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Forts Tournament XVI - Winners!



G’day, Forts fans!

This past Saturday saw the sixteenth official Forts tournament take place, and what an event it was! Sixteen competitors from all corners of the globe battled it out over four rounds and two battle modes to decide the new Forts Champion.

Congratulations must go to Switzerland's KnuffigesPuffi for coming out on top and adding a tournament champion medal to the various medals he has earned over the last three ranked seasons. Both Matteo0160 and Nøxx did France proud, coming in second and third place respectively, in a fiercely competitive championship.

Indeed, the standard of competitor and the variety in strategy far exceeded that of previous tournaments, with no one default tactic emerging, and players having to adapt to the circumstances that the high level of opponent and map design presented. If you missed the live event, below are links to the streams from regular tournament commentators Project Incursus and Frazz, as well as that of emerging Forts streaming stalwart SynergyGamingTV and the ever-supportive Communauté Véritable Twitch Channel (FR). We thank them all for their support and efforts in making this tournament such a success.

Project Incursus Frazzz SynergyGamingTV Communauté Véritable Twitch Channel (FR)

Last, but by no means least, thanks must go to 42scientist for organising the tournament and allowing it to go so smoothly, while at the same time putting in a valiant effort as a competitor.

Until the next tournament, thanks for playing Forts.

Cheers,
EWG

Forts Tournament XVI



G'day Forts Fans! We're back with a new tournament announcement, but first we'd like to bring your attention to the recent map making tournament that took place this past weekend.

[h2]Map Making Tournament[/h2]
One of our biggest supporters Cronkhinator from the Official German FORTS Discord, along with help from 42 Scientist organised the very first Forts Map Making Tournament. The winner was M4r0x with his map MMT1F M4r0x (for which he will receive an in-game medal seen below in recognition), with SamsterBirdies coming in as the runner up.



Huge congrats to everyone involved for branching the Forts Tournaments into an interesting and exciting new direction. You can watch the chilled out tournament from two perspectives, via Smash Gaming (Frazzz) and Project Incursus streams...

[previewyoutube]Smash Gaming (Frazzz)[/previewyoutube][previewyoutube]Project Incursus.[/previewyoutube]










You can see the final scorecard here.

[h2]Forts Tournament XVI[/h2]
It's been over half a year since our last official Forts Tournament and the time has come to see who is the the current top Forts player in the world!

This will be a 1v1 Moonshot Tournament with regular and capture point maps. It is being organised by the ever helpful 42 Scientist @ [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages. Once again, the battle maps will be chosen by audience vote during the live stream. You can vote here.

The tournament stream will be hosted by the endlessly supportive Project Incursus and Frazzz, with a cameo appearance by Nozehed as himself.

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

  • Join the FORTS Discord
  • Send a direct message on Discord to 42 scientist#6023 saying you want to compete.
  • Your name on Discord and Steam have to match.
  • No long, obscure or offensive names allowed.
  • At this stage you will be entered into the tournament bracket as a competitor.
  • Log into the Tournament channel on the Forts discord during the tournament.
WHEN

  • Tournament starts March 7th, 2020 at...
  • 12pm (PDT West Coast USA)
  • 3pm (EST East Coast USA)
  • 8PM UTC/GMT (London)
  • 9PM CET (France)
  • 5AM AEDT March 8th (Eastern Australia)
WHERE
RULES

  • 1v1 Moonshot Standard Battles and Capture Points
  • Single Elimination
  • 15 minute battle time limit
  • Maps chosen by audience vote
  • Ton of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Draws decided by core damage inflicted (total damage if same core damage)
  • 16 competitors max
  • No suicides
  • 2nd round is in capture point mode
  • 3rd round and Finals are normal best of 3 with capture point tie-breaker
  • Late or missing players instantly forfeit
STREAMS
Project Incursus Youtube Channel Smash Gaming Youtube Channel

THE BATTLEFIELDS
(chosen by viewers during the tournament)

CLICK HERE TO VOTE FOR THE NEXT MAP

    Abyss
note: Earthwork Games reserves the right to make changes to this event as needed

Forts Ranked Multiplayer Season 3 Winners



G’day, Forts fans!

Season 3 of Forts ranked multiplayer has now concluded, and we'dre happy to congratulate
QASAklim_ for claiming the top spot after a couple of months of honest work in the 1v1 arena. Over in the 2v2 scene, 2733382874 has emerged victorious, so congratulations to them.

These players will receive an in-game gold medal for their heroics, with the second and third placed players receiving silver and bronze medals respectively. On top of this, all players who finished in the top 20 will receive a medal to reflect that. The top 20 of each leaderboards are as follows:

1v1 Leaderboard
  1. QASAklim_
  2. Matteo0160
  3. samsam
  4. M4r0x | 無知な人間
  5. MrRauL124
  6. 魔魇大大
  7. Trekjeft
  8. HTBED
  9. Teutonick
  10. Jorge-Stoom
  11. vazquezma89
  12. CNFT_zhang502
  13. YUPUIP
  14. innocent child
  15. 君榆哟~
  16. 寂静的星空
  17. CNFT_摄像机
  18. CNFT_W11AWA
  19. boberetoGaming
  20. Technik
2v2 Leaderboard
  1. 2733382874
  2. YUPUIP
  3. HTBED
  4. QASAklim_
  5. CNFT_zhang502
  6. 副营长郝萌
  7. delitch
  8. Scon
  9. samsam
  10. Fumishow
  11. Vecro
  12. bananamilk233
  13. CNFT_DuskDawn
  14. CNFT_APlanmao
  15. milomill
  16. the KGB
  17. Megared
  18. 宁静致远
  19. 18326782360
  20. Paul ¯\_(ツ)_/¯
Season 4

The leaderboards have been reset, and Season 4 is now under way. Tuesday March 31st see the end of the season. In an effort to improve the ranked scene, we have improved the random map functionality, and reduced the ability for players to play an opponent more than three times to game the system.

Thanks for playing Forts.

Cheers,
EWG

Hotfix to Update 1.5



G'day forts fans, and happy new year! We've released a hotfix to Update 1.5 which adds the ability to rejoin a multiplayer battle you have dropped out of - a long standing problem when the internet doesn't cooperate. The lobby is posted to the top of the list, highlighted in orange and lasts for 10 minutes.

Workshop training missions can now be suggested to other players - see the button next to the
regular 'map' one. Mods can easily be removed from the lobby mod list, or suggested to be removed.

The Flak Gun has received a reduction in offensive potential, but an increase in hitpoints to make it less fragile. The Shotgun has received a slight buff to better take over the offensive role the Flak was being used for.

Some major optimisations have been done, and fixes to big and small bugs. A serious desync on joining has been fixed, as well as the frustrating issue of rejoining the wrong base. Along with the ability to rejoin a lobby, it should make the online experience much smoother.

[h2]Release 2020-01-06c Changelist[/h2]
Add: most recent in-progress lobby is listed to allow rejoining after drop-outs
Add: buttons to remove mods or suggest removal from mod list in lobby
Add: button to suggest Workshop training missions in lobby

Balance: reduce Flak's shrapnel damage multiplier against weapons and devices to 40% of normal (-60%)
Balance: increase Flak hit points from 90 to 130 to make more resilient vs swarm (+44%)
Balance: reduce Flak upgrade cost from 100 to 50 metal (-50%)
Balance: reduce Shotgun fire cost from 30 to 15 metal (-50%)
Balance: reduce the Shotgun build time from 25 to 20 seconds (-20%)

Improve: update training strings

Optimise: only need ClearAlreadyHitFlags() in HandleCollisions when a collision takes place
Optimise: write in-memory world state as PoD for speed, convert to text on write to file
Optimise: don't allocate WorldDump buffer when not in online play
Optimise: CompositeSprite::IterateNodes constructs path if necessary instead of using sprintf_s
Optimise: CompositeSprite uses iterators for mChildrenBehind and mChildrenInFront
Optimise: added early out/continues to DrawLinkCladding and other minor improvements
Optimise: minor improvements to DrawStrut
Optimise: DrawLink doesn't copy doorCap and endCap Sprites

Fix: joining desync when anti-air weapons are selected
Fix: error message with Chinese mod trying set help panel texture
Fix: Chinese watermark not set correctly
Fix: players can rejoin in the wrong base (not yet fixed for LAN connections)
Fix: Chinese display names missing for some capture maps
Fix: host can be AFK if there's a game in progress, preventing rejoining player from getting in
Fix: crash in Multiplayer::Execute after AbortLoad
Fix: commander script paths are written to log at game start, allowing players to cheat
Fix: host unnecessarily calls SendUpdatedServerDetailsToSteam every display frame
Fix: effects/shell_eject_small.lua isn't always visible over weapons
Fix: chamber position of cannon and minigun
Fix: crash when opening mod list in lobby
Fix: AddResources not registered as a script function
Fix: GenerateCrashDump can reference garbage commander mods
Fix: subscribed training missions don't appear until the game is restarted

Remove: holiday theme

[h2]Release 2020-01-24a Changelist[/h2]
Add: SpawnCircle and SpawnLine functionality in release build

Optimise: Sprite holds a pointer to the sprite prototype (mSpriteProto)
Optimise: fast-build doesn't need to iterate device and weapon upgrades to adjust build duration

Fix: sometimes weapon head disappears, maybe causing other graphical glitches
Fix: (Buster) can't easily add depleted uranium to modded weapons
Fix: (Buster) DU howitzer and warhead trails are too short
Fix: (Phantom) construct/complete effects execute for enemy when building cloaked weapons
Fix: players can delete maps to eliminate them from ranked map selection
Fix: removed pack files can be left behind by Steam, causing desyncs in multiplayer
Fix: fast-build increases the build time of short build duration devices
Fix: infinite loop crash when invulnerable struts queued for destruction receive splash damage
Fix: firebeam doesn't turn depleted uranium rounds incendiary
Fix: damagedmissile2 DU projectile has green trail, making it hard to identify
Fix: there are two versions of MakeFlamingVersion with different semantics of the trailEffect parameter
- trailEffect is now the fully formed path

Improve: short video captures are ended by pausing

Fix: players can play beyond ranked match limit by mashing start
- quit lobby as soon as ranked match limit is found
Fix: desync when an isolated node with a standin link bounces off a strut
Fix: PhysicsManager::EMP can attempt to disable standin links
Fix: PhysicsManager::ExtinguishFire can attempt to extinguish standin links
Fix: cursor missing after video recording

Thanks for playing Forts!

Cheers,
EWG

Forts/Moonshot Update 1.5 - Multiplayer Training Missions


G'day forts fans! We're back with the two in a one-two punch of updates. As well as the usual fixes and optimisations, Update 1.5 comes with the new multiplayer training missions.

[h2]Multiplayer Training Missions[/h2]
With many new players expected over the holiday season, we though it high time we gave rookies a helping hand in getting up to speed with the techniques of online multiplayer combat, thus the multiplayer training missions.



After heading to the Multiplayer section of the game, you will find a Training tab next to the Online and Local tabs. This is where the training missions live. We have added three new missions aimed at teaching new players some of the common skills employed in the meta game. This new feature comes with a new environment set Training Ground, complete with all new props, Gunner Sergeant character and ambient sound effects.

[h3]Training Missions[/h3]
  • Anti-Air - Survive against three AI forts for ten minutes. Construct anti-air defences to protect your fort against the enemy swarms and warheads.
  • Cross-bracing - Discover the benefits of cross-bracing or die. You have less than a minute to reinforce your base before the enemy blast-doors open and hell is unleashed.
  • Rush - Keep getting hit with swarm missiles before you've strapped on your helmet? Learn how to rush swarm missiles before the timer runs out in this training mission.

Don't see a mission relating to a common n00b shortcoming? Build your own! Yes, training missions can be built by the community and added via the Steam Workshop integration. Simply add 'Training = true' to your mission script. This will prevent it showing up anywhere else, so make sure to record the AI for it before doing this. Sadly, we cannot supply localisation for play made training missions, but do encourage volunteers and collaborators.

[h2]Cheating in Ranked[/h2]
Recently we found evidence of three players cheating in 1v1 ranked multiplayer. These players have had their scores for this season reset, and if they manage to achieve a top 20 position they will be ineligible to receive a medal in either 1v1 or 2v2. The flaw allowing them to cheat has been fixed.

Our team is very small, so incidents like this take valuable time away from more exciting work such as new features and content. If you know of anything going on, please let us know.

[h2]Release 2019-12-19a Changelist[/h2]
Add: Christmas theme
Add: Multiplayer training missions (Anti-Air, Cross Bracing & Missile Rush)
Add: \block_info command to track down symmetry errors
Add: capture point mode technical winner determination for ranked disconnections
Add: error logging for mod sound bank loading
Add: warning sound and taskbar flash when lobby goes AFK

Improve: make 'Lock teams' apply before game as well as during (off by default)
Improve: Load device and weapon sprites before configuration to allow re-use of sprites regardless of order, logging disabled

Optimise: remove DDS version of splash screen and updated PNG version to reduce load time
Optimise: pre-allocate mDevices::mNodeEffects to eliminate the need for copying in Device::Clone
Optimise: GetNodeCountSide and GetNodeAtIndexSide
Optimise: CompositeSprite::AddNode reserves space in child lists to avoid reallocation
Optimise: Link::UpdateCladBothSides doesn't need to recurse if test already passed

Fix: duplicate instances Forts are possible (now brings existing instance to foreground)
Fix: crash when attempting to convert an invalid strut
Fix: crash when observer cycles selected device by key
Fix: crash when upgrade index is invalid due to duplicate device savenames
Fix: data desync caused by permanent non-preloaded effects
Fix: PhysicsManager::CapsulesIntersect returns an invalid position if the two midpoints are coincident
Fix: duplicate devices and material SaveNames can be created, causing issues
Fix: PhysicsManager::DrawLinkCladding accesses invalid third node
Fix: overlap of replay compress thread and join compress state can cause a host crash when someone joins
Fix: crash when interacting with background structures
Fix: crash on joining when desync_detected refers to unknown client
Fix: SetBlockFlags did not handle several flags (now shown in scripts/shapes.lua)
Fix: weapons can flip when their platform participates in breaks
Fix: ReceiveCreateNodeMessage can use an invalid position for LineSegIntersectsWithDevices
Fix: desync when devices are placed on near vertical struts
Fix: Workshop mods receive an invalid 'path' when changing sprites based on faction
Fix: the cursor is visible while taking map screenshots in editor
Fix: A Bridge Too Far missiles hit the ground
Fix: dlc1_MP 12 3v3 (Crossfire) symmetry error
Fix: anti-air AI sometimes leaves doors open when door is followed by solid strut
Fix: custom mod sound banks can fail to load first time
Fix: menu music starts at EWG logo rather than main menu
Fix: scripts replay desync when restarting campaign mission

From all of us have a safe and fun holiday season. Thanks for playing Forts!

Cheers,
EWG