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Happy Hallowe'en!



A deadly mist now consumes this land
Where once a mighty fort did stand
Before haunted structures aged a thousand years
Sent shells and warheads to resurrect your fears

And fight as you might to remain standing
Cursed bullets and bombs on your base were landing
Until no repair work of any amount
Could save you from Sal Vaux, The Count...

Haunted Main Menu


Cursed Landscape


[h2]Release 2020-10-28a change list[/h2]

Add: (Overdrive) separate key to trigger downgrades (Shift + U)
Add: FIREFLAG_EXTRACLEARANCE to avoid always adding 1000 clearance when using FireWeapon* from script
Add: mCancel bool to DestroyDeviceMessage to prevent unexpected response and log player intent
Add: SoundEventTimeToTrigger and SoundEventVolume to effect configuration for more flexible use of existing sounds
Add: required workshop item subscribe button/text to replay screen

Balance: (Armourdillo) match AP minigun damage to bracing with regular minigun (+50%)
Balance: (Phantom active) laser sights don't intersect with cloaked devices or forts

Improve: (Phantom) move 'start fully charged' to the top of passives
Improve: add RegisterApplyMod function to use instead ApplyMod to reduce chance of mistake
Improve: Chinese time limit mod names
Improve: German translation consistency
Improve: Hide truce/limit countdown when descriptions are visible to prevent overlap
Improve: increase initial mSortedEffects buffer to 3000 effects, with 1000 increments
Improve: sort downgrades to the end of the upgrades table
Improve: sort open ranked matches to the end of regular matches in lobby select screen
Improve: Various map and mod name capitalisation
Improve: (Phantom) hide device cursor details when moving a device
Improve: messaging for k_EResultBusy steam API error result

Optimise: (Spook) condition order in DiscoverTeams and Update

Fix: (Armourdillo) AP minigun not unlocked with Unlock All Weapons mod
Fix: (Hurricane passive) FastScrap is missing from description, FastBuild is duplicated
Fix: (Overdrive) fast-build doesn't apply to downgrades
Fix: (Overdrive) first level devices with upgrades receive build speed increase
Fix: (Phantom) can place a cloak effect at an invalid location
Fix: (Phantom) node snapping issue when dragging to move weapons/devices
Fix: (Phantom) context menu move button was displaying reclaim duration instead of move duration
Fix: (Phantom) moving upgraded ground devices
Fix: (Phantom) terrain glow for moving devices not drawn correctly
Fix: (Phantom) initial starting devices no longer appear cloaked
Fix: (Phantom) Upgrading cloaked weapons was uncloaking them (upgrading an uncloaked weapon does not re-cloak)
Fix: (resource capacity) desync
Fix: (Tanya's Moonshine) resource cap desync
Fix: (Warthog) 20mm gets second chance with duplicate icons
Fix: (Warthog) second chance icons show for enemy team
Fix: ApplyMod is called inconsistently in some circumstance
Fix: AP-sniper has drag, reducing AI accuracy
Fix: crash in ranked match screen when offline
Fix: crash in ReceiveUpgradeDeviceMessage when upgrading a ground device to a platform device
Fix: crash when node of selected portal is destroyed while sending connection command
Fix: crash when opening the ranked match screen during offline mode
Fix: crashes when no device selected
Fix: devices can be destroyed, repaired or upgraded by late commands after changing team
Fix: game can crash when constants.lua is missing, giving no change to show file corruption message
Fix: logging of mod id is incorrect for some mods
Fix: Moonshoot commanders can be randomly selected when host doesn't have Moonshot enabled
Fix: moonshot vars are nil in device_list.lua when pre-loading sprites
Fix: moonshot vars are not cleared when Moonshot mods are not active
Fix: nodes and links can be destroyed by late commands after changing team
Fix: obsolete SpawnCircle call when predicting missile position for AA
Fix: other commanders can place AP minigun when the "unlock all weapons" mod is active
Fix: Portals can be linked while under construction
Fix: pre-loaded sprites aren't loaded from commander common folders
Fix: projectiles can bounce on a platform indefinitely
Fix: reallocation of mSortedEffects creates uninitialised padding, triggering asserts
Fix: RestoreLinks can crash if campaign save is out of date (e.g. Demo Campaign)
Fix: structures desync when platform devices use a forced fire angle
Fix: uninitialised banned (kicked) flag in lobby constructor
Fix: laser pointer and weapon firing arcs are drawn for source weapon when moving weapons
Fix: upside down visual sprite glitch when switching weapon facings and drag moving with Phantom
Fix: returning to skirmish map select no longer clears currently selected optional mods
Fix: missing device/node/link command message parameters from script commands
Fix: visual loading progress for large maps (would show zero progress if the loaded assets exceeded int limit)

Remove: (Eagle Eye) mortar reload reductions

[h2]Release 2020-11-07a change list[/h2]

Add: system to cancel the commander's ApplyMod calls
- Store function in CommanderApplyModBase, CommanderApplyModWeaponPack, and CommanderApplyModDLC1Weapons
- Add built-in DeregisterApplyMod function to accept these
Add: error code logging to capture process failure

Balance: (Eagle Eye active) increase AP-sniper explosive splash damage from 18.75 to 41.25 to compensate for bug fix

Improve: remove flamingflak projectile by triggering FlakDetonation effect directly from impact with firebeam
Improve: Chinese translations

Optimise: lineSeg3::NearestPointToLine uses new IsZero2D instead of comparing with temporary vector
Optimise: TerrainManager::IntersectLineSegWithGround now applies basic bounds check in missing two directions

Fix: (Armourdillo active) AP sniper doesn't always penetrate two layers of armour
Fix: (Eagle Eye active) AP sniper can pass through densely packed struts and Moonshine shield-doors
- struts suffering splash damage are marked as 'already hit' and so aren't collided with in the same frame
- splash damage was applied by default in penetration effects
Fix: (Phantom) dummy weapons/devices were cloaked
Fix: (Warthog) extra damage icons appear for enemy when reconnecting structures
Fix: Alt-tab out and back while replay is paused and the clock starts ticking
Fix: LogCommand destroy_node shows client as unknown
Fix: missiles can miss openings when many are fired at once
Fix: ground devices' EMP effect are obscured by terrain
Fix: Auto-AA context menu option doesn't show up in TDM + AI mode
Fix: full ranked lobbies appear at the top of the lobby list
Fix: structure can collide with distant terrain when line segments are parallel
Fix: Flak projectile can detonate behind the weapon when intersecting the firebeam

Remove: Halloween theme


Wishing you a happy Hallowe'en,
EWG