Adventurers!
Get Fort Triumph 60% off during the Steam Winter Sale and spend this holiday season on a magical quest. Sale ends on January 5.
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[ 2022-12-22 18:15:51 CET ] [ Original post ]
Adventurers!
Answer the call to adventure and grab Fort Triumph 55% off before November 29.
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[ 2022-11-22 14:48:49 CET ] [ Original post ]
Adventurers!
Our friends from Drago Entertainment are celebrating the release of the Food Truck Simulator! For that occasion, we have a new bundle for you!
Every warrior needs enormous strength during the battle so a solid meal should guarantee that ;)
Get Food Fort Bundle:
https://store.steampowered.com/bundle/27955/Food_Fort_Bundle/
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[ 2022-09-14 19:57:50 CET ] [ Original post ]
Adventurers!
Fort Triumph is now 50% off for the Steam Summer Sale. Grab the game and spend your vacation on an epic journey, fighting monsters and casting spells.
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[ 2022-06-24 08:39:54 CET ] [ Original post ]
Adventurers!
Hear ye, hear ye. Fort Triumph is celebrating its second anniversary today! Join the festivities and get the game on the greatest discount so far60%! Such great blessings are rare, so take advantage of the occasion today and start your epic quest.
https://store.steampowered.com/app/612570/Fort_Triumph/
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[ 2022-04-16 15:24:22 CET ] [ Original post ]
Adventurers!
Nominations for the 2021 Steam Awards have begun! Show your love for Fort Triumph and nominate the game for the Labor of Love category. Voting ends on December 1.
Fort Triumphs journey began back in 2017. With the communitys support, a successful Kickstarter campaign allowed us to release the game in EA on Steam, and then as a full game in 2020. Fort Triumph is not only our labor of our love, but yours as well!
To vote for Fort Triumph, click Nominate this game for an award on our Steam store page and select a category.
Thank you for your support!
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[ 2021-11-25 14:00:24 CET ] [ Original post ]
Adventurers!
How are your quests going? The new Fort Triumph patch for PC introduces several fixes and improvements to the strategic AI, making for more interesting and fun gameplay.
You can see the full changelog below.
Changelog:
- Improved performance of strategic AI. The AI will now act iteratively instead of scanning the entire map when deciding on its next action. This performance boost is especially significant in larger maps. This also means that the AI branches out more slowly, and is unlikely to send newly created parties from its town straight to player/AI owned buildings while ignoring everything else in between.
- Increased chances of the strategic AI getting a party back to town to add units. This, along with other changes, makes it much more likely to encounter parties with 4-5 heroes in mid-late game, and makes it much more likely that these parties will contain leveled up heroes.
- Fixed strategic AI behaviour where low cost guild upgrades had a significantly higher chance of being picked over other guild upgrades.
- The strategic AI now tries to synchronize between increasing hero cap limit and party size limit. This fixes the issue where the AI could technically put 4-5 heroes in a party, but wasn't able to do so due to the hero cap limit still being low.
- Slightly increased the base evaluation that the strategic AI gives to getting party size upgrades, making it a bit more likely to get it early, especially on higher difficulties.
- Fixed behaviour of the strategic AI so it'll behave more aggressively towards rival AIs (previously it only took such fights when it had an overwhelming advantage), similarly to how it behaves towards player parties.
- The strategic AI now takes into consideration the number of towns it has when deciding on how many parties it aims to have, allowing it to have more parties in large Skirmish games.
- Added a (moddable) setting in strategic settings for how much the AI tries to increase its hero cap and party size.
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[ 2021-11-24 18:00:24 CET ] [ Original post ]
Adventurers!
How are your adventures coming along? This new Fort Triumph patch for Windows and Linux introduces a few minor fixes to game balance and bugs. Well let you know when a patch for Mac will be ready.
You can see the full changelog below.
Changelog:
- Community: Fixed Cyron occasionally not spawning in the third mission of Act III.
- Adjusted balance by slightly reducing the difficulty of the first campaign mission.
- Fixed font issues for Japanese/Chinese.
- Fixed localization issues for Portuguese.
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[ 2021-09-13 14:40:34 CET ] [ Original post ]
Adventurers!
Hear ye, hear ye. To celebrate the games release on consoles, Fort Triumph will now permanently change its price to $19.99. Take this chance to set off on a great tactical adventure! Get the game today and start your quest.
https://store.steampowered.com/app/612570/Fort_Triumph/
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[ 2021-08-13 14:05:06 CET ] [ Original post ]
Adventurers!
DreamHack Beyond is a game convention unlike any other. Its a game, a virtual convention experience. Fort Triumph will be there today, July 26 and on July 30 at the All in! Games virtual booth in Kaiju 4 hall.
Its worth your while to visit the booth during the convention because you just might win a free game code for Fort Triumph or other All in! Games titles. If you can find and solve some hidden riddles that is. Are you up for the challenge?
How to visit our booth
- Go to https://dreamhack.com/beyond/
- Claim your free ticket and launch the DreamHack Beyond game
- Go to the expo area, WORLD FAIR BUT KAIJU ATTACK / EXPO
- Use the in-game map in the top right corner to quickly travel to Kaiju 4 hall
- Find the booth with All in! Games written on the top
I want to win free game codes!
Weve got you! On each day of the event (July 24-31), there will be two different riddles hidden somewhere in the All in! Games virtual booth, one related to Chernobylite and another to a different All in! Games title. On July 26 and 30 there will be riddles related to Fort Triumph. Of course, youre welcome to test your wisdom any day of the event. What you can win: A game code for Fort Triumph, Chernobylite, Arboria, Lumberhill, or Tools Up!.* How to participate: [olist]
You can find the detailed contest rules here:
https://www.allingames.com/win-free-game-codes-at-dreamhack-beyond/ See you at the DreamHack Beyond expo!
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[ 2021-07-26 14:19:04 CET ] [ Original post ]
Adventurers!
Fort Triumph will be featured at PAX Online East 2021. Follow the event from July 15-18 for everything you love about PAX.
Visit the events website for more details:
https://online.paxsite.com/en-us.html
Follow the event on Steam:
https://store.steampowered.com/sale/paxonline
Will you journey to the online event? Let us know in the comments or on our Discord.
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[ 2021-07-15 16:18:31 CET ] [ Original post ]
Champions!
Fort Triumph is now 55% off. Get the game before July 29 and start your adventure! Theres no electric fan to cool you down on the roadhow about some wind spells?
https://store.steampowered.com/app/612570/Fort_Triumph/
Features:
- Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
- Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
- Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
- Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
- Turn up the volume: Enjoy an original soundtrack from award-winning composer, Marco Valerio Antonini.
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[ 2021-07-15 15:05:33 CET ] [ Original post ]
Adventurers!
Fort Triumph has just received a new patch. Changes that have been so far only available in the Beta Branch are now coming to the full version of the game.
Changelog:
From Beta Branch:
- When a unit is stunned, it gets Stun Protection on the next turn (making consecutive stunning or stun-locking harder). Units with Passive Stun Protection are unaffected by this change.
- Reduced the cooldown of Whirlwind, Grapple Hook, Knockback Arrow, Repelling Shot, Shockwave, and Charge to 2 turns. The cooldown for the Whirlwind Wall upgrade is unaffected by this.
- Increased the cooldown of Kick to 1 turn (so it can still be used every turn but only once per turn).
- Increased the cooldown of Nudge to 2 turns.
- Increased the level requirement of the Whirlwind cooldown upgrade to level 7 (from level 3).
- Perpetuity Shrine no longer increases the duration of Stun Protection.
- Significantly reduced the benefit of physics over regular attacks regarding mission grade.
- Changed Magic Boots to remove the cooldown of Kick.
- Added a new upgrade to Kick that cancels Stun Protection.
- Community: Made strategic AI a bit less aggressive in terms of taking over beetcoin farms and magic extractors.
- Small optimizations to strategic AI.
- Community: Fixed bug where when using a controller, it was possible to purchase buildings/upgrades without enough resources.
- Community: Fixed bug where sometimes when purchasing an upgrade with a controller, the cost was applied twice.
- Community: Fixed bug with Daredevil passive upgrade not working for the duration of the mission in which it is acquired.
- Community: Fixed bug where getting the passive Dash and Slash upgrade during a turn (when Dash and Slash is not on cooldown) caused no AP to be awarded for that turn.
- Community: Fixed bug where the game could get stuck when a unit with the Phoenix trait dies, is resurrected and then levels up in that same battle.
- Fixed Freezing Arrow upgrade not working.
- Fixed the range description of Safe Movement.
- Small performance improvements.
- Community: Fixed bug where sometimes edge-scrolling with the mouse doesn't work on the top and right borders (Mac only).
- Community: Fixed a bug where, in rare cases, faulty texture compression caused the game to crash.
- Community: Added OpenGL support on Windows as fallback if Direct X 11 is causing issues.
If you have the game already, check out our other games on sale listed on ALL iN! DEALS.
Dont miss the bundles for the best deal:
https://store.steampowered.com/bundle/20831/TurnBased_Adventure_Bundle/ https://store.steampowered.com/bundle/18124/All_in_Sales/ Start your adventure now!
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[ 2021-06-24 17:26:57 CET ] [ Original post ]
Adventurers!
Its your last chance to get Fort Triumph 55% off. Grab the game before May 13 and save on your next adventure.
https://store.steampowered.com/app/612570/Fort_Triumph/
In addition, you can get Fort Triumph in the Turn-Based Adventure Bundle with Thea: The Awakening and Thea 2: The Shattering. Get it on Steam to save 20% or more on these amazing games:
https://store.steampowered.com/bundle/20831/TurnBased_Adventure_Bundle/
If you dont have the game yet, now is a great time to get it and enjoy lots of fun features:
Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
Turn up the volume: Marco Valerio Antonini, an award-winning composer, created the original in-game music.
Start your adventure now.
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Join our Discord server
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Subscribe to our Newsletter https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2021-05-12 13:00:54 CET ] [ Original post ]
Adventurers! The celebration of Fort Triumphs birthday is still ongoing and we have yet another surprise for you:
The MuHa Games and All in! Games Turn-Based Adventure Bundle!
Venture forth and set off on an epic, turn-based adventure in a fantasy world. If youve been waiting for the best moment to start your next quest, nows the timesave 20% on three great games with our Turn-Based Adventure Bundle. The bundle consists of three great games: Thea: The Awakening, Thea 2: The Shattering, and Fort Triumph. https://store.steampowered.com/bundle/20831/TurnBased_Adventure_Bundle/ Thea: The Awakening Thea: The Awakening is a turn-based strategy survival game inspired by Slavic mythology and set in a procedural dark fantasy world infused with a non-linear story and unique combat system based on a complex card battle game. The game combines the tension and grit of a rogue-like with a captivating story you can uncover through a series of in-game events. "A genuinely novel blend of genres, including elements of strategy, RPG, roguelike, 4X, and card games without becoming a mess." Gamewatcher Thea 2: The Shattering Thea 2: The Shattering is a follow-up to the successful Thea: The Awakening, and is an innovative genre hybrid, that brings elements of turn-based, 4X strategy, survival, RPG, and card games, to an entirely new and thoroughly polished level. In the end what MuHa Games offers is a fun, immersive, interesting game that begs to be replayed. Turn Based Lovers Fort Triumph A strategy game combining the turn-based combat of XCOM with the world exploration of HOMM. Lead a band of heroes with different skill sets through a witty, parody fantasy plot. Missions with various objectives are waiting for you on tiled procedural maps in story mode or skirmish. Build towns, collect artifacts, upgrade your heroes, and influence your tactical surroundings using physics! Fort Triumph deftly blends the genres of turn-based tactics and strategy, neatly wrapping them up in a masterfully deconstructed fantasy package. 4.5/5 ScreenRant In addition, Fort Triumph has joined the All in! Sales Bundle! Save 30% and more on Tools Up!, Metamorphosis, Fort Triumph, and Red Wings: Aces of the Sky. https://store.steampowered.com/bundle/18124/All_in_Sales/ Will you accept this quest? Let us know in the comments or on our Discord.
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[ 2021-04-30 14:05:39 CET ] [ Original post ]
Adventurers! Fort Triumph, our beloved child, has just turned one. We have lots of news to share with you about the big celebration to follow, so hear ye, hear ye!
First of all, if youre awaiting the release of Fort Triumph on consoles, we have a release date to share with you: Fort Triumph will conquer Nintendo Switch, PS4, and Xbox One in Q3 2021! Next, the game is now on sale! Grab Fort Triumph 55% off before May 13 if you havent already begun your journey. Watch the new gameplay trailer and see whats waiting for you: [previewyoutube=qnKLsCR4pOs;full][/previewyoutube] In addition, the game has just received a new patch that improves performance. The changes include improved loading times of the world map, fixed memory leaks, an improved fog of war in local versus mode, as well as brand new fullscreen options: Exclusive Fullscreen and Maximized Window (Macs only). Read the full changelog here. Last but not least: Therell be a livestream with a giveaway to win a Steam game key for Fort Triumph or Thea 2: The Shattering (or both!) in the future. Stay tuned for more information. Are you excited about the celebration? Let us know in the comments or on our Discord.
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[ 2021-04-29 17:30:34 CET ] [ Original post ]
Adventurers! As part of Fort Triumphs birthday celebration, were coming to you with a brand new patch. The patch introduces several fixes and improvements that make the game more polished than ever. Check out the changelog and see whats new.
Changelog
Changes:
- Improved fog of war behavior in local versus when AI factions not allied with any of the human players are in game.
- Added two more fullscreen options in settings: Exclusive Fullscreen and Maximized Window (for Macs).
- Added missing localization texts.
- In Act II and Act III, enemy factions now start with leveled up heroes (similarly to the player). The difficulty of neutral fights in these acts has been further increased, based on the difficulty setting. Moreover, units available for purchase (both for a player and the AI) in these acts start at higher levels instead of starting at level 1.
- Increased the cost of Perpetuity Shrine.
- Tweaked the 'It Tolls For Thee' event regular fight to be a little bit easier. Also fixed a bug with this event where enemies did not move forward towards the player while they were inactive.
- Changed the 'The Furnace' event to result in the player getting a trait that is at least somewhat rare. Also fixed a typo in one of its texts.
- Changed Exposure Vial not to be affected by control zone.
- Changed Drunkard and Purist traits to be for ranged units only. This does not affect existing save files.
- Increased the chances for the AI to use the Goblin Shaman's Fortify ability.
- Added level indication when purchasing heroes in town.
- Improved the icon of Purge to indicate that it also removes stun and provides stun immunity.
- Fixed a bug where input was reset to the first controller when returning to the world map from battles.
- A possible fix to UI blinking issue in Linux on some machines.
- Fixes to some rare cases where Overwatch and Attack of Opportunity did not manage to trigger when there were multiple Overwatches/Attacks of Opportunity.
- Fixed a bug with the Purist trait giving +1AP (a fix from the beta branch).
- Fixed a bug with the Purist trait preventing the usage of Safe Movement and Winged Boots abilities. Also enabled using Backpack and Diadem of the Spirit with Purist (as they are strongly related to using physics).
- Fixed a bug with the Purist trait preventing the picking up of potions or interacting with story mission objects.
- Fixed a bug where sometimes, some tiles became unwalkable with a specific unit (till any action was performed).
- Fixed a bug where the ballista could use the 'Safe Movement' ability.
- Fixed a bug where, when upgrading Daredevil Stance to its passive version, the ability was shown twice in the party screen, messing up the ability slots UI.
- When Overwatch misses, it'll never hit an adjacent object instead (even if the unit
- has the Lucky trait). This fixes a bug where the moving unit could get stuck due to the target position to which it tried to move to no longer existing (due to the object being destroyed).
- Fixed typos in German and Russian.
- Fixed the status name of Bloodlust's Dodge Stance upgrade.
- Fixed a bug where Bloodlust's Dodge Stance status was removed when a unit was targeted via an AoE ability, despite a description stating otherwise.
- Fixed an Insatiable Bloodlust description erroneously stating that it is limited to once per turn.
- Fixed the Safe Movement tooltip to show that it costs 1 AP.
- Fixed numbers IV and VI party signs being flipped when the party moves.
- Fixed the description of the Charge ability to be clearer.
- Fixed a bug where it was possible to pick up potions or interact with orbs with enemy units adjacent to them.
- Fixed a bug where in The Gobshank Redemption, the goblin burglar could gain XP during the battle (which was lost at the end of it).
- Changed the tooltips of artifacts in the end act window to show detailed artifact information.
- Fixed the issue with the stun icon being too low for the last boss.
- Slightly improved the difficulty assessment of story missions.
- Sorted out the range description of abilities to be clearer (and with no localization errors).
- Fixed small visual glitches in the Crypt world map.
- Fixed a bug where the 'Blinded' status didn't stack with itself.
- Fixed a description describing why abilities cannot be used when a unit has the Purist or Offensive traits.
- Fixed a bug where sometimes the game got (temporarily) stuck on a physics calculation ('Game got stuck on Physics' pop-up).
- Minor performance improvements.
- Improved loading times of the world map by around 20%.
- Fixed memory leaks.
- Partially fixed the deterioration of loading times in long game sessions.
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[ 2021-04-29 14:00:23 CET ] [ Original post ]
Adventurers!
Its our first Fort Triumph anniversary. Wow, its been a long adventure! Thank you to all the brave heroes who accompanied us on our journey, from Early Access to the first full release anniversary. We couldn't have made it without you, our wonderful community. Youre awesome! To celebrate, weve prepared a surprise for you. Is it a new patch? Is a new trailer coming? Or maybe it will be your hearts greatest desire? Theres only one way to find outfollow our social media channels and wait for a great celebration.
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[ 2021-04-16 14:00:32 CET ] [ Original post ]
Adventurers!
If you havent played Fort Triumphs beta branch yet, nows your last chance. Test out potential new changes before April 12, 3:00 PM CET.
How to join the beta branch?
You can try out the beta branch by right-clicking on the game in your Steam client and selecting closedbeta - Beta branch build for community feedback in the properties menu. A more in-depth explanation can be found here: CLICK HERE The new beta significantly impacts gameplay, particularly for veteran players who have learned to rely on Physics-based strategies. Everyone is welcome to try it and provide their feedback, either on the discussion board or in our Discord. Your thoughts will determine the direction in which Fort Triumph will go in the future. Thank you for your support!
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[ 2021-04-08 14:00:48 CET ] [ Original post ]
Adventurers!
Fort Triumph is participating in the Steam Remote Play Together Sale & Event. Join the celebration and get the game 50% off before March 29.
Have you tried our beta branch yet? If not, check out the details here. The beta branch is available until April 12.
If you dont have the game yet, now is a great time to get it and enjoy lots of fun features:
- Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
- Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
- Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
- Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
- Turn up the volume: Marco Valerio Antonini, an award-winning composer, created the original in-game music.
Celebrate a new feature available for Steam Remote Play Together.
Games with local co-op / split-screen and Remote Play Together functionality can be shared with friends and family with the click of a linkno Steam account required! How does it work? Players can now create a link in the Steam Overlay that serves as an invitation to their gameplay session. The recipient can join via Steam or the Steam Link application on Windows, macOS, Linux, iOS, or Android. No Steam account is required. If Steam is not detected on the recipient's device, Steam Link can be quickly installed and launched to join the session. All that's needed is a URL from the host. Check out the details in the post here. Are you excited about Steams new feature? Let us know in the comments or on Discord.
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[ 2021-03-25 17:00:38 CET ] [ Original post ]
The week is ending and so is our weekly sale. Don't miss out! Get Fort Triumph 40% off while you still can. The sale is ending in just two days, so save on adventuring now.
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[ 2021-02-27 16:34:18 CET ] [ Original post ]
Greetings everyone,
Wed like to introduce you to Fort Triumph's beta branch. Now you can test out potential new changes!
Players can try out this beta branch by right-clicking on the game in your Steam client and selecting closedbeta - Beta branch build for community feedback in the properties menu. A more in-depth explanation can be found here: https://steamcommunity.com/app/612570/discussions/3/3113647550051436121/
The new beta significantly impacts gameplay, particularly for veteran players who have learned to rely on Physics. Everyone is welcome to try it and provide their feedback, either on the discussion board or in our Discord. Your thoughts will determine the direction in which Fort Triumph will go in the future.
The main change players will encounter is the addition of stun protection to stunned enemies once they recover from the stun effect, making consecutive stuns much harder to pull off.
While a big part of what makes Fort Triumph fun is the physics system, it also causes the game to be somewhat repetitive due to Physics almost always being the best course of action. Over the years we've tried restricting the use of Physics via cooldowns, limited use, etc. But all these solutions either didn't work or seemed to take the fun out of the game.
With the new beta branch, we took a different approach that makes other options such as debuffing or killing enemies more viable. We also changed the grading system accordingly so Physics would not be mandatory for getting high grades.
We also balanced the cooldowns of the physics abilities of melee and ranged units so the balance wouldn't be lopsided towards melee units.
The complete list of changes the beta introduces is as follows:
- When a unit is stunned, it gets Stun Protection on the next turn (making consecutive stunning or stun-locking harder). Units with Passive Stun Protection are unaffected by this change.
- Reduced cooldown of Whirlwind, Grapple Hook, Knockback Arrow, Repelling Shot, Shockwave, and Charge to 2 turns. The cooldown for the Whirlwind Wall upgrade is unaffected by this.
- Increased the cooldown of Kick to 1 turn (so it can still be used every turn but only once per turn).
- Increased the cooldown of Nudge to two turns.
- Increased the level requirement of the Whirlwind cooldown upgrade to level 7 (from level 3).
- Perpetuity Shrine no longer increases the duration of Stun Protection.
- Significantly reduced the benefit of physics over regular attacks regarding mission grade.
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Subscribe to our Newsletter https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2021-02-26 16:03:48 CET ] [ Original post ]
Adventurers!
Weve added an extra element to our strategy game that combines the turn-based combat of XCOM with the world exploration of HOMMits now 40% off!
The sale will last a full week until March 1, but why wait when you can start your amazing Fort Triumph adventure now!
What's in it for you? Lots of fun features:
- Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
- Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
- Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
- Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
Stay up to date:
Join our Discord server
Like us on Facebook
Follow us on Twitter
Check out our Steam page
Subscribe to our Newsletter https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2021-02-22 18:03:41 CET ] [ Original post ]
Adventurers!
Fort Triumph has just received a new patch, with lots of bug fixes, a couple of nifty UI improvements, and support for local versus. Check out the changelog and see whats new. In addition, the game is 40% off until February 15! Get Fort Triumph now and save on your next adventure. Note: The patch is working for all language versions of the game, but a couple of texts are missing localization. We apologize for the inconvenience. You can expect them to be added in the near future. https://store.steampowered.com/app/612570/Fort_Triumph/
Changes
- Added local versus multiplayer support. The co-op button has been replaced with a multiplayer one. Previous save files, which used a shared inventory, are backward compatible - the inventory is simply duplicated for all players.
- Inventory is no longer shared between allied factions in co-op.
- Added the ability to delete save files.
Balance
- Roofs/arcs falling on units/objects no longer auto-kill them, but instead inflict 35 damage.
- Middle tier battles on Normal difficulty can no longer have top tier enemy units in them.
- Reduced the weight of Champions and Skeleton swordsmen so they'll be pushed a bit further.
UI
- Improved controller navigation to be a bit smoother and fixed some highlighting issues in menus.
- Improved controller navigation in the parties transfer screen to be more consistent with transferring units in the town screen.
- Updated some old UI elements to be consistent with newer ones.
- Replaced the 'X' button from the parties transfer screen with a 'Cancel' button, making it less likely for players to unintentionally cancel a transfer.
Bug fixes
- Updated the Unity engine version, which should eliminate all crashes relating to tooltip videos.
- Fixed a rare bug where the second mission in act 3 didn't finish when all heroes were inside the evacuation area.
- Diadem of the Spirit no longer affects the cost of physical abilities that don't cost AP.
- Fixed a bug where the Determined trait overrode the Resurrection Amulet artifact.
- Fixed a bug where the passive abilities of enemy units did not always apply, specifically faction passives (for example, sometimes skeleton enemies could still bleed despite their faction passive ability stating that they are immune to bleeding).
- Fixed a bug where the Cocky trait was always triggered regardless of the difficulty rating of a fight.
- Fixed some memory leaks.
- Fixed a bug where ability tooltips in the skill tree sometimes used the abilitys upgrade instead of the abilitys name.
- Rain's Static Electricity upgrade no longer causes enemies to activate before they start an attack phase (though it still inflicts damage).
- Rain's Thunderstorm can no longer target non-visible enemies (it can still target non-activated enemies that are visible).
- Changed the level requirement of Coming of Age from 9 to 8 (so it can be reached in Act I of the campaign).
- Fixed a bug where moving a unit, switching to another unit, and then selecting an ability, caused the selected ability to get deselected when the first unit finished moving.
- Fixed a bug where the Feng Shui achievement was not triggered when using Shock Wave on a lifted object/unit.
- Fixed a bug where Whirlwind Wall was considered as a basic physical ability and so could trigger achievements that require basic physical abilities.
- Fixed a bug where 'Happily Ever After (Normal)' was triggered when finishing the game on Easy difficulty.
- Improved world map generation so it'll be very unlikely for objects such as magic extractors to spawn on roads.
- Fixed the end button becoming grayed out if opening the game's menu during the AI's turn in the world map.
- Fixed a bug where pressing esc quickly twice (opening the menu and then hiding it before it finishes fading in) made the menu unresponsive to mouse input on opening it again.
- Fixed a bug where the AI could still perform actions in the world map while the game is paused.
- Added a delay at the start of faction battles so it'll be possible to see the heroes before they cast Brace/Overwatch, and also so in case of the AI starting first, the AI won't start playing before the loading screen finishes fading out.
- Fixed a bug where the Cursed status was not considered as a debuff (and thus was not canceled by the Purged status).
- Fixed a bug where there was a duplicated controller highlight upon removing a player in the Skirmish menu.
- Fixed a bug where tooltips for inventory slots didn't refresh upon changing the artifact in the inventory slot.
- Changed the description of party size upgrades so it'll be clearer that they do not increase hero cap.
- Fixed the description of Bloodlust not specifying that it is limited to once per turn.
- Adjusted the description of Exemplar's blade to be clearer regarding its permanent bleeding effect applying to the unit itself.
- Changed Rain's 'Static Electricity' upgrade description to be clearer.
- Fixed the erroneous description of the Coward trait.
- Fixed text in shot breakdown being faulity in Polish localization.
- Fixed AP related effects in ability descriptions not having an icon.
- Fixed a bug where camera movement could be lost if playing with a controller when a cinematic effect was triggered.
- Changed the cinematics camera so it would not play when triggering overwatch of enemy units to avoid obstructing the players view.
- Fixed a bug where sometimes in the 'With or Without You' event there were holes in the terrain.
- Fixed a bug where switching faction colors with controllers didn't work.
- Fixed some visual artifacts in the towns UI.
- Fixed a bug where the party sign for the 4th and 6th party didn't work properly.
- Fixed the indication of the Coming of Age scenario showing sometimes the wrong reward icon.
- Fixed a bug with the pop-up of 'The Furnace' event when choosing the effect for the entire party.
- Added sounds to some UI elements that didn't have them. (There's still more work on that front)
- Changed the color of the text in the skill tree screen that specifies hero level limit in the campaign so it would be more noticeable.
- Fixed visual glitches for Troll Barbarian when using some color customizations.
- Fixed a bug where it was possible to open the ability selection menu using a controller even when there weren't enough skill points to purchase one.
- Fixed a bug where when switching between the world map and towns, the music clip reverted back to the start instead of continuing uninterrupted.
[ 2021-02-11 18:05:38 CET ] [ Original post ]
Adventurers!
The winter holiday is now over, but have you saved New Years Eve yet? Grab your copy of Fort Triumph 50% off and start 2021 with an adventure.
https://store.steampowered.com/app/612570/Fort_Triumph/
CookieByte Entertainment
All in! Games.
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[ 2021-01-03 16:01:00 CET ] [ Original post ]
Adventurers!
We hope your new year will be full of challenging and exciting quests.
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[ 2020-12-31 16:19:20 CET ] [ Original post ]
Adventurers!
Fort Triumph is 50% off till January 5. Get the game now and defeat evil to make sure your winter holiday goes undisturbed. If you already have Fort Triumph, check out the latest patch. CookieByte Entertainment All in! Games.
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[ 2020-12-22 18:51:20 CET ] [ Original post ]
Warriors!
Its your last chance to get Fort Triumph for 50% off. Adventure awaits and its a great deal, but only until December 14! https://store.steampowered.com/app/612570/Fort_Triumph/ In addition, the game recently received a new patch. Check out whats new here! CookieByte Entertainment All in! Games
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[ 2020-12-13 17:00:28 CET ] [ Original post ]
Champions!
While you face evil hordes of goblins and the undead, risking your life for the kingdom and those wholl pay for your (usually) good deeds, you might as well get something extra to compensate for your troubles. Starting now, you can collect Steam Cards in Fort Triumph! To get them, play the game or trade with your friends on the Steam Community Market. Collect the full set to craft a one-of-a-kind badge, that you can display on your Steam profile. Each badge will earn you random drops of emoticons and backgrounds. Now you can enhance your Steam profile with:
- Regular badge (5 levels)
- Foil badge (1 level)
- 6 profile backgrounds
- 10 emoticons
How to collect Steam Trading Cards
Play Fort Triumph to get cards. Up to half the card set is dropped through game play. You can get the rest of the set by trading with other players on the Community Market.
How to craft a badge
Once youve collected a full set of cards you can craft them into a game badge. Badges can be crafted by accessing the Badges tab on your Steam profile. There are 5 levels of a regular badge to craft and one foil badge. During badge crafting you'll receive random rewards, such as emoticons and backgrounds. CookieByte Entertainment All in! Games.
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[ 2020-12-11 13:50:42 CET ] [ Original post ]
Greetings Champions!
Fort Triumph has just received a brand new patch. Your path to victory will now be much smoother, as weve fixed many of the bugs that hindered our heroes. In addition, the game is 50% off until December 14! Get it now and enjoy a relaxing adventure or rather, relaxing until your first permadeath.
Changes:
- Added fog of war support for multiple rival human parties.
- Added navigation support for the controller in the party screen (for checking tooltip information on traits, abilities, and stats).
- Added an indication for vertical navigation with the joystick cursor in tactical battles.
- Added a tooltip for the ability gained via 'The Weaver' event so players can see what the ability does before picking it.
Bug Fixes:
- Fixed a bug where selecting the third option in the 'With or Without You' event resulted in the game getting stuck.
- Fixed a bug where the first option in the 'Judgment day' event didn't give a negative trait.
- Fixed a rare bug where the second story mission was spawned in the same place as the first story mission, preventing either of them from starting.
- Fixed a bug where sometimes the configured teams for AI parties were ignored (resulting in AI allies attacking one another).
- Fixed a bug with 'The Weaver' event sometimes resulting in units having duplicate abilities.
- Fixed a bug where on picking the third option in the 'The Last Legend' event, the enemy paladin did not start the battle stunned.
- Fixed several bugs with the skirmish menu.
- Fixed a bug where the Studious and Brute traits didn't work properly.
- Fixed the stacking behavior of some buildings.
- Fixed a bug where 'No Permadeath' did not work for units with the 'Determined' trait.
- Fixed a bug where Permadeath was turned off by default for new players.
- Fixed a bug with the Purist trait preventing the use of the Blink ability when upgraded to Swap.
- Fixed a formatting error in 'It tolls for Thee' in Russian localization.
- Fixed multiple typos, mostly in Polish localization.
- Fixed the highlighting of some buttons in popups.
- Fixed a bug where the 'Excluded Traits' setting didn't apply to traits from events.
- Fixed a bug that caused the difficulty evaluation for story missions where the player's party is very powerful to be less accurate.
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[ 2020-12-07 18:00:26 CET ] [ Original post ]
If theres any game that qualifies for the Labor of Love category in this years Steam Awards, Fort Triumph is definitely the one. Have you cast your vote for it already? You still have time until tomorrow, December 1. Your support means a lot to us! Although it was officially released and considered done in April of this year, Fort Triumphs journey began long ago, back in 2017. Three years before its official release, we launched a Kickstarter campaign to raise the funds that would allow us to complete the game, and you, the community, answered. With your excitement and support for Fort Triumph we completed a very successful Kickstarter campaign and were able to release the game in Early Access a year later in 2018. From that time we continued to labor over Fort Triumph with an abundance of love. With your feedback and involvement we launched 24 updates over the course of Fort Triumphs Early Access period, polishing the game to be the challenging and innovative turn-based experience it is today, with the systems in the game completely overhauled. And we didnt stop there! We continue to toil over Fort Triumph to make it the best game it can possibly be to this day! Since its release this April, weve released a major update that introduced new locations, events, traits and unique battle types, while balancing the game further. Were also working on porting Fort Triumph to PS4, Xbox One and Nintendo Switch by 2021, so the work goes on. We hope that when the time comes for you to cast your vote in the Labor of Love category, youll show that Fort Triumph is not only a labor of our love, but yours as well. Because we went on this long gamedev journey together. <3
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[ 2020-11-30 20:53:50 CET ] [ Original post ]
Warriors!
Use your chance to get Fort Triumph 45% off while you still can. The sale is ending in just two days, so save on adventuring now. https://store.steampowered.com/app/612570/Fort_Triumph/ CookieByte Entertainment All in! Games
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[ 2020-11-29 16:00:30 CET ] [ Original post ]
Salutations great warriors!
The Steam Autumn Sale 2020 has just started and Fort Triumph is 45% off! Get the game until December 1 and warm your autumn days with some well-thrown fireballs.
https://store.steampowered.com/app/612570/Fort_Triumph/
CookieByte Entertainment
All in! Games
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[ 2020-11-25 18:10:45 CET ] [ Original post ]
Warriors!
Death may be permanent in Fort Triumph, but this sale is not. Get the game 40% off until November 2 and start your quest against the forces of evil today. https://store.steampowered.com/app/612570/Fort_Triumph/ CookieByte Entertainment All in! Games
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[ 2020-10-31 18:00:16 CET ] [ Original post ]
Greetings, Travelers!
The Halloween Sale is here. Isnt it the perfect chance to fight a bunch of creepy skeletons and liches? Get Fort Triumph 40% off until November 2 and destroy some evil moving bones. https://store.steampowered.com/app/612570/Fort_Triumph/ In addition, Fort Triumph has received a major update recently. Check out whats new! CookieByte Entertainment All in! Games.
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[ 2020-10-29 17:17:36 CET ] [ Original post ]
Warriors!
Have you started your quest in Fort Triumph yet? If not, nows the perfect time! Not only has the game received a brand new update, but the discount is still ongoing. Save 35% on your next adventure until October 26. https://store.steampowered.com/app/612570/Fort_Triumph/ CookieByte Entertainment All in! Games
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[ 2020-10-24 14:30:38 CET ] [ Original post ]
Salutations great warriors!
It has been some time since our last meeting. We hope you are well and fighting the Coronademon from the safety of your homes. We have great news! Not only do we have a big update for youFort Triumph is on sale with a 35% discount from October 19-26! The update will add new locations, events, traits, and unique battle types (e.g. a battle where only objects can be used to inflict damage), as well as introduce features that make battles between heroes (e.g. player vs. AI) more balanced by reducing the advantage of the attacking party. The side that does not play first will start with Overwatch/Brace for all its units, and when playing on Classic/Legendary, the faction that initiates the fight will be the first to take action (instead of always being the player). Another change will be the option to add and remove traits. Heroes will be able to have up to three different traits, and trait-specific actions will appear as possible dialogue options depending on the traits your hero has. You can expect these changes to affect your gameplay and make you reconsider your familiar tactics. Are you up for the challenge? Find out more about the new changes in the changelog:
Changelog
Content
- Added 27 new locations/events in the worldmap, with new features:
- It is now possible to add/remove traits from heroes via these encounters.
- Some of these encounters supply unique battles, such as Physics only battles, meaning only objects can be used (for both player and AI).
- Some of the options available for players are locked based on whether any of the heroes in the party have a required trait. If you have the Elastic trait, you can have your hero train without suffering health loss from straining your back. If you are Coldhearted, instead of saving someone from a horde of undead, you can wait till they're done with him and pillage his body. If you are Possessed, you can visit a Haunted house with no ramifications.
- Added 29 new traits for heroes. Also adjusted their rarities and introduced a scale for how positive or negative a trait is.
- Heroes can now have up to 3 traits.
Balance
- When fighting other factions, the side that does not play first starts with Overwatch/Brace for all its units.
- When playing on Classic/Legendary, the faction that starts first is the faction that initiated the fight, instead of being always the player.
AI
- Tweaked the Goblin Shaman AI, allowing it to more properly use its abilities, especially regarding the Fortify ability.
- Tweaked AI evaluation of the Frighten ability. Specifically, it no longer gives high value for cancelling attacks of opportunity.
- Improved AI behaviour so it won't use "fallback abilities" (such as Overwatch or Brace) when it has better options.
- Fixed AI behaviour of Spitting Spiders so they'll prefer attacking from a melee range instead of sustaining Attack of Opportunity.
- Fixed a bug that caused the Goblin Bomber to behave weirdly sometimes.
- To avoid confusion, there are now some traits (both positive and negative) that the enemy AI heroes can never acquire, or can only acquire on higher difficulties. Most notable is the Debater trait (which resulted in the unit retaliating on being hit/killed) that enemy AI heroes can no longer acquire.
UI
- Tweaked controller mapping a bit for more consistent behavior.
- Improved inventory management with the controller to be a bit easier to use.
- Updated the UI of pop-ups in the worldmap to be clearer.
Bug Fixes
- Possible bug fix for tooltip video-related crashes. The fix is a workaround to a bug in the Unity Engine, which the Unity team is now working on a proper fix for. It will hopefully be available soon.
- Fixed a bug where sometimes there was a considerable slow-down when starting some story missions in the first act. Also fixed some objects being invisible in these missions.
- Fixed a bug with the cinematic camera sometimes messed up the time-scale (gradually slowing down the game).
- Fixed a bug where sometimes controller button indications were shown in the party screen even when no controller was connected.
- Fixed a bug where progress was lost between part 1 and part 2 of the last mission in act II.
- Fixed bugs with the Scepter of Invincibility not working properly and potentially making the game become stuck in some scenarios.
- Fixed scrolling in the inventory with the mouse wheel.
- Added momentum to the joystick cursor.
- Slightly increased strategic joystick speed.
- Reduced tactical joystick speed (this is compensated by the momentum build up).
- Fixed a few glitches in worldmap content.
- Fixed a bug with floating rocks in some forest tactical areas.
- Fixed a bug with faulty-positioned trees in some goblin village areas.
- Fixed some bugs with the resurrection amulet, such as cooldowns being reset on resurrection, or a unit not resurrecting if two units with an amulet die at the same time at the same spot.
- Fixed a bug with movements due to Battlecry where heroes would hide on the wrong side of an object with their back to the enemy.
- Fixed a bug where on selecting an ability when leveling up, its effect didn't always apply immediately (for example when taking Evasive Instincts it didn't protect the unit from a reaction attack on the first turn).
- Fixed a bug where activation on the start of abilities was sometimes cancelled, so, for example, enemy hero units wouldn't always start with stun protection.
- Fixed the behavior of path avoidance where sometimes the movement path suggested didn't avoid Overwatch/Attack of Opportunity even when possible (without using extra APs).
- Fixed a bug where it was not possible to use Daredevil Stance after using Brace.
- Reduced the volume of the page turn sound effect, and muffled it a bit.
- Removed Health potion from the last segment of the tutorial (as it's no longer possible to use it).
- Fixed a bug where the 'Not very watchful' achievement was awarded also for cancelling Attack of Opportunity.
- Ropes in bridges are no longer targetable (though they can still be destroyed).
- Fixed a bug where a frozen unit could still burn.
- Pressing 'Enter' in popups with an 'obvious' meaning for what pressing enter should do (such as 'Ok' or 'Yes/no' popups) will now work properly even if there's no visibly selected button. Same regarding the mission end screen.
- Fixed texts sometimes not updating properly on changing languages in the settings menu.
- Fixed a bug that caused a very excessive (though somewhat cool) burning effect if the mage is set on fire in act II mission 4 part 2.
- Fixed the 'construction available' icon being shown (almost) all the time (even when no building can be built).
- Fixed some typos in Polish localization.
- Fixed localization not working properly in some cases.
- Fixed a bug where it was possible to drag the progression bar of an ability in the skill tree.
- Fixed a bug where sometimes starting a solo skirmish game (with no AI), map generation would fail and the game would get stuck.
- Fixed a bug where if Abstevan died in the third mission of act III and then the player also fails in the mission (all heroes being killed), upon restarting Abstevan did not spawn and it was impossible to complete the mission. This bug fix is not retroactive.
- Fixed a beet farm upgrade giving only +75 beetcoins instead of +125 beetcoins.
- Fixed a bug where the number of towns could be less than the number of factions.
- Fixed the behavior of re-entering the Skirmish advanced menu so it keeps data from previous runs.
- Fixed some artifacts in some portraits due to compression issues.
- Fixed auto-scrolling with controller navigation in drop-downs. Also made hovering more distinguishable.
Performance
- Some performance improvement in tactical mode, especially when using 'End turn + Overwatch/brace all'.
- Somewhat improved AI performance (especially for inactive enemies).
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[ 2020-10-19 17:03:20 CET ] [ Original post ]
Salutations great warriors!
We have a big update incoming on October 19! Today wed like to give you a tease of what to expect:
- New locations and events on the map, including ones that add new mechanics
- New hero traits
- Changes to AI, balance, and performance
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[ 2020-10-15 15:23:28 CET ] [ Original post ]
Greetings, Travelers!
Are you thirsty for adventure? Looking to get into the Lich-slaying business and dusting off that sword in the corner? Look no further! Fort Triumph is now 30% OFF! [previewyoutube=lF2LAvRsVtM;full][/previewyoutube] Are you ready to join the battle? Dont wait, the offer is only available for a limited time! CookieByte Entertainment All in! Games.
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[ 2020-07-20 17:00:40 CET ] [ Original post ]
Adventurers!
Steam proclaims two weeks of Summer Sale. Fort Triumph is 25% off. The discount lasts until July 9, so get the game now to enjoy the turn-based combat of XCOM and the world exploration of HOMM. Here are some highlights:
- Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
- Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
- Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
- Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
- Turn up the volume: Marco Valerio Antonini, an award-winning composer, created the original in-game music.
- Join our Discord server
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[ 2020-06-25 17:11:01 CET ] [ Original post ]
Welcome, heroes!
Today were coming to you with some great announcements. First, Fort Triumph is now on sale! Save 20% on an addictive turn-based tactics adventure from June 1 to June 8. Diving into a world of adventure just became an ever better deal! Also, the game has just received a brand new update. You can now auto-win battles which you deem unworthy of your quest to reach the main boss. Go ahead! Launch the game and see whats changed (or read the changelog below).
Changelog
Gameplay:
- Improved controller support across the board.
- Added the option to auto-win battles that are considered trivial by difficulty evaluation. When choosing this option, the experience from the battle is divided equally among all heroes.
Balance:
- Increased difficulty of neutral fights in Act II and Act III. Also improved the AI starting point in these acts.
- Fire Blast is no longer affected by the Power stat, as it resulted in it doing very high damage with the melee classes due to their high Power value. It now does a fixed 3 points of damage (not including the damage from the burning status).
- Reduced the drain effect of Black crystal from 8HP to 4HP.
- Added 'Passive Stun Protection' to House Spiders (similarly to Trolls).
- Goblin Shaman channeling Healing abilities now also provide Stun protection to the Shaman.
- Reduced the beetcoin cost of Beet Distillery and Farmers market to 200.
- Increased the effect of Beet Distillery from +75 to +125 beetcoins.
UI:
- Party inventory can now expand and has a scroll bar.
- Added the tooltip of 'Available only in Skirmish' for factions in the campaign menu.
- Added tooltips with the passive ability of each faction.
- Video tooltips are now automatically hidden when rotating the camera with a controller and not just when moving it.
- Added a 'Modding' setting to Build Settings, allowing to have the game automatically refresh changes made in the game's setting files without restarting the game.
Bug Fixes:
- Fixed bug with stacking of two Essence Harvesters, which instead of just doubling the effect resulting in it ramping up quickly over time.
- Fixed bug where in some cases, building construction started by the AI could get stuck in that state forever upon capturing the town.
- Fixed bug where pressing 'X' with a controller without a direction resulted in building a building in the Fort slot.
- Fixed bug where negative beacon status affected the Accuracy stat instead of the Evade stat.
- Added missing controller support for act end window.
- Fixed broken highlighting for buttons in battle message popups.
- Fixed incorrect message in segment 3 of the tutorial when playing with a controller.
- When disabling 'Auto camera', the camera now still follows the cursor when playing with a controller (as it's not possible to move the camera separately).
- Fixed bug where sometimes a 'No Sight' indication is shown when an ability is not applicable not because of lack of sight.
- Fixed bug where, when navigating with a controller in the skill tree, the selection was retained when opening the 'new ability' menu, resulting in the tooltip for the selected upgrade still showing.
- Fixed bug where, when using a controller, if the mouse cursor was on a UI element that had a tooltip, that tooltip would override the tooltip for the currently selected element with the controller.
- Fixed alignment of the single trait icon in the hero slot card.
- Fixed bug where it was possible to open the party screen in town with a controller even when there were no heroes in it.
- Fixed bug where it was not possible to create a new party using a controller.
- Fixed wrong text in 'Start of week' message.
- Fixed bug where some tree trunks did not provide cover.
- Fixed burning of human units.
- Fixed bug with excluding traits modding.
Performance:
- Improved initial loading times of tactical maps.
[ 2020-06-01 17:01:11 CET ] [ Original post ]
Hello, Adventurers!
The Digital Dragons Indie Celebration on Steam is ending soon! We need your help to make Fort Triumph shine bright like a pile of gold in a treasure chest. Please support the game and vote for Fort Triumph in the Community Vote! Vote for Fort Triumph here:
If you didnt get a chance to play Fort Triumph yet, check out the gameplay from The Escapist! https://www.youtube.com/watch?v=qhp718dGWwI With your continued support, the game made it this far, thank you! Follow us on Discord, Facebook, Twitter and YouTube to stay up to date. If you like the game, drop us a review here on Steam and Metacritic. CookieByte Entertainment All in! Games https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2020-05-15 08:57:46 CET ] [ Original post ]
Greetings, Adventurers!
Were coming to you with exciting newsFort Triumph is one of the finalists of the Digital Dragons Indie Celebration! We made it to the list of 50 games picked by a jury from almost 200 submissions. The event starts today! The Digital Dragons Indie Celebration is an online event organized on Steam by Krakw Technology Park, Valve, and Walkabout Games. The chosen indie titles will be presented on a dedicated Steam page, featuring goodies like streams, throughout all 3 days, from May, 13 to May, 15! On the last day, the three best games will be awarded and one will receive a community vote award! You can find more information here.
Its thanks to your support that Fort Triumph made it here and we need just a little bit more to help the game win! Follow the event here, leave your feedback and enjoy the fun! And thank you for your reviews! Keep giving us feedback so that together we make Fort Triumph perfect. With your continued support, the game made it this far, thank you!
Take part in community vote here Follow us on Discord, Facebook, Twitter and Youtube to stay up to date! If you like the game, drop us a review here on Steam and Metacritic. CookieByte Entertainment All in! Games. https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2020-05-13 13:03:00 CET ] [ Original post ]
Fort Triumph is only out for a couple of days and our amazing community has already given us enough feedback to prepare our first patch! Let's take a quick look at what we've done in the past few days:
Balance:
- Reduced Worldmap AI aggression, especially on Easy/Normal. Also tweaked down its capabilities on all difficulty levels except Legendary.
- Towns with the Citadel/Castle upgrades now provide defense even when there are no heroes in them.
- Defending units in towns with the Citadel/Castle upgrades now no longer require there to be a hero in town.
- Reduced the difference between amount of resources the player and AI start with on Legendary.
- Increased the beetcoin cost of 'Survival Instructor Hit' from 800 to 1000, and also made it so the AI will only buy this building on Legendary.
- Removed stat bonuses from Citadel and Castle upgrades. Fixed difficulty evaluation for such battles being wrong.
- Shortened and reduced the difficulty of the first mission in act III.
UI/UX:
- Added tooltips for artifacts in popups (not all though yet).
- Restored ability to zoom in/out in the worldmap. However the default zoom is closest zoom possible.
- Zoom is now saved across battles in tactical.
- Fixed indication in party tooltips, so it'll show for heroes their level (instead of showing an approximate of tier III).
Bug Fixes:
- Fixed bug where using Prod resulted in UI disappearing.
- Potentially fixed crashes upon hovering over ability icons relating to codecs used for tooltip videos.
- Potentially fixed random crashes relating to issues with GPU.
- Fixed possible crash due to video player. This is a workaround and does not actually fix the underlying problem, but makes it so disabling video tooltips work for avoiding it.
- Fixed bug where buffs/debuffs from events could carry across acts (and then potentially last quite a while till their expiration date arrives).
- Fixed bug where Fire Shard and Ice Wand did not have a limited use count.
- Fixed bug where using Diadem of the Spirit resulted in the game being stuck in slow motion.
- Fixed issues with localization where some texts used the wrong fonts, resulting in the characters showing as empty squares.
- Fixed a bug where in some cases it was not possible to finish the last mission of Act II (game got stuck at the ending screen).
- Fixed Consistent trait being limited to 5% effect instead of 25%.
- Fixed tooltip in town for locked building stating 'Already owned' instead of 'Locked'. This will further be improved later with an explanation as to why is the building locked.
- Fix bug with Citadel/Castle upgrade not showing immediately in the worldmap.
- Fixed some bugs in the minimap where the indications for Towns were inaccurate (in shape), and where parties had "left-overs" in the minimap upon moving for the first time after entering the worldmap (via loading or returning from tactical battles)
- Fixed bug where it was not possible to get the Worldly achievement. The bug fix is retroactive, so for those who already completed the requirements the achievement will be granted automatically after the update upon entering main menu.
- Fixed bug where it was not possible to get the Sharpshooter achievement.
- Fixed bug where the game could be stuck on Tutorial with a controller.
- Fixed bug where on entering the worldmap for the first time with a controller, it was not possible to move anything without first clicking (on anything) with the mouse.
- Fixed support of Town Window for super ultrawide aspect ratios. This also fixes tooltips being sometimes too large in that aspect ratio.
- Fixed bug where the exploding barrel in Goblin environment did not use the correct VFX and had no SFX upon exploding. Also made is so it's clearer that it can explode.
- Fixed bug where tooltips for difficulty setting in Skirmish/Campaign menu did not work.
- Fixed bug where tooltips for resources in the top bar in the worldmap did not work.
- Fixed missing texture in the shield of Goblin Paladins.
- Fixed some bugs with text tags showing in some places.
- Fixed bug where Blinding Amult and Evasive Instincts Blinding upgrades shown an indication of -40 even for units that are immune to blinding (even though it had no effect on them).
- Fixed alignment of ability tooltips in skilltree so they won't be cut-off by the bottom/top edges of the screen.
- Fixed bug where Winged Boots was not available when the unit had 0AP (despite costing nothing).
- Fixed multiple bugs with Wings of Meritocracy that caused it to trigger more than it should.
- Fixed faulty tooltip video of Repulse's final upgrade.
- Fixed Rain's Static Electricity effect specifying that it affects Chain Lightning. The fix is currently only in English.
- Fixed erroneous descriptions of some abilities provided by artifacts.
[ 2020-04-22 18:32:47 CET ] [ Original post ]
Fort Triumph version 1.0 is finally released. Two years in Early Access and a couple more since its humble beginnings. The small but dedicated team of CookieByte, joined by All In! Games, as our publisher, managed to pull through and give you one awesome game. So let's talk about what you're in for once you dive in.
Changes:
- Added Act III, which concludes the story.
- Added an extra mission in Act I.
- Added more than 50 new artifacts. Improved the existing ones.
- Added support for more languages: Portuguese (Brazilian), Spanish, French, Italian, Chinese (Simplified) and Japanese.
- Added support for disabling Permadeath, in which case dead heroes can be re-recruited in towns.
- Improved support for Steam Remote Play.
- When finishing an act, players can choose which heroes to retain. It's also possible to retain one artifact and select a starting reward for the next Act.
- Added new music track for Crypt world map environment.
Visuals/UI:
- Replaced hero models of Goblins and Trolls.
- Improved visuals of world maps. In Grasslands, added a muddy environment, fights in which happen in the Goblin area tactical environment.
- Replaced party flag indications. Party symbols are now numbers instead of symbols.
- Updated Town UI and Strategic HUD to be easier to use. This includes making it possible to view how much buildings cost without excavating plots first. Excavating plots separately from buildings is now removed, and instead, the plot price is incorporated into their cost.
- Added videos in abilities' tooltips to clarify what they do and how to use them.
- Updated Strategic HUD to be more consistent with Town UI, and make managing multiple parties and towns easier (this also fixes some overlap bugs).
- Replaced Skill tree UI and party panel UI.
- Replaced party panel UI. The new UI now shows stats of units, along with an explanation for each stat.
- Updated flag icons for buildings.
- Improved Ambient Occlusion quality.
- Updated player/enemy unit cards to be clearer and use less vertical space.
- Added new settings in the Settings menu which allows toggling of: Depth of Field, Auto End-turn, Tooltip Videos.
- Improved controller support. Some indications added to explain better how to use them.
- Added a cool new fade-in effect when a tactical map is loaded.
- Added new cinematic camera effects in some actions.
- Improved reveal effect of fog in strategic map so it won't stutter.
- Improved VFX of many abilities and artifacts.
- Updated some icons of existing artifacts.
- Added animations for units and obstacles in world map, and improved their art.
- Improved visuals across all tactical environments.
- Added an easter egg somewhere in the game - good luck finding it!
Balance:
- Changed the levels at which upgrades and new abilities are available.
- Reduced world map size in Act II.
- Reduced health reward of unstable beet/magic from 2 to 1. Increased beetcoin reward to 700.
- Reduced Daredevil cost to 1AP.
- Increased Slow effect of Ice Arrow from 3 to 4.
- Increased base casting range of Smoke Bomb, Fireball, Vortex, and Repulse from 7 to 9.
- Increased range of Healing Aura effect from 6 to 7.
- Added the Impaired status, which prevents units from using offensive abilities.
- Added the Pacify and Curse Arrow ability to the Ranger.
- Added the Terrify ability to the Barbarian.
- Added two new ability upgrades to Taunt (and removed the existing one).
- Added a top-tier upgrade to Stomp.
- Citadel and Castle upgrades now supply units in town defense battles.
- Added a variety of tactical maps.
- Added large eggs in Cave environment which spawn Spitting Spiders when broken.
- Changed Grimoire to absorb only 1AP from each hero.
- Changed Cleric's outfit to have a limited use count, longer and cooldown, and instead of damaging the caster, lowers its Power stat by 3.
- Improved balance of missions in Act II.
AI:
- Fixed AI behaviour where it didn't take into consideration strong player parties when calculating its path.
- Reduced evaluation for AI Overwatch when other units are overwatching, so it won't be likely that many enemy units are overwatching). The effect is based on the difficulty setting.
- Reduced the capabilities of the strategic AI across all difficulty levels by a bit (as it progressed too fast).
Bug Fixes:
- Fixed bug where sometimes Galigarn didn't spawn in mission 2 in Act II, resulting in it not being possible to finish the mission without restarting.
- When planning a move (in tactical), the suggested path now tries to avoid triggering Overwatch/Attack of Opportunity where possible without increasing the AP cost.
- Fixed bug where when changing the Resolution or when toggling Windowed mode, the change was applied while the value in the settings menu remained the same.
- Fixed some lighting issues in Goblin Village Environment.
- Fixed bug where some VFX clashed with selection outline indication in battles.
- Fixed bug where buildings/upgrades did not have an effect in the second-half of the last mission in Act II.
- Fixed issue with Turkish locale resulting in the game not booting (thanks a lot to the community for the help on figuring this one).
- UI now handles much better aspect ratios beyond 21:9.
- Difficulty assessment for battles now takes into consideration buildings/upgrades.
- Fixed bug where sometimes the camera moved to AI party on AI turn (in world map) even if the party was not visible.
- Fixed some faulty highlights in menus (mostly in Town window).
- Fixed bug where 'In Control Zone' indication was showing for enemies that are not visible.
- Fixed bug in world map generation that sometimes resulted in paths being blocked.
- Fixed bug where it was possible to have four heroes (instead of three) in the first mission in act 1.
- Fixed bug where Worldmap AI speed setting affected the player as well.
- Fixed some issues with light overexposure in Human units.
- Fixed some cases where units spawned in battles facing the wrong direction (opposite of where the enemy units are).
- Fixed stats of some NPCs being wrong in certain difficulty settings.
- Fights on bridges in the Cavern world map now properly occur in a map with a bridge.
- Fixed bug where the AI did not attack units if they had an effect that guarantees the first attack on them will miss.
- Fixed bug where sometimes enemy units were completely invisible.
- Fixed bug where it was not possible to use Prod along with Run.
- Fixed flickering issues due to Z-fighting in Goblin Village environment.
- Replaced 'Club Attack' with 'Sword Attack' for Footsoldiers (as they have a sword).
- Fixed Rally not having range indication in tooltip.
- Fixed mechanism in town so it'll always offer heroes the player has less of (including the other options available in the town). Dead heroes (when Permadeath is turned off) still take precedence here.
- Fixed bug where a new unit in heroes panel was not refreshing properly if it was of the same class.
- Fixed bug where the red-line indication for when a movement will trigger Overwatch didn't occur when triggering Attack of Opportunity.
- Reduced Magic Arrow's curvature to prevent it from going haywire.
- Fixed bug where enemies could be activated when another enemy is activated even when the distance between the two is very far off.
- Fixed visual bug where peasants impaled themselves with their weapons.
- Fixed bug where quest pointers in tactical didn't properly face the camera (making them not very clear).
- Fixed bug with text indications in world map sometimes being hidden by obstacles.
- Fixed some lighting artifacts in decals in Cave environment.
- Fixed Blink not forcing unit to be visible.
- Fixed walls in goblin village not affecting sight (resulting in it being possible to see and shoot through them).
- Fixed size of sarcophagus so when kicking a unit at it while the lid is on, the lid will always move.
- Fixed visual issue in ability bar when there are many abilities.
- Fixed bug in hero cap limitation. A message that explains that the hero cap has been reached is shown when trying to add a hero to a capped party.
- Fixed order of units in parties not being kept when they are spawned in missions.
- Fixed Swap having a shorter range than Blink.
- Changed how stacking of Electrocution works (this results in multiple electrocution effects being quite deadly).
- Fixed behaviour of Purge so it'll properly supply immunity from negative statuses.
- Fixed status indicators being visible for invisible units.
- Fixed bugs with Rain and its upgrades not working properly.
- Fixed support for negative armor (so when armor is negative, the unit will sustain extra damage).
- Fixed bug where a hero with the debater trait or with the Counterstrike ability could retaliate even when stunned.
- Fixed bug where sometimes when stunning a unit that has Attack of Opportunity, the attack was still triggered (despite the unit being stunned).
- Fixed Ballista having 'get out of cover' animation.
- Increased margins in world map to avoid cases where the UI makes areas of the map somewhat inaccessible.
- Fixed Shockwave having no description in upgrades.
- Fixed bug where the game ignored the manually assigned faction colors (in Skirmish).
Performance:
- Improved loading times of strategic maps and tactical battles, especially the first time they are loaded.
- AI is now around 30% faster in battles in which it has many units.
Known Issues:
- Many Events that were meant to be implemented for the release did not make it on time. Rest assured, they are coming as a part of an update in the next three weeks.
- A few texts don't have any translation except English. This will be resolved in a patch soon.
- Controller support is not always convenient in some places. As these things will be sorted out towards console release, they will be backported to the PC version.
- Save files should work with the new version, but we strongly recommend starting a new game (because of the extra content and in act one specifically because of the extra mission). Backward compatibility is not guaranteed.
[ 2020-04-16 16:04:03 CET ] [ Original post ]
After a successful Kickstarter campaign and a 2-year-long Early Access adventure, the full version of Fort Triumph is available on Steam NOW! Its time to see what years of passionate development look like!
Watch the release trailer:
https://www.youtube.com/watch?v=lF2LAvRsVtM
Lead a band of heroes with different skill sets through a witty, parody fantasy plot. Missions with various objectives are waiting for you on tiled procedural mapswhether in Story mode or Skirmish, prepare yourself for a grand adventure.
Major game features:
- Three story acts filled with 10 to 20 hours of strategic gameplay in a satirical fantasy world
- Fully-interactive environmentsyou can push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics
- The 8-player Skirmish modeplayers can pit themselves against up to 7 AI enemies or their friends in local co-op (hot seat)
- Procedurally generated contentstrategic maps with variable locations and events as well as tactical missions, each requiring a different approach
- Four hero classes (Paladin, Barbarian, Mage, Ranger), each with 12 upgradable abilities, and four races (Troll, Goblin, Human, Undead), with their own castles and upgradable buildings
- Cross-class skills that will make each hero unique
[ 2020-04-16 14:00:33 CET ] [ Original post ]
Long due and finally coming - Fort Triumph will be officially released on the 16th of April for PC!
Later this year, it will also be released on consoles (PS4, Xbox One, Nintendo Switch).
So, what changed since we've set out on this journey, on the first days of Early Access? Let's look at all the major changes that are about to feature in the upcoming launch:
- Three story actsthe game now has a story campaign that is filled with 10 to 20 hours of gameplay
- The 8-player Skirmish modeplayers can now pit themselves against up to 7 AI enemies or their friends in local co-op (hot seat)
- More than 30 events and over 80 artifacts added to the gamethe events are special locations offering multiple choices that can lead to different results. Artifacts often grant new special abilities to a hero
- Four hero classes (Paladin, Barbarian, Mage, Ranger), each with 12 upgradable abilities, and four races (Troll, Goblin, Human, Undead), with their own castles and upgradable buildings
- Massive changes to UI and UX. A lot of graphical improvements
- All strategic maps are now fully procedurally generated and support having much larger maps
- Inventory, skill trees and town management, as well as resource management, implemented
It's been a very long road and we are thankful to our community, which first backed us on Kickstarter and then walked with us in the most perilous of paths. Your immense support has pulled us through, thank you. Follow us on Discord, Facebook, Twitter and Youtube for more updates! Stay tuned! Cookiebyte Entertainment. All In! Games! https://store.steampowered.com/app/612570/Fort_Triumph/
[ 2020-04-02 18:22:46 CET ] [ Original post ]
Greetings, Adventurers!
Nothing ever stays the same in this realm, least of all yourselves. Be you a hero or a villain, a goblin or a human, warrior or sorcerer - a chance for a fresh start beckons you at the road ahead. Will you seize it? We shall see, we shall see. We've toiled much since the last update. Many of the changes in this update may seem surreptitious, but do affect gameplay by a fair bit. While many of our previous updates focused on features, this one was all about polish, making the game a little bit closer to the vision we have in our mind. The new version has several breaking changes, resulting in save files from the previous version becoming no longer functional. If you have a save file you wish to finish before moving forward to the new version, you can do so via the 'Legacy' branch, available by right-clicking on Fort Triumph in Steam library->Properties->Bates, and selecting 'Legacy' from the list of branches. In addition to this change, the game now supports Steam Cloud as per user feedback.
Balance/Gameplay:
- Status indications and grouping changed.
- Critical hits added, as well as a 'Critical Chance' stat that governs them. Units balanced accordingly.
- Statuses that affect stats now stack up, the effects of most became additive instead of multiplicative, and values were adjusted accordingly. For example, Blinding Light now reduces the Accuracy by 40 instead of cutting it by half, but using it twice on the same unit will result in -80 to accuracy (instead of the second Blinding light having no effect).
Content:
Visuals:
Bug Fixes:
Performance:
[ 2020-03-10 22:59:28 CET ] [ Original post ]
Hail, Heroes!
The world shifts and moves, something new comes to light. It is time for you to oil your sword and brush your coat, to travel again through the realms of the Fort. Since the last update, we've worked on adding more content to the game and better-utilizing content that we already have. New types of abilities were added, as well as more varied enemy types. While this is an on-going process, we feel that it already has an impact on the gameplay. The list of changes also includes changes from 0.14.1.1 which was release a few weeks ago.
Balance/Gameplay:
- Greatly increased variety of creatures on worldmap, allowing facing high tier creatures in low-tier battles. This does not affect worldmaps in existing save files.
- Improved spawning algorithm to force variety.
- Added a new type of ability - channeling abilities, which have a delayed effect that can be prevented by stunning/killing the unit.
- Added three new abilities to Goblin Shamans - Replenish Health, Heal Party, and Fortify.
- Added Drain Health to Wizards. Also reduced their base damage, and gave them the 'Blink' ability instead of 'Fire Blast'.
- Added the Boomerang ability for the Savage.
- Added Battle Cry ability for the Savage
- Added the Root ability to Spiderlings.
- Made the Spiderlings' AI less sophisticated so their behavior would be more realistic.
Visuals:
- Revamped Goblin Village environment.
- Improved visuals of skill-tree, also making thing clearer, especially selection of new abilities.
- Improved indications of statuses so they'll be more noticeable.
- Improved visuals in the last mission of Act II.
- Replaced some placeholder icons for abilities and ability upgrades.
- Simplified movement outline so it'll be easier to understand where you can move.
- Improved visuals of the Crypt tactical environment.
Performance:
- Improved performance on worldmap.
- Improved visuals and performance of fog of war in tactical battles.
Bugs:
- Fixed a bug where sometimes after finishing the second mission in Act 2, a battle message was shown immediately, in which pressing 'battle' resulted in it being impossible to progress with the story.
- Fixed bug that allowed having a lot of heroes in some story missions in Act II.
- Fixed a bug that allowed taking over the AI's main base in Act II, locking progress in the act.
- Fixed bug where sometimes it was not possible to target objects on the first turn of a battle.
- Fixed bug of units auto leveling-up when gaining XP in worldmap.
- Fixed bug where level cap can be surpassed via objects in worldmap that give XP.
- Fixed bug where the AI wasn't able to properly use all its skill points on leveling up.
- Fixed bug with color variations being lost.
- Fixed bug where sometimes the UI disappeared in tactical battles.
- Fixed bug where units could spawn on untargetable tiles (such as stair rails), preventing the player from attacking them.
- Fixed bug which caused the game sometimes to get stuck on AI turn when AI units had the 'Safe Movement' ability.
- Fixed bug where beetcoin chests didn't have a description text.
- Fixed a bug where Skeleton Swordsman did not have Resilient Attack of Opportunity.
- Fixed a bug where Ballistas were shown as 'Mage' in their unit cards.
- Fixed achievements that were not working.
- Fixed AI not evaluating the Champion's Cleanse ability properly and thus never using it. Also fixed an unrelated bug where Cleanse did nothing.
- Fixed a bug that made it too likely to get rare abilities of other classes.
- Fixed Ambiance sounds not being affected by SFX setting.
- Fixed bug where Act II restarted upon finishing it.
- Fixed bug with potions being exhausted on a unit leveling up.
- Fixed Rage and Passive Stun Protection being shown on party screen.
- Fixed bug where Exemplar's blade AP effect didn't stack with itself (while its bleeding did stack).
- Fixed bug where Tattered old cloak effects didn't stack with themselves.
- Changed cave environment to use the right music.
- Fixed AP cost of Prod.
- Fixed addressed level up indications not disappearing immediately.
- New abilities are now available every time the unit levels up.
- Fixed beetcoin chests not spawning (they were accidentally replaced by beetcoin sacks). .
- Fixed image of Corrupt magic.
- Fixed text indications of town limits not updating properly when reducing number of players.
[ 2020-01-24 00:18:42 CET ] [ Original post ]
It's 20% OFF for the next four days on the best fantasy tactics game you've played in a long long time.
Now is the perfect opportunity, too! With a series of recent updates, the game received an extra story chapter, large skirmish maps and a whole lot of new abilities.
- Manage your towns and recruit heroes to your parties, then make your way forward before your enemies grow in strength.
- Tactical battles which utilize your surrounding in destructible environments.
- Witty dialogue in a Discworld influenced fantasy world.
[ 2020-01-23 18:10:41 CET ] [ Original post ]
Welcome, Brave heroes!
It is as great as ever to have you around our castle, we hope traveling was nice and the view was exciting. Welcome to the biggest update the game has seen so far! As requested Act II is now live! Since the skilltree was introduced, we felt like it doesn't supply enough freedom, leading to different heroes of same class turning out to be the same. So we've revamped the skill tree. On leveling up you now get to choose from a pool of abilities, including rare and cross-class skills, adding a lot of flexibility and uniqueness to each playthrough. Local multiplayer is now available, meaning you can finally use the help of your brave friends to save the kingdom. You can even play vs the AI on maps with up to 8 players. All worldmap environments are now fully procedurally generated - So big weve had to add a minimap! Crypt and Crystal Cavern tactical environments have received a major visual overhaul Go ahead, try it, we know you want to.
Due to these changes, save files from previous versions will not work in 0.14.1. Main changes:
- Act II is ready!
- Heroes now choose from a pool of abilities on level up, including rare and cross-class skills. Ability Points are now Accumulated through levels.
- Local multiplayer support which allows playing with/against multiple player/AI controller factions.
- Possibility to specify how many neutral towns would be in the map.
- All strategic maps are now fully procedurally generated, and support having much larger maps. This also includes a rework of the grasslands environment.
- Full re-work of Crystal caves tactical maps greatly improving visuals, and improving performance. The new caves contain a couple of new unique objects (for example shrines that give tactical bonuses on interaction). There's also a lot more variety in maps.
- No need to restart the game to switch between controller and keyboard/mouse. Instead the currently used input method used becomes the active one
- Clicking on the card of an already selected unit will now deselect the currently selected ability.
- Improved navigation support in menus for controller.
Visuals:
- Replaced main-menu background.
- Created a new Skirmish menu that allows more options.
- Zoom level in worldmap is now locked to a value that makes images look best.
- Replaced party flags to be consistent for player/AI factions
- Party flags now have their own signs so they'd be distinguishable.
- Added new icons for upgraded versions of abilities. Most are placeholders.
- Reduced University's XP gain effect from 20%/40% to 10%/20%.
- Increased party steps per turn, from 14 to 18, and reduced roads cost from 75% to 66%
- Changed the required levels of many ability upgrades - Barbed Arrow, Fireball's range increase, Rain's Thunder upgrade, and more others.
- Units start with 1 trait instead of 2. In the next few updates many events that give traits to heroes will be added.
- Bow Melee Attack - The Abillity is no longer a fallback ability of the ranger but instead a separate ability that must be purchased first.
- Added new ability upgrades for many abilities: Magic Arrow, Hammer Strike, Arrow Attack, Vortex, chain Lightning and more.
- New abilities: Repulse, Prod.
Performance:
- Save format changed, decreasing save time and save file size significantly.
- Improved performance when playing in Crystal Caves and Crypt tactical maps.
- Fixed bug where sometimes in Crypt the UI (movement outline, units' outline) became messed up, and ability tooltips didn't disappear when they should
- Fixed bug where sometimes the game got stuck when returning to worldmap from Crypt maps
- Fixed bug with mouse clicks being registered on the currently selected UI element even when the mouse didn't hover over it.
- Fixed bug where when missing a ranged attack with no projectile (for example Holy Shackles), and hitting another object instead, the VFX was on the target and not on the object that was hit.
- Fixed bug where when selecting Kick and then a melee attack, the selected default target can still be an object (resulting in some confusion for players).
- Fixed missing text regarding how to deselect an ability.
- Fixed bug where the progress bar went backwards to zero upon returning to main menu.
[ 2019-12-19 21:51:49 CET ] [ Original post ]
Greetings, Adventurers!
It hasn't been long since our last update, but we've been able to implement several features and new content in these past few weeks and we'd like to keep you in the loop. Two bigger changes have made it in - first, as promised we're expanding the variance on world map types and introducing the Crypt variant. The Crypt is now available for Skirmish mode runs and you're welcome to jump right in and give it a go!
Secondly, we finally got to replace the human faction models and portraits - the placeholder assets were a long way from our own hand-crafted ones, and we've been wanting to get to it for a LONG time. Thank you for providing constant feedback and being a part of our journey, multiple aspects of this update have been guided by our fantastic Discord and Steam communities.
Major Changes (0.13.0.1, 0.13.1)
- New Crypt strategic map variant for Skirmish mode.
- Placeholder human faction models and portraits finally replaced.
- Implemented full descriptions for traits to clarify their effects.
Balance & AI
- Party creation cost reduced from 400 to 200 Beetcoins.
- All plot costs now start at 200 Beetcoins, and increase by 50 for every plot excavated.
- Savage's Claws now hit twice causing low damage when attacking, rather than once for high damage.
- The bleed effect caused by Claws now requires level 6 instead of level 4 and is twice as strong.
- 'The Skull Key' difficulty balanced by making the second group of enemies stay in place before being discovered.
- Building and guild upgrade effects now included in AI calculations.
- Strategic AI aggressiveness lowered in low difficulties, including early aggression on Normal difficulty.
- Strategic AI will play less defensively and leave fewer guards back home.
- Strategic AI will prioritize preserving its heroes and will avoid fights in which they are likely to perish except against player factions.
- Strategic AI now understands it should farm XP in easier fights even if they aren't guarding map rewards.
- Health increased by 1 for human, skeleton and goblin mages in Normal Difficulty.
- Adjusted low difficulty stats for enemy heroes and player creatures to make enemy heroes less potent.
- The Terrible trait will now cause the unit to push targets in a direction 45 degrees clockwise from the original path.
- Fixed an issue causing performance drops in strategic AI.
- AI party size is now properly affected by purchased upgrades, except for the initial party on game start which is decided by difficulty level (replenishing lost units will be capped by upgrades).
- Tester Access - Removed the Stun mutator.
Visuals & UI
- Ability icons will now gray out while units move to prevent misclicks or mid-action clicks that aren't properly registered.
- Added a 'Purged' status icon to make it easier to understand why a unit isn't stunned or otherwise debuffed.
- Whirlwind has a new visual effect.
- Electrocute visual effect cleaned up and improved.
- Fixed some broken tree models to fit better within tiles.
Bug Squashing
- Evasive Instincts bug causing Savages using it to become invisible to direct attacks fixed.
- World map camera will no longer get locked to the bottom of the map when returning from combat after casting Fireball as the last action.
- Mission stats will now properly change the amount of renown received, which didn't work in some cases. AI will also now properly get renown when fighting against the player.
- Taunt now works as intended after being broken.
- Fixed unwalkable tiles in forest and village maps.
- Passive abilities gained by leveling up will now apply immediately when chosen.
- Plank wall health adjusted, and they are no longer toppleable (as they weren't meant to be).
- Sight calculation is now symmetrical to prevent battles from starting with undiscovered (but activated) enemies. Also fixed an issue causing a gap between sight calculation and displayed range outlines when using ranged abilities.
- the 'Construction Available' info button is fixed and will open the town screen as intended.
- AI can no longer mistakenly interact with story missions.
- Leap, Lift and Telekinesis can now properly work for tiles that were previously mistakenly marked as unavailable.
- Standing in Shallow Waters will properly override Stun Protection.
- Sight behavior around doors improved to be more intuitive.
- Fixed a bug causing units that are pushed onto stairs in Village maps to sometimes drown and insta-die.
- Purge now properly removes all debuffs.
- Dodge Stance effect now properly lasts 1 turn.
- Fixed some Cave and Crypt walls.
- Fixed multiple tooltips, enemy cards and status effect descriptions.
That's it for today, on our plate for the next updates - local multiplayer and multiple enemy factions in Skirmish mode! Hope you're having a great time and please, keep the feedback coming! The suggestions and thoughts we've been getting over at Discord and in our forums have been and are extremely useful, we'd love to hear yours :) Onwards!
[ 2019-10-17 17:00:41 CET ] [ Original post ]
Hail, Heroes!
It is great, as ever, to have you around our campfire. Weve had a good month in terms of progress as well as in terms of feedback, and your contributions are making a difference. As mentioned in the previous updates, were shifting towards polish and optimization, but that doesnt mean we cant add new things on the way to full release.
Septembers update is a big one, with several major additions and changes. Perhaps the biggest one for the tactical layer is the addition of house interiors and the ability to fight within them. The new houses are fully interactable with furniture you can kick and otherwise use with physics, and even destructible walls you can destroy to create new entry point. Be careful though - destroy enough walls and the roof will crash down on anyone inside. Weve also implemented two new environments, or rather new iterations of the Forest and Village environments - the old ones werent up to our standards and it was time to polish things up a bit. Theres also a bunch of AI upgrades and features including AI factions using hero units, and a meaningful performance upgrade as were investing more into optimization.
While 0.13.0 should not break save files from the last couple of builds, we recommend starting a new run because of how differently the AI behaves and the fact creatures are now gone. The list of changes also includes changes from 0.12.0.2 and 0.12.0.3 which were released a few weeks ago.
Major Changes
- Replaced the Forest and Village environments with shiny new ones.
- Houses in the village environment now have fleshed out interiors with furniture that responds to physics and destructible walls.
- AI factions will now use heroes fully, including physics abilities and attacks - brace yourselves!
- Performance improved considerably.
- Creatures and recruiting creatures are removed in this iteration, along with creature dwellings on the world map - we received plenty of feedback from players finding it confusing and unrewarding as it is now. We plan to reintroduce creatures in some way down the road after we experiment a bit.
Gameplay
- Water tiles now have two types - shallow waters causing a stun and some damage each turn until the unit climbs out of it, and deep waters which auto kills units unfortunate enough to fall into, similar to how all water tiles behaved thus far.
- Large forest mushrooms added, this is the first object to break in half and slide when kicked or pushed, but we plan on adding more of them.
- Added images to tutorial scenarios to make them clearer.
- Three new guild upgrades added.
- Both player and enemy spawning patterns in tactical combat will now be more varied.
- It is now possible to vault short fences or jump into houses through windows using a normal movement action.
- Heroes cost less Beetcoin for all factions, and no longer cost magic to recruit.
- The 3-hero per week purchase limit has been removed, slots will refresh with a new hero as soon as you purchase one of them.
- All heroes (Player and AI factions) now have a passive stun resistance, making fights more balanced.
- Parties are no longer created with free creatures (so you must have at least one unit in town to create the party).
- Castle Walls environment temporarily removed, were not happy with it and want to remake it in a better way. For now were using a unique variation of the Village environment instead.
Visual & Sound
- Added multiple VFX and SFX throughout the games UI to provide better feedback for player actions.
- Units now have a new action points indicator on them, right under their health bar.
- High or low to-hit chances will now show in green or red font respectively.
- Improved multiple ability visual effects (Magic Arrow, Electrocute, Chain Lightning, Fireball, Vortex, Self-detonate, Holy Shackles, Rally, Empower and more).
AI & Balance
- Tactical AI overhauled from the ground up. It is now smarter, more effective, and can handle ability usage much better - including physics abilities. This is something were going to keep an eye on and tweak until we hit the right balance.
- Improved text spacing for ease of reading.
- Fixed an issue making it too common for players to reveal two enemy pods at once in the first mission.
- AI can now recruit heroes, with a maximum party size of 5, just like the players faction.
- AI no longer starts the game with a very large army.
Performance
- Forest and Village environment performance improved considerably. Older environments will be improved similarly down the road.
- UI rendering CPU performance improved.
- In combat, AI turn length reduced by improved pathfinding performance.
- Cover calculation performance improved, some cover rules adjusted (For example, small objects on top of larger objects will now be taken into cover calculation consideration).
- Replaced the see-through effect for tall objects to a slightly simpler one, because this new effect performs vastly better. The new effect is available for all quality settings.
Bug Squashing
- Artifact images that didnt display correctly on the world map now fixed.
- Chain Lightning will now properly ignore unactivated enemies, as intended.
- The Unit in enemy control zone status icon will now disappear and not linger after moving away which happened in some cases.
- Items with HP effects will now immediately register as intended.
- Some UI text leaks fixed.
- Non-human faction portraits will now properly show customized color choices.
- Changing quality from Low to Very Low sometimes caused a black screen bug, which is now fixed.
- The Physics 103 and Stunlock achievements are fixed and can be achieved.
[ 2019-09-23 18:16:40 CET ] [ Original post ]
Hail, Adventurers!
We're fighting on, through winter or as it is right now, extreme heat, and the work is paying off! Time for another major update, and 0.12.0.1 is introducing two of the systems we've been waiting for the longest. The first is a system we knew we're going to have since the very start - Hero Traits, random perks that change specific heroes and differentiate them in interesting ways. While a few are mostly cosmetic, many are actually game changing, and since each hero will draw 2 random traits out of the pool (the first batch has 17 but we'll be adding many more) - we're going to have more varied gameplay right away.
The second major change is in how towns operate and look like internally. Town interface and menus have been reworked from the ground up, buildings have visual representations as they are built, and each town will have slots that need to be cleared up before structures can be constructed there.
We'd love to hear your feedback about these changes, and the easiest way is over at our Discord, join us there and share some thoughts!
Major Changes (0.11.2.2 Hotfix + 0.12.0.1)
- Save files from previous versions will not work in 0.12.0.1
- An initial pool of 17 Hero Traits introduced, more coming very soon.
- Starting heroes will randomly get 2 traits from the growing pool.
- Buildings now appear in towns after being constructed.
- Buildings now have a 1 turn base construction time and will not instantly appear.
- Towns now have building slots, slots should be cleared before used for construction.
- Factions now have a maximum number of heroes they can have across all armies, which can be raised by upgrading their fort.
- Renown is back as a resource! You get it in fights, and spend it to get guild upgrades.
- Tactical Ability bar upgraded with better UI and differentiation between active and passive effects, will also display traits and artifacts now.
- Added a strategic layer tutorial as well as multiple new helpful tooltips.
- New music tracks added to our campaign intro.
- New guild upgrades added.
- New artifacts added.
- New events added.
Balance
- Neutral groups on the world map can now be composed of multiple creature types rather than just one.
- Cages will now yield heroes instead of creatures, if there's no room in your party, a new one will be formed instantly.
- AI will now value slowing and speeding effect slightly less. For example, Wizards are less likely to use Frostbite over their regular attack.
- Grapple Hook now has an accuracy bonus.
- Increased daily Beetcoin income from towns and farms.
- Slightly increased the mean magic provided weekly by the Magic Distillery (2-4 instead of 1-4).
- Starting resources reduced.
- Player factions will start a skirmish game with a single party of 3 heroes.
- Building prices changed.
Technical
- Slime and Freeze slower animation removed following feedback.
- Visual and sound effects upgraded for many abilities and attacks.
- Physics have been sped up, associated bug eliminated (see below).
- Loading times improved, especially for story missions.
- Improved text layout for non-English languages, more readable font too.
- Updated multiple ability icons.
Bugs Squashed
- Skirmish mode will no longer sometimes spawn a high difficulty fight near your initial spawn's nearest town.
- Bleeding effects from different sources will now stack properly. For example, using an ability which causes bleeding and having a bonus bleeding damage from a building will stack.
- AI parties will no longer sometimes lose units after a player battle (in some cases it happened even to parties not participating in that battle).
- Fixed the diagonal kicks physics bug reported in recent weeks, at a small performance cost - we'll optimize this in the following weeks.
- Fixed a bunch of tooltip visual bugs.
- Insatiable Bloodlust will now properly yield a single AP rather than occasionally providing 2.
For now have fun, and please report bugs you encounter as well as share your thoughts with us either directly, in our forums or over at our Discord server. Thank you! Onwards!
[ 2019-08-06 20:02:35 CET ] [ Original post ]
Greetings, Brave Ones!
As promised earlier this month, its time for a major update with a bunch of highly requested features including the first localized versions, male heroes and a bunch of AI upgrades! This is a big one for us, and wed love for you to hop into the new build, share thoughts and provide feedback for the new features in our community or in Discord.
Localization Begins (DE, RU, PO)
As those of you following our progress know, it has always been our priority to open the gates ever wider for new adventurers. It started on day 1 when we chose to always release builds for Mac and Linux along with the PC ones, it will continue in the future with the planned console versions, but today, were celebrating our first three localized versions - for German, Polish and Russian. We hope to keep this up and release in as many languages as we can down the road, so stay tuned for more!
Major Changes
- Male Hero Models have been added to the game. This is something weve continuously left for later as gameplay was our primary focus, but it is time.
- Existing save files are not affected by this addition.
- Caverns procedural strategic maps have been added to the game.
- In Skirmish mode you can now configure the map between caverns and grassland environments.
- Continued our tutorial rework, improving the overall flow and adding new tips as well as a new scenario for Overwatch and Brace mechanics. You can now retry or skip scenarios more easily. Some scenarios have controller issues but were working on that and it should still be playable.
- New mission added in the beginning of Act I, this will not break existing save files but will not appear for them when playing either.
- Party movement speed and vision range reduced during worldmap travel.
- Heroes in towns changed so they will never be all of the same class.
Balance
- Improved game balance across all difficulty levels.
- Objects and Guards spawn in the world-map in more balanced patterns to increase replayability.
- Heroes will be limited to level 5 during Act I and will not gain experience after reaching level 5. Future acts will increase this limitation. Existing save files will not have this limitation.
- The Powerful Encouragement upgrade will no longer increase the AP cost of the Encourage ability.
Visual & UI
- Changed the font of the game to improve clarity and readability, let us know how you feel about it!
- New and better indication for currently selected units.
- Ability tooltips are overhauled and will now show more information in a clearer way.
- New Ability visual effects - Chain Lightning, Holy Shackles, Bolster.
Technical & AI
- Performance for the Windows version has been improved, Linux and Mac will get the same treatment soon.
- Strategic AI in Legendary difficulty will now better handle neutral forces and monsters, both in terms of aggression and choosing targets and in combat it will lose less units facing them. This change was started by great feedback from veteran players who noticed Legendary AI is too aggressive towards neutral to a point it harms itself
- Reckless enemy units will no longer move if they are already near an enemy.
- Enemy units will no longer attempt to move to new cover causing them to trigger Overwatch or Attack of Opportunity unless their current cover is compromised.
- Gharzan and Gharbarak will now have Goblin hero classes.
Bug Squashing
[ 2019-06-18 20:54:47 CET ] [ Original post ]
Welcome Back, Adventurers!
We have a small, sweet update going live today, this one brings some new music, UI upgrades and a bunch of balance tweaks following the feedback we've been getting from you. A major update is coming in a few short weeks, so this is just us wanting to put out what's ready before we sink our teeth into the bigger challenge.
New Features
- Added a second music track for battles, which only had one so far.
- Improved intro cinematics.
- Many new portraits added including Spiders, Goblins and Skeletons.
User Interface
- Town interface improved and the order of its panels has changed.
- Following your feedback, changed movement outline to be orange rather than blue when a move action is going to leave a unit with 1 or less action points.
- Improved the quality of artifact and reward icons on the world map.
- Iterated some ability icons.
- Fixed multiple ability descriptions not conforming to the 3AP change.
- Selected enemy movement outline will now only include the 1 AP range rather than both 1 and 2 AP move ranges.
Balance
- Starting parties in all game modes now start with an additional low tier unit.
- Following an open Discord discussion we're boosting Paladins with two new abilities, 'Bolster' and 'Holy Shackles', with their respective upgrades. Both use placeholder VFX and UI.
- Ability upgrades that affect the Ranger's basic attacks will now apply to Quickshot attacks too.
- Chain Lightning will now bounce to targets even if they are out of line of sight.
- Monsters yield around 10% less XP, especially higher tier ones.
Performance & Bugs
- Improved memory management which reduces framerate spikes considerably.
- Polished 'Tormenting Tone', the first mission in Act 1.
- Polished 'Aristocratic Artifice', the last mission of Act 1.
- Fixed a loot bug at the end of Gharzan's mission.
- Fixed the 'Continue' button hitbox in the main menu which was partially blocked.
- Fixed a bug with Troll stun protection sometimes proccing twice in a row instead of just once.
[ 2019-05-18 19:06:55 CET ] [ Original post ]
Greetings, Valiant Ones!
As promised earlier this month, a major step is upon us. For the first time since we split our game into testing branches, a unified build is live! We're super excited to invite you to take it for a spin, now that the first act of our story campaign is back, better, and with the new strategic gameplay implemented with it. We've been gathering feedback for the tutorial for a while, and you've been heard - Instead of a single locked scenario with close to zero player freedom, we will have several training scenarios which are open and fully playable. There are five scenarios focused on basic gameplay principles, and we plan to add more advanced ones down the road to give you some more ideas.
As ever with major build overhauls, this update will break previous save files, so get ready for a fresh run!
3AP is Live
One of the coolest things about this project is how involved you have been from the start, showing care and sharing your vision for the game with us. Slightly less than a year ago, following a discussion that started within the team and spilled to our community, we got it into our minds that we want players to have more freedom in each turn. After much testing, and we mean MUCH testing, the change is finally live and you can play around with 3 action points. The biggest change is that actions previously costing 1AP and ending your turn before will now cost 2AP but not end your turn. This means you can attack and then move, brace and then move into overwatch fire, and many other skill combinations previously impossible (Savage's Bloodlust is also going to be much more balanced now).
Patch Notes
- Merged Act 1 of the story campaign with strategic layer.
- Reworked Tutorial into scenarios.
- Units will now have 3AP instead of 2AP.
- Physics Damage Overhaul: We wanted physics to be more predictable but balanced with damaging attacks. Regular physics hits will now cause a fixed amount of 2 damage, while toppled objects such as trees will cause 7 damage.
- New world map objects added including corpses, totems of speed, broken wagons and more.
- Artifact chests added to world map.
- Many new sound effects added, several existing ones have been swapped for better ones.
- Cages will now provide parties with several units instead of a single hero.
- Units can now drop multiple potion types rather than just health potions.
- Replaced Forest Tower with Totem of Stamina.
- New ability icons for Blink, Swap, Chain Lightning, Charge, Evasive Instincts and Vortex.
- Added game credits (Unfinished).
- Beetcoin Chests will yield less Beetcoin.
- Added Beet Distillery upgrade.
- Spiderling HP on Easy increased to 3HP.
- Urn and Cave Egg HP reduced to 2HP, now any physics impact will break them.
- Units can no longer use enemies for cover.
- Removed Cowclops.
- Reworked in-game pop-ups and especially the reward screen.
- Peasant units will now carry pitchforks.
Bugs Fixed
- Fixed a bug preventing two different parties from visiting some world map locations during the same day.
- It is no longer possible to stack a world map effect twice by visiting two locations of the type in a single day.
- Town UI will no longer be available during enemy turns.
- Fixed several physics bugs causing objects to sometimes swap during complex physics interactions such as Vortex.
- Disabled abilities will no longer be clickable.
- Goblin Bomber AI improved and will choose to self detonate in better locations.
- Skeleton Mage class description fixed.
Performance
- Main Menu will not require as much CPU power as before.
- Improved loading times of tactical levels (Still a ways to go).
[ 2019-04-29 20:30:22 CET ] [ Original post ]
Greetings, Warriors!
Development continues apace, and we've worked in quite a few features from our waiting list in the past month. Heading the list is a MAJOR upgrade to tactical AI, enabling it to calculate ability and spell usage and relative value - this is naturally still a work in progress but we're seeing some amazing initial results. We're also heading faction heroes, including some sexy troll and goblin heroes with unique bonuses. Can't wait to see which of them you will like playing with the most! As always, please share as much feedback as you can with us either through in-game bug reports, suggestions on our Steam forums or by chatting with us over at Discord.
Faction Heroes
In our continued effort to make factions interesting and relevant for different playstyles, we've finally added some non-human heroes, namely Troll and Goblin faction heroes. Each faction will also have a unique faction-wide ability present in all units and heroes.
- Added goblin and troll heroes.
- Each faction now has a unique passive ability present in all units and heroes.
- Heroes from different factions have different health.
- Faction heroes can be recruited in the town of that faction and only there.
- Your starting heroes will change to reflect your chosen faction.
- Tutorial can currently only be played when picking the Human faction.
Tactical AI & Abilities
A major step forward, our tactical AI can now evaluate ability effects when considering what to do. This allows it to "understand" a wider range of abilities, and use them better than before. To name a few examples, the enemy will no longer slow already slowed units. Your foes will use AoE spells much better and maximize their effect, while avoiding hitting their allies with these effects and other explosions. We can give a ton more examples, but it would be best if you just hopped in and see if you notice the change yourself - let us know!
AI & Behavior
- Improved ranged AI range positioning and AoE calculation.
- Reduced AI aggressiveness so it will avoid taking greatly disadvantageous battles.
- Added party size limits for AI based on difficulty.
- Goblin Bomber now maintains distance in a smarter way, only approaching if it can close the distance completely.
Balance
- Tweaked hero XP requirements based on feedback and testing.
- Reduced XP bonus from universities from 25/50% to 20/40%.
- Ballista attacks no longer ignores cover.
- Iterated some building descriptions for clarity.
- Increased the speed of Mages and Paladins by 1.
- Reduced the speed of Savages by 1.
- Increased the speed of Skeleton Militias by 1.
- Removed 'Telekinesis Summer Camp' upgrade from human town, this is now the faction unique passive.
- Added the Kindergarten upgrade to human faction.
- Increased Charge cooldown by 1.
- Lowered slightly the amount of units enemy factions starts with, especially in higher difficulties, to limit super early aggression.
- Slightly increased party speed and also increased movement point cost on roads.
- Reduced base accuracy of Quickshot from 80 to 70.
- Refractive Skin now also applies to heroes.
Visuals & Art
- Added new portraits for faction heroes and fixed how they are shown in town UI.
- Improved color customization quality, but there are fewer colors to choose from.
- Updated the world-map icons of Peasants & Spitting spiders with new art.
- Decreased the size of House Spiders' world-map icons so they'd fit the grid.
- Fresh and improved art for many ability icons and status effect icons.
- New hammer icon for the Hammer Strike and Bash abilities, which used to be represented by a sword.
- Improved visual effect for Knockback Arrow.
- Damaged trees will now display a fallen leaves visual effect.
- New visual effect for the Stomp ability.
Bug Fixes & Minor Changes
- Added controller support for town UI.
- Renamed Short Range Telekinesis to Faraway Lift.
- Frightened enemies will now try to run away in a straighter line than before, effectively opening up more distance in many cases.
- Fixed Bloodlust, it will not not stop working as it did in some cases with Insatiable Bloodlust, and will correctly apply the dodge stance bonus with the dodge stance upgrade.
- Taunt will now properly affect ALL enemies who can attack the Paladin.
- Improved Dodge Stance indication and fixed bugs occuring when more than one stack of dodge stance is gained in combat.
- Status Amplifier will no longer sometimes change statuses that have no turn limit to last just one turn.
- Fog will no longer cancel out the Refractive Skin upgrade.
- Taunt will now properly prevent enemies in range from using self-cast abilities such as Brace or Overwatch.
- Slowed units with a speed of 2 or less will no longer be able to leap three tiles for 1AP like unslowed units can.
- Grapplehooks and Knockback arrow attacks with the directional upgrade which miss their target will now push the object they are hitting instead.
- Stun protection and Brace indications fixed, especially with Status Amplifier upgrade.
- Paladin running animation when entering combat fixed.
- Fixed an issue causing some Visual Effects to cast shadows.
- Fixed bug hanging the controller cursor in place when switching between parties.
- With controllers, the invalid tile mouse hover marker will appear as it should.
- Fixed an issue with targeting units standing on bridge tiles.
- The controller cursor will no longer sometimes jump to the corner of the map in tactical battles.
- The exploit for stacking heroes in towns is fixed.
- Changed kick not to have height limitation (similar to other melee attacks).
[ 2019-03-28 18:34:21 CET ] [ Original post ]
Welcome Back, Warriors!
Great to see you again. We know it hasn't been very long since the last major update, but our prophecy is being fulfilled! The increasing amounts of accurate feedback we've been getting from you directly, through in-game bug reports and in Discord is helping immensely. Therefore, it's major update time again! And it includes no less than three cumulative updates (0.10.3.1, 0.10.3.2, 0.10.4). The first two have already been deployed over the last couple of weeks, and the biggest one is coming later today. Let's dig in, shall we?
New Currency & World Map Changes
The market has changed - All hail the Beetcoin! Our world's new main currency. Costs have been changed accordingly and some Beet farms for you to capture have sprung across the map to leverage the new trend. Magic is still used for specialized services. Meanwhile, we keep upgrading and iterating our dynamic world map based on your feedback, and it's getting there. In 0.10.4 we added more variations, improved some art, and added elements important for the other changes. This is an ongoing effort and we plan to improve and add to the world map frequently in updates.
Towns, Buildings & Guild Upgrades
Patch 0.10.4 introduces the long-awaited overhaul to hubs, hereafter known as Towns, and sets the infrastructure for deeper strategic gameplay. The previous placeholder upgrade system is also gone, with Town upgrades and Guild Upgrades replacing them. Towns will be associated with factions, and their respective available upgrades and units will change accordingly. Town upgrades are buildings built in that particular location, to be gained or lost according to the tides of war. It is possible to build the same buildings in multiple towns, often with stacking effects. For example, some buildings generate resources, while others unlock higher tier units for recruitment. Guild upgrades are universal, can only be bought once, and can never be lost regardless of any particular town's ownership status. Once you increase your party size to five, for instance, it will remain five even if you lose the town where you bought the upgrade. Try the new build and let us know what you think of the changes at our Discord server!
Patch Notes
- Save files from previous builds are not supported in 0.10.4 releasing today.
Major Changes
- Beetcoin introduced, Beet Farms added to the world map.
- Added building which increases Beetcoin production.
- Added buildings which unlock higher tier units and grant a defensive bonus when the Town is attacked including a controllable ballista.
- Added multiple faction specific buildings with different perks for units, heroes or for the guild.
- Overhauled battle difficulty indication to a single 5 skulls meter of relative difficulty based on your currently selected party.
- Several ability upgrades (including some Lift, Brace, Kick upgrades for example) were removed from skill trees and reintegrated as Town/Guild upgrades.
- Removed the key segment of the tutorial after reports of it being confusing for players, instead tutorial will cover leaping. Also swapped the toppling pillar with a tree.
Balance
- Increased Chain Lightning cooldown from 3 to 4.
- Increased slow effect of Frostbite to slow units by 5 rather than 3.
- Reduced level requirements of Fire Blast from 4 to 2.
- Reduced level requirement of Smoke Bomb from 4 to 2.
- Reduced level requirement of Empower Party from 10 to 8.
- Reduced level requirement of the Charge reduced cooldown upgrade from 6 to 4.
- Changed Lift and Telekinesis to be more lenient. This was done because it was difficult to plan when not sure whether a certain movement would be allowed.
- Empower and Prepare can now be cast while stunned.
- Adjusted size, health and weight of Crystals and Eggs in Crypts to be more consistent with similar objects in other environments.
- Changed Columns and Spikes in Castle\Crypt\Goblin Camp\Crystal Cave environments to do damage that is more consistent with what trees cause.
- Changed mass of units for more consistent behaviors. For example, Spiderlings and Skeleton Weaklings won't be pushed as far as they used to be.
- Bleeding stacks will now increase damage suffered per turn instead of bleed duration.
- Added Smoke Bomb for Goblin Scouts.
AI & Behavior
- AI now properly detects attacks of opportunity when moving diagonally across enemy reach threshold.
- Ranged unit AI will be more willing to soak a ranged overwatch attack in order to leave a zone of control and be able to use ranged abilities.
- On Classic or Legendary difficulty, ranged units will try to maintain distance beyond the normal movement range of your melee units, as before. In Normal difficulty ranged units will be less vigilant and fail to stay out of reach.
- Tweaked AI to use fewer abilities in lower difficulties.
- Ranged units will account for the speed of melee units if slowed so it won't come too close.
- Ranged units will now properly recalculate hit chances when moving out of a control zone to a new position.
- Self Detonate on Goblin Bombers will now behave as intended and self-cast.
UI, Sound & Visuals
- Updated art for all dwelling types.
- You can now browse unit information in battle by clicking on an enemy card. Right-clicking the card will keep the information visible until clicking again, while holding RMB will keep the card open until releasing the button.
- You can now choose faction color for yourself and AI factions both.
- New art for towns, which now occupy 5x3 tiles instead of 3x3.
- Added new ability icons for several abilities (Chain Lightning/Bite/Piercing Bite/Encourage/Telekinesis/Lift/Frostbite).
- New model for Goblin Bombers.
- New icons for Goblin Bomber abilities.
- Updated art for rivers.
- Updated art for unstable magic on world map.
- Visual tweaks to Goblin Camp, Forest and Crystal Cave environments.
- Removed turn indication from several status effects for better readability.
- Party cards now have a dynamic size which fits current party size limit.
- Changed Frostbite sound effect, still don't like it, will be replaced.
- Changed Fog implementation for better performance and fewer visual glitches.
Performance
- Improved loading times of levels and especially first loading of each environment type, we'll keep working on it.
- Tactical battle performance improved significantly, there's still more to be done.
- Fixed a memory leak in mission loading which caused the game to slow down over time.
Bugs Squashed
- We added a timeout for physics actions to prevent the game from hanging when there's an issue - now when encountering a timeout the offending object or unit is killed or destroyed instead of hanging the game.
- Fixed a bug causing enemies to sometimes get activated and remain unseen on mission launch.
- Fixed a game crashing bug occurring sometimes when a tree fell into water.
- Fixed a bug which sometimes caused physics damage and kills to not grant experience.
- Fixed the issue which sometimes caused the game to display the wrong party when opening the skill tree, which caused the game to hang.
- Fixed a Resilient Attack of Opportunity bug where heroes sometimes became resilient enough to survive death itself! Dead units will no longer launch attacks of opportunity, even if they are resilient.
- Power Gloves now properly work with unit abilities as well as hero abilities.
- Improved diagonal pathfinding behavior in the world map.
- Fixed some edge cases where attack of opportunity is triggered even though it shouldn't be.
- Fixed an issue of physics causing more damage in Castle\Crypt\Goblin Camp environments than in Forest\Bridge\Crystal Cave environments.
- Fixed AI bug that caused ranged units to sometimes move willingly into melee unit control zones.
- Fixed Stalagmites in Caves sometimes not breaking properly in terms of animation.
- Fixed Insatiable Bloodlust bug which caused it to also grant the Dodge Stance upgrade.
- Fixed pillars in Crypt sometimes hitting twice for extra damage and stun protection removal.
- Fixed a bug where one could use Charge while stunned.
- Fixed Speed Potion lasting throughout the battle instead of two turns.
- After it was reported again, fixed an issue which sometimes allows player to move AI units on the first turn of combat.
- Added missing Lift ability to Skeleton Weakling.
[ 2019-02-13 23:55:57 CET ] [ Original post ]
Greetings, Courageous Ones!
Happy new year everyone! We hope you had a great time and wish you all an awesome 2019! On our end, we started the year off with a sprint and we have no less than three cumulative updates to share with you today! Two of them were already deployed stealthily to Steam over the past two weeks, and the biggest one is going live right now. As always, keep the feedback coming and join us on Discord - one of the main reasons we managed to do so much in just a few weeks is your constant support, we're counting on it! To make it easy to find a specific type of change, changes will be listed for all three patches together (0.10.2.1, 0.10.2.2, and the new 0.10.3):
General Changes
We have changed the Skirmish Mode's strategic gameplay several times and are making good progress with it. The highlights are:
- Restored tactical map environments Crypt, Goblin Camp, Castle, Crystal Cave.
- Optimized unit spawns in Crypt, Goblin Camp, Castle, Cave and Bridge environs to increase combat variety.
- When initiating combat near a creature dwelling or faction hub, Combat now takes place in that location.
- Battles against AI parties will now happen in a map that fits the current location on the world map, rather than always using the village maps.
- Work continues on the new human faction and many abilities and upgrades were added.
- World map AI improved considerably and poses a greater threat.
- Each faction now has different hub upgrades.
- Regular units can no longer level up, their XP gains are shared among heroes.
- Regular units can no longer interact with world map events.
- Autosave will now happen at turn's end rather than when the turn starts.
- Autosave will no longer happen when AI is attacking the player.
- Fixed world map zone guard locations so they have to be beaten.
New Abilities & Upgrades
We've been fleshing out skill trees at a high pace and progress is solid, however we still have plenty waiting on our list, as well as great ideas coming in from you guys in our Forums and Discord.
- Added Chain Lightning, the mage can attack several targets with each hit causing less damage after the initial target.
- Added Electrocute as an upgrade for Chain Lightning.
- Added Evasive Instincts for Savages.
- Added two upgrades for Evasive Instincts - Blinding Instincts and Daredevil Instincts.
- Added Stomp ability for Paladins.
- Added upgrades for Ranger's Grapple Hook and Knockback Arrow that allow choosing push direction.
- Added the Whirlwind Wall upgrade for Whirlwind.
- Added the Cleansing Fire upgrade for Fire Blast.
- Added the Fog and Thunder Storm upgrades for Rain.
- Added the Incapacitate upgrade for Claw Attack, draining 1AP from enemies hit.
- Replaced Mage ability Lightning Strike with the new Magic Arrow.
- Added two upgrades for Magic Arrow - No distance Penalties, and Absorb 1 HP on Hit.
- Added the Oppression upgrade to Paladin's Blinding Light.
- New Healing Aura upgrade giving it unlimited range.
Changes to Abilities & Upgrades
- Changed Savage's Bloodlust into a passive ability that grants the Savage an action point every time she kills a foe (Max 1 per turn).
- Mage's Empower now boosts physics strength rather than attack damage and lasts 2 turns.
- Changed Ranger's 'Become a Tree' to only cost 1AP and not end the turn, and movement is not prevented.
- Savage's Charge now works in diagonals.
- Savage's Charge now has infinite range, Savage will only stop when hitting an obstacle she cannot run through, but that list now includes trees.
- Replaced Fire Arrow damage upgrade with Guiding Flames.
- New upgrade for Fire Arrow removes its cooldown.
- Replaced Brace's Stun Immunity upgrade with Purge which removes all debuffs and provides immunity for debuffs and stuns.
- Replaced Rally's upgrade with a higher tier one which will provide Brace bonuses for allied units.
- Removed the Adrenaline Rush upgrade from Dash and Slash, added a passive Dash and Slash effect instead.
- Two new upgrades for the Savage's Bloodlust - Dodge Stance and Insatiable Bloodlust.
Balance Changes
Much of what we do after adding new features to the game is collecting feedback and adjusting stats and effects for better balance. While naturally some units will have better value at different levels, we're aiming for a point where different tactical styles decide picks rather than any objective gap.
- Improved behavior of world map spawns and encounters to make them more varied.
- Reduced the amount of units in neutral hubs.
- Rebalanced physics abilities and pushing power, with the biggest changes in ranger abilities and upgrades and kick mechanics.
- Increased Fireball AoE upgrade level requirement from level 8 to level 12.
- Reduced Knockback Arrow physics upgrade level requirement from level 12 to level 10.
- Rally will now boost Offense and Speed by 2, instead of boosting speed by 1 and offense by 1-3 randomly.
- Rebalanced the physics damage trees cause to be more consistent when hitting the same unit type.
- Clobber will now cause damage only once the unit stops.
- Bridge railings will not break as easily as they did.
- Removed height modifiers for very small values.
- Slightly reduced movement range per turn for parties on the world map.
- Removed cooldown of Frostbite.
- Increased Wizard damage and HP.
- Holy Light cooldown increased to 2 turns.
- Increased Priest HP to 12.
- Fixed Whirlwind spell for Wizards.
- Fixed Kick for Champions.
UI & Visual Changes
- Upgraded creature dwelling art and increased building size, this could cause visual glitches in old save files.
- Added a hub list to make them easier to manage, showing which hubs still have an available upgrade for purchase each day.
- Improved mechanism for reducing misclicks while fast clicking. While ability selection occurs on mouse button up, rapid movements during selection will not cancel it even if the cursor drifts off the button.
- Clicking on enemy unit cards will now automatically move the camera to them.
- Added new animations and model for the ranger's 'Become a Tree' ability.
- Most upgrades will now change ability descriptions in the ability bar after purchasing them, making it easier to track and use them.
- Clarified missing requirements in hub upgrade cards.
- Fixed Savage running slower than other heroes.
- Added a bunch of visual effects for new abilities and upgrades, we still have several in the works.
- Added animations for status icons to make them easier to spot when gained or lost.
- Temporary new visual effect for 'Stun Protection' to differentiate it from Brace.
- New loading screen tips implemented.
- Fixed visuals when picking up magic on the world map.
- Fixed drowning visuals for some units.
- Priests no longer cast Holy Light by default when right clicking allies.
Bug Fixes
And of course, there are always some bugs to squash. Keep posting about the ones you find, or even better, report directly using the in-game console or via Discord.
- Fixed a bug causing the game to hang during AI turn in skirmish mode's world map.
- Fixed an issue causing players to gain control of enemy units on the first turn of battle.
- It is no longer possible to transfer all units from a party and keep an empty one.
- Fixed several physics bugs for consistency including diagonal impacts, 1 tile pushing effects, and unit-object impacts.
- Fixed flicker of HUD when moving a melee unit near a ranged one (inflicting zone of control) that caused some players to have misclicks.
- Fixed Telekinesis unlimited range bug.
- Fixed Skeleton Archer's Curse Arrow to be shot by default.
- Fixed a bug displaying a faulty healing indication of Healing Aura when killing multiple enemies.
- Fixed badly configured abilities of skeleton heroes.
- Fixed a bug which allowed units to provide cover to themselves in some cases.
- Fixed Radiant Beacon bug which caused it to fail in some cases.
- Fixed a bug causing bridge fights to spawn in the wrong map.
- Fixed a bug preventing Champions from picking up potions.
- Fixed a bug which caused the remaining movement bar to not refresh when switching parties.
- Fixed the 'Marked' status tooltip and information being faulty.
- Fixed a bug in ability selection and casting when using enemy unit cards.
- While we plan to create a new tutorial, for now we implemented some visuals and abilities from newer game versions.
- Fixed Ctrl+Number hotkeys which weren't working properly.
- Fixed a bug causing enemy units to start combat activated when facing off against the same party for the second time.
- Fixed several typos reported.
Performance
- Reduced frame skips when applying status effects.
- Improved loading time of scenes.
- Removed delay in applying status effect visuals.
That's it for this one! We'll get back to work on the next updates and you are most welcome to play more and provide feedback to fuel our progress. Onwards!
[ 2019-01-12 22:18:40 CET ] [ Original post ]
Happy Holidays, Adventurers!
Lots of love from the team, and we hope everyone gets some time to rest, spend time with loved ones, and of course play some games steamhappy To send you off properly, we have a big one for you today, including some meaningful steps made in the strategic gameplay front (see previous update for more on what's behind it). As ever - we thank you for the fantastic feedback you have been providing us with, both directly and in our Discord. You are the reason we can move this fast on a new concept, and we appreciate it, a lot.
New Strategic Game Mode
A new strategic Skirmish mode is now available, building on what we've learned from the last testing phase. In this mode, you will choose one of four factions and face off against an AI faction across the map. There are no story missions in this build, but we do intend to reintroduce them fully or partially in future builds once we lock down this aspect of the game.
And now the twist - the world map itself is becoming procedural to support this new mode, making it interesting and different in every playthrough. Naturally it will start off less fancy than the previous static map, especially during testing, but we intend to work on it and add more variations and maps steadily. For those who enjoy the story missions more, you can play them at any time by switching the game to a newly opened 'Legacy' branch. That branch will maintain version 0.9.2.2 including the story missions until they are reintroduced and you are welcome to enjoy them. To access the Legacy branch, follow these steps:
- Right click Fort Triumph in your Steam game library.
- Select 'Properties'.
- Choose the 'Betas' tab.
- Expand the dropdown menu and look for the legacy entry (see image).
- Select this branch, let Steam download necessary game files.
- Open Fort Triumph normally to run the legacy build
- At any time, you may revert back to the normal release in the same dropdown menu (Choose 'none').
Gameplay Changes
- New Human faction includes 5 unit types - Peasant, Brute, Priest, Wizard and Champion. This is a WIP and the models, abilities and balance aren't polished or stable yet.
- World Map randomizes when the game starts, more variations will be added in future updates.
- World Map AI improved considerably, will present a meaningful threat now.
- Improved physics consistency. Unit/object size and mass now grouped by categories rather than being per unit and on a continuous range.
- Many new ability upgrades introduced.
- New human factions have new abilities (Clubber, Prepare, Holy Strike and more).
- Split hub upgrades among factions so each has a different one.
- Revamped Electrocute (Mage ability) - will now have a 2 turn duration, cause 1 damage for every tile moved rather than 1 for every 2 tiles, but will cap at 8 damage total rather than the previous 12.
- Speed Potion now grants +5 instead of +3 Speed.
- Spitting Spiders have new melee ability.
- Reduced Speed of high tier units from 10-11 to 8-9.
- New world map icon for Goblin Bomber and Goblin Warchief units.
Bugs and Technical Updates
- Previous save files broken and cannot be played in 0.10.2. However saves from 0.9.2.2 should work in the legacy branch normally.
- Fixed a bug causing some hub unit upgrades not to manifest at all.
- Fixed a bug which caused Power Gloves to not function as intended.
- Controller support restored but not yet optimized, we're working on it.
- Fixed Frighten bug causing two units to run into the same tile.
- Fixed Spitting Spider bug making it not act when in enemy zone of control.
- Fixed a bug breaking max party size by freeing heroes from cages during missions. These heroes will now wait for you in the nearest hub if you are at max capacity.
- Fixed a bug causing items to sometimes disappear when dragged over occupied item slots.
[ 2018-12-21 00:28:48 CET ] [ Original post ]
Greetings, Heroes!
Before we share some news, we'd like to thank you for joining in the conversation and meeting us in person over at our Discord Server . Hearing your thoughts directly charges our batteries, and seeing fellow players connect and share advice is amazing as well. If you haven't yet joined us there, get your FOMO on and come visit!
Development Updates
Development is progressing and patch 0.9.3 is just around the corner, introducing a new in-mission reward system as well as plenty of fixes and upgrades. Today, however, we're here to share a special new build with you, one created following your feedback in the past few months. While we are mostly pleased with how our tactical missions are shaping up, world map gameplay is still not as solid as we'd like it to be. Thanks to your feedback underlining issues and communicating preferences in the past few months, we were able to develop this new iteration that works better in our opinion - can't wait to hear yours steamhappy So as we work on it and iterate based on your thoughts, we wanted to invite all of you to jump in and try the new prototype!
TEST BUILD ACCESS
To access the test build, follow these steps:
- Right click Fort Triumph in your Steam game library.
- Select 'Properties'
- Choose the 'Betas' tab
- Enter the test build's passkey: 'RebuildingTheFort' (no '' marks)
- If entered correctly, you will unlock a beta branch named 'strategic_testing'
- Select this branch, let Steam download necessary game files
- Open Fort Triumph normally to run the test build
- At any time, you may revert back to the normal release in the same dropdown menu (Choose 'none').
What's this iteration about?
In this test build we're shifting world map gameplay emphasis from exploration to strategy - while both were and will be important elements to balance, we realized thanks to your feedback we need to try a more strategy-heavy approach. You start with a base in which you can recruit heroes and units based on the faction with which you are aligned. With time, you can upgrade into stronger units, larger party size, and even unit buffs like health or extra armor. For now as a temporary testing parameter, everyone will start allied with a Goblin faction, but this will change later in testing.
You can lead and control several parties, splitting and merging at will, and your goal is to try and beat the rival faction on the map. The enemy faction obeys the same rules as you for the most part, but cannot recruit hero units, to compensate for that they will not be as restricted when it comes to party size. It is going to be imperative to take over and hold resources early to fuel future supremacy, and making the right choices will determine the difficulty faced in battles to a great degree. As part of this test build we've added a few new enemy types, including Goblin Bombers and Spitting Spiders, and also reworked enemy tiers and types, increasing the number of tiers per enemy type from 3 to 5 which makes the variety of encounters much greater. You can also spot a couple of new hero abilities in the skill trees, as we intend to keep fleshing these out to have more options and therefore more tactical choices to make.
Note that this testing build does not contain the Prologue and Chapter I story, but the final iteration of the world map will have them incorporated into it. Also know that enemy AI is very forgiving at this point for testing purposes, however it will get deadlier later in testing. Thank you once again, adventurers, for taking this journey with us, and we cannot wait to hear everything you think about the new strategy layer!
[ 2018-11-22 20:59:05 CET ] [ Original post ]
Greetings, Heroes!
Work on Fort Triumph continues, and we wanted to update you on how things were going. Throughout our journey, we did our best to keep you in mind and listen to every piece of feedback with an open mind. After a fruitful thread in our communities, we decided to focus a bit harder on the strategic layer until both us and you guys are happier with it. We hope to have some news for you on this front soon. We'd also like to meet you in more ways, and communicate more openly as well as provide a resting spot for weary adventurers between quests. Towards that end, we'd like to invite you to join our Discord server, we're still learning the ropes but you can already share your thoughts and feedback, or catch members of the team online for a chat.
While the larger update for the strategic layer is in the works, we have one for you tackling some issues that you made us aware of as well as some changes waiting in our pipeline patiently for a while.
Patch Notes (0.9.2.2)
- Units will now face the currently selected unit for clarity.
- Fire effects performance improved, especially in scenes with multiple burning objects.
- Blink and Swap no longer act as default actions and require activation.
- Status effects gained on the world map will no longer appear in combat over the heads of your units, only in their full unit cards.
- Status effects gained on the world map will no longer have a 10 turn duration limit.
- Fixed a physics bug causing units to sometime get stuck in place in invalid positions after killing an enemy.
- Fixed a bug where sometimes a unit could not cast any abilities immediately after leveling up during a mission.
- Fixed a bug causing the second swing of a duel-wielding skeleton registering with a delay.
- Fixed an edge case which caused attack of opportunity to not trigger when a lifted unit was too high up in the air.
- Fixed a bug preventing experience gain when killing enemies using exploding barrels or fire urns.
- Fixed charge animation and changed its behavior to not target static objects.
- Fixed a physics issue with spiders caused by their low height.
- Fixed bad position and scaling of some portraits, especially mercenary units.
- Fixed invalid positions of some columns in the fight against Claude which caused physics collision issues before.
- Fixed pit behavior which sometimes caused units to be able to walk across even after the bars are removed.
- Fixed a lighting bug affecting mage apprentices.
- Fixed position of the Fire Blast effect.
- Fixed a performance issue causing frame rates to drop when an object is destroyed, especially on Very High or higher settings.
- Fixed Cage sound effect sync.
- Fixed the shadows of trees affected by Toxic Spit.
- Fixed a bug with Rally causing issues with selection outlines.
[ 2018-10-29 21:35:34 CET ] [ Original post ]
Hail,Heroes!
We have a minor update focused on expanding on the last major patch - implementing the second set of achievements planned, more tweaks to lighting and see-through effects and a few fixes for issues reported by you in the last week or so. Keep the reports coming!
Patch Notes
- Implemented the second batch of Steam Achievements. You are welcome to suggest more in our forums.
- Added a domino effect for toppling objects (Trees and columns for example) so they can now topple each other in a chain.
- Improved the new lighting system, removed some weird behaviors and improved performance.
- Slightly optimized loading times.
- More improvement to fire performance and effects.
- Fixed object outlines, so that they will not show through other objects.
- Fixed a bug where the ranger permanently has and provides full cover in future missions when ending a mission as a tree.
- Fixed troll movement speed to match its animation.
- Fixed a bug in Mac where sometimes outlines painted the screen pink.
[ 2018-09-21 16:33:25 CET ] [ Original post ]
Hail, Warriors!
Our journey continues, and the last month of development was focused on some major changes that we wanted to get to for a long time. From overhauling the lighting we use in the game, started implementing achievements and a few other performance focused changes both immediately helpful and setting the foundation for more optimization planned for down the road.
Main Features in Patch 0.9.2
- Complete overhaul of all lighting in the game. We wanted to make the game better looking on lower-end machines and better performing on higher-end machines, and this change is a big first step in that direction.
- Major improvement to fire effects performance which was burning up system resources, there's still work to be done but it's much better than it was.
- The first round of Steam Achievements has been introduced, we have plenty more coming, this first batch is focused on physics and general basic achievements. Suggest more ideas in our forums!
UI
- Hero visual customization is now available in-mission so you can make your units stand out, or roleplay a sudden change of fashion sense. Changes will affect both the model and hero portraits.
Minor Changes and Bugs Fixed
- New portraits for the Paladin and the Goblin Shaman unit.
- Updated party information visuals in the world map.
- Minor improvements to cinematic camera behavior.
- Eggs in spider cave levels will now break upon a physics collision regardless of HP remaining.
- Minor improvements to AI turn speed, still a ways to go.
- Added new setting enabling locking the mouse cursor to the game window following feedback from multi-screen users.
- Added new setting - enemy movement speed control, so you can speed up enemy movements and actions.
- Fixed a bug hanging the game during the walls mission in the battle for Fort Triumph.
- Fixed a bug where using the mouse to close the party window while editing a hero's name would cause input to disable.
- Fixed a bug with stacking bleeding debuffs.
- Fixed a bug where Claude remained in the level after the final dialogue if it is skipped.
- Fixed the range of Blink of Frighten which behaved differently in some levels.
- Fixed a bug causing units to glide over pits instead of falling into them when pushed.
- Fixed health bars showing incorrect information during an action.
- Fixed the behavior of Nasty Kick and Amateur Charge to not cause damage to objects, and only apply damage after the push so that units will still collide with whatever is in their path before dying, if it kills them.
[ 2018-09-14 14:53:34 CET ] [ Original post ]
Greetings, brave heroes
As promised in the last major update, we have a big one for you - an update completing the first part of Fort Triumph's story, including the battle for Fort Triumph itself, as well as new skill trees and multiple changes. Let's dig right in!
New Features
- Completed the first chapter of our main campaign, you may now reach and access several new missions including the battle for Fort Triumph. As always - this is the first iteration and we intend to polish it greatly in the coming weeks.
- Implemented new Skill Trees - with multiple new abilities and ability upgrades, new buffs and debuffs and more. Currently, you unlock ability slots as you level up your party, and can select which abilities and upgrades each hero will have.
- While abilities take up ability slots based on their level which means you cannot take all of them, ability upgrades do not require slots and add into existing ability choices.
- Tweaked levelling and stat scaling, reduced Health, damage and speed gains per level for heroes.
- New Environment - Castle Walls, fighting across the walls of Fort Triumph itself.
- Environment Variation added - bridge battles will now be fought in actual bridge levels.
- Added the ability to change unit color scheme as part of unit customization.
New Abilities and Status Effects
- Electrocute - cause a unit to take damage whenever it moves.
- Empower - Increases the damage caused by a friendly unit by 50%.
- Acute Hearing - The Ranger can now sense enemies in range even if she has no direct line of sight.
- Bleeding - unit loses health each turn.
- Marked - Attacks against a marked unit have a bonus chance to hit.
- Upgrade example for Frighten - Blinding Fear, also blinds enemies affected.
- Upgrade example for a normal bow attack - Causes bleeding.
- Upgrade example for a Lift ability - Increase range of lifts by 1
- Naturally there are many more and we will keep polishing and adding more of them
Bug Fixes
- Fixed Taunt and Become a Tree which did not work properly in 0.8.0.1.
- Physics actions behave better, especially when it comes to 2nd impact or ricocheting enemies or objects off a wall.
- Units no longer warp through Crypt walls.
- Fixed a Vortex bug pushing objects in the wrong direction.
- Fixed bridge fights which sometimes granted Auto-wins when started.
- Fixed a bug causing urns to instantly explode in the Magical Glyph room in the prologue.
- Fixed a bug causing a skeleton guard to not spawn properly in the Spider's Lair.
- Fixed a bug enabling units to stand inside cave walls becoming unreachable.
- Fixed a bug causing objects kicked at the Support Beams in The Philosopher Troll mission clipped through them.
- Fixed artifacts and tile highlighting issues.
- Fixed a bug sometimes causing all enemies to gain free actions after players break a spider's egg.
- Fixed a bug causing enemy units to sometimes not perform an action during their turn.
- Fixed a bug messing up tree collision when being kicked.
Performance
We've made some changes to AI turn length, so far optimized by around 10% but we're very much aware they still need to get much shorter. Working on it! Existing save files are still supported in build 0.9.0. Your heroes will be reset to level 1 but maintain their XP so you can quickly level them up into the new Skill Tree from scratch. Onwards, warriors, to take that fort!
[ 2018-08-06 21:49:09 CET ] [ Original post ]
Thank you for the outstanding reporting these last couple of weeks - we've gotten tons of valuable help in spotting and fixing many bugs related to the new systems introduced in 0.8.0.
Bug Fixes
This minor patch is the result of your pitching in with multiple bug reports:
- Fixed bugs sometimes causing the player to start a mission with only a single unit, despite more being selected to participate in the battle.
- Fixed a bug where the units selected for a mission fail to spawn or die if the player doesn't restart the mission.
- Fixed a bug where sometimes mercenaries such as Small Spiders, Skeleton Weaklings, House Spiders, Skeleton Knights and Skeleton Sharpshooters were not properly spawned for players in missions (and were lost as a result).
- Fixed some badly configured areas in world map that resulted in fights being auto-won with no battle.
- Fixed a bug that prevented adding a 4th human unit to the party if a mercenary was already in it.
- Fixed bug where when taking over a faction hub already in the process of recruiting a new party, an enemy party was still spawned on the next turn.
- Fixed bug of Gharbarak name not showing properly in a dialogue
- Fixed some bad colliders (mostly chests near village fences).
- Fixed a bug that allowed lifting a unit into water (without killing the unit).
- Small visual updates to party screen.
- Small improvement to memory allocation to reduce spikes.
Demo Update
We have also taken the time to bump the public demo up to 0.8.0.1 standard, including inventory and party management, so that those trying out the game can get a better impression of the current stage of the game. Thank you for supporting Fort Triumph, and keep up the solid feedback flow. Onwards!
[ 2018-07-06 16:32:20 CET ] [ Original post ]
Hail, Brave Warriors!
Development continues at a good pace, and we've reached a major milestone we've been striving for. While our original plans had us focused on content creation, your requests and feedback have once again changed our priorities and we switched the order of development for June and July. What this means is you are getting the major features you need right now with an Inventory, initial artifacts and party management interfaces. The major content update will be coming in a few weeks (end of July) rather than the other way around. Patch 0.8.0 is all about you and your preferences, and includes some of the most requested features since Early Access began. Please keep sharing your thoughts with us over at the forums or privately - we do our best to follow every discussion and take your requests into consideration. While we generally try to avoid Save Breaking as much as possible, build 0.8.0 does not support previous saves and runs will be reset. We do what we can to keep these few and far apart, and ask for your patience - development progress sometimes require it.
Key Features
Renaming heroes and choosing the active party now possible
- Party Management / Roster - there is no longer a limit to the number of units that belong to your party. Instead, you can choose which units are active and participate in a given mission - up to four heroes and one mercenary as before. Note that during tactical missions this interface will not be active seeing as you cannot switch units during combat.
- Inventory - the first iteration grants each unit two equipment slots which can fit tactical usable items (IE potions) or unique artifacts from the party's shared stash.
- Once completing a mission, any potions remaining in the level will be moved to the party's shared stash.
- Hero Customization - You can now rename your units. We have also implemented some color variations to differentiate similar units - currently random but we're working on an interface to allow you to control it and other customization options down the road.
- Added initial Artifacts, unique items changing mechanics in interesting ways. We have a long list coming and you are welcome to suggest more ideas at the forums.
Content Progress
While the major content patch focused on completing the first campaign is a few weeks away, we have done some work on earlier missions and content that's been worked on previously:
- Mission 4 (Mages and the Breach) has been rewritten and now has two fully operational routes you can choose from depending on which faction you want to support.
- Added a new scripted mission (Goblin Hunt) which is played in a new environment variation - a goblin camp. Goblin camp is currently unavailable for random encounters and we'll be testing it with this mission.
- Added a new scripted side mission - The Wishing Well. Look for it in world map wells!
Bug Fixes and QoL
- Fixed snowy environment friction and objects will now get pushed farther appropriately.
- Controller mapping redone for clarity - end turn will now be on select/back/view rather than B/circle like before.
- Hit chance will now always display when an attack is performed.
- Fixed a bug which caused faction hubs to not refresh their recruits.
- Changed weight of some objects for more consistent physics behavior.
- AI improvements, especially to allied AI.
- Fixed a bug which caused a Leap movement to not trigger Overwatch as intended.
- Fixed a bug with lift causing it to cost 1AP even if lifting an object on the spot without moving it.
- Added card images for multiple foes, and new portraits for Gharbarak and Scavenger.
- Camera no longer moves during dialogues where all units are on screen and close to each other.
Exciting times! We cannot wait to hear your thoughts and get some feedback for both new features and existing ones. Hop onto the forums or send an email if you prefer to discuss your feedback in person( Shay@Forttriumph.com ).
[ 2018-06-22 17:58:40 CET ] [ Original post ]
Greetings, Adventurers
Our journey continues, and another minor patch is live! This one has another round of feedback implementation and bug fixing, as well as a couple of visual features.
New Demo
We've been receiving many requests from wishlisters and visitors to update our demo, which was based on the 0.7.4.5 build and contained a single mission. We are releasing a new public demo on par with current versions in terms of gameplay and containing the Prologue in full. If you have friends who were interested - please let them know they can try Fort Triumph right away for free, and help us spread the good word.
UI & Debugging
- Following your feedback, changed enemy 1AP movement range outline to Cyan to make it more easily distinguishable when planning your action.
- Fixed an issue preventing AoE aiming indicator from displaying properly in some cases.
- Fixed a bug which sometimes resurrected units when ending turn or bracing/overwatching all.
- Fixed Permadeath not functioning even when selected as on.
- Fixed a bug hanging the game in Prologue's crypt world map.
- Fixed an attack of opportunity bug not triggering diagonally on pushed enemies.
- Fixed the mage's Swap ability bug which triggered enemy Overwatch when it shouldn't.
[ 2018-05-29 15:34:52 CET ] [ Original post ]
Greetings, Heroes
A new minor patch is live! It is mostly focused on bug fixes and preparation for the next major upgrades to our game. However following player feedback we've temporarily disabled Permadeath in the prologue - one can still select and enable it when starting a new run, but new players will have their heroes revive between missions to keep progress going.
Other Changes
- Urns in crypt now have type indication and clearer markings for their effects. We will be adding tooltips soon.
- Fixed a bug in Harold's mission causing the game to hang during end screen.
- Fixed world map pathing issue causing some enemies to get stuck on bridges.
- Fixed enemy indication for active/inactive.
- Fixed the FireBoulder bug, where a fireball was cast, effects were shown but a boulder was summoned instead of the fireball object itself.
[ 2018-05-23 17:14:04 CET ] [ Original post ]
Greetings, Heroes!
This week's minor patch is about early game tweaks and QoL fixes based on community feedback. We've also been hard at work on the next major patch, but more on that coming later.
Early Game Changes
- Added a map to the prologue to hint at the main campaign earlier.
- Split last prologue mission to make the final encounter separate and restartable on its own.
- Changed tutorial and added explanations for Zone of Control and Attack of Opportunity.
- Added doors to the Arachnax encounter to prevent accidental pulling from the previous room.
QoL and Autosaves
- Added 'Brace/Overwatch all' button over the previous end turn button. Backspace is now mapped to brace/overwatch all instead of a regular end turn.
- Iterated autosave behaviour, there is now a single stable autosave slot.
- Added basic save game information (Date on world map, mission name in tactical missions).
- Added hit chance indication on enemy ranged attacks and overwatch.
Bug Fixes
- Fixed more Attack of Opportunity trigger bugs.
- Fixed a kick bug causing units to to 'get out of cover' before kicking, causing it to go in the wrong direction.
- Fixed another round of LoS issues and animation interactions, still some known issues to work on there.
- Fixed camera not moving to double clicked selected heroes.
- Improved some tooltips and ability descriptions.
- Fixed AI bug which caused some APs to remain unspent.
- Fixed continue button bug after finishing the campaign.
- Fixed shader issues and improved unit visuals.
- AI will now prefer using units not in melee control zones first.
- Fixed a bug which made chests disappear on the world map if selecting 'no, thanks'.
[ 2018-05-17 15:03:42 CET ] [ Original post ]
Hail, Adventurers
Minor patch 0.7.6 is live with a slew of fixes and adjustments based on your feedback. These minor patches will release often and focus on immediate fixes and solutions, while major patches will introduce new content and major feature changes.
UI
- Based on your feedback, we implemented an initial indicator showing the direction an object will be pushed or toppled towards while planning an action. This is merely a first step and a more comprehensive UI solution is in the works.
- Iterated the overwatch trigger indicator to make it more easily noticable.
- While hovering over enemy cards, units will be highlighted following community feedback.
- When selecting a ranged enemy, his range will be displayed in UI. We plan to replace this with a solution showing both movement and firing range down the road.
Changes
- Once revealed, enemies will remain visible even while out of sight. This is a measure to prevent enemies activating and immediately going off the grid to surprise players in later turns.
- The tops of walls in crypt levels will now be blocked for movement.
- Removed the survival objective from prologue mission 1 following feedback and as part of the overall effort to improve prologue experience.
- Support Beam HP in prologue cave mission has been reduced.
- Increased Mage base HP by 1.
- Increased Ranger base speed by 1.
- Reduced Paladin base speed by 1.
Bug Fixes
- Fixed some enemies shooting through walls, fences and houses when they should have no Line of Sight. However it's not over, and there is still a known issue with LoS in some cases that is being worked on.
- Fixed a bug hanging the game when dialogue plays while in cinematic camera (most often spotted in prologue cave mission).
- Fixed the Telekinesis of Opportunity bug which allowed ranged AoO by melee heroes.
- Fixed a bug which removed buffs gained on the world map too quickly.
- Blinding Light (Paladin ability) will not require direct line of sight as intended.
- Fixed an overwatch indicator bug which didn't display it in some edge cases, especially when overwatch triggered immediately on the first tile of movement.
- Fixed a broken tile in the final room of the prologue which enabled the boss to move through the platform.
[ 2018-05-08 18:28:42 CET ] [ Original post ]
Greetings, Warriors
Patch 0.7.5 is now live! Following our launch on Thursday we've been getting tons of absolutely great feedback, we'd like to thank everyone who participated so far and invite more of you to join our community. The patch includes several immediate changes:
- Prioritized and implemented following your feedback - we added a UI indicator marking the tile in which your moving hero will suffer an enemy Overwatch Shot or Attack of Opportunity.
Prologue
- Prologue rebalancing - Tweaked prologue for better user experience and flow, tweaked encounters following player feedback and metrics.
- Prologue replenishment - in the main campaign, you can recruit new heroes on the world map. While the prologue does not take place on the map, we wanted to provide you with a similar way to keep the good fight going, and for now - restarting a prologue mission will revive all dead party members.
- Prologue fixes - Fixed several bugs in the final chamber of the prologue (Claude's room) where enemies had free turns and some tiles were broken.
- Object breaking visuals were added for some that were missing it.
- Object HP and hitboxes fixed where missing.
Bug Fixes
- Fixed overwatch overkill bug - when the first overwatch shot kills an enemy, the next one should now hold for further movement.
- Fixed Attack of Opportunity bug which triggered falsely on enemy movement into melee range. AoO now triggers properly on enemy movement FROM a tile adjacent to a melee hero to another adjacent tile or away from the melee hero.
UI
[ 2018-04-30 20:48:38 CET ] [ Original post ]
Greetings, adventurers!
Almost precisely a year after launching our successful Kickstarter campaign, we are taking the next major step and launching into Early Access.
While our game is not yet completed with months of development still ahead, we feel it is now enjoyable enough to share with the public, as well as a solid indication of where Fort Triumph is headed. As always, we invite you to share your feedback, thoughts and suggestions either publicly here on Steam Communities or personally via email (info at forttriumph dot com). We have been implementing community feedback constantly since Kickstarter, and your collective input can and will help us steer the game in the right direction.
Version 0.7.4.5 includes many upgrades to tactical combat, UI and world map exploration and gameplay. It also includes the first few scripted missions and encounters, of which we intend to add many more. We will post an Early Access roadmap soon. For now - enjoy yourselves, and share your thoughts with us!
[ 2018-04-26 17:12:27 CET ] [ Original post ]
Greetings, heroes!
It's been a couple of months since we started our closed beta, and we've gained tons of valuable feedback. While our loyal backers have access to monthly new builds, we want you to become a part of our journey as well. As promised to many of you who reached out in the last few months, it is time to update our public demo with new assets, upgrades and features so you can get a current feel for how our tactical gameplay is shaping up. We'd love to hear your thoughts, feedback and suggestions for the 0.6.3 demo in our Steam communities or our own website. Disclaimer: This is still a demo version, and does not include world map gameplay nor current content currently exclusive to our beta users. New Features:
- Tactical usable potions of various types (Health, Speed, Action point).
- More Village map variants are now procedurally generated.
- New combat HUD and IUI.
- Added many new tooltips.
- Hit chance and shot breakdown available.
- New Models: Goblin Scout, Goblin Raider, Goblin Shaman, Troll.
- Updated hero models (Mage, Savage).
- New base animations (Cover and some attacks).
- New abilities: Charge, Vortex, Rain, Bloodlust, Radiant Beacon.
- Added object destruction visuals.
Balance:
- Control Zone added - ranged units cannot fire when melee units are adjacent to them.
- Removed 'Triple Slash' from Savage.
- Levels require more XP to gain.
- Temporarily disabled feature randomizing starting hero stats - this will return post balancing.
- Accuracy modifiers are now multiplicative rather than cumulative.
- Enemies triggered during enemy turns will now gain 1ap to brace, overwatch or run for cover (Cannot attack).
- Rebuilt the cave level for a better experience.
- Fire arrow damage increased.
- Lift range reduced.
- Large units may now act as cover.
- Boosted potion droprate.
- Black rectangle bug fixed.
- Changed unit mouse over outlines that were reducing performance.
- Fixed spider AI bug preventing hatched spiders from attacking.
- Fixed memory leaks and improved performance of Fog of War, especially on low-end machines.
- Improved village level lighting consistency and performance.
- Sped up animations by 25% for a better visual experience.
- Fixed a bug which allowed melee attacks to be used incorrectly against non-adjacent objects.
- Fixed fire particle issues.
- Fixed missing interact icons for objectives in caves.
Thank you for supporting us on our quest, and looking forward to hearing from you!
[ 2017-11-21 20:03:28 CET ] [ Original post ]
Greetings, Heroes!
While our Kickstarter backers have been getting regular updates, It's been a couple of months since we shared it publicly here. It's been an amazing few months since funding on Kickstarter, with tons of new development, a great showcase at PAX West and most recently - our backer beta launching.
Version 0.6.2 has a heap of new features:
- Added first iteration of world map gameplay, exploration and events.
- Added first iteration of subzones (Underworld/Crypt area).
- Reworked combat UI, our first major iteration, adding unit cards, shot break-down and more.
- Added new models and assets including new goblins, new trolls, environment variations and procedural rooms.
- Added basic destruction visuals for most objects.
- Added many new hero abilities including: Charge, Healing Aura, Taunt, Vortex, Rain, Bloodlast and more.
- Added tactical usable items such as Health, speed and extra action potions.
- Ranged units may no longer fire at adjacent enemies.
- Improved tooltips and texts.
- Improved performance for low-end systems.
- Fixed black rectangle bug on older models.
- Fixed fire and ice effect visuals bug.
- Fixed performance issue related to unit outlines.
- Fixed bug preventing some hatched spiders from attacking in cave map.
- Improved fog of war performance.
- Reduced HUD flickering.
- Fixed missing interact prompts.
While the new build is not available for non-backers, you are welcome to visit our website and support us directly for testing access. Feedback, suggestions and bug reports are our top priority right now as the game is developing - feel free to ping us at Shay@forttriumph.com , our Steam Communities or over at our website.
What's next?
We are on schedule and hoping to launch Early Access on Steam as soon as February - but as ever in indie development, delays can happen if we feel our game needs a little extra polish to make it out there in the wilderness of Steam. For now, we're focusing on fleshing out missing assets we will need for our story missions, as well as some code infrastructure required down the road. Check out this Savage concept - we're working on male variations for our main classes and this is one of the four.
Here's to you, adventurers, we can't wait to hear your thoughts and feedback!
[ 2017-10-25 12:09:43 CET ] [ Original post ]
Greetings fellow adventurers! Our campaign on Kickstarter is in full gear, and we just passed the 33% mark with over 600 backers! We are thankful to all of you for supporting us, playing our game and sending your feedback. Please keep spreading the word and let your tactics loving friends know about our demo - we just updated it following your suggestions and requests. Gameplay Updates One of the biggest changes we made is adding the Lift basic ability, accessible to all heroes for the cost of 1 Action Point, allowing players to move an adjacent small object, ally or enemy to another adjacent tile. Lift enables many new combinations and also makes it easier to aim and hit environmentals and kicks by adjusting the angle before launching the attack. We also added a level up interface to allow players to choose which new ability they get every time they level up. It's a temporary thing, just until we can implement the character sheets we're working on, but we wanted you to have access to your favorite abilities quickly with each playthrough. New demo! 0.5.5 changelog New Features:
- The player can now choose between two abilities upon level up
- Added the Lift ability which allows moving nearby objects a short distance.
- The ability was given to all units (not as a level up ability).
- Gharbarak now acquires experience and new abilities. He's a real boy!
- Added more rooms to caves and changed existing ones.
- Frighten now cancels overwatchattack of opportunity.
- Dialogues camera movement made faster.
- Narrow hallways, the greatest bane of enormous spiders, are now less likely to occur. Also made enormous spiders slightly less enormous so they can pass narrow hallways anyhow.
- The player can now select whether to use a controller or the mouse at the
- start of the main menu.
- Fixed the mouse not showing on main menu bug.
- Removed "feature" of opening chests through walls.
- Fixed missing interact animation of Gharbarak.
- Fixed issues with frighten (units moving to the same position and units moving even though they are stunned)
- Fixed poison visuals remaining after the effect wore off.
- Fixed run + melee attack not always detecting properly whether it's possible to attack from a given position.
- Fixed potions sometimes spawning in invalid positions (most notably when killing Gharbarak inside the barracks).
- Fixed bug that caused unit hover UI to show in cinematic camera.
- Fixed color of unit markers not updating properly to reflect amount of action points left.
- Replaced grapple hook icon.
[ 2017-05-03 21:28:47 CET ] [ Original post ]
Greetings adventurers! Our Kickstarter Campaign is live and progressing well, we urge you to share our demo with your friends and gamer circles, as we still have a long road to go. On the technical front - Patch 0.5.4 is live, with a bunch of fixes:
- Fixed the ghost box / white rectangle bug, it appears some graphic settings collided with our see-through asset, and it is now solved.
- Fixed dialogue branching that had errors when some party members are dead.
- Fixed an issue preventing demo from running on some Mac systems.
[ 2017-04-23 17:17:50 CET ] [ Original post ]
🎮 Full Controller Support
- Fort Triumph Linux [1.28 G]
In Fort Triumph, every crate and every tree is a potential weapon in the hands of experienced tacticians: in order to succeed, you will have to burn, freeze, topple, kick around or outright destroy the scenery at the right moment.
Our game includes:
- Hardcore tactical turn-based gameplay - You lead a chosen party of heroes, each with a different set of abilities and a unique playstyle. Your party of heroes will face challenges and win missions by completing diverse objectives in tiled procedural maps.
- Fully Interactive environments at your disposal - push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics.
- Heroes evolving by learning new abilities from their class skilltree - As they gain experience, your heroes learn new skills and abilities, making them more versatile in combat. Since each hero is unique, the right combination of heroes in a party is crucial to victory and you will need to balance your heroes' strengths and weaknesses to bring out their full potential.
- Non-linear, contextually generated missions and quests - Fort Triumph features flexible campaigns with changing locations, events and quests influenced by the player’s choices. Missions are procedurally generated to ensure each battle is unique and calls for a new plan.
- Strategic gameplay and world map exploration - Fort Triumph is set in an original fantasy world, one being warped and changed by magical forces threatening to consume it. Between one battle and the next, you will explore and discover the world and learn its secrets.
Original music in the game created by Marco Valerio Antonini.
- OS: Ubuntu 16.04+. SteamOS+ (64bit)
- Processor: Intel I3 4160 processor or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 630 or Equivalent
- Storage: 3 GB available space
- OS: Ubuntu 18.04+. SteamOS+ (64bit)
- Processor: Intel i7 4770 processor or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
- Storage: 3 GB available space
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