Forts - Commander Update 1.27

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G'day Forts fans!
We're back with a bumper update. This includes some much overdue balance changes for a slew of commanders implementing feedback from our great community, as well as a few much requested weapon stat tweaks. On top of that, we are excited to introduce the newest quality of life feature: Choose Your Fort. This is all topped off with our usual fixes and changes. Read on for more details!
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COMMANDER BALANCE

(buff) Passive: Projectile deviation increased by 20% -> Projectile deviation increased by 20% (No longer affects shotguns)
(buff) Active: Projectile deviation reduced by 65% -> Projectile deviation reduced by 65% (No longer affects shotguns)

(buff) Passive: NEW -> Rockets cost 10% less to fire.
(nerf) Passive: REMOVED -> EMP rockets send guided missiles back to their origin.

(buff) Passive: NEW -> Miniguns and shotguns damage against armour and doors increased by 5%.
(buff) Passive: NEW -> Warhead, Howitzer, Deck Gun, mortar, and Rocket explode with shrapnel.
(nerf) Active: REMOVED -> Snipers and AP Snipers fire EMP projectiles.
(nerf) Active: Depleted uranium projectiles are blocked by sandbags and shields -> Depleted Uranium projectiles are blocked by devices and shields.
(buff) Active: Depleted uranium projectiles deal 100% damage -> Depleted uranium projectiles deal 120% damage plus 25% against bracing.
(buff) Active: FIX -> Depleted uranium projectiles terminate prematurely when glancing struts.

(buff) Passive: NEW -> Shields can be 49% shorted and 20% longer.
(buff) Passive: NEW -> Shields warm up 20% faster.
(buff) Passive: NEW -> Shields have 100% more hitpoints.
(buff) Passive: NEW -> Shields cost 20% less to run.
(buff) Passive: NEW -> Shields open 100% faster than doors.
(buff) Passive: Shields opening distance matches doors.
(buff) Passive: NEW -> Portals can be 20% longer.
(buff) Passive: NEW -> EMP Rocket radius increased by 20%.
(buff) Passive: NEW -> EMP Rockets send guided missiles back to their origin.
(buff) Active: NEW -> Portal warm up time reduced by 75%.
(buff) Active: NEW -> Snipers and AP snipers fire EMP projectiles.

(nerf) Passive: NEW -> Receiving damage to bracing charges at 50% rate.
(nerf) Passive: Structure build speed increased by 100% -> Structure build speed increased by 50%.
(nerf) Active: Duration reduced by 10%.

(buff) Passive: NEW -> The Upgrade Center unlocks the Factory and Munitions Plant.
(buff) Passive: NEW -> Batteries can be upgraded.

(buff) Passive: NEW -> Machine Gun, Minigun, Buzzsaw, Flak and 20mm Cannon round period reduced by 0.04s.
(buff) Passive: NEW -> Repair Stations consume 20% less power.
(buff) Passive: NEW -> Super Mines consume 20% less power.
(buff) Passive: NEW -> Super Propellers consume 20% less power.
(buff) Passive: NEW -> Reactors produce 20% more power.
(buff) Active: Weapon reload speed increased by 100% (Does not affect swarms) -> Weapon reload speed increased by 100% (applies to swarm)

(nerf) Passive: REMOVED -> Shields cost 20% less energy to run.
(buff) Passive: AP minigun upgrade cost M125/E800 -> M100/E600.
(buff) Passive: AP minigun fire cost M30 -> M25.
(buff) Active: REMOVED -> AP Sniper reload increased to 10s
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CHOOSE YOUR FORT

Our latest feature addition is Choose Your Fort. Click on the icon in the map preview and you'll be taken to a new Select Fort screen. Hosts can specify who takes command of which fort via a handy drop down menu in fort panels, including AI. Other players can claim or request forts. The assignments are saved between matches.
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AngleOffset
Modders will be happy to hear about the addition of AngleOffset to projectile effects. This allows secondary projectiles to be spawned at regular intervals, with variation on that supplied by the existing StdDev value. This has been used on the flak projectile to produce a more even spread:
FlakDetonation =
{
Effect = path .. "/effects/flak_explode.lua",
Projectile =
{
Count = 12,
Type = "shrapnel",
Speed = 4000,
StdDev = 0.15,
AngleOffset = 0.5236
},
Offset = -120,
Terminate = true,
}
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[h2]Changelist dlc2 34 r17052[/h2]
Add: "roundperiod" variable on weapon fire fmod event to adjust pitch of Hurricane machinegun and minigun
Add: (Material parameters) CommanderReceiveDamageMultiplier for adjusting commander charge rate
Add: (Ranked) Split, Crevice and Elephants to map pool
Add: AddPrerequisite convenience function to devices/device_util.lua, used by devices/device_list.lua
Add: AngleOffset added to Projectile effect table for distributing projectiles evenly
Add: ChainEffect script function to projectile_list.lua to easily add effects to an existing one
Add: CollidesWithLikeMinAge projectile parameter to delay howitzer collisions
Add: ContentsLeft, ContentsTop, VisibleContentsLeft, and VisibleContentsRight layout variables for resizing panels to their content
Add: Forts can be selected and assigned to players and AI in the lobby
Balance: (Achitect active) Reduced duration from 24s to 21.6s (-10%)
Balance: (AP Sniper) no additional deviation over regular sniper
Balance: (Architect) material build speed increase reduced from 100% to 50%
Balance: (Architect) receives 50% less commander charge for taking damage to bracing and background bracing
Balance: (Armourdillo active) remove AP sniper reload adjustment (was 10s now 5s, -50%)
Balance: (Armourdillo shields) remove 20% reduced upkeep
Balance: (Armourdillo) Reduce build cost of AP minigun upgrade from M125/E800 to M100/E600
Balance: (Armourdillo) Reduce fire cost of AP minigun upgrade from 30 to 25 metal
Balance: (Buster active) depleted uranium damage increased from 15 to 18 (+20%)
Balance: (Buster active) depleted uranium damage multiplier vs bracing increased from 1 to 1.25 (+25%)
Balance: (Buster active) depleted uranium projectiles terminate at all devices, not just sandbags
Balance: (Buster active) remove EMP from sniper and AP Sniper
Balance: (Buster minigun) increase damage to armour and doors by 5%
Balance: (Buster shotgun) increase damage to armour and doors by 5%
Balance: (Buster) mortar2, rocket, turret, howitzer and rocket produce shrapnel
Balance: (Flak) Shrapnel projectiles are evenly distributed. Mostly.
Balance: (Howitzer) projectiles don't collide for 0.5s
Balance: (Hurricane active) reduced reload applies to swarm missiles
Balance: (Hurricane) increase reactor energy production by 20%
Balance: (Hurricane) reduce Repair Station upkeep from 10 to 8 (-20%)
Balance: (Hurricane) reduce round period of machinegun, minigun, buzzsaw, flak and 20mm cannon by 0.04s
Balance: (Hurricane) reduce Super Mine energy consumption from 10 to 8 (-20%)
Balance: (Hurricane) reduce Super Propeller energy consumption from 7 to 5.6 (-20%)
Balance: (many weapons) removed aiming arc scaling with view height
Balance: (Moonshine active) add EMP to sniper and AP sniper
Balance: (Moonshine active) reduce portal warmup from 12s to 3s (-75%)
Balance: (Moonshine portal) increased max length from 150 to 180 (+20%)
Balance: (Moonshine shield) decreased min length from 90 to 49 to match door (-45.6%)
Balance: (Moonshine shield) decreased post-disable warmup time from 12 to 9.6s (-20%)
Balance: (Moonshine shield) increased door open speed from 50 to 100 (+100%)
Balance: (Moonshine shield) increased hitpoints from 60 to 120 (+100%)
Balance: (Moonshine shield) increased max length from 150 to 180 (+20%)
Balance: (Moonshine shields) add 20% reduced upkeep (from Armourdillo)
Balance: (Moonshine) add return-to-sender missiles on EMP (from Seep)
Balance: (Moonshine) EMP rocket radius increased from 150 to 180 (+20%)
Balance: (Moonshine) increase shield door opening to match regular door
Balance: (Overdrive) batteries can be upgraded to 5000E capacity, 1E/s consumption
Balance: (Overdrive) Upgrade Centre unlocks Factory and Munitions Plant
Balance: (Scattershot) remove all projectile spread adjustment from Shotgun
Balance: (Seep) reduce EMP rocket energy cost to fire from 800 to 720 (-10%)
Balance: (Seep) reduce rocket energy cost to fire from 1200 to 1080 (-10%)
Balance: (Seep) remove return-to-sender missiles on EMP
Fix: (Buster active) depleted uranium rounds can be blocked by near parallel structure collisions
Fix: (Co-op on Elimination) Message panels don't always fit their contents
Fix: (CreateBlock script function) Crash when used outside of the map editor
Fix: (Deck Gun, Deck Gun 2) Recoil is divided unnecessarily since it is applied per projectile
Fix: (Dingo Breeder) blast doors don't fit the terrain perfectly
Fix: (Eagle Eye) Minigun and Flak scripts break mod compatibility by not including device_utility.lua
Fix: (Elephants) asymmetry near forts
Fix: (Lobby) Chat text overlaps scroll bar
Fix: (Ranked) Pause hotkeys and menu button partially operate for the host
Fix: (Ranked) Pause menu option appears for the host
Fix: (SetEffect) effect table is not copied, causing unintended changes when that table is modified later
Fix: (Split) asymmetry near forts
Fix: (Twin Derricks) Terrain near lower derrick can be mined
Fix: AI anti air targeting issues
Fix: Avoidance lists are not saved when individual entries are removed
Fix: Client disconnect message sometimes fails to send, making them appear to timeout
Fix: Crash when a join complete message is received after the world object has been destroyed
Fix: CreateNode can make a node with a position coincident with the linked one
Fix: Delay in downloading score after ping failure can cause match making to fail
Fix: EnableSound setting is applied permanently after temporary sound initialisation failure
Fix: Faction-CF isn't available for the Black Gold Motherlode mission when Moonshot DLC isn't owned
Fix: Incorrect heading font size on options screen and tooltips
Fix: In-game tips prevent lobby alerts from showing
Fix: Internal surfaces on some maps
Fix: Invalid score is used for ranked alert before all seasons are loaded
Fix: Lobby reads the commander's lua script every frame
Fix: Memory leak when device and weapon configuration scripts fail to load
Fix: Music track is duplicated during seeking and is heard even when paused
Fix: Nodes sometimes split remaining structure when breaking off struts
Fix: Penetrating projectiles don't terminate according to their effect's Terminate value
Fix: Ranked lobby closes when the client exits during the ping test
Fix: Recording at a lower frame rate with Vulkan results in an audio mismatched recording
Fix: Sometimes unable to exit after ranked ping test failure
Fix: Sounds are not paused during replays
Fix: Unable to use pause hotkeys in replay
Fix: Vulkan vs OpenGL offsetting issue
Fix: Workshop maps can't call dofile() on scripts in the map's path
Improve: (Console) Mute button is correctly right aligned
Improve: (Co-op on Elimination) add lobby icon to indicate when feature is enabled
Improve: (Co-op on Elimination) purpose made strings added for 'player joined' message box
Improve: (Lobby) Chat and mod panel layout
Improve: (Options) Use 'Automatic' for HUD and Menu dropdowns instead of longer strings
Improve: (Ranked) Deciding winner by reactor damage during disconnection involves a margin
Improve: (SetDamageMultiplier) add multiplyExisting parameter to adjust an existing multiplier
Improve: (SetEffect) add keepVisualEffect parameter to override gameplay aspects of an interaction only
Improve: (Spook) the enemy commander sprite no longer blocks mouse clicks
Improve: Node debugging shows link node ids and rotation angles at the node
Improve: Sandbox tip is hidden after 10 seconds
Improve: Shield & portal warmup period can be changed by commanders and reflected dynamically
Improve: The Graphics tab of the options screen is now a scrollable list
Remove: Bad sport, host kicking and host rage quit as valid options for reporting a player
[h2]Changelist dlc2 34b r17100[/h2]
Balance: (Achitect active) Revert duration to 24s (was 21.6s)
Balance: (Achitect) Revert material build speed to +100% (was +50%)
Balance: (Buster) Increase shrapnel duration from 0.5 to 0.65s (+30%)
Balance: (Flak) Shrapnel produced mostly forwards to better hit AA targets
Balance: (Moonshine) Increase portal length to allow feeding two into one (+20% to +21.4%)
Fix: (Overdrive) Battery upgrade has the incorrect construction sound
Fix: (Runway) Incorrect upgrade effect
Fix: (Runway, Runway2) Produce shells when fired
Fix: (Split) Asymmetry in ground behind forts
Fix: Audio channels accumulate when seeking replays, reducing performance
Fix: Infinite loop in fort allocation
Fix: Invalid reactor health if all forts on a side are set to AI
Fix: Machineguns fire too early at distant mortars with high trajectories
Fix: Moonshine translation error in Chinese
Fix: Console errors in fort select screen when the map isn't found
Fix: SetEffect in projectile_list.lua doesn't handle the effect parameter being nil
Improve: (Select Fort screen) Enemy fort assignment isn't visible, except to host with lock teams on
[h2]Changelist dlc2 34b r17104[/h2]
Fix: (Ranked) Crash when starting a match
[h2]Changelist dlc2 34c r17139[/h2]
Fix: Projectiles with PenetrationDamage > 0 without a Penetrate effect don't penetrate
[h2]Changelist dlc2 34d r17192[/h2]
Fix: Crash when device is ground only and inverted type is not
Fix: Cursor tool tip from lobby remains in the match
Fix: Desync when client downloads map after host has assigned forts
Fix: Host crash when client updates workshop item status after joining
Fix: Observer HUD panels are misplaced and overlapping in some replays
Fix: Players can be placed into the wrong fort when the map has neutral structures
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[h2]Make Sure To Join Our Discord[/h2]
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