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If you still play FortressCraft:Evolved - read this!
If you don't play any more, but you have a save game that you might one day decide to go back to, and look at with the horror 'What WAS I thinking?', read this!
If you aren't ever going to play Evolved again, but are excited for Phoenix, then head over to #fortresscraft2 our Discord - and if you're SUPER-excited for Phoenix, then head over to https://www.patreon.com/ProjectorGames to help out. Thanks again to all the Patrons helping this continue to keep development going.
Speaking of which! @JaJaTec asked me in the PatronsOnly channel - "Will FortressCraft Phoenix have Cloud Save support?" and I went "Why yes, of course, Steam have vastly changed the rules around Cloud Saves, so it'll be trivial!"
"So why haven't you done it for FortressCraft Evolved?"
Because... I didn't think of it?
Oh... yeah. Good point.
So, I shall be flipping on Valve's support for Cloud Gaming for FortressCraft on or just after August 1st.
IF YOU HAVE A SAVE YOU CARE ABOUT PLEASE MAKE A BACKUP OF IT.
I don't expect this to go wrong. I suspect it will work perfectly and have no issue at all. HOWEVER, I've worked with computers my entire life, and 'hoping' it'll work is a terrible plan. So - BACK YOUR WORLDS UP.
I mean, you should back them up anyways. Back up anything you feel is important to a computer that's not in your house. Just good advice.
You're limited to 10 gigabytes and 10,000 files. If you're running with compression turned OFF, you may run into this. Keeping the default Compression on will solve this.
If you have worries or issues or concerns, speak up now!
Anyways! FortressCraft 2 is still moving along, tho I'm super-struggling with Unity, and I always have a bunch of other projects on the go. Check out the channels if you haven't!
Love and kisses always!
DjArcas
As 2019 draws to a close, I thought I would drop you a few notes. First of all, a reminder that we have a very active Discord : https://discord.gg/advmf8S - there's always someone there to answer questions, give advice on builds, or help you solve issues. I'm literally always there if you feel the need to ping me. Second, I've only gone and released another game! Summed up as 'Gauntlet meets Pikmin', it's essentially a cutesy version of how it felt to play a Necromancer in Diablo 2. Check it out! https://store.steampowered.com/app/290180/Gnomancer/ Thirdly, a reminder that works has been bubbling away on the next in the FortressCraft franchise, tentatively entitled FortressCraft : Phoenix. Purchases of Gnomancer, PacketStorm, ADATPR and FortressCraft's DLC directly contribute towards its development. Fourthly, a reminder that the most direct way to contribute towards FortressCraft Phoenix is via Patreon : https://www.patreon.com/Fortresscraft Aaand fifthly and finally - Patch 25 is now live for everyone. This combines a ton of fixes and has been collected over the last year. This means that a Maintenance P26 patch will sneak it's way onto the forum at some point, but, genuinely, the number of bugs reports to me on the Discord is really minimal now. See you next year, next game, next time, next batchannel. Patch notes :
Here's patch 25 for you, and also, Merry Christmas! I hope to see you all in the future!
So before I finally say goodbye to FortressCraft, I do want to ensure it's in the best state I can get it to. To that end, there's planned to be one more patch, with a few important longevity and 'most-demanded' fixes. So we have IPV6 support, a fix so SpiderBot doesn't suffer from a permanent broken knee (just occasional ones!), 2 new skins, one for TAP owners, one for ADATPR owners, mod Tag support, and imho most importantly - conveyors work properly in network games again. If you're having ANY problems at all unlocking Adventures Pack stuff, please opt into the test branch, it should be perfectly safe. You can get full details here : https://steamcommunity.com/app/254200/discussions/0/1742228532896639848/ And if you need that ADATPR skin in your life, grab it from here : https://store.steampowered.com/app/516570/ADAPTR/ The patch should be available just around Christmas - I want to get the 'Lasers can fire through Grommets' fix a little better first.
..was totally working perfectly during testing, but as we all know, no plan survives contact with the enemy! I've release a Win64 patch into the Staging branch tonight - this has a number of fixes, and should alleviate most of the major issues that have come up. I'll be doing an all-platforms build to match this overnight, and will push it live tomorrow, unless anyone notices anything horrifically wrong!
I'm aware of the permissions issue that some of you might be seeing with The Adventures Pack. I'm currently streaming here : https://store.steampowered.com/app/254200/FortressCraft_Evolved/ and my PC is building the builds in the background! Should be live soon!
If you've followed me at all on Twitter, Discord or any of my Streaming Adventures(tm), you'll know I blimmin' love FortressCraft. If it wasn't my game, I'd play the crap out of it, and pester the Dev to fix all the stuff that annoyed me. Thankfully, I *am* the Dev, so I can already fix everything that annoys me... given infinite time at least. Sadly, I've been working *so* much on FortressCraft over the last couple of years that I've slipped behind on my other obligations - I've put these off as long as I've been able, but I've had to spend the last few weeks finishing off something I started some 4 years ago. To that end, I'm proud to announce that ADATPR is finally done, shipped and released. https://store.steampowered.com/app/516570/ADAPTR/ Once the dust has settled down, and any patches emerge from the great unwashed playing my delicate game, I'll be on the final run for the Adventures Pack - it's pretty much done barring odds and ends, and the Patreons have been cheerfully breaking things and making me fix them. Watch this space!
Different days can provide wildly inconsistent amounts of work. Some days I can get half a dozen new machines in. Other days, I can spend looking at one line of code and end up achiving nothing. This month has been one of the latter months; after the end-to-end playthrough that took about a month for P20, this month has been a consolidation of all the new things. And just a couple of shiny toys for everyone. The handbook has also received a ton of love - if there's any entries for non-obvious machines missing, please let me know!
If you have a burning desire or feature or change you want in, then you're running out of time to persuade me and others - https://www.reddit.com/r/FCE/comments/8h00yn/what_next/ Current top candidates are Conveyor Corners, the MK4 turret and anti-grav ladders.
These days, of course, it's impossible to ship anything without breaking something, despite the tireless work of the testing crew, telling me how broken I've made anything - so therefore, have a tiny patch!
This month has been almost entirely focused on the new Freight Carts, and a complete, end-to-end playthrough of the entire game, networked, from the very start, right until the building, testing and firing of the new Rail Gun.
Note : The Freight Carts are not currently available. You can build the 'Scrap' tier of carts, but anything higher than that will currently, incorrectly, open up the Dapper DLC page! Sorry.
Just a reminder - all of the Loading Screens in FortressCraft are supplied by the community - got an amazing pic you want in there? Let me know!
Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in! This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you. I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me! Live Streams Plans Roadmap So - on with the notes!
Then it's time to opt into the shiny new P19-Frozen! P20 should be made live early tomorrow morning, featuring a huge swathe of optimisations, loads of progress on the Adventures Pack DLC, and just a couple of brilliantly-clever new machines, neither of which were my idea - so this is your LAST CHANCE to opt-out of the patch. And remember, if you want to have your say on what should be next, head over to this thread: https://www.reddit.com/r/FCE/comments/8h00yn/what_next/ and either submit your idea (ONE!) or vote up/down what you feel should be implemented.
I've got a Reddit thread going on here: https://www.reddit.com/r/FCE/comments/8h00yn/what_next/ If you get a moment, it would be great if you could pop along and vote on the features you'd like me to prioritise. If you have several moments, it'd be awesome if you could write up the single thing you feel the game needs most! (Don't put your responses here - the point of this is to get people to vote!)
It's a tiny Monday patch for you all!
(Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world)
And here we are, once again, for the 19th free content patch since leaving Early Access.
This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing.
On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible.
After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only.
And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild.
On with the patch notse!
And that time of the month rolls around, and the 19th free content patch since leaving Early Access (say that when you're drunk) is lurching its way towards completion. Remember - after the patch has gone live is TOO LATE to give feedback on any major changes, so if you're a brave soul head over to https://steamcommunity.com/app/254200/discussions/0/1696040635906836690/ and give the notes a quick whirl, and if you're still full of bravery, opt into the P19-Nightly build and see what you think. If you're a non-native speaker, then this version will start to give you partial translation by default. German is now pretty good, but we've got zero people actively working on any of the other languages and have had zero updates to those languages this month, so if you're interested in helping out, please head over to : https://steamcommunity.com/app/254200/discussions/3/ Otherwise feel free to correct the most annoying lines after it goes live - I'd work on the translation myself, but... https://getyarn.io/yarn-clip/8db9b25b-3ba9-48d8-b089-283ccade71b5 See you in P19 next week!
And that time of the month rolls around, and the 19th free content patch since leaving Early Access (say that when you're drunk) is lurching its way towards completion. Remember - after the patch has gone live is TOO LATE to give feedback on any major changes, so if you're a brave soul head over to https://steamcommunity.com/app/254200/discussions/0/1696040635906836690/ and give the notes a quick whirl, and if you're still full of bravery, opt into the P19-Nightly build and see what you think. If you're a non-native speaker, then this version will start to give you partial translation by default. German is now pretty good, but we've got zero people actively working on any of the other languages and have had zero updates to those languages this month, so if you're interested in helping out, please head over to : https://steamcommunity.com/app/254200/discussions/3/ Otherwise feel free to correct the most annoying lines after it goes live - I'd work on the translation myself, but... https://getyarn.io/yarn-clip/8db9b25b-3ba9-48d8-b089-283ccade71b5 See you in P19 next week!
I've been playing through Frozen Factory on stream, and despite having cranked the CryoPlasm to levels in code I was expecting to be 'terrifying', I'm finding it... easy. If you've been playing FF in P18, please head over to: http://steamcommunity.com/app/254200/discussions/2/1696040635904793075/ And give some feedback. Thank you!
I've been playing through Frozen Factory on stream, and despite having cranked the CryoPlasm to levels in code I was expecting to be 'terrifying', I'm finding it... easy. If you've been playing FF in P18, please head over to: http://steamcommunity.com/app/254200/discussions/2/1696040635904793075/ And give some feedback. Thank you!
As is traditional, the echo patch comes shortly after the main patch (Did I mention it's the 18th free content patch since we left Early Access? I still keep getting asked when we're leaving Early Access). This patch fixes some of the issues that have arisen, and as always, I *just* managed to squeeze in a handful of new things.
The 18th free Content Patch since we left Early Access is now live for everybody. Check the previous post for pretty video and long-winded descriptions - this post is a little 'listy' Enjoy!
The 18th free Content Patch since FortressCraft left Early Access will be available early tomorrow morning, but I've spent the ENTIRE DAY assembling this... thesis... inside Valve's post editor, and I'm worried I'll lose it - so you get the verbose patch notes just a few hours early. Onward! There have been 2 major focii for this patch; Rooms and Progression, along with Base Scanning, Healing, Agriculture, Lenses.
If you hate change, and feel that Agriculture, Rooms and Base Graphing is not for you, then please opt into the P17-Frozen branch. I'm currently typing up what feels like 300 pages of patch notes, and prepping the Staging builds. Watch this space!
Patch 18 fixes and improves CryoPlasm to a great degree. If you have been gently going through Frozen Factory, going 'meh, Cryo? It's not all that', and you haven't been creating strong defences, then you have 2 options.
1) Finish Frozen Factory before Patch 18 lands
2) Prepare yourself for vastly improved Cryo.
Note : This only applies to existing worlds; Cryo now has an internal 'threat' system, so large bases modulate Cryo behaviour, meaning it can't get stuck.
This means that if you go from P17 to P18, you may end up with the Cryo effectively going from the slow and docile start mode to the 'designed for Dazzler and Terraforming' mode!
We're now about half way through this patch cycle, so I thought it was a good idea to invite you all along to give feedback before it's all done! http://steamcommunity.com/app/254200/discussions/0/1693785669871349484/
I have some ideas to improve crafting, as well as to encourage players to play in a nice efficient way - a large part of this was a recent review, where the poor chap failed to get enough T2 mats to make a second Smelter after playing for 30 hours! If you're interested or have feedback, please pop to here: http://steamcommunity.com/app/254200/discussions/0/1693785035805715624/ Give it a read and help out!
I dunno, you wait around 10 months for a patch, then 2 come along all at once. Yes, you've had Christmas, but what about SECOND Christmas?
This patch is mostly aimed at fixing some of the issues that weren't thrown up during the surprisingly extensive P17 testing, plus just a few shiny new features.
The most useful and helpful of these stems from a discussion that be summed up as follows.
The last (major) bug has finally been knocked out of P17, and to that end, I'll be doing a multi-hour, multi-player game on the 2nd; if there's no issues, then P17 should go live shortly afterwards. However! If you do not want your gaming experience to change AND you promise not post any bugs, the answer to which is "I fixed that in P17", then opt into the new branch [quote]P16-Frozen[/quote] And tomorrow's major patch will not affect you. For the rest of you - see you on Discord to celebrate! https://discord.gg/tgFvu
I've just moved the current Staging branch to p17_debug[for_modders] This branch is a full debug build, with symbols - it's HIGHLY recommended you ensure your mods still work with the UI changes. NGUI, stupidly, decided to break its API - I've put as much ducttape in as I can, but there may still be issues. The debug build will help you track down issues far easier than the release build. For the rest of you intrepid testers - I'm in the process of creating non-debug (aka high framerate) versions of all platforms now, for a final bout of testing!
P17 has been knocked into shape, but I just ran out of time to get all the builds done and the skin pack live. This should all go live between Christmas and the New Year, unless something ELSE goes wrong...
In the meantime, have a wonderful Christmas, from me, Ajax and Cepheus. But especially poor ill Ajax.
All of the test branches have now been updated, and I believe there's no critical or major issues left. If you feel like helping out, BACK UP YOUR WORLD, read this thread, then opt-in! http://steamcommunity.com/app/254200/discussions/0/135508489637345304/ If not, then this build should be live in the next few days.
Today marks the first day I've sat at my desk since about the beginning of June, and the first time I've used a mouse.
Ajax is pleased, and has resumed pride of place on my desk.
I'm now in quite exciting throbbing pain after 3 hours, and I'm going to stop. However, I have been at least a little busy.
All of the recent community fixes have been pushed into the Translation branch, updated notes here :
http://steamcommunity.com/app/254200/discussions/0/135508489637345304/
I've also put a little bit here, hopefully to open a few eyes how BIG the task of translation support is:
http://steamcommunity.com/app/254200/discussions/0/1474221865187153613/
You're all so bloody lovely. Like a hundred of you wished me well, and that's just amazing. For those of you who want a few more details, well, you'll have to wait for the *proper* post (and that will have to wait until I can use a mouse...), but, in short, I was riding a ZZR-1400 *on a racetrack*, not on the highway. I was distracted during braking by another rider in the wrong position, and locked the front wheel up, causing me to flip upwards off of the bike., Yes, bikes do go that fast; top speed of that old girl was about 203 mph (~330 kph) and, until I ran out of talent, it was a really fun day in the sun. My next bike is quite likely to be a little less... large and ABS has shot up to the top of my priority list on it! All in all tho, I've ended up with a hell of a story; how many people can say they fell off a motorbike at just under a quarter of the speed of sound and walk away? #noragrets
So... my cast has come off. My plan was to go home, wash the bike, go for a ride, and celebrate, then throw myself back into code! However, it bloody hurts, like oh-my-god hurts. So I decided to drive instead. Then I realised that'd be too painful, and then relegated that to 'driving in VR to strengthen my wrist muscles' THEN I realised I can't actually push a light switch with my right hand, sooo... yeah. I suspect it's going to be somewhere between 2-6 weeks before I can sustain any sort of use of my right hand. Sorry. I'm really keen to get this new DLC and translation support out, I promise! You may all make the same joke about masturbating to strengthen my wrist in the comments section, if you like.
This is the first time I've been in front of a keyboard in 2 weeks, and it bloody hurts. I somehow managed to escape a 300 kmh motorbike crash virtually unscathed 2 weeks ago - I'll be doing a full set of pics and description when I've more stamina. I can still use the Discord via my phone - remember there's a link in the in-game handbook under Community links! The cast should be off in about 4 weeks, and I promise to stay under 150 mph until the Adventures Pack is released!
Translation Support : about 75% complete
German Translation : about 40% complete
Finnish Translation : about 15% complete
Every other language : 0% complete
I'm aiming to get something out at the end of May - if you're that special sort of grammar-lover, head over to the forums or the discord to help out!
Discord : https://discord.gg/pmWuUnD
Forum : http://steamcommunity.com/app/254200/discussions/3/p
So, the translation support is proving to be a much larger task than I'd anticipated. Sadly, I'd already massively over-estimated, so this has become a huge quagmire of sadness and tedium. So, where are we? Right now, all the terrain, items, manufacturing recipes and the handbook have full translation support, as well as the main menu. We have a wonderful set of volunteers who are rapidly beginning to regret helping out on such a massive project, working away on German, Finnish and Swedish, so if you're a fan, and speak the right language, head over to the Discord translation room and feel free to help out! https://discord.gg/sdwWkq3 And just a reminder; Patreons get access to the RailGun, but I've had literally zero feedback on it so far. Does that mean it's far too hard to get? And in completely unrelated news, I've finally gotten Todd to get around to putting together Steam Greenlight pages for as-yet-unreleased games. A view and a yes vote, if you think you'd like to play them, would be ever so appreciated! http://steamcommunity.com/sharedfiles/filedetails/?id=870460416 http://steamcommunity.com/sharedfiles/filedetails/?id=870481156 Patch 17 will come out as soon as it's ready, with partial translation support, the RailGun, and the most-requested machine, a Mass Storage Input machine that allows you to limit how much is inserted into Mass Storage. Never let it be said that I don't listen to what the community wants!
So, Todd and I have been upgrading our UI system from 'ancient' to 'brand new', to support multi-byte characters. This is proving to be an enormous task, and is still going on. The plan remains more or less the same - Patch 17 will go out with the translation support, the test version of the Orbital Railgun, the Skin Pack. Hydroponics and Mutator will be bumped to Patch 18.
The first test patch for Patch 17 is now available. If you're interested, and understand terms like 'untested' and 'risky' and 'backed-up-my-world', then head over here: http://steamcommunity.com/app/254200/discussions/0/135508489637345304/ I'm actually not going to be around tomorrow, as it's my birthday, and I'm old, and therefore I don't have to put up with you all. I'll be back, streaming and working on Thursday - the new Orbital Railgun (name pending) should be available for early-testing for Patreons; it's planned as a brand-new endgame for Adventure Pack DLC owners, hopefully within a few months! Don't break the game whilst I'm gone!
One week after rewriting virtually the entire lighting engine, surface generation, and adding vegetation, I'm proud to announce another patch, addressing a number of the issues the community has raised. TL;DR - Peak Sunshine has been reduced in brightness substantially, Networking in large bases is about 4 times more efficient, some mission popups fixed, Rapid mode has been tweaked
I've had a great deal of feedback on the brightness of things, and there's a test patch in Bleeding Edge right now that potentially addresses some of them. It 'should' be safe to opt into, but I do recommend that you backup your world first. http://steamcommunity.com/app/254200/discussions/0/135508031949578329/ I'm aiming for an update to mainline early next week, that should include a number of fixes based on the recent feedback to Patch 16.
Never fear! Buried in the enormous patch notes was the solution
Press N to select the paint gun, choose a nice medium-dark grey, and splurge paint around until you're happy with how it looks. You might want to go a little darker on Eternal Day worlds, as they're stuck at midday permanently. Go wild!
[quote] Mateo 20 minutes ago Im supporting Red alert RED ALERT#TRADING 30 minutes ago You Fool The Game is now not Fortresscraft Anymore Now its Horrible to look at I hate the new update I want the Old World Back the Beuty World [/quote] You can opt into P15-Frozen for all your snow-covered needs. I did say this before the patch went live, too! Details here : http://steamcommunity.com/games/254200/announcements/detail/240216094406022698
Patch 16 introduces a *lot* of visual and gameplay changes. From some of the earlier shots, some people expressed their dislike at the change from a monochromatic surface to a much more colourful one. https://www.youtube.com/watch?v=GRy-TKAHMJ0 As I'm a one-man-band here, I'm unable to even consider supporting multiple codebases/branches, but I *am*, as ever, listening to people, so what I am offering is a new code branch. If you opt into
I've pushed a hotfix live that should resolve many (all? most) of the issues with GPU-related crashing. I've gone with the age-old solution of 'disabling things', and narrowed it down to something related to instancing and threading. Blame Unity, really. Let me know if it's fixed, if you can, and if you're one of the DOZENS of people who wrote a negative review without checking the forums or discord or twitter or emailing me, please give it another whirl :/
Just a note - the issues the game is experiencing are not my fault.
I'm using the latest patch of Unity 5.5 and they haven't updated that since the 22nd of December - I'm waiting them to fix the issues. Right now all I've been able to do is tell people about the workarounds (using DX9 and disabling threaded DX11 jobs), but I don't have a *fix*, because Unity doesn't have a fix yet. I'm keeping everything firmly crossed this gets resolves in the next 16 days, when Patch 16 is due for release.
Apologies once again - none of these issue came up in testing, and I've been struggling to overcome both Valve and Unity issues recently.
In some good news - are you liking the visuals from Patch 16 as much as I am? :-)
But lots of people are posting negative reviews, saying "It crashes a lot" Thanks to Orca9999's tireless efforts, it looks like we have a work-around, and a potential culprit. http://steamcommunity.com/app/254200/discussions/0/154644598513676391/?ctp=4 Short version; it looks like, under some circumstances, something is going wrong with something DX11 related. The solution is to force use of DX9 - put
Uploaded for testing :
I've just uploaded a SPECIAL build to the Beta_Test branch - it's perfectly safe to opt into this build, and it's completely compatible with the normal game. There's 3 main differences:
Thanks to Orca9999's tireless efforts, it looks like we have a work-around, and a potential culprit. http://steamcommunity.com/app/254200/discussions/0/154644598513676391/?ctp=4 Short version; it looks like, under some circumstances, something is going wrong with something DX11 related. The solution is to force use of DX9 - put
I've heard of a few new crashes - if you can post your output_log.txt in the forum, along with machine specs and GPU driver versions, I'll see if I can work something out. I'm afraid that it looks like Unity's instanced support for AMD drivers is a little... er... shoddy. Not my fault! I'm off to eat lunch now, but I'll be back in the saddle tomorrow! If anyone works out a fix for the random crashing, please please let me know!
Another month, another patch. It sometimes saddens me that 'daily test builds and monthly content patches by a single developer' hasn't gotten me one jot of publiclity - anyone know anyone famous?
This month has been an especially odd one. To get the patch out in time for Christmas has meant that the patch cycle's only been about 2 and a half weeks, which means I haven't been able to touch much in the way of risk. On the good side, I've taken the opportunity to put some plans in place, and do some engine/tech work. So!
Mac, Linux, 32 and 64 bit windows available, dedicated servers will arrive tomorrow. Known issues include 'very shiny' T2 pipes and the loading hints not always fitting. Other than that, it's good to go. Get testing! Opt into the Staging branch and let me know!
Got a short, handy tip you think should appear on the loading screen? Stick it here, and win a prize! http://steamcommunity.com/app/254200/discussions/0/1843493219417867240/ Note : The prize is that you get your line of text in the game.
If you're getting random crashes, then please accept my profuse apologies on behalf of Unity. It looks like they had some bugs in their driver code that can cause all sorts of random lockups. (As far as I can tell, Nvidia is unaffected) There's 3 options you've got right now!
This month has been yet another month with a focus on polishing and improving the game. If you're just here to find out what new machines are added, then let me disappoint you immediately by saying 'none'. If, on the other hand, you feel that FortressCraft is already a massive and complex game, that's simply misunderstood at times by players, then read on!
It was all set for today, but, alas, it turns out that Todd and I broke the Suit Upgrade panel at the last moment. He's fixing that overnight, and I'll be making the builds tomorrow. Thank you for your patience! (If you're brave, you're welcome to opt into the Staging branch, there's only that single issue!)
In the meantime, here is what google assures me is 'The best pic ever'
...if you stick a sign next to an Ore Extractor, you name it?
Mini patch 13.13a:
So, lots of copies were sold in the Hallowe'en sales, but sadly, they were are 75% off. Feeling guilty about how cheap it was? Well, why not purchase all the DLC ;-) So, I noticed that we had a GREAT peak of 600 players on Sunday night, but that the sale purchases aren't in line with that. The conclusion is that people like buying games a lore more than they like playing them - I was then asked if I could track that, and why yes, yes I can!
Rather like rain on your wedding day, the big-ass halloween patch is number 13. Wait. The opposite of that. So, this has been an interesting month, due in large part to my family-related absence last month. Work has been split between the next DLC and further free machines (Despite one horrible negative review saying that everything new requires DLC purchase THIS IS NOT TRUE!) So, as ever, I'll apologise that this patch is a bit smaller than normal, but in my defence, I only had 3 weeks *and* my house and cats were in dire need of my attention after so many weeks away!
Ok, so, I did a stupid thing and decided to be a smart-arse and make an automated build process, which almost literally took the entire day. BUT I believe that the Staging branch is updated with P13.13 for all platforms. Servers will go up soon. If you're brave (or stupid) and want to opt into the staging build and let me know how it's going, please do! If you're a sensible, patient, normal person, then it all should go live tomorrow!
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Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
Remember, if you feel like testing it in advance and giving feedback, here's the thread:
http://steamcommunity.com/app/254200/discussions/0/350540780275928225/?ctp=6
And if you just want a picture of what's new, then this is for you :
Remember, I stream development of FortressCraft from Mon-Thu over on the PG youtube channel:
https://www.youtube.com/user/ProjectorGames/live
(Fridays are of course non-FortressCraft days - if you're curious to see what else I'm upto, that's the day to mosey along)
Patch 13 is scheduled to drop next Thursday/Friday, and should contain shiny new graphics and bug fixes for all o/
Come keep me company for a few more hours, and look at the fabulous new Construct-o-Bots, destined to arrive in the Adventures Pack! https://www.youtube.com/user/ProjectorGames/live
I generally work 5 days on FortressCraft, then one day on non-FC stuff, then I attempt to have a day off, which almost entirely fails and I end up working. But if you're Interested in seeing I'm upto on the non-FortressCraft day, head over here for the next few hours: https://www.youtube.com/user/ProjectorGames/live
Run one? Read this. Don't? Well, go google "cute kittens" instead. I really need some feedback on this, as it's not something I can easily check. Until now, the Linux Dedicated server has needed all sorts of faffing about with X-11 and... stuff. I've just uploaded a snapshot of the latest codebase into the Tool, and added a new branch there called linux_server_headless - this has had the Unity option 'headless mode' ticked, which should remove all of the X-11 dependencies. If anyone has the necessary setup to download this branch (remember, it's AppID 443600 ) and let me know how it's behaving!
The casts are off!
Here's a picture of my mum having her cast removed :
I've now got a 5-6 hour bike ride ahea of me; I suspect it's going to take me half a week to recover, catch up and tell the cats that I've missed them, so I hope to start having all the cobwebs removed and things rolling against by Thursday!
Thank you all for your kind words and patience - I've bought mum a number of motion-activated LED nightlights, so there will be NO falling down the stairs again!
<3 you all.
I'm still stuck down in the deepest, darkest depths of rural Cornwall - I'm not joking, my nearest Pokestop is about 7 miles away - and I'm itching to get back. Sadly, mum's casts don't come off until next week, so I'm stuck here until probably early October! Thank you for your kind messages - for those of you who cheerfully said "Don't worry, at least nothing was broken!", then I'm sorry to say that she actually broke 4 bones. My first focus will be getting a quick patch out with a bunch of fixes for dedicated/permission based servers, and then get on to the Adventures Pack and the Critter hunting minigame! I've been on the Discord on my phone, but the internet here isn't close enough to fast enough to achieve much else!
I try, wherever possible, to keep my personal and work lives separate. Unfortunately, I'm unable to do so this time. My mother has managed to fall down the stairs and needs caring - she lives half the country away from me, in a rural area. I'll be heading down to look after her, but could be gone for 3-6 weeks. Worst of all, there's LITERALLY no internet there - I'll just about have GPRS on my phone! I should be able to appear on the forum and the discord, but the chances of uploading builds are virtually zero - I'll have a laptop with me, of course! If you haven't joined the discord yet, it's a /great/ place to chat with other FC people, and I'm always there on my phone, along with some actual nice helpful people as well! https://discord.gg/advmf8S Thank you all for your understanding, and I'll keep you posted as to news and progress!
Patch 12! Since FortressCraft left Early Access, there have now been 12 major content patches. This one is perhaps the smallest, but has a huge amount of underlying tech changes. I'm genuinely sad to say that there's no new machines in this patch - but read to the end for a little gift that should make almost everyone happy! The two major foci of this patch have been performance (yeah - again!) and networking.
...the game has gotten so popular that I can't keep up with all the forum posts. I'll continue to do my best, but I'd need to spend half of my working day reading and reacting to posts on the forum, and I need to get these dedicated/hosted server bugs fixed! Thank you so much for continuing to play and promote my game - we hit a new record average number of players last months! ːpcraceː -DjArcas
Patch 11 This is the first major mainline patch since the Frozen Factory was released. Primary focus has been on balancing, optimisation and new features. Er. Just like all the patches then. I'd like to take this opportunity to say - All Achievements are now implemented and can be obtained. The game is now complete. Thank you. Next month's free content patch will primarily focus on performance with the new Unity 5.4 and Server permissions.
Due to the art being a tad late and a few last-minute bugs, I'll be pushing the patch live first thing Saturday morning! <3
Best way to make sure I know of any of your 'favourite' issues is live : https://www.youtube.com/user/ProjectorGames/live
Global Orbital Energy Transmitters Charged : 1004
In fact you completely flew past it. You guys make me proud :>
Remember, if you want to be a member of the super-exclusive sub-1k club, we're at a global total of 998 Orbital Energy Transmitters done! Who's gonna be the last 2?
Total people who have charged their Orbital Energy Transmitters : 987 13 more to go! Can you do it this weekend? When we hit 1,000, I promise to make this shiny new feature live: https://www.youtube.com/watch?v=t8l_UFXOyZM And just for those of you who haven't been keeping up - the game has had Signs and working multiplayer for at least a year now. Here's the retrospective I published with the last patch:
Total people who have charged their Orbital Energy Transmitters OET : 980 Come on guys. You can do it. I'll give you SuperBuild on Conveyors when you hit 1,000. I promise.
There should be public, full Workshop Mod support within 12 days. Please - get your mods converted and uploaded! Full details here: http://steamcommunity.com/app/254200/discussions/1/366298942096381952/ NON Mod authors AKA normal people - hey, guess what! Workshop support in 12 days! ;-)
Remember, I pretty much stream all day, every day, letting you be a part of the dev process : https://gaming.youtube.com/projectorgames/live Today : Waypoint machines.
Staging build updated with a potential fix. Please let me know if this solves your issue, or introduces any new ones! (It's perfectly safe to opt into this build) I'll be pushing this to mainline in about 4 hours, once I've given the fix a good thrashing. If you're affected by the issue, please select the Staging branch and see if it works!
I've just located the issue. This is a critical issue affecting every Frozen Factory owner, and I will get a patch out tomorrow, first thing. It's taken me until 4am to track down this bug, and building and putting up all the branches would be risky at best! (this works PERFECTLY WELL on a dedicated server, which is where I've been doing the bulk of my testing, on the basis I wanted the multiplayer to be great - and I went and broke the single player!) (An identical issue affects the Conduits) Apologies all round, and this patch will arrive as soon as I dare push it out!
The Frozen Factory is still fresh and raw from its release, so there's every chance there's balance and progression issues. If you've got any feedback, please plop it here: http://steamcommunity.com/app/254200/discussions/0/365172547954266542/
Lands in 1 hour and 45 minutes, along with a final patch to change, tweak and balance EVERYTHING. Come see me panic here : https://gaming.youtube.com/projectorgames/live If you're a brave tester-type, the Staging build is now updated with Mac, Linux and Windows Patch 10.
Ok, it appears I completely under-estimated the sheer back-and-forth that's required for a major DLC to come out, so it's slipped a few days, and it'll be coming out on Monday 11th July instead of the 7th! Much apologies all round, but I absolutely promise to make use of the time to add a little extra layer of polish and balance to it! Thank you for your understanding ːpcraceː
After 9 months of hard work, it appears that my baby is but 1 week away from being born. This metaphor breaks down, cuz this is the patch before the birth.
Anyways.
Patch 9 has seen a hell of a focus on 'new players'; only 868 players have ever finished the game, meaning that the potential audience for next weeks' expansion pack (more on that later) is pretty small. I've worked out, more or less, that we're gonna want to ship ~25,000 units of the Frozen Factory Expansion Pack for it to have been worth doing.
Skin pack sales never hurt either. Ahem.
But I digress - again. This is the 9th free content patch for the game, with the ever-so-topical name; Winter is coming.
The biggest change you'll notice upon patch your game is the new Mission System. This has take a large amount of my time, and is built upon ARTHER's existing base introspection system, and should be able to tell you not only what is wrong with your base right now, but also let you know what it feels you should do next. Using this tool, I realised that quite a lot of early progression didn't make sense, so things like Basic Smelters are now available to players in the first 15-30 minutes of the game!
Modding has received another massive update. Remember to check the Mod forums! Patch 10 should see the Workshop going live, and I'll be working with Mod authors over this patch cycle to help them get their mods ready for that release - it's gonna be awesome!
Patch notes are shorter than usual, I know - there's been a LOT of focus on polishing what we have, rather than adding too much new stuff. Yes, I will be linking this sentence to the next person who accuses me of doing on the forums. :P
There is a massive thread on this here:http://steamcommunity.com/app/254200/discussions/0/412446292767390072/, but I'll clear up a few of the confusions we have going on about this! 'T4' is the lazy way of saying 'Tier 4', which is the lazy way of saying "Any machine made available to the player after purchasing the Frozen Factory Expansion Pack". This is a ton of machines designed to catapult the player into the Cold Cavern and to make the Orbital Energy Transmitter look like a baby's toy, featuring a completely NEW Tower Defence mechanic, new resource trees and just bloody loads of stuff. It's great! The Frozen Factory Expansion Pack should be available TO EVERYONE at the end of this month, assuming nothing goes wrong. ːpcraceː If you are a Patreon of the game, you get early access to this expansion pack; this was done for a whole bunch of reasons:
When you press H, you get contextual help on the following things!
Just for those of you who don't know, I stream nearly 100% of development of this game, interact with the community, get feedback and test things, all live and uncensored. https://gaming.youtube.com/user/ProjectorGames/live Sometimes there are cats. Today there's a pink blanket where a cat is shunning the blanket.
8 months on from release, and I'm still at average of 1.0 patches per month. As (most of) you are aware, the plan is to release the Frozen Factory Expansion pack at the end of June. Pricing has still to be decided, but it's been a lot of fun testing and playing all the new features - the CryoPlasm spawners offer a very different gaming experience to the current 'surface wasps' system, the new Particulate resources look great, and the Magma Bore itself is absolutely awesome. It was quite a struggle to make the Orbital Energy Transmitter look small and puny, but we've managed it!
There's still an awful lot of work to be done in the next month, but I'm pretty confident we're going to make it. What other time I have will be spent on improvement Server management code; RCON, permissions, ranks etc.
But despite my heavy focus on the expansion, we've got a few awesome new machines, and some somewhat LESS awesome machines, designed to help you automate. I've also been spending a huge amount of time optimising the dedicated server, and you should be seeing CPU usage around 10%-15% of what it was previously, along with much-reduced ram usage.
That's all from me; on with the patch notes!
The bit everyone cares about...
Final help files, testing, polish and chat about the forthcoming Frozen Factory and tentative Adventures Pack here today! https://gaming.youtube.com/projectorgames/live
I'm putting more final touches on here today: https://gaming.youtube.com/projectorgames/live
Remember I've defected from twitch for a vast number of reasons :) https://gaming.youtube.com/user/ProjectorGames/live
Youtube again! https://gaming.youtube.com/user/ProjectorGames/live
All items marked as [T4] are for the Frozen Factory Expansion pack. This is slated for release in patch 9 which, all things being well, should come out at the end of June. I'd like to apologise in advance for a number of missing icons. The 2d texture artist got run over by a car. Whilst he was sitting at a restaurant. This really happened. He's ok now, but it has ofc impacted on the schedule! Major new features!
For streaming 'non-gaming content' (srsly) So I'm streaming here today instead: https://www.youtube.com/watch?v=58yrBZpJzMg
As with every day, come join me in my office. https://www.twitch.tv/djarcas Patch in 4 days.
If you're interested in seeing what's coming, and giving feedback, head over to here: https://www.twitch.tv/djarcas And read what's already been implemented over here: http://steamcommunity.com/app/254200/discussions/0/371918937259594309/
...that the dedicated server has been out and available for about 5 months now! Just look inside your installation folder for 'dedicated server' - if you want to be all neat, copy that folder somewhere, and then just run the batch file on your server! Other useful links people seem to miss! ;-) https://www.twitch.tv/djarcas https://twitter.com/fortress_craft https://www.patreon.com/fortresscraft
Patch 6 is here! Slightly less than a month since the last patch, and here I am, writing up the patch notes once again. So - there've been 3 major areas of focus for this patch:
Final work happening over here, all day long! https://www.twitch.tv/djarcas
Final work happening over here, all day long! https://www.twitch.tv/djarcas
Just a brief heads-up on where we're at; bleeding edge is being well-behaved, with substantial improvements to networking of the SpiderBot, a new automated loot collection system, and a full upgrade path for the SpiderBot.
I'm sadly away on business for a few days, so there will be no streaming from me; that said, I've got this page on a tab:
https://www.twitch.tv/directory/game/FortressCraft%20Evolved!
So I can see if anyone else is playing!
Tuesday should be the day I update the Mac and Linux builds to match. Wednesday will be spent playing through the easy mode dedicated server world, and with a little luck, the patch will ship Thursday.
The new OverMind may or may not make it into the game - we'll see how time passes!
Thank you again for your continued amazing Patreon support - I'll be dealing with any outstanding key requests just after Patch 6 goes live!
Just a brief heads-up on where we're at; bleeding edge is being well-behaved, with substantial improvements to networking of the SpiderBot, a new automated loot collection system, and a full upgrade path for the SpiderBot.
I'm sadly away on business for a few days, so there will be no streaming from me; that said, I've got this page on a tab:
https://www.twitch.tv/directory/game/FortressCraft%20Evolved!
So I can see if anyone else is playing!
Tuesday should be the day I update the Mac and Linux builds to match. Wednesday will be spent playing through the easy mode dedicated server world, and with a little luck, the patch will ship Thursday.
The new OverMind may or may not make it into the game - we'll see how time passes!
Thank you again for your continued amazing Patreon support - I'll be dealing with any outstanding key requests just after Patch 6 goes live!
As you may or may not know, I stream almost all of the development work on this game here: https://www.twitch.tv/djarcas The next 2 days are almost-exclusively SpiderBot-related. Hate SpiderBro? Love Henriette? COME AND HAVE YOUR SAY, OR FOREVER HOLD YOUR 8-LEGGED PEACE! -Dj
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