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Forts Modder Showcase: Landcruisers by DeltaWing

[p][/p][hr][/hr][h2]G'day Forts fans![/h2][p]
The Forts community has always been full of creative minds building everything from crazy new weapons to full blown gameplay overhauls. [/p][p]These creators shape how we all continue to experience the game, and they often do it out of passion.[/p][p]As a team, we've come to recognize how that passion can come with its challenges. We've heard the feedback, we understand the frustration, and we want to make sure our modding scene feels supported, appreciated and celebrated for what it brings to Forts.[/p][p]With that in mind, we are introducing the Forts Modder Showcase:[/p]
  • [p]A Monthly Steam Spotlight that highlights one community mod and its creator, sharing what makes their work special and how it came to be;[/p]
  • [p]A Modder Wall of Fame, on the Official Forts Discord, where we'll archive spotlights and provide all the necessary links to keep supporting your favorite modders.[/p]
[p][/p][hr][/hr][p][/p][h2]This Month's Spotlight: Landcruisers [/h2][h3](by DeltaWing)
[/h3][p][dynamiclink][/dynamiclink][/p][p]It's not every day a mod completely changes how you play Forts, but Landcruisers does exactly that.[/p][p]Instead of your run of the mill base-building, you're now building rolling, roaring machines of war. Using a mix of suspensions, engines, transmissions, and controllers, Landcruisers lets you take your fort on the move and rethink what "base defense" even means.[/p][p][/p][p][/p][p](I see you out there, jousting your artillery heavy forts | cr: georgiy15r)
[/p][h3]A chat with DeltaWing:[/h3]
[p]Greetings, my name is DeltaWing and I spend a large portion of my free time, in some capacity, writing code and modding. If there isn’t an official API, I’ll make one! My programming journey began back in high school - around 2017, I picked up Scratch and was immediately hooked. I had been playing Minecraft on and off since 2011, and even before that,I was always tinkering with construction toys or taking things apart just to see how they worked. Nowadays, I’m still assembling and disassembling, but in code blocks rather than toy blocks.[/p]
[p][/p][p]Q: What inspired you to start working on Landcruisers, in the first place?[/p]
[p]It’s hard to say. At the time, I was very into tanks. I had made a few stationary maps at that point that had resembled tanks, but they lacked a key element; movement! I can’t take credit for the concept, as the idea of Forts moving along the ground had been kicking around the community for a while; although the exact implementation details were up to me to figure out.[/p]
[p][/p][p][/p][p](Early Landcruisers prototype)
[/p][p]Q: How long has the project been in development, and what was the biggest technical hurdle?[/p]
[p]About two and a half years at this point. I’m still updating it when I feel the need to change or add a new feature. The largest hurdle was and is technical debt. That is to say decisions early on in the project actively make it harder to develop as time goes on. Landcruisers was my first step into collision detection math, and there are definitely things I’d do differently now.[/p][p][/p]
[p][/p][p]Q: If you could go back and give yourself, or a budding modder, one piece of advice at the start of this project, what would it be?[/p]
[p]I’d tell myself or them to look at existing solutions before starting and understanding the problem fully before trying to solve it. When I started, I had no idea what spring dampening was, for instance. In a lot of ways, Landcruisers was reinventing the wheel (pun intended); all of the problems I was attempting to solve at the start had already been solved in many ways prior in many different places.[/p]
[p][/p][p]Q: The Forts Community can be pretty passionate, what kind of feedback has meant the most to you personally?[/p]
[p]I love to hear thoughtful and constructive feedback! It also really makes my day when I hear about how people are playing with the mod.[/p]
[p]
[/p][p]Q: How do you balance listening to community feedback with staying true to your own vision for the mod?[/p]
[p]For the most part, I’ve been able to implement things to my vision without trodding on anyone’s toes. For example, the materials, I always envisioned some kind of material that is less cost effective as protection than bracing but offers greater structural strength. When I implemented structural beams, most were pretty happy with it conceptually. There was feedback around things like health, cost etc, but I’m happy enough to balance those values and I’m still able to fulfill my vision.[/p]
[p][/p][p]Q: Are there any features or experimental ideas you’ve been itching to try?[/p]
[p]Something I’ve been wanting to do for ages is implementing a proper traction system. Currently the wheels don’t actually spin, it’s just an illusion. Such a change would require rewriting the entire mod from the ground up though.[/p]
[p]
[/p][p]Q: Landcruisers briefly disappeared from the Workshop last month, and it sparked a lot of conversation. Now that it’s back in all of its glory, how are you feeling about returning to it and the community’s response?[/p]
[p]Essentially, I felt like I had lost control of my own project. I was starting to feel frustrated with the community. There was a trend of me only getting feedback when things were broken or people didn’t like changes. I wasn’t hearing about what I had done well. For instance, I had just implemented a brand new HUD. Pretty much spent 8 hours straight editing and tweaking it and creating new systems until it was in a place I liked and I hoped the community liked, but I didn’t hear any feedback on it whatsoever. Additionally, I felt torn between feedback as some peoples’ opinions directly conflicted with each other. And at the end of the day, I’m just doing this for free in my own spare time.[/p]
[p][/p][p]Q: What helped motivate you to bring Landcruisers back?[/p]
[p]I definitely wanted to bring it back in some capacity. For the most part, I felt like the time was right to return it to the community. Moreover, I understood that a lot of people had built their fun in their free time exclusively around the mod. There were also many maps and mods that had Landcrusiers as a dependency that failed to function properly once it was gone.[/p]
[p]
[/p][p]Q: Where can people find you?[/p]
[p]I sporadically post videos to my YouTube channel. This is mostly gaming footage, usually of things I’ve made. If you wish to support me, I can be found on Buy Me A Coffee. I haven’t set up any rewards… yet. The source code of most of my projects and mods can be found on Github if you wish to do your own tinkering! If you want to chat with me, the contributors and others that enjoy and play with the mod, you can join the Official Landcruisers DIscord Server here.[/p]
[p][/p][h3]Condensed Landcruisers Resources: [dynamiclink][/dynamiclink]GitHub | Sprites | Landcruisers' Discord | Support DeltaWing[/h3][p][/p][p]Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment, commending their mod on the workshop or contributing to their Patreon/Ko-Fi/Support Page.[/p][p][/p][hr][/hr][p][/p][h3]Join the Conversation:[/h3][p]You can find more community creations, or share your own, on the Official Forts Discord. [/p][p][/p][p](Check out the new #mod-wall-of-fame channel, under the 'Announcements' category, where we'll archive each feature and prominent Forts Modders.)[/p][p][/p][p]To be featured in the Forts Modder Showcase you need to: [/p]
  • [p]Have been awarded the Modder Medal[/p]
  • [p]Answer a Q&A and collaborate in good-faith [/p]
  • [p]Provide gifs/clips or images that best showcase your creations[/p]
[p]To start things off, we're featuring a few selected mods that have made a big impact on the community. In the future, we'll open the floor for modders to reach out and put their creations forward![/p][p][/p][p](Disclaimer: While the Forts Modder Showcase is a monthly feature, releases may shift depending on game updates, End of Season announcements, or FPL coverage. We’ll always aim to spotlight creators as regularly as possible!)[/p][hr][/hr][h3]
A Note from the Team:[/h3]
[p]Earlier last month, Landcruisers was briefly removed from the Workshop before being reinstated. We're grateful to Delta for his willingness to bring it back, and we understand that moments like this are a reminder of how much passion and personal effort go into community projects. Our goal moving forward is to make sure creators like Delta feel supported, heard, and celebrated for the work they do.[/p][p]
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come![/p]
[p][/p][p]Cheers,
EWG[/p]

Forts Pro League - Season 6 - Midseason event

[p][/p][p][/p][hr][/hr]
G’day, Forts fans!
[p][/p][p]Now that we are almost at the halfway point of FPL Season 6, we would like to show off some matches from the main stage.[/p][p][/p][p]Speaking of the main stage, it might also be the moment to remind everyone of the structure of this season, and speak a bit of what has happened so far![/p][p][/p][hr][/hr][p]
[/p][h2]When is it going to happen?[/h2][p][/p][p]Sunday 9th November 2025 at [/p]
  • [p]11am PST (West Coast USA) [/p]
  • [p]2pm EST (East Coast USA) [/p]
  • [p]7pm GMT (London) [/p]
  • [p]8pm CET (France, Germany) [/p]
  • [p]6am November 10th AEDT (Brisbane Australia) [/p]
[h2]What's the status of this season?[/h2][p][/p][p]As a reminder, this season uses the swiss bracket format: teams fight each other and are seeded depending on how many wins/losses they have so far.[/p][p][/p][p][/p][p]For example, on round 1 of the qualifier stage, team Price of Fame and team BadaBing both won their matches, so they were seeded in the same group for round 2. Conversely, team Howitzer mom and team canon express were seeded in the losing group for round 2.[/p][p][/p][p]The qualifier stage consisted of 3 rounds and has come to an end, with half the teams qualifying for the current main stage, the other half being eliminated from this season.[/p][p][/p][p][/p][h2]What's the program?[/h2][p][/p][p]We will be casting two live matches and a replay:[/p]
  • [p]Gonna Touch You (butterdog & Ryabzyck) VS Aachen United (Hopser & Alesio)[/p]
  • [p]GoldGoldGold (Julian & Nils) VS ro (Der Benzinpreisvergleicher & Klaualles)[/p]
  • [p]HazeOrb (Taretar & Taichu) VS Heroism (Luvi & Amiya) \[REPLAY][/p]
[p][/p][p][/p][p]Round 3 is currently ongoing, and is being updated live on Challengermode.[/p][p][/p][p]During the matches, casters will explain the ins and outs of the Swiss system, as will discuss significant matches which happened during previous rounds.[/p][p][/p][h2]Where?[/h2][p]
[/p][p]
[/p][h2]Streamers[/h2][p]
Project Incursus

Salzwerk

Baumständer

Korbi

Pile Rouillée
[/p][p][/p][p]Cheers, EWG [/p]

Happy Hallowe'en!


[hr][/hr]
[h3]Hallowe'en grows nigh,
We terrify the dark elves,
To stick to their word,
To get Firebird on the shelves!

With the end in sight,
They delight in its heat,
But until it’s done,
Everyone works until beat!
[/h3]

[hr][/hr]
[h2]Fiendish Fire Alarm[/h2]
Ghoulish grievers fill the fire alarm!
[hr][/hr]
[h2]Demented Reactor[/h2]
Souls burn for eternity in the demented reactor, unless unleashed if their tomb is destroyed!
[hr][/hr]
[h2]Blood & Studs[/h2]
It's raining blood in the Cursed Landscape. Which team are you on? Team Gargoyle or Team Skull?
[hr][/hr]
[h2]Haunted Main Menu[/h2]
Halloween themed front end image!
[hr][/hr]
[h2]Hallowe'en Party Crashers[/h2]
Skullbags, Witchy Warheads, Ghost clouds and Cobweb cladding & cables join the hallowe'en party!
[hr][/hr]
[h2]Cursed Landscape* & Corrupted Console**[/h2]
*Cursed landscape replaces 'Canyon' environment set.
[hr][/hr]
**Haunted HUD replaces 'Default' HUD skin. Toggle theme and HUD on/off in options.
[hr][/hr]

Wishing you a happy Hallowe'en,
EWG

Forts Ranked Multiplayer - Season 37 Champions!

[p][/p]
G'day Forts fans!
[p][/p][p]Congratulations to Julian, winner of Season 37. Taking second is Nils, and in third is zebdww. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 37 Medal. Congratulations to all medalists as well![/p][p] [/p][hr][/hr][h2]1v1 Leaderboard[/h2]
  1. [p]Julian[/p]
  2. [p]Nils[/p]
  3. [p]zebdww[/p]
  4. [p]finn gonna get top 3[/p]
  5. [p]Ryabzyk[/p]
  6. [p]Александр[/p]
  7. [p]Magi washed in cs2?[/p]
  8. [p]Доброе утро[/p]
  9. [p]7891[/p]
  10. [p]90315[/p]
  11. [p]ПОВЕЛИТЕЛЬ ХАЙПА[/p]
  12. [p]BiXel[/p]
  13. [p]srakoeb69[/p]
  14. [p]\[HYP] Domy[/p]
  15. [p]klaualles[/p]
  16. [p]\[BOG]#Kriegeule #Salzierteeule[/p]
  17. [p]Ynfynyty[/p]
  18. [p]\[BÄH] Hype[/p]
  19. [p]Diversant[/p]
  20. [p]bilibili_模组小白[/p]
[p][/p][hr][/hr][p]
[/p][h3]Ranked Statistics[/h3][p]- Steam sale strikes again as the global community surged.[/p][p]- Average match times increased this season as early offense waned.[/p][p]- Spook is once again the most popular commander, sporting the highest winrate as well.[/p][p]- Shockenaugh saw the greatest decline (5.1%) in popularity as Balls dropped off the rotation.[/p][p]- Ranked arbitration is here for Season 38![/p][p]Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
[/p][hr][/hr][h2]Season 38[/h2][p]Season 38 is already underway and will run through November 30th. This season's map pool consists of the following battlefields: [/p]
  • [p] Abyss[/p]
  • [p] Desert Ruins[/p]
  • [p] Ledge Grab[/p]
  • [p] Moorings[/p]
  • [p] Spirals*[/p]
  • [p] Stalactites 1v1[/p]
[p]*New to the ranked pool[/p][hr][/hr][h2]Join Our Discord![/h2][p]
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[/p]

Forts Update 1.34

[p][/p]
G'day Forts fans!
[p][/p][p]We've cooked up another update for you, this one long anticipated. The headline items are ranked arbitration and matchmaking by playtime.[/p][p][/p][h2]Ranked Arbitration[/h2][p]After much work the ranked arbitration server is now operating. It monitors the game clients as before, but now it determines the winner. Players who disconnect during the match will record a loss and the remaining player a win.[/p][p]We are hopeful that this change will improve the ranked competition significantly, and allow us to announce season results earlier.[/p][p]To celebrate this milestone we've added 'Spirals', a runner up map from the Forts Map Making Contest 2, to the ranked map pool.[/p][p][/p][p]Spirals by M4r0x has been added to ranked[/p][p][/p][h2]Playtime Matchmaking[/h2][p]Next, we've added a simple form of match making. Players are divided into three experience levels using their total playtime: New Players (0-50 hours), Advanced Players (50-200 hours), and Expert Players (200+ hours). These levels are indicated by one, two and three stripes.[/p][p]When configuring a lobby, hosts can now exclude those outside of one level equal to or above their own. Put another way, a new player can create a lobby accepting only new players, or advanced players, or expert players. An expert player can create a lobby accepting only expert players.[/p][p][/p][p]Set an accepted experience level for a lobby's public listing[/p][p][/p][p]In the Lobby Select screen the host's level is shown next to their name, and the level being accepted is shown in a column on the right. In the lobby the accepted level is shown next to the lobby name, in the case where a player does not match it their level is shown next to their name.[/p][p][/p][p]The host's experience level, and that accepted by the lobby are shown in the lobby select screen[/p][p][/p][p]Hosts can invite friends not in the lobby's configured level, but the level of these players is shown if it doesn't match the setting.[/p][p]And of course you can still make a lobby open to everyone.[/p][p][/p][h2]Other Highlights[/h2][p]The Smokebomb now blocks the Firebeam for almost its entire duration. This is to provide a better counter to the Mortar/Firebeam combo.[/p][p]Spook's active duration is a few seconds longer, but she takes longer to charge and steals less.[/p][p]Some functions that are called each tick and which bog down as the scene grows in complexity have been optimised. Replays which contain many screenshots are faster to browse in the replay menu.[/p][p]For modders, we've added a flag 'Mirror' to sparks and sprite effects so their direction can be symmetrical with respect to weapon facing.[/p][p]Cheers,[/p][p]EWG[/p][p][/p][h2]Change List 1.34.0 r20032[/h2][p][/p][p]Add: Matchmaking by play time[/p][p]Add: Ranked arbitration - disconnecting during match will cause loss[/p][p]Add: 1v1 map 'Spirals', runner up of the Forts Map Making Contest 2 by M4r0x
[/p][p]Balance: (Firebeam) Damage multiplier vs smoke reduced from 65 to 21 (-68%), making it more effective at blocking[/p][p]Balance: (Spook active) Duration increased from 20s to 24s (+20%)[/p][p]Balance: (Spook active) Resource theft reduced from 200 metal, 2000 energy to 150 metal, 1500 energy (-25%)[/p][p]Balance: (Spook) Increase GaugeAttackHitpoints from 8640 to 11088 (+28%)[/p][p]Balance: (Spook) Increase GaugeDamageHitpoints from 4050 to 4725 (+16%)
[/p][p]Fix: (Map editor) Right clicking on an underwater strut selects water terrain[/p][p]Fix: (Vanilla 2v2 MS) Terrain on cliff face can be attached to[/p][p]Fix: (Vanilla 2v2) Terrain on cliff face can be attached to[/p][p]Fix: Both Menu Skin and HUD Skin dropdowns can be opened simultaneously[/p][p]Fix: Can't sell devices after a move is interrupted[/p][p]Fix: Mute control doesn't work in some circumstance[/p][p]Fix: Projectile gameplay effects of special theme can be out of sync with base version, causing desyncs[/p][p]Fix: Resource limited team-mates can create struts at the same time[/p][p]Fix: Result at time limit sometimes incorrect[/p][p]Fix: Smoke produced from the destruction of the Smoke Bomb is destroyed instantly by Plasma Laser[/p][p]Fix: Sprite idle animations are stopped by reload[/p][p]Fix: Unsubscribed mods are activated via saved Skirmish settings[/p][p]Fix: Upgrading an overheated machine gun causes the minigun to be permanently overheated[/p][p]Fix: Ranked maps can be selected twice in a row
[/p][p]Improve: (Ranked) Spirals included in ranked pool from Season 38[/p][p]Improve: AddTextButtonControl and AddStaticControl add to the replay root if in a replay[/p][p]Improve: 'Draw' is displayed when there is no winner[/p][p]Improve: Fire effect sparks and sprite effects emission angles can be mirrored with weapon facing by adding Mirror = true[/p][p]Improve: Lobby alert popup works within menus and map editor[/p][p]Improve: Moved replay screenshot option to Video tab[/p][p]Improve: Set bounds to FramesRate, Oversamples, MinimumMass, FramesPerTick, TickLookahead and CollisionLookaheadDistance to limit abuse
[/p][p]Optimise: Checksum calculation and desync debugging[/p][p]Optimise: Loading speed of replay screenshots[/p][p][/p][h2]Change List 1.34.0 r20076[/h2][p]
Improve: Ranked matches are listed below lobbies with unmatched playtime limits[/p][p]Improve: Match making brackets are shown as tooltips in the lobby settings screen[/p][p]Improve: Increase expert bracket from 200+ to 300+ hours
[/p][p]Fix: Low frame rate in ranked matches[/p][p]Fix: Crash when instant replay fails to decompress[/p][p]Fix: Crash when lobby is full and change team panel is used[/p][h2]
Change List 1.34.0 r20112[/h2][p][/p][p]Fix: Spirals background is asymmetric, favouring side 2[/p][p]Fix: Desync when player connects to an isolated node[/p][p]Fix: Desync after ranked matches complete[/p][p]Fix: Host can fail to receive 'other player has forfeited' message when client forfeits in commander select screen[/p][p]Fix: Mashing escape while ranked opponent forfeits can cause soft lock[/p][p]Fix: Pausing as the game is won can cause soft lock[/p][p]Fix: Crash starting instant replay when weapon groups are set[/p][p]Fix: Crash when NULL node is passed to MarkStructureBreadthFirst via queue
[/p][hr][/hr][h2]Make Sure To Join Our Discord[/h2][p][/p][p]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.[/p][p][/p][p]Cheers,[/p][p]EWG[/p]