That’s right, it’s that time once again to see who are the top FORTS players in the world! Do you have what it takes to have your name etched eternally into the FORTS Hall of Fame?
All players are invited to form teams of 2 with their favorite teammate.
That’s right, it’s that time once again to see who are the top FORTS players in the world! Do you have what it takes to have your name etched eternally into the FORTS Hall of Fame?
All players are invited to form teams of 2 with their favorite teammate.
G’day Forts Fans! Another update comin’atcha! In an effort to support the growing mod community, we’ve made several fixes and improvements in this area. Most importantly we have added the ability to share new environments through the Steam Workshop. As a demonstration [DEV] BeeMan has used his awesome programmer art skills to make an environment for Mars, and a map to use it called Mars One 3v3. We'll be updating the modding guide shortly with details about how to create new environments.
Build 2018-02-22a Changelist
Add: support for environment mods, including ambient sound effect Add: Mars environment mod example Add: update Fmod version to 1.10.03 Add: devices/device.lua and weapons/weapon.lua is available for mods to iterate items easily Add: new effects for when Shockenaugh absorbs a laser or firebeam Add: collapsing structures spawn an effect at the break point, sound effect based on mass Add: BeamsCutOffEffects and BeamsRecycleEffects to weapon script for single-shot laser mods Add: UniformSpray flag to make shotgun like weapons spread projectiles evenly Add: mods copy a default preview image if none specified when uploading Add: support for "Materials" mod category Optimise: avoid updating sprites and creating temporary strings Optimise: avoid recalculating vector size in some inner physics loops Optimise: don't copy name string when calculating current animation frame Optimise: don't clear the screen during gameplay Fix: published maps can't use custom props found in their props folder Fix: rapidfire mod doesn't apply to weapons added by mods Fix: FileSearch not closed in Singleplayer::FilePassesFilter Fix: IndexOfDevice and IndexOfWeapon unnecessarily defined in mod scripts Fix: absorbing a laser creates many instances of the impact sound Fix: completing a campaign part by finishing an earlier mission skips the achievement Fix: receive the 'don't let bridge get broken' achievement when bridge breaks Fix: unable to change side in Skirmish Fix: background textures are backwards Fix: props snap to ground surfaces, making them hard to place Fix: effect scripts don't have a path set in published mods Fix: environment surfaces.lua script path variable not set Fix: all environment surfaces.lua scripts use fixed paths Fix: make Scattershot's sniper RoundsEachBurst adjustment relative Fix: Selectable = true by default for mods, so mod.lua is now optional Fix: Extrusion shows damaged struts when the last strut rendered is damaged Fix: Russian translations for new commanders (thanks MeeMdic)
G’day Forts Fans! Another update comin’atcha! In an effort to support the growing mod community, we’ve made several fixes and improvements in this area. Most importantly we have added the ability to share new environments through the Steam Workshop. As a demonstration [DEV] BeeMan has used his awesome programmer art skills to make an environment for Mars, and a map to use it called Mars One 3v3. We'll be updating the modding guide shortly with details about how to create new environments.
Build 2018-02-22a Changelist
Add: support for environment mods, including ambient sound effect Add: Mars environment mod example Add: update Fmod version to 1.10.03 Add: devices/device.lua and weapons/weapon.lua is available for mods to iterate items easily Add: new effects for when Shockenaugh absorbs a laser or firebeam Add: collapsing structures spawn an effect at the break point, sound effect based on mass Add: BeamsCutOffEffects and BeamsRecycleEffects to weapon script for single-shot laser mods Add: UniformSpray flag to make shotgun like weapons spread projectiles evenly Add: mods copy a default preview image if none specified when uploading Add: support for "Materials" mod category Optimise: avoid updating sprites and creating temporary strings Optimise: avoid recalculating vector size in some inner physics loops Optimise: don't copy name string when calculating current animation frame Optimise: don't clear the screen during gameplay Fix: published maps can't use custom props found in their props folder Fix: rapidfire mod doesn't apply to weapons added by mods Fix: FileSearch not closed in Singleplayer::FilePassesFilter Fix: IndexOfDevice and IndexOfWeapon unnecessarily defined in mod scripts Fix: absorbing a laser creates many instances of the impact sound Fix: completing a campaign part by finishing an earlier mission skips the achievement Fix: receive the 'don't let bridge get broken' achievement when bridge breaks Fix: unable to change side in Skirmish Fix: background textures are backwards Fix: props snap to ground surfaces, making them hard to place Fix: effect scripts don't have a path set in published mods Fix: environment surfaces.lua script path variable not set Fix: all environment surfaces.lua scripts use fixed paths Fix: make Scattershot's sniper RoundsEachBurst adjustment relative Fix: Selectable = true by default for mods, so mod.lua is now optional Fix: Extrusion shows damaged struts when the last strut rendered is damaged Fix: Russian translations for new commanders (thanks MeeMdic)
G’day Forts Fans! After months of hard work behind the scenes, we’re proud to announce that custom mod support in Forts’ Steam Workshop is ready. Details follow.
Of course it wouldn't be a Forts update without a few crucial fixes. Check out the changes below. Thanks again to all of those players who submit crash and desync reports to make these fixes possible.
Workshop Mods
Players can now create and easily share their own mods to add new devices, weapons and materials, and alter the game balance, physics properties, or visuals of the game. Mods are uploaded and updated in the new Workshop menu. Players who do not have a mod are invited to subscribe in the lobby if necessary.
As an example we have created a new device, the Large Sandbags, and made it available for subscription. Mod makers are encouraged to inspect the mod files to see how to add a new device, complete with HUD item textures and localised names and descriptions. Weapons are similar; you can use the weapon_pack (Tons of Guns) mod as a guide for these. We’ve started an official modding guide, and you can get support on the modding channel on the Forts Discord.
Mods can be given a category like the built-in mods, such as Devices or Rules. If one is not set in the mod.lua file, or it's not valid, it is put in the default 'Miscellaneous' category.
When publishing a mod for the first time, we recommend making it visible to friends only, and testing it with them. Issues not apparent when testing mods locally may appear, with regard to finding new texture assets. Prefix filenames with the 'path' variable to reference these. When it works as expected you can make it public.
The Workshop mod support does not extend to special mods such as commanders, factions, keyboards or languages at the moment, and does not allow custom campaigns or environments yet. We’ll be looking at these in time.
Build 2018-02-08a Changelist
Add: custom mods can be uploaded via the Workshop menu and subscribed to in the Lobby Add: sample Workshop mod 'Large Sandbags' Fix: crash caused by lights.lua when player is an observer Fix: lights.lua still loaded when lights disabled Fix: crash when selecting a replay when none exist Fix: test for ground nodes is too loose to pick up many symmetry errors Fix: symmetry errors in All or Nothing, Balls 2v2, Caverns, Drop the Bomb, Hellmouth, Moorings, Needles, Pillars, Snow Leopards, and Wingman Fix: desync/memory corruption when a player selects a device as it goes neutral Fix: desync/memory corruption when splash damage destroys a strut Fix: access of deallocated memory when penetrating projectile destroys a strut, causing potential desync Fix: prevent Start Loaded mod from being selectable (activation makes no difference) Fix: updated translation of some Chinese strings Fix: "-template-" and "All Or Nothing" maps not excluded from map editor Fix: auto subscribing to maps and mods in replays Fix: Workshop maps which have AI fail to be listed in Skirmish Fix: map symmetry validation on saving maps - only report errors if script is flagged as symmetric - prevent invalid symmetry maps being uploaded where possible - old symmetric maps need to be re-saved in the map editor before they can be uploaded through the workshop manager Fix: grouping sounds are not audible Fix: preview displays are compressed horizontally for expected 16:9 images
G’day Forts Fans! After months of hard work behind the scenes, we’re proud to announce that custom mod support in Forts’ Steam Workshop is ready. Details follow.
Of course it wouldn't be a Forts update without a few crucial fixes. Check out the changes below. Thanks again to all of those players who submit crash and desync reports to make these fixes possible.
Workshop Mods
Players can now create and easily share their own mods to add new devices, weapons and materials, and alter the game balance, physics properties, or visuals of the game. Mods are uploaded and updated in the new Workshop menu. Players who do not have a mod are invited to subscribe in the lobby if necessary.
As an example we have created a new device, the Large Sandbags, and made it available for subscription. Mod makers are encouraged to inspect the mod files to see how to add a new device, complete with HUD item textures and localised names and descriptions. Weapons are similar; you can use the weapon_pack (Tons of Guns) mod as a guide for these. We’ve started an official modding guide, and you can get support on the modding channel on the Forts Discord.
Mods can be given a category like the built-in mods, such as Devices or Rules. If one is not set in the mod.lua file, or it's not valid, it is put in the default 'Miscellaneous' category.
When publishing a mod for the first time, we recommend making it visible to friends only, and testing it with them. Issues not apparent when testing mods locally may appear, with regard to finding new texture assets. Prefix filenames with the 'path' variable to reference these. When it works as expected you can make it public.
The Workshop mod support does not extend to special mods such as commanders, factions, keyboards or languages at the moment, and does not allow custom campaigns or environments yet. We’ll be looking at these in time.
Build 2018-02-08a Changelist
Add: custom mods can be uploaded via the Workshop menu and subscribed to in the Lobby Add: sample Workshop mod 'Large Sandbags' Fix: crash caused by lights.lua when player is an observer Fix: lights.lua still loaded when lights disabled Fix: crash when selecting a replay when none exist Fix: test for ground nodes is too loose to pick up many symmetry errors Fix: symmetry errors in All or Nothing, Balls 2v2, Caverns, Drop the Bomb, Hellmouth, Moorings, Needles, Pillars, Snow Leopards, and Wingman Fix: desync/memory corruption when a player selects a device as it goes neutral Fix: desync/memory corruption when splash damage destroys a strut Fix: access of deallocated memory when penetrating projectile destroys a strut, causing potential desync Fix: prevent Start Loaded mod from being selectable (activation makes no difference) Fix: updated translation of some Chinese strings Fix: "-template-" and "All Or Nothing" maps not excluded from map editor Fix: auto subscribing to maps and mods in replays Fix: Workshop maps which have AI fail to be listed in Skirmish Fix: map symmetry validation on saving maps - only report errors if script is flagged as symmetric - prevent invalid symmetry maps being uploaded where possible - old symmetric maps need to be re-saved in the map editor before they can be uploaded through the workshop manager Fix: grouping sounds are not audible Fix: preview displays are compressed horizontally for expected 16:9 images
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