Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Fort Triumph - fantasy nuXCOM-ish game

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
For those who dislike the art, devs said environments are all placeholder
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/forttriumph/announcements/detail/1690425087642976286

Major Update - First campaign released, Skill Tree and more! (0.9.0)
7 August - Fort Triumph
c1d80e5764bd5cbe5caba86a5be2fd3d967ed5a3.jpg


Greetings, brave heroes

As promised in the last major update, we have a big one for you - an update completing the first part of Fort Triumph's story, including the battle for Fort Triumph itself, as well as new skill trees and multiple changes.

Let's dig right in!


New Features
  • Completed the first chapter of our main campaign, you may now reach and access several new missions including the battle for Fort Triumph. As always - this is a first iteration and we intend to polish it greatly in the coming weeks.
  • Implemented new Skill Trees - with multiple new abilities and ability upgrades, new buffs and debuffs and more. Currently, you unlock ability slots as you level up your party, and can select which abilities and upgrades each hero will have.


5508d73bb19af4542cb1efae55a1146801012535.jpg



  • While abilities take up ability slots based on their level which means you cannot take all of them, ability upgrades do not require slots and add into existing ability choices.
  • Tweaked levelling and stat scaling, reduced Health, damage and speed gains per level for heroes.
  • New Environment - Castle Walls, fighting across the walls of Fort Triumph itself.
  • Environment Variation added - bridge battles will now be fought in actual bridge levels.
  • Added the ability to change unit color scheme as part of unit customization.
5d9516c9ee36ecfd6c7696e433e79ad9e39072e0.jpg



New Abilities and Status Effects
  • Electrocute - cause a unit to take damage whenever it moves.
  • Empower - Increases the damage caused by a friendly unit by 50%.
  • Acute Hearing - The Ranger can now sense enemies in range even if she has no direct line of sight.
  • Bleeding - unit loses health each turn.
  • Marked - Attacks against a marked unit have a bonus chance to hit.
  • Upgrade example for Frighten - Blinding Fear, also blinds enemies affected.
  • Upgrade example for a normal bow attack - Causes bleeding.
  • Upgrade example for a Lift ability - Increase range of lifts by 1
  • Naturally there are many more and we will keep polishing and adding more of them


a8a60733b1235cee232f9099712e62fd161c610a.jpg



Bug Fixes
  • Fixed Taunt and Become a Tree which did not work properly in 0.8.0.1.
  • Physics actions behave better, especially when it comes to 2nd impact or ricocheting enemies or objects off a wall.
  • Units no longer warp through Crypt walls.
  • Fixed a Vortex bug pushing objects in the wrong direction.
  • Fixed bridge fights which sometimes granted Auto-wins when started.
  • Fixed a bug causing urns to instantly explode in the Magical Glyph room in prologue.
  • Fixed a bug causing a skeleton guard to not spawn properly in the Spider's Lair.
  • Fixed a bug enabling units to stand inside cave walls becoming unreachable.
  • Fixed a bug causing objects kicked at the Support Beams in The Philosopher Troll mission clipped through them.
  • Fixed artifacts and tile highlighting issues.
  • Fixed a bug sometimes causing all enemies to gain free actions after players break a spider's egg.
  • Fixed a bug causing enemy units to sometimes not perform an action during their turn.
  • Fixed a bug messing up tree collision when being kicked.


Performance
We've made some changes to AI turn length, so far optimized by around 10% but we're very much aware they still need to get much shorter. Working on it!

Existing save files are still supported in build 0.9.0. Your heroes will be reset to level 1 but maintain their XP so you can quickly level them up into the new Skill Tree from scratch.

Onwards, warriors, to take that fort!
 
Last edited by a moderator:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/forttriumph/announcements/detail/2629440385026193854
Major Update - New Year Patches (0.10.3 Incremental)
13 Jan @ 12:18am - Fort Triumph
ee25e0c35e9d254e09f20fc30bb28fc71f1a418f.png

Greetings, Courageous Ones!

Happy new year everyone! We hope you had a great time and wish you all an awesome 2019!

On our end, we started the year off with a sprint and we have no less than three cumulative updates to share with you today! Two of them were already deployed stealthily to Steam over the past two weeks, and the biggest one is going live right now.

As always, keep the feedback coming and join us on Discord [discord.gg]- one of the main reasons we managed to do so much in just a few weeks is your constant support, we're counting on it!

To make it easy to find a specific type of change, changes will be listed for all three patches together (0.10.2.1, 0.10.2.2, and the new 0.10.3):

General Changes

We have changed the Skirmish Mode's strategic gameplay several times and are making good progress with it. The highlights are:
  • Restored tactical map environments Crypt, Goblin Camp, Castle, Crystal Cave.
  • Optimized unit spawns in Crypt, Goblin Camp, Castle, Cave and Bridge environs to increase combat variety.
  • When initiating combat near a creature dwelling or faction hub, Combat now takes place in that location.
  • Battles against AI parties will now happen in a map that fits the current location on the world map, rather than always using the village maps.
  • Work continues on the new human faction and many abilities and upgrades were added.
  • World map AI improved considerably and poses a greater threat.
  • Each faction now has different hub upgrades.
  • Regular units can no longer level up, their XP gains are shared among heroes.
  • Regular units can no longer interact with world map events.
  • Autosave will now happen at turn's end rather than when the turn starts.
  • Autosave will no longer happen when AI is attacking the player.
  • Fixed world map zone guard locations so they have to be beaten.

New Abilities & Upgrades

We've been fleshing out skill trees at a high pace and progress is solid, however we still have plenty waiting on our list, as well as great ideas coming in from you guys in our Forums and Discord.

8075bc5f95c8425a552cab76dbf9e4a94e18fcf4.gif


  • Added Chain Lightning, the mage can attack several targets with each hit causing less damage after the initial target.
  • Added Electrocute as an upgrade for Chain Lightning.
  • Added Evasive Instincts for Savages.
  • Added two upgrades for Evasive Instincts - Blinding Instincts and Daredevil Instincts.
  • Added Stomp ability for Paladins.
  • Added upgrades for Ranger's Grapple Hook and Knockback Arrow that allow choosing push direction.
  • Added the Whirlwind Wall upgrade for Whirlwind.
  • Added the Cleansing Fire upgrade for Fire Blast.
  • Added the Fog and Thunder Storm upgrades for Rain.
0fb55a61c293f6581ab948470c9c3c78ba8e6e5a.gif

  • Added the Incapacitate upgrade for Claw Attack, draining 1AP from enemies hit.
  • Replaced Mage ability Lightning Strike with the new Magic Arrow.
  • Added two upgrades for Magic Arrow - No distance Penalties, and Absorb 1 HP on Hit.
  • Added the Oppression upgrade to Paladin's Blinding Light.
  • New Healing Aura upgrade giving it unlimited range.

Changes to Abilities & Upgrades

  • Changed Savage's Bloodlust into a passive ability that grants the Savage an action point every time she kills a foe (Max 1 per turn).
  • Mage's Empower now boosts physics strength rather than attack damage and lasts 2 turns.
  • Changed Ranger's 'Become a Tree' to only cost 1AP and not end the turn, and movement is not prevented.
  • Savage's Charge now works in diagonals.
  • Savage's Charge now has infinite range, Savage will only stop when hitting an obstacle she cannot run through, but that list now includes trees.
4d59f78b3ccee09ea31b945158cb6e72daa2ae86.gif

  • Replaced Fire Arrow damage upgrade with Guiding Flames.
  • New upgrade for Fire Arrow removes its cooldown.
  • Replaced Brace's Stun Immunity upgrade with Purge which removes all debuffs and provides immunity for debuffs and stuns.
  • Replaced Rally's upgrade with a higher tier one which will provide Brace bonuses for allied units.
  • Removed the Adrenaline Rush upgrade from Dash and Slash, added a passive Dash and Slash effect instead.
  • Two new upgrades for the Savage's Bloodlust - Dodge Stance and Insatiable Bloodlust.

4b71912416317e922a3292d47e2e50a51b42c8d0.gif


Balance Changes

Much of what we do after adding new features to the game is collecting feedback and adjusting stats and effects for better balance. While naturally some units will have better value at different levels, we're aiming for a point where different tactical styles decide picks rather than any objective gap.

  • Improved behavior of world map spawns and encounters to make them more varied.
  • Reduced the amount of units in neutral hubs.
  • Rebalanced physics abilities and pushing power, with the biggest changes in ranger abilities and upgrades and kick mechanics.
  • Increased Fireball AoE upgrade level requirement from level 8 to level 12.
  • Reduced Knockback Arrow physics upgrade level requirement from level 12 to level 10.
  • Rally will now boost Offense and Speed by 2, instead of boosting speed by 1 and offense by 1-3 randomly.
  • Rebalanced the physics damage trees cause to be more consistent when hitting the same unit type.
  • Clobber will now cause damage only once the unit stops.
  • Bridge railings will not break as easily as they did.
  • Removed height modifiers for very small values.
  • Slightly reduced movement range per turn for parties on the world map.
  • Removed cooldown of Frostbite.
  • Increased Wizard damage and HP.
  • Holy Light cooldown increased to 2 turns.
  • Increased Priest HP to 12.
  • Fixed Whirlwind spell for Wizards.
  • Fixed Kick for Champions.

UI & Visual Changes
  • Upgraded creature dwelling art and increased building size, this could cause visual glitches in old save files.
  • Added a hub list to make them easier to manage, showing which hubs still have an available upgrade for purchase each day.
  • Improved mechanism for reducing misclicks while fast clicking. While ability selection occurs on mouse button up, rapid movements during selection will not cancel it even if the cursor drifts off the button.
  • Clicking on enemy unit cards will now automatically move the camera to them.
  • Added new animations and model for the ranger's 'Become a Tree' ability.

44d259748f2820088dcc523eff4428a607c78f46.gif


  • Most upgrades will now change ability descriptions in the ability bar after purchasing them, making it easier to track and use them.
  • Clarified missing requirements in hub upgrade cards.
  • Fixed Savage running slower than other heroes.
  • Added a bunch of visual effects for new abilities and upgrades, we still have several in the works.
  • Added animations for status icons to make them easier to spot when gained or lost.
  • Temporary new visual effect for 'Stun Protection' to differentiate it from Brace.
  • New loading screen tips implemented.
  • Fixed visuals when picking up magic on the world map.
  • Fixed drowning visuals for some units.
  • Priests no longer cast Holy Light by default when right clicking allies.

c4eefbffa83edf78b34f7571fa5d98ce43f2a222.gif


Bug Fixes

And of course, there are always some bugs to squash. Keep posting about the ones you find, or even better, report directly using the in-game console or via Discord.

  • Fixed a bug causing the game to hang during AI turn in skirmish mode's world map.
  • Fixed an issue causing players to gain control of enemy units on the first turn of battle.
  • It is no longer possible to transfer all units from a party and keep an empty one.
  • Fixed several physics bugs for consistency including diagonal impacts, 1 tile pushing effects, and unit-object impacts.
  • Fixed flicker of HUD when moving a melee unit near a ranged one (inflicting zone of control) that caused some players to have misclicks.
  • Fixed Telekinesis unlimited range bug.
  • Fixed Skeleton Archer's Curse Arrow to be shot by default.
  • Fixed a bug displaying a faulty healing indication of Healing Aura when killing multiple enemies.
  • Fixed badly configured abilities of skeleton heroes.
  • Fixed a bug which allowed units to provide cover to themselves in some cases.
  • Fixed Radiant Beacon bug which caused it to fail in some cases.
  • Fixed a bug causing bridge fights to spawn in the wrong map.
  • Fixed a bug preventing Champions from picking up potions.
  • Fixed a bug which caused the remaining movement bar to not refresh when switching parties.
  • Fixed the 'Marked' status tooltip and information being faulty.
  • Fixed a bug in ability selection and casting when using enemy unit cards.
  • While we plan to create a new tutorial, for now we implemented some visuals and abilities from newer game versions.
  • Fixed Ctrl+Number hotkeys which weren't working properly.
  • Fixed a bug causing enemy units to start combat activated when facing off against the same party for the second time.
  • Fixed several typos reported.

Performance
  • Reduced frame skips when applying status effects.
  • Improved loading time of scenes.
  • Removed delay in applying status effect visuals.

d0e5c7d1999a96342b430c63f5bd44bc0919c976.gif


That's it for this one! We'll get back to work on the next updates and you are most welcome to play more and provide feedback to fuel our progress.

Onwards!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/forttriumph/announcements/detail/1718594147067297600
Major Update - Faction Heroes & AI Upgrades (0.10.5)
28 Mar @ 8:34pm - Fort Triumph
e9ddcd8079c78e620e7a6c5b4b8014b65d7e0a64.png


Greetings, Warriors!

Development continues apace, and we've worked in quite a few features from our waiting list in the past month. Heading the list is a MAJOR upgrade to tactical AI, enabling it to calculate ability and spell usage and relative value - this is naturally still a work in progress but we're seeing some amazing initial results.

We're also heading faction heroes, including some sexy troll and goblin heroes with unique bonuses. Can't wait to see which of them you will like playing with the most!

As always, please share as much feedback as you can with us either through in-game bug reports, suggestions on our Steam forums or by chatting with us over at Discord[discord.gg].

Faction Heroes
In our continued effort to make factions interesting and relevant for different playstyles, we've finally added some non-human heroes, namely Troll and Goblin faction heroes. Each faction will also have a unique faction-wide ability present in all units and heroes.

eb98177d4396b256aedf1c85994fcc9454ae413c.png

  • Added goblin and troll heroes.
  • Each faction now has a unique passive ability present in all units and heroes.
  • Heroes from different factions have different health.
  • Faction heroes can be recruited in the town of that faction and only there.
  • Your starting heroes will change to reflect your chosen faction.
  • Tutorial can currently only be played when picking the Human faction.

Tactical AI & Abilities
A major step forward, our tactical AI can now evaluate ability effects when considering what to do. This allows it to "understand" a wider range of abilities, and use them better than before.

To name a few examples, the enemy will no longer slow already slowed units. Your foes will use AoE spells much better and maximize their effect, while avoiding hitting their allies with these effects and other explosions. We can give a ton more examples, but it would be best if you just hopped in and see if you notice the change yourself - let us know!
AI & Behavior
  • Improved ranged AI range positioning and AoE calculation.
  • Reduced AI aggressiveness so it will avoid taking greatly disadvantageous battles.
  • Added party size limits for AI based on difficulty.
  • Goblin Bomber now maintains distance in a smarter way, only approaching if it can close the distance completely.
6f531924d71fc4a2269633ae757c268eee241eec.gif


Balance
  • Tweaked hero XP requirements based on feedback and testing.
  • Reduced XP bonus from universities from 25/50% to 20/40%.
  • Ballista attacks no longer ignores cover.
  • Iterated some building descriptions for clarity.
  • Increased the speed of Mages and Paladins by 1.
  • Reduced the speed of Savages by 1.
  • Increased the speed of Skeleton Militias by 1.
  • Removed 'Telekinesis Summer Camp' upgrade from human town, this is now the faction unique passive.
  • Added the Kindergarten upgrade to human faction.
  • Increased Charge cooldown by 1.
  • Lowered slightly the amount of units enemy factions starts with, especially in higher difficulties, to limit super early aggression.
  • Slightly increased party speed and also increased movement point cost on roads.
  • Reduced base accuracy of Quickshot from 80 to 70.
  • Refractive Skin now also applies to heroes.
805d69d6101e285621c3060dc0e8c0d8dcd35e26.png


Visuals & Art
  • Added new portraits for faction heroes and fixed how they are shown in town UI.
  • Improved color customization quality, but there are fewer colors to choose from.
  • Updated the world-map icons of Peasants & Spitting spiders with new art.
  • Decreased the size of House Spiders' world-map icons so they'd fit the grid.
  • Fresh and improved art for many ability icons and status effect icons.
  • New hammer icon for the Hammer Strike and Bash abilities, which used to be represented by a sword.
  • Improved visual effect for Knockback Arrow.
  • Damaged trees will now display a fallen leaves visual effect.
  • New visual effect for the Stomp ability.
d338331e909454b09d1137c15dbc23a6bdaf9ae9.gif


Bug Fixes & Minor Changes
  • Added controller support for town UI.
  • Renamed Short Range Telekinesis to Faraway Lift.
  • Frightened enemies will now try to run away in a straighter line than before, effectively opening up more distance in many cases.
  • Fixed Bloodlust, it will not not stop working as it did in some cases with Insatiable Bloodlust, and will correctly apply the dodge stance bonus with the dodge stance upgrade.
  • Taunt will now properly affect ALL enemies who can attack the Paladin.
  • Improved Dodge Stance indication and fixed bugs occuring when more than one stack of dodge stance is gained in combat.
  • Status Amplifier will no longer sometimes change statuses that have no turn limit to last just one turn.
  • Fog will no longer cancel out the Refractive Skin upgrade.
  • Taunt will now properly prevent enemies in range from using self-cast abilities such as Brace or Overwatch.
  • Slowed units with a speed of 2 or less will no longer be able to leap three tiles for 1AP like unslowed units can.
  • Grapplehooks and Knockback arrow attacks with the directional upgrade which miss their target will now push the object they are hitting instead.

    55b4520ee8d992a473c24aba1c402e42be83a5ba.gif


  • Stun protection and Brace indications fixed, especially with Status Amplifier upgrade.
  • Paladin running animation when entering combat fixed.
  • Fixed an issue causing some Visual Effects to cast shadows.
  • Fixed bug hanging the controller cursor in place when switching between parties.
  • With controllers, the invalid tile mouse hover marker will appear as it should.
  • Fixed an issue with targeting units standing on bridge tiles.
  • The controller cursor will no longer sometimes jump to the corner of the map in tactical battles.
  • The exploit for stacking heroes in towns is fixed.
  • Changed kick not to have height limitation (similar to other melee attacks).

Thank you for playing our game and sharing your thoughts, we're looking forward to announcing some big news in the upcoming weeks, so stay tuned!

Onwards!
 
Last edited by a moderator:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/forttriumph/announcements/detail/1576746609807360505
Major Update - AI Can Now Use Physics! (0.13.0+)

Hail, Heroes!

It is great, as ever, to have you around our campfire. We’ve had a good month in terms of progress as well as in terms of feedback, and your contributions are making a difference. As mentioned in the previous updates, we’re shifting towards polish and optimization, but that doesn’t mean we can’t add new things on the way to full release.

e5bc3f120f13c982fac07a0f7ea8ebab56e4f279.gif


September’s update is a big one, with several major additions and changes. Perhaps the biggest one for the tactical layer is the addition of house interiors and the ability to fight within them. The new houses are fully interactable with furniture you can kick and otherwise use with physics, and even destructible walls you can destroy to create new entry point. Be careful though - destroy enough walls and the roof will crash down on anyone inside.

We’ve also implemented two new environments, or rather new iterations of the Forest and Village environments - the old ones weren’t up to our standards and it was time to polish things up a bit. There’s also a bunch of AI upgrades and features including AI factions using hero units, and a meaningful performance upgrade as we’re investing more into optimization.

8b95589c4bd8ef4a1cdc13da697c9c5a48a9ce09.gif


While 0.13.0 should not break save files from the last couple of builds, we recommend starting a new run because of how differently the AI behaves and the fact creatures are now gone.

The list of changes also includes changes from 0.12.0.2 and 0.12.0.3 which were released a few weeks ago.
Major Changes

  • Replaced the Forest and Village environments with shiny new ones.
  • Houses in the village environment now have fleshed out interiors with furniture that responds to physics and destructible walls.
  • AI factions will now use heroes fully, including physics abilities and attacks - brace yourselves!
  • Performance improved considerably.
  • Creatures and recruiting creatures are removed in this iteration, along with creature dwellings on the world map - we received plenty of feedback from players finding it confusing and unrewarding as it is now. We plan to reintroduce creatures in some way down the road after we experiment a bit.


Gameplay

  • Water tiles now have two types - shallow waters causing a stun and some damage each turn until the unit climbs out of it, and deep waters which auto kills units unfortunate enough to fall into, similar to how all water tiles behaved thus far.
  • Large forest mushrooms added, this is the first object to break in half and slide when kicked or pushed, but we plan on adding more of them.
  • Added images to tutorial scenarios to make them clearer.
  • Three new guild upgrades added.
  • Both player and enemy spawning patterns in tactical combat will now be more varied.
  • It is now possible to vault short fences or jump into houses through windows using a normal movement action.
  • Heroes cost less Beetcoin for all factions, and no longer cost magic to recruit.
  • The 3-hero per week purchase limit has been removed, slots will refresh with a new hero as soon as you purchase one of them.
  • All heroes (Player and AI factions) now have a passive stun resistance, making fights more balanced.
  • Parties are no longer created with free creatures (so you must have at least one unit in town to create the party).
  • Castle Walls environment temporarily removed, we’re not happy with it and want to remake it in a better way. For now we’re using a unique variation of the Village environment instead.


Visual & Sound

  • Added multiple VFX and SFX throughout the game’s UI to provide better feedback for player actions.
  • Units now have a new action points indicator on them, right under their health bar.
  • High or low to-hit chances will now show in green or red font respectively.
  • Improved multiple ability visual effects (Magic Arrow, Electrocute, Chain Lightning, Fireball, Vortex, Self-detonate, Holy Shackles, Rally, Empower and more).


AI & Balance

  • Tactical AI overhauled from the ground up. It is now smarter, more effective, and can handle ability usage much better - including physics abilities. This is something we’re going to keep an eye on and tweak until we hit the right balance.
  • Improved text spacing for ease of reading.
  • Fixed an issue making it too common for players to reveal two enemy pods at once in the first mission.
  • AI can now recruit heroes, with a maximum party size of 5, just like the player’s faction.
  • AI no longer starts the game with a very large army.


Performance

  • Forest and Village environment performance improved considerably. Older environments will be improved similarly down the road.
  • UI rendering CPU performance improved.
  • In combat, AI turn length reduced by improved pathfinding performance.
  • Cover calculation performance improved, some cover rules adjusted (For example, small objects on top of larger objects will now be taken into cover calculation consideration).
  • Replaced the see-through effect for tall objects to a slightly simpler one, because this new effect performs vastly better. The new effect is available for all quality settings.


Bug Squashing

  • Artifact images that didn’t display correctly on the world map now fixed.
  • Chain Lightning will now properly ignore unactivated enemies, as intended.
  • The ‘Unit in enemy control zone’ status icon will now disappear and not linger after moving away which happened in some cases.
  • Items with HP effects will now immediately register as intended.
  • Some UI text ‘leaks’ fixed.
  • Non-human faction portraits will now properly show customized color choices.
  • Changing quality from ‘Low’ to ‘Very Low’ sometimes caused a black screen bug, which is now fixed.
  • The ‘Physics 103’ and ‘Stunlock’ achievements are fixed and can be achieved.

https://steamcommunity.com/games/forttriumph/announcements/detail/1579000225385109631
Minor Update - New Crypt Strategic Map (0.13.1+)
Notes for incremental updates since 0.13.0, including new Crypt worldmap and new human faction models.
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!

11e570c564c47cd9dc919727565c1c7def85c59e.png


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.


94a51590b685ea739d7fba65afa4a5845bc0893d.png


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.


055aff09bcd35e7fd58f4ecce944e18822d3ffc0.gif


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.


c05e62647f6538c58c1efe46597e848fcb3d5687.gif


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.


7258d5ea0a0f5bd399da3a5de6759754d762df59.png


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!

There's also a new trailer.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,939
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
For those who dislike the art, devs said environments are all placeholder
Nope, still looks like it was made for children/mobile.
Which is a shame, cause the gameplay doesn't seem too bad from that last video.

At least it is well-done in that it is very consistent. And the audio fits as well.
I just don't like any of it :lol:
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,651
Location
Le Balkans
For those who dislike the art, devs said environments are all placeholder
Nope, still looks like it was made for children/mobile.
Which is a shame, cause the gameplay doesn't seem too bad from that last video.

At least it is well-done in that it is very consistent. And the audio fits as well.
I just don't like any of it :lol:
Yeahhh ... This
 

Anomander

Educated
Joined
Oct 22, 2015
Messages
80
https://store.steampowered.com/newshub/app/612570/view/2067656730715631867
Long due and finally coming - Fort Triumph will be officially released on the 16th of April for PC!
Later this year, it will also be released on consoles (PS4, Xbox One, Nintendo Switch).

65ca2cdb69c20a2a056cd20ee3ccfb7adffd482b.png

So, what changed since we've set out on this journey, on the first days of Early Access? Let's look at all the major changes that are about to feature in the upcoming launch:
  • Three story acts—the game now has a story campaign that is filled with 10 to 20 hours of gameplay
  • The 8-player Skirmish mode—players can now pit themselves against up to 7 AI enemies or their friends in local co-op (hot seat)
  • More than 30 events and over 80 artifacts added to the game—the events are special locations offering multiple choices that can lead to different results. Artifacts often grant new special abilities to a hero
  • Four hero classes (Paladin, Barbarian, Mage, Ranger), each with 12 upgradable abilities, and four races (Troll, Goblin, Human, Undead), with their own castles and upgradable buildings
  • Massive changes to UI and UX. A lot of graphical improvements
  • All strategic maps are now fully procedurally generated and support having much larger maps
  • Inventory, skill trees and town management, as well as resource management, implemented


The full version of the game, interface and subtitles, will be available in English, Chinese, French, German, Italian, Japanese, Polish, Portuguese, Russian, and Spanish.

24fea92373af8a504029526ec0d6d5cee1baacc1.gif


It's been a very long road and we are thankful to our community, which first backed us on Kickstarter and then walked with us in the most perilous of paths.

Your immense support has pulled us through, thank you.

Follow us on Discord, Facebook, Twitter and Youtube for more updates!

Stay tuned!
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I'm very curious about this one. This HOMM-XCOM combination is interesting. Anyone playing?
 

insukk

Augur
Patron
Joined
Dec 16, 2011
Messages
327
Codex 2012
I've played it for 2 hours and uninstalled it. There is too much fighting that takes too much time with not enough variety of enemies to make things interesting. There are also only 4 classes, so 5 minutes into the first map you've seen everything that you will be working with.
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,235
Steve gets a Kidney but I don't even get a tag.
I've played it for 2 hours and uninstalled it. There is too much fighting that takes too much time with not enough variety of enemies to make things interesting. There are also only 4 classes, so 5 minutes into the first map you've seen everything that you will be working with.
The different races don't even have different classes?
 

insukk

Augur
Patron
Joined
Dec 16, 2011
Messages
327
Codex 2012
I've checked undeads in skirmish and they had the same classes as humans. There were differences in fort's buildings bonuses between those two races, but that is it. Even first HoM&M had more variety in gameplay than this one. Dunno, maybe someone can last longer and find some fun here, but for me it plays more like a mobile game designed around short sessions during the toilet visits in work.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,158
So, wait for mods/DLCs/Final Edition version before considering checking it.
 

Anomander

Educated
Joined
Oct 22, 2015
Messages
80
I finished Act 1 and it's a fine game. Nothing great but also not bad.
But comparisons to HOMM are bullshit. You move through the map like in HOMM. There are some random treasures and mobs. And there are castles where you can build some things for bonuses (+1 AP. more characters...) That's everything it have in common with HOMM.
Campaign is a 3 (three) maps!! (Act is a single map) They are procedurally generated so like a random map. Act 1 map was like a S size. There are 4 classes. You can't have units, only heroes. I don't know what that's supposed to be but maybe for EA it's ok.
Some artifacts and skills are interesting (eg. horn causing enemies to move to heroes or skill to move other heroes to one without losing AP) so battles are OK.
It's not bad but there are too little content.
For me wait for DLCs.
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,235
Steve gets a Kidney but I don't even get a tag.
From the little I saw of Fort Triumph, I think the Might and Magic game it has the most in common with is Dark Messiah of Might and Magic.

 
Joined
Jan 11, 2015
Messages
627
Location
Seattle, WA
The tactical layer is fantastic. It's like LGS took X-Com, and did it their way. Reactive physics should have been the norm since the mid-2000s. I can't believe people on the Codex refuse to play a game with good gameplay solely on its graphics. Do you complain about graphics being 20 years old when you buy a game from GOG?
 
Joined
Jan 11, 2015
Messages
627
Location
Seattle, WA
From the little I saw of Fort Triumph, I think the Might and Magic game it has the most in common with is Dark Messiah of Might and Magic.



More like a turn-based Powerstone 2. But yeah, similar physics-heavy feel. I am raking up rare trophies, using comboing and physics. It creates a lot of emergent, water-cooler moments.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom