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Issues Chapter 7 (this is standalone, may/not be same for combined campaign):
* when you talk to Joran Crawley, he turns into a merchant but you cannot interact with him any further
Just in case you want to add more comprehensive info + other lore items to Chapter 7 standalone (like Chapter 6 standalone). Be aware also that adding items directly into inventory at beginning of campaign can cause problems, esp if 1st character inventory is full. Better to offer in a chest like in Chapter 6, and let players manage inventory
I've lost the Eagle side quest, and Newt, but I still have the phylactery side quest. I'm wondering how you control side quests & companions carried over from previous chapters?
Problem with switching to the separate chapters now, is that the compilation file has no point to save & export the characters, so you can't play with the existing party - you're essentially going back to the start to build the party again anyway. Sorry, but I'm not inclined to play through the entire thing again.
Only final possible solution is: how far through chapter 6 am I now, when I'm at that Millar Forest exit that doesn't work? Is that the end of chapter 6 and the exit goes right to the start of chapter 7, or is there still more content in chapter 6 after this?
* after the first attack on the garrison courtyard, the siege begins and Fenlefut asks you to escape through the sewers to ask the dwarves for help. At this point, all the siege "enemies" are already standing around the garrison, but in green and not attacking. This may be what you intended, but looks weird that you can just walk around the "siege" with no attack
* once you enter the sewers and through to the mines, the exit back to Millar Forest leads to the Telerien confrontation. After the Telerien fight, the mine exit says you cannot go back in, and the original southern exit is missing. There is now a teleport in the north east, but stepping on it just teleports the party back one step, and does not leave the map. There is no other exit, so you are stuck in Millar Forest with no way to progress
After the Telerien fight, the mine exit says you cannot go back in, and the original southern exit is missing (but still has the sign on the map). There is now a teleport in the north east, which I'm guessing is supposed to be for the Misty Mountains, but it says "NORTH EXIT EXPORT OF THE CHARACTERS", and when I step on it, it just teleports the party back one step. There is no way out of the map and the entire campaign is stalled
Characters who join the game must survive if they are tied to a quest.
Lisbath is being held captive in a hidden clearing at the southern entrance of the forest (at the bottom right of the map).
Thank you for playing 'Fortitude' — have fun!
* where is Lisbath? Quest fails once you take Millar Forest exit out of Bable of luborbre
* once Newt joins party, do you need to keep him alive? Or is he just a free meat shield?
Start investigating the mayor's crypt, then return to the jungle to speak to Angbi.
Talk to the spirit of the gravedigger Angbi → He gives you the clue about the existence of the secret passage In the mayor's crypt.
Go to the mayor’s crypt, but do not force or detect the secret wall manually.
Find the hidden mechanism in the mayor’s tomb — that is what must trigger the opening of the passage to the necropolis of Fortitude, otherwise the quest won’t be validated.
Once you’ve unlocked access to the necropolis, you need to return and report to Captain Thorfin.
Thanks for your feedback. I’ll add a variation in the quest flow so it can still be validated in case a player detects and opens the secret wall to the necropolis manually.
The laboratory is a mirrored room that was looted by a notorious thief named finesprit. There's nothing here except for a good look at the floor tiles.
Thank you for playing Fortitude, have fun!
On the Sombre workshop, you will find "Rive Tranquille": https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854919837 .
An adventure that takes place before Fortitude and is designed for players from level 1 to 7.
The second adventure is Soleil Lune: a mini-quest where you must recover a relic, design for level 7-8 :
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2953027320
And Fortitude (compilation): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2984905042&tscn=1741445282 .
It's a great new campaign designed to start with players around level 7 finish 16 (Currently in development – 7 chapters completed out of approximately 10).
If you want, you can also play chapters 1 to 7 separately, but I recommend the compiled campaign for new playthroughs for a better immersion.
Thank you for your interest in my creations, your support is appreciated. Have fun!
Good game, your support is appreciated.
This is an adventure for level 8 characters, which are given when the game loads.
if you encounter any other problems, don't hesitate to let us know.
Have fun.
To find the passage that allows you to enter the necropolis, you must visit the burgomaster's crypt, then come out and seek help from the gravedigger after completing the quest for the amnesiac spirit. Have fun!
Please be cautious when updating your save files, as it may lead to save data loss. If you are well into the campaign, it is advisable to wait until the campaign's conclusion to perform the upgrade or play the individual chapter, available on the workshop.
Thank you for playing Fortitude, and enjoy the game!
My other campaigns:
Tranquil Shore: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2820348336
Sun Moon: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2883117077