1. Thronefall
  2. News
  3. UPDATE 2.06

UPDATE 2.06

Dear Queens and Kings,
Thank you all for the warm reception of Thronefall’s 1.0 release. In this update we address the most urgent bits of your feedback from the last couple of days.

Most notably we restructured Totend (the last level) and its bossfight. Before the update only a very few strategies were feasible to beat the level, making it feel quite frustrating to try anything else in consequence (sorry!).

We also improved the balancing hotfix for the Moorweg (swamp level) we released quickly after 1.0 release to make the fight more interesting instead of just easier.

Besides that we fixed a couple of smaller issues, such as the MacOS version freezing when tabbing out of fullscreen. You can find the full patch notes below.

Thank you all again for all the kind words and thoughtful feedback! We’re so happy to see you all enjoy our little game so much, it really makes our day (week, month and year!).

All the best,
Jonas & Paul

If you like to connect with fellow Thronefall players, join our discord: https://discord.gg/gVYctptyg8


P.S.: Yes, we know that we screwed up the versioning names (whoops). Thronefall’s initial early access version was named 1.0 internally, so that’s why this update is called 2.06.

_____________________

[h3]FULL PATCHNOTES 2.06:
[/h3]

Moorweg Boss Fight Balancing Rework
First this boss fight was too hard, then we uploaded a temporary quick fix that made the boss a lot easier. Now, here comes the higher quality (hopefully permanent) fix, with a couple of reworks to make it feel like a fairer fight:
- Elara switches back and forth between the fire tornado and her fire ranged attack (instead of both being active at all times) which allows you to better dodge the tornado with proper unit micro.
- Elara has some more health again and all of her attacks deal more damage (similar to how it was to begin with but additionally compensating for the additional downtime of her attacks).


Totend
- Removed the double forges. While it came with a lot of upsides and cool power creep, it also felt quite gimmicky and made a lot of strategies depend way too much on the forge upgrades. Removing the duplicates should restore the balance, make the level feel more "normal" and allow for a wider variety of different strategies.
- Wave 13: Quicksling count reduced 40 to 20, Ram count increased from 0 to 20

Totend Final Boss Balancing Rework
- The attack waves of the first boss stage can no longer be skipped. The boss briefly becomes invulerable while transitioning to the next attack location.
- The flying form loses some health while puking.
- When transitioning from flying to ground stage, the ground boss has a minimum spawn distance from the castle center now.
- The health of the grounded boss is reduced to 66666 (down from 300000) to make up for the lack of double forge and to allow for more different strategies.
- The health of clones is reduced to 1250 (down from 1500) to make up for the lack of double forge.
- The boss on the ground no longer spawns clones when jumping, but instead he does so every time he loses 6.6% of his health. That way there is a more fixed amount of clones that will be spawned, which should make the difficulty feel a lot more consistent.
- The boss on the ground's jump attack now deals 0 damage to the castle center so it can no longer be splashed down.

Blood Wand
- Increased range against flying enemies by 25%

Bug Fixes
- MacOS version no longer freezes when tabbing out of fullscreen.
- Fixed a Softlock location on Freifort where you could get stuck behind a tower.
- Iron tower no longer blocks flying units as much.