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Genre: Indie

Fortify

1.656 Update - industrial fun



All the industrial components are in, sorry for the delay but this was a ton of work.
It isn't the full simulated industrial system like electricity in Fortify, that would be a whole new DLC worth of effort. Instead of that, placing pipes is an addition to the electric upgrade DLC. Thank you to those who have supported me with that extra purchase.

Added industrial conveyor, crafter, splitter, combiner and storage adaptor.
The crafter and conveyor can be turned on/off and the conveyor has filter pass/fail toggles plus all the electric inputs are functional.

Added pipe placement with mesh pipes that have curved bends matching Rust.
Includes a collider check to prevent placing through building blocks and includes the "too close" length minimum. Planning on adding a joint counter and pipe flow materials soon.

Pipes also block building placement which can be ignored with allow overlap > blocks in placement options.
This will need more work, another reminder that the building block collider system needs some improvements.

Other Changes:

- only compatible(in/out) IO cubes show while using wire tool

- minicopter mouselook limits increased

- patched in the electric furnace shortly after the last update

- updated small box and oil refinery model

- fixed cupboards being flipped with copy-paste files

- bag/bed visual range fix

1.655 Update - minicopter flying



Added minicopter flying, this should be pretty close to the real thing but tweaks might be needed so send that feedback.

- toggled in the camera menu (top left), spawns you in the minicopter at terrain/building height below

- no spin up wait to fly, currently ground movement is not included

- press left alt for mouse look, can be customized in the startup input panel

- works in multiplayer and raid mode, someday I'll figure out a fun game mode combining these two things

- fuel usage and damage could be added... waiting for requests on that

Other changes:

- added explosive item number shortcuts in raid mode

- gap spanning floor frames can now be placed through wall frames without red blocking

- added option to update preview images along when updating published workshop items

- lots of changes to multiplayer and camera system code, please report any bugs

Sorry this isn't the industrial update you all were probably hoping for.
Currently I can't access new rust assets because of Facepunch using a newer version of unity.
Hopefully I'll find a workaround soon but don't expect a full system, it will be like water hoses.

Workshop item featured above:
https://steamcommunity.com/sharedfiles/filedetails/?id=2680938049

1.654 Update - rushed holiday content

- added short ice wall

- added placeholders for all garland types, meant for importing/exporting copy-paste files

- siren lights are now animated and look closer to rust

- test generators now show usage for all outputs

- fixed missing usage for auto turret and SAM outputs

- fixed low walls not getting side stability

- fixed a bug with undo and auto turrets with a selected gun

- wooden shopfronts now open/close and can have code locks


With the winter sale upon us soon, remember to give the gift of Fortify to a friend or loved one.
There might be a pretty significant discount this year... happy holidays!

1.653 Update - Rust changes



Added solo sub.

Added bunker nerf. Floor frame sockets are blocked from placing roofs when connected to middle of wall. This video explains it well.

Added more wire color options including light blue, orange, pink, purple and white. Hopefully the copy-paste plugin will support wire colors someday.

Changed armor doors HP to 1000.

Added new placement option on doorways, door frames & windows that allows floors to connect to the middle but provide no stability.

Added SAM site passthrough.

Fixed deployable rotation drastically changing while placing and going from blocks to the ground.

Worked on optimizations that might be noticeable with large designs.

Added underwater post-process volume.

Patched in XOR usage change from Rust.


Hopefully I can finally get deluxe Christmas lights working without too much trouble and patch that in soon.

Design used above:
https://steamcommunity.com/sharedfiles/filedetails/?id=1430229440

1.652 Update - Halloween and favorites



- added gravestone and wooden cross

- adjusted coffin placement to match the Rust update

- added favorites filter to place menu, these are set from the star toggle now included in the item info

- added buttons to open or close all doors in a selection, these are in the code lock panel

- adjusted vending machine colliders to be more accurate, needs more space after placement

- ramps no longer red block under floor frames (order of placement matters)

- tweaked roof tier colors, sheet metal is now rusty

1.651 Update - gates open and auto turret options

- Added option to change auto turret weapons. No I did not model low-poly versions of all rust weapons, the weapon name appears when mousing over. Newly placed turrets use a weapon dropdown next to cost info and after placement through the device panel in wire mode. This all gets exported/imported with the copy-paste format. Exporting includes 256 ammo, might add a way to customize this in the future.

- Both gate types now open and can have code locks, added some extra model detail while at it.

- Branch devices have a new panel button that sets branch power based on what's required for all connected devices.

- Selected material for netting, fence and grill parts now shows transparency.

- Door controller connection code improved to match Rust.

- Updated box storage slots and removed grill/campfire for calculating total slots in resource count.

- Changed a project setting that should fix blurry UI when switching resolution to fullscreen.

- Netting can be climbed in walk mode.

- Fixed a bug where certain values were not saved for electric devices that had no wire connections.

- Drastically reduced draw calls for place menu deployable icons.

Big thanks goes out to the Fortify discord folks who keep providing suggestions and bug reports.
It's also the best place to get some quick help with the program.

small patch

- fixed workshop subscribed list being limited to first 50
- orthographic mode allows farther zoom out
- added hide terrain toggle in orthographic mode for easier background removal in photoshop

1.650 Update - more item info



Item info improvements:

- extracted all rust item descriptions, now appear below item info, can be toggled off with arrow button

- added all shopping costs to info with abbreviations for outpost, bandit camp and fishing village

- added targeting computer to resource count (finally)

- power consumption now included with info


Other things:

- replaced lots of the old low-res deployable icons

- tried to replicate wind turbine power/height calculations from rust code, needs further testing

- fixed tri roofs being red blocked at half height against walls

- got a report about the range visual material being solid on older hardware, the shader fallback should now be transparent if it's not supported


Patched in-between last update:

- added separate "allow overlap" toggles for deployables and blocks (in placement options)

- left shift speed boost can now be set to another key in the startup input panel

- fixed a bug with selecting the top of walls through tri floors

- fixed sockets not updating properly with undo and move tool usage

- updated landmine model

- added wooden window bars to the build menu, there's always been a prefab that loads with copy-paste files but no-one ever mentioned it...

- fixed a bug with walking on ramps

- fixed stability mode shelves not supporting

Haven't added any new items in awhile, any requests?

Design used above:
https://steamcommunity.com/sharedfiles/filedetails/?id=2823146782

1.649 Update - MLRS and more raid mode improvements



Raid mode improvements

- added MLRS, HV rockets, 40mm HE grenades

- damage calculation redone to use Rust's system of separate damage types with unique protection
values for each part

- splash damage calculation improved to be more accurate

- more deployables are now included in this mode

- larger deployables now use multiple support checks instead of only the prefab origin

Other changes

- added visible bag/bed respawn timer range

- all deployable ranges can be toggled below the place panel, added more colors to differentiate types

- max undo/redo levels changed from 10 to 15

- enabled distance mesh culling for smaller deployables, should help performance with large builds

- place panel search filter now searches with every text field change

- more accurate ramp collider, middle wasn't redblocking

- fix for large boxes overhang limit, noticeable on loot room tri floors

- added warning when trying to load copy-paste format when not in that mode

- copy-paste exports now include door state (open/closed)

1.648 Update - proximity fix


Added pumpjack, sound light and laser light.

Fixed proximity incorrectly red blocking walls in certain wide gap situations.

New Hide Deployables option next to Hide Floors.

Brought back the option to have roofs hide one level earlier with Hide Floors, on by default.

Adjusted IO cube materials to be more in-line with Rust, connected are brighter.

Fixed a bug with copied building blocks having improperly linked sockets.

FPS limit raised to 144.

Adjusted elevator collider to allow placing devices on adjacent walls.

Patched in a fix for a small rounding bug with upkeep.

Sorry for the wait but fortify isn't my only work like the old days.
Next update shouldn't take as long and I've got some interesting new features in mind.