Falkenpass
New 30-night Thronefall map: six mountain routes, eight outposts, fog of war, tower specializations and campaign checkpoints. Windows Steam single-player beta.Changelog
0.3.1 — Playtester restart fix
- Fixed Restart → New Game resuming the old campaign after time spent choosing a loadout. New Game now resets the campaign after Play confirms the selection.
- Loadout selection no longer autosaves tentative weapon or perk changes into the current campaign. Cancelling keeps the campaign and restores the previous selection.
- Retry Day restores preparation even during the first night and when only the recovery checkpoint remains. An unreadable checkpoint shows an error and leaves the current run open.
- Thanks to FlediX2 for reporting the restart problem. Graphics and balance are unchanged.
0.3.0 — Windows single-player beta
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First player package; earlier versions remained unpublished prototypes. Thirty-night human balance remains under review.
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Added preparation checkpoints: daytime autosaves, pre-night saving and clean-exit saving. Continue restores the campaign's loadout, treasury, buildings, paid tower upgrades and troop orders. Interrupted battles restart from preparation. Checksummed atomic storage keeps a recovery copy, and starting a new run requires confirmation.
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Normal mod state now uses writable per-user storage isolated by the loader's config/plugin profile. Lab/inspection paths remain explicit and separate.
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Added a visual player README, compact manager/manual installation, credits, compatibility limits and a journal of the actual implementation commits. Source is maintained privately.
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Reduced tower attack-range sight to 75%, retaining paid scouting bonuses, and added a player-centered minimap with cached terrain and shared projection for terrain, fog and contacts.
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Repaired native collision restoration in cloned recruitment buildings, houses and towers. Idle troop-command meters hide while active selection and real recruitment progress remain available.
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Applied the six requested health/damage/count bands. Tentacles begin sparsely at night ten, with ten on nights 26?29 and fifteen in the finale. Nights 20 onward spawn denser packs; the closing four nights add synchronized six-road hordes, native ghosts and varied heavy commanders. Rewards are unchanged; current difficulty needs human testing.
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Simplified the launch card to a single-line mod label and Play button; the night panel shows only its number.
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Added sight from all living buildings, native attack-range-based tower sight, footprint-shaped gate visibility, held blueprint silhouettes and a reactive cached mist surface that covers low scree. Native destruction and repair control each source.
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Added the normal weapon/perk/mutation loadout menu before custom-map launch, with ordinary unlocks and cancellation rollback.
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Corrected native activation flags for castle-dependent frontier sites and added a fresh castle-one farm interaction fixture.
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Changed terrain, site previews and minimap fog to current sight only following human playtest feedback. The ruler's sight radius is now 7.5 metres; lost tower vision returns on native repair. Previous exploration never contributes sight; the keep now reveals only while built and alive.
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Added independent ground-branch spawn planning: halfway positions before expansion, living forward construction and safety checks move spawns outward, native forecast markers follow, and positions freeze for each night. Destroyed sites stop advancing the next day's plan; repaired sites restore it. A focused native fixture passes 72 checks. Earlier combat measurements predate these arrival-time changes.
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Replaced short gate approaches with six winding mountain branches and eight outer territories; expanded the floor to 436 × 242 metres.
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Increased native investments to 87 sites, including 32 towers and 41 independent clones. Most outer sites require castle two; far lookouts require castle three.
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Added thirty authored nights intended for hard difficulty, native airborne attacks and additional late ground enemy types. Earned-gold campaign tuning remains in progress.
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Added paid tower specializations for 35 gold and masterworks for 50. Mountain charter costs 60; Citadel command costs 100. Native Empire remains 100 gold with its original treasury-based tower bonus.
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Added an independent Air clearance grid. Actual source checks show one component and no duplicate edges or invalid normals; native flyers cross ridges and descend into the village.
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Added original small territory landmarks without gameplay components, plus short discovery names Westwatch and Eastwatch.
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Native evidence: 3,401 site lifecycle checks, 125 impact/acquisition checks and twenty route/graph checks with zero failures; gate and actual GPU fog fixtures also pass.
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A strict candidate2 earned-gold scripted reference completed thirty nights with native victory and a reconciled 5,702-gold earned budget. It purchased all 32 specializations and 20 masterworks; the final-night fortress remained untouched. That run predates corrected tower targeting. Current finale pressure, near-complete masterwork affordability and human balance remain unresolved. Earlier local gameplay film/GIF/stills remain labeled unpublished 0.2.0 prototype captures; the separate original animated model film is labeled animation.
0.2.0 — earlier local prototype, unpublished
- Expanded playable terrain by 70%, with four mountain and roadside outposts.
- Added forward income and defense sites, for 49 building sites and 12 tower positions.
- Added persistent terrain exploration and live tower, keep, and player vision. Tower upgrades extend sight; enemies outside current vision remain hidden in the world and minimap.
- Joined both native gates to the cliffs with permanent masonry and matching navigation blockers. Gate destruction opens the center while the shoulders stay closed.
- Added detailed alpine forests, scree, and summits, with scenery kept clear of roads and building sites.
- Updated the map launch panel and gameplay hints using Thronefall's native fonts.
- Added isolated lab checks for gate destruction, tower sight, cloned buildings, outpost activation, and native farm behavior.
0.1.0 — earlier local prototype, unpublished
- Initial Falkenpass scenario with custom mountain terrain and navigation.
- Two winding approaches, eight tower sites, two gates, and three farm terraces.
- Twelve authored nights and an unlimited building phase between nights.
- Custom-map entry on the main menu and level-select screen.
- Separate custom-run score handling and no campaign XP rewards.
