We are currently preparing the next balancing patch for Thronefall. While we think we have a pretty good idea of where we stand and what could use some balance attention, we'd love to get your input as well.
What parts of Thronefall's balancing would you like to see changed?
Are there any upgrades, weapons, perks, etc. that you feel are currently too weak or too strong?
You can stop reading here and reply directly to this post with your suggestions. Or you can keep going to learn a bit more about our design philosophy when balancing Thronefall.
Thanks a lot for the continued love and support!
Paul & Jonas
The Tool Box
Hi, Jonas here. I'd love to give you some insights about how I approach balancing Thronefall and the challenges that come with it. It's a deep dive, but worth a read if this kind of stuff interests you. Enjoy!
One analogy I really like is that balancing a single-player game is like offering the player a toolbox filled with a variety of tools. The desirable outcome would be that players get to use ALL of the tools in that toolbox. Not all in equal frequency—some tools have rare use cases—but what matters is that every tool gets used at least some of the time. Otherwise, putting them in the box would have been pointless in the first place.
Balancing pure power levels against each other is in my experience a poor approach, as it results in a few tools winning out over all the others. Make that archer a bit too strong, suddenly it's at the top and the only unit people use. Make that archer a bit too weak and nobody picks it anymore, because a different one is on top now. Trying to balance a game this way is a battle you can fight forever, but you're doomed to lose.
That means the only way to make sure all tools are used is to make all tools solve specific situational problems. Not every perk should be equally good on every map. Not every unit should be equally strong against each enemy. The circumstances should heavily influence which tools work and which don't. That way, the chance of every tool finding a use case goes up.
A lot of strategy games do this with rock-paper-scissors systems where certain pieces counter certain other pieces and so on. This is a reasonable approach; however, it is also possible to overdo that. If it is too obvious which tool you should use in which situation, it becomes boring again. The challenge should not be to put the square-shaped tools in the square-shaped holes and the triangular tools in the triangle-shaped holes.
Much of the fun in strategy games comes from deciding on the correct tool to use for a specific situation. If this choice is too easy, it kills the challenge, and a choice can be too easy in two different ways: Either the choice can be too easy because one tool is always the best, or it can be too easy because the correct tool is much too obvious (even though it might be a different one every time).
One example where I feel this toolbox-balancing approach works well in Thronefall at the moment is the mill upgrades. Every upgrade has very clear advantages and disadvantages that differ greatly depending on the situation. Explosive mills help little against ranged enemies, whereas wind spirits don't exactly shine against melee warriors. As you face a variety of different enemies throughout a match, deciding on the best mill upgrade to pick is a fun challenge and depends on the enemies and on the map. Sure, not every mill upgrade is useful equally often, but there are clear use-cases for all of them in the game.
One example of where this does not work as well would be the archer units because hunters and particularly fire archers are currently almost always the best options to go for. Fire archers counter both groups of enemies as well as siege engines, which makes them universally useful. If we buff them too much, they dominate the meta. If we nerf them too much, they become insignificant. Balancing universally useful units to compete with other options is extremely difficult.
Fire archers in particular are one of my biggest regrets for balancing Thronefall in hindsight. It is too late to make any significant changes to them at this point, and I don't want to nerf them too hard, either, as they are still fun to use. Our best shot at this point is probably to make the other archers more situationally useful so that they can overtake the fire archers in specific situations under specific circumstances.
This toolbox mentality is how I try to balance almost everything in the game. I want everything to be situational so that everything has some use cases.
There is, however, one exception I make to this rule, and that is for beginner tools. I often want to provide a decent default option to new players that they can pick if they are unsure. These are the only tools that are intentionally not very situational but very universally applicable; however, in order to keep them balanced, I have to intentionally under-power them a bit. Otherwise, I run the risk of them suppressing situational tools too often. A good example of where this works well at the moment would be Royal Mint, a solid perk for new players, but not as much for experienced folks who likely prefer more specialized perks such as Pumpkin Fields or Big Harbour to fill the same role.
Main Takeaways:
Upgrades, Perks, Units, Buildings are like tools in a toolbox.
Tools don't need to be used equally often, but every tool should have use-cases where it is best.
The fun comes from challenging the player to choose the correct tool at the correct time.
Making that decision fun can be achieved by making tools situational, but not overly so, resulting in an interesting optimization challenge.
The only exception to that rule would be beginner tools that are universally useful but slightly underpowered by design.
Questions for You:
Which "tools" do you never use?
How could we make them more situationally useful?
Emotional Damage
Have you ever wondered why balancing is such a surprisingly emotional topic in a lot of games? I certainly have, and I would love to share my guess for why that might be.
First of all, it is caused by the fact that balancing is important and most players know that. It's not "just" a bunch of numbers. These numbers very heavily shape an experience. Looking at the toolbox analogy, whether you get to use all of the tools in that box or just one makes a huge difference for player enjoyment. Players care because it matters. That should be the obvious one.
The less obvious one is that balancing is actually similar to politics. Everybody has a different experience with the game. Especially with strategy games that offer a large variety of different upgrades and play styles, one playthrough will look completely different from another. This can result in highly opposing "world-views" about the balance of a game. One player who had difficulties countering Quickslings might think they are completely broken, while another player who picked a different counter might think they are completely fine.
I've noticed that players (and probably developers as well) tend to get stuck in their balancing world-views. For example, I've seen players getting stuck in the view that eco upgrades are ALWAYS the best option to pick in Thronefall, not realizing that the defensive upgrades often allow you to expand your economy much more efficiently elsewhere.
Similarly I sometimes see new players getting stuck in the belief that building mills is much too risky and does not yield good returns, which could not be further from the truth. These players then struggle a lot more because of that, yet they can't easily break loose from their perspectives on their own.
This can even result in completely opposing balancing world-views, such as that either Builder's Guild is the only valid upgrade path for the Castle Center or that it is not worth it at all.
In short, everybody sees different things happen in their game, and therefore everybody has a different truth to tell when it comes to balancing questions. It is easy to point fingers and say that somebody else is wrong, but you have not seen what they've seen, and they have not seen what you did.
That's why taking feedback and getting more representative data is so important for balancing. That's why we decided to ask you, but that is also why the topic is so emotionally loaded, why we will likely argue in the comments, and why we will never fully agree on how to best balance the game. I think this is important to understand about the balancing process.
Trial and Error
Because I have my own limited balancing world-views and I am very much stuck in my own perspective the same way most players are, most balancing changes aren't much more than an educated guess. It is very difficult for me to predict the full consequences of a balancing change beforehand. For example, I never would have guessed that the Interest perk would be so wildly efficient for highscore hunting. It's just not something that crossed my mind as the raw income on paper is really not all that great even compared to houses, yet here we are.
Any balancing change we make is essentially a guess. A guess that the change will make things better rather than worse. Most of the time these guesses are luckily correct, but some percentage of guesses will also be wrong.
That is why in every single balance patch, some changes will make the game better and some will make the game worse. The way to judge a balance patch is by the success rate of those guesses. If it is above 50% then it should count as a good patch, though negatives tend to stand out more, so ideally you should better be aiming for 80% or above as a developer.
Risk Aversion
Now that we're getting closer to the full release of Thronefall later this year, I would prefer not to make any HUGE redesigns to the balancing anymore. Players are for the most part very used to how the game works now, and I don't think we should shake things up too much at this point. E.g., Entirely changing how a unit works or replacing a unit with a different one is off the table at this point.
As this might be one of the last balance patches before the release of the game, I also want to increase the success rate of my guesses as much as I possibly can. The way I try to achieve this is by asking for a lot of feedback and by not making any changes that I see as too risky.
Especially risky are raw buffs to tools that are already very universally useful, even if they're underpowered at the moment. (Usually economic upgrades fall into that category. I often struggle to make them situational.) Buffs to situational tools, on the other hand, are much much less risky, because even if you overdo it a bit, at least they won't dominate in every situation.
Making tools more situational and buffing them that way is certainly on the table, and my ears are wide open if you have any ideas.
Another risk aversion strategy is that I think we want to go mostly with buffs and very few nerfs. Making tools more powerful may result in power creep, but to be honest, Thronefall would benefit from being a bit easier anyway, so we don't really mind some healthy power creep at the moment at all.
Some Current Ideas
Here are some balancing ideas I'm playing with at the moment:
Increasing the number of available perk points from 3 to 5, both to make the game easier but also to allow for more strategic options in your loadout. (There are arguably other ways to achieve the same effect, but this implementation is most inviting from a development perspective as it doesn't cost any development time.)
For fire archers, I've been thinking to nerf them a bit, but not in raw damage output, but more in utility—for example, -25% movement speed and -25% health. They should still be almost equally powerful after that but with some more pronounced potential drawbacks. This would by design only be a small nerf, though.
At the same time, longbows could receive +35% bonus damage against humanoid enemies and prioritize humanoid enemies, a situational buff to carve out a more interesting niche for them. Crossbows likely need some extra range (let's say +30%) and maybe some bonus damage (maybe +25%) against ranged units, as they already somewhat fill the anti-ranged role with their ranged armor. Hunters seem to be in a decent place (they deal like +122% damage versus monsters, so very situational indeed); there are just a lot of monster enemies at the moment.
Spearmen already have plenty of drawbacks like being extremely squishy and vulnerable to ranged attacks, so they could probably just use a straight-up buff in damage and movement speed to better fulfill their role.
Builder's Guild, the Castle Center upgrade, is another trouble child with very split opinions. At the top level, it seems too weak, but as a universally useful eco upgrade, we need to be super careful with buffing it too much unless we find a smart way of making it more situational.
Castle-Up has a similar problem where it is essentially an eco upgrade that is pretty universally useful. I wonder how we could make it more situational. Otherwise, maybe just a small buff is the way to go.
Magic Armor on the Castle Center could maybe only deflect damage from ranged enemies but deal a lot more damage in return. This would make it more situational, better in some cases and worse in others, which sounds nice to me.
Godly Curse has always been in a weird spot, with most players not even knowing about the lock target hotkey (tutorial update is on its way). It's also been veeeery very niche with almost no legit use-cases. I would still love for it to fill the anti-boss anti-high-health-unit role in some way, so I thought about changing its effect to: When your character attacks an enemy for the first time, it instantly loses 25% of its remaining health (this is per enemy of course). This would be independent of your current damage stats, making it a potentially interesting option for many different builds while still being quite situational.
There are obviously more things that need attention, but these are the most interesting ones that I wanted to share with you for discussion.
Wrapping Up
You now understand what it takes to balance a game with 2,412 balancing parameters (that's the current number counted by my balancing tool). The more we can activate our collective intelligence on these issues, the better, as individual opinions on game balance tend to be limited in one way or another. I will do my best to sort through all of your suggestions and, based on them (and my personal experiences), make the best guesses I possibly can (also considering factors like risk aversion and required development times).
Thank you so much for taking the time to read all the way to the end if you did. I hope you got something out of it. Thanks a ton for all the love, support and continuous feedback! We really appreciate it.
For patch #3, which is now live, I've standardized camera rotation and scrolling across frame rates, and the camera movement is smoother. I've been spending some time on the "behind the scenes" of the threading and have decreased the "overhead cost" of the threads, which should improve stability and reduce occasional stutters.
The Steam Summer Sale starts in a couple of hours' time. World Turtles will be discounted by 40% for the sale, which is the largest Steam discount yet! Just saying...
The second batch of improvements is here to continue what we've started in the June Update! Now fully focusing on quality of life, we've redesigned the Tier 3 Pit to make it function more like a mine, allowing workers to harvest the deposits below the surface. Some of the screens, mechanics, and systems received much-needed overhauls and tweaks, and lots of fixes were introduced based on your reports from our discord, steam forums, and subreddit.
Special thanks to our Preview Branch testers who helped us tremendously by providing feedback needed to make this update possible! If you'd like to try new features and improvements early, head on to our Discord to find out how to participate!
Structures
Added ability to specify top-up and priorities for produced items in Campfire, Farms, Smoking, Drying, and Forager Racks.
Overhauled Tier 3 Pit. Placing it near ores will allow workers to enter the pit and continue mining deposits long after the nodes above the surface deplete.
Added "Requires Workers to be used" warning when placing research desk without having any villagers.
Added and fixed missing map icons for buildings.
Moved torch in Stockpile so player movement doesn't get blocked by it.
Updated descriptions of various buildings to reflect their updated functionalities from previous updates.
Fixed visual issues with black boxes stretching beyond beehives in Apiary.
Fixed player-built lanterns not lighting when built at night.
Settlement Storage
Overhauled stockpile storage screen to fit expanded categories better, added item search.
Unified categories on settlement storage, harvesting and trading screens with those used in the stockpile storage screen, allowing to search specifically for weapons, tools, etc.
Added Arrow Basket for a simplified storage usable with Staging Ground.
Made broken equipment items visible for deliveries and storage filters.
Made items become visible in storage when villagers put them in their inventories.
Added Quest Items category to stockpile storage filters to distinguish them from knowledge books and miscellaneous items.
Improved stockpile storage rules logic to not try to create requests for the entire Max rule.
Fixed stockpile storages on old saves that had outdated categories disabled; disabling Equipment before the change wasn't allowing workers to use the storage for specific types like Weapons.
Outpost Deliveries
Added error text when no origin settlement was selected for a delivery.
Added villager requirement and delivery capacity hints to delivery UI.
Updated visuals of delivery UI to match other screens.
Added displaying available item count in source and target settlements on delivery list.
Added order popup highlighting whether there are enough items available for the next delivery.
Added display of the last delivery result, showing the amount of actually delivered items when it's less than requested with details.
Villagers
Forbid villagers to eat food from the Research Desk.
Added visible reasons why workers can't work certain jobs in villager inspect screen.
Made workers only bring necessary fuel for crafting to prevent wasting peat in furnace; may help campfires too
Extended stock-up command to allow companions to grab bags and food pouches.
Fixed villagers dropping resources on the ground when inspecting while they are carrying stuff to warehouses after dismissing them from companions.
Fixed stock-up command making companions take broken equipment.
Fixed workers getting stuck in auto-harvesting when they're not allowed to harvest resource nodes.
Fixed villagers getting stuck when dropping and picking up items at Lumbermill storage.
Other Quality of Life Improvement
Increased time player loot bag is active from 10 minutes to 2 hours.
Added new icons for different arrows to distinguish them better.
Added Granite to be minable in Mining Hut instead of being locked by Pit.
Increased Small Backpack size from 20 to 24 slots.
Added new Fertilizer icon, as it was using the same icon as Peat.
Added HUD display for practice fights.
Added displaying real time instead of game time in some of the menus.
Removed Leather and Crude Wool from Tanner's Hut; they were kept there for a time in a transition after adding Tanning Rack.
Fixed villagers dropping items when picking up new ones while using Small Backpack with enough slots.
Fixed Smelter visual effects being too bright while working.
Fixed crash when hovering over a worker slot in Trapper's Hut and Lodge
Fixed issues with reclamation party warning display.
Quests
Made quest NPCs that drop quest items respawn unless killed by player or companions, and only drop the items then.
Fixed villager greetings in Haerndean, so they don't send you back to the Elder once you've spoken to him.
Fixed various issues with Pickpocket quest.
Fixed crash when hovering over a quest journal entry and scrolling it out of sight.
Fixed Golden Scales: Part 2 quest failing when player kills quest NPC that they need to talk to due to NPC hostility.
Bandit Camps
Made bandit camp migration only happen towards areas with higher threat.
Fixed wrong difficulty icons on some of the bandit camps.
Fixed bandits not migrating to some areas outside of any threat area.
Fixed rare crash with village hall belonging to invalid settlement.
Fixed enemy party locations showing incorrectly on the map.
Fixed crash when raid is sent to settlements with no items to steal.
Performance & Visuals
Adjusted image tone mapping to improve visual contrast.
Hello to all who enjoy Tien gow. And here we go. We are pleased to announce that we have made some additions and changes to the multiplayer beta features of "Japanese Style Tien Gow" and other features.
Update 1.3.0 Patch Notes
Specification Additions/Changes
Addition of Multi play (Beta) feature and related changes
The "Start Game" on the title screen now displays "Single Play" and "(Beta) Multi play". When "(Beta) Multi play" is selected, a message will be displayed only once (there will be two pages of messages during the beta period). After that, the necessary items for Multi play will be displayed. You can recruit a large number of players by selecting "Create Room", and you can find and join such a room by selecting "Join Room".
●Multi play Features in Detail
You can set up to four players and one spectator. (You can also be the spectator and invite four players.)
If four real players are not available, you can randomly add NPCs that you have unlocked in single-player mode. *Note: You cannot place the same NPC more than once.
You can recruit players either publicly or privately (by invitation or passcode verification).
You can set the same rules as in single-player mode.
You can set a time limit, and tiles will be played randomly when the time runs out.
Personal stats, match records, and levels for multiplayer mode are recorded independently of single-player mode.
If you find any problems, please report them to the discussions. If you experience any problems, we recommend that you quit and restart the game.
Four new BGM tracks added for matches
Four additional BGM tracks will be added to multiplayer matches. Including the four existing tracks, eight tracks will be randomly played during the matches.
Custom Player Title Added
A feature has been added that allows you to customize your title for display to other players. While there are very few player titles available in the beta, a feature to increase titles (Title Gacha) will be implemented in the official release. *This is not an addition to in-game purchases.
Rich Presence Display Added
Support for Steam's Rich Presence system has been added to reflect the state of the game. It will now show friends detailed information about the current state of the game (e.g. if you are recruiting multiplayer players, if you are playing, etc.).
Multiplayer Notice Added
Multiplayer is a fun way to play with others, but it is also a feature that can cause problems. Although there is no communication feature implemented in the game itself, we hope you will keep in mind the importance of having fun and check the notices whenever necessary. Please note that during the beta period, there will also be notifications that this is a beta test, so please check them accordingly.
Levels and experience will be added to personal stats.
The player's current level is now added to the Personal stats section, so the player can check their current level at any time.
Known bugs confirmed at this time The following are known bugs that have been confirmed by the developer.
When a spectator is disconnected and a player is disconnected, communication may not be restored.
When a spectator changes a player’s viewpoint, the disconnected player may not be reflected correctly.
The avatar icon of the player who disconnected during the previous match may remain in the lobby.
Those are the details of this update. Although still in beta, this update allows players to play over the network! You can join from the room list, so it is possible to play with people who are not your friends, but at this time we recommend playing with friends. From here, we will continue to work out communication issues and implement features for the official launch. Please let us know if you encounter any problems, or if you have any comments or suggestions about the feature by posting on the discussions.
Also, here is some information for streamers interested in our multiplayer feature. Castle Box Games has established a set of guidelines that we ask you to read before posting your live stream or video. (We don't think the rules are that different from the rest of the site).
We've finally made it this far. We went from "a game where you can discover a game that is almost unknown in Japan" to "a game where you can play with friends in a game that is almost unknown in Japan". We will continue to work hard until the game is officially released, but for now, we hope you enjoy the multiplayer feature!
Two New Point of interest: Explore and conquer two exciting new levels added to the game.
New Achievements: Unlock new achievements and showcase your skills.
UI Information Added: Enhanced user interface with additional information for better gameplay experience.
Leaderboard Added: Compete with others and track your progress on the new leaderboard.
Night Brightness: Improved night brightness for better visibility.
New Items:
Two new steering wheels.
One new binocular item.
Bug Fixes
Rework Exit System: Improved the system for exiting vehicles and areas.
Attach Item to Car Bug Fixed: Items can now be properly attached to the car without issues.
Zombie Fuel Cap Removal Bug Fixed: Zombies can no longer remove the fuel cap.
Running with Item and Energy Drink Speed Bug Fixed: Fixed the bug allowing players to run with an item in hand at energy drink speed.
Switch Seat Break Car Bug Fixed: Switching seats no longer breaks the car.
Binocular Overlay Bug Fixed: The binocular overlay now works correctly.
Binocular Sensitivity Fixed: Improved sensitivity settings for binoculars.
Musgoat Tire Offset Fixed: Corrected the tire offset on the Musgoat.
Water Tank Replication Fixed: Water tanks now replicate correctly in multiplayer.
Dada Shifter Stretch Fixed: The Dada shifter no longer appears stretched.
Thank you for your continuous support and feedback! Join our Discord server to share your impressions and report any further issues. https://discord.gg/VZ5PjHwZxx
1. Press the down button to prepare to lift the ball for better accuracy 2. When lifting the ball, you can achieve better accuracy and push the ball to a suitable position for smashing the ball. 3. It's easier to hit the ball downwards. 4. To Polish art.