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FortressCraft Evolved! Activation Code [Torrent]

FortressCraft Evolved! Activation Code [Torrent]


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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." b4d347fde0



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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confusing controls. 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'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.. Been playing this game off and on since...I'd have to say almost 5-6 years ago now? It's been a long time. Seeing the development of it build up gradually over time has been quite interesting to say the least. I've gotten endless hours of enjoyment out of the game all the same. There's something relaxing about getting something set up and watching it do its job. Hard to believe it's finally out of early access.

For those who don't know anything about this game, think of it like a sort of marriage between Factorio and Minecraft. Primarily you'll be building a base, but building the base up attracts waves of flying insects to assault the base. My recommendation is to play it so that if the bugs kill your base, it just disables it for a time. Treating the game mode of "your base can't be destroyed" as the default would be like playing Terraria or the other two aforementioned games with permadeath right off the bat, you'd have a bad time of it.

Don't worry too much about the influx of negative reviews recently, I assume people are upset because there won't be more free content\/fixes as the developer has finally put in the last patch. For its price the game is well worth the cost, cheaper than minecraft yet with more content I'd say, at least for an automation buff like myself.

The game has a bit of a learning curve to get into it, but once you get rolling you'll be laughing. Plus it has jetpacks and grappling hooks, did I mention that? Endless enjoyment grappling around places. There's mod support too for those who enjoy that. Would definitely recommend.. 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.


Fun stats!:
So, lots of copies were sold in the Hallowe'en sales, but sadly, they were are 75% off. Feeling guilty about how cheap it was? Well, why not purchase all the DLC ;-)

So, I noticed that we had a GREAT peak of 600 players on Sunday night, but that the sale purchases aren't in line with that. The conclusion is that people like buying games a lore more than they like playing them - I was then asked if I could track that, and why yes, yes I can!

  • 82.9% of purchasers have managed to run the game.
  • 82.8% of people have managed to leave the main menu.
  • 30% of players have never entered survival mode.
  • 50% of players have never extracted a single ore (yes, 20% of players have basically just entered survival mode, looked at trees or the sky or something, and then quit)
  • 3% MORE players have located the build gun than extracted any more - I suspect down to button mashing.
  • 42% of players have died in game.
  • 16.6% of players have made it out of the initial Tier-1 area, by fitting a suit heater.
  • 15% of people have managed to build automated defences of some sort.
  • 6% of players have joined a multiplayer world.
  • 1.5% of players have downloaded a mod.

That means that 83.4% of players haven't fitted the suit heater. Let that sink in. 64 lithium bars and some pretty easy research.

This leads me to remind myself that I need to not forget the start game, the UI, the guiding of new players.. Patch 12 - live!:
Patch 12!

Since FortressCraft left Early Access, there have now been 12 major content patches. This one is perhaps the smallest, but has a huge amount of underlying tech changes. I'm genuinely sad to say that there's no new machines in this patch - but read to the end for a little gift that should make almost everyone happy!

The two major foci of this patch have been performance (yeah - again!) and networking.

Performance. Trencher/Conduit issue:
Staging build updated with a potential fix. Please let me know if this solves your issue, or introduces any new ones! (It's perfectly safe to opt into this build)

I'll be pushing this to mainline in about 4 hours, once I've given the fix a good thrashing. If you're affected by the issue, please select the Staging branch and see if it works!. March 1st - Status report!:
So, Todd and I have been upgrading our UI system from 'ancient' to 'brand new', to support multi-byte characters. This is proving to be an enormous task, and is still going on. The plan remains more or less the same - Patch 17 will go out with the translation support, the test version of the Orbital Railgun, the Skin Pack. Hydroponics and Mutator will be bumped to Patch 18.

Patch 17 goals. Ow.:
Today marks the first day I've sat at my desk since about the beginning of June, and the first time I've used a mouse.

Ajax is pleased, and has resumed pride of place on my desk.



I'm now in quite exciting throbbing pain after 3 hours, and I'm going to stop. However, I have been at least a little busy.

All of the recent community fixes have been pushed into the Translation branch, updated notes here :

http://steamcommunity.com/app/254200/discussions/0/135508489637345304/

I've also put a little bit here, hopefully to open a few eyes how BIG the task of translation support is:

http://steamcommunity.com/app/254200/discussions/0/1474221865187153.... Modders!:
I've just moved the current Staging branch to p17_debug[for_modders]

This branch is a full debug build, with symbols - it's HIGHLY recommended you ensure your mods still work with the UI changes. NGUI, stupidly, decided to break its API - I've put as much ducttape in as I can, but there may still be issues. The debug build will help you track down issues far easier than the release build.

For the rest of you intrepid testers - I'm in the process of creating non-debug (aka high framerate) versions of all platforms now, for a final bout of testing!. Tip of the day!:
Got a short, handy tip you think should appear on the loading screen?

Stick it here, and win a prize!

http://steamcommunity.com/app/254200/discussions/0/1843493219417867...

Note : The prize is that you get your line of text in the game.. I'M HEALED!*:
So... my cast has come off.

My plan was to go home, wash the bike, go for a ride, and celebrate, then throw myself back into code!

However, it bloody hurts, like oh-my-god hurts.

So I decided to drive instead. Then I realised that'd be too painful, and then relegated that to 'driving in VR to strengthen my wrist muscles'

THEN I realised I can't actually push a light switch with my right hand, sooo... yeah. I suspect it's going to be somewhere between 2-6 weeks before I can sustain any sort of use of my right hand. Sorry. I'm really keen to get this new DLC and translation support out, I promise!

You may all make the same joke about masturbating to strengthen my wrist in the comments section, if you like.. Where's the Adventures Pack?:
If you've followed me at all on Twitter, Discord or any of my Streaming Adventures(tm), you'll know I blimmin' love FortressCraft. If it wasn't my game, I'd play the crap out of it, and pester the Dev to fix all the stuff that annoyed me. Thankfully, I *am* the Dev, so I can already fix everything that annoys me... given infinite time at least.

Sadly, I've been working *so* much on FortressCraft over the last couple of years that I've slipped behind on my other obligations - I've put these off as long as I've been able, but I've had to spend the last few weeks finishing off something I started some 4 years ago. To that end, I'm proud to announce that ADATPR is finally done, shipped and released.

https://store.steampowered.com/app/516570/ADAPTR/

Once the dust has settled down, and any patches emerge from the great unwashed playing my delicate game, I'll be on the final run for the Adventures Pack - it's pretty much done barring odds and ends, and the Patreons have been cheerfully breaking things and making me fix them. Watch this space!


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