FortressCraft Evolved! - DjArcas
It's finally time to stop adding new features all willy-nilly, and to start making sure it all fits together. Come join me here all day:

www.twitch.tv/djarcas
FortressCraft Evolved! - DjArcas
It's finally time to stop adding new features all willy-nilly, and to start making sure it all fits together. Come join me here all day:

www.twitch.tv/djarcas
FortressCraft Evolved! - DjArcas
Yeah, I used that title already, but it fits!

I'm over here, watching Lazen make the fastest minecarts I've ever seen:

http://www.twitch.tv/lazen99

Another new Bleeding Edge patch is out:

http://steamcommunity.com/app/254200/discussions/0/496880503081600266/

(This fixes the broken Mynock/T1 turret issue!)


And... should I do these announcements? I think lots of you guys don't do Twitter or the Forums much, and it's important that you all know what's going on! :-)

FortressCraft Evolved! - DjArcas
Yeah, I used that title already, but it fits!

I'm over here, watching Lazen make the fastest minecarts I've ever seen:

http://www.twitch.tv/lazen99

Another new Bleeding Edge patch is out:

http://steamcommunity.com/app/254200/discussions/0/496880503081600266/

(This fixes the broken Mynock/T1 turret issue!)


And... should I do these announcements? I think lots of you guys don't do Twitter or the Forums much, and it's important that you all know what's going on! :-)

FortressCraft Evolved! - DjArcas
"More drops please"

I decided I didn't want to just crank up the drop rate, so I've implemented 2 new machines in today's patch, to allow you to increase and decrease threat.

So, when I developed the threat system, I was being too clever for my own good. Threat is just ores per min + bars per min + threat per min, scaled by some factors.

If your threat > 100%, then the 'next attack timer' counts down.

When the attack happens, 5 waves spawn. The first wave is your threat / 100; so if you are at 500% threat, you start on wave 5, and end on wave 10. Waves are preset (and in your log files, if you so care)

Threat is capped at 20,000%

Today's patch breaks the 4th wall and... ooo, no, wait. Today's patch adds in... uh... pheromone generators. Yeah. That. Green ones reduce your threat, and Red ones increase it. These are super cheap, use up a little bit of power, and are available under the Defences tab.

Green ones are the easiest; each one you place, if powered, reduces your threat by 50%. If you are at the cap of 20,000% threat, then you'll need 400 to remove it entirely. The Calmers go offline if you start to charge your OET - no easy way out here, I'm afraid!

Red ones are a tad more complex; each one gives you 10% commutative threat. So, if your threat is 100%, and you have a single Agitator, your threat is then 110%. If your threat was 200%, and you have a single Agitator, your threat is then 220%. If your threat was 200% and you had 10 Agitators(So 10% * 10 = 100% commutative threat), your threat is then 400%.

Commutative means that these things provide a linear boost with an exponential result - so a few of these on a big base will provide some ludicrous threat increases. They are NOT a flat movement through the Threat -> Wave table.

On top of the threat boost, the Agitators also provide 5 additional mobs per wave. Due to the way the mob generation works, this doesn't ACTUALLY mean "5 mobs", but rather "The value of 5 mobs". If you've played Bloon TD, then this is called Red Balloon Equivalent, and you can move onto the next paragraph. If you haven't, then fast mobs are worth 1, heavies 6 and bosses 30.

YES they DO interact - I suspect that tons of greens AND tons of reds will give you crazy numbers of really easy mobs to kill, which would be great for farming. You tell me!

Power usage, required research and resources to build are still undecided, and the graphics are still placeholder. Feedback wanted below.


Oh yeah - the Agitators can push you past wave 200. Who knows what lurks there.

http://steamcommunity.com/app/254200/discussions/0/492378265892829614/
FortressCraft Evolved! - DjArcas
"More drops please"

I decided I didn't want to just crank up the drop rate, so I've implemented 2 new machines in today's patch, to allow you to increase and decrease threat.

So, when I developed the threat system, I was being too clever for my own good. Threat is just ores per min + bars per min + threat per min, scaled by some factors.

If your threat > 100%, then the 'next attack timer' counts down.

When the attack happens, 5 waves spawn. The first wave is your threat / 100; so if you are at 500% threat, you start on wave 5, and end on wave 10. Waves are preset (and in your log files, if you so care)

Threat is capped at 20,000%

Today's patch breaks the 4th wall and... ooo, no, wait. Today's patch adds in... uh... pheromone generators. Yeah. That. Green ones reduce your threat, and Red ones increase it. These are super cheap, use up a little bit of power, and are available under the Defences tab.

Green ones are the easiest; each one you place, if powered, reduces your threat by 50%. If you are at the cap of 20,000% threat, then you'll need 400 to remove it entirely. The Calmers go offline if you start to charge your OET - no easy way out here, I'm afraid!

Red ones are a tad more complex; each one gives you 10% commutative threat. So, if your threat is 100%, and you have a single Agitator, your threat is then 110%. If your threat was 200%, and you have a single Agitator, your threat is then 220%. If your threat was 200% and you had 10 Agitators(So 10% * 10 = 100% commutative threat), your threat is then 400%.

Commutative means that these things provide a linear boost with an exponential result - so a few of these on a big base will provide some ludicrous threat increases. They are NOT a flat movement through the Threat -> Wave table.

On top of the threat boost, the Agitators also provide 5 additional mobs per wave. Due to the way the mob generation works, this doesn't ACTUALLY mean "5 mobs", but rather "The value of 5 mobs". If you've played Bloon TD, then this is called Red Balloon Equivalent, and you can move onto the next paragraph. If you haven't, then fast mobs are worth 1, heavies 6 and bosses 30.

YES they DO interact - I suspect that tons of greens AND tons of reds will give you crazy numbers of really easy mobs to kill, which would be great for farming. You tell me!

Power usage, required research and resources to build are still undecided, and the graphics are still placeholder. Feedback wanted below.


Oh yeah - the Agitators can push you past wave 200. Who knows what lurks there.

http://steamcommunity.com/app/254200/discussions/0/492378265892829614/
FortressCraft Evolved! - DjArcas
So here's one on twitter. I'm looking to rebalance the drops from the wasps, but I'm unsure if the majority of people feel it's too much of a grind to get Pristine drops.

https://twitter.com/Fortress_Craft/status/668441143680569345

Thoughts also welcome here and on the forum, as always!
FortressCraft Evolved! - DjArcas
So here's one on twitter. I'm looking to rebalance the drops from the wasps, but I'm unsure if the majority of people feel it's too much of a grind to get Pristine drops.

https://twitter.com/Fortress_Craft/status/668441143680569345

Thoughts also welcome here and on the forum, as always!
FortressCraft Evolved! - DjArcas
http://www.twitch.tv/the_b00s - steaming at 60fps, which quite frankly looks amazing! Come along and say hi.

Also bleeding edge updated for you brave patch-o-nauts.




That's a word now.
FortressCraft Evolved! - DjArcas
http://www.twitch.tv/the_b00s - steaming at 60fps, which quite frankly looks amazing! Come along and say hi.

Also bleeding edge updated for you brave patch-o-nauts.




That's a word now.
...