Add emergency priority to digging/building/refining that overrides general task class priorities. This can be used to prioritize an emergency task you want to be done ASAP. Some people were confused how the priorities on a particular building/excavation related to the general priorities in the priority panel. In principle, character-specific priorities set in the priority panel carry more weight. In detail: each level in the priority panel is weighted with 10000, each priority on a specific task with 3000. In other words, you need 4 levels more on a specific task to balance one level in the priority panel. The new emergency priority has a hundred times more priority so it will generally win.
Fix freezes at end turn (with AI characters being knocked down).
Buildings restructured in a way that they do not block pathfinding. They cannot be rotated to prevent situations where you effectively block characters.
Quitting to the main menu creates a unique save game that won't get overwritten by the next save.
Faster loading of save game list.
Update Notes for Apr 11th
Buildings have category-specific grounds to make them easier to categorize
Buildings can be placed even when you are lacking the resources
Show building blueprint until it's built
Can now demolish walls
Prevent characters from starving due to high fatigue
Update Notes for Mar 22nd
Camp guards stay within the confines of their camp
Show buildings that cannot be built right now with a gray background, so new players quickly see which buildings are available
Explain reason for not being able to build a building in a tooltip (lack of proficiency, lack of other building, ...)
Keep history of events during session
Fill large excavated areas with pillars to prevent the dungeon from collapsing and to provide light
Replace font by a more readable one: this required extensive testing and may cause layout issues I might have missed, so if you find any, please let me know
Bug fixes
Update Notes for Mar 15th
Toned down combat music volume
Fixed a bug where Priest's Flash blinded allies instead of enemies
Don't play voice-overs when player summons are killed/wounded
Warn if off-hand or dual skills are learned before their prerequisites
Can now double-click on cell to start/cancel digging
Show hint if player builds chicken/pig/cattle farm without having any respective animals
Can now click on an empty cell and select the desired building
When selecting characters with a skill selected, give valid targets preference
Warn that building is missing if queuing in refinements on a building that hasn't been built yet
Explain why craft button is disabled (missing building, proficiency)
Skill descriptions take equipment boni into account
Reversal of Fortune now gets removed when triggered
New Ground Texture
Restore camp inhabitants when loading
Update Notes for March 13th
Been on a convention last weekend showcasing the game. A lot of players were playing Infested Fortress so I had the chance to find out where players can get confused. As a consequence, this update has a clear focus on accessibility.
Enemies having their own camp will not use player's infrastructure
Characters can be selected by their model now, when hovering over model, it will be highlighted
Add quality settings
Can now mark a cell for digging on its info panel
While rallying, show a text to indicate that to the player
While paused, show a paused text
Show x5 in refinement panel to make clear you get 5 units per refinement
Show class role when selecting reinforcements
Change hints collapse button to make it more intuitive
Out of storage hints now automatically disappear if there's again enough storage space
Get rid of cancel dig button, now marking a cell for digging again will unselect it
Change cursor to Hoe when in digging mode
When previewing skill damage, also show target's remaining hp so the player can quickly see if it will die
Offer confirm button when showing selected skill
Tile colors now use color scheme suitable for color blind persons
Hospital can now heal all characters that are not on full health (as opposed to less than 75% health)
Squashed some more bugs
Have fun!
Update Notes for Dec 8th
- Fixed input problems - Changing targets with attacks did not recalculate damage preview properly - Fixed item bugs - Fixed well giving xp to digging proficiency instead of farming
Update Notes for March 7th
- Fixed an adrenaline related bug that caused mummy to become less active - Fixed german localization issues - Balance changes - Fixed sound volume issues - Hospital is only used for healing, not for restoring energy
Update Notes for March 6th
A new update just went live:
Mithril and adamantite mines now spawn enemy camps that must first be defeated to use the mines
Improve the displayed intentions of each AI character
Fix wrong item descriptions
Fix a bug that had shouts of large characters apply multiple times
Fixed a bug that prevented refinements when the storage of another material was full
Improved Griffon skill prerequisites
Game now does not show pointless hints to build a building when you already have an upgraded version of it
Thanks to everyone who gave feedback or reported bugs!
Infested Fortress enters Early Access
After years of development, Infested Fortress finally reaches a major milestone: the game is now available as Early Access, so everyone can try out the full game and help shape its future.
We want to work with interested players and fans to get actionable feedback and make the game as good as it can be.
The focus will be on improving game balance, new items and heroes, and end-game content.
What can you do
. If you would like to participate in Early Access, please sign up on our Discord server to provide feedback and get in touch. Let's make it great together!
If you purchased the Early Access version, leave a positive review on Steam. I can't stress enough how much this helps discovery.
Update Notes for Feb 7
- Cripple reduces movement speed by 25% on large creatures only - Wyverns now summon Harpies - Skill targeting and confirmation is now more clear - Can now target skills that require no target like defense skills on yourself - Show movement points on selected character's skill bar - Show effects on selected character's skill bar - Ranged characters now start off further away at the start of combat - Explain how to tank with a different character - Bows do more damage across the board - Slayer skills rebalanced a wee bit - Bug fixes and more balance changes