Earlier this year, Forts celebrated its' fifth birthday. As we plough through year six, we thought it worth putting out a call to action to all our loyal players to vote for us in the 2022 Steam Awards in the Labor of Love category.
Forts Timeline
Check out the timeline below on which we have selected some of the more notable events, updates and releases.
Scroll down to find details on the relevant numbered event event.
1 - April 2017 - Forts Launched - 1,362 peak players After 14 years of development, Forts finally sees the the light of day, on April 19th 2017. https://store.steampowered.com/news/app/410900/view/5262975441861685929
2 - May 2017 - Forts First Tournament - 1,079 peak players Having found a small, but passionate player base, Forts' first community-led tournament is arranged six weeks after launch. https://store.steampowered.com/news/app/410900/view/5262975441861684005
3 - September 2017 - Steam Workshop Integration - 197 peak players The first phase of Steam workshop integration arrives, allowing players the ability to upload their custom maps for other Forts players to try out. https://store.steampowered.com/news/app/410900/view/5262975441861681619
4 - October 2017 - Tons of Guns - 835 peak players Six new weapons and two extra tech buildings are added in the free Tons of Guns DLC, expanding the tech tree significantly. https://store.steampowered.com/news/app/410900/view/5262975441861681194
5 - November 2017 - ADGA Award Winner - 424 peak players At Melbourne International Game Week, EarthWork Games is recognised by their Australian game development peers at the AGDAs, receiving The Best Defence is a Good Offense award. https://store.steampowered.com/news/app/410900/view/5262975441861680990
6 - December 2017 - BPO Commanders - 543 peak players The Commander roster is pushed out to 12 with the addition of three Black Penguin Oil characters: Scattershot, Seep & Shockenaugh in another free DLC. https://store.steampowered.com/news/app/410900/view/5262975441861679990
7 - May 2018 - Campaign Mods - 258 peak players Players are granted the ability to create and share their custom campaigns with the campaign mod workshop upgrade. https://store.steampowered.com/news/app/410900/view/5262975441861678455
8 - June 2018 - Ranked Multiplayer & Repair Station - 7,280 peak players The multiplayer scene receives a boost with the introduction of ranked multiplayer, allowing players to wrack up points in competitive matches and find appropriately skilled opponents. The Repair Station device is added to ease the APM demands, should players need it. A free multiplayer-only weekend brought in a slew of new players also saw the record of concurrent users increased to 7,280. https://store.steampowered.com/news/app/410900/view/5262975441861677709
9 - June 2019 - Forts - Moonshot DLC - 971 peak players just over two years after launch, Forts first paid DLC is launched. Moonshot adds a whole new campaign, new faction, weapons and Capture Point game mode. https://store.steampowered.com/news/app/410900/view/2429044061346460933
10 - July 2019 - Ranked Season 1 - 626 peak players The ranked multiplayer scene is reorganised and reinvigorated with the formalisation of seasons, complete with end of season leaderboards and medals. https://store.steampowered.com/news/app/410900/view/1593627410377653536
11 - December 2019 - Multiplayer Training Missions - 940 peak players In an effort to help onboarding of new players into the multiplayer scene, training missions are added, complete with new environment set and drill instructor. https://store.steampowered.com/news/app/410900/view/3726097246760899467
12 - May 2020 - Forts Trading Cards - 776 peak players Steam trading cards finally make an appearance for the owners of Forts. https://store.steampowered.com/news/app/410900/view/2198263022930076515
13 - June 2020 - Forts Pro-HUD - 775 peak players A new Pro-HUD mini-DLC is launched, allowing players to support the game further with the purchase of HUD reskin and medal. https://store.steampowered.com/news/app/410900/view/2212902906123604321
14 - October 2020 - Commander Update - 741 peak players The fifteen-strong commander roster is given an overhaul, with rebalanced abilities and new powers for many characters. https://store.steampowered.com/news/app/410900/view/2864810353838512443
15 - January 2021 - Welcome Romerolagus - 1,989 peak players Dedicated community member Romerolagus is drafted into the EWG team to help moderate Discord and other areas of interaction with the growing Forts player base. https://store.steampowered.com/news/app/410900/view/2914357483128102177
16 - March 2022 - Forts High Seas Launched - 2,583 peak players Almost five years after its' initial release, Forts second full paid DLC is launched. High Seas drastically expands its' appeal with the addition of water tech, ships, weapons and ammo. https://store.steampowered.com/news/app/410900/view/3094542765846692775
Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Thanks for playing Forts, and here's to five more years! EWG
Happy Hallowe'en!
Welcome back to the tomb! Welcome back to the crypt! Gripped you will be By this update we shipped!
Returns the Cursed Landscape! Returns the Haunted HUD! Blood now pours down On gargoyle and skull studs!
Against Hell you can win! Against Hell you'll prevail! So hail your friends, Tell them Forts is on sale!
Count Sal Vaux is no bard! Count Sal Vaux's no poet! Show it! Reply! You're better, you know it!
Blood & Studs
It's raining blood in the Cursed Landscape. Which team are you on? Team Gargoyle or Team Skull?
Our latest update opened the floodgates of creativity for High Seas mapmakers with the inclusion of multi-level water. To celebrate this new feature we're looking for the best 2v2, 3v3, or 4v4 map that makes use of it in the fourth official Forts map making contest.
The winning creator will receive a $100 Steam gift card, Map Maker Champion in-game medal, and have their map promoted in-game, on Steam, and across social media.
New multi-level water system in action.
Format
The event will consist of two stages: Stage 1 - Competitors will have from now until Nov 19th 8PM UTC to submit their maps in accordance with the rules below.
Stage 2 - Our judges will select the 5 best entries to go into the Live Stream Dec 3rd 8PM UTC, where a group of top players will compete in exhibition matches to showcase each map while the judges look on.
Prizes
1st place
- $100 Steam gift card, in-game Map Maker Champion medal and accompanying role on Discord. The winning map will be promoted in-game, on Steam, and across social media.
Familiarise yourself with The Forts Map editor and Style Guide
Create and submit a map that fulfills all requirements by Nov 19th 8pm UTC
Map Requirements
An original map created from scratch
Balanced for competitive 2v2, 3v3 or 4v4 play
Begin with 1-3 Mines or 2-6 Propellers
Make use of multi-level water
Allow flexibility with weapons and strategies
Receive the Symmetric tag on the Workshop
Have suitable performance on all computers
How to submit your map
Upload your map to the Steam Workshop with the name "FMMC4 - yoursteamname" example, FMMC4 - Romerolagus
Set your Workshop visibility to Unlisted
On the Official Forts Discord, direct message @Romerolagus with a link to your entry before Nov 19th 8pm UTC.
Maps will be graded according to appearance, gameplay potential, and Forts best practices. A more detailed description of the full grading criteria will be made available on Discord. We look forward to seeing your creativity on display.
Guides
In order to improve your map's chances of winning, check out these guides on Steam for best practices:
It's been six months since the launch of Forts - High Seas, and now we're back with a major update and sale. Along with the usual fixes and tweaks are a few major improvements, not least the multi-level water system. Read on!
Multi-level Water System & Maps
New Rock Pools map showing the new tiered layout possible. If you no longer want to stare at the back of your ally, try this new addition to High Seas' water system. This will open up many map design possibilities. We've included a few of our ideas and can't wait to see yours.
New multi-level water maps:
Chasm (4v4)
Dark Shoals (3v3)
Fracked (4v4)
Rock Pools (4v4)
Volcanic Rim (2v2)
Windswept (2v2)
Runway Upgrade
Upgraded Runway allowing two Ammo to be built at any one time. (ft. Fast Build mod) We've heard building planes takes a little too long. Now you can upgrade the Runway to build two planes simultaneously. Double your damage output today!
Quality Of Life Improvements
Slimline Replay HUD
Composite image showing the slimline replay HUD for all styles. Our replay HUD has been on a diet. All of the old functionality is now in a shiny new compact form, allowing a better view of the action.
64-bit Upgrade
The large number and size of mods made for Forts is putting pressure on the aging 32-bit address space. In many circumstances, memory fragmentation or exhaustion would cause players to crash out. This upgrade should improve stability in these cases, and also allow us to go beyond the boundaries of 32-bit in features and content.
Mod & Map Search Box
We know the pain of scrolling through long lists to find something specific. Now you can type in part of what you're looking for, and the mod and map lists will narrow. Works with the existing filter and category systems. You're welcome.
Lobby Map Preview
Knowing the topography of the map you're about to play is kind of important. Now you can cycle through the preview images right there in the lobby.
Modding Changes
Some script functions and events have been updated to prevent the incorrect conversion of teamId to sideId. If you are expecting a sideId you may have unexpected results. See the items starting with "Modding" in the change list below for the complete list.
Sale
To celebrate this High Seas update the DLC is on sale from October 14 to 18. You can pick it up for the cost of a fancy coffee at 25% off!
Add: 'Ammo for:' line to ammo device construction preview Add: 'AmmoRequired' tooltip when player tries to use weapon without ammo Add: "This map contains unsaved changes. Are you sure you want to quit?" message when quitting map editor with unsaved changes Add: (Buster active Deck Guns) effects incorrect Add: (dlc2 script.lua) orbitalAvoidsFriendly global flag to control orbital behavior when hitting friendly Add: (Harpoon) indicator to show where missiles will be vulnerable to the Decoy Add: (Main Menu) Sal Vaux news items auto advance on a timer Add: (map editor terrain tab) Alt key + texture button to select all blocks that don't use a texture Add: (map editor terrain tab) Ctrl key + texture button to select all blocks that use a texture Add: (planes) at unspecified range, drop bombs at first detected enemy base and then turn away Add: (projectile_wireframes) splash damage position and radius Add: (Runway Mark II) allows two planes to be built at once Add: (Runway Mark II) which increases the concurrent build queue of planes to 2 Add: (weapon_list.lua) HideFromToolTipsAmmoFor to condense tips that apply to a series (e.g. Orbital Laser, Orbital Laser Mk II) Add: 64-bit memory address space to reduce memory exhaustion issues (requires 64-bit CPU and OS) Add: AMMO_MODE_PRIORITY and AMMO_MODE_QUEUE to scripts/forts.lua Add: build queue capacity is adjusted by BuildQueueModifier table in device_list.lua and weapon_list.lua entries, bounded by Min and Max. e.g. BuildQueueModifier = { ["dlc2_runway"] = 1 } Add: BuildQueueConcurrent table entries can be a table specifying Default, Min, and Max values. e.g. BuildQueueConcurrent["dlc2_runway"] = { Default = 1, Min = 1, Max = 2 } Add: dlc*Var_Active/Value support to mission and ai scripts Add: draw edge with fill block option (Alt + I) to allow terrain to obscure water level discontinuities Add: EnergyAbsorb and MetalAbsorb to customize the amount given to absorbing materials (default to fire cost) Add: filter name EditBox for edit existing map list Add: FireStdDevSpray weapon script variable to add overall variation to spread shots Add: GetWeaponTypeAmmoTagByIndex function to query ammo tags Add: image preview of current map in chatroom. Map select screen will also open on the currently selected map. Add: KeepHitpointLoss to projectile action to maintain damage to transformed projectiles Add: LogW and LogToFileW for wide character logging support (log files are now in UTF-16LE format) Add: map and mod selection screens have an EditBox which allows filtering of items Add: missing device tech requirements are displayed on the cursor Add: multi-level water (add WaterLevel block flag, toggled with Alt + L) Add: multi-level water template map (-template multi-) Add: multiplayer host quit warning if a host quits a game in progress Add: multiplayer maps making use of new multi-level water tech Add: OnGroupMemberSelected, OnGroupMemberDeselected and OnWeaponFireAttemptFail script events Add: option to toggle left-click-drag panning Add: optional "AmmoPriority = [value]" float field added to weapon ammo lists. If specified, it will enable an additional "Priority" mode Context control Add: script event OnDeviceMoved after a device finishes moving and id has updated to match original device id Add: script function (bool ModActive(const char* modName)) to test if a specific mod is currently active. Add: script function GetWeaponTypeAmmoProjectileByIndex(int index, Owner sideId, int ammoIndex) to get save name of a specific device type projectile Add: script function ScreenToWorld Add: script functions GetDeviceTypeIndex, SelectDeviceType Add: script functions GetWeaponAmmoWithProjectileCount, FindDeviceInstance Add: script functions GetWeaponTypeAmmoCount, GetWeaponTypeAmmoProjectileByIndex, GetWeaponTypeAmmoDeviceCountByIndex, GetWeaponTypeAmmoDeviceByIndex, GetWeaponTypeAmmoConsumeByIndex Add: support for weapon "AmmoQueueMode = false" and "AmmoPriorityMode = false" flags to hide ammo Queue and Priority context buttons
Balance: (Buster active) sniper projectiles are no longer instantly destroyed by firebeam Balance: (Deck Gun 1) reduce deviation to 0.012 Balance: (Deck Gun 2, 3) increase group deviation to 0.012 using FireStdDevSpray Balance: (Decoy, Control, Orbital Laser ammo) increase hitpoints from 15 to 90 (+600%) Balance: (flaming howitzer) reduce splash damage and incendiary radius (-17%) Balance: (High Seas ammo) increase hitpoints to 90 to reduce fragility (esp vs. Buster) Balance: (plane ammo) increase hitpoints from 50 to 90 (+450%)
Fix: -template- is not symmetrical Fix: "Close" (as in distance) string used for ranked/warning ban message Close button. Changed to "Continue" Fix: "Ctrl+space" doesn't pause Multiplayer and Skirmish replays (thanks asca) Fix: (bombs, paveways) don't gain an incendiary effect from a firebeam Fix: (Buster active) damaged warheads don't show green trail (blend with dark smoke) Fix: (Coming Storm Pt1) allied ship is targeted by AI Fix: (Coming Storm) loss of friendly ship does not fail mission Fix: (Deck Gun) spread mode detail textures show focus mode Fix: (Deck Guns) switching between focus and spread prevents AI upgrades Fix: (Desert Ruins) AI script to avoid tiny door issue Fix: (DeviceManager::LoadResourcesPostProcess) crash when attempting to erase first ammo type Fix: (Dome) projectiles disappear early on collision Fix: (Dome) shoots at planes even though they are unable to destroy them (skirmish only) Fix: (dynamic tooltips) requirements missing from HUD tips when a device is selected Fix: (extrusion) struts can be segmented when extruded beyond max link length Fix: (Firebird active) dome projectiles are incendiary Fix: (flaming paveway) no incendiary effect Fix: (flaming projectiles) don't inherit damage done to original (e.g. howitzer) Fix: (flaming thunderbolt & nighthawk) use derrick explosion on destruction Fix: (Floating Graveyard) rightmost AI would stop building Fix: (focus orbital laser) colored red in the map editor Fix: (Frigates PB) not symmetrical Fix: (Hardpoint) scream when hit Fix: (Hardpoint) show a firing cost Fix: (howitzer) flaming and non-flaming projectiles don't collide with each other Fix: (Hurricane) active symbol doesn't show above deck guns, harpoon, dome, orbital laser and runway Fix: (IsMissileAttacking) doesn't exclude non-missile projectiles and non-guided missiles, and defaults to true Fix: (lineSeg3::NearestPointToLine) when another line seg is degenerate the collision always fails Fix: (main menu) Sal Vaux incorrectly set up as a button and makes button click noises when clicked on Fix: (missiles) can be placed facing into the ground Fix: (missiles) fired from underwater retain underwater audio Fix: (Modding, IsTeamConnectedToGroundBlock) converts team to side incorrectly Fix: (Modding, OnDeviceCompleted) converts team to side incorrectly Fix: (Modding, OnDeviceConsumed) converts team to side incorrectly Fix: (Modding, OnDeviceDeleted) converts team to side incorrectly Fix: (Modding, OnDeviceDestroyed) converts team to side incorrectly Fix: (Modding, OnDeviceHit) converts team to side incorrectly Fix: (Modding, OnDeviceHitBeam) converts team to side incorrectly Fix: (Modding, OnDeviceTeamUpdated) converts team to side incorrectly Fix: (Modding, OnDoorControl) converts team to side incorrectly Fix: (Modding, OnDoorState) converts team to side incorrectly Fix: (Modding, OnLinkCreated) converts team to side incorrectly Fix: (Modding, OnNodeCreated) converts team to side incorrectly Fix: (Modding, OnProjectileCollision) converts team to side incorrectly Fix: (Modding, OnProjectileDestroyed) converts team to side incorrectly Fix: (Modding, OnProjectileRedirected) converts team to side incorrectly Fix: (Modding, OnRepairArea) converts team to side incorrectly Fix: (Modding, OnStructurePainted) converts team to side incorrectly Fix: (Modding, OnWeaponFired) converts team to side incorrectly Fix: (Modding, OnWeaponFiredEnd) converts team to side incorrectly Fix: (Modding, OnWeaponOverheated) converts team to side incorrectly Fix: (Moorings) AI fails to build mines and gets stuck part way through structure Fix: (Moorings) AI stops building Fix: (Nighthawk Paveway) reflects when near parallel to armor Fix: (Nighthawk Paveway) starts fires on devices that it passes through Fix: (OnControlActivated event) fails to trigger when double clicking Fix: (OnDoorState) unnecessarily called every physics frame while a door is opening Fix: (Phantom) dummy ammo gets queued when building Fix: (Phantom) move ability gets queued when moving ammo Fix: (Propeller) preview metal income display not applying efficiency Fix: (Shockenaugh) doesn't receive power from orbital lasers (now 10000 energy total) Fix: (Sinking Nemo) stray prop in air on right side Fix: (Stormy Waters/PB) solid ground in the background causes mines to be drawn over water Fix: (Super Turbine) not marked as requiring land Fix: (Thunderbolts, Nighthawks) original and flaming versions do not collide with each other Fix: \save command doesn't produce accurate reproduction Fix: after restarting in sandbox the \build_fort AI will no longer have firing disabled Fix: AI can delete its own reactor support Fix: AI is blocked if it is set to create instead of moving a device Fix: ammo alternatives are not considered (e.g. when consumable ammo not available, non-consumable ammo doesn't allow firing) Fix: ammo count includes non-consume devices Fix: ammo queue mode doesn't fire consumable ammo devices if there are any non-consume devices Fix: animated BG waves appear above horizon Fix: auto doors are previewed on allied forts Fix: badges overlapping names in lobbies Fix: blastdoors capture achievement awarded for High Seas mission Fix: Button class does not exit press state correctly on mouse up Fix: can't favorite/unfavorite a mod if it's forced on Fix: context menu selected ammo indicator isn't updated immediately when you select a different button Fix: cores in the water attached to a single strut cannot build structure Fix: corrupt structure state when aiming the Firebeam directly at plane Fix: crash when calling UpgradeDevice et al during OnContextButtonDevice call (and equivalent for struts) Fix: crash when calling UpgradeDevice from OnDeviceCompleted Fix: crash when double-clicking map to edit Fix: crash when enabling tips from options during play in Sandbox Fix: crash when the path in LoadStructureFile is wrong Fix: debris clean-up can continue through foundations and destroy large connected structures via ropes Fix: debris is being destroyed above water Fix: device cost preview is obscured by ammo icons Fix: device cost preview shifts when player clicks to drag Fix: devices that can only be upgraded to cannot be used as a prerequisite Fix: disable weapons mods ignored if Unlock All Weapons mod enabled Fix: dlc2_oceans_base environment mod is not loaded from packs correctly for custom player environment overrides Fix: duplicate reporting of double clicks by textured buttons Fix: during replays, music incorrectly re-enables Fix: edge cases updating chatroom contested commanders when players kicked/disconnect Fix: EditBox controls don't work properly with Button slaves Fix: EditBox Rollover and pressed sounds not working Fix: EditBox Tab Highlight conflicts with edit mode highlighting Fix: EnterGameOverMode, SetResult, and ShowResult script functions can be called multiple times Fix: exception when sprite-based prop folder conversion is attempted Fix: fire can spread to bracing that is converting to shields and metal Fix: flipped terrain blocks do not have snap symmetry Fix: Forts can hang when speed is too high in complex replays Fix: if consumable ammo exists, it will be consumed even if non-consumable device exists Fix: if two consumable ammo devices are available they are both consumed Fix: Included (nested) mods are not displayed correctly in MP mod list panel Fix: incorrect commander icons on acquired weapons Fix: map symmetry fails with some ground devices (e.g. derrick) Fix: marquee selection starts when over the HUD Fix: max length of laser doesn't adapt to increase world extents Fix: memory leak when ammo type is removed in post-processing Fix: memory leak when ReactorsClaimForts rule fails to be destroyed Fix: missing OnKey key parameter strings for unprintable characters Fix: most High Seas Skirmish maps are not symmetrical - Removed offending blocks. Added 'symmetrical = true' to all maps Fix: no-ammo icon shown on weapons without any projectiles (e.g. Hardpoint) Fix: OnKey script event doesn't work for observers Fix: OnShieldReflection/OnPortalUsed is called when they are blocked by devices Fix: order of Mine, Propeller, Turbine, Smokestack, Swarm, Subswarm and their upgrades is inconsistent Fix: plane aiming tip graphic misleading Fix: planes are attracted by Magnabeam Fix: portal configuration behaved differently to preview Fix: portals are instantly enabled when reconnecting after neutral ownership Fix: projectiles created from a projectile-projectile collision re-collide repetitively, causing a crash Fix: projectiles fading due to MaxAgeUnderwater don't detonate with DetonatesOnExpiry Fix: right mouse release is not reported to scripts when combined with left mouse or scroll wheel (thanks asca) Fix: script paths change when run locally, preventing SendScriptEvent (and ExecuteInScript) from working Fix: seam visible in waves animation Fix: SelectDeviceType doesn't open the appropriate HUD tab Fix: SetMissileTarget doesn't work if within the MinTargetUpdateDistance Fix: shooting and then immediately upgrading the deck gun causes damage Fix: Start-loaded mod error in some pre-built maps Fix: string case of snow leopards map display name Fix: string formatting issues in chatroom Fix: string formatting issues in TextBox when saving/restoring Fix: structure disappears when a laser fires into a portal just beyond the weapon clearance Fix: struts converted from armor by device placement don't catch fire Fix: the final edge of a block of a dynamic surface does not deform Fix: tips drill instructor and enemy commander (while using spook) overlap Fix: two HUD tabs can be depressed simultaneously by rapidly clicking between them Fix: typo in GetTeamCommanderPoints script function description Fix: upgrade key sends an upgrade device command for every possible upgrade Fix: word wrapping can shift text on second frame due to inconsistent height calculations Fix: world extents are reset when all blocks are deleted Fix: zero-length projectile distance to fields causes corruption of simulation
Improve: (construction cost preview) reduce shadow depth on text from 1 to 0.75 Improve: (FindNodeOnStructure) ignore non-selectable nodes Improve: (Floating Graveyard) additional intro lines to clarify how to access orbital focus ammo Improve: (Harpoon) has adjustable power only in skirmish (non-campaign) maps Improve: (Lobby selection screen) show display names instead of folder names if possible Improve: (OnControlActivated event) add doubleClick parameter Improve: (Orbital Sweep) direction depends on the direction of the beacon (weapon facing) rather than team Improve: (Phantom) device move retains original device id when move completes Improve: (planes auto-drop) add drop delay according to the distance to target to more accurately hit from higher altitudes Improve: (planes auto-drop) parameters can be adjusted via dlc2_Bombs table (TestDistX, TestDistY, DelayDist1, DelayDist2, Delay1, Delay2, Debug) Improve: (planes) increase maximum range to cover largest map size Improve: (Runway, Runway Mk 2, Thunderbolt ammo) add 'Works best with amassed ammo' to tooltips Improve: \run console command takes wide characters Improve: allow control keys to pass through to OnKey script function Improve: allow the preview of devices that don't have their requirements satisfied Improve: ammo consumption effect is available when dlc2 mod is not active Improve: ammo queue button vanishes if all ammo types have a non-consume device Improve: ammo without valid projectiles is deleted (with a log warning) Improve: audio volume slider controls to option screen Improve: check for and remove highlight tags in player names and chat messages Improve: devices are drawn on top of projectiles to hide overlap on firing Improve: don't show devices and weapons on the HUD that are not available due to land/water requirements in skirmish/MP/campaign (tied to HideHUDItemsWhenPrerequisitesDisabled flag so it can be disabled) Improve: EditBox "X" (reset) buttons added to various relevant EditBox UI Improve: EditBox controls in game now all have a consistent look and feel Improve: error icon/message when trying to build device with tech requirements missing Improve: HUD options button now looks distinct from pause button, featuring three horizontal lines Improve: increase default ban duration from 5 to 120 minutes Improve: menu and in-game music can be set independently Improve: player names in chat messages different colors to the chat text to thwart spoofing Improve: renamed template maps for consistency Improve: replay HUDs have been streamlined to minimize obstruction of the view Improve: select the first ammo type of a weapon after placement Improve: tab stops for map select, mods select, map editor, and server select screens Improve: update FMOD Studio to 2.02.07. Improve: updated UI edit boxes for new consistent visual look Improve: weapons other than the Runway can launch High Seas planes
Optimize: loading for large numbers of devices
Remove: Black Gold campaign missions from Sandbox mode to reduce clutter Remove: dlc1 and dlc2 mod checks in the dlcVar_Active/Value params. Now it just checks if the DLC is enabled, regardless of which mods are active (thanks asca).
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts Ranked Multiplayer - Season 19 Champions!
G'day Forts fans!
The Season 19 results are here! After winning Tournament XXV with partner Tuxedo Luigi, reigning champion EtaN went on to go 42 - 0 to record a perfect season. Leading to the Ultimate question, is there anyone out there who can challenge him? REVERSE OSMOSIS, better known as Firework, our 2nd place finisher might have an answer to that. They played spoiler in Season 13 handing EtaN his only loss on the very last day of competition. And in 3rd place, Finn claims a spot on the podium for the first time after a previous best 4th place finish in season 12.
Some takeaways from last season. Spook and Scattershot have maintained their popularity post charging tweaks. But in response early aggression mortars have made a comeback. Buzzsaws are still punishing overly greedy builds. And innovation is still driving ever more elaborate tiny door and rear turbine designs.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 19 Medal. Congratulations to all medalists as well!
1v1 Leaderboard
EtaN
REVERSE OSMOSIS
Finn
Malme
Amburulo
steffen
Teutonick
mcc72k
[WTF] Bowser
RFHBWINDJIWECJWIECNIE
Dranistian
LLL
[PBT] Hallrassy
Pixiv_zebdww
Noha
籽岷妙妙屋_WIG
[BDG] LPGK
Spinatix愛
[BTA]hchao2000
Der Benzinpreisvergleicher
Season 20
Season 20 is already underway and will run through November 30th.
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
EtaN faced a number of obstacles to overcome before the tournament even started. His greatest nemesis, timezones, meant a 10am (pre-noon!) registration and starting time. Then his original partner Mech70, who won a standout comeback in the first round of Tournament XXIV, had to withdraw.
You would be hard-pressed to find a better last-minute replacement than veteran Tuxedo Luigi, who clutched in round 2 and now proudly boasts of their 100% tournament win rate.
Together they will split the 1st place prize of $100 in Steam Gift cards.
Team Juan didn't get through unscathed, while working their way up to the finals. Our Runner's up, Perfect Ping, was another team originally registered as alternates. The 16 spaces filled up fast, but scheduling conflicts gave them an opportunity to play, and they made the most of it.
And much-needed applause is required for their opponents who unexpectedly found themselves facing former ranked champion Matteo, and perennial top 4 finisher Teutonick, as a substitute team making do with a default logo. Playing on opposite ends of the globe in France and Australia, they came together with an unabashed all-in laser strategy through to the finals.
Together they will split the 2nd place prize of $50 in Steam Gift cards.
An onslaught of 20mm cannon fire from Team Juan. Rounding out third place is team winner, the reigning Moonshot 2v2 champions from Tournament XXII.
AlexD and Firework were among the favorites heading into the tournament. But team Juan had other plans as it became EtaN's turn to clutch in an Architect mirror match. It went down to the wire as neither team budged an inch, and the match was ultimately decided by overall damage.
Team winner will split the 3rd place prize of $20 in Steam Gift cards.
Team winner’s explosive victory moment. In addition to our regulars, there were a number of new competitors who acquitted themselves admirably in this tournament.
Schuka and Vert1ks on ProBruhTeam pulled off a stunning first round upset of L+ratio (Noha and Mcc72k) using a combined 20mm, and magnabeam rush.
Team Toastadmirer consisting of Der Benzinpreisvergleicher and Naomi reached the semifinals and competed in the bronze match.
We'd like to recognize everyone willing to go up against some of the best players in all of Forts.
1st Place - $100 in Steam Gift cards
Juan
[WAN]EtaN
[WAN]Tuxedo Luigi
2nd Place - $50 in Steam Gift cards
Perfect Ping
Matteo
Teutonick
3rd Place - $20 in Steam Gift cards
winner
[win]AlexD
[win]Firework
*Winners have been contacted and prizes will be issued as Steam Digital Gift cards via Steam friends upon expiration of Steam's 3-day friend waiting period.
Tournament replays are now available in the Featured tab of the Replays menu in-game, and tournament videos are available below:
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts 2v2 Tournament XXV
G'day Forts fans!
Is everyone excited for another Moonshot event? By popular demand our 25th official tournament will be 2v2 Moonshot Team Death Match. And to commemorate this milestone we will be awarding Steam gift cards to the winning teams. Aspiring captains fear not, there will be many more High Seas events to look forward to in the future but in XXV we're shooting for the moon!
Tournament XXV will be held on September 10th at 1PM EDT and hosted by Frazzz and Project Incursus. Please note that the registration process has undergone some changes. Registration will not open until September 3rd at 1PM in order to give everyone an equal chance to enter. The first 16 teams will be accepted with any additional entries being designated as alternates. XXV will be single elimination with 15 minute match time limits and commander bans.
On to the details.
When will Registration open?
Registration does not open until September 3rd at:
10AM (PDT West Coast USA)
1PM (EDT East Coast USA)
6PM UTC/GMT +1 (London)
7PM CEST (France, Germany)
3AM AEST September 4th (Eastern Australia)
Entries submitted before this time will not be accepted. Once registration has opened the first 16 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?
Additional teams registering will be listed as alternates.
How will teams be seeded?
Seedings will be based on past results in tournaments, ranked seasons, and the FPL, and adjusted manually as necessary.
Prizes?
The current prize pool is as follows:
1st place $100
2nd place $50
3rd place $20
Prizes will be awarded in the form of Steam digital gift cards. Each team member will receive a card equaling half the value of the full team prize.
If you have any additional questions please contact us on Discord.
How do I join?
In order to participate, you must do the following...
The Season 18 results are here! mcc72k was on top of the leaderboard heading into the final days prompting many to speculate that EtaN's record setting 8 titles and 5 season winning streak would finally come to an end. It was not to be however, as a late charge by the reigning champion in the waning hours was enough to overcome the substantial lead of mcc72k and secure the gold. mcc72k finishes with silver, and Amburulo takes the bronze. This matches their previous best result, and in fact the entire podium of season 18 is a mirror to season 15.
Some takeaways from last season. Buzzsaws were a favourite weapon of early aggression. No surprise with Pillars in the map pool. Will that trend continue under the new rotation? Howitzers are still proliferating but the classic firebeam-plasma combo remained as popular as ever. And the impact of the commander charge balancing from Update 1.16 is still being felt into Season 19.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 18 Medal. Congratulations to all medalists as well!
1v1 Leaderboard
EtaN
mcc72k
Amburulo
Teutonick
[VET] Noha
Dranistian
steffen
[WTF] Fluffiges Jo
zebdww
Finn
朽年就是个弟弟
luvigcn
Annu4000
27778
LPGK
[BTA]hchao2000
[TF]Troupics
[TF]Der Benzinpreisvergleicher
T1g3r
WIG_朽年
Season 19
Season 19 is already underway and will run through September 30th.
Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Cheers, EWG
Forts Partnership - Community Sale!
G’day Forts fans!
As Forts continues to grow, EWG has partnered with marketing agency Infernozilla to help expand and develop our fantastic community. We can look forward to more tournaments, competitions and social media engagement, giving Forts players more opportunity to show off their skills and creativity to the world!
Infernofozilla’s experienced team includes community manager Silverballer who will work closely with Romerolagus and crew to ensure the continued successful running of the Forts Discord, Steam forums and tournaments. Monjie will be taking over social media comms for us.
To celebrate our new collaboration, we are running a sale over the weekend, so tell your friends, and if you see Silverballer or Monjie on Discord, please give them a warm welcome!
Congratulations to EtaN, winner of Tournament XXIV, our first official High Seas 1v1 Tournament! EtaN faced off against perhaps his toughest opponent, timezones, on his way towards adding another victory to his already monumental collection. The earlier start time was embraced by players in other regions though as we saw a number of first time competitors able to participate.
One of those newcomers, Dranistian advanced all the way to the semifinals to face off against their mentor, AlexD in a tense mirror build match. Experience won out as AlexD went on to meet EtaN in a best of three finals while Dranistian played a back and forth bronze match against Mech70 on The Leviathan going down to the wire. Mech70's own road to bronze was full of ups and downs. He narrowly escaped the very first match of the tournament against a perfectly executed Buster portal mortar rush. Putting on a defensive clinic how to not simply survive, but also hoard resources enough to produce weapons and take the offensive while under constant fire. His run at the title was finally halted by EtaN in a duel of planes.
Speaking of planes, the Nighthawk emerged as the weapon of choice for ending 1v1 High Seas matches. Deckguns were predominant in Tournament XXIII. In XXIV, victory most often went to the player best able to defend against, and land their own Nighthawks. Will this trend continue or will more advanced defensive designs render them obsolete? Stay tuned to find out!
If you enjoy high level Forts we highly recommend watching the replays, now available from the Featured tab of the Forts Replays menu. Analyze their builds with the help of Ximsa's Observer tools.
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and advance notice of upcoming events.