G'day Forts Fans! Quick update for you all, including balance changes to some of the weapons, and for all you Alienware users out there, new interactive lights feature. Thanks to Alienware for supplying the hardware to develop this feature.
AlienFX Lighting
If you're the lucky owner of an Alienware system or RGB peripherals complete with AlienFX Lighting support, you will now be able to enjoy a whole new level of Forts interactivity, as the lights dynamically change based on what's happening in battle. These features include:
Lights solid white when a reactor is destroyed
Lights flash light blue when commander is fully charged
Lights flash blue when commander active
Lights flash red when reactor is taking damage
Lights flash orange when missiles fired by enemy
Lights flash yellow if there are fires burning
Lights show average reactor health (green -> red)
Set lights to red or green based on local player's ready status in lobby
Host's lights go green when all players are ready. Otherwise they remain red
Reset to solid orange in pause menu to avoid distracting flashing
Option to disable AlienFX
Build 2017-01-25a Changelist
Add: AlienFX lighting integration with context dependent colour and flashing Add: alternative mouse input based on Windows cursor to avoid input lag on some systems (Options -> Input -> Mouse -> set Use DirectInput off) Add: label to show meaning of speech bubble in lobby select screen Balance: increase cost of firing emp and rockets (20/700->20/800, 20/700->30/1200) Balance: increase cost to fire shotgun (30/500 to 30/800) Balance: snipers and miniguns less vulnerable to shotgun (100% -> 25%) Balance: miniguns less vulnerable to flak - same as machine gun (100% -> 25%) Balance: emp, rocket, and shotgun more vulnerable to minigun (100% -> 160%) Balance: increased incendiary radius of Firebird's active warhead from 120 to 180 Optimise: Reduce Firebird active flaming missile trail length and effect lifespan Fix: mine can be created off the ground surface when nearest foundation is above the ground Fix: PhysicsManager::SnapToNode uses graphical position to snap to node positions, causing a desync when AI snaps to nodes, and when testing for proximity to enemy fort Fix: struts with an attached device can be deleted by using delete key from a non-materials tab (e.g. technology) Fix: limit length and display of Windows username as unique identifier for privacy Fix: structure repair doesn't cancel when metal supply can't keep up Fix: empty new lobby name can be entered and sticks after cancel, making it impossible to edit Fix: If new lobby name is saved as empty the default is not restored Fix: cursor visibility and pause issues when Steam overlay is made visible during loading Fix: player fort allocation recorded too late, early drop outs cause an instant desync Fix: Firebird active icon not shown over missile silos Fix: restarting during commander active period causes commander icons to appear after building marked items Fix: placing ground devices fails when snapped to a ground/grid intersection
G'day Forts Fans! Quick update for you all, including balance changes to some of the weapons, and for all you Alienware users out there, new interactive lights feature. Thanks to Alienware for supplying the hardware to develop this feature.
AlienFX Lighting
If you're the lucky owner of an Alienware system or RGB peripherals complete with AlienFX Lighting support, you will now be able to enjoy a whole new level of Forts interactivity, as the lights dynamically change based on what's happening in battle. These features include:
Lights solid white when a reactor is destroyed
Lights flash light blue when commander is fully charged
Lights flash blue when commander active
Lights flash red when reactor is taking damage
Lights flash orange when missiles fired by enemy
Lights flash yellow if there are fires burning
Lights show average reactor health (green -> red)
Set lights to red or green based on local player's ready status in lobby
Host's lights go green when all players are ready. Otherwise they remain red
Reset to solid orange in pause menu to avoid distracting flashing
Option to disable AlienFX
Build 2018-01-25a Changelist
Add: AlienFX lighting integration with context dependent colour and flashing Add: alternative mouse input based on Windows cursor to avoid input lag on some systems (Options -> Input -> Mouse -> set Use DirectInput off) Add: label to show meaning of speech bubble in lobby select screen Balance: increase cost of firing emp and rockets (20/700->20/800, 20/700->30/1200) Balance: increase cost to fire shotgun (30/500 to 30/800) Balance: snipers and miniguns less vulnerable to shotgun (100% -> 25%) Balance: miniguns less vulnerable to flak - same as machine gun (100% -> 25%) Balance: emp, rocket, and shotgun more vulnerable to minigun (100% -> 160%) Balance: increased incendiary radius of Firebird's active warhead from 120 to 180 Optimise: Reduce Firebird active flaming missile trail length and effect lifespan Fix: mine can be created off the ground surface when nearest foundation is above the ground Fix: PhysicsManager::SnapToNode uses graphical position to snap to node positions, causing a desync when AI snaps to nodes, and when testing for proximity to enemy fort Fix: struts with an attached device can be deleted by using delete key from a non-materials tab (e.g. technology) Fix: limit length and display of Windows username as unique identifier for privacy Fix: structure repair doesn't cancel when metal supply can't keep up Fix: empty new lobby name can be entered and sticks after cancel, making it impossible to edit Fix: If new lobby name is saved as empty the default is not restored Fix: cursor visibility and pause issues when Steam overlay is made visible during loading Fix: player fort allocation recorded too late, early drop outs cause an instant desync Fix: Firebird active icon not shown over missile silos Fix: restarting during commander active period causes commander icons to appear after building marked items Fix: placing ground devices fails when snapped to a ground/grid intersection
G’day Forts Fans! We’re back with a few quick fixes, including the long awaited key binding functionality. If anyone has a good left-handed configuration they'd like to share in the official build, please get in contact. Check out the fixes below!
Build 2018-01-10a Changelist
Add: in-game key rebinding, potential conflicts are highlighted Add: lobby name is saved and restored Add: auto subscribe to maps in replay files when they are selected Add: \build_fort command can take relative path of script as a parameter for testing shared scripts Balance: Shockenaugh no longer places barrels on armour Balance: rocket emp vulnerable to a single sniper shot (140 to 130) Balance: reduced rocket hitpoints from 180 to 150 Fix: tab order in main menu Fix: Shockenaugh sometimes places barrels intersecting with the ground Fix: Shockenaugh’s barrels delete too fast when fastbuild mod is active Fix: crash in editor when old music streams are processed for completion by non-existent scripts Fix: crash dumps can sometimes fail to record all information due to crash during screenshot Fix: lobby scrollbar overlapping on right side Fix: AI can get stuck repeatedly building something that fails immediately after Fix: second Wingman 4v4 ToG fort from front on team 2 can get stuck trying to build a rope Fix: Steam notification obscures resources readout Fix: multiplayer nickname not saved and restored Fix: replay map paths cause failure when game installed on different paths Fix: long Steam names crash multiplayer (hotfix)
G’day Forts Fans! We’re back with a few quick fixes, including the long awaited key binding functionality. If anyone has a good left-handed configuration they'd like to share in the official build, please get in contact. Check out the fixes below!
Build 2018-01-10a Changelist
Add: in-game key rebinding, potential conflicts are highlighted Add: lobby name is saved and restored Add: auto subscribe to maps in replay files when they are selected Add: \build_fort command can take relative path of script as a parameter for testing shared scripts Balance: Shockenaugh no longer places barrels on armour Balance: rocket emp vulnerable to a single sniper shot (140 to 130) Balance: reduced rocket hitpoints from 180 to 150 Fix: tab order in main menu Fix: Shockenaugh sometimes places barrels intersecting with the ground Fix: Shockenaugh’s barrels delete too fast when fastbuild mod is active Fix: crash in editor when old music streams are processed for completion by non-existent scripts Fix: crash dumps can sometimes fail to record all information due to crash during screenshot Fix: lobby scrollbar overlapping on right side Fix: AI can get stuck repeatedly building something that fails immediately after Fix: second Wingman 4v4 ToG fort from front on team 2 can get stuck trying to build a rope Fix: Steam notification obscures resources readout Fix: multiplayer nickname not saved and restored Fix: replay map paths cause failure when game installed on different paths Fix: long Steam names crash multiplayer (hotfix)
G'day Forts Fans! We hope you're having a great holiday break, and have enjoyed the new commanders we brought to you recently. Just in time for the new year we're bringing you a quick update to address a couple of things, including some balancing to Shockenaugh's charge ability.
Build 2017-12-30 Changelist
Add: EnableRMBWheelItemCycling option to settings.lua to disable right mouse & scroll wheel cycling Shockenaugh: barrels can be deleted which costs some resources Shockenaugh: only make one barrel per structure, not one per reactor Shockenaugh: return charge balance to normal Balance: removal of barrel cost 1000 energy, 45 seconds to delete Fix: AI can't get correct commander points in TDM to activate Fix: able to place multiple overlapping ground devices when lagging Fix: able to place warhead directly by keeping the selection after building one Fix: typo in Disable Plasma Laser mod English display name Fix: Chinese translations for Shockenaugh's description Fix: missiles sometimes overshoot, especially when using Seep's active Fix: missile can be reloaded by disconnecting then reconnecting Fix: Inverted missile types can be kept when keeping selection is set Fix: standard forts are out of date, causing a crash on import Fix: crash while initialising DevIL on some machines Fix: pause menu pops up after winning when watching replay Fix: create users folder if it doesn't exist
G'day Forts Fans! We hope you're having a great holiday break, and have enjoyed the new commanders we brought to you recently. Just in time for the new year we're bringing you a quick update to address a couple of things, including some balancing to Shockenaugh's charge ability.
Build 2017-12-30 Changelist
Add: EnableRMBWheelItemCycling option to settings.lua to disable right mouse & scroll wheel cycling Shockenaugh: barrels can be deleted which costs some resources Shockenaugh: only make one barrel per structure, not one per reactor Shockenaugh: return charge balance to normal Balance: removal of barrel cost 1000 energy, 45 seconds to delete Fix: AI can't get correct commander points in TDM to activate Fix: able to place multiple overlapping ground devices when lagging Fix: able to place warhead directly by keeping the selection after building one Fix: typo in Disable Plasma Laser mod English display name Fix: Chinese translations for Shockenaugh's description Fix: missiles sometimes overshoot, especially when using Seep's active Fix: missile can be reloaded by disconnecting then reconnecting Fix: Inverted missile types can be kept when keeping selection is set Fix: standard forts are out of date, causing a crash on import Fix: crash while initialising DevIL on some machines Fix: pause menu pops up after winning when watching replay Fix: create users folder if it doesn't exist
G’day Forts Fans! Just a quick note to wish you all a Merry Christmas, and to let you know that we’ll be taking a well earned break to spend some time with our families.
We hope you’ve been enjoying the new commanders and we’re looking forward to bringing you more Forts content in 2018.
G’day Forts Fans! Just a quick note to wish you all a Merry Christmas, and to let you know that we’ll be taking a well earned break to spend some time with our families.
We hope you’ve been enjoying the new commanders and we’re looking forward to bringing you more Forts content in 2018.
We’ve got a big pre-christmas update ready for opening! Three new BPO Commanders with cool new abilities, and some new mods to disable items too! We've optimised the network traffic when painting targets with snipers, which should see multiplayer stability improve.
Passive: - Warheads burst into swarm when destroyed. - Reduce silo launch delay. - EMP sends missiles back Active: - Fast Rockets & Missiles
Shockenaugh
Passive: - Shields absorb energy from lasers. - Max group size increased to four. Active: - Places explosive barrels inside enemy fort.
Build 2017-12-19a
Add: Commander Scattershot, Seep and Shockenaugh Add: Show commanders on victory/defeat banner Add: mods to disable specific devices Add: mod select presented as collapsible tree Add: lobbies are hidden when host is AFK for 60 seconds Add: translations of some mods Add: new effects for weapon group operations Balance: increase sensitivity of missiles to EMP Optimise: reduce frequency of cursor messages when aiming missiles to reduce dropouts Optimise: client_position sent if the missile group is not ready to fire Optimise: door control message sent multiple times when painting target Optimise: client_position messages can be sent at the same frame Fix: crash when search for non-existent mods files: pre-scan & search internally Fix: firebeam can be swept to ignite entire enemy forts Fix: replay keyframe desync when struts are on fire Fix: Hurricane active icon not showing up on ToG weapons Fix: client can desync if the game ends before the join took place Fix: console spam when using Eagle Eye and ToG Fix: French time limit mods all say 10 minutes Fix: fire state after final extinguish causes replay desyncs Fix: late fires can still burn on winners' forts Fix: position not set for grouping sound effect Fix: damaged warhead doesn’t produce a sound Fix: missile trail effects can linger esp. when hit by flak Fix: Disable Alerts on popup not working Fix: commander rollover highlights not working Fix: double clicking closes mod selection dialog
Build 2017-12-20a hotfix
Balance: Increased charge time for Shockenaugh Balance: Increased reload period for Scattershot snipers
We hope you enjoy the new commanders and mods and look forward to your feedback.
From all of us here at EarthWork Games, we wish you all a safe and Merry Xmas and a Happy New Year!
We’ve got a big pre-christmas update ready for opening! Three new BPO Commanders with cool new abilities, and some new mods to disable items too! We've optimised the network traffic when painting targets with snipers, which should see multiplayer stability improve.
Passive: - Warheads burst into swarm when destroyed. - Reduce silo launch delay. - EMP sends missiles back Active: - Fast Rockets & Missiles
Shockenaugh
Passive: - Shields absorb energy from lasers. - Max group size increased to four. Active: - Places explosive barrels inside enemy fort.
Build 2017-12-19a
Add: Commander Scattershot, Seep and Shockenaugh Add: Show commanders on victory/defeat banner Add: mods to disable specific devices Add: mod select presented as collapsible tree Add: lobbies are hidden when host is AFK for 60 seconds Add: translations of some mods Add: new effects for weapon group operations Balance: increase sensitivity of missiles to EMP Optimise: reduce frequency of cursor messages when aiming missiles to reduce dropouts Optimise: client_position sent if the missile group is not ready to fire Optimise: door control message sent multiple times when painting target Optimise: client_position messages can be sent at the same frame Fix: crash when search for non-existent mods files: pre-scan & search internally Fix: firebeam can be swept to ignite entire enemy forts Fix: replay keyframe desync when struts are on fire Fix: Hurricane active icon not showing up on ToG weapons Fix: client can desync if the game ends before the join took place Fix: console spam when using Eagle Eye and ToG Fix: French time limit mods all say 10 minutes Fix: fire state after final extinguish causes replay desyncs Fix: late fires can still burn on winners' forts Fix: position not set for grouping sound effect Fix: damaged warhead doesn’t produce a sound Fix: missile trail effects can linger esp. when hit by flak Fix: Disable Alerts on popup not working Fix: commander rollover highlights not working Fix: double clicking closes mod selection dialog
Build 2017-12-20a hotfix
Balance: Increased charge time for Shockenaugh Balance: Increased reload period for Scattershot snipers
We hope you enjoy the new commanders and mods and look forward to your feedback.
From all of us here at EarthWork Games, we wish you all a safe and Merry Xmas and a Happy New Year!