
Happy Holidays, Adventurers!
Lots of love from the team, and we hope everyone gets some time to rest, spend time with loved ones, and of course play some games steamhappy
To send you off properly, we have a big one for you today, including some meaningful steps made in the strategic gameplay front (see
previous update for more on what's behind it).
As ever - we thank you for the fantastic feedback you have been providing us with, both directly and in our
Discord. You are the reason we can move this fast on a new concept, and we appreciate it, a lot.
New Strategic Game Mode
A new strategic Skirmish mode is
now available, building on what we've learned from the last testing phase. In this mode, you will choose one of four factions and face off against an AI faction across the map.
There are no story missions in this build, but we do intend to reintroduce them fully or partially in future builds once we lock down this aspect of the game.

And now the twist - the world map itself is becoming procedural to support this new mode, making it interesting and different in every playthrough. Naturally it will start off less fancy than the previous static map, especially during testing, but we intend to work on it and add more variations and maps steadily.
For those who enjoy the story missions more, you can play them at any time by switching the game to a newly opened 'Legacy' branch. That branch will maintain version 0.9.2.2 including the story missions until they are reintroduced and you are welcome to enjoy them.
To access the Legacy branch, follow these steps:
- Right click Fort Triumph in your Steam game library.
- Select 'Properties'.
- Choose the 'Betas' tab.
- Expand the dropdown menu and look for the legacy entry (see image).
- Select this branch, let Steam download necessary game files.
- Open Fort Triumph normally to run the legacy build
- At any time, you may revert back to the normal release in the same dropdown menu (Choose 'none').
Gameplay Changes
- New Human faction includes 5 unit types - Peasant, Brute, Priest, Wizard and Champion. This is a WIP and the models, abilities and balance aren't polished or stable yet.
- World Map randomizes when the game starts, more variations will be added in future updates.
- World Map AI improved considerably, will present a meaningful threat now.
- Improved physics consistency. Unit/object size and mass now grouped by categories rather than being per unit and on a continuous range.
- Many new ability upgrades introduced.
- New human factions have new abilities (Clubber, Prepare, Holy Strike and more).
- Split hub upgrades among factions so each has a different one.
- Revamped Electrocute (Mage ability) - will now have a 2 turn duration, cause 1 damage for every tile moved rather than 1 for every 2 tiles, but will cap at 8 damage total rather than the previous 12.
- Speed Potion now grants +5 instead of +3 Speed.
- Spitting Spiders have new melee ability.
- Reduced Speed of high tier units from 10-11 to 8-9.
- New world map icon for Goblin Bomber and Goblin Warchief units.
Bugs and Technical Updates
- Previous save files broken and cannot be played in 0.10.2. However saves from 0.9.2.2 should work in the legacy branch normally.
- Fixed a bug causing some hub unit upgrades not to manifest at all.
- Fixed a bug which caused Power Gloves to not function as intended.
- Controller support restored but not yet optimized, we're working on it.
- Fixed Frighten bug causing two units to run into the same tile.
- Fixed Spitting Spider bug making it not act when in enemy zone of control.
- Fixed a bug breaking max party size by freeing heroes from cages during missions. These heroes will now wait for you in the nearest hub if you are at max capacity.
- Fixed a bug causing items to sometimes disappear when dragged over occupied item slots.
This is it for this one, friends. Have a great holiday, party responsibly, and talk to you soon on our next update. In the meanwhile keep sharing feedback and chatting us up over at the
discord server!
Onwards!
[ 2018-12-21 00:28:48 CET ] [ Original post ]