Finally, 2020 is at an end, and to celebrate we are bringing you some festive cheers and a small update. We have brought back the holiday features with reskinned front end, holiday jingle and baubles, plus some tweaks and fixes.
2020 Retrospective
We hope you have been enjoying escaping the real world by jumping into the Forts world, with the may additions we have brought to the game over the last year. Let's have a look back at some of the highlights.
Commander Update
A few months back we released a huge free update for the commanders of Forts. This included huge rebalancing and a swathe of additional powers and abilities. As a result, we've seen the competitiveness of the fifteen commanders spread more evenly, with players moving away from the characters seen as traditionally strong, to see what the updated commanders have to offer. Click here to find out more!
Pro-HUD
While the vanilla game and the Moonshot DLC had their own unique HUDs, we wanted to experiment with our first mini-DLC. This re-skin adds a new lick of paint to the main console, reactor readouts, commander gauge and replay panel, as well as adding unique versions of these for the Moonshot HUD. This was perfect for players who wanted to refresh their Forts experience with a slick visual overhaul, while also supporting us as developers, for which they also received an in-game medal. Click here to find out more!
Steam Trading Cards
It only took three years, but Forts trading cards finally arrived on Steam, and boy did players enjoy them. Featuring a host of commanders, they were being traded immediately. Along with those, come emoticons, and steam backgrounds, my personal favourite. Click here to find out more!
Changelist 2020-12-22a
Add: console Enter, Backspace, Paste and Quit (for cmdlist command) rebind-able keys - found at end of input/all keys Add: log time to load environment resources for dropout debugging Add: CPU info logging for performance debugging
Improve: when auto recessing, don't consider devices being scrapped Improve: Updated to latest fmod 2.01.06 Improve: use translated ReplayCorrupt string Improve: some Chinese translations, mostly commander descriptions Improve: rename English 'Toggle mute chat' to 'Mute chat'
Fix: crash when viewing replays of games with a timer Fix: (Eagle Eye) laser sight tip can show twice in quick succession Fix: (Warthog) Howitzer doesn't receive 2 second reload reduction Fix: (Warthog) second chance icons aren't removed cleanly when weapons are deleted or disconnected Fix: mute chat button sometimes fails due to double clicking Fix: pressing keys while binding in input screen jumps within the list Fix: the console will process some keys while the IME is open Fix: players who re-join after elimination can't see the commander panel Fix: 'Host 5 moonshot lobbies' awarded to non-owners through ranked hosting Fix: (Pyromaniac) AI sometimes doesn't build delete the EMP, therefore not building the cannon - Add DD_* result codes to DeleteDevice* script functions Fix: logging of AI DESTROY_DEVICE actions incorrect for ground devices Fix: AI instantly gives up trying to build a ground device if it's obstructed by an existing one Fix: a period in the installation path will prevent some textures from loading, or cause a crash Fix: timeouts when loading dlc environments due to decompression of dlc packs on slow computers Fix: slow loading of environment packs can cause some players to drop out Fix: smoke doesn't block machinegun AA in Moonshot campaign Fix: Pack does not allocate enough memory in mTempFile to load the largest pack file Fix: host chat is not logged to own replay Fix: crash when double clicking maps, replays and training maps with missing required maps/mods Fix: EnableDeviceUpgrade and EnableWeaponUpgrade doesn't handle * wildcard properly Fix: multiple upgrade icons issue when first upgrade device is disabled Fix: workshop screen doesn't cycle through map previews, shows cycle button for mods Fix: uniform weapon spread is inconsistent Fix: clicking on a checkbox fails to correctly check and uncheck many settings Fix: (Drop the Bomb) buildable ground above bombs has non-buildable surface
Changelist hotfix 2020-12-29a
Improve: additional lobbies can be shown in the lobby select screen (from 50 up to a theoretical 150) Improve: reduce automatic lobby refresh from 5 to 10s to reduce chance of mis-click
Fix: open lobbies are displaced by closed lobbies when there are more than 50 Fix: in TDM players can see reactor health of team mates Fix: (Pyromaniac) Cannon sometimes fails to build Fix: (Rhino vs Tiger) Error: loading unknown effect mods/dlc1/effects/forcefield.lua at run-time; it must be pre-loaded
Changelist hotfix 2020-12-29a2
Improve: log last memory file separately to last store file for better crash debugging
Optimise: file select screens (replays, maps, mods) don't progressively update their dynamic layout, reducing load time significantly Optimise: don't look for cladding triangles to remove when the destroyed node is a projectile or an orphan
Fix: the menu hangs for several seconds when updating the lobby select screen at busy times due to progressive dynamic layout updates Fix: crash in DestroyDeviceById when device not found Fix: (Tutorials) speech bubbles are stretched every time the mission is restarted Fix: (Ranked) on timeout and disconnect while loading, crashes on filename construction in OnStartNewReplay Fix: cladding triangles could remain after the associated node is deleted
Changelist hotfix 2021-01-08
Add: report button to player disconnection messages so they can still be reported after they leave a lobby Add: minimum and maximum running average frame rate statistics (only at 1x speed)
Improve: video recording in replay while paused will resume, then pause at end Improve: ignore effect spawned with invalid directions, and log add error message Improve: support for Wine on Macs
Optimise: remove event functions for AI when operating in human assist mode
Fix: (ranked) deliberate disconnection can result in a win when Steam caches the change Fix: (ranked) players can easily win by minigun rush then disconnecting Fix: crash when upgrading device and platform is not found Fix: crash on ranked scoring when local player times out Fix: crash when selecting missiles of background team in Sandbox and Map Editor Fix: crash when attempting to group a device that was destroyed in the same frame Fix: crash when damage is applied to background structures Fix: "Select" button does nothing in replay/file select after downloading required workshop items Fix: crash when subscribing to items with % characters in some circumstances Fix: output special characters correctly in player names and chat lines when sending reports Fix: mods which don't set the fire speed and max fire radius create invalid positions when fired Fix: crash when triggering context menu on a device that was destroyed in the same frame Fix: attempts to record video at the end of replays sometimes succeed Fix: crash in DeleteNode when deleting orphans Fix: error message in BreakStructure when one of the nodes is deleted in the process Fix: team Commander selection not updated when a player disconnects Fix: (EnumerateLinks) PhysicsManager::VisitLinksFrom leaves struts in a marked state, causing destruction in unrelated code Fix: if weapon min fire speed is zero it can create invalid speeds & positions Fix: weapon max fire speed can be less than min fire speed Fix: modded device capacity can be unreasonably large, causing overflow of UI elements (limited to 100k) Fix: MinWindEfficiency not clamped to [0,1] Fix: MaxFireClamp not clamped to [0,1]
Happy Holidays from all of us at EarthWork Games, and we'll see you in 2021 with more vaccines for your boredom!
Cheers, EWG
Forts Ranked Multiplayer Season 8 Winners
G’day, Forts fans!
The Forts ranked multiplayer Season 8 has just wrapped up, and it's looking to be dominated by the DFC clan. In third place, we have [DFC] EtaN. Second goes to [DFC] Geiger. In first place, and the new Forts ranked multiplayer 1v1 champion is [DFC] M4r0x! Congratulations!
[DFC] M4r0x, who is a long time Forts player and supporter, will be recognised with the awarding of the season 8 gold medal, with the second and third placed players receiving silver and bronze medals respectively. As usual, all players who finished in the top 20 will receive a medal to reflect that. Well done to all the following participants...
1v1 Leaderboard
[DFC] M4r0x
[DFC] Geiger
[DFC] EtaN
[DFC] Firework
[DFC] Bowser
[CSC] Trekjeft
寒karry
[DFC] LandPlanters
[DFC] CronkhinatorYT
[DFC] felixwoelmuis
[DFC] Bobereto
extlxu
[DFC] ShinyMoney
Overlord
[DFC] Rothes
MandalorianJedi
[DFC] Matteo
Not 4 Hire
FYFT-编号203
Kira
Season 9
Season 9 has already kicked off, and ends Sunday January 31th. How well will you do this season?
Discord
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
On Sunday night we hosted the Forts Invitational Commander Tournament. Renowned community members partnered up to take each other on in a double elimination knockout competition. Each team committed to competing with a single commander throughout the tournament, to see which of the recently updated characters would come out on top.
After sixteen punishing battles expertly called by Incursus, Synergy and Nozehed, we had our champions. Congratulations to Samster Birdies and General Tanya, who took Eagle Eye to victory against second place Lancenshield and Felix, playing as Warthog. Matteo and 42 scientist's Armourdillo came in a valiant third.
Thanks go to all the competitors for their participation in the tournament and help with the commander update. Big shout out to Incursus and Synergy for their casting and commentating contributions, and to 42 scientist for helping us with the smooth running of the operation behind the scenes.
Streams
Missed the action? No problem! Catch up with these links:
If you haven't already, sign up to the Forts Official Discord to join our growing community of friendly, helpful and knowledgeable players and raise your game.
Thanks for playing Forts!
Cheers, EWG
Happy Hallowe'en!
A deadly mist now consumes this land Where once a mighty fort did stand Before haunted structures aged a thousand years Sent shells and warheads to resurrect your fears
And fight as you might to remain standing Cursed bullets and bombs on your base were landing Until no repair work of any amount Could save you from Sal Vaux, The Count...
Haunted Main Menu
Cursed Landscape
Release 2020-10-28a change list
Add: (Overdrive) separate key to trigger downgrades (Shift + U) Add: FIREFLAG_EXTRACLEARANCE to avoid always adding 1000 clearance when using FireWeapon* from script Add: mCancel bool to DestroyDeviceMessage to prevent unexpected response and log player intent Add: SoundEventTimeToTrigger and SoundEventVolume to effect configuration for more flexible use of existing sounds Add: required workshop item subscribe button/text to replay screen
Balance: (Armourdillo) match AP minigun damage to bracing with regular minigun (+50%) Balance: (Phantom active) laser sights don't intersect with cloaked devices or forts
Improve: (Phantom) move 'start fully charged' to the top of passives Improve: add RegisterApplyMod function to use instead ApplyMod to reduce chance of mistake Improve: Chinese time limit mod names Improve: German translation consistency Improve: Hide truce/limit countdown when descriptions are visible to prevent overlap Improve: increase initial mSortedEffects buffer to 3000 effects, with 1000 increments Improve: sort downgrades to the end of the upgrades table Improve: sort open ranked matches to the end of regular matches in lobby select screen Improve: Various map and mod name capitalisation Improve: (Phantom) hide device cursor details when moving a device Improve: messaging for k_EResultBusy steam API error result
Optimise: (Spook) condition order in DiscoverTeams and Update
Fix: (Armourdillo) AP minigun not unlocked with Unlock All Weapons mod Fix: (Hurricane passive) FastScrap is missing from description, FastBuild is duplicated Fix: (Overdrive) fast-build doesn't apply to downgrades Fix: (Overdrive) first level devices with upgrades receive build speed increase Fix: (Phantom) can place a cloak effect at an invalid location Fix: (Phantom) node snapping issue when dragging to move weapons/devices Fix: (Phantom) context menu move button was displaying reclaim duration instead of move duration Fix: (Phantom) moving upgraded ground devices Fix: (Phantom) terrain glow for moving devices not drawn correctly Fix: (Phantom) initial starting devices no longer appear cloaked Fix: (Phantom) Upgrading cloaked weapons was uncloaking them (upgrading an uncloaked weapon does not re-cloak) Fix: (resource capacity) desync Fix: (Tanya's Moonshine) resource cap desync Fix: (Warthog) 20mm gets second chance with duplicate icons Fix: (Warthog) second chance icons show for enemy team Fix: ApplyMod is called inconsistently in some circumstance Fix: AP-sniper has drag, reducing AI accuracy Fix: crash in ranked match screen when offline Fix: crash in ReceiveUpgradeDeviceMessage when upgrading a ground device to a platform device Fix: crash when node of selected portal is destroyed while sending connection command Fix: crash when opening the ranked match screen during offline mode Fix: crashes when no device selected Fix: devices can be destroyed, repaired or upgraded by late commands after changing team Fix: game can crash when constants.lua is missing, giving no change to show file corruption message Fix: logging of mod id is incorrect for some mods Fix: Moonshoot commanders can be randomly selected when host doesn't have Moonshot enabled Fix: moonshot vars are nil in device_list.lua when pre-loading sprites Fix: moonshot vars are not cleared when Moonshot mods are not active Fix: nodes and links can be destroyed by late commands after changing team Fix: obsolete SpawnCircle call when predicting missile position for AA Fix: other commanders can place AP minigun when the "unlock all weapons" mod is active Fix: Portals can be linked while under construction Fix: pre-loaded sprites aren't loaded from commander common folders Fix: projectiles can bounce on a platform indefinitely Fix: reallocation of mSortedEffects creates uninitialised padding, triggering asserts Fix: RestoreLinks can crash if campaign save is out of date (e.g. Demo Campaign) Fix: structures desync when platform devices use a forced fire angle Fix: uninitialised banned (kicked) flag in lobby constructor Fix: laser pointer and weapon firing arcs are drawn for source weapon when moving weapons Fix: upside down visual sprite glitch when switching weapon facings and drag moving with Phantom Fix: returning to skirmish map select no longer clears currently selected optional mods Fix: missing device/node/link command message parameters from script commands Fix: visual loading progress for large maps (would show zero progress if the loaded assets exceeded int limit)
Remove: (Eagle Eye) mortar reload reductions
Release 2020-11-07a change list
Add: system to cancel the commander's ApplyMod calls - Store function in CommanderApplyModBase, CommanderApplyModWeaponPack, and CommanderApplyModDLC1Weapons - Add built-in DeregisterApplyMod function to accept these Add: error code logging to capture process failure
Balance: (Eagle Eye active) increase AP-sniper explosive splash damage from 18.75 to 41.25 to compensate for bug fix
Improve: remove flamingflak projectile by triggering FlakDetonation effect directly from impact with firebeam Improve: Chinese translations
Optimise: lineSeg3::NearestPointToLine uses new IsZero2D instead of comparing with temporary vector Optimise: TerrainManager::IntersectLineSegWithGround now applies basic bounds check in missing two directions
Fix: (Armourdillo active) AP sniper doesn't always penetrate two layers of armour Fix: (Eagle Eye active) AP sniper can pass through densely packed struts and Moonshine shield-doors - struts suffering splash damage are marked as 'already hit' and so aren't collided with in the same frame - splash damage was applied by default in penetration effects Fix: (Phantom) dummy weapons/devices were cloaked Fix: (Warthog) extra damage icons appear for enemy when reconnecting structures Fix: Alt-tab out and back while replay is paused and the clock starts ticking Fix: LogCommand destroy_node shows client as unknown Fix: missiles can miss openings when many are fired at once Fix: ground devices' EMP effect are obscured by terrain Fix: Auto-AA context menu option doesn't show up in TDM + AI mode Fix: full ranked lobbies appear at the top of the lobby list Fix: structure can collide with distant terrain when line segments are parallel Fix: Flak projectile can detonate behind the weapon when intersecting the firebeam
Remove: Halloween theme
Wishing you a happy Hallowe'en, EWG
Commanders Invitational Tournament
G'day, Forts fans!
Last week we launched a huge commander update, and to showcase the new commanders powers and abilities available we are hosting an invitation-only tournament. Join us to watch some of the best Forts players in the world take each other on in a 2v2, double-elimination contest and see how your favourite commander measures up!
Joining Nozehed on commentary duties will be the dulcet tones of Incursus and the hype of Synergy, fresh from his own 2v2 tournament from last month. Both will be streaming the tournament on their respective channels.
EWG artist Blammo has produced this announcment's art as part of Inktober. To see more re-imaginings of some of the Forts commanders, you can follow EWG's Twitter account here or Blammo here.
Discord
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Thanks for playing Forts!
Cheers, EWG
Commander Update
G'day Forts fans!
Today we have an big update for you all. We've been keeping track of the state of the commander meta, as it became obvious that only a select few were being used by the best to increase the chance of victory, specifically Architect, Overdrive and especially Pinchfist. Over the last couple of months we have been working hard on buffing and re-balancing the commanders, and have added a host of exciting abilities and powers to make them more viable. Check out the list below, with new abilities listed on bold...
Passive
Shields reflect projectiles perfectly.
Snipers fire two rounds.
Projectile deviation increased by 35%.
Burst weapons gain 2 projectiles, excluding 20mm Cannon.
Active
Projectile deviation reduced by 65%.
20mm Cannon fires 3 projectiles at a time.
Projectile weapons show a partial trajectory preview.
Passive
Warheads burst into 15 Swarm missiles when destroyed.
Warhead and Swarm launch delay reduced by 59%.
EMP Rockets send guided missiles back to their origin.
The targeting laser for missiles is invisible to the enemy.
The target of friendly and enemy missiles is visible.
Smoke is 10% larger and lasts 20% longer. (Moonshot)
Active
All missiles and rockets have 32% greater thrust.
Swarm missiles are armoured against 1 additional hit.
EMP Rockets are armoured against 1 additional hit.
Rockets are armoured against 1 additional hit.
Passive
Shields absorb energy from laser weapons.
The maximum group size is increased to 4.
Barrels can be built to control disconnected structures.
Buzzsaws can be grouped. (Moonshot)
Active
Enemy turbines are disabled.
The 20mm Cannon fires a Cannon projectile.
The Firebeam fires a Plasma Laser beam.
Passive
AP Snipers can paint targets for missiles.
Foundations have no cost.
Active
Snipers and AP Snipers fire EMP projectiles.
Heavy Mortar, Cannon, Warhead, Rocket, 20mm Cannon gain depleted uranium projectiles.
Howitzers gain depleted uranium projectiles. (Moonshot)
Passive
Shields operate as doors.
Shields block normal armour piercing projectiles.
Active
Area of effect weapons gain EMP capability.
Passive
Weapons are cloaked until fired.
Dummies of devices and weapons can be built as decoys.
Devices and weapons can be moved in 2 seconds.
Start fully charged.
Internal portals are hidden to the enemy.{Moonshot}
Doors are silent.
Damaged structure does not reveal contents.
Active
Forts are cloaked.
Weapons are silent.
Passive
Bracing construction cost is reduced by 20%.
Background Bracing construction cost is reduced by 20%.
Battery capacity is increased by 30%.
Metal Store capacity is increased by 30%.
Structure build speed increased by 100%.
Metal Store and Battery build speed is increased by 20%.
Active
Device and weapon build speed increased by 300%.
Structure build speed increased by 300%.
Passive
Upgrade speed is increased by 100%.
Repair Stations have 100 metal and 1000 energy storage.
Devices and weapons can be downgraded to recover 100% of resources spent.
Active
Resource collectors have 100% increased production.
Passive
Device and weapon build speed increased by 10%.
Device and weapon scrap speed increased by 300%.
Repair speed is increased by 50%.
Device and weapon repair cost increased by 5%.
Active
Weapon reload speed increased by 100%.
Passive
Incendiary Mortars ignite structure within 1.4 grid squares.
Cannons ignite structure within 1 grid square.
20mm Cannons ignite structure.
Fire is extinguished at 100% increased rate.
Fire spreads at a 50% decreased rate.
Firebeam minimum penetration is increased by 12.5%.
Firebeam duration is increased by 28%.
Armour reduces enemy Firebeam penetration to 50% shorter distance.
The enemy's fire alarm is disabled.
Active
All projectiles are incendiary.
Warheads ignite structure within 5 grid squares.
Passive
Plasma Laser, Cannon and 20mm Cannon aiming arcs are increased in size by 20%.
Plasma Laser, Cannon, 20mm Cannon, Swarm and Warhead reload decreased by 2 seconds.
Heavy Mortar reload decreased by 0.5 seconds.
Howitzer aiming arc is increased in size by 20%. (Moonshot)
Howitzer reload decreased by 2 seconds. (Moonshot)
Shotguns have an automatic AntiAir option.
All missiles and rockets have 25% greater thrust.
Active
Plasma Laser, Cannon, 20mm Cannon, and Warhead direct damage increased by 25%.
Cannon, 20mm Cannon, and Warhead splash radius increased by 25%.
Howitzer direct damage increased by 25%. (Moonshot)
Howitzer splash radius increased by 25%. (Moonshot)
Heavy weapons reload instantly on miss.
Passive
Sniper build speed increased by 100%.
Snipers and AP Snipers can be grouped.
Sniper and AP Sniper deviation reduced by 50%.
Sniper and AP Sniper reload reduced by 20%.
All weapon aiming arcs are increased by 25% in size.
Miniguns have an automatic AntiAir option.
Miniguns fire instantly.
Sniper, AP Sniper, Cannon, 20mm Cannon, Shotgun, Flak, Rockets, and Miniguns have laser sights.
Active
Sniper, AP Sniper, Minigun, and Shotgun have explosive projectiles.
Passive
Mine and Super Mine productivity is increased by 10%.
Turbine and Super Turbine productivity is increased by 10%.
100% of metal is reclaimed from devices and weapons.
100% of metal is reclaimed from structure.
Active
The fire cost of all weapons is reduced by 50%.
Passive
See enemy resources.
See the last device or weapon type built by the enemy.
Highlight the enemy reactor position.
See the enemy commander and their charge level.
Active
See inside the enemy fort.
Steal 200 metal and 2000 energy from each enemy fort.
Passive
Armour, Door and Shield cost 20% less metal to build and repair.
Shields cost 20% less energy to run.
Door speed increased by 100%.
Armour and Door mass decreased by 50%.
Miniguns can be upgraded to fire armour piercing projectiles.
Repair Station build cost reduced by 25%.
Repair field radius increased by 50%.
Active
All structure repair costs decreased by 50%.
Repair speed is increased by 300%.
AP Sniper projectiles penetrate two layers of armour.
See hidden Armour, Doors and Shields.
See hidden portals. (Moonshot)
Discord
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Thanks for playing Forts!
Cheers, EWG
Forts Ranked Multiplayer Season 7 Winners
G’day, Forts fans!
The Forts ranked multiplayer Season 7 has just wrapped up, and the places on the podium frozen in time forever. Coming in third place, we have Trekjeft. Second goes to [DFC] Bowser, who has improved on third from season 6. Top of the pile, and the new Forts ranked multiplayer 1v1 champion is WIG_WYDBEE! Congratulations!
WIG_WYDBEE's heroism will be recognised with the awarding of the season 7 gold medal, with the second and third placed players receiving silver and bronze medals respectively. As usual, all players who finished in the top 20 will receive a medal to reflect that. Well done to all the following participants...
1v1 Leaderboard
WIG_WYDBEE
[DFC] Bowser
Trekjeft
WIG_273
Land Planters
WIG_UMBRELLA
Not 4 Hire
[DFC] EtaN
WIG_Zhusha
[DFC] felixwoelmuis
Teutonick
六核
WIG_lizi
NitramiuZ
Particularly Odd Oven
[DFC] M4r0x
Geiger
[DFC]II MeowtheKitty
WIG_Rothes - 肉丝
kotvit2010
Season 8
Season 8 has already kicked off, and ends Monday November 30th. How well will you do this season?
Discord
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Cheers, EWG
Forts Ranked Multiplayer Season 6 Winners
G’day, Forts fans!
Forts ranked multiplayer Season 6 has come to a close and the winners are.... In third place Bowser. Coming in second is M4r0x | WIG. Out in front, in first place, the new Forts ranked multiplayer 1v1 champion is WIG_273! Well done!
WIG_273 will receive an in-game gold medal for their heroics, with the second and third placed players receiving silver and bronze medals respectively. On top of this, all players who finished in the top 20 will receive a medal to reflect that. Congratulations to all the following participants!
1v1 Leaderboard
WIG_273
M4r0x | WIG
Bowser
Land Planters
WIG_Zhusha
:)
Dapper
NitramiuZ
WIG_Rothes - 肉丝
六核一口一个旺仔碎碎冰
scp基金会雷恩迈克博士
Geiger
闲风阿夜
Raaaage Alert
Taichu
Teutonick
W11AWA
JunYu|OFT
ChrisJJC
Jorge-Stoom
Season 7
Season 7 is already under way, and runs until Wednesday September 30th. Where will you place on the leaderboard?
Cheers, EWG
Forts/Moonshot Update 1.8
G'day Forts fans! We hope you and your family are well.
We've published a new update aimed mostly at quality of life. Highlights of this one include a new reporting and banning system to improve community behaviour (look for the flag button next to lobbies and player names), border-less window mode, rendering optimisations and important fixes to campaign missions, ranked score security, and weapon control. Check out the patch notes below to find out more.
Changelist release 2020-08-08a
Add: reporting/banning system Add: borderless window mode Add: profanity filter options checkbox Add: (ranked) warning if a current score is expected but not found Add: map editor mod selection message to explain mod selection wrt map creation Add: -nodemap option to \check_symmetric to log corresponding nodes
Improve: don't select devices under the aiming arc Improve: console/editbox delete speed (slow at first, fast when held) Improve: (Vanilla 4v4) first two starting forts are in the middle to allow both to expand Improve: increase commander tooltip description to 1 hour Improve: display setup logging to make it easier to diagnose driver issues Improve: end word boundary to "ass" profanity regex to reduce false positives Improve: Chinese translation Improve: "EnforceReplayVersion" setting moved to settings_hardware.lua Improve: when gethostbyname fails fall back on starting connection without enumerating interfaces
Optimise: (PhysicsManager::DrawNodes) only create new primitive batch when texture changes Optimise: (DrawLinks) only create new primitive batch when texture changes Optimise: (DrawLinkCladding) only create new primitive batch when texture changes
Fix: can't fire weapons at enemy if the terrain is within clearance distance behind them Fix: portals can still be linked when the enemy takes over one side Fix: replaying previous campaign page motherlode missions can incorrectly lock "next" buttons Fix: firing then upgrading can cause the weapon to explode Fix: transaction effect is obscured by Spook's enemy resources panel Fix: ground devices don't snap symmetrically to sharp corners Fix: ClipChildren doesn't handle virtual view offsets well Fix: (ranked) score can be overwritten if score download from Steam is late Fix: console error when firing into enemy door through an owned door Fix: doors of allies can be opened Fix: crash in replay viewer when alert to lobbies is on Fix: projectile_list.lua SetDamageMultiplier doesn't replace existing multipliers when found Fix: permanent barrier can be deleted while in device edit mode Fix: beam weapons are unable to have different parameters during active (e.g. incendiary) Fix: radial aiming gizmo lines aren't drawn when weapon or structure goes off screen Fix: beam texture doesn't tile correctly Fix: crash when older display drivers are given large display lists for ground edges Fix: tooltips incorrectly displayed for invisible device, weapon, structure icons Fix: Moonshot and Pro HUD medals don't link to store pages Fix: animation timing of machinegun, minigun and sniper is slightly off Fix: CF faction has inconsistent arms for EE faction Fix: BPO, IBA and DA factions have inconsistent arms on some weapons Fix: reload animation for Scattershot AP-sniper timing is off Fix: when non-supported characters are restored for the lobby name the editbox control can be unselectable Fix: when switching leaderboard it's possible for players from different leaderboards to play Fix: upgraded devices on secondary structures are drawn in the background Fix: (Goldberg) when turbines fall they are not counted against the objective Fix: (Moorings) poorly placed starting foundation on corner Fix: (Wingman 4v4) missing armour on forts
Remove: default mods from map creation in map editor
Changelist release 2020-08-14a
Add: support for Log function during load of mod script.lua
Improve: (Phantom) base game and mods can set CanMove, Cloaked and HasDummy without using ApplyMod Improve: Chinese & Russian translations
Optimise: (condition-time limit.lua) avoid re-evaluating entire HUD layout every time its text is updated
Fix: can't group missiles that are not close together Fix: can't drag-group weapons within the aiming arc Fix: standin link can be drawn with the wrong texture Fix: standin links vanish at start of games with lag Fix: profanity filter can crash when logging some user input Fix: crash when pressing Escape during GIF recording in replay Fix: crash when a player clicks to change commander while being kicked Fix: cursor doesn't always snap to buildable ground at edge of unbuildable ground Fix: cursor sometimes fails to snap to inside corners with unbuildable ground Fix: cursor doesn't always favour horizontal surface when snapping to inside corners
Thanks for playing Forts!
Cheers, Nick
Forts Discord Server Boosted!
G'day Forts fans!
Have you joined the Official Forts Discord Server yet? Now is the perfect time to become part of the Forts community. Not only are our players friendly, respectful and creative, but we have now boosted the server to Level 2. This brings with it many perks, not least of which extra file upload size. Great for sharing replays, videos and gifs of your moments of glory. Check out the rest of the perks below: