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Forts Invitational Commander Tournament - Winners!



G'day, forts fans!

On Sunday night we hosted the Forts Invitational Commander Tournament. Renowned community members partnered up to take each other on in a double elimination knockout competition. Each team committed to competing with a single commander throughout the tournament, to see which of the recently updated characters would come out on top.

After sixteen punishing battles expertly called by Incursus, Synergy and Nozehed, we had our champions. Congratulations to Samster Birdies and General Tanya, who took Eagle Eye to victory against second place Lancenshield and Felix, playing as Warthog. Matteo and 42 scientist's Armourdillo came in a valiant third.

Thanks go to all the competitors for their participation in the tournament and help with the commander update. Big shout out to Incursus and Synergy for their casting and commentating contributions, and to 42 scientist for helping us with the smooth running of the operation behind the scenes.

[h3]Streams[/h3]
Missed the action? No problem! Catch up with these links:

Project Incursus SynergyGamingTV

[h3]Discord[/h3]
If you haven't already, sign up to the Forts Official Discord to join our growing community of friendly, helpful and knowledgeable players and raise your game.

Thanks for playing Forts!

Cheers,
EWG

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

Commanders Invitational Tournament



G'day, Forts fans!

Last week we launched a huge commander update, and to showcase the new commanders powers and abilities available we are hosting an invitation-only tournament. Join us to watch some of the best Forts players in the world take each other on in a 2v2, double-elimination contest and see how your favourite commander measures up!

[h3]Format[/h3]
Date: Sunday 1st November
Time: 12:00 PDT / 15:00 ET / 21:00CET
Mode: 2v2
Teams: 8
Format: Double Elimination
Maps: TBD

[h3]Teams[/h3]
Firebird: Bobereto & Bowser
Warthog: LancenShield & Felix
Eagle Eye: SamsterBirdies & Tanya
Armourdillo: 42scientist & Noxx
Shockenaugh: LivelyEngineer & RageAlert
Scattershot: KingBenjai & Romerolagus
Phantom: Alexc & Cronk
Spook: Joepocalypse & M4r0x



[h3]Streams[/h3]
Joining Nozehed on commentary duties will be the dulcet tones of Incursus and the hype of Synergy, fresh from his own 2v2 tournament from last month. Both will be streaming the tournament on their respective channels.

Project Incursus SynergyGamingTV

[h3]Artwork[/h3]
EWG artist Blammo has produced this announcment's art as part of Inktober. To see more re-imaginings of some of the Forts commanders, you can follow EWG's Twitter account here or Blammo here.

[h3]Discord[/h3]
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Thanks for playing Forts!

Cheers,
EWG

Commanders Invitational Tournament



G'day, Forts fans!

Last week we launched a huge commander update, and to showcase the new commanders powers and abilities available we are hosting an invitation-only tournament. Join us to watch some of the best Forts players in the world take each other on in a 2v2, double-elimination contest and see how your favourite commander measures up!

[h3]Format[/h3]
Date: Sunday 1st November
Time: 12:00 PDT / 15:00 ET / 21:00CET
Mode: 2v2
Teams: 8
Format: Double Elimination
Maps: TBD

[h3]Teams[/h3]
Firebird: Bobereto & Bowser
Warthog: LancenShield & Felix
Eagle Eye: SamsterBirdies & Tanya
Armourdillo: 42scientist & Noxx
Shockenaugh: LivelyEngineer & RageAlert
Scattershot: KingnBenjai & Romerolagus
Phantom: Alexc & Cronk
Spook: Joepocalypse & M4r0x



[h3]Streams[/h3]
Joining Nozehed on commentary duties will be the dulcet tones of Incursus and the hype of Synergy, fresh from his own 2v2 tournament from last month. Both will be streaming the tournament on their respective channels.

Project Incursus Synergy Gaming TV

[h3]Artwork[/h3]
EWG artist Blammo has produced this announcment's art as part of Inktober. To see more re-imaginings of some of the Forts commanders, you can follow EWG's Twitter account here or Blammo here.

[h3]Discord[/h3]
If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Thanks for playing Forts!

Cheers,
EWG

Commander Update



G'day Forts fans!

Today we have an big update for you all. We've been keeping track of the state of the commander meta, as it became obvious that only a select few were being used by the best to increase the chance of victory, specifically Architect, Overdrive and especially Pinchfist. Over the last couple of months we have been working hard on buffing and re-balancing the commanders, and have added a host of exciting abilities and powers to make them more viable. Check out the list below, with new abilities listed on bold...

Passive
  • Shields reflect projectiles perfectly.
  • Snipers fire two rounds.
  • Projectile deviation increased by 35%.
  • Burst weapons gain 2 projectiles, excluding 20mm Cannon.
Active
  • Projectile deviation reduced by 65%.
  • 20mm Cannon fires 3 projectiles at a time.
  • Projectile weapons show a partial trajectory preview.


Passive
  • Warheads burst into 15 Swarm missiles when destroyed.
  • Warhead and Swarm launch delay reduced by 59%.
  • EMP Rockets send guided missiles back to their origin.
  • The targeting laser for missiles is invisible to the enemy.
  • The target of friendly and enemy missiles is visible.
  • Smoke is 10% larger and lasts 20% longer. (Moonshot)
Active
  • All missiles and rockets have 32% greater thrust.
  • Swarm missiles are armoured against 1 additional hit.
  • EMP Rockets are armoured against 1 additional hit.
  • Rockets are armoured against 1 additional hit.


Passive
  • Shields absorb energy from laser weapons.
  • The maximum group size is increased to 4.
  • Barrels can be built to control disconnected structures.
  • Buzzsaws can be grouped. (Moonshot)
Active
  • Enemy turbines are disabled.
  • The 20mm Cannon fires a Cannon projectile.
  • The Firebeam fires a Plasma Laser beam.


Passive
  • AP Snipers can paint targets for missiles.
  • Foundations have no cost.
Active
  • Snipers and AP Snipers fire EMP projectiles.
  • Heavy Mortar, Cannon, Warhead, Rocket, 20mm Cannon gain depleted uranium projectiles.
  • Howitzers gain depleted uranium projectiles. (Moonshot)


Passive
  • Shields operate as doors.
  • Shields block normal armour piercing projectiles.
Active
  • Area of effect weapons gain EMP capability.


Passive
  • Weapons are cloaked until fired.
  • Dummies of devices and weapons can be built as decoys.
  • Devices and weapons can be moved in 2 seconds.
  • Start fully charged.
  • Internal portals are hidden to the enemy.{Moonshot}
  • Doors are silent.
  • Damaged structure does not reveal contents.
Active
  • Forts are cloaked.
  • Weapons are silent.


Passive
  • Bracing construction cost is reduced by 20%.
  • Background Bracing construction cost is reduced by 20%.
  • Battery capacity is increased by 30%.
  • Metal Store capacity is increased by 30%.
  • Structure build speed increased by 100%.
  • Metal Store and Battery build speed is increased by 20%.
Active
  • Device and weapon build speed increased by 300%.
  • Structure build speed increased by 300%.


Passive
  • Upgrade speed is increased by 100%.
  • Repair Stations have 100 metal and 1000 energy storage.
  • Devices and weapons can be downgraded to recover 100% of resources spent.
Active
  • Resource collectors have 100% increased production.


Passive
  • Device and weapon build speed increased by 10%.
  • Device and weapon scrap speed increased by 300%.
  • Repair speed is increased by 50%.
  • Device and weapon repair cost increased by 5%.
Active
  • Weapon reload speed increased by 100%.


Passive
  • Incendiary Mortars ignite structure within 1.4 grid squares.
  • Cannons ignite structure within 1 grid square.
  • 20mm Cannons ignite structure.
  • Fire is extinguished at 100% increased rate.
  • Fire spreads at a 50% decreased rate.
  • Firebeam minimum penetration is increased by 12.5%.
  • Firebeam duration is increased by 28%.
  • Armour reduces enemy Firebeam penetration to 50% shorter distance.
  • The enemy's fire alarm is disabled.
Active
  • All projectiles are incendiary.
  • Warheads ignite structure within 5 grid squares.


Passive
  • Plasma Laser, Cannon and 20mm Cannon aiming arcs are increased in size by 20%.
  • Plasma Laser, Cannon, 20mm Cannon, Swarm and Warhead reload decreased by 2 seconds.
  • Heavy Mortar reload decreased by 0.5 seconds.
  • Howitzer aiming arc is increased in size by 20%. (Moonshot)
  • Howitzer reload decreased by 2 seconds. (Moonshot)
  • Shotguns have an automatic AntiAir option.
  • All missiles and rockets have 25% greater thrust.
Active
  • Plasma Laser, Cannon, 20mm Cannon, and Warhead direct damage increased by 25%.
  • Cannon, 20mm Cannon, and Warhead splash radius increased by 25%.
  • Howitzer direct damage increased by 25%. (Moonshot)
  • Howitzer splash radius increased by 25%. (Moonshot)
  • Heavy weapons reload instantly on miss.


Passive
  • Sniper build speed increased by 100%.
  • Snipers and AP Snipers can be grouped.
  • Sniper and AP Sniper deviation reduced by 50%.
  • Sniper and AP Sniper reload reduced by 20%.
  • All weapon aiming arcs are increased by 25% in size.
  • Miniguns have an automatic AntiAir option.
  • Miniguns fire instantly.
  • Sniper, AP Sniper, Cannon, 20mm Cannon, Shotgun, Flak, Rockets, and Miniguns have laser sights.
Active
  • Sniper, AP Sniper, Minigun, and Shotgun have explosive projectiles.


Passive
  • Mine and Super Mine productivity is increased by 10%.
  • Turbine and Super Turbine productivity is increased by 10%.
  • 100% of metal is reclaimed from devices and weapons.
  • 100% of metal is reclaimed from structure.
Active
  • The fire cost of all weapons is reduced by 50%.


Passive
  • See enemy resources.
  • See the last device or weapon type built by the enemy.
  • Highlight the enemy reactor position.
  • See the enemy commander and their charge level.
Active
  • See inside the enemy fort.
  • Steal 200 metal and 2000 energy from each enemy fort.


Passive
  • Armour, Door and Shield cost 20% less metal to build and repair.
  • Shields cost 20% less energy to run.
  • Door speed increased by 100%.
  • Armour and Door mass decreased by 50%.
  • Miniguns can be upgraded to fire armour piercing projectiles.
  • Repair Station build cost reduced by 25%.
  • Repair field radius increased by 50%.
Active
  • All structure repair costs decreased by 50%.
  • Repair speed is increased by 300%.
  • AP Sniper projectiles penetrate two layers of armour.
  • See hidden Armour, Doors and Shields.
  • See hidden portals. (Moonshot)


Discord

If you haven't already, join our the Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Thanks for playing Forts!

Cheers,
EWG