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Forts Ranked Multiplayer Season 2 Winners and Update 1.4



G’day, Forts fans!

Today we're bringing you news of the result of the second season of Forts Multiplayer and a new update with a bunch of fixes, features and balance changes.

Season 2 Winners

Season 2 of Forts Ranked Multiplayer has just finished and it's been another hard fought fight to the top, with millions of bullets fired, thousands of players experiencing the power of gravity, and, when it comes to nukes, more drunks than a bachelor party brewery tour!

And so to the winners. In the 1v1 arena we're happy to announce that CNFT_DuskDawn has improved on his eighth place finish in season 1 to claim the top spot. Congratulations! In the 2v2 world, CNFT_LZjun has finished at the summit, adding the 2v2 gold medal to the 1v1 version he claimed in season 1. Well done!

As before, 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. CNFT_DuskDawn
  2. KnuffigesPuffi
  3. CNFT_zhang502
  4. 信仰彼方的喵哟
  5. CNFT_LZjun
  6. CNFT_W11AWA
  7. Moon_Red
  8. 魔魇大大
  9. Trekjeft
  10. Bowser
  11. pudy248
  12. CNFT_BlackBird
  13. sgitkene
  14. Aerocraft
  15. Carrie
  16. 年糕糕糕
  17. stupid noob
  18. Da_Lao
  19. 趋光
  20. 0fred0m
2v2 Leaderboard
  1. CNFT_LZjun
  2. CNFT_zhang502
  3. KnuffigesPuffi
  4. Emile-wa
  5. Fumishow
  6. Vecro
  7. 二营长
  8. Romerolagus
  9. Trekjeft
  10. 浅黄色的里程碑
  11. CNFT_HouCan
  12. 寒风
  13. CNFT_东方延绪

  14. bananamilk233
  15. gostho29
  16. Gutenews
  17. pokekoper
  18. ignis_pluvius
  19. kayden en boaz
Season 3 and Random Maps

Along with the balance changes listed below, Season 3, which starts now and ends on January 31st, will feature random map selection. This is to ensure players don't just sit on a favoured map with a favoured build order, but have to adapt to the battlefield they are given. Hosts can still chose between regular encounters and capture mode via a checkbox. In addition to this, we have made a few other changes to further streamline the ranked experience. Check out the changelist below to find out more.

Update 1.4

We're bringing a whole host of new features, balance updates and bug fixes to Forts, including cloud saves for campaign progress and settings, fullscreen HUD, and map filters.

For modders a universe of possibility has been opened up with fully featured scripting support. Just add script.lua to the root of your mod, add dofile("scripts/forts.lua") to the top and then treat it much like a mission script. Tutorials will be coming, but for now we have removed compilation on maps/03-weapons/03-weapons.lua, maps/02-resources/02-resources.lua and ai/ai.lua to provide some samples. We're also working on documentation of the scripting API. Alexc96161 has generously written a starter guide. Just remember to keep all of your state in the 'data' table, or you will cause errors and desyncs.

On top of this, weapons can now have multiple prerequisite combinations, multiple upgrades with customised context buttons, and material conversion buttons can be added to the context menu. ReloadTime has been simplified, just set ReloadTimeIncludesBurst = false and you'll find weapons easier to balance.

To help manage the increasing complexity of mods, we've added support for source control within mod folders. Basically, the game will filter out anything it doesn't recognise when updating, including any .svn or .git folders. These will not make it into the Workshop item, keeping size down for players.

Join us on The Forts Official Discord to get direct help from us and other modders.

There's much more in this update that can't easily be summarised, so please trawl through the changelist and see how much love we put into this update.



release 2019-12-01a changelist

Add: randomised map selection in ranked, selecting 1v1 or 2v2 maps depending on leaderboard, with button to select capture maps
Add: Steam Cloud support for campaigns and settings
Add: transition to steam id user paths to support cloud saves
Add: map list filtering
Add: expanded HUD for Material, Device, Weapon, Terrain and Prop selection
--- Hold "Q" to display (can be switched to toggle in Options -> Game)
Add: fully featured dynamic scripting for mods (script.lua from base folder of mod)
Add: support for using source control in mod folders
Add: support for multiple upgrades with customisable context buttons
Add: support for multiple prerequisite combos for devices and materials
--- e.g. Prerequisite = {{ "a", "b", "c" }, { "d", "e" }, { "f" }},
--- Upgrades can have Prerequisite independent of the base device
--- An empty upgrade prerequisite means nothing required, even if base weapon has a
requirement
Add: support for secondary (barrel) structures allocated to players and AI in TDM
Add: SecondaryForts mission script table to associate primary forts with secondary forts by IdPos
Add: SecondaryForts.AllocateRemaining to decide what to do with unallocated secondary forts
Add: validate select game files on startup, flag Steam to verify and restart
Add: script checksum system
Add: support for ground weapons without a forced angle
Add: alternative destroy effect when expiring (defaults to destroy effect)
Add: Scale variable to CompositeSprite node
Add: open medal links in the Steam overlay if available
Add: an alias for shortened field identifiers (e.g. FI_D -> FIELD_DISRUPT)
Add: RAY_HIT_FIELD enum to CastRayFromDevice results
Add: draw anchor positions & directions and outlines of all composite sprite nodes in editor for selected device
Add: Additive variable to CompositeSprite node
Add: data desync logging for prerequisite and upgrade differences
Add: show repair area effects during replays
Add: logging during World construction to narrow down silent crashes
Add: SplashForceIsGravity flag to specify projectile splash force is gravity
Add: 'Log' function support for building_materials.lua and projectile_list.lua
Add: console error logging to mod.lua and script.lua loading
Add: customisable material conversion buttons, defaulting to DefaultConversions when Conversions is missing
Add: MergeLists Lua function to easily extend DefaultConversions for a material
Add: portal warmup times to context menu buttons
Add: weapon_pack_skirmish to balance weapon_pack outside of the Moonshot campaign
Add: material SplashMultiplier parameter to adjust general vulnerability to splash damage
Add: DoorSpeedClose so doors can close at a different speed to opening
Add: include uihelper.lua in sprites.lua for convenient modding
Add: GetTeamCount and GetTeamId functions to enumerate teams
Add: TEAM_ANY value to forts.lua
Add: script functions to change block texture
Add: toSelf parameter to SendScriptEvent so it can target its own mod scripts
Add: AddResources script function to spend or gain resources
Add: OnShowResult script notification to allow boss missions to disable the pause menu
Add: show device bounds when in debug mode, without circles
Add: red icon for Phantom device move
Add: allow one more game with a player in 2v2 before being match limited
Add: new Workshop tag "Capture"
Add: SetDoorState script function for instant door manipulation
Add: a frame rate counter to the main menu for testing UI performance (enabled by UI.MainMenuFPS)
Add: ReloadTimeIncludesBurst flag to weapon scripts (defaults to true) to maintain mod balance

Improve: move field identifiers to projectile_list.lua
Improve: change FIELD_BLOCK_ANTIAIR to FIELD_BLOCK_FIRING (doesn't apply just to anti-air)
Improve: replace use of cos/sin/FastCos/FastSin with cosf/sinf for performance/accuracy
Improve: moved AddPrerequisite from DeviceManager to World for use by materials
Improve: move portal controls into the first row of the context menu for consistency with doors
Improve: HUD-Buttons-Blank*.tga context buttons for use as mod upgrade & conversion button template
Improve: make link and node debug text more readable but translucent to see what's under
Improve: split settings.lua into settings.lua (cloud compatible) and settings_hardware.lua (local hardware config)
Improve: replace upgrade display name search with SaveName search in EnableDeviceUpgradeOfType script function
Improve: reorder Add*Control functions to appear next to each other in documentation

Balance: increase range of mortars to be viable on long range maps (MaxFireSpeed +30%)
Balance: increase reload period of warheads by 4s to 25s (+19%)
Balance: increase shootdown radius of warhead from 10 to 14 (+40%)
Balance: increase charge period +10% and reduce active period of Overdrive -30% (~36% reduction overall)
Balance: shotgun sprays projectiles evenly
Balance: increase hitpoints of shotgun to withstand one sniper shot
Balance: increase hitpoints of smoke grenade to withstand one sniper shot
Balance: smokebomb projectiles can't be shot down
Balance: shields immune to 20mm splash damage
Balance: portal receives only 25% of normal splash damage to make return to senders more viable
Balance: increase repair station radius from 200 to 270 (+35%)
Balance: reduce repair station energy upkeep from 16 to 10 (-37.5%)
Balance: increase firebeam firing cost from 1500 to 2000 (+33%)
Balance: increase firebeam reload period from 14 to 17s (+21%)
Balance: reduce protruding door caps when fully open by half
Balance: increase open speed of doors from 50 to 70 to combat warheads at close range
Balance: tightened up human assist anti-air AI to react faster to threats
--- AntiAirPeriod reduced from 0.4 to 0.3
--- AntiAirMinTimeToImpact reduced from 1.8 to 1.5
--- AntiAirReactionTimeMin reduced from 0.375 to 0.2
--- AntiAirReactionTimeMax reduced from 1 to 0.8
Balance: reduce phantom move time from normal deconstruction of the device time to 3s
--- Can be modified with the DefaultMovePeriod rule
--- Can be overridden using the MovePeriod variable in device_list.lua or weapon_list.lua
Balance: reduce Phantom dummy weapon metal cost from 30 to 20 (-33%)

Optimise: replace RotateAboutAxis in SparkSet::EmitSparkAtIndex with GenerateRotationMatrix/RotateVec
Optimise: PhysicsManager::GetLinkCount counts primary links, rather than using visited flags
Optimise: Control::EvaluateLayoutScript avoids double recursion if current control has no scripted layout
Optimise: HUDItems::Initialise prevents re-evaluation of HUD item layout during runtime
Optimise: reduced size of file cache lookup key for workshop maps (stripped off local path prefix)

Fix: beams can collide with the same field or projectile more than once
Fix: beam segments drawn to field graphical position are incorrectly drawn when the beam survives
Fix: projectile types can collide that wouldn't normally when fired from different weapons
Fix: non-DisruptionBlocksFire Anti-air weapons are blocked
Fix: AI can shoot DisruptionBlocksFire weapons offensively through a blocking field
Fix: use of FastCos and FastSin adds error to sprite anchors and aiming gizmo
Fix: CompositeSprite nodes are drawn with invalid dimensions if frame image isn't found
Fix: munitions plant has an incorrectly set Scale value in its sprite
Fix: upgrade centre has a gap in the sprite
Fix: DeviceExists doesn't check for fully built, disabled or dummy (check existing usage)
Fix: potential crash when reading excessively long upgrade SaveNames
Fix: upgrade params are not included in device checksum
Fix: basic mesh projectile sprites don't have their Scale and Additive values set
Fix: background terrain surfaces are drawn in foreground in the map editor
Fix: struts on fire can be converted to other materials
Fix: fire can spread to bracing while being replaced
Fix: team extents not updated correctly when converting or mirroring a fort
Fix: device positions are not updated during structure mirror, affecting structure extents
Fix: weapon angles are not updated during structure mirror, causing aiming at strange angles
Fix: interleaving dynamic ground blocks (e.g. energy field) can corrupt edge sprite rendering
Fix: ambient.lua effect desync after player uses \set_background in map editor (loaded permanently instead of temporarily)
Fix: maps that don't set a FortGroup table are limited to 4 AI forts on each side
Fix: World::AllocateFortsToAI unnecessarily loops through all structure states
Fix: rope peg isn't included in cost of building a new rope to the ground
Fix: artificial increase to default FortGroups causes map flag caching to slow
Fix: device facing is mirrored with structure in map editor
Fix: desync when placing device on a perfectly vertical strut
Fix: shockwave 'construct' effect misplaced for sloping devices
Fix: desync when firing structure weapons with fixed angle
Fix: Weapon::AimWeapon has obsolete, incorrect and inefficient behavior
Fix: default Russian keyboard layout is JCUKEN which is less clear than QWERTY
Fix: desync when standin links connect to a bouncing node
Fix: weapon RoundsPerBurst, ReloadTime and RoundPeriod can be zero or negative
Fix: portal orientation desync: aiming depends on prior aim of weapon
Fix: auto portal orientation weapon aiming fails when weapons are in auto fire/reloading
Fix: effects within environment mods cause replays to desync
Fix: desync when connecting to a single floating node (e.g. in zero gravity)
Fix: incorrect structure breaks when connecting to isolated nodes
Fix: crash when alt-tabbing during shell initialisation
Fix: "rank" string in Chinese
Fix: math.random can be used to produce non-deterministic numbers
Fix: allow use of math.random in effects scripts only
Fix: blank mod is activated for built-in environments
Fix: memfile leak in ReadEnvironmentName when terrain file is the wrong version
Fix: the failure to load some textures goes without error message
Fix: ReadProjectileEffectMap crashes if non-string table keys are present
Fix: secondary projectiles can never collide
Fix: corrupt base2.pack can cause memory allocation crash
Fix: projectiles with IgnitesBackgroundMaterials = true pass through materials with a certain configuration
Fix: Splash defaults to true for Deflect effects
Fix: crash when spawning a secondary projectile that doesn't exit
Fix: Shockenaugh's explosive barrel can overlap devices
Fix: shockenaugh explosive barrel uses battery detail panel
Fix: base of cannon has factory colours during construction in some circumstances
Fix: commander Buster error messages for impact_howizter and impact_howizter_big sprites when dlc1_weapons is off
Fix: crash in HUD::AddToContextMenu2 if row exceeds the maximum
Fix: SetDamageMultiplierSpecific sets AntiAir multiplier only, instead of type parameter passed
Fix: cannon detail panel not updated with munitions colours in weapon_pack
Fix: crash when switching team in editor without a selection
Fix: door caps can be drawn beyond the link when fully open
Fix: AI can build devices up-side down (AttachDevice accidentally using direct attachment)
Fix: weapons facing backwards when seeking in replays
Fix: OnKey can cause Lua exceptions during cutscenes when advance button is mashed
Fix: on start up game doesn't load when not in focus
Fix: SetControlText doesn't use parent to disambiguate the requested control
Fix: GetChildName does no bounds checking
Fix: GetDeviceType returns NULL, potentially causing exceptions or crashes
Fix: MapOriginalNode logs nodeTeam when node doesn't exist
Fix: game switches to terrain edit mode in CreateBlock
Fix: teamChecksum[0] was not cleared after structure checksums
Fix: repair breaks weapon reload animations
Fix: devices can protrude slightly and suffer projectile impacts
Fix: pause menu shows in final Black Gold mission victory cinematic, UI can become unresponsive
Fix: F1 or ESC on final victory banner causes the video cutscene to be missed, and can lock controls
Fix: crash when right clicking on terrain with a unknown texture or edge type
Fix: crash when opening maps with the indo environment
Fix: AI keeping doors open, blocked by door cap but opens door any way
Fix: door cap collision in DeviceManager::FireWeapon and Weapon::OpenDoorsInFrontOf ignores modification
Fix: generated file caches break if no language is set up (i.e. release builds)
Fix: gData.UseEnglishMapNames inconsistencies (used in FileSelect::GetMapDisplayName, but not used in some other cached places)
Fix: Mod Moonshot icon issue wrt a circular status check when refreshing items
Fix: updated workshop items can have versioning issues if the itemversion.lua script is modified or rolled back
Fix: Prevent F2 re-opening HUD if force closed by GameOver or script call
Fix: Prevent mousing over bottom of screen re-opening HUD if force closed by GameOver or script call

Remove: dynamic screen files from old system
Remove: compiling of tutorial mission scripts so they can be used as scripting references
Remove: obsolete upgradeDisplayName in UpgradeParams
Remove: obsolete BeamImpactProjectile on magnabeam
Remove: isolated nodes after fire burns out the last strut
Remove: obsolete clouds layer and texture from desert environment
Remove: map selection, AI control and game mode control from ranked lobbies
Remove: host configuration grace period, to prevent "shopping" for favourable maps
Remove: compilation of ai.lua, 03-weapons.lua, and 02-resources.lua for use as scripting examples
Remove: dummy sandbags for Phantom
Remove: AI deliberately keeping doors open between shots (looks buggy)


Thanks for playing Forts.

Cheers,
EWG

Happy Hallowe'en!



Hallowe'en is now the season,
When things turn sinister,
And defy all reason.

Upon Forts does a pall descend,
Bringing a spooky landscape
And a haunted front end!

EWG goblins spent all their time
On art, music and code,
And very little on rhyme!

Haunted Main Menu


Cursed Landscape


Wishing you a happy Hallowe'en,
EWG

Forts Ranked Multiplayer Season 1 Winners


G’day, Forts fans!

Today sees the culmination of the first season of Forts ranked multiplayer. After thousands of battles, we have our champions of the 1v1 and 2v2 leaderboards. Congratulations to CNFT_ LZjun topping the 1v1 leaderboard after eighty eight. In the 2v2 arena, KnuffigesPuffi claimed the top spot. Well done!

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. CNFT_LZjun
  2. 2784724182速出加农
  3. KnuffigesPuffi
  4. CNFT_zhang502
  5. CNFT_BlackBird
  6. pudy248
  7. QASAklim_
  8. CNFT_DuskDawn
  9. 魔魇大大
  10. Romerolagus
  11. Kamen Rider Ab
  12. 喵呜~~~
  13. EreXiuM
  14. Zi_Min
  15. Jorge-Stoom
  16. tony
  17. Kamsta99
  18. Bowser
  19. Trekjeft
  20. 0fred0m
2v2 Leaderboard
  1. KnuffigesPuffi
  2. Emile-wa
  3. Grizz (Commend Meツ)
  4. JKS
  5. Gluflex
  6. Romerolagus
  7. QASAklim_
  8. АРБУЗ
  9. 2727342737
  10. 1075115010
  11. Баклажан
  12. 18302030633
  13. slibarmann
  14. 枫叶丶柚子茶
  15. DJ_lazysheep
  16. Monika_Chan
  17. oDa_
  18. CNFT_zhang502
  19. Red_Lhok
  20. BSKDragon
Season 2

In a bid to increase competitiveness on the leaderboards, we are reducing the duration of seasons to two months. Therefore, Season 2 will finish on November 30th. The leaderboards have been reset, the season starts now! To the battlefield!

Thanks for playing Forts.

Cheers,
EWG

Forts/Moonshot Update 1.3


G'day forts fans! We're back with another update for you, concerning some fixes and optimisations, and the introduction of in-game medals in preparation for the end of Forts Ranked Multiplayer Season 1 on September 30th.

This update also features some changes and additions for mod makers:
  • Projectiles now have a 'DeviceDamageBonus' variable which works just like WeaponDamageBonus.
  • The projectile DamageMultiplier table can now have "structure", "device", "weapon" and "projectile" entries that provide a catch-all for those categories, if no specific SaveName matches what is hit.
  • The projectile Effect system has been extended with the addition of the 'Chain' variable, which contains a list of additional effects to execute. These do not apply additional damage but can spawn visual effects and new projectiles.
  • Projectiles now have 'EnemyCanTeleport' variable which is an alias for 'PassesEnemyPortals', but does not trigger Moonshot dependency for the mod.
  • Projectile vs projectile collision damage multiplier has been moved from the receiver using Direct, to the giver using AntiAir. This makes it consistent with other damage multiplier types, and allows damage to projectiles having the same name as their weapon to be differentiated.
  • Commander descriptions can be modified in-game using paths such as mods\\language-English\\mods\\commander-bpo-scattershot\\strings.lua.

See the sniper projectile in the base files for samples of DeviceDamageBonus and categorised damage multipliers. Further documentation will be coming.

Medals

Introducing the new Forts medals system. Upon the completion of the current ranked season, players placing in the top three of the 1v1 and 2v2 leader boards will be awarded medals to signify this achievement. Additional medals will be awarded for anyone else who placed in the top 20. A star on the corner of the medal indicates that older medals have been hidden. Simply click on the medals to see the full history. Medals will also be granted to Forts content creators and modders/map makers who meet the minimum criteria, with those owning Moonshot DLC getting a further medal with immediate effect. A developer medal will also be awarded to the developers. It's our game, so why not? :P

  1. 1st Place - Season 1 - 1v1
  2. 1st Place - Season 1 - 2v2
  3. 2nd Place - Season 1 - 1v1
  4. 2nd Place - Season 1 - 2v2
  5. 3rd Place - Season 1 - 1v1
  6. 3rd Place - Season 1 - 2v2
  7. Top 20 - Season 1 - 1v1
  8. Top 20 - Season 1 - 2v2


  1. Current Tournament Champion
  2. Workshop
  3. Content Creator
  4. Developer



These medals will appear next to the player's name, as shown, with visibility being specified in the game options screen (hide rank in lobbies) to avoid high ranked players getting kicked by fearful server hosts. Hovering over the medals pops out larger versions of the medal that can be clicked on to take the player to a specific destination, as described below.



Additionally, we have implemented a Trophy Cabinet section to the Ranked Match screen, for players to get an over view of their medals and bask in the glory of their haul in hi-res. This screen will also show placings from previous seasons.

Content creators with at least 100 subscribers can apply for a medal by emailing us at [email protected] (from the email address listed on your channel for verification purposes) with links to three videos featuring Forts for at least ten minutes each. Also include a link to your Steam profile to allow the game to identify you.

Applications for the Workshop medal are handled via this form. To qualify, you must have at least one Steam Workshop item with at least 1000 subscribers.

Changelist release 2019-08-30a

Add: medals for devs, moonshot owners, streamers, modders, and ranked and tournament winners with popup links
Add: Trophy Cabinet to show ranked season and tournament medals
Add: Season results with links to previous leaderboards and medals earned
Add: AgeEffectsOnExpiry to ProjectileParams to prevent spawning of projectiles
Add: Chain to CollisionActionParams for secondary impact effects to projectile collisions
Add: support for additive highlighting of Button controls
Add: DeviceDamageBonus to projectiles
Add: WeaponDamageBonus and DeviceDamageBonus can be negative
Add: SetDamageMultiplier and SetDamageMultiplierSpecific convenience functions to projectile_list.lua
Add: DamageMultiplier categories for structure, device, weapon and projectile
Add: "Retrieving Workshop Items" notice at top of map/mod select screens if waiting on initial workshop initialisation

Optimise: loading of file selection screens (maps, mods, replays)
Optimise: Workshop maps/mods are no longer parsed for ranked matches

Fix: DamageMultiplier between projectiles are broken (moved multiplier from damage receiver to giver, and from Direct to AntiAir)
Fix: ConvertStructure goes beyond no-conductive struts, preventing correct set up of team forts connected to neutral structures
Fix: invalid upgrades are accepted without error, and cause crashes
Fix: mods can cause devices to be inconsistent between Team1/Team2 and Passive/Active without warning
Fix: ground animations are not loaded from environment
Fix: actions can spawn new projectiles with no life span, allowing infinite loops
Fix: howitzer projectiles don't collide if they start within range
Fix: howitzer projectiles don't collide if they are trapped in a portal loop
Fix: crash when a client disconnects during a ranked game
Fix: crashes calling load callbacks when OnP2PSessionConnectFail is called during loading
Fix: handling of excessive ping doesn't score ranked matches
Fix: internal disconnecting client status gets spammed when receive timer times out
Fix: extrusion fails and can crash if a full extrusion material doesn't have a recession target
Fix: commander specific fmod events are not reliably loaded
Fix: leaderboard names can overlap right most columns
Fix: 'Unranked' text in RankedMatchScreen can overlap first column
Fix: damage to background structures creates inaccurate damage stats
Fix: invalid forces can be applied to structures when a weapon is blocked by an unowned device
Fix: ray damage isn't applied when a device is hit
Fix: remove defunct 'left click deselect weapon' option
Fix: rotate up/down by key allows weapons to aim and shoot outside normal range
Fix: ground edge sprites sometimes appear large and corrupted
Fix: materials with negative mass cause projectiles to slow down too much, sometimes producing infinite collision loops
Fix: mMaxSparks can be zero or negative
Fix: mSparksPerBurst can exceed mMaxSparks
Fix: forfeit message doesn't arrive when force quit in ranked
Fix: when other team forfeits ranked winner can be decided by damage
Fix: if host times out player doesn't score self in ranked
Fix: incendiary mortars don't clear smoke
Fix: dedicated host setting can be used in ranked games
Fix: Workshop maps could appear in player tab of ranked map select
Fix: dlc1_MP0 incorrectly marked for "FromScratch" map select tab
Fix: "AllowEdit = false" maps were not being displayed for copy in map edit select (now greyed out for edit mode)
Fix: item list index was used to track current selection when going back to map select, and can get out of sync if still downloading items
Fix: Chatroom Subscribe messages could incorrectly pick a local display name in certain circumstances
Fix: MultiplayerUnlocked settings flag now also checks against steam multiplayer stats

Remove: error message when forcing default recession target for materials
Remove: turn stiffness limit error into a warning to avoid dropping console

Thanks for playing Forts!

Cheers,
EWG

Team YouTube win FORTS Tournament XV!



G'day FORTS fans!

Huge congrats to the winners of FORTS Tournament XV - Team YouTube! felixwoelmuis and CronkhinatorYT (Germany) showed impressive skill and consistency to defeat runners up Gluffi Puffi (Switzerland) and Composite Rushes Engineers (France), who also showed impressive tactics.

Adding to the international flavour of the tournament, this was the first time there has been a large Chinese contingent of players. Recently dominating the leaderboards, it was awesome to see their strategies.

On the streaming front we had the sultry Project Incursus (USA) and vibrant Frazzz (Scotland) commentating with guest devs Nozehed (Australia) and Blammo (Argentina).

Incursus has generously provided an edited video of the tournament here.

Another big thanks also goes to 42 Scientist from the French [FR/Official] FORTS Communauté Véritable discord channel for organising all of the teams, players, and tournament ladder.

CronkhinatorYT also runs the German FORTS Community discord.

Replays from all Tournament XV matches are now available in FORTS in the replay selection screen under the 'Featured' tab. Just hit the download button to get them.

Here is the current FORTS Hall of Fame:



What happens after tournament 15? Stay tuned and find out :)

Thanks again to everyone involved and have fun playing FORTS!

EWG