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Forts Update 1.35

[p][/p]
G'day Forts fans!
[p][/p][p]The focus of this update has been game balance. Making early game weapons more compelling and buffing some of the weaker commanders. We've also added a slot system for campaign saves, and made a bunch of important fixes.[/p][p][/p][hr][/hr][h2]Weapon Balance[/h2][p]Several weapons have received a boost to make them more viable. The incendiary mortar is more damaging, while costing a little more to fire. Similarly, Swarm Missiles have an additional projectile, each one being more damaging, but it costs more to fire. Miniguns do more damage to bracing and have a more flexible aiming arc. Smoke Bombs are more responsive and are better at blocking Plasma Lasers.[/p][p]Both Swarm Missile and Warhead cause splash damage on destruction now, as does the Plasma Laser. Cannons have their firing cost reduced back to 3000 energy. Firebeam costs more metal to build, and more energy to fire.[/p][p]Machinegun projectiles take a little longer to burn out when passing through a Firebeam.[/p][p][/p][hr][/hr][h2]Commander Balance[/h2][p][/p][p][/p][p]Passive: Remove weapon deviation increase[/p][p]Passive: Flak produces 50% more shrapnel[/p][p]Passive: Shotgun projectile gain increased from 1 to 4[/p][p][/p][p]Active: Fires 3 rockets during active, costs more to fire[/p][p][/p][p][/p][p]Passive: Missile silos are 80% the normal width[/p][p][/p][p][/p][p]Passive: Battery metal cost is 50% less than normal[/p][p]Passive: Smoke Bomb doesn't produce smoke when destroyed[/p][p][/p][p][/p][p]Passive: Increased Buster's shotgun and minigun bonus vs armour and doors to 10%[/p][p][/p][p]Active: Rocket depleted uranium distance reduced by 25%[/p][p][/p][p][/p][p]Passive: Weapons recloak after being idle for 10 seconds[/p][p][/p][p][/p][p]Active: Fixed rockets not gaining 25% damage and splash radius[/p][p]
NOTE: Some of these are missing from the in-game commander descriptions. We'll patch them shortly.
[/p][hr][/hr][h2]Campaign Save Slots[/h2][p]Campaigns now have four save slots, allowing you to run different difficulty levels, play styles, or experiments concurrently. A screenshot of the map or last mission is saved, along with its date and time, to help identify your games.[/p][p]Saves where the final mission has been beated now show 'Complete' instead of 'In Progress', which should clear up their status. They can still be opened to replay missions.[/p][p]The previous save files will be migrated to the new slot system. Let us know if you have any problems.[/p][p][/p][p][/p][p]Run up to four save games for each campaign concurrently[/p][p][/p][hr][/hr][h2]Weapon Clearance[/h2][p]Weapons will now cast rays either side of the central ray to test for obstruction. This is to make it harder for you to accidentally shoot your own fort. This was primarily for the benefit of the Smoke Bomb, but is beneficial for others. You can see the extent of these angles in the aiming arc. Some weapons such as the Shotgun are relaxed to reduce frustration during quick shots.[/p][p][/p][p][/p][p]It's now harder to smoke yourself by clipping the door[/p][p]Minimum clearance has also been doubled for many weapons, to better allow weapons embedded deep inside of forts to open doors near the outside.[/p][p][/p][hr][/hr][h2]Modding Updates[/h2][p]Thanks to Phantom's new weapon recloaking, finer control for cloaking has been added. You can make weapons lose their cloak when damaged, or not lose their cloak when firing, and adjust how long it takes for them to regain cloak.[/p][p]Weapon/ammo configuration values ClearanceAngleBase, ClearanceAngleStdDevFactor and ClearanceAngleSprayFactor have been added for modders to adjust new clearance functionality.[/p][p]Some fixes have been made to configurations of shotgun style weapons. Projectiles will spray consistently, and the weapon can overheat mid-burst.
[/p][hr][/hr][h2]Change List 1.35.0 r20546[/h2][p][/p][p]Add: Campaigns can have up to 4 save games, showing screenshot of last progress[/p][p]Add: CloakLostOnDamage weapon value (defaults to false)[/p][p]Add: CloakLostOnFiring weapon value (defaults to true)[/p][p]Add: CloakRecoveryTime weapon value (defaults to huge)[/p][p]Add: ClearanceAngleBase weapon/ammo value to set or increase clearance angles of weapons[/p][p]Add: ClearanceAngleStdDevFactor weapon/ammo value to control how spread relates to std dev for projectiles with normal distribution[/p][p]Add: ClearanceAngleSprayFactor weapon/ammo value to adjust spray type weapon spread[/p][p]Add: View.AimingGizmo.ClearanceAngleStdDevFactor as default ClearanceAngleStdDevFactor[/p][p]Add: View.AimingGizmo.MaxClearanceAngle constant to limit clearance angles[/p][p]
Balance: (Buster active) Reduce depleted uranium distance from 560 to 420 (-25%)[/p][p]Balance: (Buster) Increase Buster's shotgun and minigun bonus vs armour and doors from 5% to 10%[/p][p]Balance: (Firebeam) Increase construction cost from 400 to 500 metal (+25%)[/p][p]Balance: (Firebeam) Increase fire cost from 2000 to 2500 energy (+25%)[/p][p]Balance: (Incendiary Mortar) Increase EnergyFireCost from 150 to 200 (+25%)[/p][p]Balance: (Incendiary Mortar) Increase ProjectileDamage from 10 to 20 (+100%)[/p][p]Balance: (Incendiary Mortar) Increase ProjectileSplashDamage from 40 to 50 (+25%)[/p][p]Balance: (Firebird Incendiary Mortar) Splash damage kept at 40 to avoid being OP[/p][p]Balance: (Machinegun) Flaming projectile MaxAge increased from 0.2 to 0.3 (+50%)[/p][p]Balance: (Minigun) Decrease MinFireAngle from -15 to -20 degrees[/p][p]Balance: (Minigun) Increase MaxFireAngle from 20 to 25 degrees[/p][p]Balance: (Minigun) Increase damage multiplier vs bracing from 1.5 to 2.1 (+40%)[/p][p]Balance: (Minigun) Increase MaxFireRadius from 600 to 800[/p][p]Balance: (Phantom) Weapons recloak after being idle for 10s[/p][p]Balance: (Plasma laser) BeamOcclusionDistance reduced from 1200 to 600, making smoke better at blocking it[/p][p]Balance: (Plasma Laser) DeviceSplashDamage increased from 100 to 120 (+20%)[/p][p]Balance: (Plasma Laser) IncendiaryRadius increased from 0 to 108[/p][p]Balance: (Plasma Laser) IncendiaryRadiusHeated increased from 0 to 120[/p][p]Balance: (Plasma Laser) StructureSplashDamage increased from 90 to 160 (+77%)[/p][p]Balance: (Repair Station) Increase smoke clear radius from 500 to 650 (+30%)[/p][p]Balance: (Repair Station) Increase smoke clear rate from 26 to 30 (+15%)[/p][p]Balance: (Scattershot active) Fires 3 rockets during active, costs more to fire[/p][p]Balance: (Scattershot passive) Remove weapon deviation increase[/p][p]Balance: (Scattershot passive) Flak produces 50% more shrapnel[/p][p]Balance: (Scattershot passive) Shotgun projectile gain increased from 1 to 4[/p][p]Balance: (Seep) Missile silos are 80% the normal width[/p][p]Balance: (Shockenaugh) Battery metal cost reduced from 105 to 75 (-29%, -50% from base)[/p][p]Balance: (Shockenaugh) Smoke Bomb doesn't produce smoke when destroyed[/p][p]Balance: (Smoke Bomb) FireSpeed increased from 8000 to 10000 (+25%)[/p][p]Balance: (Smoke Bomb) RoundPeriod reduced from 0.7 to 0.35s to improve fire rate[/p][p]Balance: (Smoke Bomb) Smoke projectiles are slightly more spread out to cover more area[/p][p]Balance: (Subswarm missile) Increase rounds per burst from 13 to 14 (+8%)[/p][p]Balance: (Swarm missile) Increase damage from 50 to 62.5 (+25%)[/p][p]Balance: (Swarm missile) Increase rounds per burst from 13 to 14 (+8%)[/p][p]Balance: (Swarm Missiles) Increase fire cost from 1800 to 2100 (+17%)[/p][p]Balance: (Swarm missiles) Reduce time to build swarm from 70 to 60s (-14%)[/p][p]Balance: (Swarm) Gains splash damage and incendiary effect on destruction[/p][p]Balance: (Warhead) Gains splash damage and incendiary effect on destruction[/p][p]Balance: (Warhead) Increase time to upgrade from swarm from 95 to 105s (+11%)[/p][p]Balance: Building space for inverted missiles on Stalactites style forts removed[/p][p]Balance: Decrease fire cost of Cannon from 3500 to 3000 (-14%)[/p][p]Balance: Increase time to upgrade incendiary mortars from 20s to 25s (+25%)[/p][p]Balance: Reduce time to build incendiary mortars from 30s to 25s (-17%)[/p][p]
Improve: Campaigns are marked 'Complete' when final mission is passed[/p][p]Improve: Increase minimum clearance from 500 to 1000 for Howitzer, Magnabeam, Smoke Bomb, Harpoon, Orbital Laser, Deck Guns, 20mm Cannon, Firebeam, Flak, Rocket, EMP, Shotgun, Laser, Cannon, Minigun, AP Sniper, and Sniper[/p][p]Improve: Save and restore timeline position for music[/p][p]Improve: Small weapon clearance angle added to test ray in direction of gravity[/p][p]Improve: Weapons test for clearance at angle of 1 times std dev for normally distributed projectiles, visible on aiming arc[/p][p]Improve: When clearance tests hit the limit of reflections and teleportations it is assumed clear, not blocking[/p][p]
Fix: (Christmas) Cannon has Factory base when Tons of Guns is enabled[/p][p]Fix: (Christmas) Start sound is affected by in-game music volume[/p][p]Fix: (Hurricane) Machine guns rarely overheat as automatic AA[/p][p]Fix: (Spirals) Exposed gunner gives away faction[/p][p]Fix: (Spirals) Reactor is missing starting AP protection[/p][p]Fix: (Warthog active) Rockets don't gain 25% bonus damage and splash radius[/p][p]Fix: Aiming arc preview doesn't reflect recessed material during extrusion[/p][p]Fix: AUDIO event:/ui/hud/start_sim gets triggered when enemy core explodes[/p][p]Fix: Auto-orientation fails when linking to an inactive portal[/p][p]Fix: Background bracing preview in front of weapon turns to foreground when built[/p][p]Fix: Beams don't collide with overlapping smoke fields[/p][p]Fix: Cancelling upgrade will escape the EMP effect[/p][p]Fix: Central clearance ray is not parallel to aiming ray for some weapons[/p][p]Fix: Crash in PhysicsManager::SetDoorState[/p][p]Fix: Crash selecting hardpoint[/p][p]Fix: Desync when upgrading propellers after using drag facing[/p][p]Fix: Eagle Eye and Scattershot sprites show to other side when same faction[/p][p]Fix: Faction mods are applied early, preventing Christmas theme from applying Cannon faction skins correctly[/p][p]Fix: Grey smear at top of map preview in lobby[/p][p]Fix: Halloween commander deactivation sound is heard when special themes are disabled[/p][p]Fix: Hang when shotgun style weapons overheat mid-burst[/p][p]Fix: One way portals can be made by linking at destruction[/p][p]Fix: Players are kicked out of ranked waiting when matching with a player at limit with them[/p][p]Fix: Player's total play time can be incorrect if steam fails to respond[/p][p]Fix: Repair station triggering antiair effects in the wrong place on fields. It will trigger a new "repair" effect type centred on the field instead.[/p][p]Fix: Replays sometimes have the wrong screenshot[/p][p]Fix: Shotgun style projectiles are off centre with some configurations[/p][p]Fix: Side 2 can determine side 1's faction using neutral weapons[/p][p]Fix: Smoke Bombs and Shotguns hit the edges of doors easily[/p][p]Fix: Sparks effect SpeedMean bugged above a value of 2100[/p][p]Fix: UniformSpray is ineffective when RoundsEachBurst is 1[/p][p]Fix: Upgrading then cancelling the upgrade clears overheated status
[/p][hr][/hr][h2]Make Sure To Join Our Discord[/h2][p][/p][p]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.[/p][p][/p][p]Cheers,[/p][p]EWG[/p]

FPL - Season 6 Grand Final - WINNERS!

[p][/p][hr][/hr]
G’day, Forts fans!
[p] [/p][p]Congratulations to Goldgoldgold! Winners of the sixth season of the official Forts Pro League.


[/p][p][/p][p][/p][p]With the addition of the swiss bracket system, every team had to fight against increasingly powerful teams in order to make it to the next round. Even the winners of this season, team Goldgoldgold, Julian, Nils, and sub WoodyS, as well as their final opponents team Ro, Der Benzinpreisvergleicher and klaualles, along with their sub Salzwerk, all had to suffer two losses during the main stage, despite getting to the litteral top of the league in the end. Meanwhile, team Hazeorb, Taichu and Taretar, somehow won every single match, apart from their semifinals match against Goldgoldgold. Taretar of team Hazeorb was named the playoff MVP for their consistent APM, powerful base building, tall cannon stacks, and precise doorsnipes throughout the playoffs.[/p][p][/p][hr][/hr][h3]1st Place - $500 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p]Goldgoldgold [/p]
  • [p]Julian
    [/p]
  • [p]Nils
    [/p]
  • [p]Sub - WoodyS
    [/p]
[p][/p][p]Goldgoldgold using Ro's Seep missiles against them[/p][p] [/p][hr][/hr][p]
[/p][h3]2nd Place - $250 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p]Ro [/p]
  • [p]Der Benzinpreisvergleicher
    [/p]
  • [p]Klaualles
    [/p]
  • [p]Sub - Salzwerk
    [/p]
[p][/p][p]Ro bribing Gonna touch you's nuke to turn the 2v2 into a 3v1 [/p][hr][/hr][p]
[/p][h3]3rd Place - $100 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p][/p][p]Hazeorb [/p]
  • [p]Taichu
    [/p]
  • [p]Taretar
    [/p]
[p][/p][p]Hazeorb sending their regards to Gonna touch you [/p][hr][/hr][p]
[/p][h2]VODs[/h2][p]
[/p][h3]Playoff Quarterfinals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]









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[/p][h3]Playoff Semifinals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]









[/p][h3]Playoff Finals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










Cheers,
EWG
[/p]

Forts Ranked Multiplayer - Season 38 Champions!

[p][/p]
G'day Forts fans!
[p][/p][p]Congratulations to Ryabzyk, winner of Season 38. Taking second is Julian, and in third is klaualles. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 38 Medal. Congratulations to all medalists as well![/p][p] [/p][hr][/hr][h2]1v1 Leaderboard[/h2]
  1. [p]Ryabzyk[/p]
  2. [p]Julian[/p]
  3. [p]klaualles[/p]
  4. [p]Dranistian[/p]
  5. [p]Poolboy[/p]
  6. [p]wIND[/p]
  7. [p]\[HYP] Domy[/p]
  8. [p]I am myself[/p]
  9. [p]hhhhhhhhhhhh[/p]
  10. [p]bilibili_模组小白[/p]
  11. [p]Infinity[/p]
  12. [p]Александр[/p]
  13. [p]The Snake[/p]
  14. [p]Numenoror[/p]
  15. [p]BanaBanMan[/p]
  16. [p]BaumstaenderTTV[/p]
  17. [p]木棉[/p]
  18. [p]kurama[/p]
  19. [p]Nils[/p]
  20. [p]tho15rider[/p]
[p][/p][hr][/hr][p]
[/p][h3]Ranked Statistics[/h3][p]- Firebeams + mortars was increasingly the method of choice to break stalemates at the top ranks.[/p][p]- Spook remains the most popular commander maintaining an identical winrate.[/p][p]- Hurricane, Eagle Eye, and Overdrive's win rates improved the most, by 5%, 4%, and 4% respectively.[/p][p]- Phantom's win rate plummeted by a full 8% this season.[/p][p]- Buzzsaws were responsible for nearly all matches lasting under 3 minutes, and most under 5.[/p][p]Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
[/p][hr][/hr][h2]Season 39[/h2][p]Season 39 is already underway and will run through January 31st. This season's map pool consists of the following battlefields: [/p]
  • [p] Balls[/p]
  • [p] Battlegrounds 1v1[/p]
  • [p] Crevice[/p]
  • [p] Stalactites 1v1[/p]
  • [p] Elephants[/p]
  • [p] Split[/p]
[hr][/hr][h2]Join Our Discord![/h2][p]
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[/p]

Forts Pro League - Season 6 - Quarter-Finals

[p][/p][p][/p][hr][/hr]
G’day, Forts fans!
[p][/p][p]The time has come at last, to decide which team wins it all![/p][p][/p][p]FPL Season 6 is coming to an end, but before that, we need to get through the Playoffs! After an extremely intense main stage, 8 teams have emerged, and will have to fight against each other in a single elimination bracket, to determine the ultimate champions.[/p][p][/p][p]As usual, you can watch the playoffs live following your favourite streamer. The quarter finals are happening this Saturday 29th of November, at 7PM UTC![/p][p][/p][hr][/hr][p]
[/p][h2]When is it going to happen?[/h2][p][/p][p]Saturday 29th November 2025 at [/p]
  • [p]11am PST (West Coast USA) [/p]
  • [p]2pm EST (East Coast USA) [/p]
  • [p]7pm GMT (London) [/p]
  • [p]8pm CET (France, Germany) [/p]
  • [p]6am November 25th AEDT (Brisbane Australia) [/p]
[h2]What's the program?[/h2][p][/p][p]The swiss system has decided the 8 teams who will face each other in the last stretch of this season, and this weekend, you will get to see the first four matches of the playoffs:[/p][p][/p]
  • [p]HazeOrb (Taichu & Taretar) vs XueHuaPiaoPiao (zebdww & pur)[/p]
  • [p]ro (Der Benzinpreisvergleicher & Klaualles) vs Heroism (Luis & Amiya)[/p]
  • [p]Hyper Hyper (Marskreatur & Domy) vs Gonna touch you (butterdog & Ryabzyk)[/p]
  • [p]Bombini Gusini (Alexandr & pixsnips) vs GoldGoldGold (Julian, Nils & Woodys)[/p][p][/p]
[p]The full bracket is available on Challengermode.[/p][p][/p][p]During the matches, casters will mention player statistics during the season, as well as highlights from the rest of the season.[/p][p][/p][h2]Where?[/h2][p]
[/p][p]
[/p][h2]Streamers[/h2][p]
Project Incursus

Salzwerk

Baumständer


Korbi

Og[/p][p]Cheers, EWG [/p]

Forts Modder Showcase: Landcruisers by DeltaWing

[p][/p][hr][/hr][h2]G'day Forts fans![/h2][p]
The Forts community has always been full of creative minds building everything from crazy new weapons to full blown gameplay overhauls. [/p][p]These creators shape how we all continue to experience the game, and they often do it out of passion.[/p][p]As a team, we've come to recognize how that passion can come with its challenges. We've heard the feedback, we understand the frustration, and we want to make sure our modding scene feels supported, appreciated and celebrated for what it brings to Forts.[/p][p]With that in mind, we are introducing the Forts Modder Showcase:[/p]
  • [p]A Monthly Steam Spotlight that highlights one community mod and its creator, sharing what makes their work special and how it came to be;[/p]
  • [p]A Modder Wall of Fame, on the Official Forts Discord, where we'll archive spotlights and provide all the necessary links to keep supporting your favorite modders.[/p]
[p][/p][hr][/hr][p][/p][h2]This Month's Spotlight: Landcruisers [/h2][h3](by DeltaWing)
[/h3][p][dynamiclink][/dynamiclink][/p][p]It's not every day a mod completely changes how you play Forts, but Landcruisers does exactly that.[/p][p]Instead of your run of the mill base-building, you're now building rolling, roaring machines of war. Using a mix of suspensions, engines, transmissions, and controllers, Landcruisers lets you take your fort on the move and rethink what "base defense" even means.[/p][p][/p][p][/p][p](I see you out there, jousting your artillery heavy forts | cr: georgiy15r)
[/p][h3]A chat with DeltaWing:[/h3]
[p]Greetings, my name is DeltaWing and I spend a large portion of my free time, in some capacity, writing code and modding. If there isn’t an official API, I’ll make one! My programming journey began back in high school - around 2017, I picked up Scratch and was immediately hooked. I had been playing Minecraft on and off since 2011, and even before that,I was always tinkering with construction toys or taking things apart just to see how they worked. Nowadays, I’m still assembling and disassembling, but in code blocks rather than toy blocks.[/p]
[p][/p][p]Q: What inspired you to start working on Landcruisers, in the first place?[/p]
[p]It’s hard to say. At the time, I was very into tanks. I had made a few stationary maps at that point that had resembled tanks, but they lacked a key element; movement! I can’t take credit for the concept, as the idea of Forts moving along the ground had been kicking around the community for a while; although the exact implementation details were up to me to figure out.[/p]
[p][/p][p][/p][p](Early Landcruisers prototype)
[/p][p]Q: How long has the project been in development, and what was the biggest technical hurdle?[/p]
[p]About two and a half years at this point. I’m still updating it when I feel the need to change or add a new feature. The largest hurdle was and is technical debt. That is to say decisions early on in the project actively make it harder to develop as time goes on. Landcruisers was my first step into collision detection math, and there are definitely things I’d do differently now.[/p][p][/p]
[p][/p][p]Q: If you could go back and give yourself, or a budding modder, one piece of advice at the start of this project, what would it be?[/p]
[p]I’d tell myself or them to look at existing solutions before starting and understanding the problem fully before trying to solve it. When I started, I had no idea what spring dampening was, for instance. In a lot of ways, Landcruisers was reinventing the wheel (pun intended); all of the problems I was attempting to solve at the start had already been solved in many ways prior in many different places.[/p]
[p][/p][p]Q: The Forts Community can be pretty passionate, what kind of feedback has meant the most to you personally?[/p]
[p]I love to hear thoughtful and constructive feedback! It also really makes my day when I hear about how people are playing with the mod.[/p]
[p]
[/p][p]Q: How do you balance listening to community feedback with staying true to your own vision for the mod?[/p]
[p]For the most part, I’ve been able to implement things to my vision without trodding on anyone’s toes. For example, the materials, I always envisioned some kind of material that is less cost effective as protection than bracing but offers greater structural strength. When I implemented structural beams, most were pretty happy with it conceptually. There was feedback around things like health, cost etc, but I’m happy enough to balance those values and I’m still able to fulfill my vision.[/p]
[p][/p][p]Q: Are there any features or experimental ideas you’ve been itching to try?[/p]
[p]Something I’ve been wanting to do for ages is implementing a proper traction system. Currently the wheels don’t actually spin, it’s just an illusion. Such a change would require rewriting the entire mod from the ground up though.[/p]
[p]
[/p][p]Q: Landcruisers briefly disappeared from the Workshop last month, and it sparked a lot of conversation. Now that it’s back in all of its glory, how are you feeling about returning to it and the community’s response?[/p]
[p]Essentially, I felt like I had lost control of my own project. I was starting to feel frustrated with the community. There was a trend of me only getting feedback when things were broken or people didn’t like changes. I wasn’t hearing about what I had done well. For instance, I had just implemented a brand new HUD. Pretty much spent 8 hours straight editing and tweaking it and creating new systems until it was in a place I liked and I hoped the community liked, but I didn’t hear any feedback on it whatsoever. Additionally, I felt torn between feedback as some peoples’ opinions directly conflicted with each other. And at the end of the day, I’m just doing this for free in my own spare time.[/p]
[p][/p][p]Q: What helped motivate you to bring Landcruisers back?[/p]
[p]I definitely wanted to bring it back in some capacity. For the most part, I felt like the time was right to return it to the community. Moreover, I understood that a lot of people had built their fun in their free time exclusively around the mod. There were also many maps and mods that had Landcrusiers as a dependency that failed to function properly once it was gone.[/p]
[p]
[/p][p]Q: Where can people find you?[/p]
[p]I sporadically post videos to my YouTube channel. This is mostly gaming footage, usually of things I’ve made. If you wish to support me, I can be found on Buy Me A Coffee. I haven’t set up any rewards… yet. The source code of most of my projects and mods can be found on Github if you wish to do your own tinkering! If you want to chat with me, the contributors and others that enjoy and play with the mod, you can join the Official Landcruisers DIscord Server here.[/p]
[p][/p][h3]Condensed Landcruisers Resources: [dynamiclink][/dynamiclink]GitHub | Sprites | Landcruisers' Discord | Support DeltaWing[/h3][p][/p][p]Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment, commending their mod on the workshop or contributing to their Patreon/Ko-Fi/Support Page.[/p][p][/p][hr][/hr][p][/p][h3]Join the Conversation:[/h3][p]You can find more community creations, or share your own, on the Official Forts Discord. [/p][p][/p][p](Check out the new #mod-wall-of-fame channel, under the 'Announcements' category, where we'll archive each feature and prominent Forts Modders.)[/p][p][/p][p]To be featured in the Forts Modder Showcase you need to: [/p]
  • [p]Have been awarded the Modder Medal[/p]
  • [p]Answer a Q&A and collaborate in good-faith [/p]
  • [p]Provide gifs/clips or images that best showcase your creations[/p]
[p]To start things off, we're featuring a few selected mods that have made a big impact on the community. In the future, we'll open the floor for modders to reach out and put their creations forward![/p][p][/p][p](Disclaimer: While the Forts Modder Showcase is a monthly feature, releases may shift depending on game updates, End of Season announcements, or FPL coverage. We’ll always aim to spotlight creators as regularly as possible!)[/p][hr][/hr][h3]
A Note from the Team:[/h3]
[p]Earlier last month, Landcruisers was briefly removed from the Workshop before being reinstated. We're grateful to Delta for his willingness to bring it back, and we understand that moments like this are a reminder of how much passion and personal effort go into community projects. Our goal moving forward is to make sure creators like Delta feel supported, heard, and celebrated for the work they do.[/p][p]
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come![/p]
[p][/p][p]Cheers,
EWG[/p]