Fort Triumph - Altron
Fort Triumph version 1.0 is finally released. Two years in Early Access and a couple more since its humble beginnings. The small but dedicated team of CookieByte, joined by All In! Games, as our publisher, managed to pull through and give you one awesome game.

So let's talk about what you're in for once you dive in.


Changes:
  • Added Act III, which concludes the story.
  • Added an extra mission in Act I.
  • Added more than 50 new artifacts. Improved the existing ones.
  • Added support for more languages: Portuguese (Brazilian), Spanish, French, Italian, Chinese (Simplified) and Japanese.
  • Added support for disabling Permadeath, in which case dead heroes can be re-recruited in towns.
  • Improved support for Steam Remote Play.
  • When finishing an act, players can choose which heroes to retain. It's also possible to retain one artifact and select a starting reward for the next Act.
  • Added new music track for Crypt world map environment.


Visuals/UI:
  • Replaced hero models of Goblins and Trolls.
  • Improved visuals of world maps. In Grasslands, added a muddy environment, fights in which happen in the Goblin area tactical environment.
  • Replaced party flag indications. Party symbols are now numbers instead of symbols.
  • Updated Town UI and Strategic HUD to be easier to use. This includes making it possible to view how much buildings cost without excavating plots first. Excavating plots separately from buildings is now removed, and instead, the plot price is incorporated into their cost.
  • Added videos in abilities' tooltips to clarify what they do and how to use them.
  • Updated Strategic HUD to be more consistent with Town UI, and make managing multiple parties and towns easier (this also fixes some overlap bugs).
  • Replaced Skill tree UI and party panel UI.
  • Replaced party panel UI. The new UI now shows stats of units, along with an explanation for each stat.
  • Updated flag icons for buildings.
  • Improved Ambient Occlusion quality.
  • Updated player/enemy unit cards to be clearer and use less vertical space.
  • Added new settings in the Settings menu which allows toggling of: Depth of Field, Auto End-turn, Tooltip Videos.
  • Improved controller support. Some indications added to explain better how to use them.
  • Added a cool new fade-in effect when a tactical map is loaded.
  • Added new cinematic camera effects in some actions.
  • Improved reveal effect of fog in strategic map so it won't stutter.
  • Improved VFX of many abilities and artifacts.
  • Updated some icons of existing artifacts.
  • Added animations for units and obstacles in world map, and improved their art.
  • Improved visuals across all tactical environments.
  • Added an easter egg somewhere in the game - good luck finding it!


Balance:
  • Changed the levels at which upgrades and new abilities are available.
  • Reduced world map size in Act II.
  • Reduced health reward of unstable beet/magic from 2 to 1. Increased beetcoin reward to 700.
  • Reduced Daredevil cost to 1AP.
  • Increased Slow effect of Ice Arrow from 3 to 4.
  • Increased base casting range of Smoke Bomb, Fireball, Vortex, and Repulse from 7 to 9.
  • Increased range of Healing Aura effect from 6 to 7.
  • Added the Impaired status, which prevents units from using offensive abilities.
  • Added the Pacify and Curse Arrow ability to the Ranger.
  • Added the Terrify ability to the Barbarian.
  • Added two new ability upgrades to Taunt (and removed the existing one).
  • Added a top-tier upgrade to Stomp.
  • Citadel and Castle upgrades now supply units in town defense battles.
  • Added a variety of tactical maps.
  • Added large eggs in Cave environment which spawn Spitting Spiders when broken.
  • Changed Grimoire to absorb only 1AP from each hero.
  • Changed Cleric's outfit to have a limited use count, longer and cooldown, and instead of damaging the caster, lowers its Power stat by 3.
  • Improved balance of missions in Act II.

AI:
  • Fixed AI behaviour where it didn't take into consideration strong player parties when calculating its path.
  • Reduced evaluation for AI Overwatch when other units are overwatching, so it won't be likely that many enemy units are overwatching). The effect is based on the difficulty setting.
  • Reduced the capabilities of the strategic AI across all difficulty levels by a bit (as it progressed too fast).


Bug Fixes:
  • Fixed bug where sometimes Galigarn didn't spawn in mission 2 in Act II, resulting in it not being possible to finish the mission without restarting.
  • When planning a move (in tactical), the suggested path now tries to avoid triggering Overwatch/Attack of Opportunity where possible without increasing the AP cost.
  • Fixed bug where when changing the Resolution or when toggling Windowed mode, the change was applied while the value in the settings menu remained the same.
  • Fixed some lighting issues in Goblin Village Environment.
  • Fixed bug where some VFX clashed with selection outline indication in battles.
  • Fixed bug where buildings/upgrades did not have an effect in the second-half of the last mission in Act II.
  • Fixed issue with Turkish locale resulting in the game not booting (thanks a lot to the community for the help on figuring this one).
  • UI now handles much better aspect ratios beyond 21:9.
  • Difficulty assessment for battles now takes into consideration buildings/upgrades.
  • Fixed bug where sometimes the camera moved to AI party on AI turn (in world map) even if the party was not visible.
  • Fixed some faulty highlights in menus (mostly in Town window).
  • Fixed bug where 'In Control Zone' indication was showing for enemies that are not visible.
  • Fixed bug in world map generation that sometimes resulted in paths being blocked.
  • Fixed bug where it was possible to have four heroes (instead of three) in the first mission in act 1.
  • Fixed bug where Worldmap AI speed setting affected the player as well.
  • Fixed some issues with light overexposure in Human units.
  • Fixed some cases where units spawned in battles facing the wrong direction (opposite of where the enemy units are).
  • Fixed stats of some NPCs being wrong in certain difficulty settings.
  • Fights on bridges in the Cavern world map now properly occur in a map with a bridge.
  • Fixed bug where the AI did not attack units if they had an effect that guarantees the first attack on them will miss.
  • Fixed bug where sometimes enemy units were completely invisible.
  • Fixed bug where it was not possible to use Prod along with Run.
  • Fixed flickering issues due to Z-fighting in Goblin Village environment.
  • Replaced 'Club Attack' with 'Sword Attack' for Footsoldiers (as they have a sword).
  • Fixed Rally not having range indication in tooltip.
  • Fixed mechanism in town so it'll always offer heroes the player has less of (including the other options available in the town). Dead heroes (when Permadeath is turned off) still take precedence here.
  • Fixed bug where a new unit in heroes panel was not refreshing properly if it was of the same class.
  • Fixed bug where the red-line indication for when a movement will trigger Overwatch didn't occur when triggering Attack of Opportunity.
  • Reduced Magic Arrow's curvature to prevent it from going haywire.
  • Fixed bug where enemies could be activated when another enemy is activated even when the distance between the two is very far off.
  • Fixed visual bug where peasants impaled themselves with their weapons.
  • Fixed bug where quest pointers in tactical didn't properly face the camera (making them not very clear).
  • Fixed bug with text indications in world map sometimes being hidden by obstacles.
  • Fixed some lighting artifacts in decals in Cave environment.
  • Fixed Blink not forcing unit to be visible.
  • Fixed walls in goblin village not affecting sight (resulting in it being possible to see and shoot through them).
  • Fixed size of sarcophagus so when kicking a unit at it while the lid is on, the lid will always move.
  • Fixed visual issue in ability bar when there are many abilities.
  • Fixed bug in hero cap limitation. A message that explains that the hero cap has been reached is shown when trying to add a hero to a capped party.
  • Fixed order of units in parties not being kept when they are spawned in missions.
  • Fixed Swap having a shorter range than Blink.
  • Changed how stacking of Electrocution works (this results in multiple electrocution effects being quite deadly).
  • Fixed behaviour of Purge so it'll properly supply immunity from negative statuses.
  • Fixed status indicators being visible for invisible units.
  • Fixed bugs with Rain and its upgrades not working properly.
  • Fixed support for negative armor (so when armor is negative, the unit will sustain extra damage).
  • Fixed bug where a hero with the debater trait or with the Counterstrike ability could retaliate even when stunned.
  • Fixed bug where sometimes when stunning a unit that has Attack of Opportunity, the attack was still triggered (despite the unit being stunned).
  • Fixed Ballista having 'get out of cover' animation.
  • Increased margins in world map to avoid cases where the UI makes areas of the map somewhat inaccessible.
  • Fixed Shockwave having no description in upgrades.
  • Fixed bug where the game ignored the manually assigned faction colors (in Skirmish).

Performance:
  • Improved loading times of strategic maps and tactical battles, especially the first time they are loaded.
  • AI is now around 30% faster in battles in which it has many units.


Known Issues:
  • Many Events that were meant to be implemented for the release did not make it on time. Rest assured, they are coming as a part of an update in the next three weeks.
  • A few texts don't have any translation except English. This will be resolved in a patch soon.
  • Controller support is not always convenient in some places. As these things will be sorted out towards console release, they will be backported to the PC version.
  • Save files should work with the new version, but we strongly recommend starting a new game (because of the extra content and in act one specifically because of the extra mission). Backward compatibility is not guaranteed.


Thank you for being a part of this long journey. We hope you'll enjoy playing Fort Triumph. And we hope to see you in our future games.

https://store.steampowered.com/app/612570/Fort_Triumph/

Follow us on Discord, Facebook, Twitter and Youtube to stay up to date!

CookieByte Entertainment.
All In! Games.

Fort Triumph - All in! Games || Luke


After a successful Kickstarter campaign and a 2-year-long Early Access adventure, the full version of Fort Triumph is available on Steam NOW! It’s time to see what years of passionate development look like!

Watch the release trailer:
https://www.youtube.com/watch?v=lF2LAvRsVtM
Lead a band of heroes with different skill sets through a witty, parody fantasy plot. Missions with various objectives are waiting for you on tiled procedural maps—whether in Story mode or Skirmish, prepare yourself for a grand adventure.

Major game features:
  • Three story acts filled with 10 to 20 hours of strategic gameplay in a satirical fantasy world
  • Fully-interactive environments—you can push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics
  • The 8-player Skirmish mode—players can pit themselves against up to 7 AI enemies or their friends in local co-op (hot seat)
  • Procedurally generated content—strategic maps with variable locations and events as well as tactical missions, each requiring a different approach
  • Four hero classes (Paladin, Barbarian, Mage, Ranger), each with 12 upgradable abilities, and four races (Troll, Goblin, Human, Undead), with their own castles and upgradable buildings
  • Cross-class skills that will make each hero unique
Play the game that’s kept us all waiting for too long:

https://store.steampowered.com/app/612570/Fort_Triumph/
Follow us on Discord, Facebook, Twitter and Youtube to stay up to date!

CookieByte Entertainment
All in! Games
Fort Triumph - Altron
Long due and finally coming - Fort Triumph will be officially released on the 16th of April for PC!
Later this year, it will also be released on consoles (PS4, Xbox One, Nintendo Switch).


So, what changed since we've set out on this journey, on the first days of Early Access? Let's look at all the major changes that are about to feature in the upcoming launch:
  • Three story acts—the game now has a story campaign that is filled with 10 to 20 hours of gameplay
  • The 8-player Skirmish mode—players can now pit themselves against up to 7 AI enemies or their friends in local co-op (hot seat)
  • More than 30 events and over 80 artifacts added to the game—the events are special locations offering multiple choices that can lead to different results. Artifacts often grant new special abilities to a hero
  • Four hero classes (Paladin, Barbarian, Mage, Ranger), each with 12 upgradable abilities, and four races (Troll, Goblin, Human, Undead), with their own castles and upgradable buildings
  • Massive changes to UI and UX. A lot of graphical improvements
  • All strategic maps are now fully procedurally generated and support having much larger maps
  • Inventory, skill trees and town management, as well as resource management, implemented

The full version of the game, interface and subtitles, will be available in English, Chinese, French, German, Italian, Japanese, Polish, Portuguese, Russian, and Spanish.



It's been a very long road and we are thankful to our community, which first backed us on Kickstarter and then walked with us in the most perilous of paths.

Your immense support has pulled us through, thank you.

Follow us on Discord, Facebook, Twitter and Youtube for more updates!

Stay tuned!

Cookiebyte Entertainment.
All In! Games!



https://store.steampowered.com/app/612570/Fort_Triumph/
Fort Triumph - Altron
Greetings, Adventurers!
Nothing ever stays the same in this realm, least of all yourselves. Be you a hero or a villain, a goblin or a human, warrior or sorcerer - a chance for a fresh start beckons you at the road ahead. Will you seize it? We shall see, we shall see.

We've toiled much since the last update. Many of the changes in this update may seem surreptitious, but do affect gameplay by a fair bit. While many of our previous updates focused on features, this one was all about polish, making the game a little bit closer to the vision we have in our mind.

The new version has several breaking changes, resulting in save files from the previous version becoming no longer functional. If you have a save file you wish to finish before moving forward to the new version, you can do so via the 'Legacy' branch, available by right-clicking on Fort Triumph in Steam library->Properties->Bates, and selecting 'Legacy' from the list of branches.

In addition to this change, the game now supports Steam Cloud as per user feedback.



Balance/Gameplay:
  • Stats were reworked (UI that shows hero stats will be available next update)
    • Status indications and grouping changed.
    • Critical hits added, as well as a 'Critical Chance' stat that governs them. Units balanced accordingly.
    • Statuses that affect stats now stack up, the effects of most became additive instead of multiplicative, and values were adjusted accordingly. For example, Blinding Light now reduces the Accuracy by 40 instead of cutting it by half, but using it twice on the same unit will result in -80 to accuracy (instead of the second Blinding light having no effect).
[/quote]
  • "Gating" guards added between areas on the map, making it harder for player and AIs to reach one another early. Furthermore, AI will not fight these guards early in the game even if it can take them (the limitation is severe on lower difficulties and almost non-existent on Legendary).
  • Hero Cap now only relates to heroes in parties, meaning that heroes inside towns do not count toward that cap, making it possible to defend towns without it affecting the hero cap. As part of this change, the AI now allocate a lot more resources towards protecting its towns.
  • It is now possible to purchase heroes in Act I before completing the first mission.
  • Potions can now also be used on allies (within range).
  • Reduced cost of Battle Cry from 2AP to 1AP.
  • Artifacts no longer cost any AP to use.
  • Changed skillpoints costs of Daredevil Stance upgrades.
  • Reduced max neutral party sizes from 12/16/18/18 to 10/13/16/18 (Easy/Normal/Classic/Legendary).
  • Improved mechanism of spawning artifacts, so they'd be much more varied.
  • Increased health of bosses in Act I and gave them more abilities.
  • Fixed behaviour of units that cannot take cover (Spiders/Trolls) where they rarely moved while stunned, allowing to line them up for stunning.
  • Changed hero level cap in campaign to 8 in Act I and 14 in Act II.
  • Chances of getting cross-class abilities reduced, variance in the rarity of abilities available when levelling up now slightly smaller.
  • Added 'no cover penalty' upgrade for repelling shot, and reduced the level requirements for some upgrades (Nasty Kick, Bash, Claws Attack's Bleeding).



    Content:
  • Added content to the worldmap procedural map generator, resulting in much more varied generated maps.
  • Rebalanced volume of music and sound effects to be more consistent (and generally quieter).
  • Music for Forest Dwellers town added.
  • Added several new artifacts and potions, and tweaked some existing ones.
  • Added Invigorate passive ability to Goblin Warchiefs, which increases Power of all allied units by 1 as long as the Goblin Warchief is not stunned.


    Visuals:
  • Reduced visual clutter and flickering of unit and movement outlines.
  • Revamped indications of hit chance and damage, making them stack properly with multiple effects, and also much more explicit.
  • Improved models of trees.
  • Changed mouse indicator to be more apparent, so it'll be easier to see which tile the mouse currently hovers over.
  • Improved visuals of the terrain for forest, village, goblin camp and cave environments.
  • Adjusted camera movements to be a bit smoother.
  • Added fracturing (breaking to small pieces on being destroyed) for many objects that didn't have them so far.
  • Some adjustments to ambient occlusion.
  • Added Depth of Field.
  • Improved area of effect indications.
  • Cover shield indications now show during movement, both for player and AI units.
  • Improved status indications on unit cards to be more readable.
  • Changed unit markers (the circles below units) to be easier to understand.
  • Changed the outline color for movements that will leave the unit with 1AP or less.
  • Added line indications for triggering overwatch, so it'll be clear when planning a movement which overwatching units will be triggered.
  • Added 'Safe Movement' indication when using the Safe Movement ability, so it'll be clearer why overwatch/attack of opportunity are not triggered.
  • Improved UI in Skilltree. This is still a work in progress.




    Bug Fixes:
  • Fixed bug where spiders/trolls could take cover.
  • Fixed bug where when a faction loses, any buildings it started building remained in construction indefinitely.
  • Fixed bug where cover status did not update immediately after using Lift/Telekinesis.
  • Fixed bug where sometimes potions dropped by the last killed enemies in a battle were not automatically picked up.
  • Fixed bug where the music played in towns was based on the owning faction, and not the faction associated with the town.
  • Fixed bug where roofs of goblin huts did not become transparent when hovering over them.
  • Fixed bug where sometimes tooltips got "stuck".
  • Added missing Kick ability to Champion.
  • Power Gloves artifact now changes the damage to be delayed damage (similarly to the Nasty Kick upgrade).
  • Fixed bug where when choosing to retreat from a battle (in worldmap) the game could get stuck on rare cases.
  • Fixed Shockwave not being affected by basic physics abilities upgrade.
  • Fixed bug where when losing in act I, the game continues to act II.
  • Fixed Goblin Bomber using the standard ranged unit AI instead of the custom Goblin Bomber AI.
  • Fixed Spitting Spiders AI using melee units AI.
  • Fixed a bug where when a unit triggered two Overwatch attacks, after the first attack hit, the unit's health bar shown what its health will be after the second hit.
  • Fixed bug where some windows still blocked sight.


    Performance:
  • Improved performance of worldmap loading (there's still more work to be done).
  • Changed implementation of how hair/ears/clothes move when a unit advances.
  • [/list]


    If you still haven't joined our Discord then now is definitely the time!

    On behalf of both CookieByte Entertainment and All in! Games, thank you for helping make the game what it is today.

    We shall see you on the battlefield.
    CookieByte Entertainment
    All in! Games
    Fort Triumph - Altron


    Hail, Heroes!
    The world shifts and moves, something new comes to light. It is time for you to oil your sword and brush your coat, to travel again through the realms of the Fort.

    Since the last update, we've worked on adding more content to the game and better-utilizing content that we already have. New types of abilities were added, as well as more varied enemy types. While this is an on-going process, we feel that it already has an impact on the gameplay.

    The list of changes also includes changes from 0.14.1.1 which was released a few weeks ago.

    Balance/Gameplay:
    • Greatly increased variety of creatures on worldmap, allowing facing high tier creatures in low-tier battles. This does not affect worldmaps in existing save files.
    • Improved spawning algorithm to force variety.
    • Added a new type of ability - channeling abilities, which have a delayed effect that can be prevented by stunning/killing the unit.
    • Added three new abilities to Goblin Shamans - Replenish Health, Heal Party, and Fortify.
    • Added Drain Health to Wizards. Also reduced their base damage, and gave them the 'Blink' ability instead of 'Fire Blast'.
    • Added the Boomerang ability for the Savage.
    • Added Battle Cry ability for the Savage
    • Added the Root ability to Spiderlings.
    • Made the Spiderlings' AI less sophisticated so their behavior would be more realistic.
    • Improved visuals of skill-tree, also making thing clearer, especially selection of new abilities.



    Visuals:
    • Revamped Goblin Village environment.
    • Improved indications of statuses so they'll be more noticeable.
    • Improved visuals in the last mission of Act II.
    • Replaced some placeholder icons for abilities and ability upgrades.
    • Simplified movement outline so it'll be easier to understand where you can move.
    • Improved visuals of the Crypt tactical environment.
    Performance:
    • Improved performance on worldmap.
    • Improved visuals and performance of fog of war in tactical battles.



    Bugs:
    • Fixed a bug where sometimes after finishing the second mission in Act 2, a battle message was shown immediately, in which pressing 'battle' resulted in it being impossible to progress with the story.
    • Fixed bug that allowed having a lot of heroes in some story missions in Act II.
    • Fixed a bug that allowed taking over the AI's main base in Act II, locking progress in the act.
    • Fixed bug where sometimes it was not possible to target objects on the first turn of a battle.
    • Fixed bug of units auto leveling-up when gaining XP in worldmap.
    • Fixed bug where level cap can be surpassed via objects in worldmap that give XP.
    • Fixed bug where the AI wasn't able to properly use all its skill points on leveling up.
    • Fixed bug with color variations being lost.
    • Fixed bug where sometimes the UI disappeared in tactical battles.
    • Fixed bug where units could spawn on untargetable tiles (such as stair rails), preventing the player from attacking them.
    • Fixed bug which caused the game sometimes to get stuck on AI turn when AI units had the 'Safe Movement' ability.
    • Fixed bug where beetcoin chests didn't have a description text.

    • Fixed a bug where Skeleton Swordsman did not have Resilient Attack of Opportunity.
    • Fixed a bug where Ballistas were shown as 'Mage' in their unit cards.
    • Fixed achievements that were not working.
    • Fixed AI not evaluating the Champion's Cleanse ability properly and thus never using it. Also fixed an unrelated bug where Cleanse did nothing.
    • Fixed a bug that made it too likely to get rare abilities of other classes.
    • Fixed Ambiance sounds not being affected by SFX setting.
    • Fixed bug where Act II restarted upon finishing it.
    • Fixed bug with potions being exhausted on a unit leveling up.
    • Fixed Rage and Passive Stun Protection being shown on party screen.
    • Fixed bug where Exemplar's blade AP effect didn't stack with itself (while its bleeding did stack).
    • Fixed bug where Tattered old cloak effects didn't stack with themselves.
    • Changed cave environment to use the right music.
    • Fixed AP cost of Prod.
    • Fixed addressed level up indications not disappearing immediately.
    • New abilities are now available every time the unit levels up.
    • Fixed beetcoin chests not spawning (they were accidentally replaced by beetcoin sacks). .
    • Fixed image of Corrupt magic.
    • Fixed text indications of town limits not updating properly when reducing number of players.

    Thank you for your continued feedback, and if you haven't joined the discussion yet hop into our Discord and say hi!

    Keep on fighting the good fight!
    CookieByte Entertainment.
    Fort Triumph - Altron


    It's 20% OFF for the next four days on the best fantasy tactics game you've played in a long long time. 


    Now is the perfect opportunity, too! With a series of recent updates, the game received an extra story chapter, large skirmish maps and a whole lot of new abilities. 

    • Manage your towns and recruit heroes to your parties, then make your way forward before your enemies grow in strength.
    • Tactical battles which utilize your surrounding in destructible environments.
    • Witty dialogue in a Discworld influenced fantasy world.  


    Some people like playing the hero, but if you've always been more of commander, it's time to step on the field and prove your worth.
    Fort Triumph - yuval.sb

    Welcome, Brave heroes!

    It is as great as ever to have you around our castle, we hope traveling was nice and the view was exciting.
    Welcome to the biggest update the game has seen so far!

    As requested Act II is now live!
    Since the skilltree was introduced, we felt like it doesn't supply enough freedom, leading to different heroes of same class turning out to be the same. So we've revamped the skill tree. On leveling up you now get to choose from a pool of abilities, including rare and cross-class skills, adding a lot of flexibility and uniqueness to each playthrough.

    Local multiplayer is now available, meaning you can finally use the help of your brave friends to save the kingdom. You can even play vs the AI on maps with up to 8 players.

    All worldmap environments are now fully procedurally generated - So big we’ve had to add a minimap!
    Crypt and Crystal Cavern tactical environments have received a major visual overhaul


    Go ahead, try it, we know you want to.



    Due to these changes, save files from previous versions will not work in 0.14.1.
    Main changes:
    • Act II is ready!
    • Heroes now choose from a pool of abilities on level up, including rare and cross-class skills. Ability Points are now Accumulated through levels.
    • Local multiplayer support which allows playing with/against multiple player/AI controller factions.
    • Possibility to specify how many neutral towns would be in the map.
    • All strategic maps are now fully procedurally generated, and support having much larger maps. This also includes a rework of the grasslands environment.
    • Full re-work of Crystal caves tactical maps greatly improving visuals, and improving performance. The new caves contain a couple of new unique objects (for example shrines that give tactical bonuses on interaction). There's also a lot more variety in maps.
    UI:
    • No need to restart the game to switch between controller and keyboard/mouse. Instead the currently used input method used becomes the active one
    • Clicking on the card of an already selected unit will now deselect the currently selected ability.
    • Improved navigation support in menus for controller.

    Visuals:
    • Replaced main-menu background.
    • Created a new Skirmish menu that allows more options.
    • Zoom level in worldmap is now locked to a value that makes images look best.
    • Replaced party flags to be consistent for player/AI factions
    • Party flags now have their own signs so they'd be distinguishable.
    • Added new icons for upgraded versions of abilities. Most are placeholders.
    Balance:
    • Reduced University's XP gain effect from 20%/40% to 10%/20%.
    • Increased party steps – per turn, from 14 to 18, and reduced roads cost from 75% to 66%
    • Changed the required levels of many ability upgrades - Barbed Arrow, Fireball's range increase, Rain's Thunder upgrade, and more others.
    • Units start with 1 trait instead of 2. In the next few updates many events that give traits to heroes will be added.
    • Bow Melee Attack - The Abillity is no longer a fallback ability of the ranger but instead a separate ability that must be purchased first.
    • Added new ability upgrades for many abilities: Magic Arrow, Hammer Strike, Arrow Attack, Vortex, chain Lightning and more.
    • New abilities: Repulse, Prod.


    Performance:
    • Save format changed, decreasing save time and save file size significantly.
    • Improved performance when playing in Crystal Caves and Crypt tactical maps.
    Bugs:
    • Fixed bug where sometimes in Crypt the UI (movement outline, units' outline) became messed up, and ability tooltips didn't disappear when they should
    • Fixed bug where sometimes the game got stuck when returning to worldmap from Crypt maps
    • Fixed bug with mouse clicks being registered on the currently selected UI element even when the mouse didn't hover over it.
    • Fixed bug where when missing a ranged attack with no projectile (for example Holy Shackles), and hitting another object instead, the VFX was on the target and not on the object that was hit.
    • Fixed bug where when selecting Kick and then a melee attack, the selected default target can still be an object (resulting in some confusion for players).
    • Fixed missing text regarding how to deselect an ability.
    • Fixed bug where the progress bar went backwards to zero upon returning to main menu.

    That’s it for this time.
    As for next time – The next update will contain Many new events, traits, artifacts, and abilities!
    It’ll also include some more performance improvements and a couple of UI changes.
    Hope you’re having as much fun as we’re having in creating this game for you!
    Please continue with your interesting feedbacks on the game, the suggestions we’re getting from you over at Discord & our Forums have been and are super helpful, we’d love to hear more!


    Fort Triumph - Shayze
    Greetings, Adventurers!

    It hasn't been long since our last update, but we've been able to implement several features and new content in these past few weeks and we'd like to keep you in the loop.

    Two bigger changes have made it in - first, as promised we're expanding the variance on world map types and introducing the Crypt variant. The Crypt is now available for Skirmish mode runs and you're welcome to jump right in and give it a go!



    Secondly, we finally got to replace the human faction models and portraits - the placeholder assets were a long way from our own hand-crafted ones, and we've been wanting to get to it for a LONG time.

    Thank you for providing constant feedback and being a part of our journey, multiple aspects of this update have been guided by our fantastic Discord and Steam communities.

    Major Changes (0.13.0.1, 0.13.1)
    • New Crypt strategic map variant for Skirmish mode.
    • Placeholder human faction models and portraits finally replaced.
    • Implemented full descriptions for traits to clarify their effects.



    Balance & AI
    • Party creation cost reduced from 400 to 200 Beetcoins.
    • All plot costs now start at 200 Beetcoins, and increase by 50 for every plot excavated.
    • Savage's Claws now hit twice causing low damage when attacking, rather than once for high damage.
    • The bleed effect caused by Claws now requires level 6 instead of level 4 and is twice as strong.
    • 'The Skull Key' difficulty balanced by making the second group of enemies stay in place before being discovered.
    • Building and guild upgrade effects now included in AI calculations.
    • Strategic AI aggressiveness lowered in low difficulties, including early aggression on Normal difficulty.
    • Strategic AI will play less defensively and leave fewer guards back home.
    • Strategic AI will prioritize preserving its heroes and will avoid fights in which they are likely to perish except against player factions.
    • Strategic AI now understands it should farm XP in easier fights even if they aren't guarding map rewards.
    • Health increased by 1 for human, skeleton and goblin mages in Normal Difficulty.
    • Adjusted low difficulty stats for enemy heroes and player creatures to make enemy heroes less potent.
    • The Terrible trait will now cause the unit to push targets in a direction 45 degrees clockwise from the original path.
    • Fixed an issue causing performance drops in strategic AI.
    • AI party size is now properly affected by purchased upgrades, except for the initial party on game start which is decided by difficulty level (replenishing lost units will be capped by upgrades).
    • Tester Access - Removed the Stun mutator.



    Visuals & UI
    • Ability icons will now gray out while units move to prevent misclicks or mid-action clicks that aren't properly registered.
    • Added a 'Purged' status icon to make it easier to understand why a unit isn't stunned or otherwise debuffed.
    • Whirlwind has a new visual effect.
    • Electrocute visual effect cleaned up and improved.
    • Fixed some broken tree models to fit better within tiles.



    Bug Squashing
    • Evasive Instincts bug causing Savages using it to become invisible to direct attacks fixed.
    • World map camera will no longer get locked to the bottom of the map when returning from combat after casting Fireball as the last action.
    • Mission stats will now properly change the amount of renown received, which didn't work in some cases. AI will also now properly get renown when fighting against the player.
    • Taunt now works as intended after being broken.
    • Fixed unwalkable tiles in forest and village maps.
    • Passive abilities gained by leveling up will now apply immediately when chosen.
    • Plank wall health adjusted, and they are no longer toppleable (as they weren't meant to be).
    • Sight calculation is now symmetrical to prevent battles from starting with undiscovered (but activated) enemies. Also fixed an issue causing a gap between sight calculation and displayed range outlines when using ranged abilities.
    • the 'Construction Available' info button is fixed and will open the town screen as intended.
    • AI can no longer mistakenly interact with story missions.
    • Leap, Lift and Telekinesis can now properly work for tiles that were previously mistakenly marked as unavailable.
    • Standing in Shallow Waters will properly override Stun Protection.
    • Sight behavior around doors improved to be more intuitive.
    • Fixed a bug causing units that are pushed onto stairs in Village maps to sometimes drown and insta-die.
    • Purge now properly removes all debuffs.
    • Dodge Stance effect now properly lasts 1 turn.
    • Fixed some Cave and Crypt walls.
    • Fixed multiple tooltips, enemy cards and status effect descriptions.



    That's it for today, on our plate for the next updates - local multiplayer and multiple enemy factions in Skirmish mode!

    Hope you're having a great time and please, keep the feedback coming! The suggestions and thoughts we've been getting over at Discord and in our forums have been and are extremely useful, we'd love to hear yours :)

    Onwards!
    Fort Triumph - Eran.Yaacobi
    Hail, Heroes!
    It is great, as ever, to have you around our campfire. We’ve had a good month in terms of progress as well as in terms of feedback, and your contributions are making a difference. As mentioned in the previous updates, we’re shifting towards polish and optimization, but that doesn’t mean we can’t add new things on the way to full release.



    September’s update is a big one, with several major additions and changes. Perhaps the biggest one for the tactical layer is the addition of house interiors and the ability to fight within them. The new houses are fully interactable with furniture you can kick and otherwise use with physics, and even destructible walls you can destroy to create new entry point. Be careful though - destroy enough walls and the roof will crash down on anyone inside.

    We’ve also implemented two new environments, or rather new iterations of the Forest and Village environments - the old ones weren’t up to our standards and it was time to polish things up a bit. There’s also a bunch of AI upgrades and features including AI factions using hero units, and a meaningful performance upgrade as we’re investing more into optimization.



    While 0.13.0 should not break save files from the last couple of builds, we recommend starting a new run because of how differently the AI behaves and the fact creatures are now gone.

    The list of changes also includes changes from 0.12.0.2 and 0.12.0.3 which were released a few weeks ago.

    Major Changes
    • Replaced the Forest and Village environments with shiny new ones.
    • Houses in the village environment now have fleshed out interiors with furniture that responds to physics and destructible walls.
    • AI factions will now use heroes fully, including physics abilities and attacks - brace yourselves!
    • Performance improved considerably.
    • Creatures and recruiting creatures are removed in this iteration, along with creature dwellings on the world map - we received plenty of feedback from players finding it confusing and unrewarding as it is now. We plan to reintroduce creatures in some way down the road after we experiment a bit.

    Gameplay
    • Water tiles now have two types - shallow waters causing a stun and some damage each turn until the unit climbs out of it, and deep waters which auto kills units unfortunate enough to fall into, similar to how all water tiles behaved thus far.
    • Large forest mushrooms added, this is the first object to break in half and slide when kicked or pushed, but we plan on adding more of them.
    • Added images to tutorial scenarios to make them clearer.
    • Three new guild upgrades added.
    • Both player and enemy spawning patterns in tactical combat will now be more varied.
    • It is now possible to vault short fences or jump into houses through windows using a normal movement action.
    • Heroes cost less Beetcoin for all factions, and no longer cost magic to recruit.
    • The 3-hero per week purchase limit has been removed, slots will refresh with a new hero as soon as you purchase one of them.
    • All heroes (Player and AI factions) now have a passive stun resistance, making fights more balanced.
    • Parties are no longer created with free creatures (so you must have at least one unit in town to create the party).
    • Castle Walls environment temporarily removed, we’re not happy with it and want to remake it in a better way. For now we’re using a unique variation of the Village environment instead.

    Visual & Sound
    • Added multiple VFX and SFX throughout the game’s UI to provide better feedback for player actions.
    • Units now have a new action points indicator on them, right under their health bar.
    • High or low to-hit chances will now show in green or red font respectively.
    • Improved multiple ability visual effects (Magic Arrow, Electrocute, Chain Lightning, Fireball, Vortex, Self-detonate, Holy Shackles, Rally, Empower and more).

    AI & Balance
    • Tactical AI overhauled from the ground up. It is now smarter, more effective, and can handle ability usage much better - including physics abilities. This is something we’re going to keep an eye on and tweak until we hit the right balance.
    • Improved text spacing for ease of reading.
    • Fixed an issue making it too common for players to reveal two enemy pods at once in the first mission.
    • AI can now recruit heroes, with a maximum party size of 5, just like the player’s faction.
    • AI no longer starts the game with a very large army.

    Performance
    • Forest and Village environment performance improved considerably. Older environments will be improved similarly down the road.
    • UI rendering CPU performance improved.
    • In combat, AI turn length reduced by improved pathfinding performance.
    • Cover calculation performance improved, some cover rules adjusted (For example, small objects on top of larger objects will now be taken into cover calculation consideration).
    • Replaced the see-through effect for tall objects to a slightly simpler one, because this new effect performs vastly better. The new effect is available for all quality settings.

    Bug Squashing
    • Artifact images that didn’t display correctly on the world map now fixed.
    • Chain Lightning will now properly ignore unactivated enemies, as intended.
    • The ‘Unit in enemy control zone’ status icon will now disappear and not linger after moving away which happened in some cases.
    • Items with HP effects will now immediately register as intended.
    • Some UI text ‘leaks’ fixed.
    • Non-human faction portraits will now properly show customized color choices.
    • Changing quality from ‘Low’ to ‘Very Low’ sometimes caused a black screen bug, which is now fixed.
    • The ‘Physics 103’ and ‘Stunlock’ achievements are fixed and can be achieved.

    Fort Triumph - Shayze
    Hail, Adventurers!

    We're fighting on, through winter or as it is right now, extreme heat, and the work is paying off! Time for another major update, and 0.12.0.1 is introducing two of the systems we've been waiting for the longest.

    The first is a system we knew we're going to have since the very start - Hero Traits, random perks that change specific heroes and differentiate them in interesting ways. While a few are mostly cosmetic, many are actually game changing, and since each hero will draw 2 random traits out of the pool (the first batch has 17 but we'll be adding many more) - we're going to have more varied gameplay right away.



    The second major change is in how towns operate and look like internally. Town interface and menus have been reworked from the ground up, buildings have visual representations as they are built, and each town will have slots that need to be cleared up before structures can be constructed there.



    We'd love to hear your feedback about these changes, and the easiest way is over at our Discord, join us there and share some thoughts!



    Major Changes (0.11.2.2 Hotfix + 0.12.0.1)
    • Save files from previous versions will not work in 0.12.0.1
    • An initial pool of 17 Hero Traits introduced, more coming very soon.
    • Starting heroes will randomly get 2 traits from the growing pool.
    • Buildings now appear in towns after being constructed.
    • Buildings now have a 1 turn base construction time and will not instantly appear.
    • Towns now have building slots, slots should be cleared before used for construction.
    • Factions now have a maximum number of heroes they can have across all armies, which can be raised by upgrading their fort.
    • Renown is back as a resource! You get it in fights, and spend it to get guild upgrades.
    • Tactical Ability bar upgraded with better UI and differentiation between active and passive effects, will also display traits and artifacts now.

    • Added a strategic layer tutorial as well as multiple new helpful tooltips.
    • New music tracks added to our campaign intro.
    • New guild upgrades added.
    • New artifacts added.
    • New events added.



    Balance
    • Neutral groups on the world map can now be composed of multiple creature types rather than just one.
    • Cages will now yield heroes instead of creatures, if there's no room in your party, a new one will be formed instantly.

    • AI will now value slowing and speeding effect slightly less. For example, Wizards are less likely to use Frostbite over their regular attack.
    • Grapple Hook now has an accuracy bonus.
    • Increased daily Beetcoin income from towns and farms.
    • Slightly increased the mean magic provided weekly by the Magic Distillery (2-4 instead of 1-4).
    • Starting resources reduced.
    • Player factions will start a skirmish game with a single party of 3 heroes.
    • Building prices changed.

    Technical
    • Slime and Freeze slower animation removed following feedback.
    • Visual and sound effects upgraded for many abilities and attacks.
    • Physics have been sped up, associated bug eliminated (see below).
    • Loading times improved, especially for story missions.
    • Improved text layout for non-English languages, more readable font too.
    • Updated multiple ability icons.



    Bugs Squashed
    • Skirmish mode will no longer sometimes spawn a high difficulty fight near your initial spawn's nearest town.
    • Bleeding effects from different sources will now stack properly. For example, using an ability which causes bleeding and having a bonus bleeding damage from a building will stack.
    • AI parties will no longer sometimes lose units after a player battle (in some cases it happened even to parties not participating in that battle).
    • Fixed the diagonal kicks physics bug reported in recent weeks, at a small performance cost - we'll optimize this in the following weeks.
    • Fixed a bunch of tooltip visual bugs.
    • Insatiable Bloodlust will now properly yield a single AP rather than occasionally providing 2.

    We're happy with progress overall, and hope you are too :) The next major update is planned for next month, and among other things we're going to introduce physics-using enemies. Other than that - optimization is the name of the game, and we have a lot of ground to cover in the next couple of months.



    For now have fun, and please report bugs you encounter as well as share your thoughts with us either directly, in our forums or over at our Discord server. Thank you!

    Onwards!
    ...