We hope you've been enjoying Forts and the new High Seas DLC. As always we've been beavering away in the background, cooking up a new and improved version of Forts. This is another mixed bag of minor and not-so-minor improvements, but the modders out there should be the most excited.
The headline is the new dynamic tool tip system. The game will now automatically generate appropriate tool tips for materials, devices, weapons and ammo, and append them to the end of those already specified. They include the tech requirements, upgrades, ammo types that a weapon fires, various properties, and so on. Mass and hit points are appended to the item name, too. They are instantly updated when items are disabled or enabled. We hope this will improve accessibility.
Since the tool tips can now be more than a few lines long, scrolling is sometimes required in the expanded HUD, triggered using the Q key, or by pressing the graphical button on the HUD. When hovering over an item, you can hold Ctrl and scroll the mouse wheel in order to view the obscured lines.
Modders will no longer need to be concerned with writing detailed tool tips, and combinations of mods will be reflected correctly. We recommend modders revisit their published mods and remove tool tips now duplicated by the new system, particularly technology requirements. In some cases you may want to exclude upgrades from tool tips; you can set HideFromToolTips = true on the upgrade to achieve this.
Another much requested modding feature is the ability to use the path variable during load time of a mod's script.lua. This will allow modders to better organised and reuse their scripts.
A change has also been made that allows projectiles to trigger similar projectile conversions that beams have had. The following example, an addition to the howitzer projectile's Effect table, will allow a sniper to create a flaming howitzer.
The full change list is below for your interest. As always we invite you to provide constructive feedback here or via the Official Forts Discord, Have fun!
Cheers, EWG
Change list - dlc2 21 r12906
Add: dynamic tool tips for materials and devices to show upgrades, tech requirements, consumption, etc. Add: (Upgrades table) HideFromToolTips to avoid upgrade inclusion in dynamic tool tips Add: (GetMissileTargetProjected) returns the distant missile target for the AI Add: (standard forts) missing High Seas clipboard files for FortMid, FortShafts and Leviathan Add: (tool tips) hit points and mass next to device and material name Add: IsDeviceBeam script function Add: New script function SetUnlimitedResources(int teamId, bool unlimitedMetal, bool unlimitedEnergy) to enable/disable unlimited metal and/or energy Add: queue for ranked map pools to avoid late changes Add: View.HUD.ToolTips.LineMaxLength constant to limit length of dynamic tool tips (set to 200)
Balance: (Deckgun 1) reduce build time from 100s to 90s (-10%) Balance: (Deckgun 2) increase build time from 80s to 90s (+12.5%) Balance: (Deckgun 3) increase build time from 60s to 90s (+50%) Balance: (Eagle Eye) reduce GaugeDamageHitpoints from 3150 to 2250 (-29%) Balance: (Hardpoint) reduce build time from 60s to 30s (-50%) Balance: (Scattershot) increase GaugeAttackHitpoints from 6000 to 9000 (+50%) Balance: (Scattershot) increase GaugeDamageHitpoints from 1500 to 2250 (+50%) Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3150 (+40%) Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3375 (+50%) Balance: (Thunderbolt ammo) decrease build time from 27 to 24 seconds (-11%) Balance: scale deck gun kick back with number of barrels
Fix: (ammo, Deckgun, dome, hardpoint, Harpoon, Orbital Laser, Runway) debris of destroyed weapons need updating Fix: (beams) BeamRetriggersImpactProjectile defaults to false, preventing revival of impact projectiles Fix: (beams) BeamRetriggersImpactProjectile is not taken from ammo Fix: (Bolt from the Blue) objective not satisfied if Paveway bomb destroys Thunderbolt ammo Fix: (Buster) typo in DU effect sprite name Fix: (commander selection menu) description text can overlap scroll bar Fix: (Deck Guns) require Munitions to switch between modes Fix: (Deckguns) explodes with derrick debris Fix: (decoy, planes and orbital ammo) debris is that of a derrick Fix: (Dry Dock) absence of no-build zones allows player to cheese mission Fix: (Dry Dock) not clear Warheads are obtained from upgrading Swarms Fix: (Fort Falls) missing and overlapping terrain visible when zoomed out Fix: (Fort Falls) rope attachments can be Made to underwater terrain, allowing cheese Fix: (French) missing {HighSeas} token in Shockenaugh description Fix: (Hillfort) precipice in front of forts and peak of hill are not symmetrical Fix: (HUD) standardise the unit of comparison for materials to one grid division Fix: (ListBox) list scrolling sometimes fails Fix: (ListBox) the last line after word wrapping retains additional spacing that makes word wrapped lines irregular Fix: (Lobby) chat text can overlap the scroll bar Fix: (Magma-beam Pt2) confusion over normally buildable surface Fix: (Magma-beam Pt2) player's Ironside doors inoperable during repair Fix: (Magma-beam Pt2) some metal bracing over the smokestacks cannot be drag-replaced into another material Fix: (map editor menu) highlight clipping Fix: (Map Editor) block details text overlaps Fix: (Moonshine) some weapons may not have EMP icon due to GetDeviceTypeSplashDamageByIndex referencing obsolete variable Fix: (orbital laser mk2) droopy trajectory preview when selected ammo is not available Fix: (orbital laser) fails to fire when beacon lands on an invulnerable material Fix: (Phantom) move ability cannot drag-move weapons to locations inside their aiming gizmo Fix: (propeller) repair cost is inconsistently high Fix: (report) "Send" button background highlights when disabled Fix: (report) local file path too long causing zip and upload to fail Fix: (runway) explodes with derrick debris Fix: (Russian) 'Mine' is incorrectly translated Fix: (Scattershot) Control ammo gets 2 prediction lines (which are different) Fix: (Scattershot) Dome gets a trajectory preview Fix: (shields) internal disabled shields are not drawn as bracing for enemy Fix: (ShowTipChecked, IsDeviceTypeAmmo) script function documentation issues Fix: (skirmish howitzer) flaming version has different balance than regular (e.g. flaming stops at ropes) Fix: (The Squirrel) foundations are weak Fix: (Thunderbolt, Nighthawk) debris trails make mortar flight sound Fix: (Volcano background) clipped and overlaps grid Fix: (Warthog active) beams do not receive second chance Fix: (Workshop screen) inconsistency in highlight position Fix: both weapons and ammo tabs are highlighted after an upgraded weapon is selected Fix: ClearOnFocus for editbox clearing text incorrectly wrt cursor Fix: context menu is not refreshed when an upgrade is enabled or disabled Fix: crash when rolling over context menu upgrade button in team death match Fix: desync when player has init.dat in a map folder, setting the random seed Fix: Filters popup overlaps scroll bar Fix: ground devices can be built over neutral structure Fix: HUD items flicker in when e.g. selecting a device after being in the materials tab Fix: import of standard forts doesn't work from pack files Fix: language selection screen is missing titles Fix: local player past Seasonal medals do not appear correctly next to each seasonal Fix: low frame rate on Linux when using High Seas functions Fix: Maps/Mods forced to require DLC if they include a mod supporting (but not requiring) DLC Fix: mod selection screen content overlaps scroll bar Fix: NoDrawEdges, NoSplash, NoBuild and CanBuildOver key shortcuts missing from input keybind tab Fix: NoDrawEdges, NoSplash, NoBuild, CanBuildOver have no stringId Fix: OnLinkHitBeam not called when strut is invulnerable Fix: overlap of map name with scroll bar in editor menu Edit tab Fix: projectile-projectile AirImpact effects can't terminate the projectile Fix: projectiles with max age > 60s start invisible Fix: released key events don't have their consumed flag cleared, preventing handling in some cases Fix: some languages are missing the trailing space for key modifiers Fix: SoundEvent = "effects/device_explode" missing in some cases Fix: string building when async uploading files is not thread safe Fix: various list highlights and scroll bars are overlapping Fix: window shows 'not responding' when clicking during initial loading Fix: projectiles can be attracted to themselves, causing invalid position calculations
Improve: (commander descriptions) DLC icons can be inserted mid-string, and multiple Improve: (commander selection menu) increase line spacing for readability in some languages Improve: (details panel) show zero fire cost for weapons with no default projectile Improve: (expanded HUD) if cursor is not over an item, show the description for the currently selected one Improve: (GetMissileTarget) returns actual missile target Improve: (Hillfort) lower wind floor, turbines have 83% efficiency at top Improve: (Hillfort) move workshop one strut forward to allow sell off of rear material Improve: (Hillfort) shift mines to allow construction of 6 without deletion Improve: (HUD tooltips) have word wrap to handle long descriptions and dynamic lists Improve: (report) can now click anywhere in edit box to enter edit mode Improve: (report) no longer need to press enter to commit description text (send button updated while in edit mode) Improve: (Reporting System) add reason to reporting system Improve: (Reporting System) add Warning/Ban for false/spam player reports Improve: (Reporting System) create additional Ban/Warning types so players get better feedback on their bans Improve: (Reporting System) increase chat history logged in player reports Improve: (Reporting System) remove report button from disconnect messages for players who briefly joined and quit a lobby without interacting Improve: (Reporting System) rename "Quit" button to "Forfeit" button for host in active MP games Improve: (reporting System) separate "Host has forfeited" message for when a host quits a match in progress Improve: (script.lua) set path variable before load to allow dofile to work on secondary scripts Improve: (Thunderbolt, Nighthawk) explosion effect moves forward instead of backward Improve: (tool tips) larger font for Commander name Improve: (tool tips) offset from HUD moved to constants Improve: (tool tips) title and header fonts moved to constants Improve: (tutorial 1) hide the reactor bar to avoid confusion around a partly visible HUD Improve: (Vanilla) lower wind floor, turbines have 83% efficiency at top Improve: add 'Use: ' prefix to High Seas weapons for consistency Improve: added extra hardpoint debris and removed some from Turret and dome Improve: added gunners to debris Improve: description 'attaches to soft ground' changed to 'attaches to any ground' Improve: early tutorial link build instruction changed to 'peform action' and make it just once Improve: environment mod preview image support - will check the root mod folder for environment preview if none found in the environment sub folder Improve: increase spacing in tool tips for Chinese Improve: invalid SaveNames are removed from device and material prerequisites Improve: remove invalid upgrades and upgrade prerequisites in device post process Improve: removed edge case in script function AddResources for setting unlimited resources Improve: unlimited device & material tool tips (list navigation controls can be used in expanded HUD, hold Ctrl + scroll when cursor over button) Improve: updated English commander descriptions with High Seas specifics Improve: validate environment overriding to ensure players can only override non nested built-in environments
Optimise: (ListBox) only use the control's bounds to detect mouse-over for scrolling
Remove: device storage from details panel (no icon, now shown in dynamic tool tips) Remove: fire cost from weapon preview when there's no default projectile Remove: obsolete test01.lua surface scripts and commented references Remove: start-loaded built-in mod
Forts Tournament XXIV
G'day Forts fans!
Are you ready to crown a 1v1 High Seas champion?
The new High Seas team strategies were on full display last tournament. Now it's time for the best individual players in Forts to show what they can do. Will they dare go for early orbitals without a teammate backing them up? Are deckguns the new old reliable? How will the High Seas weapons play out on vanilla maps? Join us as we find out together!
Tournament XXIV will be a High Seas 1v1 Deathmatch tournament. And for our friends in the EU we'll also be starting a few hours earlier this event so more of you can participate. To that end the tournament date is set for July 2nd at 1PM ET, which would be 7PM CET. We're planning for between 8-16 players, and either double or single elimination depending on turnout. As before, we will also be extending the match time limit to 20 minutes. Hosting the event will be Bobereto, Frazzz and Project Incursus.
On to the details.
Will there be qualifying
Not this time. With the earlier start time we've made spaces for up to 16 players.
Single Elimination or Double Elimination?
This will be based on the final number of participants. If enough players register to warrant single elimination the finals will be best of 3, time permitting.
How will players be seeded?
With High Seas being new and no competitors having an established High Seas record, seedings will be based on aggregated results from Tournament XXIII and the most recent ranked season.
What maps will be used?
Selected From Scratch High Seas and standard maps.
What about commander bans?
Yes, we will have commander bans this tournament.
If you have any additional questions please contact us on Discord.
How do I join?
In order to participate, you must do the following...
The Season 17 results are here! And we have some new faces breaking into the top 20 for the first time. The podium is still crowded with veterans though, as Firework takes home another bronze, Matteo another silver, and EtaN another gold. Do any of our newcomers have what it takes to knock them off and claim a coveted trophy for themselves?
Some takeaways from last season. Pinchfist has stiff competition from Scattershot, Spook, and Architect for most popular ranked commander. Buzzsaws exist, sell metal at your own peril. And howitzers have overtaken warheads as the preferred weapon of base erasing.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 17 Medal. Congratulations to all medalists as well!
One final note, in keeping with our more streamlined approach to validating the ranked results several accounts with suspicious activity were stricken from the rankings.
1v1 Leaderboard
EtaN#2700
Matte0o160
Firework
Finn
Armordillo
Teutonick
[NFC] Noha
[WIG]CID_73
mcc72k
27777
[TF]Troupics
老萌新
TiAntlAnG1OO9
[BTA]hchao2000
[WTF] Bowser
steffen
Salzwerk
WIG_籽岷妙妙屋
[BTA]Alesio
Sir Buzzalot
Season 18
Season 18 is already underway and will run through July 31st.
Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Cheers, EWG
Forts Ranked Multiplayer - Season 16 Champions!
G'day Forts fans!
The long awaited season 16 results are finally here. Once again, we apologize for the delays. Some difficult decisions needed to be made that will have an impact on future seasons as we move forward. We were unable to validate some of the results and have reluctantly decided to remove some players from the season 16 rankings. This should not be taken as evidence of foul play on the part of the affected players.
On to the results. Taking the bronze this season is Noha making his way back onto the podium. Taking silver is another familiar face, Matteo, who along with AlexD won Tournament XXIII and is now the most badge laden player in all of Forts. Hoisting the gold trophy once again is EtaN who simply could not be stopped, pushing his rating past the matchmaking range of all but six of his fellow competitors. Congratulations once again!
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 16 Medal. Congratulations to all medalists as well!
1v1 Leaderboard
EtaN
Matteo
Noha
Firework
Malme
Bowser
Ready2BeBeaten
Teutonick
VonRIchthausen
mcc72k
hchao2000
Troupics
LunaticLunA
bl00dparasite
Cloud
Fluffiges Jo
Domy
YumKaaX
Kriegseule
Arza
Season 17
Season 17 is already well underway and will run through May 31st.
Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Cheers, EWG
Forts Tournament XXIII - High Seas 2v2 - Winners!
G'day Forts fans.
Congratulations to team Seep, winners of Tournament XXIII, our first official High Seas tournament! You may remember Seep placing second last tournament behind Sussles, but in a surprise twist the two teams dissolved and reformed themselves between tournaments, trading partners in the process. AlexD and Firework combined to win Tournament XXII over EtaN and Matteo. In Tournament XXIII it was AlexD and Matteo against EtaN and Firework as ex-partners faced off against each other in a round robin tournament.
There's no escape in round robin. The seedings and bracket can't help you and there's no avoiding unfavorable matchups. Team Seep ran the table, scoring a perfect 3 - 0 against the competition. In second place, Team Death Fridge took second, notching 2 victories along the way. And relative newcomers Team No, playing with a last second replacement player, acquitted themselves admirably performing above expectations to claim third.
We saw a little everything this tournament with the High Seas meta shakeup. Booming deckguns. Teams gambling on their ability to both land and defend Orbital strikes. Dominant AA and map control falling suddenly to relentless waves of planes. The judicious use of surprise howitzers and missiles. Clutch domes. And of course, the same high level sniper and laser and cannon play Forts tournaments are known for, now with 50% more shotguns.
If you enjoy high level Forts we highly recommend watching the replays, now available from the Featured tab of the Forts Replays menu. Watch the builds step by step and see the level of coordination on display as the teams execute. Also track their resources live, courtesy of Ximsa's Observer tools.
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Cheers, EWG
Forts Five Year Anniversary Sale!
G'day Forts fans!
If you told us in 2017 that Forts would still be going strong in 2022 we would have told you to drop your core! On April 19th Forts turned five years old, and what a ride it has been! We are eternally grateful for all your fantastic support. The Forts community is a credit to the game, be it welcoming and helping new players on Discord or creating inventive and exciting mods and maps. We thank you all!
To celebrate we have initiated a sale across our entire catalogue, offering existing players with a great opportunity to expand their Forts library, as well as enticing players on the fence into the Forts fold. This sale runs from April 30th for ten days.
Forts Five Year Health Check
So what are the numbers looking like after five years? Let's take a look!
Most popular commander - Overall: Architect Most popular commander - Ranked: Pinchfist Players completed Black Gold campaign on hard: 2602 Players completed Moonshot campaign on hard: 753 Players completed High Seas campaign on hard: 212 Battles fought: 54.2 million Hours spent: 12.9 million
*Free multiplayer weekend
Forts Timeline
Let's take a look back at some of the notable events over the past five years.
1 - April 2017 - Forts Launched - 1,362 peak players After 14 years of development, Forts finally sees the the light of day, on April 19th 2017. https://store.steampowered.com/news/app/410900/view/5262975441861685929
2 - May 2017 - Forts First Tournament - 1,079 peak players Having found a small, but passionate player base, Forts' first community-led tournament is arranged six weeks after launch. https://store.steampowered.com/news/app/410900/view/5262975441861684005
3 - September 2017 - Steam Workshop Integration - 197 peak players The first phase of Steam workshop integration arrives, allowing players the ability to upload their custom maps for other Forts players to try out. https://store.steampowered.com/news/app/410900/view/5262975441861681619
4 - October 2017 - Tons of Guns - 835 peak players Six new weapons and two extra tech buildings are added in the free Tons of Guns DLC, expanding the tech tree significantly. https://store.steampowered.com/news/app/410900/view/5262975441861681194
5 - November 2017 - ADGA Award Winner - 424 peak players At Melbourne International Game Week, EarthWork Games is recognised by their Australian game development peers at the AGDAs, receiving The Best Defence is a Good Offense award. https://store.steampowered.com/news/app/410900/view/5262975441861680990
6 - December 2017 - BPO Commanders - 543 peak players The Commander roster is pushed out to 12 with the addition of three Black Penguin Oil characters: Scattershot, Seep & Shockenaugh in another free DLC. https://store.steampowered.com/news/app/410900/view/5262975441861679990
7 - May 2018 - Campaign Mods - 258 peak players Players are granted the ability to create and share their custom campaigns with the campaign mod workshop upgrade. https://store.steampowered.com/news/app/410900/view/5262975441861678455
8 - June 2018 - Ranked Multiplayer & Repair Station - 7,280 peak players The multiplayer scene receives a boost with the introduction of ranked multiplayer, allowing players to wrack up points in competitive matches and find appropriately skilled opponents. The Repair Station device is added to ease the APM demands, should players need it. A free multiplayer-only weekend brought in a slew of new players also saw the record of concurrent users increased to 7,280. https://store.steampowered.com/news/app/410900/view/5262975441861677709
9 - June 2019 - Forts - Moonshot DLC - 971 peak players just over two years after launch, Forts first paid DLC is launched. Moonshot adds a whole new campaign, new faction, weapons and Capture Point game mode. https://store.steampowered.com/news/app/410900/view/2429044061346460933
10 - July 2019 - Ranked Season 1 - 626 peak players The ranked multiplayer scene is reorganised and reinvigorated with the formalisation of seasons, complete with end of season leaderboards and medals. https://store.steampowered.com/news/app/410900/view/1593627410377653536
11 - December 2019 - Multiplayer Training Missions - 940 peak players In an effort to help onboarding of new players into the multiplayer scene, training missions are added, complete with new environment set and drill instructor. https://store.steampowered.com/news/app/410900/view/3726097246760899467
12 - May 2020 - Forts Trading Cards - 776 peak players Steam trading cards finally make an appearance for the owners of Forts. https://store.steampowered.com/news/app/410900/view/2198263022930076515
13 - June 2020 - Forts Pro-HUD - 775 peak players A new Pro-HUD mini-DLC is launched, allowing players to support the game further with the purchase of HUD reskin and medal. https://store.steampowered.com/news/app/410900/view/2212902906123604321
14 - October 2020 - Commander Update - 741 peak players The fifteen-strong commander roster is given an overhaul, with rebalanced abilities and new powers for many characters. https://store.steampowered.com/news/app/410900/view/2864810353838512443
15 - January 2021 - Welcome Romerolagus - 1,989 peak players Dedicated community member Romerolagus is drafted into the EWG team to help moderate Discord and other areas of interaction with the growing Forts player base. https://store.steampowered.com/news/app/410900/view/2914357483128102177
16 - March 2022 - Forts High Seas Launched - 2,583 peak players Almost five years after its' initial release, Forts second full paid DLC is launched. High Seas drastically expands its' appeal with the addition of water tech, ships, weapons and ammo. https://store.steampowered.com/news/app/410900/view/3094542765846692775
Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Thanks for playing Forts, and here's to five more years! EWG
Forts - High Seas Modding Guide & Medal Update
G'day Forts fans!
We hope you have been enjoying the new Forts High Seas content! We're hot on its' heals with a small update to facilitate the publication of a new guide to help all you modders out there who are keen to get to grips with the new High Seas features. We've also streamlined the medal system. Read on for more info...
Mapping with Water
To make creating naval maps easy, we've added the new dlc2_template map for you to copy and edit within the Map Editor menu. We've also touched up The Forts Map Editor guide with the details you'll need to understand how they are put together. Look for the 'Making Water Maps for High Seas' section.
High Seas Modding Guide
Our new water-based DLC has a bunch of new features that modders can tap into: ammunition to change weapon behaviour, orbital bombardment, bomber planes, build queues, dynamic terrain and more! If you are interested in making mods using this new functionality, read our new How to mod High Seas guide.
The original modding guide, How to mod Forts, has been updated with new functionality that is not dependent on High Seas. The 'Device Upgrades', 'Beam Configuration', and 'Moonshot Only Features' sections have been modified. The 'ApplyMod' section has been renamed to 'Post Processing: RegisterApplyMod' and updated to reflect the current functionality.
Campaign Medals
With a third official campaign recently added, we thought it worth rewarding those who have battled to the end of the campaigns. How it works is players who complete a campaign on normal or hard difficulty will have a 'silver' campaign complete medal added to their trophy cabinet and lobby name, effectively pimping out the existing DLC ownership medal where applicable. This will be blinged up with a 'gold' campaign complete version if the campaign is completed on normal or hard difficulty with all achievements attained.
Leaderboard & Lobby Revamp
With the addition of new medals and some development bandwidth available, post-DLC launch, we have reorganised how player medals are displayed in the leaderboard and lobby screens. The way it works now is every unique medal type gets a spot next to the player's name. If a player has multiples of the same medal a star appears next to the most recent medal of that type, with all medals appearing in the expanded view, as seen here with the illustrious EtaN's collection.
Add: MetalFireCost and EnergyFireCost to ammo types Add: new control behaviour table support to projectile_list, "dlc2_control". Add: (script functions) GetProjectileParamBoolByIndex, HasProjectileParamNodeByIndex, GetProjectileParamStringByIndex, GetProjectileParamIntByIndex, GetProjectileTypeIndex
Fix: (crash) weapons that change ammo type (beam/projectile) are not restored correctly because current ammo has not been restored yet Fix: (crash) when showing weapon context menu and ammo type has no devices Fix: (orbital laser) can't fire projectiles due to failure of trajectory resolution (add: FIREFLAG_DIRECTAIM) Fix: (orbital laser) duration is not following the configuration Fix: (The Coming Storm Pt2) no win when player has no propellers left, ship movement stalls and is past the buoy Fix: (Sinking Nemo) rearmost sub becomes active during second cutscene Fix: missing translations for some high seas campaign weapon unlock banners Fix: non-consume ammo shows count Fix: queue context button shows even if all ammo types are non-consume Fix: when adding ammo to a weapon without ammo from a device, the default ammo context button uses that of the new ammo type Fix: bad references to moonshot campaign and cutscene music Fix: players medals can bleed over other columns in chatroom if they have long names and/or lots of medals (limit the number of medals shown)
Improve: Added improved medal stacking mechanics: - medals belong to different groups (e.g. seasonal result, tournament champion, community tournament champion, etc) - only the most recent Seasonal/champion medal for the group is shown in the condensed leaderboard view - DLC Ownership and campaign completion medals are now grouped, so campaign complete medal is shown instead of the ownership medal Improve: (Rolling Thunder) replaced Flaks with Machine Guns in normal scripts for more gentle challenge Improve: DLC campaign medals now check for dlc ownership Improve: dlc2_ammo_control mod now specifies the default non-campaign control ammo behaviour, dlc2_campaign2 mod overrides it for specific campaign behaviours Improve: latest loc updates Improve: ranked map pool for season 17 Improve: split control behaviour to a new mod, "dlc2_control_base", included by other mods to enable control projectile behaviours Improve: steam DLC campaign achievements now check for DLC ownership
Remove: (ammunition from device) don't add default device consume dependency to self
Changelist - dlc2 19 r12708
Improve: updated ranked pool to indicate which seasons each were in
Fix: (Hardpoint) crash when cursor goes into aiming arc Fix: dlc_control_base mod spams debug text to log file
Remove: CONTROL_SPAWNCONVERTEDONLY support from dlc2_control flags (redundant flag)
Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Thanks for playing Forts! EWG
Forts 2v2 Tournament XXIII
G'day Forts fans!
Did somebody say tournament?
Now that everyone has had a chance to explore the High Seas it's time to unleash that competitive spirit again. We can't wait to see what new strategies and tactics will emerge. And what better way than by holding a tournament?
Tournament XXIII will be a High Seas 2v2 Team Death Match event. In deference to the later starting time in some regions due to Daylight Savings we've chosen to go with 8 team single elimination this time around. It also allows us to increase the match time limit from 15 minutes to 20 minutes if the matches warrant. We'll make that decision after seeing how long the qualification matches last.
Speaking of qualifying it will be held on April 30th at 4PM ET as an offline event. We realize that this is short notice. If the number of entries falls short we may award 4 entries and reserve the remaining 4 spots for a second round of qualifying on May 4th. Should this happen competitors who competed in the first qualifying event would remain eligible to compete again for a second chance to earn a spot in XXIII.
8 spaces for Tournament XXIII will be available. If the number of teams registering falls short of that number then 4 spots will be available and an additional round of qualifying will be held on May 4th (time TBD) where there remaining spots will be given out. Competitors who competed in the first round would still be eligible to compete again to earn a spot.
What format will the qualifier have?
This will depend on the number of teams registering. We may use a mix of single and double elimination depending on the final size of the tournament in order to fit time constraints. We may also give first round byes to the top seeds if there is asymmetrical bracket, such as 12 total teams.
Please note however. As before, both tournaments will also feature commander bans. At the start of each match both teams will be asked to select the commander they would like to ban. The two banned commanders may not be chosen by either team for that game on penalty of immediate disqualification.
Seeds? How will players be seeded?
With High Seas being new and no competitors having an established High Seas record, qualifier seedings will be based on aggregated results from tournaments, ranked seasons, and FPL placements, with more weight given to their most recent accomplishments.
Tournament XXIII will be seeded based on qualifying results.
If you have any additional questions please contact us on Discord.
How do I join?
In order to participate, you must do the following...
G'day Forts fans! The day is finally upon us. Forts new naval battle DLC Forts - High Seas is available to buy now! Raise the anchor with us and take advantage of the 20% launch discount, as well as discounts across the whole Forts library! Hit the link above for more!
Set sail on the United Navies’ battleships, carriers and dreadnoughts and combat the Pirate scourge in Forts’ second major DLC. With a brand new water system, new campaign, weapons, ammo system, HUD and soundtrack, High Seas takes the classic Forts physics-based fun to the next level of building, battling and causing bubbles!
NEW CAMPAIGN
Five years have passed since famed scientist Professor Fred Capacitor disappeared mysteriously on the high seas. Now his son Max, who fights the battleships, carriers and dreadnoughts of the pirate horde as a captain in the United Navies, hears rumors of his father's fate, while on the hunt for a terrifying mega-weapon.
Features include:
18 missions with unique backgrounds
Variety of mission types, such as: - Enforcement - Ships vs ships combat - Interdiction - Destroy enemy ships fleeing the area of operation - Boarding action - Take control of an enemy structure - Land vs Sea - Fort vs ship battle - Carrier strike - Bomb the enemy with ship-launched jets
Hostile & dynamic environments
Interactive graphic novel-style cutscenes
A refined learning curve that teaches the player new features and unlocked weapons mission-by-mission.
20 skirmish/multiplayer maps.
United Navies HUD
New dynamic soundtrack
NEW ARMAMENTS
Energy Dome
Creates protective energy shield against destructible projectiles.
Build low to protect against aircraft dropped munitions.
Harpoon
Fires Decoy ammo.
Fires Control ammo.
Runway
Launches Thunderbolt jets
Launches Nighthawk jets
Hardpoint
Upgradable to Deckgun
Upgradable to Orbital Laser
Deckgun
Fires high-explosive shells
Upgradable to 2 & 3 barrelled versions*
Switch between spread & focus mode
Requires Hardpoint
Orbital Laser
Fires Orbital Laser Sweep ammo.
Fires Orbital Laser Focus ammo.
Upgradable with aim assist.
Requires Hardpoint
AMMUNITION
Decoy
The Squirrel. Lures and redirects enemy Swarm and Warheads.
Fired by Harpoon.
Control
Takes control of structures.
Fired by Harpoon.
Thunderbolt
Drops multiple explosive munitions.
Launched from Runway
Nighthawk
Drops high penetration, incendiary Paveway bomb.
Launched from Runway
Orbital Laser: Sweep
Laser beam moves across the target area.
Fired by Orbital Laser
Orbital Laser: Focus
Laser beam focuses on the target area.
Fired by Orbital Laser.
WATER TECH
The classic proprietary physics engine Forts is known for has received a major upgrade with the addition of the new water system. Ships float with true buoyancy, listing to one side if off-balance. Any structure not connected to a reactor will sink to the ocean floor unless reconnected swiftly. The ocean surface features its own set of splash FX, water and bubbles particles, underwater explosions and sound effects. This tech opens up a whole new world of possibilities of gameplay and modding to an already very satisfying physics-based experience!
EXCLUSIVE HIGH SEAS FEATURES
United Navies HUD New in-game United Navies HUD for your enjoyment.
To celebrate the launch of the new Forts DLC High Seas we have invited Incursus and Frazzz to compete in a contest between Captains! Come along as they recruit sailors from our testing group to crew their ships. Then watch as the captains deploy their fleets against each other in a series of challenges armed with all the new content.
The captains will take turns challenging each other with scenarios and then it's up to our testers to make it happen. Do they want a sky full of planes? What about endless deckgun barrages? Or maybe lasers from the sky cutting boats in half. If there's something from the DLC that you're excited to see, be sure to let the captains know in their respective chats.
Also joining us will be Bobereto and Noze, who just might be persuaded to hoist a flag themselves.
Tell the captains what DLC content you want to see!
The Battlefields
To be fought across both land and sea!
Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Looking forwards to seeing you on the High Seas, EWG