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Special Update - Strategic Testing
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 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!
To access the test build, follow these steps:
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!
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 ]
Fort Triumph
Fort Triumph LTD
Developer
Fort Triumph LTD
Publisher
Q2 2018
Release
GameBillet:
20.72 €
Game News Posts:
78
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(684 reviews)
The Game includes VR Support
Public Linux Depots:
- Fort Triumph Linux [1.28 G]
Fort Triumph is a tactical RPG emphasizing the use of Environmental Interactions to create rich, challenging and rewarding tactical gameplay. In the game, you command a party of chosen heroes who set out to change the world, one quest at a time. On your path you will explore the world, discover ancient secrets, and face down any enemy who stand in your path to glory through turn based tactical combat.
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.
Original music in the game created by Marco Valerio Antonini.
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.
MINIMAL SETUP
- 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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