We hope you are all staying safe and well in these unprecedented times. While we're all busy social distancing, we're happy to announce the release of new in-game content, the Pro HUD.
This interface can be purchased as DLC and provides the player with a whole new graphical skin and sound effects for the in-game HUD, including the main console, reactor readouts, commander gauge and replay panel.
Additionally, those who show their support with this purchase will also receive an in-game supporter's medal. Head over to the store page now and receive a 20% discount for the first week.
Furthermore, we have made several important updates to the game, including a customisable profanity filter. Also, if you enjoy playing ranked but want to practice while waiting for a match, you can check the 'alert to new lobbies' button in the ranked match screen. You will get a notification when in single-player modes and can join instantly. See below for details.
Changelist release 2020-06-24a
Add: 'Pro HUD' downloadable content Add: profanity filtering with custom settings in users folder Add: 'Alert to new lobbies' checkbox to ranked match screen Add: map language strings are now loaded in Multiplayer and Skirmish Add: Moonshot style achievements panels Add: \account and \account_reset can be used to track damage
Improve: new neutral group weapon buttons Improve: nudged drop/star anims to fit better the achievements panel
Fix: lobby crash: DebugLogMessage causing a string buffer overflow buy looking up display names Fix: some lobby debug log messages get truncated Fix: when building devices, AI doesn't wait for prerequisites to finish construction Fix: crash when a segmented material replaces a strut Fix: (Armourdillo) door close speed is not improved Fix: (Scattershot) shield reflection causes splash and doesn't reflect next shield Fix: (Stalactites 1v1) Can't select in Skirmish Fix: (Stalactites 1v1) display name not set for all languages Fix: (Vanilla) 100% turbines possible in front of forts Fix: (Vanilla) possible to hide MGs behind terrain in front of fort 1 Fix: (Smoked Out) destroy barrel with flak objective fails to trigger Fix: if player 2 drops out during load in ranked, the host gets a free pass on a dead fort Fix: when doors overlap a weapon, only the closest door opens on attempted firing Fix: Moonshot commanders are not loaded in ranked for non-owners, causing missing descriptions and desyncs Fix: after desync in ranked, host can play while client must wait Fix: commander charging and damage tracking is over-counted when the projectile has surplus damage potential Fix: damage can be excessively high, cause damage calculations to wrap Fix: capture maps are missing in ranked map list, causing crash Fix: crash in ranked capture mode Fix: new lobby notification presents full lobbies Fix: new lobby notification can show incorrect number of max players
Remove: enabling or disabling mods in ranked lobbies Remove: obsolete RestartForts.bat
Thanks for playing forts!
Cheers, EWG
Forts Ranked Multiplayer Season 5 Winners & Losers!
G'day Forts fans! We're back again to announce the Forts ranked multiplayer winners and losers!
Season five has now come to a close, and we'd like to congratulate WIG_伞皇 on topping the leaderboard. Second place was secured by Land Planters, with WIG_Wydbee in third place. Well done, all! Your in-game medals will be awarded shortly.
Sadly, it has come to our attention that some players have been cheating, feeding each other with easy wins in order to boost their position on the leaderboard. Their scores in season 5 have been removed, and we are now developing a process to discourage any further cheating.
Season six, ending July 31st, will be tougher than ever! Where will you place?
Season 5 Leaderboard
WIG_伞皇
Land Planters
WIG_Wydbee
Not 4 Hire
Harder_Stars
Jorge-Stoom
Teutonick
China_YUPUIP
WIG_Rothes - 肉丝
China_273
JunYu
CNFT_药丸
NitramiuZ
gemar
Harder_沐沐鱼
QASAklim_
FYFT_软弹
HTBED
Emile-wa
Glorious German Engineering
Thanks for playing Forts, and all the best for the new term!
Cheers, EWG
Forts/Moonshot Update 1.7
G'day Forts fans!
Today we're bringing you a small update, as we transition into Forts ranked online multiplayer Season 6. Most importantly: everyone's favourite S-tier commander, Pinchfist, has had some adjustments made to bring him in line with the other popular commanders. Owners of Moonshot are now able to manually select the original HUD in the Options menu. Check out the patch notes below to find out more.
Release 2020-06-04a Changelist
Add: option to manually select HUD Skin Add: Moonshot is always available in ranked Add: community tournament medal Add: dynamic list of available DLC to main menu Add: Moonshot HUD specific Commander Gauge Add: data.AntiAirInclude and data.AntiAirExclude to specify which anti-air weapons fire at which projectiles
Balance: (Pinchfist) removed 100% energy reclaim Balance: (Pinchfist) damage reduces metal reclaim down to default Balance: (Pinchfist) removed 25% repair discount Balance: (Machine gun) overheats after 3 consecutive bursts, down from 4
Improve: ping 'signal strength' icons for ranked multiplayer lobby to avoid identification by exact ping Improve: map edit list now remembers previous selection when returning from editor Improve: file cache verbose logging to make flow easier to understand Improve: minor tweaks to some steam workshop error messages
Fix: conversion to flaming projectile can allow skipping of obstacles Fix: pressing the close door key before firing allow shooting through closing doors Fix: storage is available while a device is being deleted (instant storage exploit) Fix: high fire rate weapons don't produce projectiles at consistent frame intervals Fix: AI scripts can be recorded outside of Sandbox, allowing other AI to interfere Fix: replay key frame out of sync error when restarting after recording an AI script Fix: restarting sandbox after using \build_fort causes a replay keyframe desync Fix: \build_fort can't use fort specific scripts while recording Fix: crash when a fort pos is no longer valid at the time when \build_fort is used in Sandbox Fix: AI can build out of order when recording is active (e.g. when mirroring a script) Fix: some Workshop Verbose Logging path references Fix: several PublishedFileId string format params Fix: previous replay selection was not remembered after returning back from a replay Fix: Shotgun reload anim sprite wraps, giving away position Fix: Architect's highlight sprites not showing when active Fix: Flak projectile continues when it collides with terrain Fix: can build 100% turbine behind terrain on team 1 side of Vanilla Fix: link scrap context button shows build time rather than scrap time Fix: projectile and device textures are not clamped Fix: weapon angle control keys work while a weapon is being fired Fix: tech building typos in Russian translation Fix: Howitzer does no damage to Magnabeam and Firebeam Fix: (tutorial 1) on sandbag deletion, you are prompted to rebuild the machinegun but can't Fix: (tutorial 2) delete mg and you can't rebuild it Fix: (tutorial 2) build mg after mortar bombardment hides the hud for mortar Fix: (tutorial 2) incendiary mortar misses the wood Fix: (Penguin) prevent attachment under ledges to prevent core swing Fix: ranked host closes lobby when someone at limit joins Fix: restarting Moonshot campaign mission causes a replay desync Fix: (Pinchfist) half cost firing icon during active is not shown on all weapons Fix: doors can be opened when right/left clicking to repair Fix: firebeam reload animation loops Fix: no steam coming from firebeam during reload Fix: firebeam reload steam and machinegun overheat steam vanishes during repair Fix: weapon reload icons don't show during video capture Fix: process crashes during exit if existing instance is found Fix: Build cost of rocket inconsistent with upgrade cost of emp Fix: compress thread is active and can crash while trying to save replay in World destructor Fix: ExpireTime has no effect for beam weapons Fix: can't open doors for missiles through portals
Remove: \end console command (restart now required to record again) Remove: Moonshot specific dynamic main menu and pack
Thanks for playing Forts!
Cheers, Nick
Forts Trading Cards
G'day Forts fans!
Recently, Forts turned three years old. It's been a great ride, thanks in no small part to you, the players, and to celebrate, we chose this time to finally releasing Forts Trading Cards.
We have added twelve trading cards, five backgrounds, five emoticons as well as badges, which can all be earned and crafted through playing Forts. To paraphrase Valve, Trading Cards are collectible cards you get by playing games on Steam. By collecting the entire set of cards, you can earn items that help you customize your profile and show off gameplay.
For veteran Forts players, check your Steam Inventory for new loot, and for more information on trading cards, read the Steam blurb here.
Thanks for playing Forts!
Cheers, EWG
Forts Ranked Multiplayer Season 4 Winners
G’day, Forts fans!
Last week saw the end of Season 4 of Forts ranked multiplayer. We'd like to congratulate WIG_W11AWA for coming top of the 1v1 pile. As for 2v2 ranked multiplayer, that honour goes to WIG_273. Well done!
These players 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. The top 20 of each leaderboards are as follows:
1v1 Leaderboard
WIG_W11AWA
KnuffigesPuffi
WIG_Rothes - 肉丝
WIG_Wydbee
M4r0x | WIG
zhangshiliang502
Matteo0160
samsam
HTBED
CNFT_0437残月
WIG_伞皇
Jorge-Stoom
MoYan
CNFT_SkyWalker
QASAklim_
Teutonick
WIG_273
boberetoGaming
milomill
Land Planters
2v2 Leaderboard
WIG_273
FYFT-编号203
WIG_Rothes - 肉丝
Matteo0160
zhangshiliang502
KnuffigesPuffi
EnderCorp
42 scientist
WIG_YUPUIP
CNFT_副营长郝萌
CNFT_摄像机
HTBED
WIG_W11AWA
samsam
CNFT_DuskDawn
Trekjeft
WIG_\(^o^)/
felixwoelmuis
WIG_小熊宝宝
WIG_五十已到
Season 5
The leaderboards have been reset, and Season 5 is now under way, ending on Sunday May 31st. As mentioned in the Update 1.6 notes, the end of Season 4 also sees the end of the 2v2 ranked multiplayer leaderboard. Sadly, the participation levels didn't warrant the development maintenance. Now we can focus on 1v1 and make that the best it can be. Past 2v2 medal winners will keep their prizes.
Thanks for playing Forts, and good luck for Season 5!
Cheers, EWG
Forts/Moonshot Update 1.6
G’day, Forts fans!
We're taking the chance this season roll-over provides to bring you some much needed fixes and updates. Among them is a favourites system for mods and maps. Use the star buttons on the left to mark favourites, then the filter menu to list only them. This will make it easier set up your most beloved battlefields.
We've also added the much requested ability to play multiplayer with alongside AI team mates, which broadens the range of maps for some players. Just select the new 'Team Deathmatch +AI' game mode in the lobby.
Ranked play has seen a few changes as well. The 2v2 competition has never been popular, and yet still consumes some of our time and attention. To better focus on the main attraction, 1v1, we have decided to discontinue it. We apologise to fans of this mode. Medal owners of previous seasons will retain their prizes.
Following some feedback on the maps used in ranked play, we have removed some, updated others, and added Stalactites 1v1. This should make the competition more consistent and focussed.
In addition, we have updated the way ranked games are scored in order to combat players disconnecting themselves and ducking a loss. Unfortunately this has seen some teething problems, and a bug with the initial patch caused enough scoring faults to warrant a reset of the leaderboard after a day of play. We believe this is fixed but are aware of some other issues which we are looking into. Please bear with us while we work to make ranked 1v1 the best it can be.
Check out the list below for more details.
Release 2020-04-03a Changelist
Add: Team Deathmatch +AI multiplayer mode, fills in empty forts with AI players Add: star buttons to 'favourite' maps and mods, which can be used as a filter Add: support for up to 10 weapon groups outside of campaigns Add: Stalactites 1v1, new map for ranked multiplayer Add: show weapon reload timer in replays Add: FlipVertOnLeft flag to SpriteEffect Add: copyright warning to Workshop Upload dialog Add: blank 'draw' banner for when a player disconnects in ranked without a big enough damage difference Add: FindUpgrade and RemoveUpgrade Lua functions to device_list.lua and weapon_list.lua Add: screenshake to Howitzer firing Add: Map Maker Tournament champion medal Add: Flying Forts champion medals
Balance: AP snipers can one-shot shotguns (+100% damage) Balance: increase minigun damage against shotgun (+200% damage)
Improve: update score during play with technical winner to discourage disconnection Improve: tweaked Workshop Upload dialog to make German translations fit better Improve: move menu backgrounds and base HUD skin to their own folders for substitution Improve: texture paths can be substituted at run time to support menu and HUD skins Improve: map name edit fields (map editor and upload dialogs) clamped to 30 chars and 350 pixels width Improve: tweaked map name text fields in map editor, upload dialog and chatroom to be consistent (16 pt font, 350 width) Improve: tweaked Campaign list box to clamp campaign names to 445 pixels (including localised "(In Progress)" suffix) Improve: moved the following constants to "db\constants_user.lua": - Game.LogGLErrors - Game.LogDisplayModes - View.UserScreen.TransitionTime - View.UserScreen.EaseFraction - Effects.VerboseLogging - FileDetailsCache.VerboseLogging - Mods.VerboseLogging - Workshop.VerboseLogging Improve: moved DedicatedHost to settings_hardware.lua Improve: players can switch sides to sabotage the enemy - Set lock teams on by default Improve: explicitly define ranked map list in constants Improve: overview and team screens are set to something sensible when not set by the map author Improve: Pillars - Added extra armour to defend against Buzzsaw rush
Fix: edging sprites can be drawn at huge random sizes Fix: AI can change target while firing beams Fix: GetProjectileGravity doesn't return default gravity when it's not overridden Fix: single point terrain blocks can still cause spurious device collisions Fix: projectiles cause effects when hitting overridden blank surfaces Fix: HUD ground texture doesn't update when cycling selected block Fix: mod scripts are registered & executed twice Fix: when devices are enabled by script HUD item visibility is adjusted regardless of the local team Fix: .wav and .mp3 files are not correctly searched for when preloading samples Fix: audio samples can't be loaded from pack files Fix: \reload_effects causes effect preload errors Fix: mod script.lua doesn't have its path variable set Fix: when menu background texture fails to load the textures being loaded are cycled instead - added ui/textures/invalid.tga to display instead of texture id 0 Fix: some display name issues suggesting workshop maps in lobby Fix: Firebird icon for smokebomb is missing Fix: disabled effects can delete child effects with no active particles Fix: when deleting characters from IME it will also delete from console and editbox Fix: ranked score can be reset incorrectly in some circumstances Fix: saving default preview screens in editor doesn't correctly account for world extents Fix: ranked score update sometimes doesn't match that shown to user Fix: minigun, mortar2, rocket, shotgun upgrades were not modded/priced correctly due to loss of string key in 'Upgrades' table Fix: some 'disable' mods for upgrades not updated to loss of string key in 'Upgrades' table Fix: Moonshot campaign objectives are missing information about requirements and unlocks in Chinese Fix: minor translation issues with commanders Fix: AI deletes fuses before they burn out, preventing progress on the Goldberg mission Fix: mod filters for multiplayer chatroom Fix: issue with map/mod select state tests when refreshing file select screen Fix: (Phantom) dummy devices still cost 30M rather than 20 Fix: reactor health doesn't cause a tie break in low damage match Fix: mapping and flying champs don't show up in trophy cabinet Fix: tutorial 2: poor turbine placement doesn't provide feedback Fix: HUD skin_dlc1 texture errors when loading a ranked replay
Remove: ranked 2v2 Remove: outdated and inappropriate maps from ranked 1v1
Release 2020-04-19a Changelist (HOTFIX)
Add: save a backup campaign save (*.cbk) if the save was successful, and there is either no current backup or the backup file size is smaller than the new save Add: Console error messages if a broken campaign save is detected (i.e. failed to load campaign save script) Add: yes/no message box to restore from a backup campaign save if a broken save is detected, and a backup (*.cbk) exists Add: "VerboseLoggingSound" to settings_hardware.lua and "Sound.VerboseLogging" to user constants: - logs various fmod initialisation and bank loading steps to main game log.txt file - (debug build only) logs internal fmod informational, warning and error messages to [userdir]\fmodoutput.txt Add: data.MissileAimingDelay variable to specify the missile firing delay the AI uses Add: '®' to Forts logo
Improve: validate campaign saves after they are written. Display an error message if they fail. Improve: prevent panning when window not in focus
Fix: abandoning a campaign save would not write a backup (*.bak) if one already exists Fix: issue with fmod->setAdvancedSettings() using incorrectly initialised FMOD_ADVANCEDSETTINGS structure Fix: deserialising audio streams (i.e. replays and joining in progress) would play music regardless of EnableGameMusic setting Fix: crash when using the GIF/video buttons in a replay Fix: invalid console message "Error: Replay file 20200405_192959 is of the wrong version (0, should be 153)" Fix: damage to reactor just before destruction can prevent ranked winner getting points Fix: corrupt ranked scores can be uploaded Fix: ranked draws count as a loss, affecting players win/loss ratio when the connection times out Fix: host in ranked can switch team to spy on enemy commander selection Fix: multi-projectile burst weapons (e.g. shotgun) can be fired without reload if projectiles are blocked Fix: RankedMatchScreen still depends on the Multiplayer2 leaderboard to function correctly Fix: when a node is created but obstructed it doesn't clear the standin node, preventing further construction Fix: missiles can be launched from after the owner has changed Fix: cursor can get stuck in pan mode when dropping out of multiplayer Fix: weapon auto door preview can be out of sync with construction Fix: strut drag/replace, and context convert, reclaim and repair menu show inconsistent expense signs Fix: device reclaim and upgrade context menu show inconsistent expense signs Fix: (Spire) difference in ground blocks AI script on team 2
Thanks for playing Forts.
Cheers, EWG
Forts Tournament XVI - Winners!
G’day, Forts fans!
This past Saturday saw the sixteenth official Forts tournament take place, and what an event it was! Sixteen competitors from all corners of the globe battled it out over four rounds and two battle modes to decide the new Forts Champion.
Congratulations must go to Switzerland's KnuffigesPuffi for coming out on top and adding a tournament champion medal to the various medals he has earned over the last three ranked seasons. Both Matteo0160 and Nøxx did France proud, coming in second and third place respectively, in a fiercely competitive championship.
Indeed, the standard of competitor and the variety in strategy far exceeded that of previous tournaments, with no one default tactic emerging, and players having to adapt to the circumstances that the high level of opponent and map design presented. If you missed the live event, below are links to the streams from regular tournament commentators Project Incursus and Frazz, as well as that of emerging Forts streaming stalwart SynergyGamingTV and the ever-supportive Communauté Véritable Twitch Channel (FR). We thank them all for their support and efforts in making this tournament such a success.
Last, but by no means least, thanks must go to 42scientist for organising the tournament and allowing it to go so smoothly, while at the same time putting in a valiant effort as a competitor.
Until the next tournament, thanks for playing Forts.
Cheers, EWG
Forts Tournament XVI
G'day Forts Fans! We're back with a new tournament announcement, but first we'd like to bring your attention to the recent map making tournament that took place this past weekend.
Map Making Tournament
One of our biggest supporters Cronkhinator from the Official German FORTS Discord, along with help from 42 Scientist organised the very first Forts Map Making Tournament. The winner was M4r0x with his map MMT1F M4r0x (for which he will receive an in-game medal seen below in recognition), with SamsterBirdies coming in as the runner up.
Huge congrats to everyone involved for branching the Forts Tournaments into an interesting and exciting new direction. You can watch the chilled out tournament from two perspectives, via Smash Gaming (Frazzz) and Project Incursus streams...
It's been over half a year since our last official Forts Tournament and the time has come to see who is the the current top Forts player in the world!
This will be a 1v1 Moonshot Tournament with regular and capture point maps. It is being organised by the ever helpful 42 Scientist @ [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages. Once again, the battle maps will be chosen by audience vote during the live stream. You can vote here.
The tournament stream will be hosted by the endlessly supportive Project Incursus and Frazzz, with a cameo appearance by Nozehed as himself.
In order to participate, you must do the following...
note: Earthwork Games reserves the right to make changes to this event as needed
Forts Ranked Multiplayer Season 3 Winners
G’day, Forts fans!
Season 3 of Forts ranked multiplayer has now concluded, and we'dre happy to congratulate QASAklim_ for claiming the top spot after a couple of months of honest work in the 1v1 arena. Over in the 2v2 scene, 2733382874 has emerged victorious, so congratulations to them.
These players 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. The top 20 of each leaderboards are as follows:
1v1 Leaderboard
QASAklim_
Matteo0160
samsam
M4r0x | 無知な人間
MrRauL124
魔魇大大
Trekjeft
HTBED
Teutonick
Jorge-Stoom
vazquezma89
CNFT_zhang502
YUPUIP
innocent child
君榆哟~
寂静的星空
CNFT_摄像机
CNFT_W11AWA
boberetoGaming
Technik
2v2 Leaderboard
2733382874
YUPUIP
HTBED
QASAklim_
CNFT_zhang502
副营长郝萌
delitch
Scon
samsam
Fumishow
Vecro
bananamilk233
CNFT_DuskDawn
CNFT_APlanmao
milomill
the KGB
Megared
宁静致远
18326782360
Paul ¯\_(ツ)_/¯
Season 4
The leaderboards have been reset, and Season 4 is now under way. Tuesday March 31st see the end of the season. In an effort to improve the ranked scene, we have improved the random map functionality, and reduced the ability for players to play an opponent more than three times to game the system.
Thanks for playing Forts.
Cheers, EWG
Hotfix to Update 1.5
G'day forts fans, and happy new year! We've released a hotfix to Update 1.5 which adds the ability to rejoin a multiplayer battle you have dropped out of - a long standing problem when the internet doesn't cooperate. The lobby is posted to the top of the list, highlighted in orange and lasts for 10 minutes.
Workshop training missions can now be suggested to other players - see the button next to the regular 'map' one. Mods can easily be removed from the lobby mod list, or suggested to be removed.
The Flak Gun has received a reduction in offensive potential, but an increase in hitpoints to make it less fragile. The Shotgun has received a slight buff to better take over the offensive role the Flak was being used for.
Some major optimisations have been done, and fixes to big and small bugs. A serious desync on joining has been fixed, as well as the frustrating issue of rejoining the wrong base. Along with the ability to rejoin a lobby, it should make the online experience much smoother.
Release 2020-01-06c Changelist
Add: most recent in-progress lobby is listed to allow rejoining after drop-outs Add: buttons to remove mods or suggest removal from mod list in lobby Add: button to suggest Workshop training missions in lobby
Balance: reduce Flak's shrapnel damage multiplier against weapons and devices to 40% of normal (-60%) Balance: increase Flak hit points from 90 to 130 to make more resilient vs swarm (+44%) Balance: reduce Flak upgrade cost from 100 to 50 metal (-50%) Balance: reduce Shotgun fire cost from 30 to 15 metal (-50%) Balance: reduce the Shotgun build time from 25 to 20 seconds (-20%)
Improve: update training strings
Optimise: only need ClearAlreadyHitFlags() in HandleCollisions when a collision takes place Optimise: write in-memory world state as PoD for speed, convert to text on write to file Optimise: don't allocate WorldDump buffer when not in online play Optimise: CompositeSprite::IterateNodes constructs path if necessary instead of using sprintf_s Optimise: CompositeSprite uses iterators for mChildrenBehind and mChildrenInFront Optimise: added early out/continues to DrawLinkCladding and other minor improvements Optimise: minor improvements to DrawStrut Optimise: DrawLink doesn't copy doorCap and endCap Sprites
Fix: joining desync when anti-air weapons are selected Fix: error message with Chinese mod trying set help panel texture Fix: Chinese watermark not set correctly Fix: players can rejoin in the wrong base (not yet fixed for LAN connections) Fix: Chinese display names missing for some capture maps Fix: host can be AFK if there's a game in progress, preventing rejoining player from getting in Fix: crash in Multiplayer::Execute after AbortLoad Fix: commander script paths are written to log at game start, allowing players to cheat Fix: host unnecessarily calls SendUpdatedServerDetailsToSteam every display frame Fix: effects/shell_eject_small.lua isn't always visible over weapons Fix: chamber position of cannon and minigun Fix: crash when opening mod list in lobby Fix: AddResources not registered as a script function Fix: GenerateCrashDump can reference garbage commander mods Fix: subscribed training missions don't appear until the game is restarted
Remove: holiday theme
Release 2020-01-24a Changelist
Add: SpawnCircle and SpawnLine functionality in release build
Optimise: Sprite holds a pointer to the sprite prototype (mSpriteProto) Optimise: fast-build doesn't need to iterate device and weapon upgrades to adjust build duration
Fix: sometimes weapon head disappears, maybe causing other graphical glitches Fix: (Buster) can't easily add depleted uranium to modded weapons Fix: (Buster) DU howitzer and warhead trails are too short Fix: (Phantom) construct/complete effects execute for enemy when building cloaked weapons Fix: players can delete maps to eliminate them from ranked map selection Fix: removed pack files can be left behind by Steam, causing desyncs in multiplayer Fix: fast-build increases the build time of short build duration devices Fix: infinite loop crash when invulnerable struts queued for destruction receive splash damage Fix: firebeam doesn't turn depleted uranium rounds incendiary Fix: damagedmissile2 DU projectile has green trail, making it hard to identify Fix: there are two versions of MakeFlamingVersion with different semantics of the trailEffect parameter - trailEffect is now the fully formed path
Improve: short video captures are ended by pausing
Fix: players can play beyond ranked match limit by mashing start - quit lobby as soon as ranked match limit is found Fix: desync when an isolated node with a standin link bounces off a strut Fix: PhysicsManager::EMP can attempt to disable standin links Fix: PhysicsManager::ExtinguishFire can attempt to extinguish standin links Fix: cursor missing after video recording