1. FORTIFY
  2. News

FORTIFY News

Update 123 - barrels of fun



- added vertical and horizontal storage barrels

- adjusted minicopter flying physics to have more weight, fortify being 1/3 the scale of rust made matching this difficult

- improved/adjusted scroll wheel rotation acceleration, reduced normal rotation to start at 5 degrees and finer (hold alt) starts at 1 degree, the code multiplies that amount the faster you scroll

- fixed a bug with clicks being missed while wiring or adjusting foundations with a higher framerate

- finally fixed the buggy replace icon being very inconsistent

- improved tool cupboard model plus changed the top industrial adapter position to match the rust update

- vending machines can now be flipped when snapping on doorframes

- updated the solar panel model to match newer rust version, doesn't change the size

- changed screenshot mode to hide current placing part plus a bug fix when using it in raid mode

- fixed a bug with allow overlap option not working with blocks

- fixed deployables flickering blue when red blocked in some circumstances

- adjusted wall frame top mesh to prevent z-fighting

- fix for floors overlapping while using auto-place option

- fixed tri floor frames overlapping into floor frames

Lots of fixing/improving very old code lately, including plenty of small changes not worth mentioning. Hopefully I can get back to new features soon along with adding weapon racks.
Happy holidays everyone!

Currently half off for the winter sale, maybe gift Fortify to a friend: https://store.steampowered.com/app/505040/FORTIFY/


Update 122 - mostly fixes



- adjusted high external wall overlap to match rust better

- updated high external stone wall model

- changed the mesh on top of wall parts to prevent z-fighting

- added HBHF visual range, fixed moving out of range not disabling trigger

- improved deploy placement code related to angle limits

- fixed move level tool not updating floor level while in symmetry mode

- fixed accidental floor overlap if clicking way too fast

- fixed tri floor frames not replacing tri floors

- updated laser detector model

- fixed sedan missing it's selection collider

- picture frames now place on center instead of the bottom


Update 121 - auto turret interference



The auto turret interference system is in, should work the same as rust including sparks.
Mouse over info will show the number of turrets in the interference range (both on and off) and the amount of interference. The visual range ring that was patched in now renders through everything.

- added attack helicopter

- added carvable pumpkin

- added brutalist, frontier and gingerbread building skin override options for copy-paste exports

- added mid wall placement for floors

- added ability to place foundations under walls that have no socket connection there

- fixed bug with overlapping auto/flame turrets in symmetry mode

- fixed undo not returning connected wires with deleted parts

- added visual range for workbenches

Patched in since last update:

- updated small battery output and capacity to match rust

- added customizable key for park picker shortcut at startup

- fixed build part shortcuts not working in cupboard range mode

- added placement check for root combiner wired connection

- fixed a copy-paste bug with water purifiers and elevators, doesn't fix elevators pasted in rust, that's a plugin issue


Workshop item featured above:
https://steamcommunity.com/sharedfiles/filedetails/?id=3050221559

Update 120 - QoL plus new deep water scene



- added tugboat deployable

- added a water scene made from an actual Rust map for proper water depths


- improved iceberg scene by including missing types plus larger ice sheets and tugs/barges to help identify

- improved foundation height check accuracy to match rust (mainly for icebergs)

- added conditional roof side parts, these can affect placement of neighboring shopfronts

- added pastebin export back with extra option to import from a pastebin link or just code

- changed copy/move tool to use selections original height from ground

- changed foundation placement to use previous placement height

- added option to override all metal or stone parts with skins for copy/paste exports, also includes a
container color picker

- changed small button above hide floor arrows to jump to highest structure level in the scene

- added dropdown to selection tools to switch between level, height and new scene option, allows for selecting every deployable of a type in the scene

- fixed "hold LMB auto-place" mode, should miss less edge placements now

- fixed fireplace always being red blocked

- fixed wall frames mid floor socket not providing TC connection

- changes to main menu UI to fit more things

Patched in a while back:

- fixed move tool not updating socket connections when placed

- added missing IOs for fog machine and strobe light

- fixed stability of half floors on doorways/windows

- added option (in options) to disable electricity usage calculation for better performance with very long circuits

- fix to allow for setting symmetry guide on floor centers

As per usual, any bug reports or feedback is greatly appreciated. Soon I'll be sharing some higher priority to-do list items to decide on (get motivation for) what to work on next. This should have been 2 separate updates instead but I've been a bit distracted over the summer. The next update shouldn't take nearly as long as this one.

Update 119 - symmetry mode



- added symmetry mode, duplicates placed parts around a set center while saving a connection so any changes affect the others while in the mode, works with edit mode tools as well, learn more about how to use it in the guide.

- raid mode and stability view are now separate to allow for seeing stability colors while building, made room for the new button by moving resource count to the top

- fixed a bug with undo/redo where restored deleted parts were lost track of within the system

- fixed red button power, now sends 2 instead of 1

- fix for stairs/ramps/steps not snapping at the right angle in certain circumstances

- fixed ramps overlapping ramps and incorrect height check

- reduced mouse sensitivity while height adjusting foundation placement

- changed stability calculation to prioritize wall support instead of roofs (placement order matters in rust)

- raid mode firing key can be customized

- wire/pipe colors are now included with copy-paste files (plugin was recently updated)

- fixed shelves being rotated incorrectly with copy-paste files

Switched the title to the number of released updates instead of the more arbitrary version #.
Hadn't really thought about how high that number would be but shouldn't be surprised with the 7th anniversary of the steam release coming up soon. Thank you to all that have provided feedback and supported this endeavor over the years.

Workshop design used for the header image: https://steamcommunity.com/sharedfiles/filedetails/?id=2992178420