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Pilots! The “Star Conflict: Аlbireo” and “Star Conflict: Аlbireo. Deluxe edition” packs are now available in the official project store. The Deluxe edition pack will be available for a limited time until March 9. The ship will be available to pilots with no time limit.
Special bonus for everyone who buys the bundle — Premium license for 30 days!
Albireo is the latest destroyer of the Fort shipyard. The technologies of “Spiral” were used while creating this ship. However, the undocking method has been redesigned, as it is impossible to destroy the abandoned hull due to the large number of the ship’s crew members. The main components of the destroyer are disguised and the command staff is provided with a manoeuvrable interceptor. The ship’s laser weapons are excellent for destroying any kind of enemy targets. Albireo has now entered mass production. The Armada command has already signed a contract for the supply of several hundred ships. After the ship passes various military tests, an additional destroyer production contract will be signed for the needs of the fleet.
First of all, we would like to thank everyone who has joined our playtest a couple of weeks ago. Albeit short, we managed to obtain a lot of feedback from our players. We are currently hard at work adding some of the requested features while smashing those pesky bugs that some players encountered during their gameplay.
Our next public playtest will start on February 20th. Until then, we are not restricting access to the playtest, so even though you are not able to play in servers, you can still hop on to the single-player shooting range and test out the weapons and customized attachments.
If you would like to be in the loop for real-time updates about new updates as well as the overall status of playtest, I would like to recommend you to join our Discord server by clicking here.
There have been quite a lot of messages asking questions about some of the important stuff as our player base spiked in numbers in the last few weeks. So I'll try to address some of them here.
Is this game going to be Free-To-Play?
The answer to this question is, no. We're planning to release the game into early access with a 14.99 USD price tag, however, in countries where Valve (Steam) supports regional pricing, we'll do our best to accommodate them.
How many people are developing this game?
We only have three developers;
- MrOkiDoki - Lead Developer and Programmer - Vilaskis - Level Designer, Level 3D Artist - TheLiquidHorse - Weapon, Vehicle and Armor 3D Artist
Is there a singleplayer campaign/bots planned?
No.
Is there going to be any microtransactions in the game?
No. However, in the future way after Early Access, we'll look into possibilities of DLCs and Supporter Packs.
Will we be able to host our own community servers?
Yes, we are hoping to give the ability to host servers to our players sometime in the Early Access period.
Will there be modding tools? How about Steam Workshop?
Hopefully, it will be an eventuality. We would like to see players create their own mods and content for the game in the future. We're hoping to add this feature sometime at the beginning of the full release.
Welcome to another regular update of Forts. If you've glanced at the change list: yes, this is a relatively small update. In fact, it's small enough that we've focused on bugs and improvements that won't render replays made with the previous version obsolete. The reason for a small update is that, as you might know, we are working on something in the background. Of course there are always improvements that need to be made. You can find the list of changes below.
Also, With the new season we've got a new pool of maps for the ranked competition. The maps for Season 16 are:
Abyss
Hang Time
Ledge Grab
Stalactites 1v1
Vanilla
Battlegrounds 1v1
As always we invite you to provide constructive feedback here or via the Official Forts Discord, Have fun!
Cheers, EWG
Changelist 2022-02-02
Improve: (AI recording) when node deletion is blocked, show all unstable links Improve: reduce map and mod suggestion cooldown from 30s to 20s Improve: German translation (thanks, asca) Improve: Chinese translation (thanks, Rothes)
Fix: crash when the drive letter is reported in lower case Fix: crash when a structure separates and a linked portal is no longer valid Fix: desync when joining or replaying a game with custom AI (thanks, asca) Fix: weapons are permanently unable to fire after being disabled while firing (thanks, LZjun) Fix: weapon reload animations can loop if disabled while reloading (thanks, Mando) Fix: idle device animations continue to play while disabled Fix: weapon muzzle flash is not turned off if disabled during firing Fix: Placing a device overlapping Armour while it is converting to BG does not give correct visual feedback (red cross on link) or audio cues Fix: SetViewExtentLeft and SetViewExtentRight use incorrect values as the current view limits (thanks, asca) Fix: cladding triangles sometimes appear elongated and detached from actual structure (thanks, LZjun) Fix: Hide Overlays in Replay also hides the Forts watermark Fix: missing client disconnect messages for players in chatroom while host is playing (thanks, Bobereto & Samster) Fix: (OnTerrainHit) error message string formatting has too many parameters (thanks, Gxaps) Fix: (OnNodeCreated) game does not list parameters correctly on script exception (thanks, Gxaps) Fix: (AI recording) inconsistent/illogical restrictions on node and link deletion (thanks, asca) Fix: (Lua scripting) ScreenPosition Get does not correctly set MaxY Fix: profanity filtering missing from chatroom system messages for the local player Fix: privacy issue in logging
Changelist 2022-02-02b
Fix: replacing materials temporarily opens holes in the cladding Fix: devices have their idle animations paused on construction Fix: when restoring a replay keyframe, disabled devices still have their animations run Fix: crash in Multiplayer::DispatchPacket when shutting down without a World set Fix: crash in GetWeaponAmmo when the projectile is invalid Fix: crash when effect positions or directions are set to invalid values Fix: crash when ClientDatabase::IsDev doesn't find the local client Fix: crash in Multiplayer::DispatchPacket when shutting down without a World set Fix: crash in GetWeaponAmmo when the projectile is invalid Fix: privacy issues in logging
Changelist 2022-02-04
Fix: some mods broken (e.g. Observer Tools commander identification) by another fix Fix: (Buster) crash when side 2 is Buster and depleted uranium rounds are reflected Fix: the watermark is visible in two locations or duplicated during instant replay Fix: replay watermark moves with the panel Fix: sprites loaded from mods are not freed after each game, causing duplicate sprite errors if rerun Fix: crash enforcing population caps when an inverted device doesn't have a non-inverted counterpart
Changelist 2022-02-07
Fix: (Chinese language) console error loading replay.lua for any game Fix: ambient.lua may cause a data desync due to an absolute path being used as checksum key Fix: wide characters in Forts path causes crash
CRS over the past several weeks has been having marathon meetings as we discuss and review 2022 items. The initial first pass has been completed so there are several more meetings scheduled as we look into the year ahead. As Xoom indicated via Discord, you as gamers will have some input into what our focus will be for 2022.
Meanwhile CRS listens to your feedback across all of the platforms associated with the game and as such, we have tweaking several aspects for the current campaign #186.
Tiers are scheduled to change at 9-day intervals. Note - this is subject to change WITHIN the campaign dependent on various factors.
New Tier Added. We now have 5 Tiers (Tier 0 , Tier 1 ,Tier 2 , Tier 3, Tier 4) - Tiers 1 thru 3 will have the normal combatant nations of the Allies and Axis. The introduction of the Americans will occur in Tier 4 representing 1943-1944. Note - CRS continues to evaluate and review each campaign and tier. There could be future changes based upon various factors.
Ground garrison supply numbers have been reduced from 0% to a maximum of 20%; depending upon the number of pieces of kit within the garrison. More abundance pieces of equipment will be impacted while few pieces of equipment or infantry classes will be nominally or not impacted at all.
Air garrison supply has also been reduced
Steam DLC players will see an increase in low-tier aircraft
NO SUPPLY REDUCTIONS to moveable units (ground, air, or sea)
the 10sec despawn time is set to "0"
Where's the Roadmap / upcoming updates? For your awareness, CRS has been heavily engaged in planning this year's roadmap and fine tuning all of the pieces, quite a bit more heavily than we normally do to make sure we have solid estimates and clear expectations with you. Very soon we will be publishing our official roadmap (near the end of this month) and it will contain important details of what's to come this year. It will focus on WWII Online, WWII Online 2.0 and of course WWII Online: Chokepoint plans. And for the first time ever, WWII Online will be reaching out to you - our valued players - to help us add weight and priority to which items are most pressing to get done first from your perspective.