Just to fill you all in on what's going on - sales are doing well! Reviews are Mostly Positive! (Thank you SO MUCH to everyone who's given FortressCraft a positive review, it means the world to me!)
But let's be honest, what everyone actually wants to know is what's coming next!
As promised, I haven't changed the development process at all, and there've been a number of bug fixes and features added, and 8 (and counting) bleeding edge patches pushed live. These patches are available to anyone who wants them - just opt into the Bleeding Edge patch! (Note - please back up your world first... just in case!)
I've implemented Advanced Conveyor Filters - these allow you to only filter out single, specific types. They're more expensive than the Conveyors Filter, but a lot more awesome:
You can also reverse the rules, so they transport everything EXCEPT the desired type - this means you can collect 100% of a certain item from a hopper, and reject 100% onwards for further filtering:
There have been some major (and terrifying) improvement to the way your base is attacked - from now on, mobs aren't simply content to fly over mountains; they have the option to tunnel right through them:
There's a work in progress for the Auto Upgrader - this is still marked as 'placeholder' in the main game :-(
I'm well aware of the confusion and horrendous gaps when you put together the conveyors in various ways. The first step towards solving this is a combination of improved (not final) movement of the itemson the conveyors and, after far, far too long, conveyor slopes :
(These are quite a bit faster than the old corners, thanks to Pythagorus!)
And finally, as a huge THANK YOU to the Dapper DLC owners, you can now use the paintgun to colourise torches!
As ever, the work I've been doing can be find in nauseating detail just here :
Just to fill you all in on what's going on - sales are doing well! Reviews are Mostly Positive! (Thank you SO MUCH to everyone who's given FortressCraft a positive review, it means the world to me!)
But let's be honest, what everyone actually wants to know is what's coming next!
As promised, I haven't changed the development process at all, and there've been a number of bug fixes and features added, and 8 (and counting) bleeding edge patches pushed live. These patches are available to anyone who wants them - just opt into the Bleeding Edge patch! (Note - please back up your world first... just in case!)
I've implemented Advanced Conveyor Filters - these allow you to only filter out single, specific types. They're more expensive than the Conveyors Filter, but a lot more awesome:
You can also reverse the rules, so they transport everything EXCEPT the desired type - this means you can collect 100% of a certain item from a hopper, and reject 100% onwards for further filtering:
There have been some major (and terrifying) improvement to the way your base is attacked - from now on, mobs aren't simply content to fly over mountains; they have the option to tunnel right through them:
There's a work in progress for the Auto Upgrader - this is still marked as 'placeholder' in the main game :-(
I'm well aware of the confusion and horrendous gaps when you put together the conveyors in various ways. The first step towards solving this is a combination of improved (not final) movement of the itemson the conveyors and, after far, far too long, conveyor slopes :
(These are quite a bit faster than the old corners, thanks to Pythagorus!)
And finally, as a huge THANK YOU to the Dapper DLC owners, you can now use the paintgun to colourise torches!
As ever, the work I've been doing can be find in nauseating detail just here :
Just pushed another version through to the mainline for OSX - I've absolutely verified it as working on my Mac Mini here, and hopefully it works for everyone.
The last version did not work for everyone - but it did work for some people, so that's... great.
Please let me know if it works (or doesn't) and apologies for the last one only working for some people!
Just pushed another version through to the mainline for OSX - I've absolutely verified it as working on my Mac Mini here, and hopefully it works for everyone.
The last version did not work for everyone - but it did work for some people, so that's... great.
Please let me know if it works (or doesn't) and apologies for the last one only working for some people!
I've been having a few teething issues with the OSX version; these included creating a 32 bit version instead of a Universal version. That then got updated into a Unity 4.3.4 build, but THAT was crashing in Darwin - so, finally, there's been a big update, and the Mac version is now shiny and brand new, and using Unity 4.6.9. You lucky, lucky Mac owners.
As a primary PC gamer, most of the things I said in the previous sentence are just words I don't really understand, so here's a picture of my cat being annoying to finish up with.