Forts cover
Forts screenshot
Genre: Real Time Strategy (RTS), Strategy

Forts

Happy Holidays - Update 1.9


Seasons greetings, Forts fans!

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



  1. [DFC] M4r0x
  2. [DFC] Geiger
  3. [DFC] EtaN
  4. [DFC] Firework
  5. [DFC] Bowser
  6. [CSC] Trekjeft
  7. 寒karry
  8. [DFC] LandPlanters
  9. [DFC] CronkhinatorYT
  10. [DFC] felixwoelmuis
  11. [DFC] Bobereto
  12. extlxu
  13. [DFC] ShinyMoney
  14. Overlord
  15. [DFC] Rothes
  16. MandalorianJedi
  17. [DFC] Matteo
  18. Not 4 Hire
  19. FYFT-编号203
  20. 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!

Cheers,
EWG

Forts Invitational Commander Tournament - Winners!



G'day, forts fans!

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:

Project Incursus
SynergyGamingTV

Discord


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!

Format


Date: Sunday 1st November
Time: 12:00 PDT / 15:00 ET / 21:00CET
Mode: 2v2
Teams: 8
Format: Double Elimination
Maps: TBD

Teams


Firebird: Bobereto & Bowser
Warthog: LancenShield & Felix
Eagle Eye: SamsterBirdies & Tanya
Armourdillo: 42scientist & Noxx
Shockenaugh: LivelyEngineer & RageAlert
Scattershot: KingBenjai & Romerolagus
Phantom: Alexc & Cronk
Spook: Joepocalypse & M4r0x



Streams


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.

Project Incursus
SynergyGamingTV

Artwork


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



  1. WIG_WYDBEE
  2. [DFC] Bowser
  3. Trekjeft
  4. WIG_273
  5. Land Planters
  6. WIG_UMBRELLA
  7. Not 4 Hire
  8. [DFC] EtaN
  9. WIG_Zhusha
  10. [DFC] felixwoelmuis
  11. Teutonick
  12. 六核
  13. WIG_lizi
  14. NitramiuZ
  15. Particularly Odd Oven
  16. [DFC] M4r0x
  17. Geiger
  18. [DFC]II MeowtheKitty
  19. WIG_Rothes - 肉丝
  20. 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


  1. WIG_273
  2. M4r0x | WIG
  3. Bowser
  4. Land Planters
  5. WIG_Zhusha
  6. :)
  7. Dapper
  8. NitramiuZ
  9. WIG_Rothes - 肉丝
  10. 六核一口一个旺仔碎碎冰
  11. scp基金会雷恩迈克博士
  12. Geiger
  13. 闲风阿夜
  14. Raaaage Alert
  15. Taichu
  16. Teutonick
  17. W11AWA
  18. JunYu|OFT
  19. ChrisJJC
  20. 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:


  • +100 Emoji Slots (for a total of 150 emojis)
  • 256 Kbps Audio Quality
  • Go Live streams boosted to 1080P 60FPS
  • Custom Server Invite Background
  • Animated Server Icon
  • Server Banner
  • 50MB Upload Limit for all members (server only)


We look forward to seeing you there!

Cheers,
EWG