Minor Update - Physics Indicator, LoS and Bug fixes (0.7.6)
Hail, Adventurers
Minor patch 0.7.6 is live with a slew of fixes and adjustments based on your feedback. These minor patches will release often and focus on immediate fixes and solutions, while major patches will introduce new content and major feature changes.
UI
Based on your feedback, we implemented an initial indicator showing the direction an object will be pushed or toppled towards while planning an action. This is merely a first step and a more comprehensive UI solution is in the works.
Iterated the overwatch trigger indicator to make it more easily noticable.
While hovering over enemy cards, units will be highlighted following community feedback.
When selecting a ranged enemy, his range will be displayed in UI. We plan to replace this with a solution showing both movement and firing range down the road.
Changes
Once revealed, enemies will remain visible even while out of sight. This is a measure to prevent enemies activating and immediately going off the grid to surprise players in later turns.
The tops of walls in crypt levels will now be blocked for movement.
Removed the survival objective from prologue mission 1 following feedback and as part of the overall effort to improve prologue experience.
Support Beam HP in prologue cave mission has been reduced.
Increased Mage base HP by 1.
Increased Ranger base speed by 1.
Reduced Paladin base speed by 1.
Bug Fixes
Fixed some enemies shooting through walls, fences and houses when they should have no Line of Sight. However it's not over, and there is still a known issue with LoS in some cases that is being worked on.
Fixed a bug hanging the game when dialogue plays while in cinematic camera (most often spotted in prologue cave mission).
Fixed the Telekinesis of Opportunity bug which allowed ranged AoO by melee heroes.
Fixed a bug which removed buffs gained on the world map too quickly.
Blinding Light (Paladin ability) will not require direct line of sight as intended.
Fixed an overwatch indicator bug which didn't display it in some edge cases, especially when overwatch triggered immediately on the first tile of movement.
Fixed a broken tile in the final room of the prologue which enabled the boss to move through the platform.
We are thankful for the great support and constant feedback you have been giving us.
Onwards!
Minor Update - Prologue Tweaks, Overwatch UI and Debugging (0.7.5)
Greetings, Warriors
Patch 0.7.5 is now live!
Following our launch on Thursday we've been getting tons of absolutely great feedback, we'd like to thank everyone who participated so far and invite more of you to join our community.
The patch includes several immediate changes:
UI
Prioritized and implemented following your feedback - we added a UI indicator marking the tile in which your moving hero will suffer an enemy Overwatch Shot or Attack of Opportunity.
Prologue
Prologue rebalancing - Tweaked prologue for better user experience and flow, tweaked encounters following player feedback and metrics.
Prologue replenishment - in the main campaign, you can recruit new heroes on the world map. While the prologue does not take place on the map, we wanted to provide you with a similar way to keep the good fight going, and for now - restarting a prologue mission will revive all dead party members.
Prologue fixes - Fixed several bugs in the final chamber of the prologue (Claude's room) where enemies had free turns and some tiles were broken.
Object breaking visuals were added for some that were missing it.
Object HP and hitboxes fixed where missing.
Bug Fixes
Fixed overwatch overkill bug - when the first overwatch shot kills an enemy, the next one should now hold for further movement.
Fixed Attack of Opportunity bug which triggered falsely on enemy movement into melee range. AoO now triggers properly on enemy movement FROM a tile adjacent to a melee hero to another adjacent tile or away from the melee hero.
Thank you for constantly communicating what you like best and what still needs work, and for all the great suggestions sent our way - we'll keep iterating and improving the game based on your input.
Onwards!
Early Access is LIVE! (0.7.4.5)
Greetings, adventurers!
Almost precisely a year after launching our successful Kickstarter campaign, we are taking the next major step and launching into Early Access.
While our game is not yet completed with months of development still ahead, we feel it is now enjoyable enough to share with the public, as well as a solid indication of where Fort Triumph is headed.
As always, we invite you to share your feedback, thoughts and suggestions either publicly here on Steam Communities or personally via email (info at forttriumph dot com).
We have been implementing community feedback constantly since Kickstarter, and your collective input can and will help us steer the game in the right direction.
Version 0.7.4.5 includes many upgrades to tactical combat, UI and world map exploration and gameplay. It also includes the first few scripted missions and encounters, of which we intend to add many more. We will post an Early Access roadmap soon.
For now - enjoy yourselves, and share your thoughts with us!
New Tactical Demo Live! (0.6.3)
Greetings, heroes!
It's been a couple of months since we started our closed beta, and we've gained tons of valuable feedback. While our loyal backers have access to monthly new builds, we want you to become a part of our journey as well.
As promised to many of you who reached out in the last few months, it is time to update our public demo with new assets, upgrades and features so you can get a current feel for how our tactical gameplay is shaping up. We'd love to hear your thoughts, feedback and suggestions for the 0.6.3 demo in our Steam communities or our own website.
Disclaimer: This is still a demo version, and does not include world map gameplay nor current content currently exclusive to our beta users.
New Features:
Tactical usable potions of various types (Health, Speed, Action point).
More Village map variants are now procedurally generated.
New combat HUD and IUI.
Added many new tooltips.
Hit chance and shot breakdown available.
New Models: Goblin Scout, Goblin Raider, Goblin Shaman, Troll.
Updated hero models (Mage, Savage).
New base animations (Cover and some attacks).
New abilities: Charge, Vortex, Rain, Bloodlust, Radiant Beacon.
Added object destruction visuals.
Balance:
Control Zone added - ranged units cannot fire when melee units are adjacent to them.
Removed 'Triple Slash' from Savage.
Levels require more XP to gain.
Temporarily disabled feature randomizing starting hero stats - this will return post balancing.
Accuracy modifiers are now multiplicative rather than cumulative.
Enemies triggered during enemy turns will now gain 1ap to brace, overwatch or run for cover (Cannot attack).
Rebuilt the cave level for a better experience.
Fire arrow damage increased.
Lift range reduced.
Large units may now act as cover.
Boosted potion droprate.
Performance and Bugs:
Black rectangle bug fixed.
Changed unit mouse over outlines that were reducing performance.
Fixed spider AI bug preventing hatched spiders from attacking.
Fixed memory leaks and improved performance of Fog of War, especially on low-end machines.
Improved village level lighting consistency and performance.
Sped up animations by 25% for a better visual experience.
Fixed a bug which allowed melee attacks to be used incorrectly against non-adjacent objects.
Fixed fire particle issues.
Fixed missing interact icons for objectives in caves.
Thank you for supporting us on our quest, and looking forward to hearing from you!
0.6.2 / Closed Beta Launched
Greetings, Heroes!
While our Kickstarter backers have been getting regular updates, It's been a couple of months since we shared it publicly here. It's been an amazing few months since funding on Kickstarter, with tons of new development, a great showcase at PAX West and most recently - our backer beta launching.
Version 0.6.2 has a heap of new features:
Added first iteration of world map gameplay, exploration and events.
Added first iteration of subzones (Underworld/Crypt area).
Reworked combat UI, our first major iteration, adding unit cards, shot break-down and more.
Added new models and assets including new goblins, new trolls, environment variations and procedural rooms.
Added basic destruction visuals for most objects.
Added many new hero abilities including: Charge, Healing Aura, Taunt, Vortex, Rain, Bloodlust and more.
Added tactical usable items such as Health, Speed and Extra Action potions.
Added Area of Control for melee units, disallowing adjacent ranged enemies from attacking.
Improved tooltips and texts.
Improved performance for low-end systems.
And bug fixes
Fixed black rectangle bug on older models.
Fixed fire and ice effect visuals bug.
Fixed performance issue related to unit outlines.
Fixed bug preventing some hatched spiders from attacking in cave map.
Improved fog of war performance.
Reduced HUD flickering.
Fixed missing interact prompts.
While the new build is not available for non-backers, you are welcome to visit our website and support us directly for testing access. Feedback, suggestions and bug reports are our top priority right now as the game is developing - feel free to ping us at Shay@forttriumph.com , our Steam Communities or over at our website.
What's next?
We are on schedule and hoping to launch Early Access on Steam as soon as February - but as ever in indie development, delays can happen if we feel our game needs a little extra polish to make it out there in the wilderness of Steam.
For now, we're focusing on fleshing out missing assets we will need for our story missions, as well as some code infrastructure required down the road.
Check out this Savage concept - we're working on male variations for our main classes and this is one of the four.
Here's to you, adventurers, we can't wait to hear your thoughts and feedback!
Build 0.5.5 is live! New ability and choosing abilities on level up!
Greetings fellow adventurers!
Our campaign on Kickstarter is in full gear, and we just passed the 33% mark with over 600 backers! We are thankful to all of you for supporting us, playing our game and sending your feedback. Please keep spreading the word and let your tactics loving friends know about our demo - we just updated it following your suggestions and requests.
Gameplay Updates One of the biggest changes we made is adding the Lift basic ability, accessible to all heroes for the cost of 1 Action Point, allowing players to move an adjacent small object, ally or enemy to another adjacent tile. Lift enables many new combinations and also makes it easier to aim and hit environmentals and kicks by adjusting the angle before launching the attack.
We also added a level up interface to allow players to choose which new ability they get every time they level up. It's a temporary thing, just until we can implement the character sheets we're working on, but we wanted you to have access to your favorite abilities quickly with each playthrough.
New demo! 0.5.5 changelog New Features:
The player can now choose between two abilities upon level up
Added the Lift ability which allows moving nearby objects a short distance.
The ability was given to all units (not as a level up ability).
Gharbarak now acquires experience and new abilities. He's a real boy!
Balance & Tweaks:
Added more rooms to caves and changed existing ones.
Frighten now cancels overwatch\attack of opportunity.
Dialogues camera movement made faster.
Narrow hallways, the greatest bane of enormous spiders, are now less likely to occur. Also made enormous spiders slightly less enormous so they can pass narrow hallways anyhow.
Issues & Bug Fixes:
The player can now select whether to use a controller or the mouse at the
start of the main menu.
Fixed the mouse not showing on main menu bug.
Removed "feature" of opening chests through walls.
Fixed missing interact animation of Gharbarak.
Fixed issues with frighten (units moving to the same position and units moving even though they are stunned)
Fixed poison visuals remaining after the effect wore off.
Fixed run + melee attack not always detecting properly whether it's possible to attack from a given position.
Fixed potions sometimes spawning in invalid positions (most notably when killing Gharbarak inside the barracks).
Fixed bug that caused unit hover UI to show in cinematic camera.
Fixed color of unit markers not updating properly to reflect amount of action points left.
Replaced grapple hook icon.
As usual, we are looking forward to hear from you, so feel free to send us feedback or post in the community forum!
The Fort Triumph team
0.5.4 Patch notes and Dev streams
Greetings adventurers!
Our Kickstarter Campaign is live and progressing well, we urge you to share our demo with your friends and gamer circles, as we still have a long road to go.
On the technical front - Patch 0.5.4 is live, with a bunch of fixes:
Fixed the ghost box / white rectangle bug, it appears some graphic settings collided with our see-through asset, and it is now solved.
Fixed dialogue branching that had errors when some party members are dead.
Fixed an issue preventing demo from running on some Mac systems.
Please keep reporting any issues you encounter, your help in spotting and solving bugs has been super helpful and we need you to keep it up :)
In other news, we have started a series of Twitch streams showing members of the dev team playing Fort Triumph, explaining mechanics and tactics as they go along. You can view the previous two episodes here:
Fort Triumph's Twitch Channel
Or join us on Monday (04/24) at 18:00EST for our next gameplay with a dev session.