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It's Version 0.14.3 Time!

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:


  • Stats were reworked (UI that shows hero stats will be available next update)
    • 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).
    [/quote]
  • "Gating" guards added between areas on the map, making it harder for player and AIs to reach one another early. Furthermore, AI will not fight these guards early in the game even if it can take them (the limitation is severe on lower difficulties and almost non-existent on Legendary).
  • Hero Cap now only relates to heroes in parties, meaning that heroes inside towns do not count toward that cap, making it possible to defend towns without it affecting the hero cap. As part of this change, the AI now allocate a lot more resources towards protecting its towns.
  • It is now possible to purchase heroes in Act I before completing the first mission.
  • Potions can now also be used on allies (within range).
  • Reduced cost of Battle Cry from 2AP to 1AP.
  • Artifacts no longer cost any AP to use.
  • Changed skillpoints costs of Daredevil Stance upgrades.
  • Reduced max neutral party sizes from 12/16/18/18 to 10/13/16/18 (Easy/Normal/Classic/Legendary).
  • Improved mechanism of spawning artifacts, so they'd be much more varied.
  • Increased health of bosses in Act I and gave them more abilities.
  • Fixed behaviour of units that cannot take cover (Spiders/Trolls) where they rarely moved while stunned, allowing to line them up for stunning.
  • Changed hero level cap in campaign to 8 in Act I and 14 in Act II.
  • Chances of getting cross-class abilities reduced, variance in the rarity of abilities available when levelling up now slightly smaller.
  • Added 'no cover penalty' upgrade for repelling shot, and reduced the level requirements for some upgrades (Nasty Kick, Bash, Claws Attack's Bleeding).

    Content:


  • Added content to the worldmap procedural map generator, resulting in much more varied generated maps.
  • Rebalanced volume of music and sound effects to be more consistent (and generally quieter).
  • Music for Forest Dwellers town added.
  • Added several new artifacts and potions, and tweaked some existing ones.
  • Added Invigorate passive ability to Goblin Warchiefs, which increases Power of all allied units by 1 as long as the Goblin Warchief is not stunned.

    Visuals:


  • Reduced visual clutter and flickering of unit and movement outlines.
  • Revamped indications of hit chance and damage, making them stack properly with multiple effects, and also much more explicit.
  • Improved models of trees.
  • Changed mouse indicator to be more apparent, so it'll be easier to see which tile the mouse currently hovers over.
  • Improved visuals of the terrain for forest, village, goblin camp and cave environments.
  • Adjusted camera movements to be a bit smoother.
  • Added fracturing (breaking to small pieces on being destroyed) for many objects that didn't have them so far.
  • Some adjustments to ambient occlusion.
  • Added Depth of Field.
  • Improved area of effect indications.
  • Cover shield indications now show during movement, both for player and AI units.
  • Improved status indications on unit cards to be more readable.
  • Changed unit markers (the circles below units) to be easier to understand.
  • Changed the outline color for movements that will leave the unit with 1AP or less.
  • Added line indications for triggering overwatch, so it'll be clear when planning a movement which overwatching units will be triggered.
  • Added 'Safe Movement' indication when using the Safe Movement ability, so it'll be clearer why overwatch/attack of opportunity are not triggered.
  • Improved UI in Skilltree. This is still a work in progress.

    Bug Fixes:


  • Fixed bug where spiders/trolls could take cover.
  • Fixed bug where when a faction loses, any buildings it started building remained in construction indefinitely.
  • Fixed bug where cover status did not update immediately after using Lift/Telekinesis.
  • Fixed bug where sometimes potions dropped by the last killed enemies in a battle were not automatically picked up.
  • Fixed bug where the music played in towns was based on the owning faction, and not the faction associated with the town.
  • Fixed bug where roofs of goblin huts did not become transparent when hovering over them.
  • Fixed bug where sometimes tooltips got "stuck".
  • Added missing Kick ability to Champion.
  • Power Gloves artifact now changes the damage to be delayed damage (similarly to the Nasty Kick upgrade).
  • Fixed bug where when choosing to retreat from a battle (in worldmap) the game could get stuck on rare cases.
  • Fixed Shockwave not being affected by basic physics abilities upgrade.
  • Fixed bug where when losing in act I, the game continues to act II.
  • Fixed Goblin Bomber using the standard ranged unit AI instead of the custom Goblin Bomber AI.
  • Fixed Spitting Spiders AI using melee units AI.
  • Fixed a bug where when a unit triggered two Overwatch attacks, after the first attack hit, the unit's health bar shown what its health will be after the second hit.
  • Fixed bug where some windows still blocked sight.

    Performance:


  • Improved performance of worldmap loading (there's still more work to be done).
  • Changed implementation of how hair/ears/clothes move when a unit advances. If you still haven't joined our Discord then now is definitely the time! On behalf of both CookieByte Entertainment and All in! Games, thank you for helping make the game what it is today. We shall see you on the battlefield. CookieByte Entertainment All in! Games


    [ 2020-03-10 22:59:28 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
    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.

    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
    RECOMMENDED SETUP
    • 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
    GAMEBILLET

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