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Forts/Moonshot Update 1.12



G'day Forts fans!

As you might know we update Forts every two months, roughly coinciding with the ranked multiplayer season to avoid upsetting the balance mid-season. Today's update is aimed at quality of life, accessibility and correcting various issues big and small.

The headline item is that you can now access the options screen directly from the in-game pause menu, including during a multiplayer match. That means you can adjust sound volume, turn off weather and reactor flashes, change key bindings, etc. without ending your game.

Following Steam review feedback (yes, we listen!), tool tips for all of the buttons on the HUD and context menu have been added. This includes showing the name and details of the material or device of the context upgrade button, including for those not yet available to build.

To aide debugging, the game will now write temporary construction to the local replay. This will make it much easier to track down and fix some desyncs. Down the track this will pay dividends in improved stability.

The only balance change is that mini-guns have been removed from hanging forts to better standardise all starting forts, and to eliminate having to defend turbines from early attacks.

Reload animations have always been fragile, since they must correspond exactly with the reload period. This is no longer the case: we have split the start (Reload) and end (ReloadEnd) of the reload animation. The game will automatically start the ReloadEnd animation at the right time to match the reload period. This has the welcome side effect of making weapon reload look quite slick when the rapid-fire mod is enabled.

Existing animations with the Reload state only will still work, but mod authors are encouraged to split their animations. The last frame of the Reload state should be the wait frame, and have an extended duration, such as 120 seconds, to allow for a wide range of reload periods without glitching. See the "laser-barrel" sprite in data/weapons/beamlaser.lua for an example. Also, you can remove any script than manually updates compliant animation frame durations to target a new reload period.

Finally, a significant bug in the multiplayer pause system has been fixed. This may have at times made the game appear to lag badly.

We hope you enjoy this update, and invite you to provide feedback here or via the Official Forts Discord.

Cheers,
EWG

[h2]Changelist 2021-06-08[/h2]

Add: options screen to pause menu
Add: tooltips for context buttons: repair, scrap, move, enable anti-air, portal switch/passthrough/disconnect
Add: tooltips for material & device context conversion and upgrade buttons
Add: tool tips for remaining HUD buttons, using existing tool tip mechanism
Add: write standin node and link construction to replay and reproduce them during replays
Add: standinreplay console variable to control playback of standin commands
Add: \compact_devices command to make device ids sequential
Add: \debug_workshop command to log out current internal workshop state

Balance: remove miniguns from hanging starting forts

Improve: reload animations can automatically adjust to ReloadTime, and don't require new sprites for commanders
- split reload animation into Reload & ReloadEnd, trigger ReloadEnd automatically at the correct time if it exist
Improve: reduce size of cost and time text on context menu
Improve: resaved several maps to clean up preview images and fix camera positions
Improve: show device/material description when rolling over context menu
Improve: update all standard AI forts to use simple format
Improve: save imported forts as simple format to avoid invalidation when detailed format changes
Improve: local, non built in maps are no longer visible or selectable in non-private MP lobbies
Improve: display a warning if local non-built in maps/mods are selected in private MP lobbies
Improve: log a console error if a map is selected that contains local mods that cannot be found
Improve: (Console) trace functions can handle newline characters correctly
Improve: (Console) trace functions have increased buffer size from 512 to 1024
Improve: if player was winning on ranked disconnect, don't show defeated pose
Improve: if no clear winner, don't show both commanders having defeated pose
Improve: it's possible to cycle materials while previewing an extrusion
Improve: increase IntenseEndThreshold to reduce lingering intense music when action stops
Improve: increase responsiveness of music intensity to the action
Improve: (Laser) eliminate delay before reload animation starts
Improve: remove any standin links at start of PhysicsManager::BreakStructure to eliminate potential for interference
Improve: reduced lobby name edit box width to match what's allowable
Improve: updated fmod to version 2.01.09

Fix: tips do not show
Fix: projectiles sometimes leak out of accelerators
Fix: (Console) trace functions can exceed buffer size, causing crash without dump
Fix: projectiles that are sinking into impact point can still intersect beams, spawning projectiles far into a structure
Fix: weapon close all doors context button doesn't show
Fix: weapon reload animations not restored correctly when seeking replay
Fix: struts highlight under cursor when taking map preview screenshots/cursor invisible
Fix: excessive scale variation in some rock and foundation sprite edges
Fix: terrain sometimes renders with large buggy surface sprites
Fix: edge set seeds are not set when using display lists, so actual randomisation doesn't match editor
Fix: lobby names and secondary fields can overlap in the server selection screen
Fix: disrupted warheads target a different location after getting damaged
Fix: upgrade detail doesn't show on context menu rollover when the button is disabled
Fix: bracing construction intersects with the stem line segment of devices, forcing it to back bracing
Fix: replay filenames overlap date
Fix: devices can be build underground when struts are coincident with ground
Fix: device Ids are lost when saving in the editor, causing issues when referring to device Ids in script
Fix: 'Upload in Progress' dialog is overlapped by the available DLC panel
Fix: (rules) RepairRate, FireRepairDegreesPerSecond, FireExtinguishEnergyPerSecond, RepairFieldSpeedFactor and RepairFieldSpeedFactorExtinguish can be negative or too small
Fix: (Howitzer) doesn't smoke when damaged
Fix: (Shield) when converting, materials can be stuck in transition when reconnected
Fix: (Deselect key) ignores 'Keep device selection', and always keeps it
Fix: (Warthog) animations are broken by shortened reload times
Fix: (Shockenaugh) explosive barrel description doesn't mention claiming structures
Fix: missing player disconnect message when a player quits after the match win/loss
Fix: nested mod issue with workshop mods, duplicating mods and generating console errors
Fix: when long door barrier materials get recessed they turn into a chain of back bracing
Fix: breaking by rotation can create a chain if replacement material has a lower max link length
Fix: reactor low music doesn't get played at appropriate times
Fix: if a client is in the pause menu when the host pauses, the simulation becomes jerky after it resumes
Fix: lobby names have no length limit, allowing lobby names that will be truncated
Fix: (Hurricane) activating while reloading causes animation to reverse
Fix: fire sounds can displace bullet impact sounds when there is a lot going on
Fix: (Moonshot, Lock Pick) incorrect polish translation in third objective

[h2]Changelist 2021-06-08b hotfix[/h2]

Note: this hotfix was erroneously made compatible with the original update, but caused desyncs with it due to the change to the music script. If the version shown in the main menu is still '2021-06-08' then please restart Steam to get this hotfix.

Fix: pause menu buttons can be pressed while options screen is visible
Fix: memory corruption sometimes resulting in a crash when restarting from instant replay
Fix: music can change to the intense state by scrapping structure
Fix: music.lua doesn't immediately end reactor low when seeking

Forts Ranked Multiplayer - Season 11 Champions!



G'day Forts fans!

Season 11 wraps up with some familiar names on top of the leaderboard. EtaN notches an unprecedented third consecutive title to go along with victories in tournaments XVII and XVIII. Is there anyone who can end this epic win streak?

If you ask our 2nd place finisher [DFC] Matteo the answer would most assuredly be "Yes." They've been neck and neck with EtaN this whole time and recently experienced some major breakthroughs. In April Matteo and his partner [DFC] Bobereto won the inaugural season of Reloflex's Pro League. And then in May at Josiah de Brueys Operation Mayrush 1v1 tournament he reached a major milestone, beating EtaN twice in the finals to take his first head to head victory as well as the title. Hot on their heels is [DFC] Firework who reaches the podium for the first time after placing 4th in both seasons 8 and 10.

While the top 3 receive Gold, Silver, and Bronze, all players finishing in the top 20 will receive a Season 11 medal. Congratulations!

On a more somber note, some very unsportsmanlike conduct came to light during the end of season audit. This included attempts to artificially influence match outcomes. Players engaging in such actions forfeit their ranking and face temporary or permanent bans.

1v1 Leaderboard
  1. EtaN
  2. [DFC] Matteo
  3. [DFC] Firework
  4. [DFC] felixwoelmuis
  5. Teutonick
  6. [DFC] Bobereto
  7. Finn
  8. alfq_
  9. Not 4 Hire
  10. Geiger
  11. mcc72k
  12. Liuhe
  13. von Eagle
  14. [DFC] Noha
  15. KillerGruetze
  16. Taichu
  17. MandalorianJedi
  18. LabyrinthSkY
  19. [DFC] Bowser
  20. sco


Season 12

Season 12 is now underway and will run through July 31st. Will your name be on the next list?

Discord

If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Cheers,
EWG

Forts Tournament XIX



G'day Forts fans!

We're excited to announce Tournament XIX will be held on June 5th, 2021 at 2pm CEST. This should be a much friendlier start time for our European friends. Everyone is still welcome to participate regardless of region of course. But you may find it somewhat early or late depending on your timezone. Never fear, future events will be held with other regions in mind too.

This event will be 2v2 co-op with a progressive map selection. Each round the map pool will expand to include larger and larger battlegrounds. In order to advance through the early rounds our competitors will need to demonstrate how well they can work together while sharing a single base. But to make the finals, their ability to each handle multiple bases will also be put to the test. Micro your way into macro!



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

  • Join the Official FORTS Discord
  • Your name on Discord and Steam must match
  • Inappropriate competitor or team names or logos will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 with your team name, roster, and team logo
  • Team names must be 12 characters or less, team logo should be 128x128 pixels.



WHEN

  • Tournament starts June 5th, 2021 at...
  • 5AM PDT (West Coast USA)
  • 8AM EDT (East Coast USA)
  • 1PM UTC/GMT (London)
  • 2PM CEST (France, Germany)
  • 10PM AEDT (Australia June 6th)


WHERE


RULES

  • 2v2 Co-op
  • Double elimination
  • 15 minute time limit
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Draws decided by core damage inflicted (total damage if same core damage)
  • 8 Teams max (Join quickly!)
  • No inappropriate player or team names or logos
  • Player Discord and Steam names must match
  • Team names limited to 12 characters
  • Check-in on Discord at least 15 minutes before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits, 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 Project Incursus With special commentator EWG Developer Nozehed
Lobby hosted by Salzwerk_tv who will also be providing a German language cast.

Observer Tools provided by Ximsa


THE BATTLEFIELDS

To be announced. Expect surprises...

Cheers,
EWG

Forts Tournament XVIII - 1v1 - Winners!



G'day, Forts fans!

On Saturday eight competitors entered Tournament XVIII and one undefeated champion emerged. Navigating a gauntlet including commander bans, an expanded map pool, and a fallen opponent battling back for a shot at redemption, EtaN adds yet another medal to a collection already filled to bursting. Congratulations!

And congratulations to our runner up [DFC] Matteo who came within a tenth of a second of plasma burn away from victory against EtaN in match 12. Firework, our third place finisher, was coming off a tournament fastest victory in match 11 with a time of 2:24 before falling to Matteo's comeback bid in a gritty slugfest that went the distance. The finals belonged to EtaN though, as once again Matteo's laser fell milliseconds short of turning the tide.

Adaptability and versatility were on full display as the players learned of their map and bans mere minutes before each match. The maps themselves were drawn from the ranked pool and submissions from Forts Map Making Contest II. With so much uncertainty to prepare for could they still bring their best to the competition?

The answer was a resounding "yes" and produced some of our most exciting matches to date. Dominance was displayed alongside epic comebacks. Ambitious gambles that paid off and calculated risks that wound up costing everything. Topping them all was an unbelievable coreswing never before seen in tournament play and perfectly executed.

A special shoutout to Ximsa, maker of the Observer Tools used during the tournament and now compatible with replays. All tournament XVIII match replays are available to watch in the Featured tab of your Forts Replays menu once you click Download. Attempt the epic coreswing at your own peril!

Thank you to all our competitors, the mapmakers from Forts Map Making Contest II, our hosts, Bobereto and Project Incursus and Special commentator Nozehed. If you missed watching live you can watch the recording on their channels BoberetoG Tournament XVIII cast and Project Incursus Tournament XVIII cast . Final results archived at the Tournament XVIII Challonge site.


[h2]Discord[/h2]
If you haven't already, join the Forts Official Discord for more information on mapmaking, modding, strategy, and a special upcoming tournament announcement.
Cheers,
EWG

Forts Tournament XVIII



G'day Forts fans!

After the 4v4 chaos of Tournament XVII we return to good old fashioned 1v1 action for Tournament XVIII. So much has changed since our last one-on-one event including the giant commander update and a new addition to the ranked map pool. Will we also see a new champion emerge?

This tournament will also feature an added twist, commander bans! At the start of each match both competitors will be asked to select the commander they would like to ban. The two banned commanders may not be chosen by either player for that game on penalty of immediate disqualification. Show off your versatility or collapse into a smoldering pile of rubble!

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

  • Join the Official FORTS Discord
  • Your name on Discord and Steam must match
  • Inappropriate competitor names will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 and say you would like to join


WHEN

  • Tournament starts May 1, 2021 at...
  • 1PM (PDT West Coast USA)
  • 4PM (EDT East Coast USA)
  • 9PM UTC/GMT (London)
  • 10PM CET (France, Germany)
  • 6AM AEDT (Eastern Australia, timezones make us sad too)


WHERE


RULES

  • 1v1 Death Match
  • Double elimination
  • 15 minute time limit
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Commander bans! Each player 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)
  • 8 Competitors max (Join quickly!)
  • Check-in on Discord at least 15 minutes before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits, 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 Project Incursus With special commentator Nozehed

THE BATTLEFIELDS

To be announced...TLDR

Cheers,
EWG