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Forts Tournament XV


G'day Forts Fans!

Now that Moonshot has been out for over a month, we thought it high time to announce a new tournament, and see what new strats players have come up with.

This will be a 2v2 TDM tournament. It is being organised by the awesome [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages. As a new twist, the battle maps will be chosen by audience vote during the live stream. You can vote here.

The tournament stream will be hosted by the ever strategic Project Incursus and the effervescent Frazzz. With special guests Blammo and Nozehed, both of which are are on the FORTS development team.

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

  • Join the FORTS Discord
  • Send a direct message on Discord to 42 scientist#6023 saying your teammate and team name.
  • Your name on Discord and Steam have to match.
  • No long, obscure or offensive names allowed.
  • At this stage your team will be entered into the tournament bracket as a competitor.
WHEN

  • Tournament starts August 17th at...
  • 12pm (PDT West Coast USA)
  • 3pm (EST East Coast USA)
  • 8PM UTC/GMT (London)
  • 9PM CET (France)
  • 5AM AEDT August 18th (Eastern Australia)
WHERE
RULES

  • 2v2 Team Death Match
  • Single Elimination
  • 15 minute battle time limit
  • Maps chosen by audience vote
  • Ton of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Draws decided by core damage inflicted (total damage if same core damage)
  • 16 competitors max
  • No suicides
  • 2nd round is in capture point mode
  • 3rd round and Finals are normal best of 3 with capture point tie-breaker
  • Late or missing players instantly forfeit
STREAMS
Project Incursus Youtube Channel Smash Gaming Youtube Channel

THE BATTLEFIELDS
(chosen by viewers during the tournament)

CLICK HERE TO VOTE FOR THE NEXT MAP
  • Abyss 2v2
  • Balls 2v2
  • Vanilla Large 2v2
  • Stalactites 2v2
  • Wingman 2v2
  • Snow Leopards 2v2
  • Caverns 2v2
  • Up & Down 2v2
  • Close Quarters (Capture Points)
  • Punch-Up (Capture Points)
  • The Octagon (Capture Points)
  • Two-Way Street (Capture Points)
note: Earthwork Games reserves the right to make changes to this event as needed

Forts/Moonshot Update 1.2


G'day Forts fans! We hope you've been enjoying the game and getting amongst it for the first Forts ranked season. Having had a couple weeks rest after the intensity of the Moonshot launch, Beeman is back with some fixes and optimisations for you all. The map editor has received a few additions and tweaks, and Phantom gets a nice buff. Read on to find out more.

Changelist release 2019-07-25b

Add: capture point maps made symmetrical so they are available in ranked
Add: \set ground_snap 0 to disable ground snap in map editor
Add: \set block_details 0 to hide block text in map editor
Add: \set block_bounds 0 to hide block bounds in map editor
Add: draw selected block outlines and normals on top of any other blocks and extents for clarity
Add: Editor.Zoom.Min/Max in constants.lua to adjust zoom depth in map editor only
Add: increase mSortedEffects reserve from 1000 to 2000 to handle common peak

Balance: increase max link length of portal by 5
Balance: (Phantom) Cloaked weapons stay cloaked with damage, only become visible when destroyed
Balance: (Phantom) Can move devices as well as weapons. Excludes devices that cannot be scrapped (e.g. Reactor and Derricks)
Balance: (Phantom) Can place dummy devices
Balance: (Phantom) Dummies ignore tech and population cap requirements
Balance: (Phantom) Dummy devices/weapons do not apply splash damage, etc when destroyed, affect resource production or generate repair fields
Balance: (fast-build) decrease portal warmup time to 1s

Optimise: don't draw node extents, edges, normals, handles, or details for blocks off screen
Optimise: only ResolveMaterialTargets and CompactMaterialRenderOrder once for each material state
Optimise: Store reserves the maximum number of nodes to fill a minimum block allocation to avoid frequent reallocation

Fix: lobby chat history is unlimited, causing memory allocation and performance issues
Fix: if a client times out the host can cause every other client to desync by not queuing the disconnection message
Fix: Effects with invalid coordinates are accepted, causing memory corruption and crashes
Fix: reflected nodes can have their graphical position invalidated
Fix: crash in Weapon::Update and Weapon::DeserialiseSimpleData when projectile blueprint is NULL
Fix: extrusion can be broken after clients rejoin due to duplicate standin node ids
Fix: mod crash in ReceiveUpgradeDeviceMessage -> DeviceManager::DeviceSatisfiesPrerequisites when deviceBlueprint is NULL
Fix: mod crash in DeviceEditor::Update when blueprint is NULL
Fix: modders may change commander active material parameters that should be static
Fix: free particles with invalid position or indices can be added and drawn
Fix: weapons without a valid mProjectileBlueprint can attempt fire, beam weapons lock up
Fix: crash in Device::SetResourceAccount when device type is invalid
Fix: long Lua errors crash the game
Fix: when trying to connect to an incompatible version, the message telling the client this is ignored
Fix: in CommandInterpreter::HandleClientStatus, disconnected client is prematurely set to invalid, causing a warning message during correct handling
Fix: replays data desync when playing back games where Moonshot was disabled
Fix: Moonshot HUD is shown to non-owners outside of multiplayer Moonshot games
Fix: map editor colours are cluttered
Fix: host can spam Start in ranked to bypass the game limit test
Fix: when rejoining paused TDM simultaneously players can be given a co-op team and so have nothing to control
Fix: team 2 buster fires 20mm shells into team 1 shield, which hits a structure, you get a console error
Fix: 20mm particle accelerator crashes game (reduced load on effect system)
Fix: mPingReplies recording causing potential memory corruption or crash
Fix: start button can be spammed, sending network messages rapidly
Fix: (Black Gold) doesn't mark cutscene missions (first two motherload) as complete when proceeding
Fix: (Phantom) Dummy devices/weapons apply splash damage, etc when destroyed, affect resource production and generate repair fields
Fix: (Moonshot) weapons unlocked when restarting a campaign mission
Fix: (Moonshot) it's possible to connect through the top door in Missile Command

Remove: don't draw bounding boxes and circles for unselected blocks
Remove: file access operations in ReadImageFile and TextureManager::ReadTexture for speed and lower chance of crash
Remove: Siberia: Eastern Block from multiplayer map selection

Thanks for playing Forts!

Cheers,
EWG

Forts Moonshot Update 1.1 Tournament Links


G'day, Forts fans! It's been a couple of weeks since the launch of the new Moonshot DLC, and we couldn't be happier with the response it has received. So great to see so many servers with the blue Moonshot icon. Since launch, we've been busy listening to and responding to your feedback, the results of which are contained in this update.


Moonshot Invitational Tournament

Recently, we saw Moonshot get a thorough play through by some of Forts' experienced players in the Moonshot Invitational Tournament. The new features and weapons were deployed over the course of some 1v1 regular battles, 1v1 & 2v2 Capture Point matches, and rounded off with a 4v4 maelstrom including the hosts Frazz and Incursus. Check it out on one of these links!

Incursus Frazzz


Capture Point Template Map

We've added a capture point template map for those wanting to create maps for the new game mode. The map can be found under the name 'dlc1_MP0(Template - CP mode)' in the editor. We have also put together a guide to help you get started.

https://steamcommunity.com/sharedfiles/filedetails/?id=1776840476

Changelist for release 2019-07-05a


Add: option to hide rank in lobby
Add: Include capture point template (dlc1_MP0)
Add: season number and its dates to Ranked menu
Add: convert neutral portal structures to background throughout Moonshot campaign to avoid splash and emp issues
Add: increase max free particles from 1000 to 2000
Add: make brake power consumption proportional to strength
Add: BrakeLevels shifted +1 to be easier to understand (0 -> stop dead, 1 -> disabled)
Add: no-build block flag (Alt + C) for derrick areas
Add: no build flag to blocks to all derricks in capture maps
Add: portal destruction effect set to new effect adapted from shield destroy
Add: RequiresMoonshot set automatically when making a new map
Add: new RequiresVanilla flag that disables a mod when Moonshot is enabled

Balance: no fires lit and no solid damage if beam is moving fast
Balance: increase Magnabeam reload period from 14s to 28s
Balance: increase Buster charge time by ~30%

Optimise: convert meffect_list from a list to a vector to save making many small memory allocations
Optimise: reserve space for 1000 sorted effects

Fix: some systems can run out of memory due to integrated display drivers using application memory (double virtual memory available to 4GB)
Fix: crash when a projectile action spawns a new mesh projectile with none available
Fix: mesh projectiles can run out, temporarily preventing the spawning of new ones
Fix: crash when Armourdillo commander is used with Extra Stuff++ mod
Fix: crash in ClientManager::Update during replay when a mod change causes ClientData::mSelectedDeviceIndex to go out of range
Fix: another instance where out of range ClientData::mSelectedDeviceIndex can cause a crash
Fix: crash with invalid edge indices
Fix: copying ground blocks with custom envs textures & surfaces are lost and auto environmental effects are added incorrectly
Fix: field auto env effects in custom env are not created
Fix: when converting to another environment surface indices can become invalid or change into common surfaces
Fix: Ctrl + Delete crashes editor if environmental effect props are associated with any of them
Fix: after creating a new block with blank edges, it's hard to change the edges of the whole block
Fix: EMP and swarm missile projectiles collide with background portals
Fix: EffectsManager gets a large delta at the end of loading while World zeros it, causing many effects to expire
Fix: environmental effects don't have their lifespans extended, causing them to periodically expire
Fix: environmental effects expire if time is sped up
Fix: effect script and missile trail filename exceeding buffer limits can be used without warning
Fix: crash drawing rare invalid effects
Fix: debugging sprite on smoke projectile remains
Fix: smokebomb projectile sprite is missing
Fix: portals can be linked while/after changing materials
Fix: replacing materials doesn't instantly unlink portals or cancel warmup
Fix: Store::Load accessing NULL file that should exist (blocked by antivirus?)
Fix: portals can only be used once per frame per projectile/beam
Fix: new tech building descriptions not showing - device strings.lua files not commited to repository
Fix: It's possible to extrude rope from disabled materials (e.g. backbarrier)
Fix: mExtrudeMaterialIndex is invalid if Extrusion.DefaultMaterial is not found
Fix: You can build devices over new bracing that's been replaced with armour
Fix: Spy enemy resource panel is out of sync with the rest of the HUD
Fix: In 'Head in the Sand' and 'Fire in the Hole' if you upgrade mines they won't count towards the objective
Fix: missiles can be previewed upside down on 'Sever & Seize'
Fix: derricks in capture maps can be destroyed using portals
Fix: neutral portals are vulnerable to splash and emp, and behaviour is buggy when disabled by emp
Fix: weapon refire can be stuck repeatedly trying to fire against the edge of a door
Fix: in Mission 114 AI can't build foundations on the fissure between the ground and safe zone
Fix: can't build to a backbarrier foundation on Close Quarters
Fix: free particles are not cleaned up in CampaignScreen::ExitCampaign
Fix: Barrier material not invulnerable
Fix: incendiary projectiles fail to collide with ground when passing a non-flammable strut in the same frame
Fix: 'A Bridge Too Far' objective Don't attach to floating islands granted incorrectly
Fix: portals are enabled in height challenge
Fix: brake context button has a placeholder texture
Fix: negative and zero brake levels broken
Fix: sparks keyframes can be empty, and no warning is shown
Fix: Russian 'Unranked' translation overlaps rank category buttons
Fix: incorrect initial hitpoints at times, causing desync when repairs are attempted
Fix: extruding a shield over a ground device fails and leaves behind a standin-foundation, preventing further construction
Fix: ground devices can be placed below ground at the back in 'Lock Pick'
Fix: brake context menu doesn't show current state for 10%
Fix: Fmod falls back on nosound to allow players to play multiplayer when init fails
Fix: Desync when restoring some portals from keyframes
Fix: can't hit background devices in some situations
Fix: "Log into Steam and go online to use this feature" is overlapped with player and map columns
Fix: Background team blocks auto-orientation
Fix: crash when Moonshine extrudes portal over weapon
Fix: extrusion looks up active materials
Fix: when extruding a short portal preview works but construction fails (now substitutes bracing)
Fix: when extruding a long portal it fails without preview (now substitutes bracing)
Fix: extrusion fails if current selected material is too long (use support material instead)
Fix: attempt to link nodes to self when extruding large portal box
Fix: very short portal extrusions are possible and don't have previews
Fix: extrusions so short that the cross brace fail are common (increased minimum offset from 30 to 40)
Fix: weapon bounding box is not lifted at the base to allow placement near armour below, or retrofitting
Fix: big explosion missing when howitzer collides with a shield
Fix: flamingbuzzsaw is missing RayDamage
Fix: standard forts are out of date
Fix: crash when old chat lines with workshop icons are culled (unlimited history again)
Fix: crash when updating refire on weapon with no resource account
Fix: crash when showing very large production and capacity values for device tags

Remove: AlienFX lighting turned off by default to avoid crashes (now opt in)
Remove: 'avoiding writing keyframe due to paint required' console spam
Remove: extended block details for unselected terrain
Remove: near zero factor brakes
Remove: brakes reducing speed below BrakeMinSpeed threshold

Thanks for playing Forts!

Cheers,
EWG


Forts Ranked Season 1


G'day Forts fans! Now that the Moonshot DLC has been out for a while, we'd like to announce the introduction of Forts seasons for the ranked matches and leaderboard. Our intention with this to give the ranked scene some momentum and context, and do away with the stagnation an endless 'season' has created.

How it works
  • The leaderboards have been reset.
  • Starting today, July 1st 2019, seasons will run for three months.
  • At the end of each season, the first second and third placed players will be awarded medals in the form of in-game icons placed next to their name in the leaderboard.
  • Icons will be Gold, Silver and Bronze, and will have a number denoting the season in which the medal was earned.
  • Visibility of these icons in lobbies can be turned on and off, so as to avoid being kicked for being 'too good'.




We'd like to take this opportunity to say well done to the top placed players as of the old leaderboards, who are as follows:

Ranked 1v1
  1. samsam
  2. QASAklim_
  3. The Mouther 'Fudger'
Ranked 2v2
  1. 42 scientist
  2. trekjeft
  3. CronkhinatorYT

Looking forward to seeing some high level play, and who will be the champions of season 1! Leaderboards being reset in 3... 2... 1...

Thanks for playing Forts!

Cheers,
EWG

Moonshot Invitational Tournament


To celebrate the launch of Forts - Moonshot, several of Forts' experienced community members are taking each other on in an invitation-only tournament.

The tournament will consist of 1v1 standard battles, followed by 1v1 contests on new Capture Point maps, rounding out with 2v2 Capture Point encounters, all the while showcasing the new weapons and features of the DLC.

Date: Saturday 22nd June
Time: 12noon PDT / 3pm ET / 7pm UCT-GMT

Where to watch:

Incursus Frazzz

Hope to see you there, and thanks for playing Forts!
EWG

https://store.steampowered.com/app/1033530/Forts__Moonshot/