Forts Update — Mod Compatibility Status & Broken Mods List

6/26/2026 — Forts - Firebird Hotfix 3

🧠 What This Means for Modders

Forts - Firebird Hotfix 3 — a general update — most mods survive, but check the broken list below. 8 mods flagged as potentially broken below ↓.

📋 Patch Notes

[p][img src="{STEAM_CLAN_IMAGE}/27894275/9befbf105f745f9510ad14f97a6e5c3e7bfd637d.jpg"][/img][/p][h1][b]G'day Forts fans![/b][/h1][p][/p][p]We've spent the week attending to several other issues that needed attention. The change list is below as well as in-game: click the version number in the main menu.[/p][p]This hotfix contains a bonus fix to portals - the orientation will look consistent regardless of which end you inspect them from. IYKYK.[/p][p]The best place to report further issues is the Discord (see below), but you can also reach us using [url="https://(info@earthworkgames.com)"]info@earthworkgames.com[/url] or by commenting here and in the Steam Discussion.[/p][p][/p][h2]Change List 1.38.2 r22233 - hotfix 3[/h2][p][/p][p]Improve: (Pyramid Scheme): Cutscene added when reactor in smokebomb chamber has been destroyed to highlight chain reaction and door opening[/p][p]Improve: (Rescue Labs) Add terrain to limit core swings[/p][p]Improve: Adjust projectile beam intercept position to cover more cases[/p][p]Improve: Various translations[/p][p] Fix: (Black Gold) Missing textures in campaign when language is Chinese[/p][p]Fix: (Burning Boats 2) Broken terrain block in chamber 3[/p][p]Fix: (Fulminator active) Shield is destroyed when under water[/p][p]Fix: (Overdrive) Downgrades don't retain reload progress[/p][p]Fix: (Port Authority) Tabs can disappear after restarting mission[/p][p]Fix: (Portals) Orientation colours are inconsistent when viewed from opposite ends[/p][p]Fix: (Pyramid Scheme) Ignited RFG cutscene triggers before it's needed[/p][p]Fix: (Pyramid Scheme) Player can trigger LB/SB puzzle with incendiary mortars[/p][p]Fix: (Rescue Labs) Ropes can be used to trigger cutscenes[/p][p]Fix: (Training Day) AI can't hit fort with RFGs towards end[/p][p]Fix: (Zapper) Cycle fire key doesn't work to charge weapon[/p][p]Fix: Beams with a RoundPeriod of 0 will hang the game when fired[/p][p]Fix: dlc3 lobby mod and environments appear for non-owning players[/p][p]Fix: Log spam[/p][p]Fix: Powerup weapons are not refreshed on restart from checkpoint[/p][p]Fix: Repair shortcut stops working on devices when structure is on fire[/p][p]Fix: Skipping Firebird intro sets camera to the wrong position[/p][p] Remove: (Abyss) AI test script[/p][p][/p][hr][/hr][h2][b]Make Sure To Join Our Discord[/b][/h2][p][/p][p]If you haven't already, join our [url="https://steamcommunity.com/games/410900/partnerevents/edit/discord.gg/TP4CpnF"][b]Forts Official Discord [/b][/url]server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.[/p][p][/p][p]Cheers,[/p][p][i][b]EWG[/b][/i][/p][p][/p]

📄 Read the full patch notes on Steam →

✅ Mods Updated for This Patch (0)

These mods were updated after the patch — safe to use on the current version.

None yet.

⚠️ Mods That May Be Broken (8)

These native mods may not work until the author updates them. Everything else is unaffected — .esp, texture, and Papyrus-script mods are version-independent and survive patches.

📋 Browse Forts Mods

↩️ How to Roll Back / Downgrade

Steam: open the Steam console (steam://nav/console) and run `download_depot <appid> <depotid> <manifestid>` to download the pre-update build, then copy those files over the updated ones. Set the game to "only update when I launch" (Properties → Updates). Always back up the game folder before a patch.

🕘 Previous Updates

Older Forts updates — click to read each patch note.