G’day Forts Fans! It’s been a long time coming but we’re pleased to be able to bring you Ranked Multiplayer Matchmaking! Also included in this update is a new device, the Repair Station, along with the usual fixes and improvements.
Ranked Multiplayer Matchmaking
Ever wanted to play Forts against another player with a similar skill level? Well, now you canI Players who opt to play ranked matches will have the result of their battles figure into their score, and their rank will be adjusted accordingly on the public Leaderboard. This should lead to more competitive battles, and a more competitive multiplayer scene in general.
Ranked matches have some restrictions that custom games don't:
Symmetrical built-in maps only
Only a few built-in mods may be selected
AI settings are symmetrical
Teams must be even and lobbies full
You can't battle the same player more than 3 times in the last 10 games
The host receives artificial lag based on the average ping
Players are scored like so:
The larger the difference in score, the higher the gain the lower ranked player receives if they win, and the lesser the gain the higher ranked player receives
Part of your score comes from how current your last match was
Quitting early results in a forfeit, even if you are knocked out of TDM
The host can quit without forfeit within 30s to correct game configuration
In 2v2 if your team mate forfeits you can still go on to win
Disconnecting results in losing points if you are losing (judged by damage)
Desyncing results in no change to scores
To play a ranked match, follow these steps:
1 - Click ‘Multiplayer’ from the Main Menu 2 - Select ‘Ranked Match’ from the Lobby Select screen 3 - Check the box for the game type you want to play, 1v1 or 2v2, and click ‘Start’. You will get placed into a lobby with a player of a similar rank, or if none are available, start your own ranked server to await an opponent of similar rank.
In an effort to reduce APM and to add another element of strategy, we have created the Repair Station. Available as a device built directly from the Reactor, the Repair Station repairs damage to surrounding building materials and devices as and when they are damaged in exchange for an ongoing resource cost. Multiple Repair Stations can be built at a time, but should be placed with care to maximise their coverage, while also ensuring they don’t put too much of a strain on your economy. Armourdillo has the passive ability of having a larger repair redius for his Repair Stations.
FORTS Tournament XI
Also, a quick reminder that the FORTS Tournament XI is on June 9th, 6pm BST. Sign up is open now! Click here.
Build 2018-06-01a Changelist
Add: Ranked multiplayer with leaderboards (1v1 and 2v2) Add: Repair Station device (Armourdillo has increased radius) Add: New achievement for completing 10 ranked multiplayer games Add: translations for maps and mods Add: 'English names' check to file select screen to turn off translation Add: category tag to uploaded mods Add: link to tournament news item on main menu Add: additional logging for workshop and file select to help track down issues Add: increase away from keyboard time to 3 minutes lobby search Balance: auto-defenses enabled in campaign hard mode Balance: +50% minigun damage vs bracing Balance: remove Hurricane active buff for swarms Balance: add extra shrapnel to flak (9 -> 12) Balance: make heavier weapons more expensive to repair (17% -> 33% of build cost) Balance: boost damage caused by flaming projectiles (mortars, missiles, rockets up to +33%) Optimise: trim down effect particle allowances and durations Fix: players can get stuck in Playing state in lobby Fix: translation of some strings incorrect or out of date Fix: UpdateProjectiles attempting to delete out of range nodes Fix: PhysicsManager::HandleCollisions copies vector of every node, allocating memory every frame Fix: various unnecessary dynamic allocation of small amounts of memory Fix: full lobbies are not sorted below open lobbies Fix: use stable_sort for sorted effects to prevent fighting of overlapping particles Fix: crash in editor: effect.Effect from mSortedEffects dereference crashes Fix: in PlayerController::StartInstantReplay() host doesn't always recognise itself as such, not allowing pause in replay Fix: missile flight paths show in replays Fix: German text overlaps in replay screen Fix: machine guns not overheating fast enough Fix: overheating machine guns don't always produce steam Fix: Ping string not translated due to conflict with unused table Fix: Limit campaign display names to 19 characters and reduce font size Fix: validate map foldername/filename in SinglePlayer when selecting a map Fix: damage tracking for a projectile was cumulating the target type modified damage values Fix: projectile damage_used tracking for damage multipliers == 0 Fix: Workshop download error message doesn't match errors from failing to download hidden items
Hotfix: crash when browsing ranked lobbies in progress using German language, and maybe other languages
Greetings FORTS fans! The FORTS Tournament XI is coming soon! This will be our first 3v3 competition and we're really looking forward to some intense mega-multiplayer action.
WHEN
Saturday, June 9th, 6pm BST (British Summer Time) (check-in opens two hours prior, please check-in on Challonge BEFORE the tournament starts!)
Other timezones:
6pm BST (British Summer Time)
7pm CEST (Central European Summer Time)
1pm EDT (USA Eastern Daylight Time)
12pm CDT (USA Central Daylight Time)
10am PDT (USA Pacific Daylight Time)
3am AEST (June 10 - Australian Eastern Standard Time)
Click here to sign up on Challonge. (please only sign up if you are sure you can participate) Click here to sign up to the Forts Discord. (you MUST be on the Forts Discord to participate in the tournament)
We are super happy to announce the winner of FORTS Tournament X is Trekjeft! He has now won his third tournament in a row and is clearly the king of the FORTS Hall of Fame!
For Joepocalypse, this was his third time coming second place. So close! He's another force to be reckoned with.
Here are the results...
Supreme Champion: Trekjeft Worthy Adversary: Joepocalypse Maybe Next Time: Raaaage_Alert
...and you can watch an edited version of the full tournament here:
https://youtu.be/Kycby6r4v0M The next tournament will be in around a month, it will be 3v3 or 4v4 and the time will be more suitable for those in Europe (although anyone can join if they like). Stay tuned for an announcement.
Big thanks to Project Incursus, Smash Gaming and the FORTS Discord moderators for helping with the tournament. Also a big thanks to the competitors for putting on a great show!
Howdy folks! Just a quick reminder that this weekend is FORTS Tournament X. We can't wait for things to kick off as some of the world's top FORTS players duke it out for their place in the hall of fame.
Sign up is now full and we have a few in the waiting list. Here are the details...
WHEN
Saturday May12th, 6pm EDT (Competitors: check-in opens at 5pm, please check-in on Challonge BEFORE 6pm)
G'day Forts fans! Today we bring you the next component of our Steam Workshop support: campaigns. Map makers will now be able to put together a series of missions with a narrative and custom AI. It also features mid-game saves and localisation support. We've put together a demo campaign, which you can subscribe to here. We're looking forward to seeing what you come up with.
In addition we've included another round of network optimisation and improvements. Game clients will make much more efficient use of bandwidth and be less susceptible to congestion. As always let us know if anything goes wrong.
Build 2018-05-04a Changelist
Add: Workshop campaign mod support (linear campaigns supported only) Add: demo campaign mod 'High Ground' Mission 1: defend against 20mm battery (specific AI) Mission 2: 1v2 battle with hanging fort (random AI) Mission 3: destroy a turtle with anti-air (empty AI) Add: maps can contain language specific string files Add: allow a mission script to query game type to avoid cutscenes in Skirmish and multiplayer Add: restart a linear campaign mission if the map checksum has changed since last save Add: clock sync option, disabled if off in constants Add: Workshop shortcut link for items in the workshop manager subscribed lists Add: select and remove map/mod button for host for client suggested maps/mods. Added to "downloaded" chat lines for items that need subscribing first Balance: increase mg accuracy Balance: increase anti-air lead of missiles Optimise: uninitialised node variables reduce efficiency of keyframe compression Optimise: have all messages sent buffered on client Optimise: replay compression type set to fast Optimise: send tick checks in batches of 8 (every 1.3s) Optimise: send tick checks as unreliable messages Fix: crash in replay when printing chat containing % symbol Fix: seeking in replay with modded music accumulates music streams Fix: music.lua not loaded during replays Fix: AI with high team allocation (e.g. 102) is not disabled during cutscenes Fix: Extrusion fails sometime after restoring a campaign Fix: hanging-step fort import not aligned with terrain Fix: TDM AI forts fail to restart Fix: replay compression allocation failure due to fragmentation Fix: clock is unnecessarily lagged for moderately good connections Fix: synced client clocks can drift during pause Fix: joining clients' clocks are lagged significantly in proportion to ping Fix: crash when a joint breaks with a standin link attached Fix: item path not updated when host downloads and subscribes to a new item in chat Fix: extrusion still shows if link turns neutral
Hotfix 2018-05-06a Changelist
Fix: crash when client receives a ping during connection Fix: disconnects due to new unreliable messages being dropped Fix: client doesn't recognise non-responsive host, remaining in lobby or game Fix: crash in BreakStructure when accessing non-existent link Fix: commander mod scripts don't handle arithmetic on absent values Fix: attached device platform can be incorrect after breaking structure Fix: invalid system chat when host types in the console
Hotfix 2018-05-08a Changelist
Fix: infinite loop when multiple temporary links are cleaned up Fix: crash when loading Height Challenge Fix: replay desync when neutral shields are damaged Fix: incorrect nodes can be deleted in some air-to-air collisions Fix: crash when starting a sandbox replay
G'day Forts fans! This one year anniversary update looks small compared to the last one, but packs a punch. Read on.
We have addressed some of the pressing balance issues. The cannon has received a buff to its splash damage, and the swarm missiles which dominated the recent tournament are now more costly to build and fire. Eagle Eye receives some love in the form of quick build snipers and more damaging explosive rounds. Upgraded mines produce more metal and turbines are cheaper to upgrade. Check out the full list below, and practice up if you're participating in the upcoming tournament.
In addition the networking has had some optimision, by packing commands together. This reduces the number of messages sent, and total bandwidth used. The game will also have a short time window to queue commands, smoothing the simulation on poor connections.
A bug which the AI was exploiting to build structure while short of resources has also been fixed. Thanks to Romerolagus for reporting that one.
Build 2018-04-20a Changelist
Add: reset nickname button in lobby search Balance: reduce Eagle Eye sniper build times by 50% Balance: increase Eagle Eye explosive round damage (+20%) and radius (+12%) Balance: reduce 20mm fire energy cost from 2500 to 2000 Balance: increase minigun damage multiplier vs rockets/shotguns from 1.6x to 3x Balance: increase cannon splash damage (+33%) and splash radius (+15%) Balance: increase upgraded mine metal income from 5 to 6, energy consumption from -7 to -10 Balance: reduce upgraded turbine metal cost from 200 to 100 Balance: swarm build cost increased from 400 to 500 Balance: swarm fire cost increased from 1000 to 1800 energy Balance: increase anti-air machine gun accuracy (reduced std dev from 8 to 7) Balance: reduce sandbags hitpoints from 300 to 250 Optimise: Buffer commands into one at the host, flushed by tick message Optimise: piggy back time sync message on ping message Fix: extrusions sometimes don't turn out correctly on poor network connections Fix: simulation can stutter on poor network connections Fix: ping is sent as a reliable message, causing blowouts during congestion Fix: affordability of a brand new strut is not tested for, allowing AI to build when it is short of resources Fix: crash when AI activates their commander then accesses the current script state in the same update Fix: crash when structures fall outside of the map Fix: crash when dereferencing expired sorted effect Fix: human assist AI unnecessarily tracks player created nodes Fix: Error messages don't remain red in console Fix: World::ActivateCommander can execute and crash without commanders being enabled Fix: Firebird not making flaming mortars when active Fix: missiles targeted by auto air-defences while they are still reaching the attack phase Fix: mod subscribe & download flow issues Fix: minigun, shotgun and rocket do not make the correct upgrade sound Fix: FormatChatString displays garbage characters in a replay when player was in the lobby
It's hard to believe it's been a year already. Time flies when you're having fun!
From all of us here at EarthWork Games, we'd like to give all of our players a huge thanks for your support. We literally could not have done it without you. Your feedback on the forums and discord has been super helpful in making FORTS even more fun now than when it launched.
A big thanks to the YouTubers and Twitch Streamers including Project Incursus & Smash Gaming who have been making heaps of cool videos and streams, and getting involved with the tournaments and community.
Thanks to the map and mod makers who are creating great content for the game that we never anticipated. In particular big thanks to Dineth the Destroyer for helping us with maps prior to launch and to Skoddle who's been helping us with coding over the last year.
We'd also like to thank our playtesters for their time and effort in testing game tweaks and features. You are highly valued members of our community.
Now, for some interesting stats on the game since launch:
We released some Dev Diaries that go behind the scenes.
FORTS is now playable in 14 different languages!
35 Updates have been released, not including hotfixes.
Most popular commander: Hurricane
Players completed campaign on hard: 217
Battles fought: 1.1 million
Hours spent: 1.5 million
Major features added since launch
June 2017: Multi-fort AI
Sept 2017: Steam Workshop Maps
Oct 2017: Six new weapons (Tons of Guns)
Dec 2017: Three new BPO Commanders
Feb 2018: Steam Workshop Mods
What's next?
Amongst other things and the usual balancing, bug fixing and tweaks, we're working on ranked multiplayer matchmaking as well as campaign mods. Even more to come in the future!
Thanks again everyone, and remember - have fun playing FORTS!