Can't wait for the next patch? Want working minecarts, improved multiplayer, contextual help, death penalties, mod support and bug fixes galore? Go here
Got views on DLC and the way in which FortressCraft should grow after release? Head here
Get involved today! Don't think Fortresscraft is ready to leave Early Access? Go here and tell me exactly why not!
Can't wait for the next patch? Want working minecarts, improved multiplayer, contextual help, death penalties, mod support and bug fixes galore? Go here
Got views on DLC and the way in which FortressCraft should grow after release? Head here
Get involved today! Don't think Fortresscraft is ready to leave Early Access? Go here and tell me exactly why not!
Plenty of feedback from the huge influx of new players; I've addressed a number of the issues from people, and taken the opportunity to pop in a upgrade for the MK2 turret - enjoy!
Current Patch : 1.19 P2
T1 turrets now fire 5x slower. Each shot uses up 5x more power. This should make them *much* more suited to one-shotting Mynocks. They still have 50 dps.
T2 turrets now fire half as often, for twice as much damage. DPS is unchanged at 250.
Added T3 Turrets. These have a massive 72metre range, but fire very slowly. Good for heavy mobs, but will be overwhelmed by many fast moving mobs. They average 360 DPS (do NOT underestimate the massively increased tracking and firing range, however!)
Turrets shots no longer cast shadows at low detail
Looking at a Turret will now display its range.
Turrets now have improved movement and reactions
Turrets now use much less power (bug fix, not balance change!)
SuperCraft (Left Ctrl when crafting) is no longer 25x too loud
Insect Boss is more centralised around it's graphics; turrets and missiles should now appear to shoot at it, not 10 metres below it...
Fixed secondary panel UI glitch
TD mode made MUCH easier in Trivial Mob difficulty
Increased gap between TD waves a little based on Threat
The maximum gap between TD waves is now 1 hour
Ore Ping fade times are tweaked slightly
Heavy mobs now need more threat before spawning
Grappling Hook now disabled during the Tutorial
Laboratory no longer drops illegal entity block
Fixed a small bug with the threat calculation
Fixed cost of Suit Heater (oops!)
TD waves should save remaining time on exit
Mini and Logistics Hoppers no longer have incorrect descriptions.
Holding Left-Control when clicking Craft will now attempt to craft 25 of the item
A bunch of texture, UI and icon fixes
Laboratories now default to Project, not Analyse
Fixed display of UNKNOWN CUBETYPE when crafting Items
ARTHER Recharge station now syncs over network and saves current stored charge
HiveMinds have reduced CPU load
Opening the Storage Crates now also show the player Inventory
Plenty of feedback from the huge influx of new players; I've addressed a number of the issues from people, and taken the opportunity to pop in a upgrade for the MK2 turret - enjoy!
Current Patch : 1.19 P2
T1 turrets now fire 5x slower. Each shot uses up 5x more power. This should make them *much* more suited to one-shotting Mynocks. They still have 50 dps.
T2 turrets now fire half as often, for twice as much damage. DPS is unchanged at 250.
Added T3 Turrets. These have a massive 72metre range, but fire very slowly. Good for heavy mobs, but will be overwhelmed by many fast moving mobs. They average 360 DPS (do NOT underestimate the massively increased tracking and firing range, however!)
Turrets shots no longer cast shadows at low detail
Looking at a Turret will now display its range.
Turrets now have improved movement and reactions
Turrets now use much less power (bug fix, not balance change!)
SuperCraft (Left Ctrl when crafting) is no longer 25x too loud
Insect Boss is more centralised around it's graphics; turrets and missiles should now appear to shoot at it, not 10 metres below it...
Fixed secondary panel UI glitch
TD mode made MUCH easier in Trivial Mob difficulty
Increased gap between TD waves a little based on Threat
The maximum gap between TD waves is now 1 hour
Ore Ping fade times are tweaked slightly
Heavy mobs now need more threat before spawning
Grappling Hook now disabled during the Tutorial
Laboratory no longer drops illegal entity block
Fixed a small bug with the threat calculation
Fixed cost of Suit Heater (oops!)
TD waves should save remaining time on exit
Mini and Logistics Hoppers no longer have incorrect descriptions.
Holding Left-Control when clicking Craft will now attempt to craft 25 of the item
A bunch of texture, UI and icon fixes
Laboratories now default to Project, not Analyse
Fixed display of UNKNOWN CUBETYPE when crafting Items
ARTHER Recharge station now syncs over network and saves current stored charge
HiveMinds have reduced CPU load
Opening the Storage Crates now also show the player Inventory
As the penultimate patch before FortressCraft leaves Early Access, this patch drops in all the remaining features you've all waited so patiently for!
-Defend your base from waves of enemy mobs
-Automate huge amounts of resource transfer using the new Rolling Stock research, giving you Minecarts
-Research, craft and build enormous multiblock machines
-Fight huge bosses
-New Laser Turrets and Missile Launchers have been added to deal with this threat:
-Higher scale power systems are now also available for you to utilise:
We've also spent a huge amount of time optimising the game for lower-end computers - at the same time allowing faster PCs to simulate bases with over 30,000 machines in them! We've also examined the complexity of the game as we carry on adding new things, and have implemented an all-new intro sequence, base generation system and a tutorial system to take players through those tricky early steps! Continuing to listen to feedback from players, the base-attacking monsters and progression have had subtantial tweaks, from new types of Conveyors to richer Biomass deposits for ever-more rocket fuel to drive the automated Missile Assembly system.
The Difficulty levels have also had lots of improvements, and a beginning player on Easy should be able to be building the Laser Quarries within 20 hours of starting their first world.
Multiplayer and server hosting has also had many hours of work put into it, and we're confident that the majority of players should be able to spend many happy hours building factories and fighting monsters together without seeing issues. I can almost smell the end of Early Access!
And finally, there's an end-game; building the 13-metre tall Orbital Energy Transmitter and charging it with 100 million power will allow you to consider the game completed, and unlock Rush Mode! In Rush Mode, everything is cranked to the max; ore, crafting and power is scaled up by at least 10x, and you're tasked with re-charging the Orbital Energy Transmitter against the clock - post the best times on the forums and see how you compare to everyone else!
All-in-all, this is my most polished and complete patch yet, and I look forwards to hearing feedback, both negative and positive over on the Steam forums and via twitter @fortress_craft !
As the penultimate patch before FortressCraft leaves Early Access, this patch drops in all the remaining features you've all waited so patiently for!
-Defend your base from waves of enemy mobs
-Automate huge amounts of resource transfer using the new Rolling Stock research, giving you Minecarts
-Research, craft and build enormous multiblock machines
-Fight huge bosses
-New Laser Turrets and Missile Launchers have been added to deal with this threat:
-Higher scale power systems are now also available for you to utilise:
We've also spent a huge amount of time optimising the game for lower-end computers - at the same time allowing faster PCs to simulate bases with over 30,000 machines in them! We've also examined the complexity of the game as we carry on adding new things, and have implemented an all-new intro sequence, base generation system and a tutorial system to take players through those tricky early steps! Continuing to listen to feedback from players, the base-attacking monsters and progression have had subtantial tweaks, from new types of Conveyors to richer Biomass deposits for ever-more rocket fuel to drive the automated Missile Assembly system.
The Difficulty levels have also had lots of improvements, and a beginning player on Easy should be able to be building the Laser Quarries within 20 hours of starting their first world.
Multiplayer and server hosting has also had many hours of work put into it, and we're confident that the majority of players should be able to spend many happy hours building factories and fighting monsters together without seeing issues. I can almost smell the end of Early Access!
And finally, there's an end-game; building the 13-metre tall Orbital Energy Transmitter and charging it with 100 million power will allow you to consider the game completed, and unlock Rush Mode! In Rush Mode, everything is cranked to the max; ore, crafting and power is scaled up by at least 10x, and you're tasked with re-charging the Orbital Energy Transmitter against the clock - post the best times on the forums and see how you compare to everyone else!
All-in-all, this is my most polished and complete patch yet, and I look forwards to hearing feedback, both negative and positive over on the Steam forums and via twitter @fortress_craft !