Today sees the culmination of the first season of Forts ranked multiplayer. After thousands of battles, we have our champions of the 1v1 and 2v2 leaderboards. Congratulations to CNFT_ LZjun topping the 1v1 leaderboard after eighty eight. In the 2v2 arena, KnuffigesPuffi claimed the top spot. Well done!
These players will receive an in-game gold medal for their heroics, with the second and third placed players receiving silver and bronze medals respectively. On top of this, all players who finished in the top 20 will receive a medal to reflect that. The top 20 of each leaderboards are as follows:
1v1 Leaderboard
CNFT_LZjun
2784724182速出加农
KnuffigesPuffi
CNFT_zhang502
CNFT_BlackBird
pudy248
QASAklim_
CNFT_DuskDawn
魔魇大大
Romerolagus
Kamen Rider Ab
喵呜~~~
EreXiuM
Zi_Min
Jorge-Stoom
tony
Kamsta99
Bowser
Trekjeft
0fred0m
2v2 Leaderboard
KnuffigesPuffi
Emile-wa
Grizz (Commend Meツ)
JKS
Gluflex
Romerolagus
QASAklim_
АРБУЗ
2727342737
1075115010
Баклажан
18302030633
slibarmann
枫叶丶柚子茶
DJ_lazysheep
Monika_Chan
oDa_
CNFT_zhang502
Red_Lhok
BSKDragon
Season 2
In a bid to increase competitiveness on the leaderboards, we are reducing the duration of seasons to two months. Therefore, Season 2 will finish on November 30th. The leaderboards have been reset, the season starts now! To the battlefield!
G'day forts fans! We're back with another update for you, concerning some fixes and optimisations, and the introduction of in-game medals in preparation for the end of Forts Ranked Multiplayer Season 1 on September 30th.
This update also features some changes and additions for mod makers:
Projectiles now have a 'DeviceDamageBonus' variable which works just like WeaponDamageBonus.
The projectile DamageMultiplier table can now have "structure", "device", "weapon" and "projectile" entries that provide a catch-all for those categories, if no specific SaveName matches what is hit.
The projectile Effect system has been extended with the addition of the 'Chain' variable, which contains a list of additional effects to execute. These do not apply additional damage but can spawn visual effects and new projectiles.
Projectiles now have 'EnemyCanTeleport' variable which is an alias for 'PassesEnemyPortals', but does not trigger Moonshot dependency for the mod.
Projectile vs projectile collision damage multiplier has been moved from the receiver using Direct, to the giver using AntiAir. This makes it consistent with other damage multiplier types, and allows damage to projectiles having the same name as their weapon to be differentiated.
Commander descriptions can be modified in-game using paths such as mods\\language-English\\mods\\commander-bpo-scattershot\\strings.lua.
See the sniper projectile in the base files for samples of DeviceDamageBonus and categorised damage multipliers. Further documentation will be coming.
Medals
Introducing the new Forts medals system. Upon the completion of the current ranked season, players placing in the top three of the 1v1 and 2v2 leader boards will be awarded medals to signify this achievement. Additional medals will be awarded for anyone else who placed in the top 20. A star on the corner of the medal indicates that older medals have been hidden. Simply click on the medals to see the full history. Medals will also be granted to Forts content creators and modders/map makers who meet the minimum criteria, with those owning Moonshot DLC getting a further medal with immediate effect. A developer medal will also be awarded to the developers. It's our game, so why not? :P
1st Place - Season 1 - 1v1
1st Place - Season 1 - 2v2
2nd Place - Season 1 - 1v1
2nd Place - Season 1 - 2v2
3rd Place - Season 1 - 1v1
3rd Place - Season 1 - 2v2
Top 20 - Season 1 - 1v1
Top 20 - Season 1 - 2v2
Current Tournament Champion
Workshop
Content Creator
Developer
These medals will appear next to the player's name, as shown, with visibility being specified in the game options screen (hide rank in lobbies) to avoid high ranked players getting kicked by fearful server hosts. Hovering over the medals pops out larger versions of the medal that can be clicked on to take the player to a specific destination, as described below.
Additionally, we have implemented a Trophy Cabinet section to the Ranked Match screen, for players to get an over view of their medals and bask in the glory of their haul in hi-res. This screen will also show placings from previous seasons.
Content creators with at least 100 subscribers can apply for a medal by emailing us at info@earthworkgames.com (from the email address listed on your channel for verification purposes) with links to three videos featuring Forts for at least ten minutes each. Also include a link to your Steam profile to allow the game to identify you.
Applications for the Workshop medal are handled via this form. To qualify, you must have at least one Steam Workshop item with at least 1000 subscribers.
Changelist release 2019-08-30a
Add: medals for devs, moonshot owners, streamers, modders, and ranked and tournament winners with popup links Add: Trophy Cabinet to show ranked season and tournament medals Add: Season results with links to previous leaderboards and medals earned Add: AgeEffectsOnExpiry to ProjectileParams to prevent spawning of projectiles Add: Chain to CollisionActionParams for secondary impact effects to projectile collisions Add: support for additive highlighting of Button controls Add: DeviceDamageBonus to projectiles Add: WeaponDamageBonus and DeviceDamageBonus can be negative Add: SetDamageMultiplier and SetDamageMultiplierSpecific convenience functions to projectile_list.lua Add: DamageMultiplier categories for structure, device, weapon and projectile Add: "Retrieving Workshop Items" notice at top of map/mod select screens if waiting on initial workshop initialisation
Optimise: loading of file selection screens (maps, mods, replays) Optimise: Workshop maps/mods are no longer parsed for ranked matches
Fix: DamageMultiplier between projectiles are broken (moved multiplier from damage receiver to giver, and from Direct to AntiAir) Fix: ConvertStructure goes beyond no-conductive struts, preventing correct set up of team forts connected to neutral structures Fix: invalid upgrades are accepted without error, and cause crashes Fix: mods can cause devices to be inconsistent between Team1/Team2 and Passive/Active without warning Fix: ground animations are not loaded from environment Fix: actions can spawn new projectiles with no life span, allowing infinite loops Fix: howitzer projectiles don't collide if they start within range Fix: howitzer projectiles don't collide if they are trapped in a portal loop Fix: crash when a client disconnects during a ranked game Fix: crashes calling load callbacks when OnP2PSessionConnectFail is called during loading Fix: handling of excessive ping doesn't score ranked matches Fix: internal disconnecting client status gets spammed when receive timer times out Fix: extrusion fails and can crash if a full extrusion material doesn't have a recession target Fix: commander specific fmod events are not reliably loaded Fix: leaderboard names can overlap right most columns Fix: 'Unranked' text in RankedMatchScreen can overlap first column Fix: damage to background structures creates inaccurate damage stats Fix: invalid forces can be applied to structures when a weapon is blocked by an unowned device Fix: ray damage isn't applied when a device is hit Fix: remove defunct 'left click deselect weapon' option Fix: rotate up/down by key allows weapons to aim and shoot outside normal range Fix: ground edge sprites sometimes appear large and corrupted Fix: materials with negative mass cause projectiles to slow down too much, sometimes producing infinite collision loops Fix: mMaxSparks can be zero or negative Fix: mSparksPerBurst can exceed mMaxSparks Fix: forfeit message doesn't arrive when force quit in ranked Fix: when other team forfeits ranked winner can be decided by damage Fix: if host times out player doesn't score self in ranked Fix: incendiary mortars don't clear smoke Fix: dedicated host setting can be used in ranked games Fix: Workshop maps could appear in player tab of ranked map select Fix: dlc1_MP0 incorrectly marked for "FromScratch" map select tab Fix: "AllowEdit = false" maps were not being displayed for copy in map edit select (now greyed out for edit mode) Fix: item list index was used to track current selection when going back to map select, and can get out of sync if still downloading items Fix: Chatroom Subscribe messages could incorrectly pick a local display name in certain circumstances Fix: MultiplayerUnlocked settings flag now also checks against steam multiplayer stats
Remove: error message when forcing default recession target for materials Remove: turn stiffness limit error into a warning to avoid dropping console
Huge congrats to the winners of FORTS Tournament XV - Team YouTube! felixwoelmuis and CronkhinatorYT (Germany) showed impressive skill and consistency to defeat runners up Gluffi Puffi (Switzerland) and Composite Rushes Engineers (France), who also showed impressive tactics.
Adding to the international flavour of the tournament, this was the first time there has been a large Chinese contingent of players. Recently dominating the leaderboards, it was awesome to see their strategies.
On the streaming front we had the sultry Project Incursus (USA) and vibrant Frazzz (Scotland) commentating with guest devs Nozehed (Australia) and Blammo (Argentina).
Another big thanks also goes to 42 Scientist from the French [FR/Official] FORTS Communauté Véritable discord channel for organising all of the teams, players, and tournament ladder.
Replays from all Tournament XV matches are now available in FORTS in the replay selection screen under the 'Featured' tab. Just hit the download button to get them.
Here is the current FORTS Hall of Fame:
What happens after tournament 15? Stay tuned and find out :)
Thanks again to everyone involved and have fun playing FORTS!
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!