FortressCraft Evolved! - DjArcas
Translation Support : about 75% complete
German Translation : about 40% complete
Finnish Translation : about 15% complete
Every other language : 0% complete

I'm aiming to get something out at the end of May - if you're that special sort of grammar-lover, head over to the forums or the discord to help out!

Discord :
Forum :
FortressCraft Evolved! - DjArcas
So, the translation support is proving to be a much larger task than I'd anticipated. Sadly, I'd already massively over-estimated, so this has become a huge quagmire of sadness and tedium. So, where are we?

Right now, all the terrain, items, manufacturing recipes and the handbook have full translation support, as well as the main menu. We have a wonderful set of volunteers who are rapidly beginning to regret helping out on such a massive project, working away on German, Finnish and Swedish, so if you're a fan, and speak the right language, head over to the Discord translation room and feel free to help out!

And just a reminder; Patreons get access to the RailGun, but I've had literally zero feedback on it so far. Does that mean it's far too hard to get?

And in completely unrelated news, I've finally gotten Todd to get around to putting together Steam Greenlight pages for as-yet-unreleased games. A view and a yes vote, if you think you'd like to play them, would be ever so appreciated!

Patch 17 will come out as soon as it's ready, with partial translation support, the RailGun, and the most-requested machine, a Mass Storage Input machine that allows you to limit how much is inserted into Mass Storage.

Never let it be said that I don't listen to what the community wants!
FortressCraft Evolved! - DjArcas
So, Todd and I have been upgrading our UI system from 'ancient' to 'brand new', to support multi-byte characters. This is proving to be an enormous task, and is still going on. The plan remains more or less the same - Patch 17 will go out with the translation support, the test version of the Orbital Railgun, the Skin Pack. Hydroponics and Mutator will be bumped to Patch 18.

Patch 17 goals
  • Initial Translation support for multiple languages, including Cyrillic/Kanji (Russian/Japanese/Chinese)
  • [Patreons get early access to this!]Orbital RailGun Launcher. The ultimate in pointless e-peen. Fire massive containers into space and compare your base with other people's. 1 Kilometre of magnetically-accelerated terror.
  • T4 Balance improvments
  • New, country-specific skin pack to celebrate (and TBF, fund!) the Translation support.
  • Improved networking with smarter bandwidth usage.

Goals pushed to Patch 18
  • Plant Growth and Harvesting in Hydroponics Bays.
  • [Patreons get early access to this!]Further Mutator work.
  • Adventures Pack Work
Note : I've had zero feedback on the Orbital Railgun so far. Did I get it that perfect? ;-)
Community Announcements - DjArcas
The first test patch for Patch 17 is now available. If you're interested, and understand terms like 'untested' and 'risky' and 'backed-up-my-world', then head over here:

I'm actually not going to be around tomorrow, as it's my birthday, and I'm old, and therefore I don't have to put up with you all.

I'll be back, streaming and working on Thursday - the new Orbital Railgun (name pending) should be available for early-testing for Patreons; it's planned as a brand-new endgame for Adventure Pack DLC owners, hopefully within a few months!

Don't break the game whilst I'm gone!
Community Announcements - DjArcas
One week after rewriting virtually the entire lighting engine, surface generation, and adding vegetation, I'm proud to announce another patch, addressing a number of the issues the community has raised.

TL;DR - Peak Sunshine has been reduced in brightness substantially, Networking in large bases is about 4 times more efficient, some mission popups fixed, Rapid mode has been tweaked

  • Midday sun brightness now clamped from 62.5% to 50%. Cue all the old complaints of 'The surface is too dark' to come back...
  • Fixed issue with Minecart tracks throwing errors on Headless servers.
  • Storage Hoppers : were 368 bytes continuous update size
  • Empty hoppers now : 39 bytes
  • Full hoppers (Ore) : 60 bytes
  • Full hoppers (Bars) : 56 bytes
  • Worst-case scenario is still approximately 2k (100x Cutter heads)
  • PowerStorage Blocks data reduced from 32 bytes payload to 1 byte payload (68 bytes -> 37 bytes)
  • LPTs from 67 bytes to 39 bytes
  • LPTs now request network updates if they have a lens fitted
  • No more free coal in Storage Hoppers for Headless Servers
  • Fix for SpiderBot Base using up too much networking
  • Slight improvements to player networking
  • TechAxe should no longer appear on the back of non-Patreon
  • Fixed kill hitbox of dead overminds
  • Overminds will no longer accidentally give you the 18 million achievement. BUT LOOK AT THE COMMUNITY LINKS IN YOUR HANDBOOK, DAMNED PEOPLE.
  • Continuous Casting Basin no longer takes up 48 megabytes of memory for it's texture, and is no longer Point filtered. I have no idea how this happened.
  • Eternal Day/Eternal Night should now work again on Headless servers
  • Fixed Mass Storage drone colours
  • Linux Dedicated Servers should now correctly support client-based commands (example inventorysearch)
  • Fixed invisible manufacturing plant issue
  • Performance Drops with SpiderBot in combat should be fixed. These only affected Fabulous, which is the 'I have a super-duper overclocked monster PC setting'
  • Jet Turbines now burn through fuel 4x quicker. PPS is unchanged. (One per 30s, meaning 1x Fuel Refinery can support 3x Turbines. I expect to change this next month, meaning several refineries for 1 turbine - thoughts welcome. Refineries are a little irrelevant atm.)
  • Tweaked Jet Turbine PPS.
  • Easy Power gives 2.5x PPS boost
  • Rapid Mode gives 10x PPS boost (up from 2.5x)
  • Rush Mode gives 10x PPS boost (up from 5x)
  • Mass Storage Input and Output ports now only require a single Power Booster to craft - much easier and less annoying.
  • Ablators and Liquifiers are now 2x as fast on Rapid
  • All Generic Auto Crafters now use 50% power on Easy (down from 100%)
  • All Generic Auto Crafters now use 25% power on Rapid (down from 50%)
  • Grass should correct simulate on dedicated servers that were generated from single player servers
  • Slight tweak to holo-mission descriptions
  • Smelter mission removed for Scarce difficulties and above
  • Smelter mission no longer happens after 100% threat
  • Base Reports can no longer appear when the holobase is up
  • Mission Completion messages are now subject to all the same checks as Mission Reports (Player must be warm, standing still, on the ground, with power, etc)
  • Fixed CryoGenic Spawn Tube
  • Tutorial popups now 'lovely'
Community Announcements - DjArcas
I've had a great deal of feedback on the brightness of things, and there's a test patch in Bleeding Edge right now that potentially addresses some of them. It 'should' be safe to opt into, but I do recommend that you backup your world first.

I'm aiming for an update to mainline early next week, that should include a number of fixes based on the recent feedback to Patch 16.

Community Announcements - DjArcas
Never fear! Buried in the enormous patch notes was the solution

Press N to select the paint gun, choose a nice medium-dark grey, and splurge paint around until you're happy with how it looks. You might want to go a little darker on Eternal Day worlds, as they're stuck at midday permanently. Go wild!

Community Announcements - DjArcas
Mateo 20 minutes ago
Im supporting Red alert

RED ALERT#TRADING 30 minutes ago
You Fool The Game is now not Fortresscraft Anymore Now its Horrible to look at I hate the new update I want the Old World Back the Beuty World

You can opt into P15-Frozen for all your snow-covered needs.

I did say this before the patch went live, too! Details here :
Community Announcements - DjArcas
If you don't read anything else, read this bit
You need to remove -force-dx9 from your launch parameters - the game NO LONGER supports DX9. Thanks Unity!

Patch 16 - Reinventing yourself isn't just for Madonna.

I may disagree with some of you. I may argue with some of you. But I absolutely do listen to all of you.

Many of the reviews of this game are wrong, idiotic or abusive. Such is the nature of a free forum. The ones that are not can be split into two types; Positive, or complaining about the lack of a Tutorial.

Therefore, Patch 16 is the culmination of two major areas of focus.

New Players
I've gotten half a dozen people to play the game for the first time, streaming it to me and my channel, whilst I watched, made notes, and shouted at the screen how anyone could not understand everything perfectly.

The end result has been a *huge* amount of work - the game now explains things many more things to new players, makes MANY less assumptions and, I hope, all of this without pissing off experienced players by treating them like children.

Tutorial, UI and New Player changes
  • The game will now prompt you to have more than 5 torches placed in the world when it's nighttime
  • You're no longer instructed to Terraform the Cold Cavern before you're ready
  • Ore Smelter Storage Hopper now has unique mission
  • Player will also be directed to correctly set permissions on starting Storage Hopper.
  • The CPH is now warmer, and being near it should make you happier.
  • You can no longer die of heat or cold when the game is paused, and power won't be used up either.
  • You can no longer die of heat or cold when exiting the game.
  • ARTHER will no longer simulate during paused.
  • Holo-tutorial now has mission readout
  • HotBar now indicates key presses slightly better
  • HotBar now indicates F keys to select tabs.
  • Suit Power Panel now reacts in a much more visible way to player actions, and flashes red when nearly out of power.
  • Game no longer tells you to increase your threat when all Overminds are dead.
  • Game no longer asks for a threat scanner when all Overminds are dead.
  • SpiderBot is no longer present before you build a SpiderBot base, and will be summoned the first time it's made.
  • Daytime is now 10 degrees warmer than it was, meaning much reduced suit usage during the daytime. For those of you who missed it, you were supposed to spend the day on the surface, where it's warmer, and the night-time underground; as it's warmer there than the surface during the night. This seems to have passed a lot of people by!
  • Time of Day locked to 'sunrise' during the tutorial
  • Moved DropShip another 16m away
  • Tutorial now has much more detailed pop up hints

  • Rapid mode now gives you enough resources to automate your base immediately.
  • Contextual help now correctly takes user to the previously-completed scan
  • Unknown scans now have a differently-coloured material on the scanner
  • Tin and Copper Handbook entries now tell the player to use an Ore Extractor.
  • SuperDig hint now ALWAYS shows for the first time, with Rubble afterwards
  • Improved hint on Torches (They keep you warm, you know)
  • Ore Scanner now has the 'Press X for Build Gun' prompt on it for new players.
  • "Extract or Smelt Tin/Copper" now says "Automate Tin/Copper Extraction"
  • Construct a Lab mission recommendation now comes before Iron.
  • Improved formattting on Video Tutorial Page
  • Mission Report changed from 5/15/60 mins to 15/30/60 mins
  • Mission Report frequency dropped substantially for new bases
  • Mission completion now supports optional pop up dialogue.
  • SuperBuild mission has been improved, and relies on the user watching the super-build-tutorial-video.
  • Basic Laser Power Transmitters now have significantly more streamline and simple readouts.
  • Suit Battery MK1 now requires Lithium scanning before it's available.

  • Holobase prompts are now delayed until the user has a suitably large base.
  • Fixed Basic Mining Upgrades 1 description.
  • Vein size result scan is slower and more readable now.
  • Many important progression steps now have tutorial pop-ups, currently guiding the player to their Iron setup.
  • CPH now burns resources twice as quickly (Power Per Second should remain the same)
  • Vastly improved error messages when the player fails to build
  • New hints for unscanned items in the world.

For current players, you'll notice a change when you start your next new world (or venture TOO far in an existing one)

The entire surface has been redone. This includes a triatic/split complimentary colour scheme for all things, new dynamic sky rendering, new sun shafts, new fog system, new dust system and surface flora. It's been a busy month.

The new rendering tech also gave me a chance to implement surface biomes; you should now be able to locate 8 separate surface biomes, each with their own unique plant life. Plant life has no use in this patch; over the next couple of months, I will be implementing farming and breeding mechanics. You can harvest them for funsies and watch them regrow, however.

Performance has been another focus this month - the new rendering code means that I can now reduce the drawcalls and increase the GPU load massively, whilst reducing the CPU load. Previously, FortressCraft was probably around 10:1 for CPU/GPU - it'll be closer to 8:1 this month!

But this new tech is really REALLY fast - I checked

71 million vertices @ 105 fps.

However, if you ARE having performance issues, then there's a few commands you can try out.

  • Added 'detail instancing toggle' command, to disable all unnecessary instanced objects (grass, small rocks, stalactites)
  • added "detail instancing shadowforce" - forces shadow casting on all instanced objects
  • added "detail instancing shadowoff" - disables shadow casting on all instanced objects (very fast)
  • added "detail instancing shadowsmart" - smart shadowing on all instanced objects (default)

(Pic is a little old, the green is less bright now!)

The change in visuals with the new tech, I think, speaks for itself.

I'm not done! But I do need a rest.

Next Month

Just a reminder that this is now the 16th free Content Patch since FortressCraft left Early Access, and I would like to especially thank the Patreons for their continued support. Without them, I would not be able to continue development of the game. If you're continuing to enjoy this game, 16 months after it was finished, then please, please, consider joining them.

So, on with the rest of the patch notes!

Polish and visual changes
  • New, procedural cloud system
  • Player now has a shadow

  • Completely new lighting system

  • Completely new plant rendering + harvestable plants

  • Completely new surface generation.

  • (It's amusing how 4 lines of patch notes can represent a few hundred hours of work.)
  • MK3 PSBs now use correct swirl shader for the battery charge sphere

  • PSB hulls are now instanced. Performance++
  • Conveyor Belts now use proper instancing. FAST.
  • Implemented generic auto-instancer
  • Minecart Straights are now rendered in a single draw call!
  • Hazard panel down from 1.5ms constant to 0.1ms with 0.4ms peaks.
  • Implemented procedural Instanced Rendering - performance gains are soon
  • Moved most type of plant onto PIR; this means they always render, they're incredibly cheap and fast, they use up no main thread time at all, they don't need to spend any raycast or vis time, and don't have to continually work out their own relative location. This has the potential to be really REALLY fast.
  • Fixed non-MPB instancer, improved performance
  • More work on using MPB to speed up plant rendering
  • Plants with childed lights no longer cause significant render load, and will cull appropriately.

  • Improved world generation speed
  • Improved unity-thread performance issues when you have thousands of dropped objects. PS, don't leave thousands of these around.

Quality of Life
  • HoloBase Frozen Conveyors are now blue
  • Holobase Blocked Conveyors do not go red until they're properly blocked.
  • Improved accuracy of block selection AND performance
  • Alien Plants no longer placeable in Survival (You will need to harvest seeds and plant them - Patch 17/18)
  • Ore Pings now return the distance of the closest result.
  • Ore Extractors not placed on ore give a much better readout
  • Ore Extractors now externally show power.

  • Fixed 3d Text shader to allow dynamic colourisation.
  • On Rapid mode, Coloured Ping is available instantly
  • SuperBuild feedback SFX
  • Moved to a less-obsolete version of cursor locking, potentially fixing numerous Linux and OSX mouse issues
  • It's no longer possible to click on the hotbar whilst the mouse is disabled
  • Blast Furnaces now show their PPS costs
  • Mission Report can no longer appear whilst a grappling hook is travelling, as it can kill you.
  • Mission Reports disabled entirely for Squishcore and Hardcore difficulties.
  • ARTHER will make a noise when he drops below 10% power
  • Reduced Particulate filtration costs to 75% of their previous value.
  • ARTHER Powerbar now slightly larger
  • CPH Compass now slightly bigger
  • Improved Research Assembler readout; lists power needed and correct state.
  • Build Gun now has a glow map to indicate current power; also animates on use.

Patreon-only/future stuff
  • Internally allocated Mutator #10 to Important CPH
  • Power Storage Blocks now drain when the CPH is destroyed. This should make this game much very interesting; loss of the CPH means at least 30 minutes before the next attack wave, but your entire stock of stored power will be depleted; your threat should have stabilised by the time the next wave arrives.
  • Implemented some basic OSHA mutator deaths. Don't stand in anything bright or dangerous-looking.
  • OHSA damage added to Macerators, PTGs and Lense'd LPTs
  • As ever, Mutators are only available to Patreons. They'll become available to everyone in the Adventures Pack.

Bug Fixes
  • Fixed Cryo and Magma Rendering
  • Sunshafts now return when you return to the surface
  • Grooved Cement and Reinforced Concrete Blocks should no longer be overly bright (Existing blocks not altered, sorry)
  • Fixed re-entrancy crash with Grass
  • Upgrading SpiderBro should no longer leave him in a bad state.
  • Fixed SmartVis making Toxic Caverns a bit icky
  • Biomass veins should no long spawn outside of the Toxic Factory
  • ARTHER power bar working
  • Improved error logging for instanced errors
  • Fixed OET explosion sound effect at startup
  • Start sound fixed. Again.
  • Improved Error Logging for Instancer issues
  • Fixed the missing 7th CC plant

  • Chat and InventorySearch now available non-admins
  • Significant reductions to network load of conveyors
  • Fixed missing Lab issue
  • One for Innomin8; Conveyor Updates reduced from 103 bytes/update to 69 or 89 bytes/update, with smart sending of data - that's 66.9% or 86% of the previous data size.

And the rest...
  • Scan effect can no longer get stuck in the world.
  • Fixed issue where a framedrop during the intro could cause the tutorial to disappear (!)
  • Fixed silly over-scaling of Coal Calories in CPH burning code when in easiest.
  • Deleting a machine with an attached completion mission will no longer repeat the mission by default.
  • Dropship smoke should now fade over time.
  • Ore Thief no longer directly refers to Storage Hopper, just Hopper.
  • New Injection Entities will auto-scan their innards.
  • Rocks and GlowTubes shouldn't drop incorrect crap now.
  • Large world clusters of objects now require left shift (they're correctly marked as Multiblocks)
  • Research Assembler now intelligently lists PCBs recipes.
  • World Select now defaults to "Create World" if you have no worlds.
  • Difficulty description now makes sense for Rapid mode
  • During the Tutorial, the game will indicate incorrect scans of previously-known items.
  • Sun location is locked during tutorial
  • Forcefield kick now much less harsh, with a little 'fail' sound effect
  • Generic Machine Panels now have an 'open' sound
  • Central Power Hub Panels now have an 'open' sound
  • Popup message panels now have an 'appear' sound
  • Holo Tutorial Conveyor Belts now animated
  • Holo Tutorial Laser Power Transmitter now animated
  • Holo Tutorials now last for 1800 seconds (up from 600)
  • "Unknown Block detected" is now on screen longer
  • Research Station now has large and obvious particle effect active when player has outstanding scans to process.
  • Fixed re-entrant call to System.Random from Terrain and LFGP threads
  • Your free coal is now added later on in progression
  • Improved Instancing logic; dropping and preventing object spawn.
  • Storage Hoppers now let you know that you can open up the Inventory!
  • Disabled GlowStick Shadows; they're simply not compatible with instanced objects :-(
  • Fixed Instanced Toggled Grass rendering
  • Improved Unity-side performance of LPTs
  • Fixed 'black intro' issue.
  • Improved LF load of flora
  • Grass on top of super-built machines will now wither away
  • Large performance increase to BlockPicker
  • Fixed low-stepping Item drops (Performance still A++)
  • Added 'flythru' command
  • Added 'detail instancing toggle' command, to disable all unnecessary instanced objects (grass, small rocks, stalactites)
  • New, procedural cloud system
  • added "detail instancing shadowforce" - forces shadow casting on all instanced objects
  • added "detail instancing shadowoff" - disables shadow casting on all instanced objects
  • added "detail instancing shadowsmart" - smart shadowing on all instanced objects (default)
  • Improved instancing drops and performance
  • Fix to Conveyor Belts instancing
  • Added rocks, boulders and stalactites.
  • Fixes to dedicated servers
  • Much more smarts on deciding when to instance objects
  • Stalactites!
  • Large Rocks!
  • Lots and lots more work on perlin gen and trees.
  • No bars/No Ore mission warning now based on having FOUND Tin and Copper, not on having NOT found them...
  • Added Organic Detritus description; added it to paste grinder
  • Improved intro sequence, much sooner to start now. This took all day!
  • Turbine Full Spent Fuel light now flashes
  • Turbines correctly dynamically load textures once more
  • Suit power no longer drains when game is paused.
  • Waving grass no longer sits in Forward rendering; draw order fixed
  • Glowsticks no longer PURE green/blue
  • Fixed jump in sunlight during joining new worlds
  • New Grass textures!
  • Grass no longer appears on scans or pings
  • Fixed Shadow casting on lower details
  • Fast/Fastest no longer have instanced grass
  • New Grass rendering (does not currently autoremove)
  • New biome scaling , substantially improved surface landscape feel
  • Performance fix on light checking <-this broke glowpods!
  • CPH spawn area now larger. Dropship to be moved tomorrow.
  • All plants now second pass. Grass still placeholder!
  • Improved vis culling on Instanced Objects/more intelligent placement
  • Further improvements to particle fog; more to come.
  • Further performance gains on UI (Glowing text appears to be expensive. Great)
  • Major performance fix on visibility culling
  • Performance fix on light checking
  • Torches now also craftable at the manufacturing plant
  • All Organic Recombination recipes now require Cryogenic Research (as opposed to being availble at the start of the game)
  • Much improved hints on completing scans
  • Added 7 new plants in total, one per biome
  • UnderGrump now harvestable
  • TriSeed now harvestable
  • Baubleberry now harvestable
  • TundraBreath now harvestable
  • Tweaked bright sunlight once more, down a little.
  • Reduced size of biomes slightly
  • Fixed issue with 'disappearing machines' on revisiting areas you've been along way from.
  • Added 4 more lock locations for the Magma Bore
  • Slimes now despawn if they failed to move into another segment within 60 seconds, freeing up their slot for another slime to spawn.
  • Advanced filters now correctly require Crystal Dynamics
  • Added glow modulation to PTGs, to show if they're working a little more nicely.
  • Wasp chance for High Quality loot now increases from 5% at 0 threat to 15% at 20,000 threat. Uncapped, so Threat Agitators will give a continual increase.
  • Added MK3 workfloor excavator.
  • Lancer and Melter fire can no longer be heard at an infinite distance
  • Base Report can no longer appear when using SteadiCam
  • Mobs can now correctly spawn around non-dedicated server hosts again

Are you here for the cat-tax?

Community Announcements - DjArcas
Patch 16 introduces a *lot* of visual and gameplay changes. From some of the earlier shots, some people expressed their dislike at the change from a monochromatic surface to a much more colourful one.

As I'm a one-man-band here, I'm unable to even consider supporting multiple codebases/branches, but I *am*, as ever, listening to people, so what I am offering is a new code branch.

If you opt into
, then you will stay on Patch 15 - this option will never be removed, and you may stay there as long as you like.

And now I will return to the monster task of getting this patch out of the door! Wish me luck!

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