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Forts Tournament XX



G'day Forts fans!

As teased last month on the Forts Official Discord Tournament XX will be held on August 14th at the North American friendly time of 4PM EDT. Players from all regions are still welcome to participate of course. But it may be rather late or early depending on your local timezone. To keep up with all the latest Forts news and get advance notice on upcoming events, be sure to join us on Discord at the link above.

The format will be 4v4 Death Match double elimination and the theme of Tournament XX will be Up Close and Personal. As the rounds progress the circle maps will bring players closer together to share the joy. Expect early aggression, scrappy battles, and frantic action. In a final twist inspired by Reloflex's Pro League, win or lose each team may only select a given commander once during the tournament, so choose wisely!

[h3]UPDATE 8-10-21![/h3]
Tournament eligibility has been expanded to include past Ranked seasons. Players who finished within the top 100 of any previous season now qualify to enter the tournament. Check your placements here:

Season Rankings



In order to participate, you must do the following...

  • Finish within the top 100 of ANY of past Ranked seasons. Check your placements here:
  • Season Rankings
  • Join the Official FORTS Discord
  • Select a team name (max 12 characters) and team tag (max 3 characters). Ex: [DFC]
  • Form a team of 4 players
  • Team members must have the same name on Steam and Discord and include the team tag
  • Select a team logo, 128x128 pixels
  • Inappropriate competitor or team names or logos will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 with your team name, roster (including Steam ID's for ranking confirmation), and team logo



WHEN

  • Tournament starts August 14th, 2021 at...
  • 1PM PDT (West Coast USA)
  • 4PM EDT (East Coast USA)
  • 9PM BST (London)
  • 10PM CEST (France, Germany)
  • 6AM AEDT (Australia August 15th)


WHERE


RULES

  • 4v4 Death Match
  • Double elimination
  • 15 minute time limit
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Each team may only use any given commander once during the tournament
  • Draws decided by core damage inflicted (total damage if same core damage)
  • 8 Teams max (Join quickly!)
  • No inappropriate player or team names or logos
  • Player Discord and Steam names must match and include team tag
  • All players must have finished within the top 100 of ANY previous Ranked season. Check your placement here:
    Season Rankings
  • Team names limited to 12 characters
  • Team tags limited to 3 characters
  • Team logos must be 128x128 pixels
  • Check-in on Discord at least 15 minutes before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits, for self-charging or any other purpose, is strictly forbidden.
  • Earthwork Games reserves the right to make changes to this event as needed



STREAMS
Bobereto Project Incursus With special commentator EWG Developer Nozehed


Observer Tools provided by Ximsa


THE BATTLEFIELDS
We are taking suggestions!
If there is a map you would like to see in Tournament XX join us on Discord and let us know. Map candidates should be symmetrical, balanced for competitive play, and conducive to early game play. A great example would be the delightful Squirrel's Peak map.

https://steamcommunity.com/sharedfiles/filedetails/?id=1658106400

Cheers,
EWG

Forts Tournament XIX - 2v2 Co-op- Winners!





G'day, Forts fans!

Congratulations to [DFC] CronkhinatorYT and [DFC] Matteo of Badges++, winners of Tournament XIX!

The schedule for Tournament XIX was chosen in the hopes of making it more accessible for our players across the world. Taking place at midday for the EU it succeeded in attracting some new faces onto the tournament scene. So a warm welcome to all the first time participants. And in proper Forts fashion, that warm welcome consisted of missiles and cannons and lasers. Oh my.

As first tournaments go, Co-op on big maps is definitely jumping into the deep end. A good Co-op team can perform greater than the sum of its parts, while a team without coordination can be less effective than a single person. Teamwork is everything.

Badges++ is no stranger to teamwork or tournaments of course. And as their name alludes, they both have an assortment of accolades accumulated from previous tournaments, ranked seasons, and community run events. Growing stronger as the maps grew larger, they showed off their ability to handle multiple bases on their way to victory and earned themselves another coveted badge.

Relative newcomers to the official tournaments, Finn and [DFC] Amburulo of Danke Merkel acquitted themselves admirably to take 2nd place. Surpassing the expectations of a certain announcer they scored an upset against Nowser (Noha, Bowser) in the lower bracket finals to secure their rematch against Badges++ in the finals. Well done! We look forward to seeing more from these and other other new participants.

[h2]Upcoming events[/h2]
Aspiring competitors take note. With the Forts community growing and the level of competition rising future events may once again utilise the ranking system to qualify for entry. As with Tournament XIII, a minimum ranking may be required in order for people to join. If you want to ensure your eligibility be sure to maintain the highest season ranking you can ahead of the next tournament announcement.

Now a very special thank you to Salzwerk for hosting the tournament lobby and in addition to minimizing EU ping, also providing a German language co-cast with Geiger. Check out his breakdown of the finals Tournament XIX Finals German cast.

Thanks as well to our English broadcasting team. Bobereto and Project Incursus with Special commentator EWG Developer Nozehed. And Ximsa creator of the Observer Tools mod.

You can watch the English casts of the tournament at

Tournament XIX Bobereto Twitch

Tournament XIX Incursus Youtube

[h2]Discord[/h2]
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/Moonshot Update 1.12



G'day Forts fans!

As you might know we update Forts every two months, roughly coinciding with the ranked multiplayer season to avoid upsetting the balance mid-season. Today's update is aimed at quality of life, accessibility and correcting various issues big and small.

The headline item is that you can now access the options screen directly from the in-game pause menu, including during a multiplayer match. That means you can adjust sound volume, turn off weather and reactor flashes, change key bindings, etc. without ending your game.

Following Steam review feedback (yes, we listen!), tool tips for all of the buttons on the HUD and context menu have been added. This includes showing the name and details of the material or device of the context upgrade button, including for those not yet available to build.

To aide debugging, the game will now write temporary construction to the local replay. This will make it much easier to track down and fix some desyncs. Down the track this will pay dividends in improved stability.

The only balance change is that mini-guns have been removed from hanging forts to better standardise all starting forts, and to eliminate having to defend turbines from early attacks.

Reload animations have always been fragile, since they must correspond exactly with the reload period. This is no longer the case: we have split the start (Reload) and end (ReloadEnd) of the reload animation. The game will automatically start the ReloadEnd animation at the right time to match the reload period. This has the welcome side effect of making weapon reload look quite slick when the rapid-fire mod is enabled.

Existing animations with the Reload state only will still work, but mod authors are encouraged to split their animations. The last frame of the Reload state should be the wait frame, and have an extended duration, such as 120 seconds, to allow for a wide range of reload periods without glitching. See the "laser-barrel" sprite in data/weapons/beamlaser.lua for an example. Also, you can remove any script than manually updates compliant animation frame durations to target a new reload period.

Finally, a significant bug in the multiplayer pause system has been fixed. This may have at times made the game appear to lag badly.

We hope you enjoy this update, and invite you to provide feedback here or via the Official Forts Discord.

Cheers,
EWG

[h2]Changelist 2021-06-08[/h2]

Add: options screen to pause menu
Add: tooltips for context buttons: repair, scrap, move, enable anti-air, portal switch/passthrough/disconnect
Add: tooltips for material & device context conversion and upgrade buttons
Add: tool tips for remaining HUD buttons, using existing tool tip mechanism
Add: write standin node and link construction to replay and reproduce them during replays
Add: standinreplay console variable to control playback of standin commands
Add: \compact_devices command to make device ids sequential
Add: \debug_workshop command to log out current internal workshop state

Balance: remove miniguns from hanging starting forts

Improve: reload animations can automatically adjust to ReloadTime, and don't require new sprites for commanders
- split reload animation into Reload & ReloadEnd, trigger ReloadEnd automatically at the correct time if it exist
Improve: reduce size of cost and time text on context menu
Improve: resaved several maps to clean up preview images and fix camera positions
Improve: show device/material description when rolling over context menu
Improve: update all standard AI forts to use simple format
Improve: save imported forts as simple format to avoid invalidation when detailed format changes
Improve: local, non built in maps are no longer visible or selectable in non-private MP lobbies
Improve: display a warning if local non-built in maps/mods are selected in private MP lobbies
Improve: log a console error if a map is selected that contains local mods that cannot be found
Improve: (Console) trace functions can handle newline characters correctly
Improve: (Console) trace functions have increased buffer size from 512 to 1024
Improve: if player was winning on ranked disconnect, don't show defeated pose
Improve: if no clear winner, don't show both commanders having defeated pose
Improve: it's possible to cycle materials while previewing an extrusion
Improve: increase IntenseEndThreshold to reduce lingering intense music when action stops
Improve: increase responsiveness of music intensity to the action
Improve: (Laser) eliminate delay before reload animation starts
Improve: remove any standin links at start of PhysicsManager::BreakStructure to eliminate potential for interference
Improve: reduced lobby name edit box width to match what's allowable
Improve: updated fmod to version 2.01.09

Fix: tips do not show
Fix: projectiles sometimes leak out of accelerators
Fix: (Console) trace functions can exceed buffer size, causing crash without dump
Fix: projectiles that are sinking into impact point can still intersect beams, spawning projectiles far into a structure
Fix: weapon close all doors context button doesn't show
Fix: weapon reload animations not restored correctly when seeking replay
Fix: struts highlight under cursor when taking map preview screenshots/cursor invisible
Fix: excessive scale variation in some rock and foundation sprite edges
Fix: terrain sometimes renders with large buggy surface sprites
Fix: edge set seeds are not set when using display lists, so actual randomisation doesn't match editor
Fix: lobby names and secondary fields can overlap in the server selection screen
Fix: disrupted warheads target a different location after getting damaged
Fix: upgrade detail doesn't show on context menu rollover when the button is disabled
Fix: bracing construction intersects with the stem line segment of devices, forcing it to back bracing
Fix: replay filenames overlap date
Fix: devices can be build underground when struts are coincident with ground
Fix: device Ids are lost when saving in the editor, causing issues when referring to device Ids in script
Fix: 'Upload in Progress' dialog is overlapped by the available DLC panel
Fix: (rules) RepairRate, FireRepairDegreesPerSecond, FireExtinguishEnergyPerSecond, RepairFieldSpeedFactor and RepairFieldSpeedFactorExtinguish can be negative or too small
Fix: (Howitzer) doesn't smoke when damaged
Fix: (Shield) when converting, materials can be stuck in transition when reconnected
Fix: (Deselect key) ignores 'Keep device selection', and always keeps it
Fix: (Warthog) animations are broken by shortened reload times
Fix: (Shockenaugh) explosive barrel description doesn't mention claiming structures
Fix: missing player disconnect message when a player quits after the match win/loss
Fix: nested mod issue with workshop mods, duplicating mods and generating console errors
Fix: when long door barrier materials get recessed they turn into a chain of back bracing
Fix: breaking by rotation can create a chain if replacement material has a lower max link length
Fix: reactor low music doesn't get played at appropriate times
Fix: if a client is in the pause menu when the host pauses, the simulation becomes jerky after it resumes
Fix: lobby names have no length limit, allowing lobby names that will be truncated
Fix: (Hurricane) activating while reloading causes animation to reverse
Fix: fire sounds can displace bullet impact sounds when there is a lot going on
Fix: (Moonshot, Lock Pick) incorrect polish translation in third objective

[h2]Changelist 2021-06-08b hotfix[/h2]

Note: this hotfix was erroneously made compatible with the original update, but caused desyncs with it due to the change to the music script. If the version shown in the main menu is still '2021-06-08' then please restart Steam to get this hotfix.

Fix: pause menu buttons can be pressed while options screen is visible
Fix: memory corruption sometimes resulting in a crash when restarting from instant replay
Fix: music can change to the intense state by scrapping structure
Fix: music.lua doesn't immediately end reactor low when seeking

Forts Ranked Multiplayer - Season 11 Champions!



G'day Forts fans!

Season 11 wraps up with some familiar names on top of the leaderboard. EtaN notches an unprecedented third consecutive title to go along with victories in tournaments XVII and XVIII. Is there anyone who can end this epic win streak?

If you ask our 2nd place finisher [DFC] Matteo the answer would most assuredly be "Yes." They've been neck and neck with EtaN this whole time and recently experienced some major breakthroughs. In April Matteo and his partner [DFC] Bobereto won the inaugural season of Reloflex's Pro League. And then in May at Josiah de Brueys Operation Mayrush 1v1 tournament he reached a major milestone, beating EtaN twice in the finals to take his first head to head victory as well as the title. Hot on their heels is [DFC] Firework who reaches the podium for the first time after placing 4th in both seasons 8 and 10.

While the top 3 receive Gold, Silver, and Bronze, all players finishing in the top 20 will receive a Season 11 medal. Congratulations!

On a more somber note, some very unsportsmanlike conduct came to light during the end of season audit. This included attempts to artificially influence match outcomes. Players engaging in such actions forfeit their ranking and face temporary or permanent bans.

1v1 Leaderboard
  1. EtaN
  2. [DFC] Matteo
  3. [DFC] Firework
  4. [DFC] felixwoelmuis
  5. Teutonick
  6. [DFC] Bobereto
  7. Finn
  8. alfq_
  9. Not 4 Hire
  10. Geiger
  11. mcc72k
  12. Liuhe
  13. von Eagle
  14. [DFC] Noha
  15. KillerGruetze
  16. Taichu
  17. MandalorianJedi
  18. LabyrinthSkY
  19. [DFC] Bowser
  20. sco


Season 12

Season 12 is now underway and will run through July 31st. Will your name be on the next list?

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 Tournament XIX



G'day Forts fans!

We're excited to announce Tournament XIX will be held on June 5th, 2021 at 2pm CEST. This should be a much friendlier start time for our European friends. Everyone is still welcome to participate regardless of region of course. But you may find it somewhat early or late depending on your timezone. Never fear, future events will be held with other regions in mind too.

This event will be 2v2 co-op with a progressive map selection. Each round the map pool will expand to include larger and larger battlegrounds. In order to advance through the early rounds our competitors will need to demonstrate how well they can work together while sharing a single base. But to make the finals, their ability to each handle multiple bases will also be put to the test. Micro your way into macro!



In order to participate, you must do the following...

  • Join the Official FORTS Discord
  • Your name on Discord and Steam must match
  • Inappropriate competitor or team names or logos will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 with your team name, roster, and team logo
  • Team names must be 12 characters or less, team logo should be 128x128 pixels.



WHEN

  • Tournament starts June 5th, 2021 at...
  • 5AM PDT (West Coast USA)
  • 8AM EDT (East Coast USA)
  • 1PM UTC/GMT (London)
  • 2PM CEST (France, Germany)
  • 10PM AEDT (Australia June 6th)


WHERE


RULES

  • 2v2 Co-op
  • Double elimination
  • 15 minute time limit
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Draws decided by core damage inflicted (total damage if same core damage)
  • 8 Teams max (Join quickly!)
  • No inappropriate player or team names or logos
  • Player Discord and Steam names must match
  • Team names limited to 12 characters
  • Check-in on Discord at least 15 minutes before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits, for self-charging or any other purpose, is strictly forbidden.
  • Earthwork Games reserves the right to make changes to this event as needed



STREAMS
Bobereto Project Incursus With special commentator EWG Developer Nozehed
Lobby hosted by Salzwerk_tv who will also be providing a German language cast.

Observer Tools provided by Ximsa


THE BATTLEFIELDS

To be announced. Expect surprises...

Cheers,
EWG