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FORTIFY News

1.651 Update - gates open and auto turret options

- Added option to select auto turret weapons. No I did not model low-poly versions of all rust weapons, the weapon name appears when mousing over. Newly placed turrets use a weapon dropdown next to cost info and after placement through the device panel in wire mode. This all gets exported/imported with the copy-paste format. Exporting includes 256 ammo, might add a way to customize this in the future.

- Both gate types now open and can have code locks, added some extra model detail while at it.

- Branch devices have a new panel button that sets branch power based on what's required for all connected devices.

- Selected material for netting, fence and grill parts now shows transparency.

- Door controller connection code improved to match Rust.

- Updated box storage slots and removed grill/campfire for calculating total slots in resource count.

- Changed a project setting that should fix blurry UI when switching resolution to fullscreen.

- Netting can be climbed in walk mode.

- Fixed a bug where certain values were not saved for electric devices that had no wire connections.

- Drastically reduced draw calls for place menu deployable icons.

Big thanks goes out to the Fortify discord folks who keep providing suggestions and bug reports.
It's also the best place to get some quick help with the program.

small patch

- fixed workshop subscribed list being limited to first 50
- orthographic mode allows farther zoom out
- added hide terrain toggle in orthographic mode for easier background removal in photoshop

1.650 Update - more item info



Item info improvements:

- extracted all rust item descriptions, appears below item info, can be toggled off with arrow button

- added all shopping costs to info with abbreviations for outpost, bandit camp and fishing village

- added targeting computer to resource count (finally)

- power consumption now included with info


Other things:

- replaced lots of the old low-res deployable icons

- tried to replicate wind turbine power/height calculations from rust code, needs further testing

- fixed tri roofs being red blocked at half height against walls

- got a report about the range visual material being solid on older hardware, the shader fallback should now be transparent if it's not supported


Patched in-between last update:

- added separate "allow overlap" toggles for deployables and blocks (in placement options)

- left shift speed boost can now be set to another key in the startup input panel

- fixed a bug with selecting the top of walls through tri floors

- fixed sockets not updating properly with undo and move tool usage

- updated landmine model

- added wooden window bars to the build menu, there's always been a prefab that loads with copy-paste files but no-one ever mentioned it...

- fixed a bug with walking on ramps

- fixed stability mode shelves not supporting

Haven't added any new items in awhile, any requests?

Design used above:
https://steamcommunity.com/sharedfiles/filedetails/?id=2823146782

1.649 Update - MLRS and more raid mode improvements



Raid mode improvements

- added MLRS, HV rockets, 40mm HE grenades

- damage calculation redone to use Rust's system of separate damage types with unique protection
values for each part

- splash damage calculation improved to be more accurate

- more deployables are now included in this mode

- larger deployables now use multiple support checks instead of only the prefab origin

Other changes

- added visible bag/bed respawn timer range

- all deployable ranges can be toggled below the place panel, added more colors to differentiate types

- max undo/redo levels changed from 10 to 15

- enabled distance mesh culling for smaller deployables, should help performance with large builds

- place panel search filter now searches with every text field change

- more accurate ramp collider, middle wasn't redblocking

- fix for large boxes overhang limit, noticeable on loot room tri floors

- added warning when trying to load copy-paste format when not in that mode

- copy-paste exports now include door state (open/closed)

1.648 Update - proximity fix


Added pumpjack, sound light and laser light.

Fixed proximity incorrectly red blocking walls in certain wide gap situations.

New Hide Deployables option next to Hide Floors.

Brought back the option to have roofs hide one level earlier with Hide Floors, on by default.

Adjusted IO cube materials to be more in-line with Rust, connected are brighter.

Fixed a bug with copied building blocks having improperly linked sockets.

Fixed not being able to place some deployables on wall frames.

FPS limit raised to 144.

Adjusted elevator collider to allow placing devices on adjacent walls.

Patched in a fix for a small rounding bug with upkeep.

Sorry for the wait but fortify isn't my only work like the old days.
Next update shouldn't take as long and I've got some interesting new features in mind.