The year is 2235. Hundreds of millions of people are living packed together in enormous
megacities. Being an ex-con, you're struggling with keeping or even finding a decent job.
But luckily there is now an exciting high risk, high pay alternative - illegal farming. Various plants, originally genetically modified to produce medicinal components, have escaped into the wild and some even mutated further thanks to the abundant radiation. Most are actually suitable for medicinal purposes right off the stalk, others can be refined using simple kitchen chemistry. This is a serious concern for the medical corporations who have spent decades and put billions of dollars into genetic research, in order to produce and keep these plants secret in the first place. They certainly can't have people being healthy for cheap.
In order to be a successful farmer you must defend your plantation by turning it into a fortress; building walls, sentries and traps around it. The intruders come in many forms. Mutated beasts,addicted to the plants wants to eat them and can smell them from afar. Other bandit farmers are out to steal your harvest and destroy your business. Worst of all are the corporations. Well funded and totally ruthless, they won't hesitate to send in huge robots to take down your whole establishment and most preferably you too in the process.
It's a hard world, but the potential profits can be enormous. Will you be able to defend and expand your own Farm Fortress?
Farm Fortress is a persistent tower defense/farming/action/multiplayer game where you plant exotic plants and defend these against hungry mutated monsters, corporate robots and other players. Plants grow regardless if you're playing or not. You can design your fortress with walls, sentries and traps and help defend it yourself. Buy new equipment, attack other players or gather allies to help defend your fortress.
The doghouse releases these dashing fellas who will hunt your enemies tirelessly. The only way to stop them from coming is to destroy their doghouse.
Added attack timer which starts at 10 minutes for every attack made. For every life lost in the attack, the attack timer goes down by 45 seconds. Use that time wisely!
No Friendly Fire
Explosions and biowaste can no longer do friendly fire, i.e. missile sentries cannot damage themselves and bazooka/mine/grenade is not dangerous for fort owner.
- plasma max hit damage increased from 85 to 100
- antimech nerfing, lowered max hit damage to 80 instead of 110
- reduced chance for freak-fully-grown-plant-bonus when returning after 6 hours
- homing missile sentry is more expensive and has no direct hit damage (was 5)
- fixed a missing cleanup of entity list that could result in odd (targeting)
- behavior biosludge sentry, emp sentry and homing sentry caused problems with pathfinding in other enemies.
Mainly presentation related stuff and testing left, but that's a lot of dev time right there
Nov 21 2013, 3:42am by knurf
Today: weekly indie dev day, having ~20h of stuff to fix before our new take on this game is ready..
Nov 21 2013, 3:42am by knurf
Well that was disgusting
Nov 20 2013, 4:00am by knurf
Dare I put another 2x espresso in and make it a quad...?
Nov 20 2013, 3:54am by knurf
Nov 17 2013, 3:08pm by knurf
I'm still busy with the reworking of #farmfortress It's a fundamental change, turning the main goal into something a lot less infuriating
Nov 17 2013, 3:06pm by knurf
Nov 8 2013, 7:02pm by knurf
A big change is coming for Farm Fortress.. It's a deep, game changing kind of thing and it will hopefully not take very long
Oct 31 2013, 5:49am by knurf
AH deleting code, what a glorious feeling! (probably the same as burning money, I'm gonna have to try that some day)
Oct 31 2013, 5:44am by knurf
@martystronguk All is well, thanks for your quick response!
Oct 18 2013, 9:15am by knurf