Fort Triumph

Fort Triumph

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Salmon Jan 2, 2023 @ 1:49pm
Various minor thoughts/issues on the game
Overall, the game is wonderful. Good polish, enough variety for a reasonable amount of playtime, well executed. These are just some thoughts. Some are reasonable to fix, some aren't.

Apologies for the formatting, steam forum doesn't make it easy.

0. There's no wiki anywhere? I do enjoy finding items/abilities as I go, but shocked no one ever made one.

1. Week’s reset should mention that events refresh traits available

2. Map end turn needs a confirmation if parties still have steps left

3. Exit button from forts should not be in same spot as end turn
...1. Map end turn should go in the same spot as game end turn
...2. Fort should have an ‘enter’ button where map end currently is

4. Parties should have separate inventories, items shouldn’t be usable by all parties
...1. Guild could unlock item courier that takes 2 days to send an item to another party
...2. Or if this is intended, don’t make us unequip/equip everything. Just let them always be in global inventory, assigned once per party.

5. Certain ranged enemies do too much damage compared to their melee counterparts, making them way more powerful. Namely goblin scout doing 3-4 vs ranger doing 2 - should be ranger doing 2, scout doing 3
...1. This is super notable in fights that give 4+ scouts

6. Stats aren’t explained anywhere

7. Goblin bomber is stupid dangerous, especially early game
...1. Should have significantly less speed, range, but give it a starting stun protect

8. Lack of danger indicators on event fights can screw new players

9. Judgement doesn’t tell you the stats on traits. Since everything else does, it’s easy to forget what they are.

10. Allowing negative traits on starter heros is a huge pain
...1. Smart players just restart, new/stubborn players get screwed
...2. Should cap number of negative/neutral traits, or some sort of trait score to avoid wanting to reroll

11. Allowing negative traits on bought heros is annoying
...1. Leads to being forced into class comps or delaying party buy.
...2. Could have negative traits in hero row block negative traits on others
...3. Could have a paid reroll, maybe increasing in price per use during the week?

12. Some tips are outdated or incorrect
...1. ‘Lift doesn’t end a unit’s turn’ seems like an old mechanic? Nothing forcibly ends turns
...2. ‘Always take cover against ranged enemies’ is bad against physics enemies
...3. 'Beware spreading fire' - I've never seen fire spread? Especially with the fiery trait seemingly doing nothing.

13. UI doesn’t handle more than 3 parties well, sidebar should expand down

14. Speed potions are straight worse than AP potions. Should be a blink potion instead.

15. Potions in general are useless outside the battle they’re found in
...1. Too few slots results in items always taking priority to bring in
...2. Should have separate potion slots - either unlocked alongside existing slots or separate guild track
...3. Potions should be the burst of power to win a fight you weren’t prepared for or needed to get thru (eg early rare item guards)
...4. Rarer potions should drop more often. Should be seeing 1-2 potions per battle with more than half being non-basic
...5. Should be way more potions, on par with items
...6. Very rare potions should be stupid OP, eg death gloves
...7. Many ‘once per battle’ items should also be potions

16. Death gloves are stupid OP
...1. Even without the damage or absorb or 2x per battle, stun + paralyze on 0 AP is broken
...2. Should be a potion

17. Legendary difficulty isn’t much harder
...1. AI still seems pretty dumb
...2. After the first few battles everything just steamrolls
...3. Would be better if it blocked save scumming. Probably technically infeasible, but still. Make the game take a single save slot, that auto updates continuously. (of course, also means allowing saves in battles)
...4. I appreciate that the AI doesn’t cheat and enemies have the same HP/dmg, but maybe it should put harder fights out. Especially the one guarding rare items. And significantly scale up fight difficulty on distance from base, time.
...5. Overall, the issue is a tipping point in scaling. You either get enough XP/items to be invincible, or you make too many mistakes (in fights / picking wrong fights), fail to have any more fights available and cannot level new heros.
...6. This leads to games that are decided in the first week and endgames that are repetitive/boring. It should be harder to reach the tipping point and there should be risk throughout.

18. Most abilities are just noob traps
...1. I get that it's a playstyle thing, but seriously some of them are laughable.
...2. Players aren't told they can just wait a level to get 3 new options
...3. Should have some paid reroll option though
...4. Somewhat related, 'Studious' (additional SP per level) doesn't do much when 2 SP already covers 95% of upgrades at a level. Should also allow hero to access upgrades not yet leveled for.

19. Not enough traits
...1. Both traits available and options to add traits
...2. Maybe occasionally get traits as a reward from fights?
...3. Wheel of fortune, alchemist should work more than once per week
Last edited by Salmon; Jan 2, 2023 @ 2:29pm
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Salmon Jan 2, 2023 @ 2:35pm 
Expanding on noob trap abilities -

Most skills that doesn't give damage or physics are usually not worth it. This is mostly because of the AP costs on them. They should also have significantly lower level requirements for upgrades to give them more utility in the early game. By the end game, parties wipe too easily to need utility skills.

Shockwave should be 1 AP for how close you have to get.

Knockback arrow needs more to differentiate it from grapple at full upgrade, and whirlwind at low upgrade. Repelling shot can use the directional choice more than grapple/knockback can.
Salmon Aug 8, 2024 @ 8:58pm 
Came back to this game for a little bit of nostalgia, all of this still holds true but still so much fun. Game had so much potential, sad to see it never got the audience it deserved. Essentially all of these are just nits.
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