Forts - [DEV] Blammo



G'day Forts fans!

It's been six months since the launch of Forts - High Seas, and now we're back with a major update and sale. Along with the usual fixes and tweaks are a few major improvements, not least the multi-level water system. Read on!

Multi-level Water System & Maps

New Rock Pools map showing the new tiered layout possible.


If you no longer want to stare at the back of your ally, try this new addition to High Seas' water system. This will open up many map design possibilities. We've included a few of our ideas and can't wait to see yours.

New multi-level water maps:
  • Chasm (4v4)
  • Dark Shoals (3v3)
  • Fracked (4v4)
  • Rock Pools (4v4)
  • Volcanic Rim (2v2)
  • Windswept (2v2)
Runway Upgrade

Upgraded Runway allowing two Ammo to be built at any one time. (ft. Fast Build mod)


We've heard building planes takes a little too long. Now you can upgrade the Runway to build two planes simultaneously. Double your damage output today!

Quality Of Life Improvements

Slimline Replay HUD

Composite image showing the slimline replay HUD for all styles.


Our replay HUD has been on a diet. All of the old functionality is now in a shiny new compact form, allowing a better view of the action.

64-bit Upgrade
The large number and size of mods made for Forts is putting pressure on the aging 32-bit address space. In many circumstances, memory fragmentation or exhaustion would cause players to crash out. This upgrade should improve stability in these cases, and also allow us to go beyond the boundaries of 32-bit in features and content.

Mod & Map Search Box
We know the pain of scrolling through long lists to find something specific. Now you can type in part of what you're looking for, and the mod and map lists will narrow. Works with the existing filter and category systems. You're welcome.

Lobby Map Preview
Knowing the topography of the map you're about to play is kind of important. Now you can cycle through the preview images right there in the lobby.



Modding Changes
Some script functions and events have been updated to prevent the incorrect conversion of teamId to sideId. If you are expecting a sideId you may have unexpected results. See the items starting with "Modding" in the change list below for the complete list.



Sale
To celebrate this High Seas update the DLC is on sale from October 14 to 18. You can pick it up for the cost of a fancy coffee at 25% off!

https://store.steampowered.com/app/1811550/Forts__High_Seas/



Change list dlc2 22 r13391

Add: 'Ammo for:' line to ammo device construction preview
Add: 'AmmoRequired' tooltip when player tries to use weapon without ammo
Add: "This map contains unsaved changes. Are you sure you want to quit?" message when quitting map editor with unsaved changes
Add: (Buster active Deck Guns) effects incorrect
Add: (dlc2 script.lua) orbitalAvoidsFriendly global flag to control orbital behavior when hitting friendly
Add: (Harpoon) indicator to show where missiles will be vulnerable to the Decoy
Add: (Main Menu) Sal Vaux news items auto advance on a timer
Add: (map editor terrain tab) Alt key + texture button to select all blocks that don't use a texture
Add: (map editor terrain tab) Ctrl key + texture button to select all blocks that use a texture
Add: (planes) at unspecified range, drop bombs at first detected enemy base and then turn away
Add: (projectile_wireframes) splash damage position and radius
Add: (Runway Mark II) allows two planes to be built at once
Add: (Runway Mark II) which increases the concurrent build queue of planes to 2
Add: (weapon_list.lua) HideFromToolTipsAmmoFor to condense tips that apply to a series (e.g. Orbital Laser, Orbital Laser Mk II)
Add: 64-bit memory address space to reduce memory exhaustion issues (requires 64-bit CPU and OS)
Add: AMMO_MODE_PRIORITY and AMMO_MODE_QUEUE to scripts/forts.lua
Add: build queue capacity is adjusted by BuildQueueModifier table in device_list.lua and weapon_list.lua entries, bounded by Min and Max. e.g. BuildQueueModifier = { ["dlc2_runway"] = 1 }
Add: BuildQueueConcurrent table entries can be a table specifying Default, Min, and Max values. e.g. BuildQueueConcurrent["dlc2_runway"] = { Default = 1, Min = 1, Max = 2 }
Add: dlc*Var_Active/Value support to mission and ai scripts
Add: draw edge with fill block option (Alt + I) to allow terrain to obscure water level discontinuities
Add: EnergyAbsorb and MetalAbsorb to customize the amount given to absorbing materials (default to fire cost)
Add: filter name EditBox for edit existing map list
Add: FireStdDevSpray weapon script variable to add overall variation to spread shots
Add: GetWeaponTypeAmmoTagByIndex function to query ammo tags
Add: image preview of current map in chatroom. Map select screen will also open on the currently selected map.
Add: KeepHitpointLoss to projectile action to maintain damage to transformed projectiles
Add: LogW and LogToFileW for wide character logging support (log files are now in UTF-16LE format)
Add: map and mod selection screens have an EditBox which allows filtering of items
Add: missing device tech requirements are displayed on the cursor
Add: multi-level water (add WaterLevel block flag, toggled with Alt + L)
Add: multi-level water template map (-template multi-)
Add: multiplayer host quit warning if a host quits a game in progress
Add: multiplayer maps making use of new multi-level water tech
Add: OnGroupMemberSelected, OnGroupMemberDeselected and OnWeaponFireAttemptFail script events
Add: option to toggle left-click-drag panning
Add: optional "AmmoPriority = [value]" float field added to weapon ammo lists. If specified, it will enable an additional "Priority" mode Context control
Add: script event OnDeviceMoved after a device finishes moving and id has updated to match original device id
Add: script function (bool ModActive(const char* modName)) to test if a specific mod is currently active.
Add: script function GetWeaponTypeAmmoProjectileByIndex(int index, Owner sideId, int ammoIndex) to get save name of a specific device type projectile
Add: script function ScreenToWorld
Add: script functions GetDeviceTypeIndex, SelectDeviceType
Add: script functions GetWeaponAmmoWithProjectileCount, FindDeviceInstance
Add: script functions GetWeaponTypeAmmoCount, GetWeaponTypeAmmoProjectileByIndex, GetWeaponTypeAmmoDeviceCountByIndex, GetWeaponTypeAmmoDeviceByIndex, GetWeaponTypeAmmoConsumeByIndex
Add: support for weapon "AmmoQueueMode = false" and "AmmoPriorityMode = false" flags to hide ammo Queue and Priority context buttons

Balance: (Buster active) sniper projectiles are no longer instantly destroyed by firebeam
Balance: (Deck Gun 1) reduce deviation to 0.012
Balance: (Deck Gun 2, 3) increase group deviation to 0.012 using FireStdDevSpray
Balance: (Decoy, Control, Orbital Laser ammo) increase hitpoints from 15 to 90 (+600%)
Balance: (flaming howitzer) reduce splash damage and incendiary radius (-17%)
Balance: (High Seas ammo) increase hitpoints to 90 to reduce fragility (esp vs. Buster)
Balance: (plane ammo) increase hitpoints from 50 to 90 (+450%)

Fix: -template- is not symmetrical
Fix: "Close" (as in distance) string used for ranked/warning ban message Close button. Changed to "Continue"
Fix: "Ctrl+space" doesn't pause Multiplayer and Skirmish replays (thanks asca)
Fix: (bombs, paveways) don't gain an incendiary effect from a firebeam
Fix: (Buster active) damaged warheads don't show green trail (blend with dark smoke)
Fix: (Coming Storm Pt1) allied ship is targeted by AI
Fix: (Coming Storm) loss of friendly ship does not fail mission
Fix: (Deck Gun) spread mode detail textures show focus mode
Fix: (Deck Guns) switching between focus and spread prevents AI upgrades
Fix: (Desert Ruins) AI script to avoid tiny door issue
Fix: (DeviceManager::LoadResourcesPostProcess) crash when attempting to erase first ammo type
Fix: (Dome) projectiles disappear early on collision
Fix: (Dome) shoots at planes even though they are unable to destroy them (skirmish only)
Fix: (dynamic tooltips) requirements missing from HUD tips when a device is selected
Fix: (extrusion) struts can be segmented when extruded beyond max link length
Fix: (Firebird active) dome projectiles are incendiary
Fix: (flaming paveway) no incendiary effect
Fix: (flaming projectiles) don't inherit damage done to original (e.g. howitzer)
Fix: (flaming thunderbolt & nighthawk) use derrick explosion on destruction
Fix: (Floating Graveyard) rightmost AI would stop building
Fix: (focus orbital laser) colored red in the map editor
Fix: (Frigates PB) not symmetrical
Fix: (Hardpoint) scream when hit
Fix: (Hardpoint) show a firing cost
Fix: (howitzer) flaming and non-flaming projectiles don't collide with each other
Fix: (Hurricane) active symbol doesn't show above deck guns, harpoon, dome, orbital laser and runway
Fix: (IsMissileAttacking) doesn't exclude non-missile projectiles and non-guided missiles, and defaults to true
Fix: (lineSeg3::NearestPointToLine) when another line seg is degenerate the collision always fails
Fix: (main menu) Sal Vaux incorrectly set up as a button and makes button click noises when clicked on
Fix: (missiles) can be placed facing into the ground
Fix: (missiles) fired from underwater retain underwater audio
Fix: (Modding, IsTeamConnectedToGroundBlock) converts team to side incorrectly
Fix: (Modding, OnDeviceCompleted) converts team to side incorrectly
Fix: (Modding, OnDeviceConsumed) converts team to side incorrectly
Fix: (Modding, OnDeviceDeleted) converts team to side incorrectly
Fix: (Modding, OnDeviceDestroyed) converts team to side incorrectly
Fix: (Modding, OnDeviceHit) converts team to side incorrectly
Fix: (Modding, OnDeviceHitBeam) converts team to side incorrectly
Fix: (Modding, OnDeviceTeamUpdated) converts team to side incorrectly
Fix: (Modding, OnDoorControl) converts team to side incorrectly
Fix: (Modding, OnDoorState) converts team to side incorrectly
Fix: (Modding, OnLinkCreated) converts team to side incorrectly
Fix: (Modding, OnNodeCreated) converts team to side incorrectly
Fix: (Modding, OnProjectileCollision) converts team to side incorrectly
Fix: (Modding, OnProjectileDestroyed) converts team to side incorrectly
Fix: (Modding, OnProjectileRedirected) converts team to side incorrectly
Fix: (Modding, OnRepairArea) converts team to side incorrectly
Fix: (Modding, OnStructurePainted) converts team to side incorrectly
Fix: (Modding, OnWeaponFired) converts team to side incorrectly
Fix: (Modding, OnWeaponFiredEnd) converts team to side incorrectly
Fix: (Modding, OnWeaponOverheated) converts team to side incorrectly
Fix: (Moorings) AI fails to build mines and gets stuck part way through structure
Fix: (Moorings) AI stops building
Fix: (Nighthawk Paveway) reflects when near parallel to armor
Fix: (Nighthawk Paveway) starts fires on devices that it passes through
Fix: (OnControlActivated event) fails to trigger when double clicking
Fix: (OnDoorState) unnecessarily called every physics frame while a door is opening
Fix: (Phantom) dummy ammo gets queued when building
Fix: (Phantom) move ability gets queued when moving ammo
Fix: (Propeller) preview metal income display not applying efficiency
Fix: (Shockenaugh) doesn't receive power from orbital lasers (now 10000 energy total)
Fix: (Sinking Nemo) stray prop in air on right side
Fix: (Stormy Waters/PB) solid ground in the background causes mines to be drawn over water
Fix: (Super Turbine) not marked as requiring land
Fix: (Thunderbolts, Nighthawks) original and flaming versions do not collide with each other
Fix: \save command doesn't produce accurate reproduction
Fix: after restarting in sandbox the \build_fort AI will no longer have firing disabled
Fix: AI can delete its own reactor support
Fix: AI is blocked if it is set to create instead of moving a device
Fix: ammo alternatives are not considered (e.g. when consumable ammo not available, non-consumable ammo doesn't allow firing)
Fix: ammo count includes non-consume devices
Fix: ammo queue mode doesn't fire consumable ammo devices if there are any non-consume devices
Fix: animated BG waves appear above horizon
Fix: auto doors are previewed on allied forts
Fix: badges overlapping names in lobbies
Fix: blastdoors capture achievement awarded for High Seas mission
Fix: Button class does not exit press state correctly on mouse up
Fix: can't favorite/unfavorite a mod if it's forced on
Fix: context menu selected ammo indicator isn't updated immediately when you select a different button
Fix: cores in the water attached to a single strut cannot build structure
Fix: corrupt structure state when aiming the Firebeam directly at plane
Fix: crash when calling UpgradeDevice et al during OnContextButtonDevice call (and equivalent for struts)
Fix: crash when calling UpgradeDevice from OnDeviceCompleted
Fix: crash when double-clicking map to edit
Fix: crash when enabling tips from options during play in Sandbox
Fix: crash when the path in LoadStructureFile is wrong
Fix: debris clean-up can continue through foundations and destroy large connected structures via ropes
Fix: debris is being destroyed above water
Fix: device cost preview is obscured by ammo icons
Fix: device cost preview shifts when player clicks to drag
Fix: devices that can only be upgraded to cannot be used as a prerequisite
Fix: disable weapons mods ignored if Unlock All Weapons mod enabled
Fix: dlc2_oceans_base environment mod is not loaded from packs correctly for custom player environment overrides
Fix: duplicate reporting of double clicks by textured buttons
Fix: during replays, music incorrectly re-enables
Fix: edge cases updating chatroom contested commanders when players kicked/disconnect
Fix: EditBox controls don't work properly with Button slaves
Fix: EditBox Rollover and pressed sounds not working
Fix: EditBox Tab Highlight conflicts with edit mode highlighting
Fix: EnterGameOverMode, SetResult, and ShowResult script functions can be called multiple times
Fix: exception when sprite-based prop folder conversion is attempted
Fix: fire can spread to bracing that is converting to shields and metal
Fix: flipped terrain blocks do not have snap symmetry
Fix: Forts can hang when speed is too high in complex replays
Fix: if consumable ammo exists, it will be consumed even if non-consumable device exists
Fix: if two consumable ammo devices are available they are both consumed
Fix: Included (nested) mods are not displayed correctly in MP mod list panel
Fix: incorrect commander icons on acquired weapons
Fix: map symmetry fails with some ground devices (e.g. derrick)
Fix: marquee selection starts when over the HUD
Fix: max length of laser doesn't adapt to increase world extents
Fix: memory leak when ammo type is removed in post-processing
Fix: memory leak when ReactorsClaimForts rule fails to be destroyed
Fix: missing OnKey key parameter strings for unprintable characters
Fix: most High Seas Skirmish maps are not symmetrical - Removed offending blocks. Added 'symmetrical = true' to all maps
Fix: no-ammo icon shown on weapons without any projectiles (e.g. Hardpoint)
Fix: OnKey script event doesn't work for observers
Fix: OnShieldReflection/OnPortalUsed is called when they are blocked by devices
Fix: order of Mine, Propeller, Turbine, Smokestack, Swarm, Subswarm and their upgrades is inconsistent
Fix: plane aiming tip graphic misleading
Fix: planes are attracted by Magnabeam
Fix: portal configuration behaved differently to preview
Fix: portals are instantly enabled when reconnecting after neutral ownership
Fix: projectiles created from a projectile-projectile collision re-collide repetitively, causing a crash
Fix: projectiles fading due to MaxAgeUnderwater don't detonate with DetonatesOnExpiry
Fix: right mouse release is not reported to scripts when combined with left mouse or scroll wheel (thanks asca)
Fix: script paths change when run locally, preventing SendScriptEvent (and ExecuteInScript) from working
Fix: seam visible in waves animation
Fix: SelectDeviceType doesn't open the appropriate HUD tab
Fix: SetMissileTarget doesn't work if within the MinTargetUpdateDistance
Fix: shooting and then immediately upgrading the deck gun causes damage
Fix: Start-loaded mod error in some pre-built maps
Fix: string case of snow leopards map display name
Fix: string formatting issues in chatroom
Fix: string formatting issues in TextBox when saving/restoring
Fix: structure disappears when a laser fires into a portal just beyond the weapon clearance
Fix: struts converted from armor by device placement don't catch fire
Fix: the final edge of a block of a dynamic surface does not deform
Fix: tips drill instructor and enemy commander (while using spook) overlap
Fix: two HUD tabs can be depressed simultaneously by rapidly clicking between them
Fix: typo in GetTeamCommanderPoints script function description
Fix: upgrade key sends an upgrade device command for every possible upgrade
Fix: word wrapping can shift text on second frame due to inconsistent height calculations
Fix: world extents are reset when all blocks are deleted
Fix: zero-length projectile distance to fields causes corruption of simulation

Improve: (construction cost preview) reduce shadow depth on text from 1 to 0.75
Improve: (FindNodeOnStructure) ignore non-selectable nodes
Improve: (Floating Graveyard) additional intro lines to clarify how to access orbital focus ammo
Improve: (Harpoon) has adjustable power only in skirmish (non-campaign) maps
Improve: (Lobby selection screen) show display names instead of folder names if possible
Improve: (OnControlActivated event) add doubleClick parameter
Improve: (Orbital Sweep) direction depends on the direction of the beacon (weapon facing) rather than team
Improve: (Phantom) device move retains original device id when move completes
Improve: (planes auto-drop) add drop delay according to the distance to target to more accurately hit from higher altitudes
Improve: (planes auto-drop) parameters can be adjusted via dlc2_Bombs table (TestDistX, TestDistY, DelayDist1, DelayDist2, Delay1, Delay2, Debug)
Improve: (planes) increase maximum range to cover largest map size
Improve: (Runway, Runway Mk 2, Thunderbolt ammo) add 'Works best with amassed ammo' to tooltips
Improve: \run console command takes wide characters
Improve: allow control keys to pass through to OnKey script function
Improve: allow the preview of devices that don't have their requirements satisfied
Improve: ammo consumption effect is available when dlc2 mod is not active
Improve: ammo queue button vanishes if all ammo types have a non-consume device
Improve: ammo without valid projectiles is deleted (with a log warning)
Improve: audio volume slider controls to option screen
Improve: check for and remove highlight tags in player names and chat messages
Improve: devices are drawn on top of projectiles to hide overlap on firing
Improve: don't show devices and weapons on the HUD that are not available due to land/water requirements in skirmish/MP/campaign (tied to HideHUDItemsWhenPrerequisitesDisabled flag so it can be disabled)
Improve: EditBox "X" (reset) buttons added to various relevant EditBox UI
Improve: EditBox controls in game now all have a consistent look and feel
Improve: error icon/message when trying to build device with tech requirements missing
Improve: HUD options button now looks distinct from pause button, featuring three horizontal lines
Improve: increase default ban duration from 5 to 120 minutes
Improve: menu and in-game music can be set independently
Improve: player names in chat messages different colors to the chat text to thwart spoofing
Improve: renamed template maps for consistency
Improve: replay HUDs have been streamlined to minimize obstruction of the view
Improve: select the first ammo type of a weapon after placement
Improve: tab stops for map select, mods select, map editor, and server select screens
Improve: update FMOD Studio to 2.02.07.
Improve: updated UI edit boxes for new consistent visual look
Improve: weapons other than the Runway can launch High Seas planes

Optimize: loading for large numbers of devices

Remove: Black Gold campaign missions from Sandbox mode to reduce clutter
Remove: dlc1 and dlc2 mod checks in the dlcVar_Active/Value params. Now it just checks if the DLC is enabled, regardless of which mods are active (thanks asca).



Change list dlc2 23 r13420

Add: "expirewater" Impact effect, defaults to no effect
Add: script function 'towstring' to convert string to wstring
Add: Sal Vaux news image for Update 1.17

Improve: water level is taken off each block node, to allow slopes

Fix: (Dark Shoals) sunbeams drawn over solid ground
Fix: (Chasm) central water level floats in mid air
Fix: (GetWeaponTypeAmmoContextSpriteByIndex) case typo in function name
Fix: (Windswept) ground pads misaligned with the grid (thanks, ]ㅋlinnshadow)
Fix: (map editor) rmb + scroll through ammo items causes HUD to clear (thanks, Mech70)
Fix: (map editor) crash when nudging isolated nodes (thanks, [PBT] Hallrassy)
Fix: (Chasm) water block visual order (thanks, Mech70)
Fix: (Chasm) missing surface texture on Chasm (thanks, ]ㅋlinnshadow)
Fix: (flaming Deck Guns) no incendiary effect (thanks, Mech70)
Fix: (flaming Deck Gun, Bombs, Paveway) no expiry effect above water
Fix: (orbital laser) sometimes reflected sideways when hitting water surface
Fix: (Fracked) the terrain above the land forts can't have ropes attached (thanks, ]ㅋlinnshadow)
Fix: IgnitePlatformOnDestruct doesn't set fire to platforms (thanks, ]ㅋlinnshadow)
Fix: upgrade key doesn't work for secondary upgrades (thanks, ]ㅋlinnshadow)
Fix: effects\build_bracing not always triggering in fmod (changed voice stealing to oldest and set max instances to 4)
Fix: new multi-level maps have dlc2_WaterLevel set unnecessarily
Fix: weapons can fire after being disconnected (Thanks Gusteagle)
Fix: planes launched from script don't drop bombs (thanks, EvilDog667)
Fix: crash caused by moving device health calculation error
Fix: crash when hovering cursor over deleted devices
Fix: crash in GetWeaponTypeAmmoContextSpriteByIndex when index is out of bounds or ContextButton is NULL
Fix: crash when a device is selected without a current weapon group
Fix: potential crash in HighlightMaterial when materials tab is missing
Fix: potential crash in SnapLink



Change list dlc2 24 r13512

Add: \subscribe console command to subscribe and download to a space separated list of item ids's

Improve: (Halloween theme) added Gargoyles to team 1
Improve: (Halloween theme) blood rain added
Improve: (Halloween theme) skull pivots to team 2
Improve: (Halloween theme) slimline HUD
Improve: (map editor) allow additional devices with population caps on the same team when they are on separate structures
Improve: (map editor) allow all water and land devices regardless of structure type
Improve: (Russian) training map names
Improve: don't delete local crash and desync reports after uploading
Improve: increase command queue length from 512 to 1000 to reduce likelihood of filling it up during joining

Fix: (Black Gold) double click on missions doesn't work in campaign map after changing pages until you've run a mission
Fix: (Caverns MS) missing terrain surfaces, seam, and symmetry issues
Fix: (Chasm) edge of sunbeam texture wraps, creating visible seam
Fix: (Chasm) missing water animation
Fix: (desync) trig functions produce slightly different results on some CPUs
Fix: (GetGroupMemberId) crash when given out of range inputs
Fix: (joining) command queue can be filled by selection, position, and extrusion messages
Fix: (map editor, delete structure) devices around not deleted instantly and remain in undo level
Fix: (map editor) terrain node always snaps to other block edges when there is a zero length edge
Fix: (map editor) when extruding to the ground a foundation is drawn at the cursor position
Fix: (Modding, OnExecuteProjectileAction) converts team to side incorrectly
Fix: (Modding, OnLinkHit) converts team to side incorrectly
Fix: (Modding, OnLinkHitBeam) converts team to side incorrectly
Fix: (Pillars) missing buildable terrain surface
Fix: (Rolling Thunder) destroy ship first objective not applied to campaign map
Fix: (Sniper, AP-Sniper) when opening a door the relative cursor position will move
Fix: (tutorial 1) crash when rolling over context menu bracing icon
Fix: beams fail to fire when inside terrain with the 'Pass beams' property
Fix: crash in SetNodeAngle animation script function when the specified node doesn't exist
Fix: crash when joining soon after a previous join failed
Fix: crash when moving devices are disconnected/reconnected to structure
Fix: crash when snapping to a zero length ground edge trimmed to circle
Fix: dangling pointer to CommandInterpreter can be accessed when receiving desync files
Fix: desyncs on ThreadRipper CPUs related to high thread counts
Fix: devices are not deleted immediately after surplus forts are removed
Fix: FMOD sound sizes being multiplied by 2 (or 4?) when we upgraded to the latest FMOD
Fix: occasional crash when players are disconnected from ranked
Fix: occasional crash when the lobby selection screen refreshes
Fix: projectiles can't be spawned inside of terrain with the 'Pass projectiles' property
Fix: replay HUD not hidden in first video capture frame for high refresh displays
Fix: replay/join desync when device delete lands on keyframe
Fix: slimline replay HUD doesn't stretch to edge of screen on ulta-wide monitors
Fix: soft lock when beams fail to fire due to being inside terrain
Fix: some broken text highlight tags for Turkish and Slovak languages
Fix: water level key binding missing



Change list dlc2 24 r13515

Fix: (Halloween) desync when _halloween.pack is removed and High Seas Control Ammunition is enabled



Change list dlc2 24 r13517

Fix: Script error evaluating Sever Enemy Derrick in Moonshot mission



Make Sure To Join Our Discord

If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.

Cheers,
EWG
Forts - [DEV] Blammo



G'day Forts fans!

The Season 19 results are here! After winning Tournament XXV with partner Tuxedo Luigi, reigning champion EtaN went on to go 42 - 0 to record a perfect season. Leading to the Ultimate question, is there anyone out there who can challenge him? REVERSE OSMOSIS, better known as Firework, our 2nd place finisher might have an answer to that. They played spoiler in Season 13 handing EtaN his only loss on the very last day of competition. And in 3rd place, Finn claims a spot on the podium for the first time after a previous best 4th place finish in season 12.

Some takeaways from last season. Spook and Scattershot have maintained their popularity post charging tweaks. But in response early aggression mortars have made a comeback. Buzzsaws are still punishing overly greedy builds. And innovation is still driving ever more elaborate tiny door and rear turbine designs.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 19 Medal. Congratulations to all medalists as well!

1v1 Leaderboard
  1. EtaN
  2. REVERSE OSMOSIS
  3. Finn
  4. Malme
  5. Amburulo
  6. steffen
  7. Teutonick
  8. mcc72k
  9. [WTF] Bowser
  10. RFHBWINDJIWECJWIECNIE
  11. Dranistian
  12. LLL
  13. [PBT] Hallrassy
  14. Pixiv_zebdww
  15. Noha
  16. 籽岷妙妙屋_WIG
  17. [BDG] LPGK
  18. Spinatix愛
  19. [BTA]hchao2000
  20. Der Benzinpreisvergleicher
Season 20
Season 20 is already underway and will run through November 30th.

Make Sure To Join Our Discord

If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.


Cheers,
EWG
Forts - [DEV] Blammo



G'day Forts fans!

Congratulations to team Juan, winners of Tournament XXV!

EtaN faced a number of obstacles to overcome before the tournament even started. His greatest nemesis, timezones, meant a 10am (pre-noon!) registration and starting time. Then his original partner Mech70, who won a standout comeback in the first round of Tournament XXIV, had to withdraw.

You would be hard-pressed to find a better last-minute replacement than veteran Tuxedo Luigi, who clutched in round 2 and now proudly boasts of their 100% tournament win rate.

Together they will split the 1st place prize of $100 in Steam Gift cards.


Team Juan didn't get through unscathed, while working their way up to the finals.


Our Runners up, Perfect Ping, was another team originally registered as alternates.
The 16 spaces filled up fast, but scheduling conflicts gave them an opportunity to play, and they made the most of it.

And much-needed applause is required for their opponents who unexpectedly found themselves facing former ranked champion Matteo, and perennial top 4 finisher Teutonick, as a substitute team making do with a default logo. Playing on opposite ends of the globe in France and Australia, they came together with an unabashed all-in laser strategy through to the finals.

Together they will split the 2nd place prize of $50 in Steam Gift cards.


An onslaught of 20mm cannon fire from Team Juan.


Rounding out third place is team winner, the reigning Moonshot 2v2 champions from Tournament XXII.

AlexD and Firework were among the favorites heading into the tournament. But team Juan had other plans as it became EtaN's turn to clutch in an Architect mirror match. It went down to the wire as neither team budged an inch, and the match was ultimately decided by overall damage.

Team winner will split the 3rd place prize of $20 in Steam Gift cards.


Team winner’s explosive victory moment.


In addition to our regulars, there were a number of new competitors who acquitted themselves admirably in this tournament.

Schuka and Vert1ks on ProBruhTeam pulled off a stunning first round upset of L+ratio (Noha and Mcc72k) using a combined 20mm, and magnabeam rush.

Team Toastadmirer consisting of Der Benzinpreisvergleicher and Naomi reached the semifinals and competed in the bronze match.

We'd like to recognize everyone willing to go up against some of the best players in all of Forts.

1st Place - $100 in Steam Gift cards

Juan
  • [WAN]EtaN
  • [WAN]Tuxedo Luigi
2nd Place - $50 in Steam Gift cards

Perfect Ping
  • Matteo
  • Teutonick
3rd Place - $20 in Steam Gift cards

winner
  • [win]AlexD
  • [win]Firework
*Winners have been contacted and prizes will be issued as Steam Digital Gift cards via Steam friends upon expiration of Steam's 3-day friend waiting period.

Challonge Bracket

Check it out here!

Replays & VODs

As always, thanks to our hosts and casters, Frazzz and Project Incursus.

Tournament replays are now available in the Featured tab of the Replays menu in-game, and tournament videos are available below:













Make Sure To Join Our Discord

If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.


Cheers,
EWG
Forts - [DEV] Blammo


G'day Forts fans!

Is everyone excited for another Moonshot event? By popular demand our 25th official tournament will be 2v2 Moonshot Team Death Match. And to commemorate this milestone we will be awarding Steam gift cards to the winning teams. Aspiring captains fear not, there will be many more High Seas events to look forward to in the future but in XXV we're shooting for the moon!




Tournament XXV will be held on September 10th at 1PM EDT and hosted by Frazzz and Project Incursus. Please note that the registration process has undergone some changes. Registration will not open until September 3rd at 1PM in order to give everyone an equal chance to enter. The first 16 teams will be accepted with any additional entries being designated as alternates. XXV will be single elimination with 15 minute match time limits and commander bans.


On to the details.


When will Registration open?

Registration does not open until September 3rd at:
  • 10AM (PDT West Coast USA)
  • 1PM (EDT East Coast USA)
  • 6PM UTC/GMT +1 (London)
  • 7PM CEST (France, Germany)
  • 3AM AEST September 4th (Eastern Australia)
Entries submitted before this time will not be accepted. Once registration has opened the first 16 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?

Additional teams registering will be listed as alternates.


How will teams be seeded?

Seedings will be based on past results in tournaments, ranked seasons, and the FPL, and adjusted manually as necessary.


Prizes?

The current prize pool is as follows:
  • 1st place $100
  • 2nd place $50
  • 3rd place $20
Prizes will be awarded in the form of Steam digital gift cards. Each team member will receive a card equaling half the value of the full team prize.

If you have any additional questions please contact us on Discord.

How do I join?

In order to participate, you must do the following...
  • Join the Official FORTS Discord
  • Your names on Discord and Steam must match and include your team tag (see below)
  • Inappropriate competitor or team names and logos will not be accepted
  • Send a message on Discord to Romerolagus#9918 with your team name, tag, roster, and logo
  • Team names should be 12 characters or less
  • Team tags should be 3 characters
  • Team rosters should include links to each player's Steam profile
  • Team logos should be 128x128 pixels
  • Registration will not open until September 3rd 1PM EDT (7PM CET)
  • Maximum of 16 teams
Team Capacitor
[CAP] Fred
(Link to Fred's Steam profile) [CAP] Max (Link to Max's Steam profile)
Sample entry with Team and Logo


WHEN
  • Tournament XXV starts Sep 10, 2022 at...
  • 10AM (PT West Coast USA)
  • 1PM (ET East Coast USA)
  • 6PM UTC/GMT +1 (London)
  • 7PM CEST (France, Germany)
  • 3AM AEST September 11 (Eastern Australia)

WHERE

RULES
  • 2v2 Death Match
  • Single elimination
  • Best of 3 Finals if time permits
  • 15 minute time limit
  • Moonshot enabled
  • Tons of Guns enabled
  • Portals enabled
  • Commanders enabled
  • Commander bans! Each team selects 1 commander to ban at the start of each game
  • Banned commanders may not used by either team
  • Failure to honour the bans will result in immediate disqualification
  • Draws decided by core damage inflicted (total damage if core health is equal)
  • Maximum of 16 teams
  • Check-in on Discord starts 1 hour before tournament
  • Late or absent players forfeit their matches
  • Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
  • Earthwork Games reserves the right to make changes to this event as needed

STREAMS
Frazzz
Project Incursus

THE BATTLEFIELDS
Selected From Scratch maps included with Forts.


Cheers,
EWG
Forts - [DEV] Blammo


G'day Forts fans!

The Season 18 results are here! mcc72k was on top of the leaderboard heading into the final days prompting many to speculate that EtaN's record setting 8 titles and 5 season winning streak would finally come to an end. It was not to be however, as a late charge by the reigning champion in the waning hours was enough to overcome the substantial lead of mcc72k and secure the gold. mcc72k finishes with silver, and Amburulo takes the bronze. This matches their previous best result, and in fact the entire podium of season 18 is a mirror to season 15.

Some takeaways from last season. Buzzsaws were a favourite weapon of early aggression. No surprise with Pillars in the map pool. Will that trend continue under the new rotation? Howitzers are still proliferating but the classic firebeam-plasma combo remained as popular as ever. And the impact of the commander charge balancing from Update 1.16 is still being felt into Season 19.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 18 Medal. Congratulations to all medalists as well!

1v1 Leaderboard
  1. EtaN
  2. mcc72k
  3. Amburulo
  4. Teutonick
  5. [VET] Noha
  6. Dranistian
  7. steffen
  8. [WTF] Fluffiges Jo
  9. zebdww
  10. Finn
  11. 朽年就是个弟弟
  12. luvigcn
  13. Annu4000
  14. 27778
  15. LPGK
  16. [BTA]hchao2000
  17. [TF]Troupics
  18. [TF]Der Benzinpreisvergleicher
  19. T1g3r
  20. WIG_朽年

Season 19
Season 19 is already underway and will run through September 30th.

Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Cheers,
EWG
Forts - Silverballer


G’day Forts fans!

As Forts continues to grow, EWG has partnered with marketing agency Infernozilla to help expand and develop our fantastic community. We can look forward to more tournaments, competitions and social media engagement, giving Forts players more opportunity to show off their skills and creativity to the world!

Infernofozilla’s experienced team includes community manager Silverballer who will work closely with Romerolagus and crew to ensure the continued successful running of the Forts Discord, Steam forums and tournaments. Monjie will be taking over social media comms for us.

To celebrate our new collaboration, we are running a sale over the weekend, so tell your friends, and if you see Silverballer or Monjie on Discord, please give them a warm welcome!

https://store.steampowered.com/app/410900/Forts/
Forts will be 30% off until Monday, August 8th at 1PM CST!

Cheers,
EWG
Forts - Romerolagus


G'day Forts fans.

Congratulations to EtaN, winner of Tournament XXIV, our first official High Seas 1v1 Tournament! EtaN faced off against perhaps his toughest opponent, timezones, on his way towards adding another victory to his already monumental collection. The earlier start time was embraced by players in other regions though as we saw a number of first time competitors able to participate.

One of those newcomers, Dranistian advanced all the way to the semifinals to face off against their mentor, AlexD in a tense mirror build match. Experience won out as AlexD went on to meet EtaN in a best of three finals while Dranistian played a back and forth bronze match against Mech70 on The Leviathan going down to the wire. Mech70's own road to bronze was full of ups and downs. He narrowly escaped the very first match of the tournament against a perfectly executed Buster portal mortar rush. Putting on a defensive clinic how to not simply survive, but also hoard resources enough to produce weapons and take the offensive while under constant fire. His run at the title was finally halted by EtaN in a duel of planes.

Speaking of planes, the Nighthawk emerged as the weapon of choice for ending 1v1 High Seas matches. Deckguns were predominant in Tournament XXIII. In XXIV, victory most often went to the player best able to defend against, and land their own Nighthawks. Will this trend continue or will more advanced defensive designs render them obsolete? Stay tuned to find out!

If you enjoy high level Forts we highly recommend watching the replays, now available from the Featured tab of the Forts Replays menu. Analyze their builds with the help of Ximsa's Observer tools.

Challonge Bracket

As always, thank to our hosts and casters, Bobereto and Project Incursus.

Tournament video now available:


Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and advance notice of upcoming events.

Cheers,
EWG
Forts - [DEV] Blammo


G'day Forts fans!

We hope you've been enjoying Forts and the new High Seas DLC. As always we've been beavering away in the background, cooking up a new and improved version of Forts. This is another mixed bag of minor and not-so-minor improvements, but the modders out there should be the most excited.

The headline is the new dynamic tool tip system. The game will now automatically generate appropriate tool tips for materials, devices, weapons and ammo, and append them to the end of those already specified. They include the tech requirements, upgrades, ammo types that a weapon fires, various properties, and so on. Mass and hit points are appended to the item name, too. They are instantly updated when items are disabled or enabled. We hope this will improve accessibility.

Since the tool tips can now be more than a few lines long, scrolling is sometimes required in the expanded HUD, triggered using the Q key, or by pressing the graphical button on the HUD. When hovering over an item, you can hold Ctrl and scroll the mouse wheel in order to view the obscured lines.

Modders will no longer need to be concerned with writing detailed tool tips, and combinations of mods will be reflected correctly. We recommend modders revisit their published mods and remove tool tips now duplicated by the new system, particularly technology requirements. In some cases you may want to exclude upgrades from tool tips; you can set HideFromToolTips = true on the upgrade to achieve this.

Another much requested modding feature is the ability to use the path variable during load time of a mod's script.lua. This will allow modders to better organised and reuse their scripts.

A change has also been made that allows projectiles to trigger similar projectile conversions that beams have had. The following example, an addition to the howitzer projectile's Effect table, will allow a sniper to create a flaming howitzer.

AirImpact = { ["sniper"] = { Effect = "effects/energy_shield_ricochet.lua", Projectile = { Count = 1, Type = "flaminghowitzer", StdDev = 0 }, Splash = false, Terminate = true, KeepLifespan = true, KeepAge = keepAge, PosT = 1, Offset = 0 }, },

The full change list is below for your interest. As always we invite you to provide constructive feedback here or via the Official Forts Discord, Have fun!

Cheers,
EWG

Change list - dlc2 21 r12906

Add: dynamic tool tips for materials and devices to show upgrades, tech requirements, consumption, etc.
Add: (Upgrades table) HideFromToolTips to avoid upgrade inclusion in dynamic tool tips
Add: (GetMissileTargetProjected) returns the distant missile target for the AI
Add: (standard forts) missing High Seas clipboard files for FortMid, FortShafts and Leviathan
Add: (tool tips) hit points and mass next to device and material name
Add: IsDeviceBeam script function
Add: New script function SetUnlimitedResources(int teamId, bool unlimitedMetal, bool unlimitedEnergy) to enable/disable unlimited metal and/or energy
Add: queue for ranked map pools to avoid late changes
Add: View.HUD.ToolTips.LineMaxLength constant to limit length of dynamic tool tips (set to 200)

Balance: (Deckgun 1) reduce build time from 100s to 90s (-10%)
Balance: (Deckgun 2) increase build time from 80s to 90s (+12.5%)
Balance: (Deckgun 3) increase build time from 60s to 90s (+50%)
Balance: (Eagle Eye) reduce GaugeDamageHitpoints from 3150 to 2250 (-29%)
Balance: (Hardpoint) reduce build time from 60s to 30s (-50%)
Balance: (Scattershot) increase GaugeAttackHitpoints from 6000 to 9000 (+50%)
Balance: (Scattershot) increase GaugeDamageHitpoints from 1500 to 2250 (+50%)
Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3150 (+40%)
Balance: (Spook) increase GaugeDamageHitpoints from 2250 to 3375 (+50%)
Balance: (Thunderbolt ammo) decrease build time from 27 to 24 seconds (-11%)
Balance: scale deck gun kick back with number of barrels

Fix: (ammo, Deckgun, dome, hardpoint, Harpoon, Orbital Laser, Runway) debris of destroyed weapons need updating
Fix: (beams) BeamRetriggersImpactProjectile defaults to false, preventing revival of impact projectiles
Fix: (beams) BeamRetriggersImpactProjectile is not taken from ammo
Fix: (Bolt from the Blue) objective not satisfied if Paveway bomb destroys Thunderbolt ammo
Fix: (Buster) typo in DU effect sprite name
Fix: (commander selection menu) description text can overlap scroll bar
Fix: (Deck Guns) require Munitions to switch between modes
Fix: (Deckguns) explodes with derrick debris
Fix: (decoy, planes and orbital ammo) debris is that of a derrick
Fix: (Dry Dock) absence of no-build zones allows player to cheese mission
Fix: (Dry Dock) not clear Warheads are obtained from upgrading Swarms
Fix: (Fort Falls) missing and overlapping terrain visible when zoomed out
Fix: (Fort Falls) rope attachments can be Made to underwater terrain, allowing cheese
Fix: (French) missing {HighSeas} token in Shockenaugh description
Fix: (Hillfort) precipice in front of forts and peak of hill are not symmetrical
Fix: (HUD) standardise the unit of comparison for materials to one grid division
Fix: (ListBox) list scrolling sometimes fails
Fix: (ListBox) the last line after word wrapping retains additional spacing that makes word wrapped lines irregular
Fix: (Lobby) chat text can overlap the scroll bar
Fix: (Magma-beam Pt2) confusion over normally buildable surface
Fix: (Magma-beam Pt2) player's Ironside doors inoperable during repair
Fix: (Magma-beam Pt2) some metal bracing over the smokestacks cannot be drag-replaced into another material
Fix: (map editor menu) highlight clipping
Fix: (Map Editor) block details text overlaps
Fix: (Moonshine) some weapons may not have EMP icon due to GetDeviceTypeSplashDamageByIndex referencing obsolete variable
Fix: (orbital laser mk2) droopy trajectory preview when selected ammo is not available
Fix: (orbital laser) fails to fire when beacon lands on an invulnerable material
Fix: (Phantom) move ability cannot drag-move weapons to locations inside their aiming gizmo
Fix: (propeller) repair cost is inconsistently high
Fix: (report) "Send" button background highlights when disabled
Fix: (report) local file path too long causing zip and upload to fail
Fix: (runway) explodes with derrick debris
Fix: (Russian) 'Mine' is incorrectly translated
Fix: (Scattershot) Control ammo gets 2 prediction lines (which are different)
Fix: (Scattershot) Dome gets a trajectory preview
Fix: (shields) internal disabled shields are not drawn as bracing for enemy
Fix: (ShowTipChecked, IsDeviceTypeAmmo) script function documentation issues
Fix: (skirmish howitzer) flaming version has different balance than regular (e.g. flaming stops at ropes)
Fix: (The Squirrel) foundations are weak
Fix: (Thunderbolt, Nighthawk) debris trails make mortar flight sound
Fix: (Volcano background) clipped and overlaps grid
Fix: (Warthog active) beams do not receive second chance
Fix: (Workshop screen) inconsistency in highlight position
Fix: both weapons and ammo tabs are highlighted after an upgraded weapon is selected
Fix: ClearOnFocus for editbox clearing text incorrectly wrt cursor
Fix: context menu is not refreshed when an upgrade is enabled or disabled
Fix: crash when rolling over context menu upgrade button in team death match
Fix: desync when player has init.dat in a map folder, setting the random seed
Fix: Filters popup overlaps scroll bar
Fix: ground devices can be built over neutral structure
Fix: HUD items flicker in when e.g. selecting a device after being in the materials tab
Fix: import of standard forts doesn't work from pack files
Fix: language selection screen is missing titles
Fix: local player past Seasonal medals do not appear correctly next to each seasonal
Fix: low frame rate on Linux when using High Seas functions
Fix: Maps/Mods forced to require DLC if they include a mod supporting (but not requiring) DLC
Fix: mod selection screen content overlaps scroll bar
Fix: NoDrawEdges, NoSplash, NoBuild and CanBuildOver key shortcuts missing from input keybind tab
Fix: NoDrawEdges, NoSplash, NoBuild, CanBuildOver have no stringId
Fix: OnLinkHitBeam not called when strut is invulnerable
Fix: overlap of map name with scroll bar in editor menu Edit tab
Fix: projectile-projectile AirImpact effects can't terminate the projectile
Fix: projectiles with max age > 60s start invisible
Fix: released key events don't have their consumed flag cleared, preventing handling in some cases
Fix: some languages are missing the trailing space for key modifiers
Fix: SoundEvent = "effects/device_explode" missing in some cases
Fix: string building when async uploading files is not thread safe
Fix: various list highlights and scroll bars are overlapping
Fix: window shows 'not responding' when clicking during initial loading
Fix: projectiles can be attracted to themselves, causing invalid position calculations

Improve: (commander descriptions) DLC icons can be inserted mid-string, and multiple
Improve: (commander selection menu) increase line spacing for readability in some languages
Improve: (details panel) show zero fire cost for weapons with no default projectile
Improve: (expanded HUD) if cursor is not over an item, show the description for the currently selected one
Improve: (GetMissileTarget) returns actual missile target
Improve: (Hillfort) lower wind floor, turbines have 83% efficiency at top
Improve: (Hillfort) move workshop one strut forward to allow sell off of rear material
Improve: (Hillfort) shift mines to allow construction of 6 without deletion
Improve: (HUD tooltips) have word wrap to handle long descriptions and dynamic lists
Improve: (report) can now click anywhere in edit box to enter edit mode
Improve: (report) no longer need to press enter to commit description text (send button updated while in edit mode)
Improve: (Reporting System) add reason to reporting system
Improve: (Reporting System) add Warning/Ban for false/spam player reports
Improve: (Reporting System) create additional Ban/Warning types so players get better feedback on their bans
Improve: (Reporting System) increase chat history logged in player reports
Improve: (Reporting System) remove report button from disconnect messages for players who briefly joined and quit a lobby without interacting
Improve: (Reporting System) rename "Quit" button to "Forfeit" button for host in active MP games
Improve: (reporting System) separate "Host has forfeited" message for when a host quits a match in progress
Improve: (script.lua) set path variable before load to allow dofile to work on secondary scripts
Improve: (Thunderbolt, Nighthawk) explosion effect moves forward instead of backward
Improve: (tool tips) larger font for Commander name
Improve: (tool tips) offset from HUD moved to constants
Improve: (tool tips) title and header fonts moved to constants
Improve: (tutorial 1) hide the reactor bar to avoid confusion around a partly visible HUD
Improve: (Vanilla) lower wind floor, turbines have 83% efficiency at top
Improve: add 'Use: ' prefix to High Seas weapons for consistency
Improve: added extra hardpoint debris and removed some from Turret and dome
Improve: added gunners to debris
Improve: description 'attaches to soft ground' changed to 'attaches to any ground'
Improve: early tutorial link build instruction changed to 'peform action' and make it just once
Improve: environment mod preview image support - will check the root mod folder for environment preview if none found in the environment sub folder
Improve: increase spacing in tool tips for Chinese
Improve: invalid SaveNames are removed from device and material prerequisites
Improve: remove invalid upgrades and upgrade prerequisites in device post process
Improve: removed edge case in script function AddResources for setting unlimited resources
Improve: unlimited device & material tool tips (list navigation controls can be used in expanded HUD, hold Ctrl + scroll when cursor over button)
Improve: updated English commander descriptions with High Seas specifics
Improve: validate environment overriding to ensure players can only override non nested built-in environments

Optimise: (ListBox) only use the control's bounds to detect mouse-over for scrolling

Remove: device storage from details panel (no icon, now shown in dynamic tool tips)
Remove: fire cost from weapon preview when there's no default projectile
Remove: obsolete test01.lua surface scripts and commented references
Remove: start-loaded built-in mod
Jun 21, 2022
Forts - Romerolagus


G'day Forts fans!

Are you ready to crown a 1v1 High Seas champion?

The new High Seas team strategies were on full display last tournament. Now it's time for the best individual players in Forts to show what they can do. Will they dare go for early orbitals without a teammate backing them up? Are deckguns the new old reliable? How will the High Seas weapons play out on vanilla maps? Join us as we find out together!

Tournament XXIV will be a High Seas 1v1 Deathmatch tournament. And for our friends in the EU we'll also be starting a few hours earlier this event so more of you can participate. To that end the tournament date is set for July 2nd at 1PM ET, which would be 7PM CET. We're planning for between 8-16 players, and either double or single elimination depending on turnout. As before, we will also be extending the match time limit to 20 minutes. Hosting the event will be Bobereto, Frazzz and Project Incursus.


On to the details.

Will there be qualifying

Not this time. With the earlier start time we've made spaces for up to 16 players.

Single Elimination or Double Elimination?

This will be based on the final number of participants. If enough players register to warrant single elimination the finals will be best of 3, time permitting.

How will players be seeded?

With High Seas being new and no competitors having an established High Seas record, seedings will be based on aggregated results from Tournament XXIII and the most recent ranked season.

What maps will be used?

Selected From Scratch High Seas and standard maps.

What about commander bans?

Yes, we will have commander bans this tournament.


If you have any additional questions please contact us on Discord.

How do I join?

In order to participate, you must do the following...
  • Join the Official FORTS Discord
  • Your name on Discord and Steam must match
  • Inappropriate competitor names will not be accepted
  • Send a direct message on Discord to Romerolagus#9918 to register
  • If you would like a different player icon than your Discord profile image, include a 128x128 pixel image with your registration
  • Entries will be accepted up until July 1st 4PM ET (11PM CET)
  • Maximum of 16 total participants for Tournament XXIV

WHEN
  • Tournament XXIV starts July 2nd, 2022 at...
  • 10AM (PT West Coast USA)
  • 1PM (ET East Coast USA)
  • 6PM UTC/GMT +1 (London)
  • 7PM CEST (France, Germany)
  • 3AM AEST July 3rd (Eastern Australia)

WHERE

RULES
  • 1v1 Deathmatch
  • Single or double elimination based on turnout
  • Best of 3 Finals if time permits
  • 20 minute time limit
  • High Seas enabled (no capture ammo)
  • Tons of Guns enabled
  • Moonshot enabled
  • Portals enabled
  • Commanders enabled
  • Commander bans! Each team selects 1 commander to ban at the start of each game
  • Failure to honour the bans will result in immediate disqualification
  • Draws decided by core damage inflicted (total damage if same core damage)
  • Maximum of 16 teams
  • Check-in on Discord at least 1 hour before tournament start
  • Late or absent players forfeit their matches
  • Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
  • Earthwork Games reserves the right to make changes to this event as needed

STREAMS
Bobereto
Frazzz
Project Incursus

THE BATTLEFIELDS
Selected From Scratch maps included with Forts.


Cheers,
EWG
Forts - [DEV] Blammo


G'day Forts fans!

The Season 17 results are here! And we have some new faces breaking into the top 20 for the first time. The podium is still crowded with veterans though, as Firework takes home another bronze, Matteo another silver, and EtaN another gold. Do any of our newcomers have what it takes to knock them off and claim a coveted trophy for themselves?

Some takeaways from last season. Pinchfist has stiff competition from Scattershot, Spook, and Architect for most popular ranked commander. Buzzsaws exist, sell metal at your own peril. And howitzers have overtaken warheads as the preferred weapon of base erasing.

While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 17 Medal. Congratulations to all medalists as well!

One final note, in keeping with our more streamlined approach to validating the ranked results several accounts with suspicious activity were stricken from the rankings.

1v1 Leaderboard

  1. EtaN#2700
  2. Matte0o160
  3. Firework
  4. Finn
  5. Armordillo
  6. Teutonick
  7. [NFC] Noha
  8. [WIG]CID_73
  9. mcc72k
  10. 27777
  11. [TF]Troupics
  12. 老萌新
  13. TiAntlAnG1OO9
  14. [BTA]hchao2000
  15. [WTF] Bowser
  16. steffen
  17. Salzwerk
  18. WIG_籽岷妙妙屋
  19. [BTA]Alesio
  20. Sir Buzzalot

Season 18
Season 18 is already underway and will run through July 31st.

Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!

Cheers,
EWG
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