Merry Christmas, ya filthy animals!

FortressCraft Evolved!

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.

As 2019 draws to a close, I thought I would drop you a few notes. First of all, a reminder that we have a very active Discord : https://discord.gg/advmf8S - there's always someone there to answer questions, give advice on builds, or help you solve issues. I'm literally always there if you feel the need to ping me. Second, I've only gone and released another game! Summed up as 'Gauntlet meets Pikmin', it's essentially a cutesy version of how it felt to play a Necromancer in Diablo 2. Check it out! https://store.steampowered.com/app/290180/Gnomancer/ Thirdly, a reminder that works has been bubbling away on the next in the FortressCraft franchise, tentatively entitled FortressCraft : Phoenix. Purchases of Gnomancer, PacketStorm, ADATPR and FortressCraft's DLC directly contribute towards its development. Fourthly, a reminder that the most direct way to contribute towards FortressCraft Phoenix is via Patreon : https://www.patreon.com/Fortresscraft Aaand fifthly and finally - Patch 25 is now live for everyone. This combines a ton of fixes and has been collected over the last year. This means that a Maintenance P26 patch will sneak it's way onto the forum at some point, but, genuinely, the number of bugs reports to me on the Discord is really minimal now. See you next year, next game, next time, next batchannel. Patch notes : [list] [*]Mynocks can no longer spawn below +32m when on Sky Islands [*]Freighters now reject items for assigned station needs that they can't serve [*]some smaller Handbook updates and additions to entries. [*]Fix to Falcor lockup when returning with a null item. [*]Fixed exploit with stacked Grommets [*]Updated WFE clearlist [*]Fix for turret lasers getting stuck on [*]Fixed 'Mobs killed' spam [*]SpiderBot should no longer fly away [*]Fixed link to correct DLC page for TAP [*]Ensures Patreons get research access to TAP DLC scan [*]Carts with no accessible destination that have an assigned station now properly set their error state [*]Fixes NRE unity thread crash with ForcedInduction on modded smelters [*]Fixes to All-Ore mode to make it a bit more playable [*]serveroverrides.ini now has the autopause and listpublic in the example file [*]MissionManager has the superbuild mission hooked up to translation support some new Chevron handbook files [*]updated the master_language_data.xml to have more stuff ... [*]Freight handbook update [*]Corrects icon display of freight stations in the system monitor [*]Several Freight bug fixes [*]Minor freight UI polish and fix for carts not entering reserved station [*]Turn off FreightCartStation mbWaitForFullLoad... [*]Fix to Carts Idling on world restart [*]CCW and CW fixed/switched on recipe descriptions for conveyor curves [*]Canvas now says it made form paste and not Rought hew rock [*]Fix to make "Collect Research" button appear if research finished while the machine window is open (no more having to close and re open it) [*]Calling player.TeleportTo on host no longer causes the host to teleport regardless of the player object [*]Fix for hosted player hotbar getting items added to it when client player picks up new items. [*]Fix for hosted player hotbar getting items added to it when client player picks up new items. [*] prevent the creation of orphaned Unity objects of drop items when the segment drop item queue is full (dropped cubes stuck floating in air problem). [*]Adv Teleporter now tells clients about removed machine deleted destinations so they get taken off the list. [*]Fix belt re-facing distortion against a different face (first belt against Y second against wall) [*]Prevent a workshop mod with a bad mod.config id and/or name from blowing up the mod panel script. [*]Fixed basic ore smelter handook [*]Barkeeper now knows about its placement blocks WFEMK2 and MK3 now have the correct amount of power usage in the handbook. All changes requested by Madvandal [*]Fixed GPS unlock [*]LPTs can now fire through Energy Grommets [*]Fixed NRE in FreightCartMob caused by HopperInterface OfferItem being dropped on update [*]Fixed error flashing on FreightCartStation to correctly error only when there are less than 3 nodes in the network... again... [*]Lidgren changes for IPV6 [*]changed decriptions for the Ore carts as the capacity is different from the Handbook. (may have missed one or two) Chevron renaming if different files [*]Madvandal fixes to conveyors [/list] Thank you to Mad Vandal, Tobmia, Zebra and Steveman0 for their continuing support and help - as well as anyone else I forgot!