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Patch 1.0.1
[ 2020-04-22 18:32:47 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
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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