G'day Forts Fans! In preparation for next week's 2v2 tournament , we are bringing you a balance update, some post battle stats, and for the map makers out there, some procedural shape tools.
Balance Changes
Firebeam: Travels up to 160 units through bracing only, vs 120 with armour first. Repair Station: Repair is 50% faster close to station. 20mm Cannon: Added extra shot (8 -> 9). Increased effectiveness against sandbags (20% -> 60% normal damage). Minigun: Reduced build cost (200 -> 125 metal). Turbines: Reduced upgrade build time (30s -> 15s). Swarm Missiles:: Reduce damage (-8%). Hurricane: Reduced build buff (20% -> 10%). Scattershot: Small amount of variation added to mg, miniguns and 20mm during Scattershot active (10% of normal).
Post Battle Stats
Now, at the end of a battle, players will be presented with stats showing: - Battle duration. - Reactor health. - Damage inflicted.
Map Editor Shape Tools
Inspired by Forts community member Ximsa, we have added procedural shape tools to the map editor. To get started, run the editor and type \terraform scripts/shapes.lua Help().
Build 2018/07/07a Changelist
Add: \terraform map editor console command - First parameter is a script filepath - Remainder is script to execute within that LuaState Add: scripts/shapes.lua to be used with \terraform command: - Help function, use: \terraform scripts/shapes.lua Help() - Rectangle, Circle, Ellipse, Star, Polygon and Cog shape - Sine, stepped, and teeth waves - Translate, Scale and Rotate functions Add: set edges of all selected blocks Add: reset all overridden edges when setting the edge set of an entire block, except blank ones Add: blank edges are always overridden, so they are not removed when setting the block surface Add: apply flag and owner changes to all selected blocks Add: show stats for online games (game duration, reactor health, damage received) Add: shift ranked search bracket down if player is new (down by 150) Balance: firebeam travels up to 230 units through bracing only, vs 120 with armour first (hotfixed, see below) Balance: Firebird's firebeam goes for 3.2s (up from 2.5s) Balance: Firebird's firebeam travels up to 30 units deeper in bracing Balance: repairs 50% faster close to repair station Balance: add an extra shot to the 20mm (8 -> 9) Balance: 20mm more effective against sandbags (20% -> 60% normal damage) Balance: reduce Hurricane build buff from 20% to 10% Balance: miniguns cheaper (200 -> 125 metal) Balance: upgraded turbines faster to build (30s -> 15s) Balance: add a small amount of variation to mg and miniguns during Scattershot active (10% of normal) Balance: slightly reduce swarm missile damage (by 8%) Balance: give the sniper a lower view floor in A Bridge Too Far and in Sitting on a bomb Balance: increase firebird max Firebeam penetration by 30 Optimise: course radius test in PhysicsManager::UpdateProjectiles doesn't factor in time step Fix: use Windows mouse by default Fix: can't select an edge set when there is no block selected Fix: surface item is still highlighted when returning to tab Fix: going from props tab to surfaces tab, terrain tab is also highlighted Fix: incorrect vertex snapping when moving multiple blocks Fix: crash when selecting a device with an upgrade that doesn't exist Fix: messages from old sessions can be acted on and cause problems Fix: crash in FileSelect::AddItem when overlay texture name isn't found Fix: anti-air collisions are missed in some circumstances Fix: replay desync in 'That sinking feeling', WMD and other missions Fix: crash in CommandInterpreter handling client_team message when client is not found Fix: client connected via LAN not removed when timed out Fix: LAN clients don't time out Fix: long display and item names cause buffer overflow crash in Multiplayer::SendSystemChat Fix: unable to press mouse buttons or keys if game is not in focus during launch Fix: ClientDatabase::HandleClientStatusMessage creates a client if an operation arrives on an invalid client Fix: desync when client toggles ready status or team immediately before start Fix: prioritise almost full lobbies in lobby search over ones with many Fix: tips can be shown in TDM after player is defeated Fix: subscribed Workshop items don’t appear correctly if SteamLibrary path includes non-ANSI characters (better Unicode support) Fix: teams can get out of sync Fix: changing team just before joining can cause a crash Fix: Hurricane, Firebird and Warthog weapon mods not applied correctly Remove: intro movie, now uses static image to avoid compatibility issues Remove: disable infinite loop test to leave lobby (handled well enough by lobby filtering) Remove: force use of windows mouse until changed to DirectInput
HOTFIX 2018-07-09a Balance: reduce Firebeam penetration depth from 230 to 160 Balance: reduce Firebird's Firebeam penetration from 260 to 180 Balance: allow laser to rotate twice as fast and still damage/ignite backbracing Fix: mAchievements is invalidated when deleted from script (Motherlode completion crash) Fix: What are tiers ? mod causes stack corruption; increase maximum number of materials to 100 Fix: unable to get oil drop in Underbelly Fix: oil drop animations slightly offset from Achievements panel Fix: unnecessary init.dat missing error in log file Fix: standalone device costs are out (e.g. ap sniper, swarm) Fix: going to map selection screen while host starts game breaks loading Fix: client can rejoin when host quits, and gets stuck waiting
HOTFIX 2018-07-09a (updated 2018-07-18) Add: Sal Vaux link to Tournament video Add: GetBlockCount() to let terraform scripts query all blocks Fix: can't fire missile group if first missile is reloading Fix: can run out of resources if building neutral structures in map editor Fix: crash when script GetBlockSelection() receives an invalid index
HOTFIX 2018-07-09a (updated 2018-08-07) Add: Sav Vaux link to Tournament XIII info and Workshop campaigns Add: Don't show news if player hasn't started campaign Fix: Lobby appears full in browser but actually has free slots Fix: Lobby may not be exited correctly in case of network interruption
HOTFIX 2018-07-09a (updated 2018-08-13) Add: Sav Vaux link to Tournament XIII info and Workshop campaigns Fix: memory corruption and related crashes in projectile sprite set up
HOTFIX 2018-07-09a (updated 2018-09-04) Fix: language selection screen contains no text Fix: crash when a weapon or projectile action can't find a projectile type Fix: console sometimes gets stuck in dropped position - Make cross on console reset inactivepos to zero Fix: ilLoadImage can fail to load PNG files for some users - Fall back to loading all image types as a lump
Tournament XII
On July 14th we will be hosting a 2v2 tournament. Qualifying ends this weekend! Click here to find out more!
Thanks for playing Forts. You can help us increase our player base by leaving a positive review on the game's Steam page. We'd really appreciate it.
G'day Forts Fans! This hotfix doesn't change the version in the main menu or invalidate replays, as none of the changes affect gameplay. In an effort to improve the first multiplayer experience of some eager users, we've required them to complete the tutorials before unlocking the menu. To reduce accidental pausing in multiplayer, the Escape button must be pressed by the host for a short period to bring up the pause menu. Thanks to KingBenjai and other testers we've sorted out a few edge-cases that were causing errors and desyncs. Let us know if anything plays up and we'll get onto it.
HOTFIX 2018-06-21
Add: Multiplayer menu is locked until player has completed the tutorials Add: EnforceReplayVersion option to settings.lua (set to false to load some older replays) Add: Updated main menu news to invite tournament XII sign ups Fix: It’s easy to accidentally pause the game with Esc (now hold briefly to pause) Fix: local database incorrect error when leaving while host is paused Fix: clients returning to chatroom are sometimes still in ready state Fix: if client exits game with status messages in the command queue, local database can get out of sync Fix: client status messages received while waiting for others are not always executed in time Fix: Join button is enabled after click and can be pressed again causing duplicate sprites and desync
HOTFIX 2018-06-22
Change: only require Esc to be held down when hosting in a custom game, and shorten time to 140ms Changed ‘Games’ spinner to say ‘Min. Games’ Fix: achievements fail to trigger if the player exits the campaign quickly Fix: tutorial achievement on Page1 not granted if both tutorial missions are complete on entry Fix: tips are inappropriate in TDM Fix: repair tip shows if team mates are damaged Fix: tips can show when the suggested device is under construction (e.g. battery) Fix: turbine tip can show when the player still has plenty of energy Fix: crash loading Mars One 3v3 in single player Fix: weapon preview is drawn when drag-grouping and keep device selection is enabled Fix: translations
Hot off the heels of our first 3v3 tournament, we're trying something new again. This time it's a 2v2 Ranked Co-op tournament. What this means is that to qualify to enter, you or your teammate must be ranked in the top 50 of the FORTS 2v2 Ranked Leaderboard.
If competitor numbers are low, we'll open it up to the top 100.
Qualifying is open now, and will close July 8th, 8pm EDT.
Sign up for qualifying competitors will then be opened soon afterwards.
WHEN
Qualification ends July 8th, 8pm EDT
Tournament starts July 14th, 4pm EDT
RULES
2v2 Ranked Team Co-op
Single Elimination
15 minute battle time limit
Ton of Guns enabled
Commanders enabled
Draws decided by total damage inflicted
16 Teams max.
THE BATTLEFIELDS
(chosen randomly during the tournament)
Balls 2v2
Hillfort 1v1
Ledge Grab 1v1
Vanilla Large 2v2
Stalactites 2v2
Wingman 2v2
Snow Leopards 2v2
Caverns 2v2
Abyss
Boxed In
Catacomb
Skylands
note: Earthwork Games reserves the right to make changes to this event as needed
G'day Forts Fans! A few more important fixes in this update. Thanks again for sending in files and suggestions that make this possible.
HOTFIX 2018-06-17a
Add: hide custom lobbies from the lobby browser if the player has a ban Optimise: only use regex matching in SetCallback when necessary Fix: random number desync and duplicate sprite errors when host times out during loading Fix: if the ranked host you match with has banned you, you can't join any games Fix: potential memory corruption in initialisation of client database when copying mPingFilter Fix: If leaderboard doesn't update before match is scored it could use one left over from a previous client Fix: Quit button can be accidentally pressed when host pauses (now disabled for a second) Fix: repair station translations for Chinese missing Fix: client and host receive timer not reset on client connection Fix: client sends ping before LoginClient message has been received Fix: maths error in ray tests Remove: pause in ranked matches (used by hosts to force other player to forfeit or desync)
G'day Forts Fans! We've addressed a few more urgent issues with this update. The leaderboard was getting laggy with so many entries, so we have optimised that and allowed you to filter the list by selecting the minimum number of games.
As always thanks for sending in bug reports and suggestions!
HOTFIX 2018-06-13a
Add: games count below which leaderboard entries are not shown, default to 3 Add: diagnostics to fix a desync Optimise: remove line highlight from leaderboard Optimise: only add one leaderboard line per frame to increase responsiveness Fix: potential memory corruption when creating new devices, causing weapons to face down and other symptoms Fix: blank out lobby win counter in ranked games to prevent 'ducking' Fix: shield doesn't fade while under repair, failing to indicate it is not working Fix: Hang Time not symmetrical Remove: changing of names from Steam name (to limit trolling) Remove: free weekend note from main menu
It was our very first FORTS 3v3 tournament, the most people we've had in a tournament yet. The cat herding was real, the technical issues were unreal, but the victories were sweet as. Huge congrats to our new champions...
First Place : Stratospheric Artillery Squadron 001 Pyro Project Incursus Ximsa
Second Place : Nozehed's Biggest Fans Raaaage Alert Trekjeft xRayz3n
Third Place : T3 Memes King Benjai AquaWolf Quxzcover
Check out the edited tournament video here... https://youtu.be/aogMKWfSHYU Big thanks to Incursus for co-hosting the stream, and to Trekjeft and Chazzy for helping organising the players.
Next tournament will be in around a month or so. Stay tuned for updates!
Just a quick update...there have been issues with the lobbies and we've done a hotfix to fix those now. Restart steam now to get the hotfix.
Here are the details...
HOTFIX 2018-06-10a
Balance: reduce rank search distance from 300 to 250 Fix: crash in leaderboard screen when lobby search takes a long time Fix: ghost lobbies appear at first and always take up some of the limited slots Fix: lobby list overlaps bottom of the panel Fix: open lobbies may be pushed out of the search by closed lobbies Fix: crash when trying to update loading screen when a sample failed to load Fix: Host can see opponents name in ranked briefly before it's overwritten by anonymous name Fix: tute 2: restart while waiting to build the mortar, mortar attack happens early and never ends Fix: text to upgrade minigun in mission “Alternative Facts” not in english Fix: typo in mission 203 “Wahead”
Following feedback from the first week of ranked multiplayer we have released a hotfix. The main change involves making the ranking system anonymous. This is to prevent players cherry picking matches they think they can win, leaving better players waiting for a long time. The ranking system is intended to match you with players of similar skill level, which means you may sometimes lose. Unless you are xRayz3n. We've also reduced the number of projectiles in the swarm, as rushing them was an OP strategy. Some important improvements were also made to anti-air. Full list below. As always we welcome your feedback.
Build 2018-06-07a Changelist
Add: other players anonymous in ranked matches Add: 'Please wait for a match' text when starting a ranked mp lobby Balance: increase max ranked score distance from 200 to 300 Balance: reduce missile swarm size from 15 to 13 (loss of 13.4% net damage) Balance: reduce shrapnel damage vs mg and minigun from 25% to 20% of normal to compensate for increased shrapnel Fix: change clients to unready if host changes configuration options in a ranked match Fix: don't create new score until the first match is scored Fix: window hung test too sensitive (crash when viewing leaderboard) Fix: line highlight overlaps scroll bar in leaderboard screen Fix: disabled text style hard to differentiate from normal (made darker) Fix: ranked score for lobby matching can be calculated incorrectly Fix: no ? substitution for unsupported characters in leaderboard Fix: repair station shows efficiency when selected Fix: resource icons missing from display when device selected Fix: K (kilo) suffix in resource read-out not localised Fix: energy & metal icons missing in device tags Fix: anti-air sometimes aiming badly Fix: anti-air (especially flak) sometimes doesn't fire Fix: anti-air (especially flak) sometimes closes door on firing weapon Fix: weapons can be placed in repair state while firing Fix: unreliable ping doesn't help to keep connection from timing out Fix: crash when host shuts down and local client no longer exists Fix: console error when seeking around outro cutscene Fix: install paths containing certain characters can prevent Skirmish maps appearing
Also a reminder that the FORTS Tournament XI is this weekend! This will be our first 3v3 competition and we're really looking forward to some intense mega-multiplayer action. There are still some slots open, so enter now while you still can.
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)
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