam Input to do so.
* **Unit Selection Circle No Longer Clipping into the Environment**: Especially on Durststein the circle popping up when selecting units tended to clip into slopes and other parts of the environment. It should now be visible at all times.
* **Catapult Shots Now Respect Audio Settings**: Catapult shots no longer play their sound in full volume regardless of the audio settings.
* **Various Minor Fixes for Key Rebinding**: The key rebinding system had a couple of small hick ups such as the night button not being bindable to a button used by another action at the same time. Those should be all fixed now.
* **Typo and Localization Fixes**: With the help of your numerous report and our community manager Sacha we fixed a ton of small typos and localization mistakes. A few are probably still in there, but we'll get to 'em eventually!

## 1.11

*2023/08/17*

BUG FIXES

* This hotfix resolves the issue of the game crashing when opening the pause menu in the last night on Frostsee (the ice map).

## 1.10

*2023/08/17*

NEW FEATURES

* **Key Rebinding**: This has been requested a lot and should obviously be part of every decent game. It is now possible to set up your own control configurations. By default everything should work like it used to, but due to technical reasons you might have to rebind movement to the W A S D keys if you were used to it. This is because there’s only one slot to bind per action per input device and the default binding for movement is the arrow keys. On the upside a lot more controllers should be supported now.
* **Upcoming Night Preview**: Another much requested feature. The pause menu now displays a summary of the enemies attacking during the next night in the pause menu. There you can read a quick description for each of those enemies and see how many nights you’re away from your next victory. This should help a lot in making the right preparations.
* **More specific tooltips for Perks and Mutators**: Many of you were understandably annoyed by the lack of information in some of the tooltips in the perk selection. You’ll find specific numbers and percantages, instead of some vague “does much more damage” blabla there now. We know that some other places in the game could very much use the same treatment as well. We'll see what we can do! ;)

BALANCING CHANGES

Your Units:

* Your units will only start chasing after enemies once they arrive at the position you sent them to. That means your units will obey your orders much more strictly and not get distracted on the way when you send them somewhere.
* Your melee units have a small agro range in hold position mode now so they will no longer watch their comrades being slaughtered right next to them in hold position.
* Units on hold position lose their hold position state when they die and respawn. This is to prevent some exploits and unwanted behaviors.
* Hunters prioritize attacking monsters when different enemy types are in range
* Hunter arrow range increased by +40% when attacking monsters

Enemy Units:

* Instead of attacking immediately when you enter their range Elite Crossbowmen will foreshadow their attack with a red line giving you some time to react.
* Elite Crossbowman attack speed increased by 20%. Elite crossbows lost a lot of dps (damage per second) to the change above. This adjustment brings their dps roughly back to the old level. That being said, if you micro well, they will barely deal any damage to you and your troops now.

Weapons:

* Long Bow renamed to "Bow & Dagger"
* Bow & Dagger stab automatically prioritizes lower health units and stab range increased by 20%
* Light Spear damage reduced by -5%. Damage against fast enemies increased by +5% (so unchanged). The spear was a bit too strong as an all round weapon. Enemies without the "fast" tag will take one or two more hits to kill now.
* Heavy Sword auto attack damage increased by +5%, manual attack damage increased by +10%

Levels:

* Durststein: Added some additional enemies coming in from the right (where the mills are) in some waves. Protecting the mills was a bit too easy on Durststein. This also makes the level a bit more difficult (which should hopefully be fine considering it felt like the easiest level for a lot of you and also considering all of the other buffs in this patch).
* Durststein final wave has some extra ogres coming from the front in the end

Meta progression:

* Required XP for leveling up reduced across the board by roughly -30% (varying depending on the specific level a bit)
* Some mutators give a bigger score and XP boost as well now.
* "Warrior Mode" and "Commander Mode" perk are moved to an earlier point in the meta progression. We received feedback that perks do not feel impactful enough. This feedback usually comes from newer players who feel a bit underwhelmed with the perks they unlock early on so we want to move some of the higher impact perks to an earlier point in the meta progression. Please note: This means the perks you have already unlocked might change a bit as a result of this adjustment.
* Castle center upgrades reordered in the meta progression

Castle center upgrades:

* Assassin's Training: The old effect of this upgrade is completely scrapped scrapped. New effect: Doubles the cooldown of your auto-attack but it increases your attack damage by +250%. The main idea of this upgrade was to reward you for skillful play in combat. The previous effect of this upgrade was a bit too confusing and not as interesting as we hoped so we feel like this might be a simpler and more elegant solution to achieve the same thing but better.
* Commander Mode: Instead of the healing aura this upgrade now allows your units to attack while you command them. This upgrade was intended to be for those who enjoy micro-managing their units and should allow for some expression of skill in that regard. We felt like any "punishments" for moving your units should definitely be removed from this upgrade path. In our opinion this upgrade path makes a lot more sense now and the advantage you gain from this is equal or greater than the healing aura for sure.
* Upgrade Order: The Godly Curse and Magic Armor switched places in the castle center upgrade choices. That means Magic Armor can now be selected as a lvl 2 upgrade and Godly Curse is a castle center lvl 3 upgrade. There were two offensive upgrades in the lvl2 choices of the castle center that had too much overlap with each other (Godly Curse and Assassins Training both increase your damage in slightly different ways). Rearranging the upgrades like this resolves this problem and makes both the lvl 2 as well as the lvl 3 choice a bit more interesting.

Buildings:

* "Iron Plates" tower renamed to "Fortress Tower"
* Fortress towers still have the same insane amount of health but they can now shoot two arrows at once. (That means an incredible +100% extra damage output.) Hot oil and ballista towers are extremely powerful so this one better be powerful, too, to keep up. This makes the fortress tower a better all round option for your front line. (It was definitely way too weak considering its price before.)
* Healing orbs from healing towers travel 50% faster. Healing towers are likely never gonna be something you will clutter all over the place, but a healing tower here and there can still be nice for long waves. Faster travel speed for the healing projectiles means you and your units are more likely to survive in battle (the amount healed is already quite good so let's keep that unchanged for now).
* Explosive Mills deal +30% more explosion damage when destroyed (on every mill level).
* Scarecrow range increased by 20% and projectile speed increased by 20%
* Wind spirit range increased by 15%

Perks:

* Royal Mint: On top of the passive income from the castle center this perk also gives a starting gold bonus of +1 now. This perk was already quite useful but we want to make perks feel as impactful as possible so let's help this one out a bit more. This should make it more useful for low-eco levels like Frostsee
* Heavy Armor: Health boost increased from +300% to +350%. This was already a pretty good perk but it was not used as much (probably due to the fact that the exact numbers were not shown in game). Just to make sure, we gave it a bit of an extra bump to make it even more useful for your warrior builds.
* Ring of Resurrection: On top of giving you a fast revive once per night, this perk now also revives all or your dead units with you. Let's be honest, this perk was utterly useless before this update. Now it should be quite powerful and provide a new strategic option to play around with.
* Pumpkin Fields: The health increase for fields has improved from +400% to +900%. This perk needed just a little bit of extra help. Increasing the income of fields further would be too powerful so let's hope this does the trick.
* God's Lotion: Your health regeneration is improved from +100% to +120%. We want to help this perk out a bit, but we also feel like it's quite good already, so only making a careful adjustment here for now.
* Gladiator School: Your units respawn +75% faster (up from +50% faster). Units are very powerful in Thronefall so having a faster respawn rate is a massive advantage. This perk also makes all barracks more expensive, which is quite a huge downside, though. This power increase should hopefully warrant the extra costs!
* War Horse: The cooldown between damage ticks is reduced by 15% making this perk 15% stronger. It is more of a niche perk but it is quite powerful in certain situations and in the right builds, so only making a careful adjustment.
* Big Harbors: In addition to all of the other benefits (more health, 2 more boat capacity) fishing harbors spawn with one boat on the water. Especially niche perks like this should be powerful in order to make sense. We hope this can also help people who are struggling with their economy on Frostsee.
* Archery Skills: On top of the existing +60% range increase archers also get +20% move movement speed now. Making this perk more attractive for unit / commander type builds.
* Faster Research: On top of upgrades finishing much faster they now also cost -1 gold. Making this perk more powerful and potentially helping with the economy on Frostsee.
* Fortified Houses: Health increased from +150% to +250%. Making this a more viable option as a defensive perk.
* Healing Spirits: All healing effects on you and your units are +65% more effective (up from +50%). This is not too bad because this also applies to your self-healing etc.
* Ice Magic: The slow effect on enemies lasts +200% longer (up from +100%) and enemies move -30% slower while slowed (-25% before). Not even sure if this is enough to make this an interesting pick, but we hope this will at least help it in some niche builds on specific levels.
* Melee Resistance: You, your units and your buildings start the game with +35% resistance against melee attacks (up from +30%). Small buff to make this perk more impactful.
* Ranged Resistance: You, your units and your buildings start the game with +35% resistance against ranged attacks (up from +30%). Small buff to make this perk more impactful.
* Power Tower: The attack speed of the tower closest to you is increased by +233% (up from +200%). This perk is quite powerful and fun to play around with so let's help it out a bit more to make sure it remains a viable pick in this ocean of perk-buffs.
* Treasure Hunter: Gives you +50 gold (up from +40) before the last night. For casual players +60 would probably even still be a balanced amount but that would almost force highscore players to go with this perk, so let's meet in the middle.
* Warrior Mode: Your own damage can increase all the way up to +160% (up from +150%). Making careful adjustments as this perk definitely has some game breaking potential when it's too strong.

Mutators:

* Challenge the Turtle God: Score Boost increased from +20% to +40%. For highscore hunters this was by far the least popular perk to pick. This change might not even be enough to fix that, but let's see what happens. This should open the doors for a possible shift in the meta at least.
* Challenge the Snake God: Score Boost increased from +20% to +30%. For highscore hunters this was another unpopular pick for obvious reasons (gold being pretty important for your highscore) so this should help in making it a slightly more attractive choice to go with.
* Challenge the Falcon God: The chase-the-player duration is decreased by -60% (instead of just -33% before) which makes it more difficult to distract enemies when this perk is active. This should make the mutator feel more impactful and bring it more in line with the difficulty increase of other mutators.
* Challenge the God of Destruction: Buildings only heal 25% of their health per day (instead of 33% before). Trying to bring the difficulty increase more in line with the other mutators and trying to make mutators feel more impactful.
* Challenge the Wasp God: Instead of only doubling the amount of enemies spawned in the first 3 waves, enemies also spawn in +25% faster in those waves now. As enemies kind of tend to trickle in a bit in the first waves, the difficulty increase from this mutator was not as noticeable as it should have been. This should bring it more in line with the other mutators.

MODDING

* Enemies are in a Resources folder now. This should give you the possibility to spawn in your own enemies.
* Balancing data is in a Resources folder now. Modifying this won't do anything but you could use it to display additional data in game.

## 1.01 - Early Access release

*2023/08/02*

BALANCING CHANGES

* To make up for the lost income from the fix to gold mines, enemies drop a little bit more Gold on Durststein (desert level), but the late game and the the final waves should be quite a bit more challenging now, bringing it more in line with the other levels. We'll keep a close eye on how these changes impacted the difficulty and make future adjustments if necessary.

BUG FIXES

* Gold mines were actually bugged and gave you 6 gold every single day. This has now been fixed and their income is reduced properly over time.
* The "Castle-Up" upgrade for the castle center reduced the cost for walls way too quickly. This issue is now resolved.
* You can no longer go out of bounds on Durststein (desert level)
* Enemy units can no longer "climb" the mountains to get past your walls on Durststein (desert level)
* We doubled the gravity for the player character so it should no longer feel as floaty
* You are reset to your castle center if you manage to fall through the map (does not address the core issue of falling through the map, but this should already help make those rare cases less frustrating)
* Achievements should now show up during gameplay instead of only after closing the game
* The monitor refresh rate in the graphics settings does not show all of its 29 decimal points anymore and is rounded instead
* You can no longer get yourself stuck behind the barracks on Frostsee (ice level)

## 0.85 - Demo release

*2023/07/11*

NEW FEATURES

* Mills have different upgrade paths now. We wanted to make mills a bit more versatile and strategically interesting, so you can now choose an upgrade path for your mills on the first upgrade. (We increased the max level cap in the demo by one so you get to unlock another mill upgrade.)
* You can make units hold position by holding the command button for a second longer after placing your units. Units in hold position mode will try to stay at their position no matter what. (This can for example be useful to keep your archers behind walls.)
* We added a toggle in the gameplay settings that lets you choose if you want your units to return to their original positions every morning. (A much requested feature and we listened.) By default, units are no longer reset every morning.
* Expensive building upgrades additionally show their cost as a plain number, so you no longer have to count circles. (Much requested as well.)

VISUAL UPDATES

* The overworld map looks a lot better with distinct biomes.
* When you complete quests, the newly unlocked buildings in the overworld spawn in (this will also happen when you open the game for the first time. After that, it'll only happen when you unlock new buildings by completing quests.)
* We reworked the visuals for a bunch of buildings (e.g. barracks change appearance when upgraded now, final tower upgrades have a new look, etc.)

BALANCING CHANGES

* Catapults spawn on cooldown so they will no longer immediately fire a shot when they spawn.

BUG FIXES

* The in-game upgrade UI sometimes did not react correctly to mouse input. This should be fixed now.
* Your units and enemies will not fight way beyond where you can reach them at the level bounds. The action should always stay within your range now.
* The default music volume of the different music tracks should be more appropriate now.
* Fixed a bunch of issues in the localization and how some texts were displayed.
* The overworld map has colliders on the bigger mountains now.
* You can no longer complete the "win without" quest without actually completing it.