Forts Tournament XX - 4v4 Team Death Match- Winners!
G'day, Forts fans!
Congratulations to team XDXDXD winners of Tournament XX!
Only the top players from previous ranked seasons qualified for tournament entry and the concentration of talent was intense. Individually team XDXDXD's members hold first and second place for the last four ranked seasons. That's counting only the first two players from their roster by the way. With a dream team like this assembled did anyone else stand a chance? Or should they have just gone ahead and handed them the trophy?
Not so fast.
Three other teams were willing to meet the challenge despite the odds against them. And in match four Nerf Nukes shocked XDXDXD sending them down into the lower bracket to face Base Erasers if they wanted to reach the finals. After regrouping and surviving the best of three they came roaring back into the finals for a rematch against Nerf Nukes. Staring down sudden death and needing two wins to Nerf Nuke's one, they survived an epic Close Quarters slugfest that went the distance before sealing the win on Squirrel's Peak. In doing so they also became the first team to win a tournament after being knocked into the lower bracket. Congratulations!
*XDXDXD Team Captain was unable to participate due to wildfire activity, stay safe everyone.
And an honourable mention to team Hodge Pogs, who were willing to dive in when everyone else was too intimidated and whose unconventional tactics came perilously close to producing an upset.
Tournament replays will be made available through the Featured tab in the Replays menu within the next few days.
A German language cast is available for a short time from Goldspammers TV while individual matches with commentary are being added at Salzwerk YT
Thanks to English caster and lobby host Bobereto and caster Project Incursus with Special commentator EWG Developer Nozehed. And Ximsa creator of the Observer Tools mod.
You can watch the English cast of the tournament at:
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 12 Champions!
G'day Forts fans!
Season 12 marks the end of an era as Matteo breaks two streaks at once, EtaN's record setting three consecutive victories and his own run of three runner-up finishes. With their places reversed, Matteo in 1st and EtaN in 2nd, it is now his turn to face the pressure of defending the title. In 3rd place we have Firework taking the final spot atop the podium for the second straight season. Can he draw inspiration from the shakeup at the top?
While the top 3 finishers receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 12 Medal. Congratulations!
Achieving a top 20 placement was made even more difficult this season due to an unfortunate rise in the number of players engaging in ranked misconduct. Their rankings have been forfeited and temporary bans applied. An additional number of accounts have also been flagged for enhanced monitoring throughout the upcoming season. While necessary, the extra time spent on enforcement has come at the cost of delaying or scaling back other events for the community.
Nevertheless, Tournament XX takes place on the 14th and signups are still open. Follow the link for full details.
1v1 Leaderboard
[XD1] Matteo
[XD2] EtaN
[XD3] Firework
[GFE]Finn
[GFE] Geiger
dab_u
Teutonick
[GFE]mcc72k
WIG_Yibo
AlexD
bl00dparasite
von Eagle
[GFE] Bowser
[GFE]Amburulo
sco
[GFE] KillerGruetze
Zupper
Taichu
i am noob
Crassus
Season 13
Season 13 is now underway and will run through September 30th. Will your name be on the next list?
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 XX
G'day Forts fans!
As teased last month on the Forts Official Discord Tournament XX will be held on August 14th at the North American friendly time of 4PM EDT. Players from all regions are still welcome to participate of course. But it may be rather late or early depending on your local timezone. To keep up with all the latest Forts news and get advance notice on upcoming events, be sure to join us on Discord at the link above.
The format will be 4v4 Death Match double elimination and the theme of Tournament XX will be Up Close and Personal. As the rounds progress the circlemaps will bring players closer together to share the joy. Expect early aggression, scrappy battles, and frantic action. In a final twist inspired by Reloflex's Pro League, win or lose each team may only select a given commander once during the tournament, so choose wisely!
UPDATE 8-10-21!
Tournament eligibility has been expanded to include past Ranked seasons. Players who finished within the top 100 of any previous season now qualify to enter the tournament. Check your placements here:
We are taking suggestions! If there is a map you would like to see in Tournament XX join us on Discord and let us know. Map candidates should be symmetrical, balanced for competitive play, and conducive to early game play. A great example would be the delightful Squirrel's Peak map.
Congratulations to [DFC] CronkhinatorYT and [DFC] Matteo of Badges++, winners of Tournament XIX!
The schedule for Tournament XIX was chosen in the hopes of making it more accessible for our players across the world. Taking place at midday for the EU it succeeded in attracting some new faces onto the tournament scene. So a warm welcome to all the first time participants. And in proper Forts fashion, that warm welcome consisted of missiles and cannons and lasers. Oh my.
As first tournaments go, Co-op on big maps is definitely jumping into the deep end. A good Co-op team can perform greater than the sum of its parts, while a team without coordination can be less effective than a single person. Teamwork is everything.
Badges++ is no stranger to teamwork or tournaments of course. And as their name alludes, they both have an assortment of accolades accumulated from previous tournaments, ranked seasons, and community run events. Growing stronger as the maps grew larger, they showed off their ability to handle multiple bases on their way to victory and earned themselves another coveted badge.
Relative newcomers to the official tournaments, Finn and [DFC] Amburulo of Danke Merkel acquitted themselves admirably to take 2nd place. Surpassing the expectations of a certain announcer they scored an upset against Nowser (Noha, Bowser) in the lower bracket finals to secure their rematch against Badges++ in the finals. Well done! We look forward to seeing more from these and other other new participants.
Upcoming events
Aspiring competitors take note. With the Forts community growing and the level of competition rising future events may once again utilise the ranking system to qualify for entry. As with Tournament XIII, a minimum ranking may be required in order for people to join. If you want to ensure your eligibility be sure to maintain the highest season ranking you can ahead of the next tournament announcement.
Now a very special thank you to Salzwerk for hosting the tournament lobby and in addition to minimizing EU ping, also providing a German language co-cast with Geiger. Check out his breakdown of the finals Tournament XIX Finals German cast.
Thanks as well to our English broadcasting team. Bobereto and Project Incursus with Special commentator EWG Developer Nozehed. And Ximsa creator of the Observer Tools mod.
You can watch the English casts of the tournament at
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/Moonshot Update 1.12
G'day Forts fans!
As you might know we update Forts every two months, roughly coinciding with the ranked multiplayer season to avoid upsetting the balance mid-season. Today's update is aimed at quality of life, accessibility and correcting various issues big and small.
The headline item is that you can now access the options screen directly from the in-game pause menu, including during a multiplayer match. That means you can adjust sound volume, turn off weather and reactor flashes, change key bindings, etc. without ending your game.
Following Steam review feedback (yes, we listen!), tool tips for all of the buttons on the HUD and context menu have been added. This includes showing the name and details of the material or device of the context upgrade button, including for those not yet available to build.
To aide debugging, the game will now write temporary construction to the local replay. This will make it much easier to track down and fix some desyncs. Down the track this will pay dividends in improved stability.
The only balance change is that mini-guns have been removed from hanging forts to better standardise all starting forts, and to eliminate having to defend turbines from early attacks.
Reload animations have always been fragile, since they must correspond exactly with the reload period. This is no longer the case: we have split the start (Reload) and end (ReloadEnd) of the reload animation. The game will automatically start the ReloadEnd animation at the right time to match the reload period. This has the welcome side effect of making weapon reload look quite slick when the rapid-fire mod is enabled.
Existing animations with the Reload state only will still work, but mod authors are encouraged to split their animations. The last frame of the Reload state should be the wait frame, and have an extended duration, such as 120 seconds, to allow for a wide range of reload periods without glitching. See the "laser-barrel" sprite in data/weapons/beamlaser.lua for an example. Also, you can remove any script than manually updates compliant animation frame durations to target a new reload period.
Finally, a significant bug in the multiplayer pause system has been fixed. This may have at times made the game appear to lag badly.
We hope you enjoy this update, and invite you to provide feedback here or via the Official Forts Discord.
Cheers, EWG
Changelist 2021-06-08
Add: options screen to pause menu Add: tooltips for context buttons: repair, scrap, move, enable anti-air, portal switch/passthrough/disconnect Add: tooltips for material & device context conversion and upgrade buttons Add: tool tips for remaining HUD buttons, using existing tool tip mechanism Add: write standin node and link construction to replay and reproduce them during replays Add: standinreplay console variable to control playback of standin commands Add: \compact_devices command to make device ids sequential Add: \debug_workshop command to log out current internal workshop state
Balance: remove miniguns from hanging starting forts
Improve: reload animations can automatically adjust to ReloadTime, and don't require new sprites for commanders - split reload animation into Reload & ReloadEnd, trigger ReloadEnd automatically at the correct time if it exist Improve: reduce size of cost and time text on context menu Improve: resaved several maps to clean up preview images and fix camera positions Improve: show device/material description when rolling over context menu Improve: update all standard AI forts to use simple format Improve: save imported forts as simple format to avoid invalidation when detailed format changes Improve: local, non built in maps are no longer visible or selectable in non-private MP lobbies Improve: display a warning if local non-built in maps/mods are selected in private MP lobbies Improve: log a console error if a map is selected that contains local mods that cannot be found Improve: (Console) trace functions can handle newline characters correctly Improve: (Console) trace functions have increased buffer size from 512 to 1024 Improve: if player was winning on ranked disconnect, don't show defeated pose Improve: if no clear winner, don't show both commanders having defeated pose Improve: it's possible to cycle materials while previewing an extrusion Improve: increase IntenseEndThreshold to reduce lingering intense music when action stops Improve: increase responsiveness of music intensity to the action Improve: (Laser) eliminate delay before reload animation starts Improve: remove any standin links at start of PhysicsManager::BreakStructure to eliminate potential for interference Improve: reduced lobby name edit box width to match what's allowable Improve: updated fmod to version 2.01.09
Fix: tips do not show Fix: projectiles sometimes leak out of accelerators Fix: (Console) trace functions can exceed buffer size, causing crash without dump Fix: projectiles that are sinking into impact point can still intersect beams, spawning projectiles far into a structure Fix: weapon close all doors context button doesn't show Fix: weapon reload animations not restored correctly when seeking replay Fix: struts highlight under cursor when taking map preview screenshots/cursor invisible Fix: excessive scale variation in some rock and foundation sprite edges Fix: terrain sometimes renders with large buggy surface sprites Fix: edge set seeds are not set when using display lists, so actual randomisation doesn't match editor Fix: lobby names and secondary fields can overlap in the server selection screen Fix: disrupted warheads target a different location after getting damaged Fix: upgrade detail doesn't show on context menu rollover when the button is disabled Fix: bracing construction intersects with the stem line segment of devices, forcing it to back bracing Fix: replay filenames overlap date Fix: devices can be build underground when struts are coincident with ground Fix: device Ids are lost when saving in the editor, causing issues when referring to device Ids in script Fix: 'Upload in Progress' dialog is overlapped by the available DLC panel Fix: (rules) RepairRate, FireRepairDegreesPerSecond, FireExtinguishEnergyPerSecond, RepairFieldSpeedFactor and RepairFieldSpeedFactorExtinguish can be negative or too small Fix: (Howitzer) doesn't smoke when damaged Fix: (Shield) when converting, materials can be stuck in transition when reconnected Fix: (Deselect key) ignores 'Keep device selection', and always keeps it Fix: (Warthog) animations are broken by shortened reload times Fix: (Shockenaugh) explosive barrel description doesn't mention claiming structures Fix: missing player disconnect message when a player quits after the match win/loss Fix: nested mod issue with workshop mods, duplicating mods and generating console errors Fix: when long door barrier materials get recessed they turn into a chain of back bracing Fix: breaking by rotation can create a chain if replacement material has a lower max link length Fix: reactor low music doesn't get played at appropriate times Fix: if a client is in the pause menu when the host pauses, the simulation becomes jerky after it resumes Fix: lobby names have no length limit, allowing lobby names that will be truncated Fix: (Hurricane) activating while reloading causes animation to reverse Fix: fire sounds can displace bullet impact sounds when there is a lot going on Fix: (Moonshot, Lock Pick) incorrect polish translation in third objective
Changelist 2021-06-08b hotfix
Note: this hotfix was erroneously made compatible with the original update, but caused desyncs with it due to the change to the music script. If the version shown in the main menu is still '2021-06-08' then please restart Steam to get this hotfix.
Fix: pause menu buttons can be pressed while options screen is visible Fix: memory corruption sometimes resulting in a crash when restarting from instant replay Fix: music can change to the intense state by scrapping structure Fix: music.lua doesn't immediately end reactor low when seeking
Forts Ranked Multiplayer - Season 11 Champions!
G'day Forts fans!
Season 11 wraps up with some familiar names on top of the leaderboard. EtaN notches an unprecedented third consecutive title to go along with victories in tournaments XVII and XVIII. Is there anyone who can end this epic win streak?
If you ask our 2nd place finisher [DFC] Matteo the answer would most assuredly be "Yes." They've been neck and neck with EtaN this whole time and recently experienced some major breakthroughs. In April Matteo and his partner [DFC] Bobereto won the inaugural season of Reloflex's Pro League. And then in May at Josiah de Brueys Operation Mayrush 1v1 tournament he reached a major milestone, beating EtaN twice in the finals to take his first head to head victory as well as the title. Hot on their heels is [DFC] Firework who reaches the podium for the first time after placing 4th in both seasons 8 and 10.
While the top 3 receive Gold, Silver, and Bronze, all players finishing in the top 20 will receive a Season 11 medal. Congratulations!
On a more somber note, some very unsportsmanlike conduct came to light during the end of season audit. This included attempts to artificially influence match outcomes. Players engaging in such actions forfeit their ranking and face temporary or permanent bans.
1v1 Leaderboard
EtaN
[DFC] Matteo
[DFC] Firework
[DFC] felixwoelmuis
Teutonick
[DFC] Bobereto
Finn
alfq_
Not 4 Hire
Geiger
mcc72k
Liuhe
von Eagle
[DFC] Noha
KillerGruetze
Taichu
MandalorianJedi
LabyrinthSkY
[DFC] Bowser
sco
Season 12
Season 12 is now underway and will run through July 31st. Will your name be on the next list?
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 XIX
G'day Forts fans!
We're excited to announce Tournament XIX will be held on June 5th, 2021 at 2pm CEST. This should be a much friendlier start time for our European friends. Everyone is still welcome to participate regardless of region of course. But you may find it somewhat early or late depending on your timezone. Never fear, future events will be held with other regions in mind too.
This event will be 2v2 co-op with a progressive map selection. Each round the map pool will expand to include larger and larger battlegrounds. In order to advance through the early rounds our competitors will need to demonstrate how well they can work together while sharing a single base. But to make the finals, their ability to each handle multiple bases will also be put to the test. Micro your way into macro!
In order to participate, you must do the following...
On Saturday eight competitors entered Tournament XVIII and one undefeated champion emerged. Navigating a gauntlet including commander bans, an expanded map pool, and a fallen opponent battling back for a shot at redemption, EtaN adds yet another medal to a collection already filled to bursting. Congratulations!
And congratulations to our runner up [DFC] Matteo who came within a tenth of a second of plasma burn away from victory against EtaN in match 12. Firework, our third place finisher, was coming off a tournament fastest victory in match 11 with a time of 2:24 before falling to Matteo's comeback bid in a gritty slugfest that went the distance. The finals belonged to EtaN though, as once again Matteo's laser fell milliseconds short of turning the tide.
Adaptability and versatility were on full display as the players learned of their map and bans mere minutes before each match. The maps themselves were drawn from the ranked pool and submissions from Forts Map Making Contest II. With so much uncertainty to prepare for could they still bring their best to the competition?
The answer was a resounding "yes" and produced some of our most exciting matches to date. Dominance was displayed alongside epic comebacks. Ambitious gambles that paid off and calculated risks that wound up costing everything. Topping them all was an unbelievable coreswing never before seen in tournament play and perfectly executed.
A special shoutout to Ximsa, maker of the Observer Tools used during the tournament and now compatible with replays. All tournament XVIII match replays are available to watch in the Featured tab of your Forts Replays menu once you click Download. Attempt the epic coreswing at your own peril!
If you haven't already, join the Forts Official Discord for more information on mapmaking, modding, strategy, and a special upcoming tournament announcement. Cheers, EWG
Forts Tournament XVIII
G'day Forts fans!
After the 4v4 chaos of Tournament XVII we return to good old fashioned 1v1 action for Tournament XVIII. So much has changed since our last one-on-one event including the giant commander update and a new addition to the ranked map pool. Will we also see a new champion emerge?
This tournament will also feature an added twist, commander bans! At the start of each match both competitors will be asked to select the commander they would like to ban. The two banned commanders may not be chosen by either player for that game on penalty of immediate disqualification. Show off your versatility or collapse into a smoldering pile of rubble!
In order to participate, you must do the following...
Can you believe we've been updating Forts for 4 years? Yes, in just 10 days it will have been 4 years since launch. Our passion for this game hasn't waned at all. If anything, watching the dedication and creativity of our players has spurred us on. We continue to patch issues big and small, and add features as we can.
This bimonthly update contains some interesting items!
Out gratitude goes out to Daniel Rusnák for providing a complete translation of Forts into Slovak. This is no small feat as there are an estimated 15,000 words in the base game, the Moonshot DLC, and various associated Workshop items. Not even including the Store pages. Welcome to any new Slovakian players, and join us in thanking Daniel.
For the recent Forts Map Making Contest II we promised immortality by including the winning map in the game. More importantly, the ranked multiplayer map selection! The talented map maker who won was Cronkhinator, with his map 'Desert Ruins'. Congratulations, Cronk!
Some players will enjoy the new convenience of associating Forts with replay (.fwr) and map (.fwe) files, and those sensitive to bright light are now able to disable the full-screen reactor destruction flash.
There is a long list of improvement and bug fixes, plus a few essential balance updates. Several exploits have been closed, such as being able to charge your commander by destroying your own weapons. A few long standing crash bugs have been addressed, especially in relation to mistakes made by mod authors.
The full patch notes are below for your interest. As always, have fun and thanks for playing.
Cheers, EWG
Changelist 2021-04-09
Add: Slovak translation Add: (Desert Ruins) Cronkhinator's contest winning map, included in ranked maps Add: replay (.fwr) and map (.fwe) filenames can be passed on the command line alone, allowing file association Add: game option to disable full screen reactor flashes Add: instant replay button to Sandbox pause menu Add: (sprite effects) relative time values (Colour1Time, Colour2Time) to fade into and out of given colours Add: parameter projectileNodeIdFrom to OnWeaponFired script event for better projectile conversion tracking Add: constant Devices.DoorCloseDelayDefault to replace hardcoded value Add: Physics.ImpactMomentumLimitDefault to prevent physics instability Add: ImpactMomentumLimit to projectiles to combat exploits of certain projectiles Add: 'default' to mMomentumThreshold to allow a projectile to override deflection/penetration thresholds of all materials Add: fired and count parameters to OnGroupFired script event Add: ScreenshotsShowReadout settings.lua option to allow debug readout during screenshots Add: additional workshop console warnings if an item download state seems incorrect following a download Add: additional console warning if a symmetrical map if not marked as symmetrical in the map script Add: SaveName to materials, devices, and projectiles in debugging mode (Ctrl+Shift+D) Add: additional slots to ReplayKeyFrame to support up to 16 AI teams
Improve: (Vanilla Large) updated to comply with style guide, fixed symmetry, increased elevation, lowered & stepped windfloor Improve: (Mushroom cloud effect) reduce full screen screen reactor flash opacity to 75% Improve: (RayOffset) default is set to -0.1 to ensure impacted strut is damaged Improve: (BeamPenetrationDistanceThreshold) default increased from 5 to 1000 to remove unexpected damage/fire reduction in mods Improve: Chinese translation Improve: fade in and out default device smoke Improve: projectiles now retain the weaponId after a conversion action when multiple projectiles are spawned Improve: AutofireCloseDoorTicks defaults to physics frame rate times DoorCloseDelay if absent Improve: moved Forcefield sound to main master bank so it's always available. Improve: set forcefield sound to virtualize when away from camera Improve: moved forcefield effect location so field and safezone terrain blocks no longer trigger console error Improve: write console message if a banned player tries to join your lobby Improve: drop console and display error message if you try to directly join another players lobby (via steam friends/invite) while you have an active ban Improve: OnContextMenu* doesn't need to restrict itself to associated side, allowing use from mod scripts Improve: fade in residual laser sights to avoid clunkiness when group is targeted separately Improve: file extension passed on command line is validated before opening
Balance: (Laser) remove the stability requirement from laser damage and fire Balance: (Buzzsaw) add 50 splash damage with radius 80, offset 60 back, vs bracing/backbracing Balance: (Buzzsaw) reduce fire std dev by 50% Balance: (Scattershot Buzzsaw) increase build cost by 75 metal to account for extra blades (+37.5%) Balance: (Repair Station) increase hitpoints from 40 to 60 (+50%) Balance: (Magnabeam) increase hitpoints from 180 to 300 to allow it to take 3 sniper shots (+67%) Balance: default door close delay is increased from 0.5s to 1s Balance: (Base and Moonshot weapons) removed DoorCloseDelay and AutofireCloseDoorTicks to use new default of 1s Balance: (Door) increase the minimum length from 37.5 to 49 (+31%) Balance: (MG, Sniper, Minigun, Shotgun) limit impact momentum to allow slanted armour to defend against accelerators Balance: (Pinchfist) reduce production bonus from 10% to 5% Balance: (Buster active) reduce distance travelled by 20mm Cannon DU round from 400 to 300 (-25%) Balance: (Buster active) reduce distance travelled by Rocket DU round from 600 to 400 (-33%)
Optimise: (Mushroom cloud effect) condense full screen flash into one sprite effect Optimise: (Mushroom cloud effect) reduce overall effect lifetime to from 20 to 15 seconds and removed cruft
Fix: when out of focus for a long time, simulation can freeze or structures have extreme distortions Fix: projectiles can slip between two struts to escape particle accelerators and structure in general Fix: device positions are not set when loading a map in the editor Fix: (missiles) when target is close, clearance can be too short and the projectile can turn into the fort Fix: (Fort Worthless) 2 cannons can be fired to satisfy the 3 cannon group fire objective Fix: upgrading a master weapon doesn't update the icon in the group tab Fix: aligning solid struts with a pass-through portal allows you to create a one-way barrier Fix: commanders can be charged by reflecting buzzsaw up into own backbracing Fix: (Buzzsaw) ray damage doesn't apply to the strut the projectile lands on Fix: (Pyromaniac) dropping your own cannon achieves the objective Fix: (Scattershot, tutorial 2) trajectory preview is obscured by background terrain and structure Fix: (Shockenaugh) barrels dropped outside of world charges self Fix: (Warthog) double howitzer shot possible when firing through a firebeam close to weapon Fix: (Buster active) depleted uranium rounds do not pass through devices as intended Fix: (Firebird active) mortar and sniper trails are not updated Fix: (Phantom) when connected to a mutual (neutral) structure via ropes, the neutral and connecting team's structure become invisible Fix: targeting laser can be swept rapidly to obscure target Fix: weapons are over-damaged, charging the commander excessively Fix: shooting own weapons at devices charges commander Fix: when players rejoin during a game they are not on the team they left on Fix: players can change to observer after start when lock teams is on Fix: password entry on join has no length limit Fix: devices can be placed such that corners of them protrude beyond solid structure Fix: (ai.lua) SetGroupingAffinity causes error in absence of GroupingAffinity table for saveName Fix: AI fires howitzers together, damaging itself Fix: using the incorrect case when forcing mods on in a mission script can cause errors (e.g. Weapon_Pack) Fix: crash when trying to connect lobby via invite while in offline mode Fix: crash when auto-AA targets non-missile shootable projectiles Fix: material context menu buttons remain enabled when the selected strut is too short or too long Fix: crash when rolling over the context button of a weapon which upgrades to the opposite inversion type Fix: crash when deleting multiple replays Fix: audio effects without a corresponding effects file were ignoring disabled audio sfx option Fix: spamming non mesh projectiles in particle accelerators can freeze game Fix: lobby list scrollbar overlaps player ban history Fix: CreateLink & DestroyLink can be called during EnumerateLinks, causing a crash Fix: EnumerateLinks can be called recursively Fix: mDesiredFireAngle not set for devices Fix: when device platforms are destroyed the device goes neutral before destruction in the next frame Fix: turbines at device index 0 do not have their efficiency updated Fix: (Pinchfist) Buzzsaws can be reclaimed for the full metal value Fix: (Hurricane active) weapons reloading when activated don't reload any faster Fix: writing past buffer with more than 9 AI teams Fix: AI can fail to launch missiles due to excessive clearance Fix: scrollbars don't update properly when the parent clears items or resizes Fix: lobbies are added to the listview when the banned text panel is currently visible
Remove: link deviation angle from node debugging
Changelist 2021-04-11 hotfix
Add: ray damage stops when it hits a material which takes no damage Add: projectile_wireframes line effects to show where ray damage is being applied and stopping
Balance: (Buzzsaw) no ray damage applied to any material except bracing, backbracing, portal, and rope Balance: (Buzzsaw) adjust direct damage to compensate for -0.1 ray offset (destroy 5 spaced bracing struts) Balance: (Buzzsaw) move splash damage back to prevent damage beyond point of impact Balance: (Moonshine active) remove EMP from Buzzsaws
Fix: when damage multipliers are applied to the projectile's damage it can continue due to rounding error Fix: player 2 can suggest mods in ranked Fix: Chinese translations
Changelist 2021-04-11b hotfix
Add: new Forts Pro League season one medal asset
Improve: Non publicly visible workshop items now appear disabled in Multiplayer map/mod selection screens Improve: misc Slovak transation
Fix: smoothed paint target sometimes becomes invalid, preventing missiles from launching Fix: (Smoked Out) destroy a barrel with flak objective fails to trigger Fix: potential memory leak after receiving large messages via Steam