Thronefall

Thronefall

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NobleKnight Apr 30, 2024 @ 5:21am
Couple of questions
Have a nice day :)
I'll ask a couple of questions, if possible:

1. Brief question.
What's the "race" of 3 types of mole people ? :) Are they actually human-type or are they "monster"-type ? :)
I mean, for example, do Hunters have bonus damage against them or not ?

I remember that ~several months ago i saw the info on wiki that they are human-type {i believe it's equal to "non-monster" :) }, but now both wikis don't provide information about mole enemies at all for some reason...
https://thronefall.fandom.com/wiki/Enemies
https://throne-fall.github.io/game-content/enemies/

{At first i tried to ask this here: https://steamcommunity.com/app/2239150/eventcomments/4348864563387597974/#c4348864563388951568 }
Although i believe that "Eldermoles" firstly appeared in Update1.55 {not in Update1.56}, but i didn't noticed them + they probably weren't announced to keep a bit of surprise :)

2. Brief question.
Now "Godly Curse" upgrade target-autolock switches to new enemy {after the death of the previous "locked" enemy} even if this enemy is on other flank, far far away from the king. It is useful - it helps units to kill that "locked" enemy faster despite king is abscent atm :)
But i ponder a question is it a bug or feature ? :)
I suppose that now autolock disappears completely only if the king died or if there are no enemies at all on the entire map for 1-2 seconds.

{At first i tried to ask this here: https://steamcommunity.com/app/2239150/discussions/0/4357869046588439698/#c4357869046590319605 }
In this thread dear Sdaan already confirmed, that no need to constantly press the "lock target" button was a QoL feature. But then i became curious about autolocking the target at the other end of the map :) Is it also a feature or just a tiny unexpected "side effect"? A bit helpful one :) Although it might be more logical to not go beyond the attack radius of the king's chosen weapon :)

3. Little visual glitch.
Sometimes units have healthbars above their heads even during the day. I remember that there was such old tiny visual bug, but i haven't encountered it for quite a long time {or maybe I just haven't been paying attention lately}. But yesterday i encountered it on the Uferwind's "Defense Puzzle" mini-game. I had 2 Barracks both with Flails, and restarted the last wave several times. After restarting the last day all units always stand near their barracks {despite i have no tick in "reset units formation every morning" checkbox, so it's probably a tiny bug too, but anyway}. But only the 2 squads of Flails have healthbars over their heads. All my other units were ok {no healthbars during the daytime}.

4. Little visual glitch.
Some rocks near mini-games islands on the "world map" are transparent. Like it was on the whole worldmap when Thronefall was just released :)
I understand that these islands were the "hot-fix", so such pure "cosmetic" effects will be probably adjusted in the future updates :)
Examples: Nordfels's mini-game island - king can ride right through the north rock and east rock. All rocks around the Durststein's island {and vice versa: on the left of the Durststein's island there are no rocks, but king can't ride there. Additionally: there is some a bit weird "cave" in the north side of the large rock to the left of the Durststein's mini-game island :) }. All rocks around the Frostsee's mini-game island are "transparent" too {including the pretty big rock on the north-east side of it}. South rock of the Uferwind's island. North rocks of Sturmklamm's mini-game island.
Eternal_Trials's island - west side has no visible rocks but king can't ride through this place, and on its east side there is a "transparent" rock :)
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NobleKnight May 4, 2024 @ 12:41pm 
3. Today's I saw this again while playing "Just the way they are" Sturmklamm's mini-game. My bottom right Barracks {with Flails} was at its level2. Then I upgraded it to level3, and the 3rd squad of 4 {new} Flails had healthbars over their heads. The other 2 squads of {old} 8 Flails were ok: no healthbars above them.
It was on the day before 11th night. I don't remember me restarted the 10th night. But i think I restarted the 9th wave... Anyway i definitely have restarted this level at least once {i suppose this little visual glitch related with restarts}


(new) 5. Little behavior glitch
On Sturmklamm's levels I also noticed that Firewing heroes don't like to take the shortest route to enemies {or back to their Quarters} :) Usually the Firewings on Sturmklamm just fly above the usual ground_units' routes. Instead of just fly over the mountains&walls {by the shortest route} to their target. So it's take more time for them to return back to Castle's floor {to kill remaining enemies} if they were fighting on the lowest floor, for example.
Last edited by NobleKnight; May 4, 2024 @ 1:33pm
Sdaan  [developer] May 6, 2024 @ 2:22am 
Hi there NobleKnight!! =)

1) Mole people are all humanoid.
2) Fair point. We'll keep that in mind. =)
3, 4, 5) Thanks for the reports. We'll also add that on our radars. ^^

Take care! :D
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Date Posted: Apr 30, 2024 @ 5:21am
Posts: 2