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Fort Triumph Release Notes
[ 2020-04-16 16:04:03 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 ]
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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