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Forts Ranked Multiplayer - Season 30 Champions!


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G'day Forts fans!


Congratulations to Helicopter, now one of only three people to win 3 seasons. With Silver is EtaN, another member of the 3 season club. And Firework in third with Bronze.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 30 Medal. Congratulations to all medalists as well!

Season 30 trivia - S31 update edition:
  • Mortars ruled the day but watch out because S31 machine gunners are getting smarter
  • Pinchfist and Firebird were meta in S30 but there's a new commander update in town for S31
  • Established maps like Hillfort saw very similar builds across all players, but S31 introduces 3 new additions the the map pool
  • One thing that hasn't changed, buzzsaws are real and they
  • will* hurt you if you sell critical metal


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[h2]1v1 Leaderboard[/h2]
  1. Helicopter
  2. EtaN
  3. Firework
  4. Dranistian
  5. Tristam0
  6. 打帅币
  7. a platypus
  8. 123
  9. [BOG]#Der Benzinpreisvergleicher
  10. Hallrassy
  11. Nokimia
  12. Woman
  13. klaualles
  14. Alesio
  15. Teutonick
  16. [LV20]IIOBELUTEL
  17. pur
  18. Poolboy
  19. kulipa0627
  20. RobberFox

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[h2]Season 31[/h2]
Season 31 is already underway and will run through September 30th. This season's map pool consists of the following battlefields:
  • Ledge Grab
  • Stalactites
  • Battlegrounds 1v1
  • Split
  • Crevice
  • Elephants

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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 Pro League - Season 4


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G’day, Forts fans!


Are you ready for Season 4 of the Forts Pro League? Now with Coop on Elimination and Choose your Fort. Everyone can sign up for the FPL group stage and registration opens on August 17th! Register your team on Challengermode and Discord following the instructions below.

Teams will be seeded into groups of 10 where they will face each other in a round robin format, with one match being played per week. Teams may schedule their match at any time during the week, but if they have not played by Saturday at 8pm utc they must contact a league official on Discord and make themselves available to play their match at this time. Any team not present will forfeit that match. At the end of this stage, the teams with the most points in each group will qualify for the playoffs, where the ultimate winners will be decided.

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When is it going to happen?

Signups for the FPL begin on August 17th and end on September 14th at 8pm utc. Opening day is September 21st at 8pm utc. The playoffs (tentatively scheduled for November 23rd 8pm utc) will be held once the round robin stage has concluded.
If you want to participate, make sure you are free on this date as well as the two weekends afterwards.

How to participate?

Everyone is eligible to sign up for the group stage of the FPL!

First, see the Forts Pro League Official Rules

Then form your team of two and meet the following requirements. Player names must be clearly readable and match on Discord, Steam and Challengermode. The maximum length is 16 characters for players and teams. Players are expected to use this name when playing all of their matches. Offensive player or team names and profile images will result in disqualification from the league. Players currently under ranked or multiplayer bans are also ineligible to compete.

Team tags must be 3 characters or less.

Team logos should be 128x128 pixels. Offensive images will result in disqualification.

How to join the Forts Pro League:
  • Click on the Challengermode link;
  • 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);
  • Return to the FPL Season 4 page;
  • Click 'Join Tournament' once again;
  • Choose your lineup and click 'Join';
  • Message @42scientist on the Forts Official Discord with your Team name, roster, team tag and logo. Also include the Discord and Steam ID's of you and your teammate.;
  • You are now officially registered in the Forts Pro League!

Team Capacitor
[CAP] Fred
(Link to Fred's Steam profile) [CAP] Max (Link to Max's Steam profile)
Sample entry with Team and Logo



What are the prizes for Pro League?

  • 1st place: $100

  • 2nd place: $50

  • 3rd place: $20


Prizes will be split equally between team members and distributed as a Steam gift card.

[h2]Where?[/h2]



[h2]Rules[/h2]

For more information on rules and match scheduling please read the Forts Pro League Official Rules

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

[h2]Streamers[/h2]

Project Incursus

Salzwerk

Communauté Forts FR (Gusteagle & Pile Rouillée)

Cheers,
EWG

Forts 2v2 Mod Showcase


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G'day Forts fans!


Forts has an amazing modding community and if you haven't checked it out yet you're definitely missing out. So we're taking this opportunity to highlight some of their most popular offerings on the Steam Workshop in the best way we know how. By holding a 2v2 competition of course, complete with prizes! Will the top Vanilla Forts players prove equally adept amidst the wild world of mods? Or is it time for specialists to shine? Join us on August 24th at 7pm UTC to find out!

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[h2]The Mods[/h2]
Landcruisers

Tanya's mod

Fortships

Nuclear mod

AEU (alex extra upgrades)

Pilotable planes

Birdies' guns

Extra stuff++

All matches also include the EXPLOSIONS vfx mod

At the beginning of each match there will be a coin toss with the winning team picking which mod will be played. That mod will subsequently be removed from the mod pool, so choose wisely.

Registration will open on August 11th at 7pm UTC. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode team, and then be invited on Challengermode

[h2]
Hosts:
[/h2]

Project Incursus Salzwerk CommunautéFortsFR Russian Forts

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On to the details.


When will Registration open?

August 11th 2024 at

  • 12pm PT (West Coast USA)
  • 3pm ET (East Coast USA)
  • 8pm BST (London)
  • 9 CEST (France, Germany)
  • 5am August 12th AEST (Brisbane Australia)

Entries submitted before this time will not be accepted. Once registration has opened the first 8 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?


How will players be seeded?

Seedings will be based on past results in official events and ranked seasons.


Prizes?

The prize pool is as follows:
  • 1st place $100
  • 2nd place $50
  • 3rd place $20

Prizes will be awarded in the form of Steam digital gift cards, divided equally between players of the team

If you have any additional questions please contact us on Discord.
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[h2]How do I join?[/h2]

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

  • Join the Official FORTS Discord
  • Your names on Discord, Steam and Challengermode must match
  • Inappropriate competitor names will not be accepted
  • Send a message on Discord to 42scientist with your CM team and Steam profiles, team name, tag, logo and roster
  • Team name must not exceed 16 characters, team tag must not exceed 3 letters
  • Team logo must not exceed 100kb (ideally 128x128)
  • Registration will not open until August 11th at 3pm ET (7pm UTC)
  • Maximum of 8 teams


WHEN



  • The mod showcase starts August 24th, 2024 at...
  • 12am PT (West Coast USA)
  • 3pm ET (East Coast USA)
  • 8pm GMT (London)
  • 9pm CEST (France, Germany)
  • 5am 25th of August AEST (Brisbane Australia)
WHERE
RULES

  • 2v2 Co-op on Elimination
  • Single elimination
  • 30 minute time limit
  • High Seas enabled when required by mod
  • Moonshot enabled
  • Tons of Guns enabled
  • Portals enabled
  • Commanders enabled
  • Coin flip winner chooses mod, each mod is then removed from pool
  • Draws decided by core damage inflicted (total damage if core health is equal)
  • Maximum of 8 teams
  • Check-in on Discord starts 1 hour before tournament
  • Late or absent players forfeit their matches
  • Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
  • Tactical sacrifices are allowed
  • Earthwork Games reserves the right to make changes to this event as needed
STREAMS
Project Incursus Salzwerk CommunautéFortsFR Russian Forts

THE BATTLEFIELDS


To Be Determined, will depend on the mods for each match



Cheers,
EWG

Forts - Commander Update 1.27


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G'day Forts fans!

We're back with a bumper update. This includes some much overdue balance changes for a slew of commanders implementing feedback from our great community, as well as a few much requested weapon stat tweaks. On top of that, we are excited to introduce the newest quality of life feature: Choose Your Fort. This is all topped off with our usual fixes and changes. Read on for more details!
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COMMANDER BALANCE



(buff) Passive: Projectile deviation increased by 20% -> Projectile deviation increased by 20% (No longer affects shotguns)

(buff) Active: Projectile deviation reduced by 65% -> Projectile deviation reduced by 65% (No longer affects shotguns)


(buff) Passive: NEW -> Rockets cost 10% less to fire.
(nerf) Passive: REMOVED -> EMP rockets send guided missiles back to their origin.


(buff) Passive: NEW -> Miniguns and shotguns damage against armour and doors increased by 5%.
(buff) Passive: NEW -> Warhead, Howitzer, Deck Gun, mortar, and Rocket explode with shrapnel.

(nerf) Active: REMOVED -> Snipers and AP Snipers fire EMP projectiles.
(nerf) Active: Depleted uranium projectiles are blocked by sandbags and shields -> Depleted Uranium projectiles are blocked by devices and shields.
(buff) Active: Depleted uranium projectiles deal 100% damage -> Depleted uranium projectiles deal 120% damage plus 25% against bracing.
(buff) Active: FIX -> Depleted uranium projectiles terminate prematurely when glancing struts.


(buff) Passive: NEW -> Shields can be 49% shorted and 20% longer.
(buff) Passive: NEW -> Shields warm up 20% faster.
(buff) Passive: NEW -> Shields have 100% more hitpoints.
(buff) Passive: NEW -> Shields cost 20% less to run.
(buff) Passive: NEW -> Shields open 100% faster than doors.
(buff) Passive: Shields opening distance matches doors.
(buff) Passive: NEW -> Portals can be 20% longer.
(buff) Passive: NEW -> EMP Rocket radius increased by 20%.
(buff) Passive: NEW -> EMP Rockets send guided missiles back to their origin.

(buff) Active: NEW -> Portal warm up time reduced by 75%.
(buff) Active: NEW -> Snipers and AP snipers fire EMP projectiles.


(nerf) Passive: NEW -> Receiving damage to bracing charges at 50% rate.
(nerf) Passive: Structure build speed increased by 100% -> Structure build speed increased by 50%.

(nerf) Active: Duration reduced by 10%.


(buff) Passive: NEW -> The Upgrade Center unlocks the Factory and Munitions Plant.
(buff) Passive: NEW -> Batteries can be upgraded.


(buff) Passive: NEW -> Machine Gun, Minigun, Buzzsaw, Flak and 20mm Cannon round period reduced by 0.04s.
(buff) Passive: NEW -> Repair Stations consume 20% less power.
(buff) Passive: NEW -> Super Mines consume 20% less power.
(buff) Passive: NEW -> Super Propellers consume 20% less power.
(buff) Passive: NEW -> Reactors produce 20% more power.

(buff) Active: Weapon reload speed increased by 100% (Does not affect swarms) -> Weapon reload speed increased by 100% (applies to swarm)


(nerf) Passive: REMOVED -> Shields cost 20% less energy to run.
(buff) Passive: AP minigun upgrade cost M125/E800 -> M100/E600.
(buff) Passive: AP minigun fire cost M30 -> M25.

(buff) Active: REMOVED -> AP Sniper reload increased to 10s

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CHOOSE YOUR FORT



Our latest feature addition is Choose Your Fort. Click on the icon in the map preview and you'll be taken to a new Select Fort screen. Hosts can specify who takes command of which fort via a handy drop down menu in fort panels, including AI. Other players can claim or request forts. The assignments are saved between matches.
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AngleOffset


Modders will be happy to hear about the addition of AngleOffset to projectile effects. This allows secondary projectiles to be spawned at regular intervals, with variation on that supplied by the existing StdDev value. This has been used on the flak projectile to produce a more even spread:
FlakDetonation =
{
Effect = path .. "/effects/flak_explode.lua",
Projectile =
{
Count = 12,
Type = "shrapnel",
Speed = 4000,
StdDev = 0.15,
AngleOffset = 0.5236
},
Offset = -120,
Terminate = true,
}

[hr][/hr]
[h2]Changelist dlc2 34 r17052[/h2]

Add: "roundperiod" variable on weapon fire fmod event to adjust pitch of Hurricane machinegun and minigun
Add: (Material parameters) CommanderReceiveDamageMultiplier for adjusting commander charge rate
Add: (Ranked) Split, Crevice and Elephants to map pool
Add: AddPrerequisite convenience function to devices/device_util.lua, used by devices/device_list.lua
Add: AngleOffset added to Projectile effect table for distributing projectiles evenly
Add: ChainEffect script function to projectile_list.lua to easily add effects to an existing one
Add: CollidesWithLikeMinAge projectile parameter to delay howitzer collisions
Add: ContentsLeft, ContentsTop, VisibleContentsLeft, and VisibleContentsRight layout variables for resizing panels to their content
Add: Forts can be selected and assigned to players and AI in the lobby

Balance: (Achitect active) Reduced duration from 24s to 21.6s (-10%)
Balance: (AP Sniper) no additional deviation over regular sniper
Balance: (Architect) material build speed increase reduced from 100% to 50%
Balance: (Architect) receives 50% less commander charge for taking damage to bracing and background bracing
Balance: (Armourdillo active) remove AP sniper reload adjustment (was 10s now 5s, -50%)
Balance: (Armourdillo shields) remove 20% reduced upkeep
Balance: (Armourdillo) Reduce build cost of AP minigun upgrade from M125/E800 to M100/E600
Balance: (Armourdillo) Reduce fire cost of AP minigun upgrade from 30 to 25 metal
Balance: (Buster active) depleted uranium damage increased from 15 to 18 (+20%)
Balance: (Buster active) depleted uranium damage multiplier vs bracing increased from 1 to 1.25 (+25%)
Balance: (Buster active) depleted uranium projectiles terminate at all devices, not just sandbags
Balance: (Buster active) remove EMP from sniper and AP Sniper
Balance: (Buster minigun) increase damage to armour and doors by 5%
Balance: (Buster shotgun) increase damage to armour and doors by 5%
Balance: (Buster) mortar2, rocket, turret, howitzer and rocket produce shrapnel
Balance: (Flak) Shrapnel projectiles are evenly distributed. Mostly.
Balance: (Howitzer) projectiles don't collide for 0.5s
Balance: (Hurricane active) reduced reload applies to swarm missiles
Balance: (Hurricane) increase reactor energy production by 20%
Balance: (Hurricane) reduce Repair Station upkeep from 10 to 8 (-20%)
Balance: (Hurricane) reduce round period of machinegun, minigun, buzzsaw, flak and 20mm cannon by 0.04s
Balance: (Hurricane) reduce Super Mine energy consumption from 10 to 8 (-20%)
Balance: (Hurricane) reduce Super Propeller energy consumption from 7 to 5.6 (-20%)
Balance: (many weapons) removed aiming arc scaling with view height
Balance: (Moonshine active) add EMP to sniper and AP sniper
Balance: (Moonshine active) reduce portal warmup from 12s to 3s (-75%)
Balance: (Moonshine portal) increased max length from 150 to 180 (+20%)
Balance: (Moonshine shield) decreased min length from 90 to 49 to match door (-45.6%)
Balance: (Moonshine shield) decreased post-disable warmup time from 12 to 9.6s (-20%)
Balance: (Moonshine shield) increased door open speed from 50 to 100 (+100%)
Balance: (Moonshine shield) increased hitpoints from 60 to 120 (+100%)
Balance: (Moonshine shield) increased max length from 150 to 180 (+20%)
Balance: (Moonshine shields) add 20% reduced upkeep (from Armourdillo)
Balance: (Moonshine) add return-to-sender missiles on EMP (from Seep)
Balance: (Moonshine) EMP rocket radius increased from 150 to 180 (+20%)
Balance: (Moonshine) increase shield door opening to match regular door
Balance: (Overdrive) batteries can be upgraded to 5000E capacity, 1E/s consumption
Balance: (Overdrive) Upgrade Centre unlocks Factory and Munitions Plant
Balance: (Scattershot) remove all projectile spread adjustment from Shotgun
Balance: (Seep) reduce EMP rocket energy cost to fire from 800 to 720 (-10%)
Balance: (Seep) reduce rocket energy cost to fire from 1200 to 1080 (-10%)
Balance: (Seep) remove return-to-sender missiles on EMP

Fix: (Buster active) depleted uranium rounds can be blocked by near parallel structure collisions
Fix: (Co-op on Elimination) Message panels don't always fit their contents
Fix: (CreateBlock script function) Crash when used outside of the map editor
Fix: (Deck Gun, Deck Gun 2) Recoil is divided unnecessarily since it is applied per projectile
Fix: (Dingo Breeder) blast doors don't fit the terrain perfectly
Fix: (Eagle Eye) Minigun and Flak scripts break mod compatibility by not including device_utility.lua
Fix: (Elephants) asymmetry near forts
Fix: (Lobby) Chat text overlaps scroll bar
Fix: (Ranked) Pause hotkeys and menu button partially operate for the host
Fix: (Ranked) Pause menu option appears for the host
Fix: (SetEffect) effect table is not copied, causing unintended changes when that table is modified later
Fix: (Split) asymmetry near forts
Fix: (Twin Derricks) Terrain near lower derrick can be mined
Fix: AI anti air targeting issues
Fix: Avoidance lists are not saved when individual entries are removed
Fix: Client disconnect message sometimes fails to send, making them appear to timeout
Fix: Crash when a join complete message is received after the world object has been destroyed
Fix: CreateNode can make a node with a position coincident with the linked one
Fix: Delay in downloading score after ping failure can cause match making to fail
Fix: EnableSound setting is applied permanently after temporary sound initialisation failure
Fix: Faction-CF isn't available for the Black Gold Motherlode mission when Moonshot DLC isn't owned
Fix: Incorrect heading font size on options screen and tooltips
Fix: In-game tips prevent lobby alerts from showing
Fix: Internal surfaces on some maps
Fix: Invalid score is used for ranked alert before all seasons are loaded
Fix: Lobby reads the commander's lua script every frame
Fix: Memory leak when device and weapon configuration scripts fail to load
Fix: Music track is duplicated during seeking and is heard even when paused
Fix: Nodes sometimes split remaining structure when breaking off struts
Fix: Penetrating projectiles don't terminate according to their effect's Terminate value
Fix: Ranked lobby closes when the client exits during the ping test
Fix: Recording at a lower frame rate with Vulkan results in an audio mismatched recording
Fix: Sometimes unable to exit after ranked ping test failure
Fix: Sounds are not paused during replays
Fix: Unable to use pause hotkeys in replay
Fix: Vulkan vs OpenGL offsetting issue
Fix: Workshop maps can't call dofile() on scripts in the map's path

Improve: (Console) Mute button is correctly right aligned
Improve: (Co-op on Elimination) add lobby icon to indicate when feature is enabled
Improve: (Co-op on Elimination) purpose made strings added for 'player joined' message box
Improve: (Lobby) Chat and mod panel layout
Improve: (Options) Use 'Automatic' for HUD and Menu dropdowns instead of longer strings
Improve: (Ranked) Deciding winner by reactor damage during disconnection involves a margin
Improve: (SetDamageMultiplier) add multiplyExisting parameter to adjust an existing multiplier
Improve: (SetEffect) add keepVisualEffect parameter to override gameplay aspects of an interaction only
Improve: (Spook) the enemy commander sprite no longer blocks mouse clicks
Improve: Node debugging shows link node ids and rotation angles at the node
Improve: Sandbox tip is hidden after 10 seconds
Improve: Shield & portal warmup period can be changed by commanders and reflected dynamically
Improve: The Graphics tab of the options screen is now a scrollable list

Remove: Bad sport, host kicking and host rage quit as valid options for reporting a player

[h2]Changelist dlc2 34b r17100[/h2]

Balance: (Achitect active) Revert duration to 24s (was 21.6s)
Balance: (Achitect) Revert material build speed to +100% (was +50%)
Balance: (Buster) Increase shrapnel duration from 0.5 to 0.65s (+30%)
Balance: (Flak) Shrapnel produced mostly forwards to better hit AA targets
Balance: (Moonshine) Increase portal length to allow feeding two into one (+20% to +21.4%)

Fix: (Overdrive) Battery upgrade has the incorrect construction sound
Fix: (Runway) Incorrect upgrade effect
Fix: (Runway, Runway2) Produce shells when fired
Fix: (Split) Asymmetry in ground behind forts
Fix: Audio channels accumulate when seeking replays, reducing performance
Fix: Infinite loop in fort allocation
Fix: Invalid reactor health if all forts on a side are set to AI
Fix: Machineguns fire too early at distant mortars with high trajectories
Fix: Moonshine translation error in Chinese
Fix: Console errors in fort select screen when the map isn't found
Fix: SetEffect in projectile_list.lua doesn't handle the effect parameter being nil

Improve: (Select Fort screen) Enemy fort assignment isn't visible, except to host with lock teams on

[h2]Changelist dlc2 34b r17104[/h2]

Fix: (Ranked) Crash when starting a match

[h2]Changelist dlc2 34c r17139[/h2]

Fix: Projectiles with PenetrationDamage > 0 without a Penetrate effect don't penetrate

[h2]Changelist dlc2 34d r17192[/h2]

Fix: Crash when device is ground only and inverted type is not
Fix: Cursor tool tip from lobby remains in the match
Fix: Desync when client downloads map after host has assigned forts
Fix: Host crash when client updates workshop item status after joining
Fix: Observer HUD panels are misplaced and overlapping in some replays
Fix: Players can be placed into the wrong fort when the map has neutral structures

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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 Tournament XXIX - High Seas 2v2 - Winners!


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G'day Forts fans!


Congratulations to team Kaktuskrieger, winners of Tournament XXIX!

klaualles (fresh off winning FPL S3) and Kriegseule's exceptional teamwork was the decisive factor in their victory upon the High Seas in Tournament XXIX. Whether on offense or defense it was coordination and mutual support that enabled their success.

Kaktuskrieger winning a laser duel vs Cannons Winner
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In second, Gusteagle and pile rouillée of team Up Grade Santé more than lived up to their reputation for all out aggression. Every base brought the maximum amount of firepower to bear in all circumstances.

Up Grade Santé unleashing a blitz against Grob's Attack
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And in 3rd place, team Cannons Winner subverted expectations with neither Helicopter nor Tar building a single cannon the entire tournament.

Cannon's Winner (offscreen to the right) down a base but about to level the match vs GYAAAAAAAAAAAAAT
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[h3]1st Place - $100 in Steam Gift cards[/h3]

Kaktuskrieger
  • klaualles
  • kriegseule

[h3]2nd Place - $50 in Steam Gift cards[/h3]

Up Grade Santé
  • Gusteagle
  • pile rouillée

[h3]3rd Place - $20 in Steam Gift cards[/h3]

Cannons Winner
  • Helicopter
  • Tar
Prizes split equally between teammates

[h2]Challengermode Bracket[/h2]
Tournament XXIX Bracket

[h2]Replays & VODs[/h2]

Thank you to hosts and casters Project Incursus and Salzwerk

Tournament replays are available in the Featured tab of the Replays menu in-game, and tournament videos are available below.

English cast with Project Incursus
[previewyoutube][/previewyoutube]

German cast with Salzwerk
[previewyoutube][/previewyoutube]

[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