G'day Forts Fans! This week we're comin' atcha with a host of fixes and, more importantly, balance changes. We've been hearing your calls about the new weapons which came online with the Tons of Guns update and have made the below changes. There are quite a few improvements to the zero gravity mod that we are excited about too.
Chinese, Japanese and Korean players will be happy to know that text input and lobby name display has been fixed. We’ve also better organised the lobby selection screen. Lobbies made in the same language as you will appear at the top with a speech bubble icon, to help you select low-ping hosts.
Weapon Balance
20mm Cannon - Overpowered. Makes shield almost obsolete.
Increase build cost (500/3500 -> 650/4500, cannon is 900/6000 and does less total damage)
Slight increase to fire cost (30/2000 -> 40/2500)
Slight increase to reload period (25 -> 26 - same as cannon)
Sandbags take little damage from 20mm rounds (20% of normal damage)
Shields reflect 20mm rounds
Firebeam stops 20mm rounds instantly
Rocket - Overpowered (especially with Hurricane's rapid fire)
Increase reload period (10 -> 12)
Reduce Hurricane's effect on Rockets (5 -> 8 )
Reduce damage Rocket has on shield
Shotgun - Overpowered (especially with Eagle Eyes explosive rounds]
Reduce health to one sniper shot (140 -> 130)
Reduce potency of explosive rounds on Shotgun
Slight increase in reload period (6 -> 9, minigun is 6, heavy mortar is 9)
Firebeam - Underpowered
Slight bump to direct damage (100 -> 130, same as sniper)
Reduce reload period (18 -> 14, laser is 26)
Reduce fire cost (2000 -> 1500)
Swarm - Underpowered
Add 3 projectiles to swarm
EMP - Put focus back on disabling things
EMP does not destroy shield if it is hit, just disables with damage
Increase AOE against swarms and warheads
Sniper
Double the extra damage sniper explosive rounds do
Zero Gravity Mod
Mortars can slope
Increase device placement slope
Reduce mortar speed to 40% of normal
Reduce drag by 50%
Add: allow weapons to face backwards by blocking with structure
Fix: can't fire weapons at some angles
Remove: disable screen/cursor restore on group restore
Build 2017-11-18a
Add: sort/highlight lobbies with matching language to the top Add: allow pasting of Windows clipboard into console and edit boxes Add: columns to lobby select and replay screen Add: 1v1, 2v2, 3v3, 4v4, Skirmish, Symmetrical, Asymmetrical, and Zero Gravity map tags added Add: tech tab to classic mode Add: key to cycle technology tab (C) - Cycle weapon moved to V - Re-assign mirror terrain vertically from V to Shift + V - Re-assign aim down from V to Shift + F Add: Make a chance that EMP struck missiles will reset their target to the current position
Optimise: Don't attempt to call nested ApplyMod calls for mods that have no mods folder
Fix: IME text input for Chinese, Japanese, Korean, etc. only produces question marks Fix: IME enabled during gameplay when text input not expected Fix: Chinese characters don't show up in lobby select screen Fix: apostrophe + s added to lobby names in non-English languages Fix: Team and All not translated on command prompt in Multiplayer Fix: door closes on Firebeam and other weapons when deselecting Fix: cursor unresponsive for some users Fix: splash damage is being applied twice to all structure Fix: reflected projectiles can sometimes pass through solid struts Fix: downloading stats sometimes shows errors and blocks intro movie Fix: panning the screen causes drift when vsync is off Fix: aiming arc fill glitchy when weapon upside-down Fix: missiles hit by EMP do not have their guidance properly disabled Fix: crash calling ApplyMod when loading and modding effects (experimental) Fix: can’t connect rope to ground behind Team 1 fort in Ledge Grab Fix: tab order on main menu wrong
Remove: left click on strut on a material picks a material (replace with option) Remove: right click on strut picks material Remove: expire effect from flaming projectiles Remove: prevent all weapons from flipping to avoid desyncs
Build 2017-11-21a (hotfix)
Add: clients can request mods to be added or removed Fix: inverted swarms don't have extra projectiles Fix: commander descriptions missing Fix: rapid fire not applied properly to Eagle Eye Fix: weapons can be reloaded by deleting then undo delete Fix: missiles fire when deselecting a group Fix: missile device type dropped on deselection when keep device selection is on Fix: crash when painting target for remote client and upgrading a device at the same time Fix: remote clients will send open door messages for autofiring missiles Fix: resend game config before starting game to ensure clients are in sync Fix: EMP disabling missile guidance not effective when not circling Fix: crash when beam destroys projectile and its splash damage destroys a strut the beam is also intersecting Fix: desyncs when clients drop out during loading TDM (use client state at start of loading) Fix: show Windows cursor in crash handler Fix: reflecting projectiles sometimes leak through the strut Fix: crash in Sandbox when stream completes and critical sections not initialised Fix: crash when flipping normals of a block with no nodes Fix: terrain block can have zero nodes (now deletes block) Fix: unicode characters without visual representation are blank (now ?) Fix: lobby icons all show 'classic' for 'ToG' games Fix: crash when creating error message for a map folder name that already exists
Known issues:
Snipers sometimes leave their doors open after painting targets for missiles
G'day Forts Fans! This week we're comin' atcha with a host of fixes and, more importantly, balance changes. We've been hearing your calls about the new weapons which came online with the Tons of Guns update and have made the below changes. There are quite a few improvements to the zero gravity mod that we are excited about too.
Chinese, Japanese and Korean players will be happy to know that text input and lobby name display has been fixed. We’ve also better organised the lobby selection screen. Lobbies made in the same language as you will appear at the top with a speech bubble icon, to help you select low-ping hosts.
Weapon Balance
20mm Cannon - Overpowered. Makes shield almost obsolete.
Increase build cost (500/3500 -> 650/4500, cannon is 900/6000 and does less total damage)
Slight increase to fire cost (30/2000 -> 40/2500)
Slight increase to reload period (25 -> 26 - same as cannon)
Sandbags take little damage from 20mm rounds (20% of normal damage)
Shields reflect 20mm rounds
Firebeam stops 20mm rounds instantly
Rocket - Overpowered (especially with Hurricane's rapid fire)
Increase reload period (10 -> 12)
Reduce Hurricane's effect on Rockets (5 -> 8 )
Reduce damage Rocket has on shield
Shotgun - Overpowered (especially with Eagle Eyes explosive rounds]
Reduce health to one sniper shot (140 -> 130)
Reduce potency of explosive rounds on Shotgun
Slight increase in reload period (6 -> 9, minigun is 6, heavy mortar is 9)
Firebeam - Underpowered
Slight bump to direct damage (100 -> 130, same as sniper)
Reduce reload period (18 -> 14, laser is 26)
Reduce fire cost (2000 -> 1500)
Swarm - Underpowered
Add 3 projectiles to swarm
EMP - Put focus back on disabling things
EMP does not destroy shield if it is hit, just disables with damage
Increase AOE against swarms and warheads
Sniper
Double the extra damage sniper explosive rounds do
Zero Gravity Mod
Mortars can slope
Increase device placement slope
Reduce mortar speed to 40% of normal
Reduce drag by 50%
Add: allow weapons to face backwards by blocking with structure
Fix: can't fire weapons at some angles
Remove: disable screen/cursor restore on group restore
Build 2017-11-18a
Add: sort/highlight lobbies with matching language to the top Add: allow pasting of Windows clipboard into console and edit boxes Add: columns to lobby select and replay screen Add: 1v1, 2v2, 3v3, 4v4, Skirmish, Symmetrical, Asymmetrical, and Zero Gravity map tags added Add: tech tab to classic mode Add: key to cycle technology tab (C) - Cycle weapon moved to V - Re-assign mirror terrain vertically from V to Shift + V - Re-assign aim down from V to Shift + F Add: Make a chance that EMP struck missiles will reset their target to the current position
Optimise: Don't attempt to call nested ApplyMod calls for mods that have no mods folder
Fix: IME text input for Chinese, Japanese, Korean, etc. only produces question marks Fix: IME enabled during gameplay when text input not expected Fix: Chinese characters don't show up in lobby select screen Fix: apostrophe + s added to lobby names in non-English languages Fix: Team and All not translated on command prompt in Multiplayer Fix: door closes on Firebeam and other weapons when deselecting Fix: cursor unresponsive for some users Fix: splash damage is being applied twice to all structure Fix: reflected projectiles can sometimes pass through solid struts Fix: downloading stats sometimes shows errors and blocks intro movie Fix: panning the screen causes drift when vsync is off Fix: aiming arc fill glitchy when weapon upside-down Fix: missiles hit by EMP do not have their guidance properly disabled Fix: crash calling ApplyMod when loading and modding effects (experimental) Fix: can’t connect rope to ground behind Team 1 fort in Ledge Grab Fix: tab order on main menu wrong
Remove: left click on strut on a material picks a material (replace with option) Remove: right click on strut picks material Remove: expire effect from flaming projectiles Remove: prevent all weapons from flipping to avoid desyncs
Build 2017-11-21a (hotfix)
Add: clients can request mods to be added or removed Fix: inverted swarms don't have extra projectiles Fix: commander descriptions missing Fix: rapid fire not applied properly to Eagle Eye Fix: weapons can be reloaded by deleting then undo delete Fix: missiles fire when deselecting a group Fix: missile device type dropped on deselection when keep device selection is on Fix: crash when painting target for remote client and upgrading a device at the same time Fix: remote clients will send open door messages for autofiring missiles Fix: resend game config before starting game to ensure clients are in sync Fix: EMP disabling missile guidance not effective when not circling Fix: crash when beam destroys projectile and its splash damage destroys a strut the beam is also intersecting Fix: desyncs when clients drop out during loading TDM (use client state at start of loading) Fix: show Windows cursor in crash handler Fix: reflecting projectiles sometimes leak through the strut Fix: crash in Sandbox when stream completes and critical sections not initialised Fix: crash when flipping normals of a block with no nodes Fix: terrain block can have zero nodes (now deletes block) Fix: unicode characters without visual representation are blank (now ?) Fix: lobby icons all show 'classic' for 'ToG' games Fix: crash when creating error message for a map folder name that already exists
Known issues:
Snipers sometimes leave their doors open after painting targets for missiles
G'day Forts Fans! We're back fresh from our stint exhibiting Forts at PAX Australia, with a brief update, and a report on our successful weekend.
PAX Australia & ADGA Awards
As some of you may know, Forts was nominated at the AGDA awards, along with sixteen other great Australian developed games. Gathered at the front of the hall with the other nominees, and after another couple of games had been honoured, the host started describing the winner of the next award. Slowly it dawned on us that she could only be describing Forts. Sure enough, Forts was proclaimed the winner of The Best Defence is a Good Offense award, and we went up to collect our prize. It was great to be recognised by our peers in the Australian games industry and to share our moment of triumph with them.
After such a great start to our week in Melbourne, we then proceeded to exhibit Forts for three days at PAX Australia. Forts - Tons of Guns got a great reception there. It was nice to be able to demo the game without our lives depending on it, for the first time. We met many new fans and some of you who had already purchased and played the game. All in all, a great week was had.
Build 2017-11-01b Changelist
Add: scroll bars added to lists where necessary Add: map name used for folder name if only ASCII characters used Add: ApplyLate flag changed to a Priority value to give skirmish mod a high priority Add: French display names for mods Fix: map download notification missing, preventing ready up after subscribe Fix: Height Challenge structure is neutral Fix: Chinese ToG strings Fix: crash when selecting keyboard layout if no default exists for language Fix: Chinese keyboard layout defaults to QWERTY Fix: Pinchfist refund of upgrades greater than cost of building Fix: Inverted Warhead not available when unlock all weapons mod activated Fix: download icon in ready column can be confused with actual button Fix: item highlight is offset in editor menu
G'day Forts Fans! We're back fresh from our stint exhibiting Forts at PAX Australia, with a brief update, and a report on our successful weekend.
PAX Australia & ADGA Awards
As some of you may know, Forts was nominated at the AGDA awards, along with sixteen other great Australian developed games. Gathered at the front of the hall with the other nominees, and after another couple of games had been honoured, the host started describing the winner of the next award. Slowly it dawned on us that she could only be describing Forts. Sure enough, Forts was proclaimed the winner of The Best Defence is a Good Offense award, and we went up to collect our prize. It was great to be recognised by our peers in the Australian games industry and to share our moment of triumph with them.
After such a great start to our week in Melbourne, we then proceeded to exhibit Forts for three days at PAX Australia. Forts - Tons of Guns got a great reception there. It was nice to be able to demo the game without our lives depending on it, for the first time. We met many new fans and some of you who had already purchased and played the game. All in all, a great week was had.
Build 2017-11-01b Changelist
Add: scroll bars added to lists where necessary Add: map name used for folder name if only ASCII characters used Add: ApplyLate flag changed to a Priority value to give skirmish mod a high priority Add: French display names for mods Fix: map download notification missing, preventing ready up after subscribe Fix: Height Challenge structure is neutral Fix: Chinese ToG strings Fix: crash when selecting keyboard layout if no default exists for language Fix: Chinese keyboard layout defaults to QWERTY Fix: Pinchfist refund of upgrades greater than cost of building Fix: Inverted Warhead not available when unlock all weapons mod activated Fix: download icon in ready column can be confused with actual button Fix: item highlight is offset in editor menu
G'day Forts Fans! We hope you've been enjoying the new weapons and mods. This weekend we will be in Melbourne for PAX Australia. We're lucky enough to have been selected for the Indie Showcase, and have been nominated for the Australian Game Developers Awards. We are also part of Pinny Arcade, so if you're in town be sure to head to booth AIS05 and say hi!
Build 2017-10-24a Changelist
Balance: reduced Firebird active effect Fix: rockets sometimes diverge from target Fix: AI fort selection ignores required mod filtering causing errors and inactive AI Fix: Debris cleanup causes a desync on join Fix: increase projectile allocation Fix: in-game help panel in ToG is obsolete Fix: remove longburst mod Fix: 20mm cannon destruction sound effect missing
G'day Forts Fans! We hope you've been enjoying the new weapons and mods. This weekend we will be in Melbourne for PAX Australia. We're lucky enough to have been selected for the Indie Showcase, and have been nominated for the Australian Game Developers Awards. We are also part of Pinny Arcade, so if you're in town be sure to head to booth AIS05 and say hi!
Build 2017-10-24a Changelist
Balance: reduced Firebird active effect Fix: rockets sometimes diverge from target Fix: AI fort selection ignores required mod filtering causing errors and inactive AI Fix: Debris cleanup causes a desync on join Fix: increase projectile allocation Fix: in-game help panel in ToG is obsolete Fix: remove longburst mod Fix: 20mm cannon destruction sound effect missing
G'day Forts Fans! We're pleased to finally be able to bring you our new free multiplayer update, Tons of Guns! Over the last few months we've been hard at work adding new tech buildings, weapons, game mods and AI forts. The biggest update we've done so far, Tons of Guns expands the strategic possibilities for Fort commanders, and battle modes.
We’re also excited to be welcoming Chinese players to the ranks, as Forts has undergone deep localisation. We are looking forward to receiving some dents from this giant pool of potential commanders.
New Tech Buildings
Armoury - This vertical tier 2 tech building is buildable straight from the reactor, and allows the construction of the Flak and EMP launcher, which can both be upgraded to Shotgun and Rocket launcher, respectively. It also unlocks the Factory and Munitions Plant. Munitions Plant - A vertical structure, this tier 3 building runs parallel in the tech tree to the Factory, and unlocks the ability to build the new 20mm Cannon and the classic Cannon.
New Weapons
Flak - This Anti-air weapon is great for clearing the skies of enemy projectiles. As well as the ability to auto-fire, the range can also be set manually to take out hidden weapons, such as clearing mortar pits. Shotgun - Upgraded from the Flak, the Shotgun is great for punishing the enemy for building weapons in the open. Primarily an offensive weapon, it lacks the auto-fire feature of the Flak, but the spread of projectiles can be dictated by the distance the cursor is from the weapon in the fire arc, meaning it is great for defending attacks from above, in a pinch. EMP - Releasing an electromagnetic pulse on impact, this weapon can disable enemy tech, halting resource production, paralysing weapons and stalling construction. Great for powering down troublesome weapons or interrupting building of the enemy base. Rocket - Exchanging the subtleties of the EMP for pure destructive power, the Rocket launcher releases two explosive projectiles, doubling the chance of impact. Grouped up, a salvo of rockets can turn the tide of a battle. 20mm - Coming in at around half the price of the classic cannon, the 20mm fires a burst of destructive shells, great for taking out multiple enemy targets and softening up the oppositions fort. Use in a battery, it's effects can be devastating, while staggering fire from multiple 20mm means the enemy receives a seemingly unending stream of projectiles. Firebeam - The Factory has been repurposed in Tons of Guns. With the classic Cannon now being built in the Munitions Plant, the Factory now produces not only the classic Plasma Laser, but also the new Firebeam. This incendiary weapon can be used to bypass enemy armour and ignite anything that lies behind it. It can also be used to set fire to projectiles, increasing their potency and granting them incendiary qualities while shortening their lifespan. Skillful use means that it can be used to defend from enemy weapons, including cannons, or igniting friendly projectiles shortly before impact for increased firey carnage!
Players can now select from a host of new mods, either in isolation or in combination, allowing for a diversity of game modes, a selection of which can be seen below. We’ll be adding mod support for the Steam Workshop in the near future. Truce - Many players have expressed a wish to be able to build up their fort in peace before hostilities start. Game hosts can now set the truce mode to 3, 6 or 9 minutes, before the first shots are fired. Zero Gravity - Tired of pesky gravity holding you down? Now you can battle without it with the Zero Gravity mod, and watch as projectiles fly into the enemy fort exactly where you aim them, with no dip, and see parts of their fort float away. Rapid Fire - Speed up the ferocity of destruction by reducing reload times to a minimum. All that’s holding you back is your resources (unless you use the Unlimited Resources mod at the same time :)
AI Forts
We have updated our existing roster of From Scratch maps with Tons of Guns enabled Forts, for you to try all the new weapons out on, as well as some Pre-built maps. Just look for the gold Tons of Guns icon for maps with the new weapons. For those who yearn for the purity of the original tech tree, simply deselect the Tons of Guns mod in the mod selections screen.
Fire!
We’ve added a new alarm sound that triggers when your base is on fire, to make it easier to hear in the thick of battle.
We hope you enjoy the new content, and thanks for playing Forts!
Cheers, EWG
Change list build 2017-10-20a
Add: Simplified Chinese language and deep localisation Add: Flak, Shotgun, EMP, Rocket, Firebeam and 20mm Cannon weapons in Tons of Guns mod Add: Technology tab when Tons of Guns active, combined with Devices tab in editor to save space Add: Armoury and Munitions Plant to technology tab to build Flak/EMP and 20mm Cannon/Cannon Add: gold icon to indicate which maps have AI scripts for Tons of Guns Add: "Classic" and "Tons of Guns" icons to server list Add: built-in mod selection in Skirmish, Multiplayer, Sandbox and Editor modes Add: 3, 6 and 9 minute truce mods Add: mod to hide forts during truce Add: zero gravity mod Add: fire alarm sound, starts several seconds after fire detected Add: flaming projectiles ignite material even when hitting armour Add: mods can require AI fort specialisation, AI forts mark dependence on such mods Add: maps can reference AI scripts in another folder by adding the path to the FortGroups table entries, including in mod folders Add: \import console command to paste a particular standard fort (e.g. \import ai/forts/vanilla) Add: language mods can apply to the intro movie Add: prefer language selection using Steam's game language setting Add: AntiAirHitpoints and AntiAirDamage to projectiles, default to 1 and ProjectileDamage respectively Add: video capture continues in background when game isn't in focus Add: mod.lua flag to apply mods late (ApplyLate) Add: weapons added in a mod can have faction variants Add: FireEndEffect triggers for all weapons Add: 1 minute warning and 5 second countdown to truce Add: use Steam's language only for initial selection and when change detected Add: legend key to describe what gold icon means in map select screens Add: Firebird rockets get incendiary trail when active Add: gold icon added to Tons of Guns mod item Add: don't show items if their prerequisites are disabled (outside of campaign) Add: neutral/detached (debris) structures expire with effects Add: SparksEffect gravity is adjusted based on current world gravity Add: increase available meshprojectiles to handle rapid fire mod Add: separate map foldernames from display names to allow non-ANSI characters in map name Add: created maps are now called "playermap[x]" where [x] is an auto incremented number Add: workshop icon added to editor menu file select Add: lobby supports multiline chat messages Add: MP workshop map display names read from displaynames.lua (for localisation) or Steam if not found Add: display names for mods with optional "displayname.lua" file Add: the ability to mark map mods as selectable in their mod.lua Add: Tons of Guns enabled for Skirmish, Sandbox, Editor and MP by default Add: console errors for failed Workshop Creation and Updates
Balance: Armourdillo can see enemy armour and shields during active Balance: Warhead takes two hits, more erratic & dark smoke after first hit Balance: reduce damage reactor takes from fire to 50% when Tons of Guns is active Balance: commander updates for Tons of Guns - Eagle Eye - explosive shotgun rounds - Firebird - flak, shotgun, and cannon20mm are incendiary. Firebeam longer & wider. - Warthog - 20mm damage increase Balance: about 25% damage or splash damage bonus to flaming projectiles Balance: Swarm missile incendiary to a radius to ignite background bracing, even when hitting armour Balance: Firebird active mortars, cannons, missiles ignores armour Balance: Laser has splash damage on destruction Balance: Cannon round takes two rockets or a few swarm missiles to destroy Balance: fast build mod reduces material build/scrap times
Fix: desync when refiring a damaged weapon then repair area Fix: Desync if a weapon about to fire is repaired Fix: crash on host when a client times out during instant replay Fix: crash when map doesn't have weapons added from a mod (replaced with machine guns) Fix: crash with replays containing mod names >= 20 chars long Fix: if a player disconnects while using refire, the weapon can't be used by others Fix: Spook does not gain resources on theft in TDM Fix: Armourdillo doesn't instant repair entire base when activated in TDM Fix: Anti-air not working with zero gravity Fix: door doesn't close when refiring as door shuts Fix: Reactor explodes consistently when falling out of world Fix: Prevent laser destroying light arms fire Fix: when a weapon refires but is unable to afford to fire it can leave a door open and remain associated with the door Fix: when a weapon tries to fire and must open a door, if the door is already associated with the weapon the command to open it is never sent Fix: Increase the size and quality of map preview images, now set in constants.lua Fix: weapons open doors when blocked by structure/device Fix: Apply skirmish mod before map mods Fix: Shield strut is visible and fully opaque while disabled and warming up Fix: 'Key' string in Options -> Input tab not translated Fix: prevent observer showing HUD using F2 Fix: prevent construction of disabled materials (solar panel exploit) Fix: factions mod a single sprite called gunner in order to customise falling troops Fix: random sprites shown when hiding early ground blocks with edges Fix: Cursor snaps to disabled ground blocks Fix: activate commander message sent by HUD if not fully charged Fix: ActivateCommander can work if not fully charged Fix: classic Cannon and Laser only specify Factory as their requirement Fix: Resave map previews in higher quality and fix cameras of all included maps Fix: devices and links highlighted when taking preview screenshots Fix: potential string copy overflow issue with map names Fix: missile clearance slightly too far
Remove: 'Unlimited Resources in Sandbox' option (now handled by mod)