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The game features Permadeath, meaning ones heroes die they are lost and cannot be resurrected. This is part of the design - loss of heroes is intended to be acceptable.
Permadeath cannot be disabled at the moment, but we plan on making it possible to disable it (as for some it only hurts the experience instead of improving it). When disabled, heroes that die will be available for recruitment (at a price) at the town.
This is likely to happen in the next few months, but there's not yet a definite date for it.
The other problem with perma-death is that the characters you buy typically come in at a lower level (maybe even first). That means it's very hard to continue progress without backtracking and grinding levels. I have played plenty of rogue type games, and perma-death can be a way of increasing tension; but it shouldn't be too much of a burden in a game where creativity is encouraged imo.
Thanks again and I am looking forward to playing more.
You've played the campaign, right?
In the campaign, you can only recruit new heroes once you finish the first story mission.
Specifically for story missions, if you don't have all heroes required for the mission, new ones are created for free, so even if you have just one hero left you can still take that mission. Once the mission is over, you can recruit heroes from the town.
As to losing heroes right at the start - in 0.11.2.2 there's a problem where there may be difficult fights right near the player's town, so there's a reasonable chance for new players to take too hard fights just at the start without noticing they are too hard. In the new version just released (0.12.0.1) the spawning algorithm was changed so it'll be less likely for players to lose heroes before they gain enough resources to recruit new ones (or before they reach the first story mission in the campaign).
While it's true new heroes being at low level makes them less viable right away, keep in mind that you can have more than one party, so you can buy heroes and level them up before losing heroes. There are also buildings and guild upgrades that make all your heroes stronger, so even a new hero will still be viable in mid-game. However, I think we will add some ability for players to increase their base level of heroes available for recruitment via a building or an upgrade.
As to encouraging creativity and experimentations - I agree that it's important, but I feel that specifically because you still have the ability to circumvent Permadeath via restart/load (unlike rogue-like/lite games) on the whole players can still experiment without irreversible repercussions. There's a balance between "encouraging experimentations" and "your actions matter", and I think we should allow players to choose between the two, via toggling off Permadeath, or the other extreme of toggling on ironman mode.
Have read a negative post and this has me wondering about this?
here is what was posted :-
Not Recommended
11.9 hrs on record (8.7 hrs at review time)
EARLY ACCESS REVIEW POSTED: 14 JANUARY
YoY!
So, Fort Triumph isn't bad at all in term of game mechanic, combat and ambiance.
BUT, I desinstall instantly the game after the first chapter when i realise that I lose all my progression the moment i enter the second chapter, all my heroes and items just gone! What's the point of exploring a big map like this and loosing everything after? I was happy with the game until that moment. Change it.
There is no point of exploring and developing character without getting rewarded for it.
This could also be an issue for me as i would have to agree losing everything you had done when going into a new chapter would be frustrating a little.
When progressing to the next chapter, you retain all levels and abilities of your primary four heroes (one of each class). The "primary" four heroes are implicitly selected based on the heroes that participated in the final mission of the act. However, all artifacts, buildings, upgrades, resources (and any other heroes) are not retained. This is done in order to maintain a fairly consistent state for players who rush through a chapter and those that clean its map completely (thus having much better artifacts/buildings/upgrades).
However, due to feedback we got about this decision (both in this review and several other comments), we are looking into modifying it, allowing players to retain some extra things between acts, all the while without breaking the balance in the other chapters.
Otherwise there would be no piont fully scouting each map, may as well speed run through, since you will just start off the same as someone who scoured the previous map.
After all their choice to skip through rather than check out the zone area (aka chapter). but yeah i am on the fence here, and will also wait to see what happens.
So while we do our best to try and address all feedback we receive, we always need to abide with what the game is (a strategy game), and have the changes made serve that. So the element of retaining progress across chapters/levels (which is common in RPGs, but not so much in strategy games) cannot take full precedence over that.
In our case, Permadeath is something that we can allow turning off because it can be easily balanced from a strategic point of view (by having an associated cost for resurrecting dead heroes, either in resources or in time). Retaining all progress (even when excluding buildings) however is not possible, so we need to find a balance here, between making it not feel like you've scoured the map for nothing, and not breaking the game.
I'll keep you posted when the changes are ready.
Currently I'm stuck at needing to choose as many paladin as possible as they are the only one with healing ability.
The entitlement of gamers today...
I'm glad the devs here speak in the forums, sorry they have to deal with some people. A simple I like X in games and hope to see implemented in this game in the future would have sufficed.
We've added the option to recruit your fallen heroes back at the guild. So if somebody wishes it, they can toggle permadeath off. The price of a hero is based on their level.