We’d like to introduce you to Fort Triumph's beta branch. Now you can test out potential new changes!
Players can try out this beta branch by right-clicking on the game in your Steam client and selecting ‘closedbeta - Beta branch build for community feedback’ in the properties menu. A more in-depth explanation can be found here: https://steamcommunity.com/app/612570/discussions/3/3113647550051436121/
The new beta significantly impacts gameplay, particularly for veteran players who have learned to rely on Physics. Everyone is welcome to try it and provide their feedback, either on the discussion board or in our Discord. Your thoughts will determine the direction in which Fort Triumph will go in the future.
The main change players will encounter is the addition of stun protection to stunned enemies once they recover from the stun effect, making consecutive stuns much harder to pull off.
While a big part of what makes Fort Triumph fun is the physics system, it also causes the game to be somewhat repetitive due to Physics almost always being the best course of action. Over the years we've tried restricting the use of Physics via cooldowns, limited use, etc. But all these solutions either didn't work or seemed to take the fun out of the game.
With the new beta branch, we took a different approach that makes other options such as debuffing or killing enemies more viable. We also changed the grading system accordingly so Physics would not be mandatory for getting high grades.
We also balanced the cooldowns of the physics abilities of melee and ranged units so the balance wouldn't be lopsided towards melee units.
The complete list of changes the beta introduces is as follows:
When a unit is stunned, it gets Stun Protection on the next turn (making consecutive stunning or stun-locking harder). Units with Passive Stun Protection are unaffected by this change.
Reduced cooldown of Whirlwind, Grapple Hook, Knockback Arrow, Repelling Shot, Shockwave, and Charge to 2 turns. The cooldown for the Whirlwind Wall upgrade is unaffected by this.
Increased the cooldown of Kick to 1 turn (so it can still be used every turn but only once per turn).
Increased the cooldown of Nudge to two turns.
Increased the level requirement of the Whirlwind cooldown upgrade to level 7 (from level 3).
Perpetuity Shrine no longer increases the duration of Stun Protection.
Significantly reduced the benefit of physics over regular attacks regarding mission grade.
Veteran players will have to adjust their tactics accordingly, as they might find the game much more challenging should they use their old strategies.
The beta branch supports existing save files (and save files created in it will work on the main branch). It works in both Campaign and Skirmish mode.
What do you think of these changes? Share your thoughts with us on the discussion board or on our Discord to help us determine the direction of the game’s updates.
Fort Triumph has just received a new patch, with lots of bug fixes, a couple of nifty UI improvements, and support for local versus. Check out the changelog and see what’s new.
In addition, the game is 40% off until February 15! Get Fort Triumph now and save on your next adventure.
Note: The patch is working for all language versions of the game, but a couple of texts are missing localization. We apologize for the inconvenience. You can expect them to be added in the near future.
Added local versus multiplayer support. The ‘co-op’ button has been replaced with a ‘multiplayer’ one. Previous save files, which used a shared inventory, are backward compatible - the inventory is simply duplicated for all players.
Inventory is no longer shared between allied factions in co-op.
Added the ability to delete save files.
Balance
Roofs/arcs falling on units/objects no longer auto-kill them, but instead inflict 35 damage.
Middle tier battles on Normal difficulty can no longer have top tier enemy units in them.
Reduced the weight of Champions and Skeleton swordsmen so they'll be pushed a bit further.
UI
Improved controller navigation to be a bit smoother and fixed some highlighting issues in menus.
Improved controller navigation in the parties transfer screen to be more consistent with transferring units in the town screen.
Updated some old UI elements to be consistent with newer ones.
Replaced the 'X' button from the parties transfer screen with a 'Cancel' button, making it less likely for players to unintentionally cancel a transfer.
Bug fixes
Updated the Unity engine version, which should eliminate all crashes relating to tooltip videos.
Fixed a rare bug where the second mission in act 3 didn't finish when all heroes were inside the evacuation area.
Diadem of the Spirit no longer affects the cost of physical abilities that don't cost AP.
Fixed a bug where the Determined trait overrode the Resurrection Amulet artifact.
Fixed a bug where the passive abilities of enemy units did not always apply, specifically faction passives (for example, sometimes skeleton enemies could still bleed despite their faction passive ability stating that they are immune to bleeding).
Fixed a bug where the Cocky trait was always triggered regardless of the difficulty rating of a fight.
Fixed some memory leaks.
Fixed a bug where ability tooltips in the skill tree sometimes used the ability’s upgrade instead of the ability’s name.
Rain's Static Electricity upgrade no longer causes enemies to activate before they start an attack phase (though it still inflicts damage).
Rain's Thunderstorm can no longer target non-visible enemies (it can still target non-activated enemies that are visible).
Changed the level requirement of ‘Coming of Age from 9 to 8’ (so it can be reached in Act I of the campaign).
Fixed a bug where moving a unit, switching to another unit, and then selecting an ability, caused the selected ability to get deselected when the first unit finished moving.
Fixed a bug where the Feng Shui achievement was not triggered when using Shock Wave on a lifted object/unit.
Fixed a bug where Whirlwind Wall was considered as a basic physical ability and so could trigger achievements that require basic physical abilities.
Fixed a bug where 'Happily Ever After (Normal)' was triggered when finishing the game on Easy difficulty.
Improved world map generation so it'll be very unlikely for objects such as magic extractors to spawn on roads.
Fixed the end button becoming grayed out if opening the game's menu during the AI's turn in the world map.
Fixed a bug where pressing esc quickly twice (opening the menu and then hiding it before it finishes fading in) made the menu unresponsive to mouse input on opening it again.
Fixed a bug where the AI could still perform actions in the world map while the game is paused.
Added a delay at the start of faction battles so it'll be possible to see the heroes before they cast Brace/Overwatch, and also so in case of the AI starting first, the AI won't start playing before the loading screen finishes fading out.
Fixed a bug where the Cursed status was not considered as a debuff (and thus was not canceled by the Purged status).
Fixed a bug where there was a duplicated controller highlight upon removing a player in the Skirmish menu.
Fixed a bug where tooltips for inventory slots didn't refresh upon changing the artifact in the inventory slot.
Changed the description of party size upgrades so it'll be clearer that they do not increase hero cap.
Fixed the description of Bloodlust not specifying that it is limited to once per turn.
Adjusted the description of Exemplar's blade to be clearer regarding its permanent bleeding effect applying to the unit itself.
Changed Rain's 'Static Electricity' upgrade description to be clearer.
Fixed the erroneous description of the Coward trait.
Fixed text in shot breakdown being faulity in Polish localization.
Fixed AP related effects in ability descriptions not having an icon.
Fixed a bug where camera movement could be lost if playing with a controller when a cinematic effect was triggered.
Changed the cinematics camera so it would not play when triggering overwatch of enemy units to avoid obstructing the player’s view.
Fixed a bug where sometimes in the 'With or Without You' event there were holes in the terrain.
Fixed a bug where switching faction colors with controllers didn't work.
Fixed some visual artifacts in the town’s UI.
Fixed a bug where the party sign for the 4th and 6th party didn't work properly.
Fixed the indication of the ‘Coming of Age’ scenario showing sometimes the wrong reward icon.
Fixed a bug with the pop-up of 'The Furnace' event when choosing the effect for the entire party.
Added sounds to some UI elements that didn't have them. (There's still more work on that front)
Changed the color of the text in the skill tree screen that specifies hero level limit in the campaign so it would be more noticeable.
Fixed visual glitches for Troll Barbarian when using some color customizations.
Fixed a bug where it was possible to open the ability selection menu using a controller even when there weren't enough skill points to purchase one.
Fixed a bug where when switching between the world map and towns, the music clip reverted back to the start instead of continuing uninterrupted.
We hope that the new changes will make the game even more fun for you. If you haven’t yet, please consider dropping us a review on Steam. They help us a lot!
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Last chance to save 50% on Fort Triumph!
Adventurers! The winter holiday is now over, but have you saved New Year’s Eve yet? Grab your copy of Fort Triumph50% off and start 2021 with an adventure.
While you face evil hordes of goblins and the undead, risking your life for the kingdom and those who’ll pay for your (usually) good deeds, you might as well get something extra to compensate for your troubles. Starting now, you can collect Steam Cards in Fort Triumph! To get them, play the game or trade with your friends on the Steam Community Market. Collect the full set to craft a one-of-a-kind badge, that you can display on your Steam profile. Each badge will earn you random drops of emoticons and backgrounds.
Now you can enhance your Steam profile with:
Regular badge (5 levels)
Foil badge (1 level)
6 profile backgrounds
10 emoticons
Happy playing and badge crafting!
How to collect Steam Trading Cards
Play Fort Triumph to get cards. Up to half the card set is dropped through game play. You can get the rest of the set by trading with other players on the Community Market.
How to craft a badge
Once you’ve collected a full set of cards you can craft them into a game badge. Badges can be crafted by accessing the Badges tab on your Steam profile. There are 5 levels of a regular badge to craft and one foil badge.
During badge crafting you'll receive random rewards, such as emoticons and backgrounds.
Fort Triumph has just received a brand new patch. Your path to victory will now be much smoother, as we’ve fixed many of the bugs that hindered our heroes.
In addition, the game is 50% off until December 14! Get it now and enjoy a relaxing adventure… or rather, relaxing until your first permadeath.
Changes:
Added fog of war support for multiple rival human parties.
Added navigation support for the controller in the party screen (for checking tooltip information on traits, abilities, and stats).
Added an indication for vertical navigation with the joystick cursor in tactical battles.
Added a tooltip for the ability gained via 'The Weaver' event so players can see what the ability does before picking it.
Bug Fixes:
Fixed a bug where selecting the third option in the 'With or Without You' event resulted in the game getting stuck.
Fixed a bug where the first option in the 'Judgment day' event didn't give a negative trait.
Fixed a rare bug where the second story mission was spawned in the same place as the first story mission, preventing either of them from starting.
Fixed a bug where sometimes the configured teams for AI parties were ignored (resulting in AI allies attacking one another).
Fixed a bug with 'The Weaver' event sometimes resulting in units having duplicate abilities.
Fixed a bug where on picking the third option in the 'The Last Legend' event, the enemy paladin did not start the battle stunned.
Fixed several bugs with the skirmish menu.
Fixed a bug where the ‘Studious’ and ‘Brute’ traits didn't work properly.
Fixed the stacking behavior of some buildings.
Fixed a bug where 'No Permadeath' did not work for units with the 'Determined' trait.
Fixed a bug where Permadeath was turned off by default for new players.
Fixed a bug with the ‘Purist’ trait preventing the use of the Blink ability when upgraded to ‘Swap’.
Fixed a formatting error in 'It tolls for Thee' in Russian localization.
Fixed multiple typos, mostly in Polish localization.
Fixed the highlighting of some buttons in popups.
Fixed a bug where the 'Excluded Traits' setting didn't apply to traits from events.
Fixed a bug that caused the difficulty evaluation for story missions where the player's party is very powerful to be less accurate.
We hope that with the new changes, you’ll find the game even more fun. If you haven’t yet, please consider dropping us a review on Steam. They help us a lot!
If there’s any game that qualifies for the Labor of Love category in this year’s Steam Awards, Fort Triumph is definitely the one. Have you cast your vote for it already? You still have time until tomorrow, December 1. Your support means a lot to us!
Although it was officially released and considered ‘done’ in April of this year, Fort Triumph’s journey began long ago, back in 2017. Three years before its official release, we launched a Kickstarter campaign to raise the funds that would allow us to complete the game, and you, the community, answered.
With your excitement and support for Fort Triumph we completed a very successful Kickstarter campaign and were able to release the game in Early Access a year later in 2018. From that time we continued to labor over Fort Triumph with an abundance of love. With your feedback and involvement we launched 24 updates over the course of Fort Triumph’s Early Access period, polishing the game to be the challenging and innovative turn-based experience it is today, with the systems in the game completely overhauled.
And we didn’t stop there! We continue to toil over Fort Triumph to make it the best game it can possibly be to this day! Since its release this April, we’ve released a major update that introduced new locations, events, traits and unique battle types, while balancing the game further. We’re also working on porting Fort Triumph to PS4, Xbox One and Nintendo Switch by 2021, so the work goes on.
We hope that when the time comes for you to cast your vote in the Labor of Love category, you’ll show that Fort Triumph is not only a labor of our love, but yours as well. Because we went on this long gamedev journey together. <3