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Forts Ranked Multiplayer - Season 21 Champions!


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G'day Forts fans!


The Season 21 results are here! If you've been following past seasons it will come as no surprise to see EtaN once again atop the rankings. Extending his streak to 9 consecutive seasons and 12 overall, will 13 prove to be his lucky number? In second place is Klapperschlange (better known as Der Benzin) reaching the top 3 for the first time after finishing 7th last season. And in 3rd, zebdww repeats their Season 20 placement and earns a second bronze medal.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 20 Medal. Congratulations to all medalists as well!

For even more competitive Forts be sure to follow the Forts Pro League with casters Project Incursus (Eng) and Salzwerk (Ger). Stay tuned to their channels as they upload highlights and match commentaries each week until the live finals.

Some Season 21 trivia:
  • Over 30,000 ranked matches were played making this our most active season yet.
  • Mortars continued their resurgence, aided by a favorable map pool they became one of the go to openings amongst the top finishers.
  • Balls replaced Pillars in the rotation and also as the most popular map to attempt the riskiest of core swings.

Pay respects in the comments.

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[h2]1v1 Leaderboard[/h2]
  1. [SoC] EtaN
  2. [SF] Klapperschlange
  3. zebdww
  4. [HAM] felixwoelmuis
  5. WIG_籽岷妙妙屋
  6. [WTK] Bowser
  7. Malme
  8. Luvigcn
  9. [PA] Helicopter
  10. pur
  11. [Die] Firework
  12. [DM] Finn
  13. [GRL] Dranistian
  14. [PBT] Vert1ks
  15. I am myself
  16. [KON] Cloud
  17. Spinix愛
  18. [DS] Jim_M99
  19. [PBT] hallrassy
  20. Armordillo

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[h2]Season 22[/h2]
Season 22 is already underway and will run through March 31st. This season's map pool consists of the following battlefields:
  • Balls
  • Hillfort
  • Ledge Grab
  • Desert Ruins
  • Vanilla
  • Pillars

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[h2]Elite HUD[/h2]
If you fancy an upgrade of your Forts user experience, pick up the new Elite HUD. This fighter cockpit-inspired UX grants players with a whole new graphical upgrade, complete with sound effects, and a supporter's medal to add to their in-game collection.

https://store.steampowered.com/app/2278070/Forts__Elite_HUD/?beta=0
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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.

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Cheers,
EWG

Forts Multiplayer Update 1.19!


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G'day Forts Fans!

We hope you had a great festive end to 2022! To get 2023 off to a great start, we are bringing you a big multiplayer update, consisting of four new exciting features: Observer HUD, Streamlined ranked multiplayer system, sprite construction kit and a new Elite HUD paid DLC. Read on!
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[h2]Observer HUD[/h2]
To coincide with the start of the Forts Pro League we have invested some development time in implementing a built-in observer HUD. This new system incorporates customisable stat panels for up to eight human players, combined with team name, avatar and commander readouts. The observer HUD can be toggled on an off as an observer in the lobby of a live game, or in the replay viewer. Now there should be no need to press the F8 key ever again!

Built in Observer HUD allows players to see real-time stats for all combatabts.
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[h2]Streamlined Ranked Multiplayer[/h2]
The second facet of this multiplayer update is to make the process of getting into a ranked multiplayer match a smoother experience. We have reduced friction from the point of electing to take part in a ranked match to the start of the battle. During this time, players will only have to make a choice of commander, having been told of the auto-selected map they are to fight upon. Chat has also been disabled in the console. This should help reduce players opting out or having the opportunity to troll each other, making the whole experience more enjoyable for all involved.

Getting into a ranked multipalyer game is now smoother than ever.
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[h2]Sprite Construction Kit[/h2]
It's been a while since we have added to the pool of weapon sprites available for modders. With the sprite construction kit we're giving you multiple weapons, bases, barrels and projectiles for all multiplayer factions. These are supplied in .tga format and are, with the odd exception, ready to slot into existing weapon formats, such as small (MG), tall (EMP), large (cannon) & turret (deckgun). Download them for free here.



Download the FREE palette of new weapons sprites to spice up your modding.
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[h2]Elite HUD[/h2]
Rounding out the multiplayer update is the release of the new Elite HUD. This fighter cockpit-inspired UX grants players with a whole new graphical upgrade, complete with sound effects, for the in-game HUD, including the main console, reactor readouts, commander gauge and replay panel.

Refresh your multiplayer experience with the new paid Elite HUD DLC.
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https://store.steampowered.com/app/2278070/Forts__Elite_HUD/?beta=0
Supporters will receive a bonus medal to add to their in-game collection, so head over to the store page now and receive a 20% discount for the first week.

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[h2]Season 21 Ranked Maps[/h2]
Forts Ranked Season 21 is already underway. The ranked map pool is as follows:
    Balls
    Hillfort
    Ledge Grab
    Desert Ruins
    Vanilla
    Pillars
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[h2]Change list dlc2 26 r13968[/h2]

Add: Elite HUD DLC
Add: Observer HUD in multiplayer and replays
Add: streamlined ranked UI, see map before selecting commander
Add: SetNamedScreenByZoom, SetNamedScreenByHeight, and DeleteNamedScreen script functions
Add: Language() script function to allow localisation of strings when using AddStrings

Balance: (Spook) remove device construction notice delay
Balance: (Scattershot active) reduce 20mm cannon spread from 0.012 to 0.0108 (-10%)
Balance: (Scattershot active) reduce 20mm cannon deviation from 0.08 to 0.072 (-10%)
Balance: (Armourdillo) remove reflective shields
Balance: (Armourdillo) shields have 20% lower run cost again
Balance: (Armourdillo) shields cost 20% less to build and repair again
Balance: (Hurricane) remove 5% repair cost debuff
Balance: (Caverns, Snow Leopards, Wingman, Wingman 4v4, Vanilla 4v4) wind floors better for lower forts

Improve: Workshop items available in Steam offline mode
Improve: (Shockenaugh) move barrel to the end of the HUD item list for consistent key access to regular devices
Improve: Move medals, and profanity options to new "Online" Options tab
Improve: increase symmetry test threshold to avoid false negatives
Improve: increased resolution of pause menu background
Improve: show 'away from keyboard' notice to host in multiplayer lobbies and ranked waiting screen
Improve: reduce mouse movement necessary to be no longer 'away from keyboard'
Improve: (AlienFX lighting) prevent future attempts if loading or initialisation fails
Improve: when an invite fails a message shows 'the host quit' or 'you are banned'
Improve: change 'Disable left-click panning' to 'Enable left-click panning' for clarity

Optimise: enable use of compressed DDS textures
Optimise: sparks rendering

Fix: friends can connect to a lobby without password
Fix: Warmup animation state doesn't trigger when FireDelay > 0
Fix: (dlc2_CreateProjectile) crash when teamId is invalid
Fix: (Eagle Eye) repair resets reload bank
Fix: (Scattershot) error spam when team 1 has more reactors than team 2
Fix: When autodoor is off, foreground struts in front of weapons are still backgrounded
Fix: Control ammo is inconsistent with shield, door and portal behaviour
Fix: (UpdateLinkState) crash when currLink is NULL
Fix: chat HL end tag disabling adds an extra ']' character
Fix: crash when CreateNode and then SnapLink is called in same frame structure destruction
Fix: disconnection message is handled twice, causing unnecessary warning
Fix: (CastRay) doesn't set values for GetRayHitLinkNodeIdA() and GetRayHitLinkNodeIdB() to return
Fix: memory leak when joining a game in progress
Fix: unnecessary status update messages are sent at load completion, causing traffic and processing
Fix: crash when returning from a featured replay
Fix: degenerate rotation of props can produce an invalid angle
Fix: degenerate generation of tiled props can produce an invalid angle
Fix: props can have invalid angles, causing screen sized rendering
Fix: Alienware LightFX.dll fails to load due to being 32-bit version
Fix: (Lobby Select) lobby highlight touches righthand border and doesn't cover report button
Fix: RestoreScreen, RestoreSystemScreen, CancelCameraMove and SetViewExtentsByName don't work for observers
Fix: (Input) update exits prematurely if keyboard fails to acquire
Fix: (Orbital Laser) doesn't recognise shields that are off as friendly structure
Fix: Profanity filtering can break player name team colouring in chat system messages
Fix: OnKey console spam in Black Gold mission
Fix: (Up & Down 2v2) some internal terrain edges have surfaces
Fix: (No Obstacle) hit with mortar objective isn't awarded when it goes through a portal
Fix: (Moorings) Side 1 is unable to snap to the top left terrain corner
Fix: (Flotsam & Jetsam, hard) AI build gets stuck
Fix: (Abyss 2v2 MS) map not symmetric
Fix: (Abyss 2v2 MS) some blocks have surfaces outside of view
Fix: (Abyss 2v2) map is not symmetrical
Fix: (Abyss 2v2) some blocks have surfaces outside of view

Remove: obsolete textures

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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

Forts 2v2 Pro League Season 1


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G’day, Forts fans!


We're excited to introduce the new Forts Pro League!

First, a shoutout to Reloflex who ran his original RFPL for 2 seasons. Our new Forts Pro League is the Premier League for all things Forts Esports. The event is played in 2v2 teams and is based on seasons that will last for 4 months. Each season starts with a group stage, where placing and seeding will take place, with a Round Robin format where each team will play each other once in a Best of 3. The seasons are concluded by a Playoff where the top 4 teams will fight for the ultimate glory and the bottom teams face demotion from the Pro League. The Pro League will start with 10 invited teams.

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When is it going to happen?

The Pro League will be starting in February and will go up until May. The Round Robin will start on February 2nd and will go up to March 31st. Once the Round Robin ends the top 4 teams compete in the playoffs on April 15th to decide the winner.


How to participate?

If you want to have a chance to be promoted to the Pro League, you can start by signing up for the Amateur League!

How to join:
  • Click on the link provided below;
  • Click 'Join Tournament' (you must have an account on Challengermode);
  • If you already have a teammate, click 'Join with Team';
  • You will be asked to create a team (if you do not have a team yet);
  • Close this window and invite your teammate (Click on your team name on the right side of the window to invite them);
  • Type Forts on the Search bar and go to Forts space;
  • Choose Amateur League;
  • Click 'Join Tournament' once again;
  • Choose your lineup and click 'Join';
  • Done! You are participating in the Amateur League!
When will the sign-up begin?

Right now! You can sign up here

What are the prizes for Pro League?
  • 1st place: $100
  • 2nd place: $50
  • 3rd place: $20
The prize will be distributed as a Steam gift card. The teams will decide how they want the money to be split.

[h2]Where?[/h2]
  • Challengermode - here
  • The Official Forts Discord - here

[h2]Rules[/h2]
You can check our rule book here

[h2]Streamers[/h2]
Project Incursus Salzwerk

Cheers,
EWG

Forts Update 1.18


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Happy Holidays Forts fans!


This year's festive update is rolled into one of our regular Forts updates. Once again, we have updated the game with limited time holiday features. Returning are the re-skinned front end, holiday jingle and baubles, and festive tech buildings. New this year is the appearance of Santa hats on gunners, and machine guns, miniguns, 20mm and cannons that fire snowballs!


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Moving on to the update proper, we have made some interesting commander balance changes, as well as the usual fixes and improvements. Read on to find out which active and passive abilities have been updated.

Traditional Chinese is now supported, and characters from all languages are always visible. No more walls of question marks! Player names are shown in team colours in the lobby and console. Audio in video recordings is now functioning without Stereo Mix, and the compression and other parameters can be edited in data/db/constants_user.lua. For those having trouble with Alt + Tab, it should work now. There's also an option in the Video tab to minimise Forts when inactive.

For modders, there's the new ReloadBank machanic introduced for the Eagle Eye update. This is inspired by FTL's charge weapons, allowing rapid fire after waiting sufficient time. Documentation to come - see Eagle Eye's weapons/weapon.lua in the meantime. There are also new Warmup and Firing sprite animation states.

Commander Balance Changes


Fast Doors - Door opening speed increased from +100% to +200%.
  • Door opening speed increased from +100% to +200%. - Passive
  • Energy shields reflect incoming projectiles. - Passive
  • 20% reduction in shield run costs removed. - Passive
  • Shield build and repair bonus removed. - Passive


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Reload Banking - 1. Fully loaded weapon charges 'banked' reload. 2. Banked reload icon appears under weapon. 3. Weapon fires as normal and swiftly reloads with banked reload. 4. Banked reload is fired, icon is removed, weapon reloads as normal and continues to step 1.
  • Medium to heavy weapons reload rapidly once after waiting for a reload cycle plus 20% (Reload Banking) - Passive
  • Extra mg rounds moved to active. - Active
  • Increased aiming arcs removed. - Passive
  • Laser sights can be toggled with '\' by default. - Passive


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Flaming missiles, mortars and rockets never expire.
  • Flaming missiles, mortars and rockets never expire. - Passive


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Active 20mm Cannon fires 5 projectiles at a time. Spread can be determined by proximity of cursor to weapon, the closer it is, the greater the spread.
  • 20mm Cannon fires 5 projectiles at a time instead of 3 to accommodate extra projectile. - Active
  • Active 20mm Cannon spread now uniform and controllable. Slightly increase deviation. - Active
  • Projectile preview is proportional to shortest reactor separation (66% of the distance). - Active
  • 20mm Cannon and Smoke bomb not excluded from +1 projectile gain. - Passive
  • Buzzsaw no longer has build cost increase. - Passive
  • Deviation change decreased from 35% to 20%. - Passive
  • Energy shield reflection removed. - Passive
  • Increased attack charge from 9000 to 11250 hitpoints (+25%). - Active
  • Increased damage charge from 2250 to 4500 hitpoints (+100%). - Active
  • Double shot snipers moved from passive to active. - Active
  • Burst bonus reduced from 2 to 1 projectile (-50%). - Passive

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  • Shotguns auto-AA optional ability added. - Passive
  • Explosive Barrel can store metal and energy (100M/3000E). - Passive
  • Explosive Barrel cost increased to 200M. - Passive
  • Battery cost reduced to 105M (-30%). - Passive

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  • Device creation notice is delayed by 30s. - Passive
  • Increased attack charge from 7200 to 8640 (+20%). - Active
  • Increased damage charge from 3375 to 4050 (+20%). - Active

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  • 'Heavy Weapons reload instantly on miss.' Shooting down of projectiles doesn't count as missing. - Active
  • Auto-AA shotgun ability removed. - Passive

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[h2]Change list dlc2 25 r13729[/h2]

Add: 'Minimise when inactive' to options screen Video tab
Add: (Christmas) added snowball projectiles and impact FX for machine gun, minigun, cannon and 20mm
Add: (Eagle Eye) key to toggle laser sights, defaults to '\'
Add: (OnProjectileDestroyed script event) destroyType parameter
Add: (SetBlockSurface, GetSurfaceIndex script functions) documentation
Add: DoorCloseDelayMultiplier and AutofireUpdatePeriodMultiplier to db/rules.lua
Add: per team player name colouring in chat messages
Add: reload banking mechanic - up to 10 (ReloadBank table in weapon config script)
Add: separate option 'Hide Tournament Medals in Lobbies'
Add: Traditional Chinese translation
Add: weapon sprites have Warmup and Firing animation states

Balance: (Armourdillo Shield) remove build and repair bonus
Balance: (Armourdillo) gain shield reflection
Balance: (Armourdillo) increase damage charge rate by 100%
Balance: (Armourdillo) increase door speed bonus from +100% to +200%
Balance: (Armourdillo) reduce weapon door close delay and auto-fire update period by 75%
Balance: (Armourdillo) remove 20% less shield run cost
Balance: (Eagle Eye) assign reload banking to weapons except short reload weapons, Firebeam, longer reload on Deck Guns
Balance: (Eagle Eye) medium to heavy weapons reload rapidly once after waiting for a reload cycle plus 20%
Balance: (Eagle Eye) move extra mg rounds to active
Balance: (Eagle Eye) remove increased aiming arcs
Balance: (Firebird) flaming missiles, mortars and rockets don't expire
Balance: (Flak) reduce damage vs mortars multiplier from 1.5x to 0.6x (-60%)
Balance: (Marine Swarm) reduce build cost by 100 metal (-14%)
Balance: (Marine Warhead) reduce upgrade build cost by 100 metal (-33%)
Balance: (Scattershot 20mm Cannon, Smoke Bomb) no longer excluded from +1 projectile gain
Balance: (Scattershot active 20mm Cannon) fires 5 projectiles at a time instead of 3 to accommodate extra projectile
Balance: (Scattershot active 20mm Cannon) now uniform and controllable spray, increase deviation slightly
Balance: (Scattershot active) projectile preview is proportional to shortest reactor separation (66% of the distance)
Balance: (Scattershot Buzzsaw) no longer has build cost increase
Balance: (Scattershot) deviation change decreased from 35% to 20%
Balance: (Scattershot) increase attack charge from 9000 to 11250 hitpoints (+25%)
Balance: (Scattershot) increase damage charge from 2250 to 4500 hitpoints (+100%)
Balance: (Scattershot) move double shot snipers from passive to active
Balance: (Scattershot) reduce burst bonus from 2 to 1 projectile (-50%)
Balance: (Scattershot) remove shield reflection
Balance: (Shockenaugh) add metal and energy storage to explosive barrel (100M/3000E)
Balance: (Shockenaugh) gain auto-aa shotgun
Balance: (Shockenaugh) increase cost of explosive barrel to 200M
Balance: (Shockenaugh) reduce cost of battery to 105M (-30%)
Balance: (Spook) device creation notice is delayed by 30s
Balance: (Spook) increase GaugeAttackHitpoints from 7200 to 8640 (+20%)
Balance: (Spook) increase GaugeDamageHitpoints from 3375 to 4050 (+20%)
Balance: (Warthog active) shooting down of projectiles doesn't count as missing
Balance: (Warthog) remove auto-AA shotgun

Improve: (Orbital Laser) direction of sweep is taken from direction of projectile rather than weapon
Improve: (Runway, Runway2) can be grouped
Improve: (shrapnel) configuration doesn't depend on machinegun projectile
Improve: (Spook) initially targets the first fort horizontally opposite by default and will retarget when a player is defeated
Improve: (Tutorial 2) add a flashing effect to damaged struts when awaiting repair
Improve: capability for weapons to have no queue mode, or for their default to be a specific ammo index
Improve: characters from all supported languages are now displayed in chat
Improve: move video recording parameters from constants.lua to constants_user.lua
Improve: reduce default bitrate of video recording to 1000-4000kbps to reduce file size
Improve: script function documentation regarding block index
Improve: terrain checksum includes all water levels
Improve: update Steamworks SDK from 1.34 to 1.55
Improve: when connecting to a neutral structure doors are automatically closed

Fix: 'Achievements' translation in campaign select screen missing
Fix: "AddWorkshopItem failed to retrieve item details" error (deleting handle too early)
Fix: (Armourdillo active) repair cost reduction doesn't apply to devices
Fix: (Eagle Eye) laser sight adjustment sound effects are spawned at the origin
Fix: (Eagle Eye) shotgun reload animation is not split between start and end
Fix: (EnableMaterial, EnableWeapon, EnableDeviceOfType) do not support TEAM_ANY
Fix: (Flak) barrels are misaligned and overlap while shooting.
Fix: (ground snapping) positions further away are ignored when there are nearby fissures
Fix: (ground/grid snapping) sometimes can't snap to edges of ground
Fix: (IsTeamConnectedToGroundBlock) crash when blockIndex is out of range
Fix: (Phantom) moved devices are not id switched over correctly at the end of a move
Fix: (Pillars) lowest buildable block has incorrect surface on underside
Fix: (Rock Pools) underwater background terrain is incorrectly layered
Fix: (SelectBlock) accepts invalid block indices
Fix: (SetBlockVertexPos) crash when vertexIndex is invalid
Fix: (Shield) when connecting to neutral shield: activates immediately after replace, allowing reflection or orbital lasers
Fix: (Shield) when connecting to neutral shield: completes initial construction immediately
Fix: (shrapnel) doesn't burn out when colliding with firebeam
Fix: (Steam Deck) crash when multithreaded physics is enabled
Fix: (trail effect) LocalPosition variable does not affect source
Fix: (UniformSpread, ProjectilesEachRound > 1) immediately spawned projectiles are inconsistent with secondary
Fix: (Warthog active) converting/upgrading weapons loses instant reload
Fix: Alt + Tab doesn't work for some players due to video buffer not swapping when inactive
Fix: change replay video capture to capture audio via custom dsp so stereo mix is no longer required
Fix: desync when refire fails due to doors closing or going neutral, and later getting repaired
Fix: freeze for several seconds when writing debug information after desync
Fix: Orbital Laser beacon can pass through a portal while underwater.
Fix: temperature icon not visible while painting a target
Fix: trails with z >= 100 are drawn behind background terrain and structure
Fix: unnecessary frame delay when recording full game videos
Fix: when laser passes through friendly portals, background materials ignite
Fix: when Orbital Laser beacon is returned to the firer by portals, it does not fire

Optimise: don't look up checksums for empty effects

Remove: 'Border' setting in Video options tab - buggy and unused

[h2]Change list dlc2 25 r13733[/h2]

Fix: required map mods are not cleared for MP hosts when changing maps, causing data desyncs

[h2]Change list dlc2 25 r13745[/h2]

Fix: (Smoked Out) destroy Barrel with Flak objective can't be achieved due to projectile ownership change
Fix: (Feature Creep) sever connection with Buzzsaw can't be achieved due to projectile ownership change
Fix: (Christmas) only Christmas hat showing on Iron Bear Alliance non-Tons of Guns cannon
Fix: crash when CreateNode and then SnapLink is called in same frame as structure destruction
Fix: (UpdateLinkState) crash when currLink is NULL
Fix: (MaterialIsSegmented) crash when material isn't found
Fix: crash when restoring maps created using the \save command in TDM
Fix: chat text colour tags can be entered via console

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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

Forts Ranked Multiplayer - Season 20 Champions!

G'day Forts fans!


The Season 20 results are here! We congratulate EtaN in 1st place, notching his 11th overall victory and extending his current winning streak to 8 seasons. Taking second is Malme continuing their steady climb up the rankings and earning their first podium spot to win silver. In 3rd place is zebdww also ascending the podium for the first time and claiming bronze after a previous best finish of 8th in Season 18. The top 3 this season once again represent three different countries, and include two first time medalists. Congratulations all!

In addition to dominating the competitive scene as a player EtaN also took the plunge into tournament organisation and hosted his first event. The EtaNless 1v1 (brought to you by EtaN) was held on Dec 10th with 16 of the best players in Forts competing. The recorded livestreams are available in English from Project Incursus and German from Salzwerk.

Some Season 20 trivia for the holidays. Desert Ruins had both the longest average match length as well as the longest individual matches of the season. Pillars had the shortest average length. And perhaps not so coincidentally also saw the greatest number of failed core swing attempts out of any map.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 20 Medal. Congratulations to all medalists as well!

[h2]1v1 Leaderboard[/h2]
  1. EtaN
  2. Malme
  3. zebdww
  4. [BTA]hchao2000
  5. cyrv
  6. [WTF]Kriegseule
  7. Der Benzinpreisvergleicher
  8. Deep sir
  9. Troupics
  10. Finn
  11. Dranistian
  12. I am myself
  13. neverLucky
  14. mcc72k
  15. Flinnshadow
  16. Noha
  17. CSS
  18. LPGK
  19. pur
  20. a147e789

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[h2]Season 21[/h2]
Season 21 is already underway and will run through January 31st. This season's map pool consists of the following battlefields:
  • Abyss
  • Balls
  • Hillfort
  • Ledge Grab
  • Moorings
  • Battlegrounds 1v1

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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.


[hr][/hr]

Cheers,
EWG