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Minor Update - New Crypt Strategic Map (0.13.1+)
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.
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 ]
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 ]
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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