Forts
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Old Forts mod guide
By SamsterBirdies
This describes the most significant gameplay changes in old forts compared to modern forts.
   
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Overview
Changes are described in this guide in this format: (stats in this mod) < (current stats)
The modded stats (or old forts stats) are described first. The current stats during the time of writing comes second.

Not every change will be documented here because there is so many. But all significant ones should be.
Old Forts: Beta/1.0, reverts the game back to around 2016-2017 during forts release and beta days.
Old Forts: Alpha (not released yet), reverts things in the game back to the earliest documented state possible (within reason).

Link to the workshop mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2589694891
Materials
Armor
Higher metal reclaim: ~90-95% < 50%

Door
Higher metal reclaim: ~90-95% < 50%
Slower door open speed: 50 < 70
Bigger end caps: 25 < 10
Lower Minimum door size: 37.5 < 50

Shield
Increased HP: 100 < 60

Portal
Max link length shorter by 5 units.
Device changes
Reactor
Energy production slightly lowered: 100 < 110

Mine upgraded
Higher upgrade metal cost: 250 < 75
Less metal production: 5 < 6
Less energy run cost: -7 < -10

Turbine upgraded
Higher upgrade metal cost: 200 < 100
Longer upgrade build time: 30 < 15

Factory
Higher energy build cost: 6000 < 5000
Quicker build time: 60 < 120

Sandbags
Increased HP: 300 < 250

Battery
Can damage teammates.

Repair station
Has less HP: 40 < 60
Lower repair radius: 200 < 270
Causes splash damage on destruction.
Higher energy run cost: -20 < -10
Weapon changes
Machinegun
Harder to overheat: 2 < 1.8
Recovers from overheating faster: 7 < 7.5
Quicker build time: 15 < 20
Costs metal to fire: 2 < 0

Minigun
Costs more to upgrade: 200 < 125
Has no damage multipliers. (no longer counters sandbags)
Has no limit on impact momentum speed (can break armor when accelerated)

Sniper
Reload time increased: 2.8 < 2.1
Less HP: 30 < 50

Incendiary Mortar
Maximum fire velocity reduced: 2750 < 3600
Firing angle can be changed by platform slope.

Heavy Mortar
Energy fire cost reduced: 200 < 400
Maximum fire velocity reduced: 2750 < 3600
Firing angle can be changed by platform slope.

Swarm missiles
Increased metal build cost: 700 < 500
Decreased swarm count: 9 < 13
Reduced fire cost: 1000 < 1800
Launches higher before heading towards enemy.

Warhead
Quicker reload time: 21 < 25
Half splash damage: 70 < 140
Dies to 1 machinegun bullet, no drunk version.
Launches higher before heading towards enemy.

Buzzsaw
Has 50% higher deviation.
No splash damage to bracing.
Firing rate is 1 frame slower.

EMP Rocket
Takes 2 sniper bullets to die (higher HP): 140 < 130
Cheaper energy fire cost: 700 < 800
Destroys shields instead of only disabling

Rocket
Increased HP: 180 < 150
Faster reload: 10 < 12
Cheaper energy fire cost: 700 < 1200
More expensive metal upgrade cost: 300 < 150
More expensive energy upgrade cost: 2500 < 1500

Flak
No damage multiplier against device/weapon (over double damage): 1 < 0.4
Less HP: 90 < 130

Shotgun
More expensive metal upgrade cost: 100 < 50
More expensive energy upgrade cost: 700 < 400
Random spray of projectiles instead of uniform spray.
Lower energy fire cost: 500 < 800
Faster reload time: 6 < 9

20mm cannon
Lower metal build cost: 500 < 600
Faster reload time: 25 < 28.8
Less projectiles: 8 < 9
Faster firing speed by 1 frame
Reduced damage: 90 < 100
Reduced splash damage: 10 < 20
Breaks shields.

Cannon
Higher HP: 500 < 300
Half splash damage: 20 < 40
Half splash radius: 100 < 230
Lower energy fire cost: 2000 < 3000
Lower metal fire cost: 50 < 75
Doesn't destroy shields, disables them instead.

Firebeam
Slightly less damage: 40 < 50
Lower penetration distance: 120 < 160
Armor doesnt affect penetration distance.
Firebeam can be swung without penetration penalty. (very nasty)

Plasma Laser
Lower reload time: 24 < 26
Lower energy fire cost: 3333 < 5000
Commander Changes
The old commander descriptions are in the mod, but ill write the changes here too i guess.
Scattershot
No longer has extra projectiles on weapons.
Has higher accuracy on active: 75% < 65%
No longer has trajectory preview
shotgun no longer sucks.

Seep
No longer has armored projectiles on active.
No longer has invisible targeting laser.
No longer can see enemy target paint location.

Shockenaugh
Completely different active ability, unscrappable barrels spawn in enemy fort on active.
No longer can place barrels in own fort.

Buster
Rockets no longer have depleted uranium projectiles on active.

Moonshine
No changes lmao

Phantom
No changes yet. Cant figure out the script. (Its moonshot which is encrypted. in-game data dumps give compiled functions. Decompiling functions make them lose their variable names)

Architect
No longer has faster building storages.
The storages are storagier than before: 50% more storage < 30% more storage

Overdrive
Has instant upgrades instead of double upgrade speed.
Has double build speed on active.
No longer can downgrade
No longer has storage in repair stations

Hurricane
No changes lmao

Firebird
No longer has incendiary projectiles as a passive.
No longer has better firebeams
No longer has better armor protection against firebeams
No longer disables fire alarm

Warthog
No longer has second chance ability
No longer has optional shotgun AA AI

Eagle Eye
Only has laser sights on snipers.
No longer can group snipers.
Has explosive machineguns and flak.
No longer has optional minigun AA AI
No longer has instant minigun windup
No longer nerfs miniguns energy fire cost on active (300 < 600)

Pinchfist
Has 20% cheaper repair costs.
Has full energy reclaim.
Increased production rate from mines and turbines: 10% < 5%

Spook
Cladding hides damage.
No longer can see enemy commander or enemy commander charge.
Only steals 200 metal 2000 energy from enemy team, instead of 200 metal 2000 energy from each enemy fort.

Armourdillo
No longer has half mass armor.
No longer has AP miniguns.
No longer has double door AP sniper on active.
Faster repair on active: 8x < 4x
Aesthetic changes
work in progress.
Sprites changes:
Group buttons
HUD sprites
Sniper
Cannon
Plasma laser
EMP effect
Armor
Door
Shield
Nodes

Sound changes
Cannon reload sound
Plasma laser firing sound
Missile silos door open/close sound length
Shield has less sound effects.
Structure shock effect (Triggers when stuff falls off the fort or significant weight changes happen. Has 2 sound versions, one for small shock effect, one for big shock effect.)

etc
Technology tab missing.
Missile silos take longer to open/close: 4 seconds < 2 seconds
1 Comments
GUARDSMAN Jan 16, 2024 @ 9:49am 
All changes were for good to be honest