Dear Queens and Kings, It is time! We’re excited to share the first content update for Thronefall today: The Uferwind Update. It features a variety of new gameplay content as well as some balancing improvement and bug fixes. Here’s a quick summary of what awaits you:
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.
Besides the new content this patch also comes with some tweaks to the existing gameplay, based on all the feedback we received from you. You’ll find all changes to the balancing in detail at the end of this post.
We hope you’ll have lots of fun playing through the new level, weapons and perks. In the last couple of weeks we put all our effort into this update and we’re super happy to finally share it with you folks!
As always, we’d like to thank you for all the love, support, feedback and patience! We’re doing our best to make Thronefall the best game it can be, and so do you! We’re incredibly grateful for that.
Berserks:- Berserks deal +100% damage to siege weapons (up from +50%) - Berserk HP increased from 50 to 65
Knights:- Movement speed of knights increased from 3 to 4
Longbows:- 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)
Castle Center:- 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.
Mills:- 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.)
Surprise! Today we are releasing a Demo of SpellRogue! If you have been waiting for a chance to try out SpellRogue, the demo is a great way to get a taste of what the full game is like.
The demo features “Lapis” the Azure Seer and is limited to Act 1 & 2, but otherwise you will (almost) experience the full experience - even part of the "new game+" features is available!
For returning playtesters: We have made major improvements to the UI, completely overhauled sound effects, and improved/balanced a ton of enemy gameplay and water spells. Check out the overview for 0.8.9 below:
As I stood at the edge of the forest, my eyes shifted towards the dormant cable car system that stretched across the landscape. Its broken cables dangled lifelessly, contrasting the island's vibrant beauty. The notion of this once-thriving transportation network now being completely useless intrigued me. It could have been the ideal means to traverse the island, weaving through the treacherous swamps, dense forests, and gaping canyons that separated its diverse regions.
I couldn't help but wonder about the island's past right before the catastrophe, when the cable cars were filled with EVAS scientists, providing easy access to its various research stations. It would be great to have these working again, but this would be no easy task. Since I am no engineer, I must rely on my survival skills and instincts, carefully planning each excursion.
The dream of resurrecting this once-majestic transportation system, while alluring, was nothing more than a fantasy. As I looked at the disabled cable cars, I realized I would need to find another way to navigate the island's challenges. After all, I have made it so far with nothing but my will and hope supporting my efforts. If there is a way out of this hell, I will find it either way.
In today's Dev log, I will discuss the artistic vision and the decisions made to respectfully expand the franchise, and showcase the extensive content that made this game possible.
To grasp the intricacies of our artistic decisions, it is essential to recognize that this game offers four distinct gameplay perspectives. Crafting a tailored user experience for each of these major powers stood as a paramount factor in shaping the development of each asset. This challenge presented an incredible opportunity.
The artistic vision of Star Trek: Infinite focuses on five core pillars that make up the visual proposal of the game.
The first of these pillars is Consistency. We wanted the Star Trek IP to be presented in a respectful, consistent, and synergistic way, to better help us visualize the wondrous universe of grand strategy games. These three key elements will help us analyze the treatment to give to each of the artistic elements integrated into the game. Each of the assets must fulfill these three purposes, without exception.
This brings us to the second pillar, Classic Trek. The goal is to fulfill trekkie expectations so that they are comfortable with, and can identify with, the use of the classic IP vision for the game. Establishing this rule greatly simplified our decision-making when choosing the characters, the places they occupy within the canon (both for the actors and the audience), the models of the ships, and above all, faithfully representing the source material, as the franchise was built over many decades.
In order to apply all of this correctly, another pillar, Stylization, is defined. In the spaceship stylization for this type of strategy game, legibility will always be prioritized, and will respect the IP boundaries. One of the biggest challenges in the styling proposal came with the 3D models of the ships and structures. Although I was aware that the ship designs had to be adapted to be able to be used in the game engine, the methodology that was used when reducing information was to reverse-engineer the key elements of each design, extract them, and preserve their essence in the redesign.
For the design of the new models, this same criterion was used. A deep research and analysis was done on the structure of the original models, in order to interpret and replicate the decision-making in the designs that made this franchise great. Regarding the multiple aspects of gameplay, each piece of art corresponds to a different perspective of the game, while some have shared use across all four. This encompasses 3D models, event illustrations, loading screens, iconography, mini illustrations, portraits, VFX, and more
Taking into account that style makes functionality, we find the next pillar, Gameplay First. The UI must always inform gameplay first, in each of its decisions. The user experience posed a great challenge to us, since we had to define an artistic proposal for the user interface, sufficiently clear and defined, that could coexist with realistic graphics support, with a 90's photographic style.
The influence of the original interface used in TNG, combined with some of the most current graphical resources of the franchise, made it possible to achieve a clean and flat style topped with gloss resources that make a high-end interface emphasizing functionality. Both for the iconography and the mini illustrations, functionality is always prioritized. The same applies for the VFX and animations. In terms of diversity, this was one of the most crucial aspects to consider when creating content, as the franchise has prioritized it since its inception. To achieve this, we collaborated closely with Paramount to carefully curate and define both the event content and the character portraits.
Finally, we find the last pillar, Faithfully Representative. The informative and functional content of this kind of strategy game will be enhanced by the Star Trek IP and its components. The visual content of the original TNG series will be used as faithfully as possible in each artistic decision.
End Log,
Maximiliano Dajtscher Art Director for Star Trek: Infinite
This weekend we will be holding a special double event on Rocky Ford! On our most popular PVP Server, we will have Double Reputation enabled, with a special perk added to it!
Find out what perk it is in the server!
Start: 29.09.2023, 1:00 PM CET End: 02.10.2023, 1:00 PM CET
This weekend we will be holding a special double event on Rocky Ford! On our most popular PVP Server, we will have Double Reputation enabled, with a special perk added to it!
Find out what perk it is in the server!
Start: 29.09.2023, 1:00 PM CET End: 02.10.2023, 1:00 PM CET
REMEDIUM: Sentinels - Mr. Horrible Gelatinous Blob
Get ready to celebrate Realms Deep with us as REMEDIUM: Sentinels joins the event hosted by 3D Realms. Until October 2nd, the game is available at a discounted price, and we've recently rolled out a fresh update with exciting improvements!
New ignore list with granular blocking options Ignore list received a proper UI as a part of Friends menu and you can now block specific users' customs from showing up without completely toggling off corresponding settings.
More effects settings You can now disable everyone else's 3D items and flame particles while still keeping your own stuff displayed, disable 3D items' display for ghosts and toggle hit & comic effects off.
Other tweaks and fixes
New mod mania event screen
Queue list player dropdown menu buttons are now slightly bigger for easier controls
Auto download missing store icons when showing rewards in Battle Pass and Mod Mania
Tweaks to News tab for unauthenticated users
Fixed poorly drawn spinner for some loading screens
Fixed bug with Clans data failing to load on malformed datafile
Fixed bug with Store obj models data failing to initialize on malformed datafile
Fixed bug with Battle Pass info being shown in "All events" screen
Fixed bug with brackets breaking search in Gamerules and Replays menus
Fixed bug with no status message being displayed on replay renaming error
Fixed bug with TC/ST balance and belt display sometimes getting stuck after switching accounts
Fixed bug with invalid login attempt not displaying any error and closing Login screen instead (desktop only)