We're beavering away on the Firebird DLC, so this update is smaller than usual. It mostly includes important fixes, especially to population cap handling and portals. There's also a couple of new scripting functions for modders and a minor balance change to Overdrive.
Cheers,
EWG
Add: Script function to apply damage directly to a strut (dlc2_ApplyDamageToLink)
Add: Script function to get selected node (GetLocalSelectedNodeId)
Balance: (Overdrive) Increase downgrade duration from 4 to 6 seconds (+50%)
Balance: (Overdrive) Reduce downgrade refund from 100% to 75% (-25%)
Improve: (Sever & Seize) Clarify Buzzsaw reflection objective
Improve: Allow \\test_effects to work when there's no Lua file for that path (sound only events)
Fix: Auto conversion to back bracing cancels fast sell off
Fix: Beams are not occluded correctly when intersecting overlapping smoke
Fix: Converting background bracing to a door prevents firing
Fix: Devices with pop cap can be sold repeatedly using move mechanic
Fix: Firing into an overlapping neutral device causes the firing weapon to be hit
Fix: Floating nodes can appear in some circumstances
Fix: Instant point loss is possible when joining a lobby at near match limit, other player soft locked
Fix: Linking, deleting, and re-linking 3 portals can send one into an invalid warm up
Fix: One-way portals can be created
Fix: Population cap can be exceeded on teams without a reactor
Fix: Population limited devices on different structures in TDM are deleted at start
Fix: Shields can fail to be destroyed when hit by powerful projectiles with splash damage
Fix: Trail overlap when converting a projectile
Fix: Trail positioning for converted projectiles
Fix: Unlinking portals during warm up leaves one still warming up
Fix: Weapons that have a spotter don't allow manual ammo selection
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