Now that Moonshot has been out for over a month, we thought it high time to announce a new tournament, and see what new strats players have come up with.
This will be a 2v2 TDM tournament. It is being organised by the awesome [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages. As a new twist, the battle maps will be chosen by audience vote during the live stream. You can vote here.
The tournament stream will be hosted by the ever strategic Project Incursus and the effervescent Frazzz. With special guests Blammo and Nozehed, both of which are are on the FORTS development team.
In order to participate, you must do the following...
G'day Forts fans! We hope you've been enjoying the game and getting amongst it for the first Forts ranked season. Having had a couple weeks rest after the intensity of the Moonshot launch, Beeman is back with some fixes and optimisations for you all. The map editor has received a few additions and tweaks, and Phantom gets a nice buff. Read on to find out more.
Changelist release 2019-07-25b
Add: capture point maps made symmetrical so they are available in ranked Add: \set ground_snap 0 to disable ground snap in map editor Add: \set block_details 0 to hide block text in map editor Add: \set block_bounds 0 to hide block bounds in map editor Add: draw selected block outlines and normals on top of any other blocks and extents for clarity Add: Editor.Zoom.Min/Max in constants.lua to adjust zoom depth in map editor only Add: increase mSortedEffects reserve from 1000 to 2000 to handle common peak
Balance: increase max link length of portal by 5 Balance: (Phantom) Cloaked weapons stay cloaked with damage, only become visible when destroyed Balance: (Phantom) Can move devices as well as weapons. Excludes devices that cannot be scrapped (e.g. Reactor and Derricks) Balance: (Phantom) Can place dummy devices Balance: (Phantom) Dummies ignore tech and population cap requirements Balance: (Phantom) Dummy devices/weapons do not apply splash damage, etc when destroyed, affect resource production or generate repair fields Balance: (fast-build) decrease portal warmup time to 1s
Optimise: don't draw node extents, edges, normals, handles, or details for blocks off screen Optimise: only ResolveMaterialTargets and CompactMaterialRenderOrder once for each material state Optimise: Store reserves the maximum number of nodes to fill a minimum block allocation to avoid frequent reallocation
Fix: lobby chat history is unlimited, causing memory allocation and performance issues Fix: if a client times out the host can cause every other client to desync by not queuing the disconnection message Fix: Effects with invalid coordinates are accepted, causing memory corruption and crashes Fix: reflected nodes can have their graphical position invalidated Fix: crash in Weapon::Update and Weapon::DeserialiseSimpleData when projectile blueprint is NULL Fix: extrusion can be broken after clients rejoin due to duplicate standin node ids Fix: mod crash in ReceiveUpgradeDeviceMessage -> DeviceManager::DeviceSatisfiesPrerequisites when deviceBlueprint is NULL Fix: mod crash in DeviceEditor::Update when blueprint is NULL Fix: modders may change commander active material parameters that should be static Fix: free particles with invalid position or indices can be added and drawn Fix: weapons without a valid mProjectileBlueprint can attempt fire, beam weapons lock up Fix: crash in Device::SetResourceAccount when device type is invalid Fix: long Lua errors crash the game Fix: when trying to connect to an incompatible version, the message telling the client this is ignored Fix: in CommandInterpreter::HandleClientStatus, disconnected client is prematurely set to invalid, causing a warning message during correct handling Fix: replays data desync when playing back games where Moonshot was disabled Fix: Moonshot HUD is shown to non-owners outside of multiplayer Moonshot games Fix: map editor colours are cluttered Fix: host can spam Start in ranked to bypass the game limit test Fix: when rejoining paused TDM simultaneously players can be given a co-op team and so have nothing to control Fix: team 2 buster fires 20mm shells into team 1 shield, which hits a structure, you get a console error Fix: 20mm particle accelerator crashes game (reduced load on effect system) Fix: mPingReplies recording causing potential memory corruption or crash Fix: start button can be spammed, sending network messages rapidly Fix: (Black Gold) doesn't mark cutscene missions (first two motherload) as complete when proceeding Fix: (Phantom) Dummy devices/weapons apply splash damage, etc when destroyed, affect resource production and generate repair fields Fix: (Moonshot) weapons unlocked when restarting a campaign mission Fix: (Moonshot) it's possible to connect through the top door in Missile Command
Remove: don't draw bounding boxes and circles for unselected blocks Remove: file access operations in ReadImageFile and TextureManager::ReadTexture for speed and lower chance of crash Remove: Siberia: Eastern Block from multiplayer map selection
G'day, Forts fans! It's been a couple of weeks since the launch of the new Moonshot DLC, and we couldn't be happier with the response it has received. So great to see so many servers with the blue Moonshot icon. Since launch, we've been busy listening to and responding to your feedback, the results of which are contained in this update.
Moonshot Invitational Tournament
Recently, we saw Moonshot get a thorough play through by some of Forts' experienced players in the Moonshot Invitational Tournament. The new features and weapons were deployed over the course of some 1v1 regular battles, 1v1 & 2v2 Capture Point matches, and rounded off with a 4v4 maelstrom including the hosts Frazz and Incursus. Check it out on one of these links!
We've added a capture point template map for those wanting to create maps for the new game mode. The map can be found under the name 'dlc1_MP0(Template - CP mode)' in the editor. We have also put together a guide to help you get started.
Add: option to hide rank in lobby Add: Include capture point template (dlc1_MP0) Add: season number and its dates to Ranked menu Add: convert neutral portal structures to background throughout Moonshot campaign to avoid splash and emp issues Add: increase max free particles from 1000 to 2000 Add: make brake power consumption proportional to strength Add: BrakeLevels shifted +1 to be easier to understand (0 -> stop dead, 1 -> disabled) Add: no-build block flag (Alt + C) for derrick areas Add: no build flag to blocks to all derricks in capture maps Add: portal destruction effect set to new effect adapted from shield destroy Add: RequiresMoonshot set automatically when making a new map Add: new RequiresVanilla flag that disables a mod when Moonshot is enabled
Balance: no fires lit and no solid damage if beam is moving fast Balance: increase Magnabeam reload period from 14s to 28s Balance: increase Buster charge time by ~30%
Optimise: convert meffect_list from a list to a vector to save making many small memory allocations Optimise: reserve space for 1000 sorted effects
Fix: some systems can run out of memory due to integrated display drivers using application memory (double virtual memory available to 4GB) Fix: crash when a projectile action spawns a new mesh projectile with none available Fix: mesh projectiles can run out, temporarily preventing the spawning of new ones Fix: crash when Armourdillo commander is used with Extra Stuff++ mod Fix: crash in ClientManager::Update during replay when a mod change causes ClientData::mSelectedDeviceIndex to go out of range Fix: another instance where out of range ClientData::mSelectedDeviceIndex can cause a crash Fix: crash with invalid edge indices Fix: copying ground blocks with custom envs textures & surfaces are lost and auto environmental effects are added incorrectly Fix: field auto env effects in custom env are not created Fix: when converting to another environment surface indices can become invalid or change into common surfaces Fix: Ctrl + Delete crashes editor if environmental effect props are associated with any of them Fix: after creating a new block with blank edges, it's hard to change the edges of the whole block Fix: EMP and swarm missile projectiles collide with background portals Fix: EffectsManager gets a large delta at the end of loading while World zeros it, causing many effects to expire Fix: environmental effects don't have their lifespans extended, causing them to periodically expire Fix: environmental effects expire if time is sped up Fix: effect script and missile trail filename exceeding buffer limits can be used without warning Fix: crash drawing rare invalid effects Fix: debugging sprite on smoke projectile remains Fix: smokebomb projectile sprite is missing Fix: portals can be linked while/after changing materials Fix: replacing materials doesn't instantly unlink portals or cancel warmup Fix: Store::Load accessing NULL file that should exist (blocked by antivirus?) Fix: portals can only be used once per frame per projectile/beam Fix: new tech building descriptions not showing - device strings.lua files not commited to repository Fix: It's possible to extrude rope from disabled materials (e.g. backbarrier) Fix: mExtrudeMaterialIndex is invalid if Extrusion.DefaultMaterial is not found Fix: You can build devices over new bracing that's been replaced with armour Fix: Spy enemy resource panel is out of sync with the rest of the HUD Fix: In 'Head in the Sand' and 'Fire in the Hole' if you upgrade mines they won't count towards the objective Fix: missiles can be previewed upside down on 'Sever & Seize' Fix: derricks in capture maps can be destroyed using portals Fix: neutral portals are vulnerable to splash and emp, and behaviour is buggy when disabled by emp Fix: weapon refire can be stuck repeatedly trying to fire against the edge of a door Fix: in Mission 114 AI can't build foundations on the fissure between the ground and safe zone Fix: can't build to a backbarrier foundation on Close Quarters Fix: free particles are not cleaned up in CampaignScreen::ExitCampaign Fix: Barrier material not invulnerable Fix: incendiary projectiles fail to collide with ground when passing a non-flammable strut in the same frame Fix: 'A Bridge Too Far' objective Don't attach to floating islands granted incorrectly Fix: portals are enabled in height challenge Fix: brake context button has a placeholder texture Fix: negative and zero brake levels broken Fix: sparks keyframes can be empty, and no warning is shown Fix: Russian 'Unranked' translation overlaps rank category buttons Fix: incorrect initial hitpoints at times, causing desync when repairs are attempted Fix: extruding a shield over a ground device fails and leaves behind a standin-foundation, preventing further construction Fix: ground devices can be placed below ground at the back in 'Lock Pick' Fix: brake context menu doesn't show current state for 10% Fix: Fmod falls back on nosound to allow players to play multiplayer when init fails Fix: Desync when restoring some portals from keyframes Fix: can't hit background devices in some situations Fix: "Log into Steam and go online to use this feature" is overlapped with player and map columns Fix: Background team blocks auto-orientation Fix: crash when Moonshine extrudes portal over weapon Fix: extrusion looks up active materials Fix: when extruding a short portal preview works but construction fails (now substitutes bracing) Fix: when extruding a long portal it fails without preview (now substitutes bracing) Fix: extrusion fails if current selected material is too long (use support material instead) Fix: attempt to link nodes to self when extruding large portal box Fix: very short portal extrusions are possible and don't have previews Fix: extrusions so short that the cross brace fail are common (increased minimum offset from 30 to 40) Fix: weapon bounding box is not lifted at the base to allow placement near armour below, or retrofitting Fix: big explosion missing when howitzer collides with a shield Fix: flamingbuzzsaw is missing RayDamage Fix: standard forts are out of date Fix: crash when old chat lines with workshop icons are culled (unlimited history again) Fix: crash when updating refire on weapon with no resource account Fix: crash when showing very large production and capacity values for device tags
Remove: AlienFX lighting turned off by default to avoid crashes (now opt in) Remove: 'avoiding writing keyframe due to paint required' console spam Remove: extended block details for unselected terrain Remove: near zero factor brakes Remove: brakes reducing speed below BrakeMinSpeed threshold
G'day Forts fans! Now that the Moonshot DLC has been out for a while, we'd like to announce the introduction of Forts seasons for the ranked matches and leaderboard. Our intention with this to give the ranked scene some momentum and context, and do away with the stagnation an endless 'season' has created.
How it works
The leaderboards have been reset.
Starting today, July 1st 2019, seasons will run for three months.
At the end of each season, the first second and third placed players will be awarded medals in the form of in-game icons placed next to their name in the leaderboard.
Icons will be Gold, Silver and Bronze, and will have a number denoting the season in which the medal was earned.
Visibility of these icons in lobbies can be turned on and off, so as to avoid being kicked for being 'too good'.
We'd like to take this opportunity to say well done to the top placed players as of the old leaderboards, who are as follows:
Ranked 1v1
samsam
QASAklim_
The Mouther 'Fudger'
Ranked 2v2
42 scientist
trekjeft
CronkhinatorYT
Looking forward to seeing some high level play, and who will be the champions of season 1! Leaderboards being reset in 3... 2... 1...
To celebrate the launch of Forts - Moonshot, several of Forts' experienced community members are taking each other on in an invitation-only tournament.
The tournament will consist of 1v1 standard battles, followed by 1v1 contests on new Capture Point maps, rounding out with 2v2 Capture Point encounters, all the while showcasing the new weapons and features of the DLC.
Date: Saturday 22nd June Time: 12noon PDT / 3pm ET / 7pm UCT-GMT
G'day Forts Fans! After much work over the previous 12-18 months, we're happy to say that Forts - Moonshot DLC is out! Read on to find out more or go straight to the store page!
Take command of the Combined Forces in their battle to beat back a resurgent Black Penguin Oil in Forts’ first DLC. Moonshot DLC features a whole new campaign, new weapons, features and commanders!
NEW CAMPAIGN
Fight to recover the moontech across the Pacific Rim, in four new theatres of combat, unlocking new weapons, and discovering new features.
ADVANCED ARSENAL
Buzzsaw
Shreds bracing and background bracing
Self-destructs after three shots
Requires: Workshop
Smokebomb
Blinds enemy anti-air defences
Prevents enemy construction and repair. Blocks laser weapons.
Requires: Armoury
Howitzer
Causes huge structural damage
Projectile has multiple hitpoints
Requires: Munitions Plant
Magnabeam
Attracts projectiles to point of impact
Requires: Factory
PORTALS
Discover all the new possibilities of attack and defence with the portal.
Link portals to pass weapons through
Switch direction of fire
Draws energy during operation
CAPTURE POINTS
Moonshot brings with it a new gameplay mode, requiring players to fight over battlefield derricks in order to activate the endgame.
Connect to a derrick to decrease points
The more derricks controlled, the faster the rate of depletion
Depletion of all points causes enemy blastdoor to open, allowing reactor to be attacked
COMBINED FORCES COMMANDERS
Marshal your fort with one of the new Combined Forces commanders
Buster
Passive: AP Sniper can target for Silos
Active: Depleted uranium shells. EMP Sniper - Sniper can disable weapons, devices and doors
Moonshine
Passive: Shields block AP snipers/Shields behave like doors
Active: AoE weapons swap explosive power for EMP capability
Phantom
Passive: Cloaked weapons until damaged. Dummy Weapons (appear ghosted for player)
Active: Uproot and move weapons almost instantly. Silent weapons
EXCLUSIVE MOONSHOT FEATURES
Combined Forces HUD New in-game Combined Forces HUD for you to enjoy
Moonshot Music All-new soundtrack, also available to purchase separately.
NB - Replays are subject to desyncs, which will be addressed as soon as possible.
G’day, Forts fans! We hope you’ve had a good 2019 so far. We’d like to point you to our new EarthWork Games developer page, the central location for all things EWG, be they news, content or social media links. Head over here and give the page a ‘follow’ to ensure you don’t miss out on any new updates.
Mod Picks
Forts is lucky to have so many diligent modders, and we love seeing what they come up with. There’s so much creativity out there that we’d like to highlight a couple of notable ones.
Tanya’s-Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1492181905&searchtext= Just in case you’ve been living under a rock, we’d like to draw your attention to this most ubiquitous of mods. Created by General Tanya-Chan, it adds a ton of new weapons, as well as alternate suped-up versions of the commanders. Amazing, and it keeps getting better!
It has been long awaited, but we're back with The Official FORTS Tournament XIV !
This will be a 2v2 TDM tournament. It is being organised by the awesome [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages.
In order to participate, you must do the following...
G'day Forts fans, and happy new year! We've got another hotfix for you today. It should smooth out a few problems we've noticed since the December update.
One issue was that mass was being ignored for weapons and always defaulting to 40. To avoid disrupting already published mods, we have introduced a new variable called WeaponMass, which works only for weapons. Mod authors will have to set this instead of the usual Mass in order to change it from the default of 40. We've updated the built-in weapons, so the bigger weapons will put additional strain on the structure.
As always, if you notice any issues or have questions, please let us know.
Thanks for playing Forts!
Cheers, EWG
Build 2019-01-11a Changelist
Add: WeaponMass variable which defaults to 40 if not set, and writes a warning to the log Add: don't allow access to multiplayer if sound fails to initialise to prevent desyncs Add: show a message and open known issues guide if the software renderer is detected Add: don't record desync if any of the clients has a ping greater than a threshold (1 second) Add: enable DebugDataDesync for every progressive checksum Add: effects checksum to progressive data checksum debugging Add: include host's version of the full desync in the desync detected message to immediately set sync state and print it out Add: rewrite host log when the full tick check has been received Add: defer sending desync files until full tick check has been received by host Add: log data desync detail to separate file on data desync Add: separated material, device, projectile and effect data checksum debugging for granular desync diagnosis Add: Replay.DataDesyncEnabled to allow disabling data desync detection in replays Add: if there is no device/material description for a language default to English
Optimise: don't take desync screenshot with console fully dropped Optimise: don't send current (simplified) world dump on desync (not useful)
Fix: entire effects cache has its checksum calculated when index wraps Fix: effect scripts and samples are loaded from the drive root Fix: crash in DeviceEditor::DrawLaserPainting when mCurrentDeviceTypeIndex is -1 Fix: access to freed memory when upgrading a device Fix: sandbox replays desync when firing weapons (always allow when player is promiscuous) Fix: DebugDataDesync is incomplete for the first frame Fix: crash when logging Msg::set_weapon_target and device not found Fix: replay data desync immediately after recording a sandbox game (ambient effect loading) Fix: crash when client selects a map while the host disconnects while loading game or map select screen Fix: Hide enemy fort during truce shows struts and cladding Fix: FileSelect button to cycle previews doesn't have an effect Fix: desync when firing machine gun while AI is shooting it esp. when show cursors is on Fix: lagging players don't drop out before they desync Fix: desync message is duplicated in the console Fix: last two desync screenshots don't add anything - now focus on team 1 and team 2 home screens Fix: fog of war is enabled in desync screenshots Fix: weapon mass has no effect (removed from simple data and now referenced directly from DeviceSlot) Fix: crash when client tries to receive host desync files over LAN Fix: desync files not always sent by the correct channel Fix: sprite effect and sparks effect checksums were not being calculated Fix: sparks effect keyframe was not having the complete data checksum done Fix: randomised SpriteEffect mangular_deviation was incorrectly part of the data checksum Fix: Data desync due to environment ambient effect inconsistently loaded Fix: in some cases devices don't add any mass to the structure Fix: memory allocation failure when loading Japanese language in 4K resolution Fix: set window position before showing the window to prevent it jumping Fix: AI doesn't build in some position on large multi-fort maps Fix: crash when downloading replays while browsing another FileSelect screen Fix: update mNextPhysicsFrameCutOff immediately after physics frame is updated - should reduce physics stalls Fix: Escape during cutscene pause starts play instead of unpausing Fix: Objective 2 Mission 6 description is incorrect in German. Should be "Schießen Sie AUF DIE Miniguns durch geschlossene Türen." Fix: nested quotation marks in Portuguese for Mission 401 cause string loading errors Fix: multi-group select & delete removes the wrong blocks and can crash Fix: materials crash if Node value is missing Fix: looping audio when quitting motherlode victory or defeat movie Fix: AlienFX checkbox doesn't stay checked after restarting Fix: 20mm rounds apply splash damage when reflected off Scattershot's shields Fix: ui/screens/strings.lua unnecessarily reloaded (including in mods) every time a page effect is triggered Fix: localisation of debug readout in map editor Fix: prefab forts are out of date Fix: dynamic parsing of Map and user selected mod scripts (no need to restart when adding new scripts) Fix: various minor code correctness issues Fix: AI exception when creating link and PosB doesn't exist in the action Fix: extend client list box to the right to contain longest strings Fix: reduce size of client list text to reduce obstruction during play Fix: reduced precision of cursor position readout in map editor Fix: FileSelect mProgress isn't always initialised, causing crash when downloading Fix: ModManager::ApplyMod assumes a file exists if it's in mModFiles, causing a crash if it's missing
Remove: holiday theming Remove: requirement for workshop mods to have a "mod.lua" script
Well, it's been a long year, with a lot of bullets fired, and many a fort coming tumbling down. We hope you have enjoyed all the extra features and functionalty we have brought you, and all the great output from the modding community.
The EarthWork Games team will be taking a break for a couple of weeks to recharge. We have big plans for next year, but in the meantime we're bringing you the last fixes of the year, along with a sprinkle of festive spirit to the game...
Release 2018-12-23a
Add: button to download featured replays, instead of automatically at start Add: video card model and driver version to log Add: message box when uploads are still in progress on exit Add: in-game message box to query player about desync report upload Add: notification and progress bars when crash or desync uploads are in progress on exit
Optimise: don't calculate checksum twice when writing a replay keyframe
Fix: some players have a black screen on start - Add a checkbox to enable refresh rate selection - Add a message box the first time a display mode with frequency is set Fix: crash in Node::AddToChecksum when team projectile types are not even Fix: replay desync when placing ropes Fix: BreakStructure can destroy nodes when close to the ground Fix: translation not provided if mainmenu has no strings table for the current language Fix: application VSync option is not used (was always on) Fix: crash when pressing Edit with no map selected Fix: disconnected close ranked matches are always given to Team1 Fix: fires not extinguished for victors in TDM Fix: when all items in a HUD tab have been maxed out, an item in another tab can be selected Fix: when a device is selected which can't be built, it's not possible to select structure Fix: the lobby chat edit box can overflow Fix: players can spam the chat, causing performance issues and disconnection for others Fix: desync/crash when a player replaces a material adjacent to where another player is placing a device Fix: weapons can fire after being disconnected due to latency Fix: tick profiling is inaccurate Fix: seams are visible in HUD background Fix: desync files are not considered to be uploading during the 5s delay Fix: hung workshop downloads cause a loop which spams log, network and CPU Fix: chat history workshop download buttons sometimes reappear
Remove: obsolete colour depth display/selection from options screen