Forts

Forts Update 1.39

EarthWork Games

G'day Forts fans!

In this update we're dropping a volatile canister's worth of balance changes, mostly to the Firebird weapons. We've made the Water Cannon available in multiplayer and skirmish modes. The Firebird commander can build two while others only one, and hers will fire at flaming projectiles.

Co-op on Elimination has been refreshed with voting and weapons only mode. You can either reject a joining player altogether, or give them the ability to only fire and repair. The lobby can be set to 'Weapons Only' so there's no option of full control.

In ranked matches you can now opt-in to reveal your name either during loading, or at the end of the match. You can also chose to chat with your opponent. Both players must agree for this to work.

For modders the Zapper's charge mechanic can now be used to spawn projectiles, and there are some new options around projectile selection for AA.

We've fixed a load of crashes, desyncs, mission problems, security issues, and other misc bugs. As always let us know if you find more.

Cheers, EWG

Change List 1.39.0 r22735

Add: (Firebird passive) Water Cannon shoots at flaming projectiles

Add: AntiAirFireTimeMin, which overrides AntiAirFireLeadTimeMin to make dome style AA weapons fire with less restriction

Add: AntiAirInclude and AntiAirExclude ammo properties which act the same as those in ai.lua to allow ammo specific AA targeting

Add: AntiAirIncludeConditions ammo property which allows ammo specific AA targeting based on projectile data

Add: AntiAirReleaseFireDelay ammo property for AA weapons to only fire temporarily (for Water Cannon AA)

Add: CollidesWithOuterCladding projectile property used with PassesNotOnFire

Add: GetWeaponCurrentAmmo script function to query the ammo being used by a weapon

Add: IsConsoleActive script function to query whether input is going to the console

Add: Players can reject request to join and control permissions in Co-op on elimination

Add: Ranked players can reveal identity and chat

Add: Shoot only mode in Co-op on elimination

Add: Upgrades can specify that they can't be cancelled using CanBeCancelled

Add: Water Cannon now included in multiplayer/skirmish

Balance: (Armourdillo) Reduce door speed increase from 3x to 2x (-33%)

Balance: (EMP Beam) Effective AntiAir except to missiles and rockets

Balance: (EMP Beam) Increase EMP chance of circling vs missiles from 0 to 0.5

Balance: (EMP Beam) Increase EMP chance vs missiles from 0.25 to 1

Balance: (EMP Beam) Increase reload time from 20 to 22s (+10%)

Balance: (EMP Beam) Reduce beam duration from 3 to 2.5s to match Firebeam (-17%)

Balance: (EMP Beam) Reduce cost from 200/2000 to 100/1500

Balance: (EMP Beam) Reduce upgrade time from 45s to 40s

Balance: (EMP Beam) Shoots down howitzer projectiles like Plasma Laser

Balance: (Firebird) Water Cannon population cap is 2

Balance: (Harpoon) Default projectile follows same trajectory as Rods From God beacon

Balance: (Harpoon) Increase build time from 24s to 40s (+60%)

Balance: (Harpoon) Increase energy build cost from 1600 to 3000 (+87.5%)

Balance: (Harpoon) Increase metal build cost from 200 to 250 (+25%)

Balance: (Harpoon) Reduce default ammo reload time from 30 to 11, comparable with Heavy Mortar

Balance: (Lightning Beam) Reduce projectile strikes from 1 + 1 per 65 of damage to 1 + 1 per 100 of damage

Balance: (Lightning Beam) Zap on destruction distance reduced from 2000 to 1000

Balance: (Mine) Increase energy upgrade cost from 2500 to 3000 (+20%)

Balance: (Mine) Increase metal upgrade cost from 75 to 100 (+33%)

Balance: (Overdrive) Upgrade Centre no longer unlocks Smelter

Balance: (Rods from God) Increase ammo metal cost from 100 to 200 (+100%)

Balance: (Rods from God) Increase beacon hitpoints from 45 to 58.5 (+30%)

Balance: (Shield) No longer damaged by lightning

Balance: (Smelter2) Reduced energy cost to upgrade from Smelter from 6000 to 5000 (-17%)

Balance: (Smelter2) Reduced metal cost to upgrade from Smelter from 500 to 300 (-40%)

Balance: (Striker) Decrease device splash damage radius on destruction from 300 to 150 (-50%)

Balance: (Striker) Decrease structure splash damage on destruction from 130 to 120 (-8%)

Balance: (Striker) Increase AntiAir damage multiplier vs cannon and cannon20mm from 0 to 8.5

Balance: (Striker) Increase build cost from 500 to 600 metal (+20%)

Balance: (Striker) Increase damage multiplier to armour and doors from 0 to 0.5

Balance: (Striker) Increase device splash damage on destruction from 120 to 500 (+417%)

Balance: (Striker) Increase fire cost from 2500 to 3000 (+20%)

Balance: (Striker) Zap on destruction distance reduced from 2000 to 1000

Balance: (Volatile Canister) Increase energy storage from 2000 to 3000

Balance: (Volatile Canister) Increase hitpoints from 15 to 100, consistent with battery

Balance: (Volatile Canister) Reclaim is possible

Balance: (Water Cannon) Costs 1000 energy to fire to overheating

Balance: (Water Cannon) Firebeam turns water projectiles to steam

Balance: (Water Cannon) Flaming projectiles passing through water return to the non-flaming type

Balance: (Water Cannon) Population cap set to 1

Balance: (Zapper) Increase energy repair cost from 1320 to 2000 (+52%)

Balance: (Zapper) Reduce metal cost from 200 to 150 (-25%)

Balance: (Zapper) Reduce metal repair cost from 132 to 20 (-85%)

Balance: Orbital weapons are blocked by terrain above where they land

Improve: AntiAirDoorDelay increased from 1 to 1.5, so Dome style weapons better intercept from behind doors

Improve: Charge to fire can now spawn projectiles. SkipSpawnProjectile on a projectile can be used to ignore it.

Improve: Improved colours and layout on Fort Select. You can now page through forts on maps that have too many to fit nicely.

Improve: Pause downloading new workshop items while in game

Improve: Projectile lightning resistance in a material is ResistLightning

Improve: Reduce AntiAirPeriod from 0.3 to 0.248 to improve Dome interception of fast projectiles

Improve: Reset effect ids for map start

Improve: The script.lua file of a mod can be modded

Improve: Toggle fullscreen console keys are not bound by default to avoid accidental use

Improve: Tooltips can be disabled independently of in-game tips

Fix: (Black Seas) Players can build into the back water in Black Seas to gain additional resources

Fix: (CastRayFromDevice) GetRayHitDoor doesn't return true when ray stops at a door

Fix: (Convoy mission) Inactive AI

Fix: (Dome) Fires too early or too late on occasion

Fix: (Harbourside) Crack in terrain behind mines

Fix: (Ledge Grab) Terrain asymmetry

Fix: (Phantom) Can't move zappers and rfg ammo

Fix: (Phantom) Decoys no longer spawn zaps on destruction

Fix: (Phantom) Dummy weapons cloak themselves

Fix: (Phantom) Transfer pad doesn't work

Fix: (Pyramid Scheme) Remove black out on seek

Fix: (Rescue Labs) Structure disappears while on-screen at the end

Fix: (Supply Lines) Prevent batteries and metal store from being sold off the boat

Fix: (Training Day) Prevent player from being able to scrap non-water cannons

Fix: (Water Cannon) Collisions with own structure's background struts are not possible

Fix: (Zapper) Can fire if spread arc exceeds firing arc

Fix: (Zapper) Doesn't bypass bracing on firing team

Fix: (Zapper) Placed between Swarm and Warhead on HUD

Fix: (Zapper) Reload steam doesn't stop if charging is cancelled

Fix: (Zapper) Should only disable portals, not bypass them

Fix: Add fail state if player destroys containers on scales

Fix: Adding a replay description renames the file incorrectly

Fix: Ammo selection is lost when moving a weapon, causing reload time to change

Fix: AntiAir interception point of vertical projectiles incorrectly calculated

Fix: Autofire works with UpdateWeaponAim and CanUpdateAimWhileFiring/ChargeToFire

Fix: BeamDamageMultiplier is not applied when damage is specified using ProjectileDamage

Fix: Camera controls can drift when combined, especially at high frame rates

Fix: Cancelling an upgrade resets burst counter

Fix: Change how victory check is performed to prevent soft locking

Fix: Change water cannon cost to per-projectile and lower the cost to balance

Fix: Charge to fire and hold to fire weapons close their doors after firing

Fix: Clients timeout and disconnect when loading assets takes an excessive time

Fix: ConnectPortals and other script functions don't work on TEAM_BACKGROUND

Fix: Crash in SelectDeviceType when OnDeviceSelected calls Deselect

Fix: Crash when a beam collision tries to spawn a projectile with a missing type

Fix: Crash when a weapon is selected without a device group

Fix: Crash when attempting to draw portal overlay

Fix: Crash when device upgrade table is incorrectly formatted

Fix: Crash when sparks effect angle generator is missing

Fix: Cursor sensitivity is not reset when the host quits

Fix: Debug readouts overlap and show duplicate data

Fix: Default key binding B of zoom selection conflicts with cycle ammo, now set to O

Fix: Desync on join or replay when map doesn't have AI scripts

Fix: Desync when AI builds unstable nodes from new construction

Fix: Disable firing of the second 3 missile silos until after the EscapePodCutscene

Fix: Dome style AA weapons using AntiAirFireLeadTimeMin/Max can consider their line of sight to point of impact blocked incorrectly

Fix: Don't use Compressed textures with vulkan if they are not supported

Fix: EnableExpandedHUD crashes when used in replay

Fix: Fire can spread after being extinguished by AI

Fix: Firebeam already unlocked when starting Mad Scientist battle

Fix: Firebird maps not working with rich presence

Fix: Flashing sprite issue

Fix: Fulminator can be used in ranked by not selecting a commander

Fix: Hang when devices can upgrade to each other and one table is incorrectly formatted

Fix: Hide context menu when starting cutscenes

Fix: Hide tips and commander gauge when hiding HUD instantly

Fix: HoldToFire, ChargeToFire and FireDelay are now usable in combination and with regular projectiles

Fix: HUD disappears on latest AMD drivers

Fix: Ignore population cap when updating new device alert

Fix: IsPointInBlock crashes when given an invalid blockIndex

Fix: Lobby setting to limit by playtime is broken

Fix: LogValue displays multi-line values incorrectly on the console

Fix: MeshProjectile::Reset incomplete, causing desyncs from missile launches

Fix: Motherload mission outro movie responds improperly to escape key

Fix: Move non-generic parts of forts.lua to mission.lua and battlelog.lua

Fix: Orbital checks for friendly target both at impact and at fire time

Fix: Outro cutscene completes before victory screen in dlc2 missions

Fix: Player loses control in Flotsam & Jetsam High Seas mission

Fix: Prevent player from winning at the end of training day without doing anything

Fix: Projectiles (e.g. cannon) can reflect when colliding directly with a joint

Fix: Remove all checkpoints except the one after the StartRodsFromGodCutscene cutscene

Fix: Remove broken power up effects from training day

Fix: Returning damaged Warhead in High Seas' Rigged to Blow doesn't satisfy objective

Fix: Schedule ammo rebuild in training day

Fix: SetBlockOwner doesn't update the colour of terrain and edge

Fix: 'Show News' option is not saved

Fix: Some commander tooltips are cut off and have non-functional scrollbars

Fix: Splash damage is calculated based on the base device position rather than centre

Fix: Support animated sprite edging

Fix: Swap materials on Supply lines boats so they can't be sold (only batteries and metal store can be sold)

Fix: Swastikas in steam names showing up in leader boards

Fix: Terrain can be built through from nodes close to surface

Fix: Timers show in a stuck state when going to instant replay

Fix: Total fire cost is not shown when HoldToFire weapons overheat

Fix: UpdateItemPanel crash with modded HUD

Fix: Warhead can pass through Fulminator force field and structure

Optimise: (EMP Beam) Use ProjectileDamage instead of BeamDamage function which only returns a flat rate

Remove: Artificial host lag cap in ranked matches

Remove: Obsolete WeaponDamageBonus from water projectile

Change List 1.39.0 r22745

Fix: Crash in lobby at random times

Fix: Crash in script functions when default ammo is missing

Fix: Crash handling EMP beams when colliding strut has been destroyed

Fix: Language reverts to English at startup

Fix: AA doesn't work in ranked matches

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

This announcement was originally published by EarthWork Games on Steam on Oct 27, 2026.

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