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Forts - High Seas Modding Guide & Medal Update



G'day Forts fans!

We hope you have been enjoying the new Forts High Seas content! We're hot on its' heals with a small update to facilitate the publication of a new guide to help all you modders out there who are keen to get to grips with the new High Seas features. We've also streamlined the medal system. Read on for more info...

[h3]Mapping with Water[/h3]
To make creating naval maps easy, we've added the new dlc2_template map for you to copy and edit within the Map Editor menu. We've also touched up The Forts Map Editor guide with the details you'll need to understand how they are put together. Look for the 'Making Water Maps for High Seas' section.

[h3]High Seas Modding Guide[/h3]
Our new water-based DLC has a bunch of new features that modders can tap into: ammunition to change weapon behaviour, orbital bombardment, bomber planes, build queues, dynamic terrain and more! If you are interested in making mods using this new functionality, read our new How to mod High Seas guide.

It comes with two companion Workshop mods to demonstrate the ammo system and orbital bombardment: Cannon Double Shot Ammo and Orbital 20mm Cannon Sweep Ammo.

The original modding guide, How to mod Forts, has been updated with new functionality that is not dependent on High Seas. The 'Device Upgrades', 'Beam Configuration', and 'Moonshot Only Features' sections have been modified. The 'ApplyMod' section has been renamed to 'Post Processing: RegisterApplyMod' and updated to reflect the current functionality.

[h3]Campaign Medals[/h3]



With a third official campaign recently added, we thought it worth rewarding those who have battled to the end of the campaigns. How it works is players who complete a campaign on normal or hard difficulty will have a 'silver' campaign complete medal added to their trophy cabinet and lobby name, effectively pimping out the existing DLC ownership medal where applicable. This will be blinged up with a 'gold' campaign complete version if the campaign is completed on normal or hard difficulty with all achievements attained.

[h3]Leaderboard & Lobby Revamp[/h3]



With the addition of new medals and some development bandwidth available, post-DLC launch, we have reorganised how player medals are displayed in the leaderboard and lobby screens. The way it works now is every unique medal type gets a spot next to the player's name. If a player has multiples of the same medal a star appears next to the most recent medal of that type, with all medals appearing in the expanded view, as seen here with the illustrious EtaN's collection.

https://store.steampowered.com/app/1811550/Forts__High_Seas/

[h3]Changelist - dlc2 18 r12703[/h3]

Add: MetalFireCost and EnergyFireCost to ammo types
Add: new control behaviour table support to projectile_list, "dlc2_control".
Add: (script functions) GetProjectileParamBoolByIndex, HasProjectileParamNodeByIndex, GetProjectileParamStringByIndex, GetProjectileParamIntByIndex, GetProjectileTypeIndex

Fix: (crash) weapons that change ammo type (beam/projectile) are not restored correctly because current ammo has not been restored yet
Fix: (crash) when showing weapon context menu and ammo type has no devices
Fix: (orbital laser) can't fire projectiles due to failure of trajectory resolution (add: FIREFLAG_DIRECTAIM)
Fix: (orbital laser) duration is not following the configuration
Fix: (The Coming Storm Pt2) no win when player has no propellers left, ship movement stalls and is past the buoy
Fix: (Sinking Nemo) rearmost sub becomes active during second cutscene
Fix: missing translations for some high seas campaign weapon unlock banners
Fix: non-consume ammo shows count
Fix: queue context button shows even if all ammo types are non-consume
Fix: when adding ammo to a weapon without ammo from a device, the default ammo context button uses that of the new ammo type
Fix: bad references to moonshot campaign and cutscene music
Fix: players medals can bleed over other columns in chatroom if they have long names and/or lots of medals (limit the number of medals shown)

Improve: Added improved medal stacking mechanics:
- medals belong to different groups (e.g. seasonal result, tournament champion, community tournament champion, etc)
- only the most recent Seasonal/champion medal for the group is shown in the condensed leaderboard view
- DLC Ownership and campaign completion medals are now grouped, so campaign complete medal is shown instead of the ownership medal
Improve: (Rolling Thunder) replaced Flaks with Machine Guns in normal scripts for more gentle challenge
Improve: DLC campaign medals now check for dlc ownership
Improve: dlc2_ammo_control mod now specifies the default non-campaign control ammo behaviour, dlc2_campaign2 mod overrides it for specific campaign behaviours
Improve: latest loc updates
Improve: ranked map pool for season 17
Improve: split control behaviour to a new mod, "dlc2_control_base", included by other mods to enable control projectile behaviours
Improve: steam DLC campaign achievements now check for DLC ownership

Remove: (ammunition from device) don't add default device consume dependency to self

[h3]Changelist - dlc2 19 r12708[/h3]

Improve: updated ranked pool to indicate which seasons each were in

Fix: (Hardpoint) crash when cursor goes into aiming arc
Fix: dlc_control_base mod spams debug text to log file

Remove: CONTROL_SPAWNCONVERTEDONLY support from dlc2_control flags (redundant flag)

[h3]Discord[/h3]
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.

Thanks for playing Forts!
EWG

Forts 2v2 Tournament XXIII



G'day Forts fans!

Did somebody say tournament?



Now that everyone has had a chance to explore the High Seas it's time to unleash that competitive spirit again. We can't wait to see what new strategies and tactics will emerge. And what better way than by holding a tournament?

Tournament XXIII will be a High Seas 2v2 Team Death Match event. In deference to the later starting time in some regions due to Daylight Savings we've chosen to go with 8 team single elimination this time around. It also allows us to increase the match time limit from 15 minutes to 20 minutes if the matches warrant. We'll make that decision after seeing how long the qualification matches last.

Speaking of qualifying it will be held on April 30th at 4PM ET as an offline event. We realize that this is short notice. If the number of entries falls short we may award 4 entries and reserve the remaining 4 spots for a second round of qualifying on May 4th. Should this happen competitors who competed in the first qualifying event would remain eligible to compete again for a second chance to earn a spot in XXIII.

Tournament XXIII itself will be held on May 7th at 4PM ET and hosted by Bobereto, Frazzz and Project Incursus along with special commenter Noze

On to the details.

How will qualifying work?

8 spaces for Tournament XXIII will be available. If the number of teams registering falls short of that number then 4 spots will be available and an additional round of qualifying will be held on May 4th (time TBD) where there remaining spots will be given out. Competitors who competed in the first round would still be eligible to compete again to earn a spot.

What format will the qualifier have?

This will depend on the number of teams registering. We may use a mix of single and double elimination depending on the final size of the tournament in order to fit time constraints. We may also give first round byes to the top seeds if there is asymmetrical bracket, such as 12 total teams.

Please note however. As before, both tournaments will also feature commander bans. At the start of each match both teams will be asked to select the commander they would like to ban. The two banned commanders may not be chosen by either team for that game on penalty of immediate disqualification.

Seeds? How will players be seeded?

With High Seas being new and no competitors having an established High Seas record, qualifier seedings will be based on aggregated results from tournaments, ranked seasons, and FPL placements, with more weight given to their most recent accomplishments.

Tournament XXIII will be seeded based on qualifying results.

If you have any additional questions please contact us on Discord.

[h2]How do I join?[/h2]

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

  • Join the Official FORTS Discord
  • Your name on Discord and Steam must match and include your team tag (see below)
  • Inappropriate competitor names will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 with your team name, tag and roster
  • Team names must be 12 characters or less
  • Team tags should be 3 characters
  • Qualifying teams will also be asked to provide a team logo (128x128 pixels)
  • Entries will be accepted up until the the start of the qualifying tournament, April 30th 4PM EDT
  • The qualifying tournament results will be used to fill and seed the Tournament XXIII slots
  • Maximum of 8 total participants for Tournament XXIII
Team Capacitor
[CAP] Fred
[CAP] Max
Sample Team and Logo


WHEN

  • Qualifier Tournament will be held April 30th, 2022 at...
  • 1PM (PT West Coast USA)
  • 4PM (ET East Coast USA)
  • 9PM UTC/GMT +1 (London)
  • 10PM CEST (France, Germany, sorry!)
  • 6AM AEST May 1st (Eastern Australia)

  • Second Qualifier Tournament (if needed)
  • May 4th
  • Time TBD

  • Tournament XXII starts May 7th, 2022 at...
  • 1PM (PT West Coast USA)
  • 4PM (ET East Coast USA)
  • 9PM UTC/GMT +1 (London)
  • 10PM CEST (France, Germany)
  • 6AM AEST May 8th (Eastern Australia)


WHERE


RULES

  • 2v2 Death Match
  • Single elimination
  • Best of 3 Finals if time permits
  • 15 or 20 minute time limit (see description)
  • High Seas enabled (no capture ammo)
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Commander bans! Each team selects 1 commander to ban at the start of each game
  • Failure to honour the bans will result in immediate disqualification
  • Draws decided by core damage inflicted (total damage if same core damage)
  • Maximum of 8 teams
  • Check-in on Discord at least 1 hour before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits or bugs 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 Frazzz Project Incursus With special commentator Nozehed

THE BATTLEFIELDS

Selected From Scratch maps included with Forts.


Cheers,
EWG

Forts - High Seas OUT NOW!!!



https://store.steampowered.com/app/1811550/Forts__High_Seas/

G'day Forts fans! The day is finally upon us. Forts new naval battle DLC Forts - High Seas is available to buy now! Raise the anchor with us and take advantage of the 20% launch discount, as well as discounts across the whole Forts library! Hit the link above for more!



Set sail on the United Navies’ battleships, carriers and dreadnoughts and combat the Pirate scourge in Forts’ second major DLC. With a brand new water system, new campaign, weapons, ammo system, HUD and soundtrack, High Seas takes the classic Forts physics-based fun to the next level of building, battling and causing bubbles!


[h2]NEW CAMPAIGN[/h2]

Five years have passed since famed scientist Professor Fred Capacitor disappeared mysteriously on the high seas. Now his son Max, who fights the battleships, carriers and dreadnoughts of the pirate horde as a captain in the United Navies, hears rumors of his father's fate, while on the hunt for a terrifying mega-weapon.

Features include:
  • 18 missions with unique backgrounds
  • Variety of mission types, such as:
    - Enforcement - Ships vs ships combat
    - Interdiction - Destroy enemy ships fleeing the area of operation
    - Boarding action - Take control of an enemy structure
    - Land vs Sea - Fort vs ship battle
    - Carrier strike - Bomb the enemy with ship-launched jets
  • Hostile & dynamic environments
  • Interactive graphic novel-style cutscenes
  • A refined learning curve that teaches the player new features and unlocked weapons mission-by-mission.
  • 20 skirmish/multiplayer maps.
  • United Navies HUD
  • New dynamic soundtrack


[h2]NEW ARMAMENTS[/h2]
Energy Dome
  • Creates protective energy shield against destructible projectiles.
  • Build low to protect against aircraft dropped munitions.


Harpoon
  • Fires Decoy ammo.
  • Fires Control ammo.


Runway
  • Launches Thunderbolt jets
  • Launches Nighthawk jets


Hardpoint
  • Upgradable to Deckgun
  • Upgradable to Orbital Laser


Deckgun
  • Fires high-explosive shells
  • Upgradable to 2 & 3 barrelled versions*
  • Switch between spread & focus mode
  • Requires Hardpoint


Orbital Laser
  • Fires Orbital Laser Sweep ammo.
  • Fires Orbital Laser Focus ammo.
  • Upgradable with aim assist.
  • Requires Hardpoint





[h2]AMMUNITION[/h2]
Decoy
  • The Squirrel. Lures and redirects enemy Swarm and Warheads.
  • Fired by Harpoon.


Control
  • Takes control of structures.
  • Fired by Harpoon.


Thunderbolt
  • Drops multiple explosive munitions.
  • Launched from Runway


Nighthawk
  • Drops high penetration, incendiary Paveway bomb.
  • Launched from Runway


Orbital Laser: Sweep
  • Laser beam moves across the target area.
  • Fired by Orbital Laser


Orbital Laser: Focus
  • Laser beam focuses on the target area.
  • Fired by Orbital Laser.



[h2]WATER TECH[/h2]

The classic proprietary physics engine Forts is known for has received a major upgrade with the addition of the new water system. Ships float with true buoyancy, listing to one side if off-balance. Any structure not connected to a reactor will sink to the ocean floor unless reconnected swiftly. The ocean surface features its own set of splash FX, water and bubbles particles, underwater explosions and sound effects. This tech opens up a whole new world of possibilities of gameplay and modding to an already very satisfying physics-based experience!

[h2]EXCLUSIVE HIGH SEAS FEATURES[/h2]

United Navies HUD
New in-game United Navies HUD for your enjoyment.


High Seas Music
All-new soundtrack by Ella van Dyck, also available to purchase separately.
https://store.steampowered.com/app/1944190/Forts__High_Seas_Soundtrack/

Forts - High Seas Captains Challenge!



G'day Forts fans!

To celebrate the launch of the new Forts DLC High Seas we have invited Incursus and Frazzz to compete in a contest between Captains! Come along as they recruit sailors from our testing group to crew their ships. Then watch as the captains deploy their fleets against each other in a series of challenges armed with all the new content.

The captains will take turns challenging each other with scenarios and then it's up to our testers to make it happen. Do they want a sky full of planes? What about endless deckgun barrages? Or maybe lasers from the sky cutting boats in half. If there's something from the DLC that you're excited to see, be sure to let the captains know in their respective chats.

Also joining us will be Bobereto and Noze, who just might be persuaded to hoist a flag themselves.

[h2]Details[/h2]

https://store.steampowered.com/app/1811550/Forts__High_Seas/

[h2]When[/h2]
  • The Captains Challenge will be held March 25th, 2022 at
  • 12PM PDT (West Coast USA)
  • 3PM EDT (East Coast USA)
  • 7PM UTC/GMT (London)
  • 8PM CET (France/German)
  • 6AM AEDT March 26th (Eastern Australia)

[h2]Where[/h2]

[h2]Rules[/h2]
  • Captain's Orders!

[h2]Streams[/h2]

[h2]The Battlefields[/h2]
To be fought across both land and sea!

[h3]Discord[/h3]
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.

Looking forwards to seeing you on the High Seas,
EWG

Forts - High Seas DLC out March 25th!



https://store.steampowered.com/app/1811550/Forts__High_Seas/

G'day Forts fans! It brings us great pleasure today to be able to announce our new DLC, Forts - High Seas, launching on March 25th! Head to the Steam store page to wishlist!



Set sail on the United Navies’ battleships, carriers and dreadnoughts and combat the Pirate scourge in Forts’ second major DLC. With a brand new water system, new campaign, weapons, ammo system, HUD and soundtrack, High Seas takes the classic Forts physics-based fun to the next level of building, battling and causing bubbles!


[h2]NEW CAMPAIGN[/h2]

Five years have passed since famed scientist Professor Fred Capacitor disappeared mysteriously on the high seas. Now his son Max, who fights the battleships, carriers and dreadnoughts of the pirate horde as a captain in the United Navies, hears rumors of his father's fate, while on the hunt for a terrifying mega-weapon.

Features include:
  • 18 missions with unique backgrounds
  • Variety of mission types, such as:
    - Enforcement - Ships vs ships combat
    - Interdiction - Destroy enemy ships fleeing the area of operation
    - Boarding action - Take control of an enemy structure
    - Land vs Sea - Fort vs ship battle
    - Carrier strike - Bomb the enemy with ship-launched jets
  • Hostile & dynamic environments
  • Interactive graphic novel-style cutscenes
  • A refined learning curve that teaches the player new features and unlocked weapons mission-by-mission.
  • United Navies HUD
  • New dynamic soundtrack


[h2]NEW ARMAMENTS[/h2]
Energy Dome
  • Creates protective energy shield against destructible projectiles.
  • Build low to protect against aircraft dropped munitions.


Harpoon
  • Fires Decoy ammo.
  • Fires Control ammo.


Runway
  • Launches Thunderbolt jets
  • Launches Nighthawk jets


Hardpoint
  • Upgradable to Deckgun
  • Upgradable to Orbital Laser


Deckgun
  • Fires high-explosive shells
  • Upgradable to 2 & 3 barrelled versions*
  • Switch between spread & focus mode
  • Requires Hardpoint


Orbital Laser
  • Fires Orbital Laser Sweep ammo.
  • Fires Orbital Laser Focus ammo.
  • Upgradable with aim assist.
  • Requires Hardpoint





[h2]AMMUNITION[/h2]
Decoy
  • The Squirrel. Lures and redirects enemy Swarm and Warheads.
  • Fired by Harpoon.


Control
  • Takes control of structures.
  • Fired by Harpoon.


Thunderbolt
  • Drops multiple explosive munitions.
  • Launched from Runway


Nighthawk
  • Drops high penetration, incendiary Paveway bomb.
  • Launched from Runway


Orbital Laser: Sweep
  • Laser beam moves across the target area.
  • Fired by Orbital Laser


Orbital Laser: Focus
  • Laser beam focuses on the target area.
  • Fired by Orbital Laser.



[h2]WATER TECH[/h2]

The classic proprietary physics engine Forts is known for has received a major upgrade with the addition of the new water system. Ships float with true buoyancy, listing to one side if off-balance. Any structure not connected to a reactor will sink to the ocean floor unless reconnected swiftly. The ocean surface features its own set of splash FX, water and bubbles particles, underwater explosions and sound effects. This tech opens up a whole new world of possibilities of gameplay and modding to an already very satisfying physics-based experience!

[h2]EXCLUSIVE HIGH SEAS FEATURES[/h2]

United Navies HUD
New in-game United Navies HUD for your enjoyment.


High Seas Music
All-new soundtrack by Ella van Dyck, also available to purchase separately.