Salutations great warriors! The Steam Autumn Sale 2020 has just started and Fort Triumph is 45% off! Get the game until December 1 and warm your autumn days with some well-thrown fireballs.
Death may be permanent in Fort Triumph, but this sale is not. Get the game 40% off until November 2 and start your quest against the forces of evil today.
The Halloween Sale is here. Isn’t it the perfect chance to fight a bunch of creepy skeletons and liches? Get Fort Triumph40% off until November 2 and destroy some evil moving bones.
Have you started your quest in Fort Triumph yet? If not, now’s the perfect time! Not only has the game received a brand new update, but the discount is still ongoing. Save 35% on your next adventure until October 26.
It has been some time since our last meeting. We hope you are well and fighting the Coronademon from the safety of your homes.
We have great news! Not only do we have a big update for you—Fort Triumph is on sale with a 35% discount from October 19-26!
The update will add new locations, events, traits, and unique battle types (e.g. a battle where only objects can be used to inflict damage), as well as introduce features that make battles between heroes (e.g. player vs. AI) more balanced by reducing the advantage of the attacking party. The side that does not play first will start with Overwatch/Brace for all its units, and when playing on Classic/Legendary, the faction that initiates the fight will be the first to take action (instead of always being the player).
Another change will be the option to add and remove traits. Heroes will be able to have up to three different traits, and trait-specific actions will appear as possible dialogue options depending on the traits your hero has.
You can expect these changes to affect your gameplay and make you reconsider your familiar tactics. Are you up for the challenge?
Find out more about the new changes in the changelog:
Changelog
Content
Added 27 new locations/events in the worldmap, with new features:
It is now possible to add/remove traits from heroes via these encounters.
Some of these encounters supply unique battles, such as Physics only battles, meaning only objects can be used (for both player and AI).
Some of the options available for players are locked based on whether any of the heroes in the party have a required trait. If you have the Elastic trait, you can have your hero train without suffering health loss from straining your back. If you are Coldhearted, instead of saving someone from a horde of undead, you can wait till they're done with him and pillage his body. If you are Possessed, you can visit a Haunted house with no ramifications.
Added 29 new traits for heroes. Also adjusted their rarities and introduced a scale for how positive or negative a trait is.
Heroes can now have up to 3 traits.
Balance
When fighting other factions, the side that does not play first starts with Overwatch/Brace for all its units.
When playing on Classic/Legendary, the faction that starts first is the faction that initiated the fight, instead of being always the player.
AI
Tweaked the Goblin Shaman AI, allowing it to more properly use its abilities, especially regarding the Fortify ability.
Tweaked AI evaluation of the Frighten ability. Specifically, it no longer gives high value for cancelling attacks of opportunity.
Improved AI behaviour so it won't use "fallback abilities" (such as Overwatch or Brace) when it has better options.
Fixed AI behaviour of Spitting Spiders so they'll prefer attacking from a melee range instead of sustaining Attack of Opportunity.
Fixed a bug that caused the Goblin Bomber to behave weirdly sometimes.
To avoid confusion, there are now some traits (both positive and negative) that the enemy AI heroes can never acquire, or can only acquire on higher difficulties. Most notable is the Debater trait (which resulted in the unit retaliating on being hit/killed) that enemy AI heroes can no longer acquire.
UI
Tweaked controller mapping a bit for more consistent behavior.
Improved inventory management with the controller to be a bit easier to use.
Updated the UI of pop-ups in the worldmap to be clearer.
Bug Fixes
Possible bug fix for tooltip video-related crashes. The fix is a workaround to a bug in the Unity Engine, which the Unity team is now working on a proper fix for. It will hopefully be available soon.
Fixed a bug where sometimes there was a considerable slow-down when starting some story missions in the first act. Also fixed some objects being invisible in these missions.
Fixed a bug with the cinematic camera sometimes messed up the time-scale (gradually slowing down the game).
Fixed a bug where sometimes controller button indications were shown in the party screen even when no controller was connected.
Fixed a bug where progress was lost between part 1 and part 2 of the last mission in act II.
Fixed bugs with the Scepter of Invincibility not working properly and potentially making the game become stuck in some scenarios.
Fixed scrolling in the inventory with the mouse wheel.
Added momentum to the joystick cursor.
Slightly increased strategic joystick speed.
Reduced tactical joystick speed (this is compensated by the momentum build up).
Fixed a few glitches in worldmap content.
Fixed a bug with floating rocks in some forest tactical areas.
Fixed a bug with faulty-positioned trees in some goblin village areas.
Fixed some bugs with the resurrection amulet, such as cooldowns being reset on resurrection, or a unit not resurrecting if two units with an amulet die at the same time at the same spot.
Fixed a bug with movements due to Battlecry where heroes would hide on the wrong side of an object with their back to the enemy.
Fixed a bug where on selecting an ability when leveling up, its effect didn't always apply immediately (for example when taking Evasive Instincts it didn't protect the unit from a reaction attack on the first turn).
Fixed a bug where activation on the start of abilities was sometimes cancelled, so, for example, enemy hero units wouldn't always start with stun protection.
Fixed the behavior of path avoidance where sometimes the movement path suggested didn't avoid Overwatch/Attack of Opportunity even when possible (without using extra APs).
Fixed a bug where it was not possible to use Daredevil Stance after using Brace.
Reduced the volume of the page turn sound effect, and muffled it a bit.
Removed Health potion from the last segment of the tutorial (as it's no longer possible to use it).
Fixed a bug where the 'Not very watchful' achievement was awarded also for cancelling Attack of Opportunity.
Ropes in bridges are no longer targetable (though they can still be destroyed).
Fixed a bug where a frozen unit could still burn.
Pressing 'Enter' in popups with an 'obvious' meaning for what pressing enter should do (such as 'Ok' or 'Yes/no' popups) will now work properly even if there's no visibly selected button. Same regarding the mission end screen.
Fixed texts sometimes not updating properly on changing languages in the settings menu.
Fixed a bug that caused a very excessive (though somewhat cool) burning effect if the mage is set on fire in act II mission 4 part 2.
Fixed the 'construction available' icon being shown (almost) all the time (even when no building can be built).
Fixed some typos in Polish localization.
Fixed localization not working properly in some cases.
Fixed a bug where it was possible to drag the progression bar of an ability in the skill tree.
Fixed a bug where sometimes starting a solo skirmish game (with no AI), map generation would fail and the game would get stuck.
Fixed a bug where if Abstevan died in the third mission of act III and then the player also fails in the mission (all heroes being killed), upon restarting Abstevan did not spawn and it was impossible to complete the mission. This bug fix is not retroactive.
Fixed a beet farm upgrade giving only +75 beetcoins instead of +125 beetcoins.
Fixed a bug where the number of towns could be less than the number of factions.
Fixed the behavior of re-entering the Skirmish advanced menu so it keeps data from previous runs.
Fixed some artifacts in some portraits due to compression issues.
Fixed auto-scrolling with controller navigation in drop-downs. Also made hovering more distinguishable.
Performance
Some performance improvement in tactical mode, especially when using 'End turn + Overwatch/brace all'.
Somewhat improved AI performance (especially for inactive enemies).
We hope that these changes and additions will make the game even more engaging. As always, we are working diligently on making Fort Triumph the best game it can be. Please also consider dropping us a review on Steam. They help us a lot!
From other news, due to the global pandemic, the release window for Fort Triumph on Xbox One, PlayStation 4, and Nintendo Switch has been shifted to 2021. However, porting Fort Triumph to other platforms is still a priority.
Stay safe, CookieByte Entertainment & All In! Games
Are you thirsty for adventure? Looking to get into the Lich-slaying business and dusting off that sword in the corner? Look no further! Fort Triumph is now 30% OFF!
[previewyoutube="lF2LAvRsVtM;full"] Are you ready to join the battle? Don’t wait, the offer is only available for a limited time!
Steam proclaims two weeks of Summer Sale. Fort Triumph is 25% off.
The discount lasts until July 9, so get the game now to enjoy the turn-based combat of XCOM and the world exploration of HOMM. Here are some highlights:
Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
Turn up the volume: Marco Valerio Antonini, an award-winning composer, created the original in-game music.
New patch and a Weeklong Deal - name a more iconic duo!
Welcome, heroes!
Today we’re coming to you with some great announcements.
First, Fort Triumph is now on sale! Save 20% on an addictive turn-based tactics adventure from June 1 to June 8. Diving into a world of adventure just became an ever better deal!
Also, the game has just received a brand new update. You can now auto-win battles which you deem unworthy of your quest to reach the main boss.
Go ahead! Launch the game and see what’s changed (or read the changelog below).
Changelog
Gameplay:
Improved controller support across the board.
Added the option to auto-win battles that are considered trivial by difficulty evaluation. When choosing this option, the experience from the battle is divided equally among all heroes.
Balance:
Increased difficulty of neutral fights in Act II and Act III. Also improved the AI starting point in these acts.
Fire Blast is no longer affected by the Power stat, as it resulted in it doing very high damage with the melee classes due to their high Power value. It now does a fixed 3 points of damage (not including the damage from the burning status).
Reduced the drain effect of Black crystal from 8HP to 4HP.
Added 'Passive Stun Protection' to House Spiders (similarly to Trolls).
Goblin Shaman channeling Healing abilities now also provide Stun protection to the Shaman.
Reduced the beetcoin cost of Beet Distillery and Farmers market to 200.
Increased the effect of Beet Distillery from +75 to +125 beetcoins.
UI:
Party inventory can now expand and has a scroll bar.
Added the tooltip of 'Available only in Skirmish' for factions in the campaign menu.
Added tooltips with the passive ability of each faction.
Video tooltips are now automatically hidden when rotating the camera with a controller and not just when moving it.
Added a 'Modding' setting to Build Settings, allowing to have the game automatically refresh changes made in the game's setting files without restarting the game.
Bug Fixes:
Fixed bug with stacking of two Essence Harvesters, which instead of just doubling the effect resulting in it ramping up quickly over time.
Fixed bug where in some cases, building construction started by the AI could get stuck in that state forever upon capturing the town.
Fixed bug where pressing 'X' with a controller without a direction resulted in building a building in the Fort slot.
Fixed bug where negative beacon status affected the Accuracy stat instead of the Evade stat.
Added missing controller support for act end window.
Fixed broken highlighting for buttons in battle message popups.
Fixed incorrect message in segment 3 of the tutorial when playing with a controller.
When disabling 'Auto camera', the camera now still follows the cursor when playing with a controller (as it's not possible to move the camera separately).
Fixed bug where sometimes a 'No Sight' indication is shown when an ability is not applicable not because of lack of sight.
Fixed bug where, when navigating with a controller in the skill tree, the selection was retained when opening the 'new ability' menu, resulting in the tooltip for the selected upgrade still showing.
Fixed bug where, when using a controller, if the mouse cursor was on a UI element that had a tooltip, that tooltip would override the tooltip for the currently selected element with the controller.
Fixed alignment of the single trait icon in the hero slot card.
Fixed bug where it was possible to open the party screen in town with a controller even when there were no heroes in it.
Fixed bug where it was not possible to create a new party using a controller.
Fixed wrong text in 'Start of week' message.
Fixed bug where some tree trunks did not provide cover.
Fixed burning of human units.
Fixed bug with excluding traits modding.
Performance:
Improved initial loading times of tactical maps.
With your continued support, the game made it this far, thank you!