Full notes
Full Blasted Fortress update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Maps
- Gameplay
- Fixes
Blasted Fortress changes
We want to thank everyone for being so patient. This is one of the biggest, if not the biggest update to the game yet and it took a long time to get it right. In fact, it almost didn't fit in this announcement... As with all content updates, it's free for all. There were so many goodies we wanted to pack into the Content Update that we had to leave a few things out for now, but you sure wouldn't know it from the size of this change list! As always, talk to us if you find bugs or balance issues. Without further adieu...
Update 1.2a
The Content Update is here!
There is now Steam Cloud support for your save file.
All new music throughout the entire game thanks to musician Chris Sinnott! If you'd like to own the new tracks outside the game, the entire soundtrack is also available as DLC. You do not need to own the DLC to enjoy the new music in-game.
The map editor has been upgraded greatly. Maps must pass validation before they can be saved, and this validation system will also act as a guide to help you make better maps that play more like official maps. While editing, you may also flip between foreground and background editing.
New siege objectives are available! Maps have objectives based on the type of "objective blocks" they contain. Previously, the only objective was to destroy resource crates. More objective blocks will be on the way later.
New block: Treasure Block. When included as a part of a map instead of Resource Crates, the objective will be to break all the treasure blocks instead. Treasure blocks will burst into a puff of magic instantly upon touching the ground but are otherwise indestructible.
New block: Penalty Block. If this block touches the ground, it will cut 10 seconds off the timer. This is useful for making levels that funnel the player into using a specific tactic.
New blocks: Background blocks. The background of a level is now fully editable. Any block in front of a background block is affixed and won't fall from structural failings alone.
Maximum building size has been drastically increased. (Your old custom maps are incompatible because of the data structure changing.)
Engine version updated to Unity 5.0.1f.
Audio system uses the new Unity 5 audio system.
Sound effects are pooled in memory rather than created on demand, drastically reducing the CPU load when many sounds are requested to play at once.
Music now uses the in-house system we created for playing sound effects, which supports crossfading.
Added sound effects to the vault.
Rebuilt certain visuals of the day/night system.
Lightning strikes are more visually impressive.
Added an interface element showing your total vaulted gold inside the vault itself.
Blasted Fortress is now pixel perfect in 16:9 widescreen! Now we support 2 fixed resolutions, 800x450 and 1600x900. This has greatly helped in achieving a more old-school look. Windowed and full screen modes are still available. The game will automatically set your resolution to the highest of the two that your monitor supports.
The cannon is now much farther away from the castle during a siege to enhance the sense of scale.
Throwers now cower in fear and briefly interrupt their attack pattern when the player casts a voodoo spell.
Added helper icons over everything in the home base that can be clicked on.
The credits window has been altered to note Chris Sinnott's contribution.
Further refining has been done to the GUI to maintain pixel perfection.
Many UI elements have been
Source
Changelog.gg summarizes and formats this update. How we read updates.
