Forts - [DEV] Blammo

G’day, Forts fans!

Today sees the culmination of the first season of Forts ranked multiplayer. After thousands of battles, we have our champions of the 1v1 and 2v2 leaderboards. Congratulations to CNFT_ LZjun topping the 1v1 leaderboard after eighty eight. In the 2v2 arena, KnuffigesPuffi claimed the top spot. Well done!

These players will receive an in-game gold medal for their heroics, with the second and third placed players receiving silver and bronze medals respectively. On top of this, all players who finished in the top 20 will receive a medal to reflect that. The top 20 of each leaderboards are as follows:

1v1 Leaderboard
  1. CNFT_LZjun
  2. 2784724182速出加农
  3. KnuffigesPuffi
  4. CNFT_zhang502
  5. CNFT_BlackBird
  6. pudy248
  7. QASAklim_
  8. CNFT_DuskDawn
  9. 魔魇大大
  10. Romerolagus
  11. Kamen Rider Ab
  12. 喵呜~~~
  13. EreXiuM
  14. Zi_Min
  15. Jorge-Stoom
  16. tony
  17. Kamsta99
  18. Bowser
  19. Trekjeft
  20. 0fred0m
2v2 Leaderboard
  1. KnuffigesPuffi
  2. Emile-wa
  3. Grizz (Commend Meツ)
  4. JKS
  5. Gluflex
  6. Romerolagus
  7. QASAklim_
  8. АРБУЗ
  9. 2727342737
  10. 1075115010
  11. Баклажан
  12. 18302030633
  13. slibarmann
  14. 枫叶丶柚子茶
  15. DJ_lazysheep
  16. Monika_Chan
  17. oDa_
  18. CNFT_zhang502
  19. Red_Lhok
  20. BSKDragon
Season 2
In a bid to increase competitiveness on the leaderboards, we are reducing the duration of seasons to two months. Therefore, Season 2 will finish on November 30th. The leaderboards have been reset, the season starts now! To the battlefield!

Thanks for playing Forts.

Cheers,
EWG
Forts - [DEV] Blammo

G'day forts fans! We're back with another update for you, concerning some fixes and optimisations, and the introduction of in-game medals in preparation for the end of Forts Ranked Multiplayer Season 1 on September 30th.

This update also features some changes and additions for mod makers:
  • Projectiles now have a 'DeviceDamageBonus' variable which works just like WeaponDamageBonus.
  • The projectile DamageMultiplier table can now have "structure", "device", "weapon" and "projectile" entries that provide a catch-all for those categories, if no specific SaveName matches what is hit.
  • The projectile Effect system has been extended with the addition of the 'Chain' variable, which contains a list of additional effects to execute. These do not apply additional damage but can spawn visual effects and new projectiles.
  • Projectiles now have 'EnemyCanTeleport' variable which is an alias for 'PassesEnemyPortals', but does not trigger Moonshot dependency for the mod.
  • Projectile vs projectile collision damage multiplier has been moved from the receiver using Direct, to the giver using AntiAir. This makes it consistent with other damage multiplier types, and allows damage to projectiles having the same name as their weapon to be differentiated.
  • Commander descriptions can be modified in-game using paths such as mods\\language-English\\mods\\commander-bpo-scattershot\\strings.lua.
See the sniper projectile in the base files for samples of DeviceDamageBonus and categorised damage multipliers. Further documentation will be coming.

Medals
Introducing the new Forts medals system. Upon the completion of the current ranked season, players placing in the top three of the 1v1 and 2v2 leader boards will be awarded medals to signify this achievement. Additional medals will be awarded for anyone else who placed in the top 20. A star on the corner of the medal indicates that older medals have been hidden. Simply click on the medals to see the full history. Medals will also be granted to Forts content creators and modders/map makers who meet the minimum criteria, with those owning Moonshot DLC getting a further medal with immediate effect. A developer medal will also be awarded to the developers. It's our game, so why not? :P


  1. 1st Place - Season 1 - 1v1
  2. 1st Place - Season 1 - 2v2
  3. 2nd Place - Season 1 - 1v1
  4. 2nd Place - Season 1 - 2v2
  5. 3rd Place - Season 1 - 1v1
  6. 3rd Place - Season 1 - 2v2
  7. Top 20 - Season 1 - 1v1
  8. Top 20 - Season 1 - 2v2


  1. Current Tournament Champion
  2. Workshop
  3. Content Creator
  4. Developer


These medals will appear next to the player's name, as shown, with visibility being specified in the game options screen (hide rank in lobbies) to avoid high ranked players getting kicked by fearful server hosts. Hovering over the medals pops out larger versions of the medal that can be clicked on to take the player to a specific destination, as described below.



Additionally, we have implemented a Trophy Cabinet section to the Ranked Match screen, for players to get an over view of their medals and bask in the glory of their haul in hi-res. This screen will also show placings from previous seasons.

Content creators with at least 100 subscribers can apply for a medal by emailing us at info@earthworkgames.com (from the email address listed on your channel for verification purposes) with links to three videos featuring Forts for at least ten minutes each. Also include a link to your Steam profile to allow the game to identify you.

Applications for the Workshop medal are handled via this form. To qualify, you must have at least one Steam Workshop item with at least 1000 subscribers.

Changelist release 2019-08-30a
Add: medals for devs, moonshot owners, streamers, modders, and ranked and tournament winners with popup links
Add: Trophy Cabinet to show ranked season and tournament medals
Add: Season results with links to previous leaderboards and medals earned
Add: AgeEffectsOnExpiry to ProjectileParams to prevent spawning of projectiles
Add: Chain to CollisionActionParams for secondary impact effects to projectile collisions
Add: support for additive highlighting of Button controls
Add: DeviceDamageBonus to projectiles
Add: WeaponDamageBonus and DeviceDamageBonus can be negative
Add: SetDamageMultiplier and SetDamageMultiplierSpecific convenience functions to projectile_list.lua
Add: DamageMultiplier categories for structure, device, weapon and projectile
Add: "Retrieving Workshop Items" notice at top of map/mod select screens if waiting on initial workshop initialisation

Optimise: loading of file selection screens (maps, mods, replays)
Optimise: Workshop maps/mods are no longer parsed for ranked matches

Fix: DamageMultiplier between projectiles are broken (moved multiplier from damage receiver to giver, and from Direct to AntiAir)
Fix: ConvertStructure goes beyond no-conductive struts, preventing correct set up of team forts connected to neutral structures
Fix: invalid upgrades are accepted without error, and cause crashes
Fix: mods can cause devices to be inconsistent between Team1/Team2 and Passive/Active without warning
Fix: ground animations are not loaded from environment
Fix: actions can spawn new projectiles with no life span, allowing infinite loops
Fix: howitzer projectiles don't collide if they start within range
Fix: howitzer projectiles don't collide if they are trapped in a portal loop
Fix: crash when a client disconnects during a ranked game
Fix: crashes calling load callbacks when OnP2PSessionConnectFail is called during loading
Fix: handling of excessive ping doesn't score ranked matches
Fix: internal disconnecting client status gets spammed when receive timer times out
Fix: extrusion fails and can crash if a full extrusion material doesn't have a recession target
Fix: commander specific fmod events are not reliably loaded
Fix: leaderboard names can overlap right most columns
Fix: 'Unranked' text in RankedMatchScreen can overlap first column
Fix: damage to background structures creates inaccurate damage stats
Fix: invalid forces can be applied to structures when a weapon is blocked by an unowned device
Fix: ray damage isn't applied when a device is hit
Fix: remove defunct 'left click deselect weapon' option
Fix: rotate up/down by key allows weapons to aim and shoot outside normal range
Fix: ground edge sprites sometimes appear large and corrupted
Fix: materials with negative mass cause projectiles to slow down too much, sometimes producing infinite collision loops
Fix: mMaxSparks can be zero or negative
Fix: mSparksPerBurst can exceed mMaxSparks
Fix: forfeit message doesn't arrive when force quit in ranked
Fix: when other team forfeits ranked winner can be decided by damage
Fix: if host times out player doesn't score self in ranked
Fix: incendiary mortars don't clear smoke
Fix: dedicated host setting can be used in ranked games
Fix: Workshop maps could appear in player tab of ranked map select
Fix: dlc1_MP0 incorrectly marked for "FromScratch" map select tab
Fix: "AllowEdit = false" maps were not being displayed for copy in map edit select (now greyed out for edit mode)
Fix: item list index was used to track current selection when going back to map select, and can get out of sync if still downloading items
Fix: Chatroom Subscribe messages could incorrectly pick a local display name in certain circumstances
Fix: MultiplayerUnlocked settings flag now also checks against steam multiplayer stats

Remove: error message when forcing default recession target for materials
Remove: turn stiffness limit error into a warning to avoid dropping console

Thanks for playing Forts!

Cheers,
EWG
Forts - [DEV] Nozehed


G'day FORTS fans!

Huge congrats to the winners of FORTS Tournament XV - Team YouTube! felixwoelmuis and CronkhinatorYT (Germany) showed impressive skill and consistency to defeat runners up Gluffi Puffi (Switzerland) and Composite Rushes Engineers (France), who also showed impressive tactics.

Adding to the international flavour of the tournament, this was the first time there has been a large Chinese contingent of players. Recently dominating the leaderboards, it was awesome to see their strategies.

On the streaming front we had the sultry Project Incursus (USA) and vibrant Frazzz (Scotland) commentating with guest devs Nozehed (Australia) and Blammo (Argentina).

Incursus has generously provided an edited video of the tournament here.

Another big thanks also goes to 42 Scientist from the French [FR/Official] FORTS Communauté Véritable discord channel for organising all of the teams, players, and tournament ladder.

CronkhinatorYT also runs the German FORTS Community discord.

Replays from all Tournament XV matches are now available in FORTS in the replay selection screen under the 'Featured' tab. Just hit the download button to get them.

Here is the current FORTS Hall of Fame:



What happens after tournament 15? Stay tuned and find out :)

Thanks again to everyone involved and have fun playing FORTS!

EWG
Aug 3, 2019
Forts - [DEV] Blammo

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 - [DEV] Blammo

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 - [DEV] Blammo

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


Jul 1, 2019
Forts - [DEV] Blammo

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
Forts - [DEV] Blammo

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/
Forts - Valve
Today's Deal: Save 50% on Forts and its Soundtrack!*

Check out the brand new DLC Moonshot!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time
Forts - [DEV] Blammo

G'day Forts Fans! After much work over the previous 12-18 months, we're happy to say that Forts - Moonshot DLC is out! Read on to find out more or go straight to the store page!

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

Take command of the Combined Forces in their battle to beat back a resurgent Black Penguin Oil in Forts’ first DLC. Moonshot DLC features a whole new campaign, new weapons, features and commanders!

NEW CAMPAIGN
Fight to recover the moontech across the Pacific Rim, in four new theatres of combat, unlocking new weapons, and discovering new features.




ADVANCED ARSENAL
Buzzsaw

  • Shreds bracing and background bracing
  • Self-destructs after three shots
  • Requires: Workshop

Smokebomb

  • Blinds enemy anti-air defences
  • Prevents enemy construction and repair. Blocks laser weapons.
  • Requires: Armoury

Howitzer

  • Causes huge structural damage
  • Projectile has multiple hitpoints
  • Requires: Munitions Plant

Magnabeam

  • Attracts projectiles to point of impact
  • Requires: Factory

PORTALS
Discover all the new possibilities of attack and defence with the portal.


  • Link portals to pass weapons through
  • Switch direction of fire
  • Draws energy during operation

CAPTURE POINTS
Moonshot brings with it a new gameplay mode, requiring players to fight over battlefield derricks in order to activate the endgame.


  • Connect to a derrick to decrease points
  • The more derricks controlled, the faster the rate of depletion
  • Depletion of all points causes enemy blastdoor to open, allowing reactor to be attacked

COMBINED FORCES COMMANDERS
Marshal your fort with one of the new Combined Forces commanders


Buster

  • Passive: AP Sniper can target for Silos
  • Active: Depleted uranium shells. EMP Sniper - Sniper can disable weapons, devices and doors

Moonshine

  • Passive: Shields block AP snipers/Shields behave like doors
  • Active: AoE weapons swap explosive power for EMP capability

Phantom

  • Passive: Cloaked weapons until damaged. Dummy Weapons (appear ghosted for player)
  • Active: Uproot and move weapons almost instantly. Silent weapons

EXCLUSIVE MOONSHOT FEATURES
Combined Forces HUD
New in-game Combined Forces HUD for you to enjoy


Moonshot Music
All-new soundtrack, also available to purchase separately.


NB - Replays are subject to desyncs, which will be addressed as soon as possible.
...