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FortressCraft Evolved! download setup exe

7/30/2019

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FortressCraft Evolved! Download Setup Exe



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About This Game

"This really isn't the same game that I originally purchased anymore. With all the changes that have been made over that duration the game is so much more fun
now that there are machines to alleviate almost every large build annoyance that used to exist. The FALCORs, thieves, excavators, drills etc.. all did so much for
automation it's almost hard to believe I ever did that stuff manually before."

A Whole New Survival Experience...




FortressCraft has continued to evolve, and now sits at 22 free Content Patches since leaving Early Access. This has included radical visual alterations, completely reworking the surface, along with a brand-new rendering system. On top of that, there has been an enormous amount of work to make the game more understandable and accessible for new players, with a new UI, new Tutorial, new Missions and a updated context-sensitive Handbook. The combination of these things should work towards making it feel like a fresh, new experience. Prepare for a new exploration and survival experience!

FortressCraft Evolved is a unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines. Using hand-held scanners they must locate ore resources, place down Ore Extractors and Conveyors to automate the raw material back to the Smelter; take the fresh ingots through multi-machine assembly lines, followed by researching new technologies that help them explore thousands of meters below the planet's surface.

An advanced HoloBase allows players to keep an eye on their factory which they must defend against waves of alien attacks with multiple tiers of missile and energy turrets. To survive they must continue to develop new and unique power systems, from Solar Energy to Jet Turbines, culminating in crafting an Orbital Energy Transmitter, thousands of cubic meters in size, to beam power off-planet, and start the next phase of the game.

And all this runs on a custom engine with an enormous draw-distance, scaleable gameplay engine that is equally at home on high-end or low-end computers, and full multiplayer support!

  • Experience the largest worlds ever seen in any computer game - ever!
  • Create a futuristic mining operation consisting of thousands of huge machines.
  • Full Tower-Defense style combat in a voxel universe.
  • Use hi-tech machinery to locate and process resources from thousands of meters away.
  • Explore thousands of metres vertically, overcoming ever-more difficult challenges.
  • Official Texture Pack and Mod Pack support
  • State of the art lighting and shadowing, utilising high resolution maps for machinery and environment
  • Innovative“Build to Me” Feature to facilitate rapid, accurate building
  • Super Build Tools allowing instant creation of primitive shapes

"In a world where early access and indie usually means abandoned, unfinished garbage, this game's post-launch development is outpacing many AAA titles and companies." a09c17d780



Title: FortressCraft Evolved!
Genre: Adventure, Casual, Indie, RPG, Simulation, Strategy
Developer:
ProjectorGames
Publisher:
Digital Tribe
Release Date: 9 Nov, 2015



English,German



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The game in Early Access was very fun. It was difficult but not overly. And definitely Open World feel. We quit playing about 2 years ago after 140 hours of game time and waited for it to leave EA.

After coming back last 2 days, it is obvious the same old crowd influenced this game like others. It is no longer fun, just tedious, grindy, on a timer to doom. You can't just go at your own pace as mobs come eat you at your base, even before you have a conveyor line to iron.

I'd recommend you move on to something better. Sadly.. A broken mess of a game, full with bugs, most promises not kept and or are scrapped and never saw the day of light, and mostly left unfinished.
The development has ceased, don't expect bug fixes anytime soon.. I really wanted to like this game, I mean honestly I did. It reminds me of gregtech mods for minecraft.I've played for over 500 hours. The core game loop is there, with a steep difficulty curve. You really have to hustle to survive the early game. Like, you can survive when you only have a few machines that don't fit together well and need storage buffers at every step. When you start to scale up into the massive industry all the minor inconveniences really start dragging you down. Let me state this again , I really wanted to like this game!!!

Unfortunately almost every idea in this game is half baked and poorly implemented. It's an incoherent jumbled mess of unfinished and buggy machines. Imagine you had a puzzle that you were excited to put together, except none of the pieces fit together no matter how you arranged them. That's what this game feels like.

Now the developer has drawn the curtain on a game that has content but lacks polish.

Abandon-ware. Avoid.. confusing controls. I'm torn. On the one hand, this game is like automation minecraft, with tons of very cool features, even if a few of them are clunky or hard to learn. There are tons of cool systems and tools built into the game, and it is visually cool to see the automation at work, even if the draw distance is pretty limited and unoptimized.

On the other hand, a lot of core gameplay basics are tough to get going, and requires that you move really fast to not get taken out early on -> you will need to find and exploit a ton of resources to get basic defenses up and working at all since things like lithium are not quickly available to help with solid logistical automation.

I would recommend it... except that Factorio is just a superior game - it lacks the 3d component and some of the crazy energy management - but Factorio has better features, development, and core gameplay loop.

Ultimately I like a lot of what is here, but it is tough to recommend it across the board. If you really like but have grown tired of big minecraft mod packs, factorio, or other deep survival-crafting-automation games - then pick this up, and be patient. Given time it gets better - but it is a struggle to get into, even with some friends.


Patch 21 echo!:
These days, of course, it's impossible to ship anything without breaking something, despite the tireless work of the testing crew, telling me how broken I've made anything - so therefore, have a tiny patch!

Fix List. Patch 19 now available!:
(Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world)

And here we are, once again, for the 19th free content patch since leaving Early Access.

This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing.

On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible.

After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only.



And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild.



On with the patch notse!

TL;DR. P22 has begun!:
If you have a burning desire or feature or change you want in, then you're running out of time to persuade me and others -

https://www.reddit.com/r/FCE/comments/8h00yn/what_next/

Current top candidates are Conveyor Corners, the MK4 turret and anti-grav ladders.. Patch 18.Echo:
As is traditional, the echo patch comes shortly after the main patch (Did I mention it's the 18th free content patch since we left Early Access? I still keep getting asked when we're leaving Early Access). This patch fixes some of the issues that have arisen, and as always, I *just* managed to squeeze in a handful of new things.

  • Logistics FALCORS with no specified item now wait 30 seconds, to allow the player to set a filter. This will stop your new HEFC FALCOR legging it and grabbing a Plasma Head!
  • Hopper-mounted Storage Beacon should no longer incorrectly pester you for power, and should glow appropriately.
  • Visitors without build permission should no longer be able to die from Cold, Heat, Toxicity, standing in the wrong place or from attrition. Falling very long distances still lethal.
  • Iron Plates should no longer be a mysterious item for new players.
  • Biomass and Crystal now stack to 150. If you currently have > 150, you won't lose any, you just won't be allowed to pick up any more.
  • Crafting Machines will now prioritise Conveyors as offload targets. This means they will ignore any hopper as an offload target, if a valid (full OR empty) conveyor is present. This means you can go GAC -> Add/RemoveHopper -> GAC -> Conveyor without problem.
  • Perhaps the final fix ever to the 'Losing focus causes your base to not generate' issue. Fabulous mode should now hopefully allow you to create a base *just fine*
  • You can no longer pause the game during the initial generation sequence, causing issues.
  • Titanium Bars are no longer used in Crafting - it is ALWAYS Titanium Plates. Get to automatin'!
  • CryoPlasm will not longer reach fully lethality until the player has at least setup a Frozen-Factory T4 level smelting system.
  • Fixed issue on Linux where the mouse is detached and can click on Hotbar entries, thanks to MattKlynn for giving me the fix.
  • CryoMap should now work correctly for network clients.
  • Logistics FALCOR beacons placed within the Cold Caverns will now only require 8 metres of skyclearance
  • Objects on blocked conveyors will no longer ever be incorrectly invisible and if I'm wrong, I don't want to be told otherwise.
  • Tweaked Ore Scanning slightly - should now be faster on larger veins.
  • All-Ore mode now works, tho it's not very playable.
  • Doors are no longer silent.
. P19 Echo Live!:
It's a tiny Monday patch for you all!

  • RackRailer graphics updated
  • Fixed hand-off issue with conveyor
  • MK3 turrets now need Lenses, not Eyes.
  • Macerators don't tell you about their power, as they don't use it
  • You should now spawn in front of a Cloner, not inside it.
  • Fixed Organic Parts collected by Robotic Sorters
  • [Adventures Pack]Added The ResinPocalypse Mutator. This... this is special and brilliant and terrible all at once.

Your Steam client should grab this automatically, and all dedicated server branches have been updated.. Patch 22 now available!:
Different days can provide wildly inconsistent amounts of work. Some days I can get half a dozen new machines in. Other days, I can spend looking at one line of code and end up achiving nothing. This month has been one of the latter months; after the end-to-end playthrough that took about a month for P20, this month has been a consolidation of all the new things. And just a couple of shiny toys for everyone. The handbook has also received a ton of love - if there's any entries for non-obvious machines missing, please let me know!

TL;DR. Loading Screens:
Just a reminder - all of the Loading Screens in FortressCraft are supplied by the community - got an amazing pic you want in there? Let me know!


. Patch 20 - now live!:
Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in!

This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you.

I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me!

Live Streams
Plans[trello.com]
Roadmap

So - on with the notes!

TL;DR. Fix incoming!:
I'm aware of the permissions issue that some of you might be seeing with The Adventures Pack. I'm currently streaming here : https://store.steampowered.com/app/254200/FortressCraft_Evolved/ and my PC is building the builds in the background! Should be live soon!. Hate change?:
Then it's time to opt into the shiny new P19-Frozen!

P20 should be made live early tomorrow morning, featuring a huge swathe of optimisations, loads of progress on the Adventures Pack DLC, and just a couple of brilliantly-clever new machines, neither of which were my idea - so this is your LAST CHANCE to opt-out of the patch.

And remember, if you want to have your say on what should be next, head over to this thread:

https://www.reddit.com/r/FCE/comments/8h00yn/what_next/

and either submit your idea (ONE!) or vote up/down what you feel should be implemented.

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