Forts Update 1.39
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.
Open the original on Steam