





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
This patch is a minor patch that fixes some bugs and greatly improves crash logging. I've been having issues with the previous crashlogger (drmingw) creating blank logs meaning that I cannot fix issues as I cannot a) replicate them on my machines and b) debug them because I don't know where in the code they are happening. Now I've backported the crashlogger from Turf 2 into Voxel Turf and it works a lot better, particularly in multithreaded environments. VERSION 1.9.4 =========== - [Bugfix] - Upgraded crash logging by porting Turf 2's crash logger into Voxel Turf. Fixed crash loggers not creating logs at all + not creating logs for crashes in child threads - [Bugfix] - Fixed a bunch of compiler warnings VERSION 1.9.3 =========== - [Misc] - Graphics Settings menu now displays system info, and can copy current system info + settings to the clipboard - [Bugfix] - Fixed bug with fluid rendering (water/lava/sludge) that causes chunks to no longer be rendered
This small update adds some logging for mod loading to report errors that vtclient/vtserver encounter for ease of debugging mods. It also updates some libraries (Steamworks and SDL2) to their latest versions. VERSION 1.9.2 =========== - [Bugfix] - vtclient: Fixed (harmless) heap overrun when drawing - [Misc] - vtserver: Added /s as alias for /status, now displays 5 rows, entries with total tick time less than 2ms are ignored - [Misc] - Both vtclient and vtserver create a log file for loading mods (logs/mod_load_(client/server).log). The log file has a summary of detected errors at the end. In addition, the client will show errors when started - [Misc] - Updated steamworks from version 1.42 (Jan 2018) to 1.57 (April 2023) - [Misc] - Updated SDL2 from 2.0.2 (linux)/2.0.9 (windows) to 2.28.1 - [Misc] - Added a progress bar to the steam loading screen
HOTFIX 1.9.1 - Fixes some issues, scroll down to see the changelog
VERSION 1.9.1 - 26/09/2022
===========
- [Bugfix] - vtserver: flagShutdown() now waits for currently saving files to flush to disc (not just orderly shutdown)
- [Bugfix] - vtclient: Use manual mipmap generation for texture arrays rather than automatic (AMD drivers can crash on mipmap gen for texture arrays)
- [Misc] - vtclient: If the game crashes when trying to create Texture Arrays then Texture Arrays will be automatically disabled on next startup
- [Misc] - vtclient: Resized some non-power-of-2 block textures. Only power-of-2 block textures can now be made into texture arrays.
- [Performance] - vtserver: When a player is in a dungeon, it will now only check ~150 chunks for dungeon updates every tick instead of every chunk loaded on the server (with 40k chunks loaded this could take 16ms a tick!).
- [Performance] - vtserver: Made unloading chunks a bit faster
VERSION 1.9.0 - 24/09/2022
===========
- [Feature] - Added the Old Prison control point. Gives +5 Allure to whomever captures it
- [Misc] - MegaVbos now use a free list to reusue free memory
- [Misc] - Planes now go ~12% faster
VERSION 1.9.0-RC2 - 21/09/2022
===========
- [Bugfix] - Fixed world holes
- [Bugfix] - Fixed minimap pieces not appearing
- [Bugfix] - Fixed buildings not rendering correctly in preview window
VERSION 1.9.0-RC1 - 17/09/2022
===========
- [Note] - Shaders are now enabled by default for intel iGPUs, providing that they support Opengl4.6. Drivers newer than 2019 should support this.
- [Bugfix] - vtserver: Specualtive fix for save corruption - when requesting an orderly shutdown wait for the LotContainer saving thread to finish writing.
- [Bugfix] - vtclient: Fixed some crash-on-exit issues
- [Bugfix] - vtclient: Fixed some memory leaks
- [Bugfix] - Fixed white text decals not being visible on distant chunks
- [Performance] - vtclient: Implemented array-textures for near chunks. ~25% FPS increase
- [Performance] - vtclient: Implemented indirect draw for far chunks & shadow maps. Far chunks are batched into groups of 256m x 256m. Another ~25% FPS increase at 600+ draw distance
- [Performance] - vtclient: Only generate high quaility renders of chunks that are near the player (typically closest 100m). Up to 50% reduction in vbo usage/graphics memory consumption at long draw distances
- [Performance] - vtclient: Now batches the destruction of OpenGL buffers and textures. Destruction is delayed by 4 frames to prevent OpenGL sync/stall. Makes unloading/unrendering chunks much faster
- [Performance] - Both vtclient/vtserver - freshly discarded chunks are now stored in free-list to be reusued. Saves a abunch of big allocations/deletions. This pool will shrink over time to ~2048 chunks
- [Performance] - vtclient: Up to 5% (additional) fps increase by removing reduntand OpenGl calls
- [Performance] - vtclient: Stop processing network packets if we've spent 25ms already in a frame doing them (wait until next frame to continue)
- [Misc] - Added a timeout for drawing the map (the one that appears when you press M). This is to prevent the game becoming unresponsive when zoomed out on massive maps
- [Misc] - You can now choose how many render threads you have in the graphics settings menu. Default amount is square_root(num_cpu_threads), min 2.
I recently joined an MP game hosted where the players were complaining of poor performance, and I identified some issues and fixed them. These performance upgrades mainly effect big MP maps, but because SP runs on an internal server SP get some small benefit. The two issues were to do with unloading chunks and autosaving. The server was checking *every* chunk *every tick* for *every player*. With 10k+ chunks loaded and 5 players running around this server chunk unloading was taking 200+ms every ticks! I've since changed it so that the server only checks a max 200 chunks for unloading every tick, and this number goes down if there are more players on the server. This check is effectively instant now. The second issue was with autosaving. For whatever reason it was taking 5 seconds to save lot data on their machine. On my test-big-map (16x16km) I was getting 500ms to save lot data. I have since multithreaded lot serialisation, reducing the save time to 100ms on my 24-thread machine, and moved the writing-to-disc stuff to a dedicated thread, knocking off another 50ms for a total speedup of 10x. Lot serialisation also occurs when a player logs into a server so this should also reduce/remove that lag spike. VERSION 1.8.1 - 04/08/2022 =========== - [Performance] - vtserver: Lot serialisation is multithreaded. Reduces lag when autosaving, player log on and player log off. - [Performance] - vtserver: Lot saving to disc is done in a dedicated thread. Removes ~50ms of lag when saving on an SSD. - [Performance] - vtserver: Chunk unloading now only checks parts of the chunk array, rather than the whole array. Fixes constant lag in big MP maps.
Patch 1.8.0 adds an Observatory Control Point and Stat Monitoring Widgets along with minor bug fixes. In addition, Bandits will now occasionally attempt to retake captured bandit bases.
The Stat Windows can be spawned by pressing TAB, then navigating to Players and Diplomacy, then pressing the "Spawn Stats Window" button at the bottom of the window. Stats windows let you monitor Networth/Territory/Bases Owned/Bandit Bases Captured/Control Points Owned/Special Buildings Owned for each faction.
Full Changelog:
VERSION 1.8.0 - 10/07/2021
===========
- [Misc] - Bandits (owner == 0) in base attacks/control points no longer wear colours
- [Misc] - MTTH for bandits to retake a bandit base increased to 15 minutes
VERSION 1.8.0-RC1 - 04/07/2021
===========
- [Feature] - Added Stats windows! You can spawn one from the Players menu
- [Feature] - Added an Observatory as a control point!
- [Misc] - Bandits can recapture bandit bases if they hold at least one bandit base on the map (MTTH = once every 10 minutes). Bandits will repair the lot upon capture
- [Misc] - Control points spawning code modified so that they are very unlikey to spawn near each other and very unlikely to spawn near the centre or edge of the map
- [Bugfix] - Joining a faction now transfers any control points to the faction
- [Bugfix] - Fixed graphics settings menu setting borderless window to the opposite of what was requested
- [Bugfix] - Fixed some biome y=10 block rules for Control Points
- [Bugfix] - Hills bandit bases are no longer sunken if repaired (requires a new map to take effect)
New Patch: Revamp of outback biomes. The hills are now made of Red Stone, the plains now have patches of dry grass and salt lakes. I've also added Tropical Biome, heightmaps and map generation is a LOT faster and multithreaded now. Dungeons now have Generator Rooms that must be captured before entering the King room. You can now use "/marks on" to enable easy construction with "/fill m" and "/replace m" Full Video: [previewyoutube=VW9bXFVbxh4;full][/previewyoutube] EDIT: Hotfix to add additional exp for defeating dungeons. You now get (dungeonLv)^2*10 exp additional for defeating a dungeon. Eg, the blue dungeon (lv6) gives you 6*6*10 = 360 extra exp for beating it. The level 10 dungeon gives you 1000 extra exp. Full Changelog: VERSION 1.7.0 - 26/01/2021 =========== - [Feature] - Revamped Outback biomes - Outback now has dry grass areas and salt flats, and red rocky areas in the hills - [Feature] - Added Red Stone blocks and Salt blocks - [Feature] - You can now generate Tropical biome maps and Dryland biome maps via invoking vtserver via the command line. - [Feature] - Added "Generator Rooms" to Dungeons. You must capture all of them in a dungeon in order to fight the Dungeon King. In level 6-8 dungeons there are 3 rooms. In level 9 there are 4, and in level 10 there are 5. - [Feature] - Added a height map selector to vtclient. - [Feature] - Added "Deployable Airstrip" lot in the Fortifications tab. This can be placed as a base - [Feature] - Added a text filter for placing lots - [Performance] - Map Generation is now massively multithreaded. Now 10 seconds on a 8km x 8km map (with a 24 thread processor) on Linux - down from 6 minutes 50 seconds. On windows its much faster, but not as fast. (Unallocating memory seems to take ages on windows.) - [Performance] - Single threaded (as in Per Thread) performance for map gen is much faster - [Misc] - Added /revealdungeons cheat - [Misc] - Swapped x/z map size when using "vtserver --genmap" and using the gui in vtclient - [Misc] - Generator Rooms and Boss Rooms in Dungeons are now have an icon on the map after being discovered - [Misc] - Tank crosshairs now have a drop shadow to make them more visible - [Misc] - Camera position for Light Planes has been moved back, you can now tilt the camera up to +/-80 degrees - [Misc] - Hills lots now have more stone in them under the hills - [Misc] - Hills now have cliffs - [Misc] - Fortification lots, bandit bases, control points and ruins do not override the block at y=10 on placement/generation, unless the y=10 is empty, not a solid (cube) block or is a clay block - [Misc] - Lot placement window is bigger, and will reposition itself if its overlapping the placing buttons - [Misc] - /copy, /mirror, /rotate now use the /marks system - [Bugfix] - Fixed a CTD on windows when generating large maps due to lua running out of memory - [Bugfix] - Yet another speculative fix for "Exit To Main Menu" freeze - [Bugfix] - Fixed canals putting up barriers if water is adjacent. Canals now check blocks row by row rather than just the Lot type - [Bugfix] - Fixed player nameplates not being visible if the sky is in the background
Game has a minor update that increases performance by utilising more threads, and the multiplayer server has been reset. I now have a winter map for you guys to explore and build in!
VERSION 1.6.8 - 25/12/2020
==========
- [Performance] - Chunk polygonisation is now VERY multithreaded. This is the "Rendering Chunks" stage of the loading screen + happens when you move to a new area to load the chunks onto the screen. Expect roughly (nThreads/2)x speedup (for 24 threads a 12x speedup).
This also seems to help the game maintain peak framerates when rendering long draw distances. The game still does stutter when moving quickly when high draw distances are enabled, but it is better now.
- [Misc] - Added an "Extreme 2" graphics preset that sets the draw distance to 1,000m.
- [Misc] - The hardcoded max draw distance has been increased to 3,000m. To reach this you have to manually type this in the graphics settings menu
- [Misc] - Building canals over water will now no longer raise the depth of existing water, only lower it.
This small patch lets you save basements with template lots and helps prevent disconnects between vtserver and vtclient when doing stuff with big maps. VERSION 1.6.6 - 17/04/2020 ========== - [Misc] - Template lots now save basements - [Misc] - Added a new, topical, faction name - [Misc] - Added bigger map generation options (10km, 12km and 16km) - [Misc] - Added a warning for generating maps greater than 4km x 4km, and a more aggressive warning for generating maps greater than 8km x 8km. VERSION 1.6.5 ========== - [Misc] - vtserver will now send heartbeat packets every second to each player while said player is connected (prevent timeout during map gen with mods) - [Misc] - vtserver now has a few more checks to unnecessary timeouts
This is a small patch that adds a warning dialog before repairing a lot that has been built upon since being insured, and adds ranged pickup of item drops. Items within 3m of you will be drawn towards you and make a pop sound upon being picked up. VERSION 1.6.4 - 26/01/2020 ========== - [Misc] - Repairing a lot with blocks manually placed or removed after insuring will spawn a warning - [Misc] - Repairing a lot with blocks manually placed or removed via the macro-repair will generate a tooltip saying that it won't repair those lots and will not repair those lots - [Misc] - If a chest is to be removed by repairing a lot its contents will be ejected - [Feature] - Items drops within 3 meters of you will now be gravitationally attracted to you after 2 seconds of spawning - [Feature] - Added a sound effect for picking up items
This is a small patch that fixes spikey performance in multiplayer, reworks walking sound effects (both the effects and the logic) and fixed some various exploits VERSION 1.6.2 ========== - [Bugfix/Exploit] - Fixed exploit in Greiver/Schemer missions where you can drop the quest item before handing it in. The item will be consumed from any players holding them, with the items being consumed from the player talking to the the relevent NPC first - [Bugfix/Exploit] - Fixed exp and reputation from making custom buildings not being scaled by networth. This now follows the same calculation as building a normal building - [Bugfix/Exploit] - Disabled custom building missions, as they can be easily cheesed by importing template lots and converting them. - [Bugfix] - Fixed the Military Base not granting Base Attack bonuses if owned by a faction - [Misc] - Changed Walking sound effect, it now also changes based on what surface you are on. Also added landing effects - [Misc] - Tweaked walk/run/sprint sound effect code - [Misc] - Added a rear-cinematic camera view, cinematic camera in vehicles has been now disabled. - [Misc] - Tweaked run and sprint animations VERSION 1.6.1 - 24/10/2019 ========== - [Performance] - Smoother framerates in multiplayer - the game now only does clientside physics updates on very close entities to the player (with in 12m), significantly reducing stuttering in cases where there are many bandits/entites around. This typically results in a 1.5ms or greater reduction in frametime (on frames where there is a clientside physics update).
I've done some work to boost the game's performance, particularly on big maps, and I've also made some QoL improvements
Today's update adds Gunplay changes, most importantly weapon recoil, as well as a brand new dungeon system! EDIT: Small patch 1.3.2 released, scroll down for changelog. Allows you to shoot out glass, adds a master enable/disable setting for gamepad support. EDIT EDIT: Patch 1.3.3 fixes some small bugs.
The Factions and Flags patch is finally live! EDIT: Added a hotfix patch 1.2.1, 1.2.2 & 1.2.3. Scroll to the end for details
New patch in the Beta Branch. If there are no issues then I'll set the page live tomorrow (along with a more detailed description of the features!) This patch adds Factions to multiplayer and decorative flags all players. EDIT: Patch 1.2.0-Beta2 fixes a couple of bugs. Scroll for changes
This patch introduces Control Points as a new mechanic, as well as implementing Vehicle Storage for bases and giving you another way to escape the CDF. EDIT (28/05) - Hotfix for MP connection issue due to DNS shenanigans, scroll to end for changes. EDIT (30/05) - Small Hotfix that fixes World Holes on MP servers, slight optimisations.
EDIT: Clarity. EDIT2: Its been a couple of days since I posted this, all should be good. I've just migrated some backend servers, which means that some IP addresses have been changed. Most notably voxelturf.net has been moved to a new machine so things like server list lookup ("Find Server") may go to the old server instead of the new one. Once the changes propagate though the DNS servers they should all be good. This typically takes a few hours to take effect, but depending on your ISP this could take up to 48 hours. If you are having issues trying to host/join a friend's multiplayer game due to it not appearing on the Find Server screen, you can get around it by connecting to the IP of the host via Direct Connect, or by joining a game via Steam's Join Game or Invite Player functions. Cheers, Twigz
EDIT: New patch, I've just set it live. This is a small patch that fixes some issues that were effecting low performance machines (namely a disconnect-on-connect that was happening with old cpus). I've also added some stuff that was meant for 1.2.0
Its finally here - patch 1.1.0 is live in the default branch. I firmly recommend starting a new game for this patch as the economy has been massively rebalanced ====== EDIT: Patch 1.1.1 - (27/04) - This small patch adds some work arounds for missing lot issues that were effecting the MP servers + polishes up mod uploads a tad. Scroll down to the end for changelog ====== This patch has two main features - Goons Follow You and AI Construction of new parts of the city. It also has lots of extras, such as a new game mode (Strategy Zero) and lots of QoL improvements, such as improved repair mechanics (including city autorepair), improved base raiding and a upgrades to the minimap.
The 1.1.0-Beta3 is finally ready in the Beta branch! Should there no issues I'll ship the full 1.1.0. Once again firmly recommend starting a new game for this patch if you're upgrading from 1.0.28 in case there are any issues and because the economy balance has been significantly changed.
The 1.1.0-Beta3 is finally ready in the Beta branch! Should there no issues I'll ship the full 1.1.0. Once again firmly recommend starting a new game for this patch if you're upgrading from 1.0.28 in case there are any issues and because the economy balance has been significantly changed. EDIT: Made a small hotfix patch 1.1.0-Beta4 which fixed a couple of issues. Scroll down to the end for changes. EDIT2: Made another small patch 1.1.0-Beta5 with minor improvements
New Patch in the Beta branch. This is a "Part/Beta 1" of a patch, it will be merged into the main branch once 1.1.0 is complete. I firmly recommend starting a new game for this patch in case there are any issues and because the economy balance has been significantly changed. EDIT: Hotfix version 1.1.0-Beta2 has been released to fix issues with Beta1 I am eager for feedback on this patch, as to what needs tweaking or changing before putting the final 1.1.0 patch up.
New Patch in the Beta branch. This is a "Part/Beta 1" of a patch, it will be merged into the main branch once 1.1.0 is complete. I firmly recommend starting a new game for this patch in case there are any issues and because the economy balance has been significantly changed. EDIT: Hotfix version 1.1.0-Beta2 has been released to fix issues with Beta1 I am eager for feedback on this patch, as to what needs tweaking or changing before putting the final 1.1.0 patch up.
New Patch in the Default branch!
New Patch in the Default branch!
The boats patch is here and live in the default branch! I've added two buildings where you can get them: A marina and a hovercraft shop. Both of these are Commercial buildings that sell Vehicles, so they won't compete with existing buildings on your map.
The Marina, a spawn place for Boats
Hovercraft Shop, a spawn place for Hovercrafts
I've also added canals that can be built from the roads menu. These will have crash barriers automatically placed if adjacent to a road lot, otherwise they will have a simple concrete retaining wall. You can use these to make water paths to your bases (so you can boat into/out of your base), or perhaps to make an artificial river network. Its up to you!
Finally I've reduced the cost of bulldozing water and underground stuff.
VERSION: 1.0.26 - 21/12/2017
================
- [Feature] - Added a Marina building! This spawns boats, and has a NPC where you can buy them
- [Feature] - Added a Hovercraft shop! This spawns hovercrafts, and has a NPC where you can buy them. Stealing a hovercraft
- [Feature] - You can now build canals! Canals are Sea lots. When you build a canal concrete walls are automatically applied to the edges of the canal. If it is bordering a road lot then the kind of wall you see in RNG maps will appear
- [Modding] - Added a NOCANALBARRIER flag for LotPack items. If a canal is touching this lot then a concrete barrier will NOT be created. Useful for creating docks in lotpacks!
- [Misc] - Placed a Marina and a Hovercraft Shop in the tutorial
- [Misc] - Created a "Vehicles" business type. Marinas and Hovercraft Shops are vehicles stores
- [Misc] - Stealing Vehicles from Vehicles and Goods shops is now a crime (Vehicle Theft)
- [Misc] - Bulldoze costs reduced
- [Misc] - Water costs reduced by 90%
- [Misc] - Boats made a bit faster
- [Misc] - Hovercrafts have had their air resistance reduced, making them faster and drifty-er
- [Misc] - Hovercraft boost speed increased
- [Misc] - Hovercraft hitbox made a bit smaller
- [Misc] - Both Boats and Hovercrafts shift to/from forwards to backwards modes faster
- [Misc] - The Schemer's skin now has a neck
VERSION: 1.0.25 - 18/12/2017
================
- [Feature] - BOATS! Added a Boat that can be driven!
- [Feature] - HOVERCRAFTS! Added a Hovercraft vehicle that can also be driven! This also has a Boost and a Jump mechanic, so you can hover your way out of water onto land and climb some of the terrain in a hills area.
- Hold JUMP to jump in a hovercraft
- Hold SPRINT to boost
- Hovercrafts have a boost bar
- Hovercrafts will draw the two players inside of them! If you are holding a weapon it will show you wielding the item
- Hovercrafts SPAWN at sea bandit bases (assuming your map was created in 1.0.19 or later)! They appear in the section up the stairs.
- [Feature] - When a player, a bandit or an NPC is brandishing a loaded weapon they will hold it straight forward. When you/they are reloading, or they have no target, it is held at their side.
- [Feature] - Added a sprint bar
- [Misc] - Construction items can no longer be used while in a vehicle
- [Misc] - Default "go down" button for helicopters is now the crouch key (instead of the meta key)
- [Bugfix?] - "Async Geometry Upload" is now disabled by default as it is suspected that its causing stability issues on some machines
- [Modding] - Added getSprintKeyDown() and getCrouchKeyDown() methods for PlayerEntity
- [Bugfix] - Fixed water physics not applying rotations to buoyancy points, meaning that physics got weird for vehicles in water
- [Bugfix] - Fix for vehicles launching across the map in multiplayer
- [Bugfix] - Converting captured Bandit Bases to bases no longer costs an arm and a leg
New patch (in the experimental branch)! People have been asking for boats, so I've added them! I've also added hovercrafts, these can be used as an all-terrain vehicle.
Hovercrafts can HOVER, hold JUMP to hover. Use this to get up hills!
Hovercrafts can BOOST, hold SPRINT to boost.
I've also changed the stance for players/bandits holding weapons. If a weapon is loaded and a mob has a target (or is alerted) then they will draw their weapon. If they don't, or they are reloading then it is held at their side.
This patch is in the experimental branch as it adds a new software library and I want to make sure that there are no stability issues first. There is also only one spawn for a hovercraft and that is to steal it from a Sea Bandit Base (in a post 1.0.19 map!). You can buy boats and hovercrafts with 400k credits.
Above: The legal spawn point for Hovercrafts, in a Sea Bandit Base
VERSION: 1.0.25 - 18/12/2017
================
- [Feature] - BOATS! Added a Boat that can be driven!
- [Feature] - HOVERCRAFTS! Added a Hovercraft vehicle that can also be driven! This also has a Boost and a Jump mechanic, so you can hover your way out of water onto land and climb some of the terrain in a hills area.
- Hold JUMP to jump in a hovercraft
- Hold SPRINT to boost
- Hovercrafts have a boost bar
- Hovercrafts will draw the two players inside of them! If you are holding a weapon it will show you wielding the item
- Hovercrafts SPAWN at sea bandit bases (assuming your map was created in 1.0.19 or later)! They appear in the section up the stairs.
- [Feature] - When a player, a bandit or an NPC is brandishing a loaded weapon they will hold it straight forward. When you/they are reloading, or they have no target, it is held at their side.
- [Feature] - Added a sprint bar
- [Misc] - Construction items can no longer be used while in a vehicle
- [Misc] - Default "go down" button for helicopters is now the crouch key (instead of the meta key)
- [Bugfix?] - "Async Geometery Upload" is now disabled by default as it is suspected that its causing stability issues on some machines
- [Modding] - Added getSprintKeyDown() and getCrouchKeyDown() methods for PlayerEntity
- [Bugfix] - Fixed water physics not applying rotations to buoyancy points, meaning that physics got weird for vehicles in water
- [Bugfix] - Fix for vehicles launching across the map in multiplayer
- [Bugfix] - Converting captured Bandit Bases to bases no longer costs an arm and a leg
The big change for this patch is that foot AI's pathfinding has been improved, particularly the handling of stairs and doors. Mobs did have abnormally large hitboxes that caused them to get jammed in places, so their hitboxes have been slightly reduced to be the same size as the player's. Because of the hitboxes reduction they have become slightly harder to kill. So I've added Headshot damage multipliers to all weapons. You can view the damage modifier by mouse-overing the weapon. For example, Assault Rifles will do 2.0x damage if you shoot your target in the head. Also because the AI more aggressively opens doors I've added sound effects for doors, sliding doors and mechanisms so you can hear them coming! For server admins and people with lots of lotpacks: A list of lotpacks installed on the server will be displayed when you connect to it. Also buildings that you have installed in LotPacks that are not present on the server will be greyed out Finally I've added an option in the Graphics Settings Menu to disable Asynchronous Geometry Upload to your GPU, as a few people on Intel drivers were having trouble with it. VERSION: 1.0.22 - 30/10/17 ================ - [Feature] - Implemented Headshot damage + Pistols do 1.5x Headshot damage + Assault Rifles do 2.0x Headshot damage. + Shotguns do no extra Headshot damage (1.0x) + SMGs do 1.15x Headshot damage + Rifles do 2.0x Headshot damage. To compensate, rifles damage is been reduced from (30->56) to (20->40) - [Feature] - Added sound effects to most mechanisims. This is important as mobs will more aggressively beat down doors now - [Misc] - Buildings that belong to LotPacks that are not avaliable on there server you are on are greyed out. - [Misc] - Added an option to disable async (multithreaded) geometry upload as some machines were crashing randomly - [Misc] - Added the linux_server_admin_scripts_and_instructions/ folder to the server build - [Misc] - Foot CDF will now run and sprint after you. - [Misc] - Mobs will jump over cars that are blocking thier paths. If they are jumping over cars and are under a roof they will crouch - [Misc] - Pathfinding for Mobs improved. They can climb stairwells a lot better now. I've had CDF chase me to the rooftops of office buildings - [Misc] - Foot CDF are more aggressive at busting into buidings. They will beat down wooden doors, open roller doors, etc to get to you now. - [Misc] - Hitboxes for Mobs are now the same size as players. They were 33% wider making them get jammed in places - [Misc] - The AI will now preferentially path though closed doors it can open rather than blowing up a wall - [Bugfix] - Fixed walking sounds being present after death - [Bugfix] - Fixed an issue causing the AI to abandon its target based on the time since last scan for targets instead of time since last target sighting - [Bugfix] - Fixed multithreaded race condition with logging
Small bugfix patch, hopefully fixes some lighting and CTD issues with Shader off mode + freeze on exit. If you've been having these issues give this patch a shot. I am working on teaching the AI to expand and build things, it'll be a little while before I release that update as that's the kind of thing that needs balance testing. VERSION: 1.0.21 - 23/10/17 ================ - [Misc] - Improved server documentation. Added a "linux_server_admin_scripts_and_instructions" folder, with an example runvtserver.sh, solo.pl, script to install with SteamCMD and a readme.txt - [Bugfix] - Fixed lighting not being updated on Shaders Off mode. Again. - [Bugfix?] - Speculative bugfix for random crashes on Shader OFF mode - game more rigerously checks some multithreaded conditions - [Bugfix] - Speculative bugfix for crash on exit - [Bugfix] - Fixed window flicker on Shader OFF mode when lighting is recalculated - [Bugfix] - Fixed placing buildings on the edge of your bases' zone of influence not coming under your control - [Bugfix] - Fixed /annex server command - [Bugfix] - Fixed AI not selling buildings that are outside of their bases after a peace deal. This calculation is only done when peace is signed. - [Bugfix] - Fixed broken perk description strings - [Bugfix] - Fixed broken X_NEAR special effect tooltip strings
A little more polish for the game, but the main thing is a fix for the server crashing when a bandit base repairs and bandit bases not levelling up. VERSION: 1.0.20 - 21/10/17 ================ - [Feature] - Added a NOSPAWN option to LotPack items to make them not spawn in RNG maps or in zoned lots. See lots/packs/vanilla.txt. - [Misc] - Tweaked the block crumble algorithm slightly so that particles spawn at a decreasing rate as the particle container fills up. (This is to prevent it filling up after the first few blocks being destroyed) - [Misc] - Replaced the suppressed shotgun sound effect - [Misc] - 20 second connection threshold failsaves raised to 30 seconds - [Bugfix] - Fixed the AI not racketeering lots when it has reputation but no money - [Bugfix] - Fixed server crash when repairing a bandit base - [Bugfix] - Fixed bandit bases not being promoted after release
New patch! Main changes are crumbling blocks when destroyed, and bandit bases being moved the LotPack system. Minor bugfixes and a speculative fix for elevator fragging. https://www.youtube.com/watch?v=oIkPeMj3jfo EDIT: Increased particle limit for high end machines. Entity particle limit is now: clamp (drawDistance*3/4, 200, 400) EDIT2: command to spawn a burning barrel is actually /give "Grey Burning Barrel" VERSION: 1.0.19 - 19/10/17 ================ - [Feature] - Blocks crumble when destroyed. Blowing them up sends pieces flying everywhere! - [Misc] - Bandit Bases have a chance to repair when leveling up (or when it would level up if not capped at level 5). This only effects maps generated in 1.0.19 onwards! - [Modding] - Moved bandit bases, ruins and faction bases to the LotPack system. See lots/packs/vanilla.txt. This means that you can add new bases as lot pack items. You can specify a lot as: FACTION_BASE to spawn as an AI Faction base RUIN to spawn as a ruin MOBBASE_VACANT to spawn as a bandit base in any vacant lot, rural or urban MOBBASE_RURAL to spawn as a bandit base in only rural lots MOBBASE_URBAN to spawn as a bandit base in only the city MOBBASE_HILLS to spawn as a bandit base in the hills MOBBASE_SEA to spawn as a bandit base in the sea MOBBASE_BIG to spawn as the big 2x3 bandit base in the city You will have to add a barrel to the base yourself before you save it with /lot export (/give "Grey Burning Barrel") - [Modding] - You can now specify a YOFFSET parameter for lots in the lot zones section. This is for when a lot needs to spawn up or down a bit. This means you can also make lot pack items with basements, though the value calculation will be off - [Misc] - Cities generated with the BiggerCities mod will have more building spawns based on the radius of the city. (So a 2x radius city will have 2x more Helifields, etc) - [Bugfix] - Fixed artefacts with drawing distant grass, railings and fences (usually blue or red blotches around them) - [Bugfix] - Sea bandit bases no longer dig square holes underneath them on spawn - [Misc] - When you use an elevator or otherwise teleport you'll be immune to gravity for 1.0 seconds. This should help prevent elevator death shenanigans. - [Misc] - While you are logging into a server you'll be immune to gravity clientside (helps prevent teleport into lava on login) - [Misc] - If you are taking more than 20 seconds to log into a MP server the client will jump to the next connection stage. So if its at "downloading chunks" for at least 20 seconds it'll jump to "rendering chunks". If its at "rendering chunks" for 20 seconds it'll take you into the game. - [Misc] - Increased particle limit for high end machines. Entity particle limit is now: clamp (drawDistance*3/4, 200, 400)
New patch! Uploaded to Beta stream, if there are no issues I'll set it live in 8 hours from posting.
Patch 1.0.18 lets you save Bases as placeable fortifications! You can save them as template lots, like custom buildings can be. You can also place fortification lots from the construction menu as bases, and you can place these outside of your build radius. This means you can smack down a fortified base without having to do weird "place flag, place building, place another flag, remove first one" arrangements.
Patch 1.0.17 has more performance upgrades. Its mainly achieved though improved asynchronous data upload to the GPU, which mainly benefits AMD machines. It also fixes lighting issues and gives minor perf boosts in Shaders-Off mode.
Sorry this ones a little late - there was a CTD issue that took me a 17 hour session to fix. I'll try to have the live patch ready before the weekend next week. So there'll (hopefully) be an experimental mid-week and a live end-of-week.
Pictures:
https://twitter.com/SnapperTheTwig/status/918113211412463616
VERSION: 1.0.18 - 14/10/17
================
- [Feature] - Fortification lots can be placed as bases from the construction window
- [Feature] - Vacant lots can be converted to fortification lots and saved as placeable templates
- [Feature] - Bases can be saved as placeable templates
- [Misc] - .player, .playerlist, .world and .dat (for lot data) files are now backed up with 2 layers of backups. If a file goes missing then the next backup will be loaded.
- [Misc] - The game will create a glinfo.txt file in the logs directory to help me diagnose your opengl woes should you have any.
- [Misc] - Weapon zoom mouse movement reduction reduced
- [Misc] - LoD distance reduced for people playing on potatoes. Minimum distance is now 32m.
- [Bugfix] - Fixed a memory corruption issue that may cause CTDs.
- [Bugfix] - Speculative fix for mouse warping your view 180 degrees randomly
- [Bugfix] - Fixed flicker on geometry generation
- [Bugfix] - Fixed random CTD issue on the client
VERSION: 1.0.17 - 10/10/17
================
- [Perf] - GPU Memory panic thresholds are now set to VRAM_MAX MB to enable panic mode and VRAM_MAX - 256 MB to exit (changed from VRAM_MAX * 0.7 in and VRAM_MAX * 0.5 out). This is so that 4GB machines use a bit more memory.
- [Perf] - Changed VBO upload to be asynchronous to reduce microstutter on AMD machines
- [Perf] - In non-shader mode chunk relighting calculations and GPU uploads is also done asynchronously
- [Misc] - Smoothed out the dynamic draw distance algorithm further.
- [Bugfix] - Fixed chunk lighting not updating at sunrise/sunset while running non-shader mode
- [Bugfix] - Removed cables from texture atlases - cables are no longer visible in LoD chunks
Version 1.0.17 (Experimental) is live. Select through the Experiment branch in Steam's beta section (Steam -> Right Click Voxel Turf -> Betas -> select Experimental). Please give it a go! More performance upgrades for AMD machines and low end machines. More stuff has been multithreaded or moved to worker threads, most importantly geometry upload. This should reduce stutter when loading new areas and make non-shader mode lighting updates faster. My RX 570 now performs significantly better than my GTX 1080 did on launch. All machines should see better performance when driving around and loading new areas though. Also the game will try to utilise more VRAM (panic thresholds have been raised), as in general more VRAM usage = more LoD = more FPS. VERSION: 1.0.17 - 10/10/17 ================ - [Perf] - GPU Memory panic thresholds are now set to VRAM_MAX MB to enable panic mode and VRAM_MAX - 256 MB to exit (changed from VRAM_MAX * 0.7 in and VRAM_MAX * 0.5 out). This is so that 4GB machines use a bit more memory. - [Perf] - Changed VBO upload to be asynchronous to reduce microstutter on AMD machines - [Perf] - In non-shader mode chunk relighting calculations and GPU uploads is also done asynchronously. More stringent limits on lighting updates have been applied - [Misc] - Smoothed out the dynamic draw distance algorithm further. - [Bugfix] - Fixed chunk lighting not updating at sunrise/sunset while running non-shader mode - [Bugfix] - Removed cables from texture atlases - cables are no longer visible in LoD chunks
Patch is uploaded to Beta stream, if there are no issues I'll make it live. The main major change is that you can't buy land outside of bases. This is because people were buying up all the vacant land on MP servers and scaring away new players. Instead you can just press the "convert to base" button on a vacant lot to make it your base. Another major QoL change is that rescuing the Bank, Gun Shop and Jewellery store from bandits in missions is no longer a "Crime". You'll get immunity from minor crimes while rescuing them, the immunity region is bigger and last for 5 seconds after completing the objective. Finally (for 1.0.16), the AI Base Attack strength has been nerfed in Medium and Easy difficulties. In both Med/Easy the strength has been capped at Level 2/Level 1 and the requirements for the AI to launch multiple attacks have been raised. 1.0.15 is finally done. I attempted to decrease VRAM consumption but ATI was like "no memory optimisation for you!". They slapped my Half-Float solution out of my hands then stomped on it. But at least 1.0.15 gives improved handling of the memory it does use. It implements a "GPU" panic mode when it detects low free VRAM which makes it aggressively unload out-of-draw distance terrain. It also implements a dynamic draw distance, so if you wander into a particularly built up area you don't have to put up with a persistant frame rate drop. Finally it also implements a gradual upload of geometry data to prevent bursts of geometry data causing stutter (again this was mainly affecting ATI cards). 1.0.15 also does some network optimisations and gives the server more configurability, though settings/server_prefs_1003.txt
Version 1.0.15 (Experimental) is live. Select through the Experiment branch in Steam's beta section (Steam -> Right Click Voxel Turf -> Betas -> select Experimental). Please give it a go! Saves are compatible backwards and forwards with 1.0.14 (and down to 1.0.12) Massively reduces VRAM usage and provides scaling draw distance for the client. Because this changes vertex format in graphics memory I need feedback before I can set it live for everyone. VERSION: 1.0.15 ================= VtClient Memory management & performance: Note: None of these situations should be encountered in normal gameplay! This is for situations where you drive into an office tower spammed region, or if you're playing on a potato and the game becomes unplayable - [Misc] - The game uses half-floats to store vertex data on the GPU, reducing all-case vram usage due to geometry by 30% - [Misc] - Draw distance reduces in stressful situations - [Misc] - When the client hits 70% VRAM usage it'll enter a panic mode to save the remaining 30%: - - It'll stop creating LoD chunks - - It'll aggressively unload chunks not in the draw distance - - It'll exit panic mode when below 50%. - - If the client hits 100% VRAM usage it gets a lot more aggressive - [Misc] - The client will stop building chunk meshes that are significantly out of your draw distance. This is to stop all your VRAM being eten - [Misc] - If you're at the "Rendering Chunks" screen and GPU panic mode engages it'll take you right into the game VtServer: - [Misc] - When connecting to a server, city downloading progress is displayed (instead of displaying a frozen "Downloading Chunks 0%" which makes players think that the connection is buggered up) - [Misc] - The server will allocate more bandwidth to players if there are only a couple on the server. -- NewBandwidth = (2/(nPlayersConnected^2) + 1) * OldBandwidth -- The number "2" is a define. Edit settings/serverprefs_1003.txt and set "Bandwidth multiplier" -- If the server detects packet drops with a player this "bonus" is set to zero (NewBandwidth = OldBandwidth) -- This is change is because the default server configuration is a little pesimistic and doesn't scale with player count - [Misc] - You can specify the spawn/despawn distance for AI cars and civilians in settings/serverprefs_1003.txt Balance: - [Misc] - The gunshop now has a customer demand of 600 (down from 1200). - [Misc] - The (unmodified) income per person for a building is now capped at $400 (this is to prevent LexxyFox's giant steel cubes of infinite wealth) QoL: - [Misc] - Slider for mouse sensitivity now goes down further - [Bugfix] - Fixed AI factions declaring war on allies and war allies - [Bugfix] - Fixed "nn" appearing in loading screen tips
EDIT: Hotfix for 1.0.14 is now live (as of edit). Fixes CTD with cables and decals. Major performance boosts. On my machine I get 3x the framerate I was getting before (a 35fps 450 draw distance render now renders at 109fps). The game now implements LoD which means that geometry that is further away from the camera is rendered with a reduced resolution. LoD currently kicks in at max(MaxDrawDistance/4, 64) metres. This also reduces the amount of binds (texture and geometry) that have to be done, which was what was killing GPU utilisation. Also fixed a crash on starting the game + disabled shader compilation on machines that have shaders turned off, which may increase stability with Intel integrated graphics machines. VERSION: 1.0.14 - 29/09/17 ================= - [Bugfix] - Fixed a client CTD when connecting to a server/joining a game - [Misc] - Fixed LoD decals not appearing. VERSION: 1.0.13 - 29/09/17 ================= - [Performance] - Implemented LoD. This increases framerates by 3x (+200%) on my machine. - [Misc] - The game now creates a lock file when compiling shaders. If your intel machine crashes on shader compile they will be auto disabled on startup - [Bugfix] - If you are not running shaders then they won't be compiled on startup. Fixes a CTD on intel machines that can't even compile shaders without throwing a tantrum
Today's update is pure QoL + an exploit fix. In 1.0.11 strip mining was way too powerful. Now to get blocks back from using the "remove" item you have to place blocks. In Build mode you can still regenerate infinite blocks back to your inventory. VERSION: 1.0.12 - 28/09/17 ================= - [Feature] - If a server is running in multiplayer mode then it'll create a logs/server_status.txt file every 30 seconds. You can poll this to update your community website. - [Exploit] - Infinite block regeneration with the remove item has been nerfed. You now have a pool of "8" free regenerations. Placing a block adds a regenerations, removing a block consumes one and gives back the block. There is a max of 32 removes that can be pooled. - This is moddable, use thePlayerEntity:giveInfiniteBlockRegenerations() on a server lua script to give infinite block regens. If you have infinite regens the counter goes away (is not visible). - Finally in Build mode infinite regens are enabled by default. - [Misc] - You can set the sell price for materials in db/material_costs.txt - [Misc] - Crosshairs are larger and partially transparent, and the colours have been inverted - [Misc] - Tutorial missions have more detailed descriptions - [Exploit] - Sell Price for ALL blocks have been halved. Moddable by setting turf.BlockPlacingItem.BlockItemSellMod = VAL. - [Exploit] - Sell Price for GRASS, CLAY, SOIL, STONE and SAND have been reduced by 75%. This is multiplicative with above - [Bugfix] - "E" no longer closes the custom lot form. - [Misc] - ESC now closes all of the uipages (Map, Buy menu, Inventory, Diplomacy, etc)
QoL improvements. The Remove item returns blocks to your inventory (or creates a drop), if you shaders on you can toggle a torch by pressing F and the minimap is bigger. VERSION: 1.0.11 - 25/09/17 ================= - [Feature] - Using the "remove" item on a block now returns that block to your inventory. If your inventory is full it'll create a drop. - [Feature] - Added /annex WHO and /eliminate WHO server commands. This can be used to annex or remove a player from the map. - [Feature] - You can now attach your roads to an allied road tile. This doesn't transfer ownership of the tile to you. - [Feature] - Added a torch/flashlight. Press F to toggle, does not require anything to be equipped. Requires shaders be enabled. - [Misc] - Helicopter camera now does not pitch with the helicopter (should make things less wonky) - [Misc] - Minimap is bigger and has a night mode. Icons are bigger in the minimap. - [Misc] - When you exit a vehicle you are now facing forward (not towards the vehicle like before) - [Misc] - Softened custom building population requirements. - [Misc] - Did some tweaks on bullet hit particles + hit particles when you hit a human - [Bugfix] - .player files now quarantine the sections of data saved, so if part of the file gets corrupted you don't lose everything. (So a corrupted inventory will no longer corrupt your stat points) - [Bugfix] - .playerlist files now quarantined per player. - [Bugfix] - vtserver.exe now uses a different steam appId than the client (again), so you can start the client through even if you are running the server in the background. The client will tell the server where any installed mods are when it starts up anyway - [Modding] - Exposed some more paramters to turf.WeaponModItem - [Modding] - Exposed LotContainer:stripAllLotsOwnedBy(from, to) function
Hey everyone, new patch (big one today!). QoL improvements include Shift Click in inventory, more tooltips, brighter moonlight and improved /fly mode. Server performance improved by stopping low priority stuff while under stress (eg, will no longer spawn mobs while behind on simulation). Chat log spam reduced Balance changes: acumen has been nerfed hard as players were getting +150% income by spamming buildings then spamming acumen. CoOp payouts now scale with number of players participating (but you still get a bonus in CoOp). Exp and reputation gain from placing buildings scales down with networth. Base upkeep grows with the population that you control. I know this is a "magic number because you're big" thing, but it is a placeholder until I get around to making money sinks (such as utilities and public services) Exploits fixed: Burning barrels are now "cheat" items to stop people spamming them in MP, and are stripped from buildings when placed. VERSION: 1.0.10 - 23/09/17 ================= - [Feature] - Shift click can now be used in inventory management (in the N screen) - [Feature] - Possible offline mode support, give it a go. - [Balance] - Acumen income boost formula is now: (acumen > 10 ? 10 + (sqrt((acumen - 10)*2)*0.5+(acumen-10)*0.01)*0.2 : acumen) / 10.0; This is to prevent +150% income scenarios. - [Balance] - Upkeep for bases is now dependent on the total population under your control. UpkeepPerBase = $0.2 * totalPop * ln(totalPop) * ln(totalBases) / totalBases Where totalPop is the sum of your industrial, residential, commercial and office population in the world (both racketeered and owned) and ln is the natural logrithim function. Note that low pop buildings have higher income/population, so you can try to reduce maintenance by building low density stuff. The $0.2 value is a lua define, change it by changing turf.PlayerCredentials.BASE_ENFORCEMENT_COST; IMPORTANT: This is a temporary solution, I intend to make a polution/traffic system that will counter high density developments, and a population cap system that is raised by providing public utilities to citizens - [Balance] - CoOp mission rewards now scale with the amount of players doing them. - Mission Cash reward is now multiplied by 1.5/numberOfPlayersEverParticipated (for numberOfPlayersEverParticipated >= 2) - Mission Reputation & Exp reward is now multiplied by 2.0/numberOfPlayersEverParticipated (for numberOfPlayersEverParticipated >= 2) - This is to fix 10 players doing Hostile Takeover and each getting $500k. More players doing a mission still means more rewards in total, but its no longer a no-brainer. - [Balance] - Exp & Reputation gained from placing buildings scales with networth. After your networth exceeds $1M the exp you gain is calculated by: Exp & Rep = Building_Racketeer_Cost * 1m/(Networth) - [Misc] - Updated the console command guide. Link: http://www.voxelturf.net/console_command_guide.php - [Misc] - Moonlight is now brighter - [Misc] - Fly mode now uses the sprint key (or W+A+D) to go faster - [Misc] - Fly mode speed is now capped at 40m/s - [Misc] - Mobspawners (burning barrels) are now "secret" items (people were spamming them in MP. People named Chickensandwich). You now need to use the /give command to spawn them /give "Blue Burning Barrel" 80 - [Bugfix] - Mob spawners are removed from lot pack items and template lots when they are placed. - [Misc] - Lag spike threshold for servers raised to 2500ms (up from 250ms) to reduce console spam. - [Misc] - Added --wsi PATH launch option for the server. This specifies a path to a mod to load (that isn't in the mods directory) - [Misc] - Added --computePanicThresh NUM launch option to the server. The default value is 60ms (2 ticks). - [Perf] - If the server starts taking more than (computePanicThresh) ms to execute a simulation tick then it'll shut down the AI until it comes good again. - [Perf] - If the server starts taking more than (computePanicThresh/2) ms to execute a simulation tick it'll stop spawning bandits, base defenders, pedestrians, civilian and cdf vehicles and not grow plants nor process zoned lots until it comes good again - [Perf] - There is now a limit of 200 entityparticles (this is stuff like flying limbs and wheels) on the client. - [Misc] - You no longer get exp points if your goons kill a bandit. - [Misc] - Servers in Find Server are now sorted and greyed out if you have a version or checksum mismatch. A tooltip explains how to change version. - [Misc] - Adds abort logs. Whenever abort() is called by either the client or server a log file is created explaining why. This is to help in debugging - [Misc] - Adds tooltips for Explosve Crates and Detonators - [Linux Server Management] - Sending SIGHUP to a server tells it to save and shutdown, and to instruct all connected players to rejoin. - [Bugfix] - Fixed steam workshop items not being loaded by the server while the client is running. This was done by the client telling the server all the items its subscribed to. - [Bugfix] - You no longer shoot your own car while in a car - [Modding] - Added a .noTelebuy field to Item so that you can choose to disable buying it from the telebuy menu
Version 1.0.7 fixes bad shader performance on the machines that were having it. Version 1.0.8 adds some commands that let you set the appearance of the time of day (which is useful for filming), and makes daytime 2 hours longer. This has been set to the public Beta distribution, which can be accessed in Steam via right-click Voxel Turf -> Properties -> Beta -> (select Beta) VERSION: 1.0.8 - 21/09/17 ================== - [Feature] - Adds /dawn, /midday, /middnight, /dusk, /afternoon commands. This makes the client render as if it is this time. This is NOT counted as a cheat - [Feature] - Adds /unfreeze command to reverse the effects of above. - [Misc] - Burning barrels produce a bit more light - [Misc] - Daytime is now 2 hours longer. Sunset is now at 8pm (up from 6pm) VERSION: 1.0.7 - 21/09/17 ================== - [Bugfix] - Experimental fix for *extremely* slow shader performance on some cards The problem was that some cards can't handle byte vec3's, but can handle byte vec4's, and this is not documented anywhere on the internet. - [Modding] - Exposed turf.Lot.BASE_RADIUS, ECONOMIC_RADIUS and NEAR_RADIUS to the modding api.
New patch! This one fixes a Connecting to Server issue, and item duplication exploit and increases car braking. Important: Do not repair lots with chests without withdrawing valuable items first, as chest contents are now wiped on repair to prevent an item duplication exploit that was causing issues in MP. I have a more permanent solution in the works. The tooltip for "repair" has had a warning added. Also, the dedicated server is now available via SteamCMD via anonymous login. The appid is 526340 Finally, for now on I'll be offering "oldversion" branches that you can access through the steam beta version selector, so you can still play MP while servers are being updated. Created an oldversion1.0.5 branch. VERSION: 1.0.6 - 20/09/17 ================== - [Bugfix] - Fixed a connection issue that stops people from connecting to servers. - [Bugfix] - Fixed not being able to scroll in the custom skin menu - [Bugfix] - Speculative fix for multiplayer mission duplication bug - [Bugfix/Exploit] - Chest contents are now wiped when a lot is placed or repaired to prevent item duplication. - [Misc] - Buffed brakes on all vehicles - [Misc] - Important Papers are now Documents - [Misc] - Weapon & Armour tooltips & stats are now visible in the shop. - [Misc] - Weapons and Rockets now have descriptions - [Misc] - Added a hint tooltip for health vials: you can heal for free at bases - [Misc] - Added a tip to the "establish a protection racket" mission: More expensive buildings are more reputation efficent - [Misc] - Zones with zero chance of developing show up in red in the action menu
New patch, access via public beta branch. If all is good I'll set this to live. EDIT: Is now live VERSION: 1.0.5 - 19/09/17 ================== !! NOTE LINUX !! Linux distributions of the game no longer come with libstdc++-6.so in the search path as it was causing stability issues on some machines. You can still get them in LINUX_stdlib if you want them/can't get the game to start due to stdlib issues. - [Misc] - The server now uses appid 404530. This should make broken server mods work again, but it will also mean you can't run the client and the dedicated server on the same machine through steam. - [Misc] - Buffed healing items. Vials now restore 16% (up from 10%), Packs restore 50% (up from 25%) and Mega Packs restore 100% (up from 50%) - [Misc] - There is now a separate error message for "Different Checksum" to "Different Version" when connecting to a server running different versions/checksums - [Misc] - The first ambulance mission now has increased time and has more tooltips - [Misc] - If you get an "Connection to server refused, invalid login session" error the client will fetch a new Steam session ticket. - [Misc] - Sell price for rockets quartered due to Missiles for Aether perk - [Misc] - Added a --noGpuNuke option for the client. May help microstutter that appears on some GPUs, might turn it into macrostutter on others - [Misc/MP] - If there are more than 10 abandoned vehicles on the server then the abandoned vehicles last used by offline players will self-destruct. - [Bugfix/Modding] - Fixed the server having the wrong steamappid and therefore not loading mods correctly - [Bugfix] - If you are eliminated but you have infinite cash or credits then you still get to keep them - [Bugfix] - You can now sell explosive mods and extra shot mods at stores without getting the "bandit raids" spiel - [Bugfix] - You can no longer bulldoze bases (preventing accidental self-elimination) - [Bugfix/Modding] - Entity:wrangleDriver() no longer crashes if the entity is not a vehicle. - [Modding] - Exposed turf.CrimeCosts.CDF_CRIME_SCAN_DIST and turf.CrimeCosts.CDF_SERIOUS_CRIME_SCAN_DIST for lua modding
New patch, access via public beta (Edit now live). Lots of QoL improvements, cars go honk VERSION: 1.0.4 - 17/09/17 ================== - [Feature] - Car now goes honk when you press the honker. - [Feature] - You can now delete savegames from the load game menu - [Misc] - The client will now pick its port at random when first conencting. If this random port fails then it'll try 6000->7000 sequentially. This is to solve problems with port hogging in LAN enviroments - [Misc] - You can now specify a --port (VAL) command line switch to the client to pick a port to try first. - [Misc] - Zooming direction on the map reversed - [Misc] - Sprinting time has been increased 50% - [Misc] - Disabled the "extreme" preset. - [Misc] - If you can't change the VSync setting with the SDL command then it will be greyed out - [Feature] - Added manual map zoom in/out buttons - [Bugfix] - Fixed merge lots messing things up. You can now only merge vacant lots - [Bugfix] - Fixed Camera change binding not being saved - [Bugfix] - Fixed Siren/honk keybind not appearing in control settings menu - [Bugfix] - Fixed an issue that makes the mouse lag 1 frame behind in the GUI. - [Bugfix] - Fixed an issue that makes scrolling on the map with right click awkward
Hi everyone. I've added a new patch that adds a VSync setting. I haven't made it the default patch because I would like some feedback on it first. To get it, go into Voxel Turf->Properties->Betas and select the "beta" branch VERSION: 1.0.3 - 15/09/17 ================== - [Feature] - Adds a VSync option in the graphics settings menu - [Misc] - Default keybind for INV_META changed from L_CTRL back to L_SHIFT - shift clicking in chests now works again! - [Misc] - Added keybind for INV_META_2 - this key is held to buy 80 of something in a shop - [Misc] - Controls for Buy 5/Buy 80 are more clearly shown - [Misc] - Default max players for a server is now 8. - [Misc] - The mission "Bribery" now requires 7 reputation to unlock, as you currently start with 5 - [Misc] - Added a "Show respect costs 3 reputation" message to the "Show Respect" button - [Misc] - Added a tooltip for HP restoring items - [Misc] - Added a tooltip for the "Initiation" mission exlaining who the CDF are - [Misc] - Upped the spawn rate for items in Jewellery shops and Gun shops by 33% - [Bugfix] - Fixed a server crash when using a detonator
I plan to spend the next two weeks making minor changes based on your feedback. Then I'll start work on 1.1, which will further expand city-building and management parts of the game VERSION: 1.0.0 - 13/09/17 =================== - No changes VERSION: 1.0.0-RC1 - 13/09/17 =================== - [Bugfix] - Fixed server crash when trying to start a game with weird characters in the savegame name. VERSION: 0.4.39 =================== - [Bugfix] - Clamped max vertical speed to 40m/s to prevent a clipping issue - [Misc] - If you have a gamepad plugged in but you've used the keyboard instead for the last 5 seconds all ui promts will display keyboard prompts instead of gamepad prompts. VERSION: 0.4.38 =================== - [Misc] - Updated sprinting tooltip
More polish. Default Sprint is now left shift, default Crouch is now left-ctrl and default "Change Shape of Blocks/Alt Place mode" button is now V. VERSION: 0.4.37 -12/09/17 =================== - [Feature] - Added a "Sprint" keybind. You can still sprint with W+A+D. - [Misc] - Server Banlists/whitelists now accept player Ids as well as player names. Using /ban will now ban both the playername and player id - [Misc] - Server Permission (Admin, Op, HOp, etc) lists now accept player ids too. - [Misc] - You can now edit blocks on land owned by human allies - [Misc] - The "Turf War" tooltip now mentions that you take protection rackets in wars - [Misc] - "Invest in Property" mission now has a hint describing investing mechanics and now has a counter showing your current profit VERSION: 0.4.36 - 11/09/17 =================== - [Feature] - The last vehicle you were driving is now saved and loaded on log-in/log off. - [Feature] - You can now deal damage to mobs and vehicles by ramming them with your tank - [Feature] - Headless dedicated server is now available via SteamCMD for people who have a key. AppId for dedicated server is 526340 - [Misc] - Increased the breaking ability of CDF Vans and Tanks - [Bugfix] - Fixed entities that spawn in lots (such as helicopters) despawning whenever you turn in or cancel a mission - [Bugfix] - Fixed a server crash when multiple players defeat a Base Attack
This time its time for a revisit of city building mechanics and an introduction to Zoning mechanics and the Reward Buildings.
Minor bugfixes, a little more polish. VERSION: 0.4.35 - 09/09/17 =================== - [Misc] - You now start with 1 allure, meaning that you start with 1 perk slot open - [Misc] - Added a tooltip for Bandit Bases detailing bandit respawning mechanics - [Misc] - Rebalanced vehicle sfx volume - [Misc] - "Establish a Protection Racket" mission now spawns in the Tutorial as well as the main game - [Bugfix] - Small Town Mayor perk now effects road build cost correctly - [Bugfix] - You don't need to pay bulldoze costs when building roads over existing roads - [Misc] - In Turf Zero mode demolition costs are also reduced by 75% to bring it in line with construction and zoning costs
I spent the last two days adding polish to the game, namely adding a much requested Sprint Mechanic (Hold A,D and W) + Rebalancing Turf Zero so you get your city up and running a LOT faster + adding more info the the Inventory screen.
VERSION: 0.4.34 - 07/09/17
====================
- [Feature] - Added sprinting through pressing A + W + D. You have a bank of 6 seconds to sprint, after you use it up you'll have to stop sprinting to recharge it.
- [Misc] - In Turf Zero construction and zoning is 4x cheaper. You only get 25% of the yield though. This is so that you can build the city much quicker.
- [Bugfix] - Fixed the slight jerky vertical movement when walking/running.
- [Bugfix] - Fixed a cosmetic world-hole issue that can occur if rapidly placing and removing buildings
- [Bugfix] - Fixed the mouse having different sensitivities for the horizontal and vertical axes.
- [Feature] - Added detailed weapon stat breakdown when mouseover in inventory
- [Misc] - The explosive weapon mod and extra shot mod are displayed in the gun shop, but you can't buy them. Instead the clerk will tell you that bandits took them and you should raid bandit bases to get them
- [Misc] - Your Armour Rating and Blast Resistance is now displayed below your stats
- [Misc] - If you try to "use" a weapon mod an instruction message is now displayed
- [Bugfix] - Fixed duplicate weapon mod names in tooltip in inventory
- [Bugfix] - Fixed Guided missiles not locking onto targets
- [Bugfix] - Fixed the AI launching base invasions on offline human players that they are at war with
Above: Notice the "Armour Rating 0%, Blast Resistance 0% line, as well as the detailed weapon stats break down.
VERSION: 0.4.33 - 06/09/17
====================
- [Misc] - You now start the game with 5.0 reputation. This helps the early game as you can start a Protection Racket right off the bat.
- [Feature] - Added a Protection Racketeering tutorial mission
- [Misc] - Early tier bandit killing missions have had their rewards buffed (Cash Reward +50%, Reputation Reward +50% for the Kill 4 missions)
- [Bugfix] - Fixed low tier Bandit Killing missions spawning in large buildings such as the Hospital
- [Feature] - Added /assignmission
Perks change the way the game is played! HP recovery, immunity to some crimes, free missiles and allied healing are just some of the perks you can get!
Last nights update accidentally doubled the rate of CDF spawning regardless of the setting in the file. VERSION: 0.4.31 - 04/09/17 ==================== - [Misc] - In Easy and Medium mode you are immune to Vehicular Assault against civilian vehicles. - [Bugfix] - Fixed a bug where the spawn rate for CDF was increased by 20% (so each random vehicle had at least 20% chance to be cdf). Rate now set to 8%. - [Bugfix] - Fixed a bug where mob weapon (in)accuracy was not being applied on the vertical axis Further changes: - [Misc] - Easy mode has 0.8x Cop Spawn Rate, Medium has 0.9x Cop Spawn Rate - [Misc] - If you are trying to attack a base you are not legally allowed to capture a banner will appear. - [Misc] - You now have limited crime immunity at some mission objectives (Hold Up missions and Counterinsurgency missions) - [Misc] - Bandits will get very slowly lose their base inaccuracy over time in med/hard. They get more accurate at a rate of 0.005%/sec on Medium and 0.01%/sec on Hard. - [Misc] - AI weapon inaccuracy time tweaked to ( (15+$DIFFICULTY) * (0.25 + $DIFFICULTY *0.8)/(1+$TIME_ENGAGED)^2 ) degrees. This is capped at 25 degrees
Bases in Voxel Turf are very important. They let you heal, respawn, garrison defenders and more importantly project power throughout the city. Today's Dev Diary is all about bases and base building mechanics!
Based on more feedback I've cranked up the spawn rates of AI vehicles and civilians so streets feel more "full". VERSION: 0.4.30 - 03/09/17 ==================== - [Feature] - Added Difficulty settings. Easy Mode now gives you 1.4x damage dealt and 0.6x damage received, medium gives 1.2x damage dealt and 0.8x damage received, Hard gives no bonuses. Medium is now the default difficulty. You choose the difficulty whenever you start a game or load a game. - [Misc] - Spawn rates of civilian vehicles increased (from 15 to 24), spawn rates of civilians increased (from 7 to 24). CDF spawn rates reduced. This is so streets feel less "empty"
Okay, we've established that you can build houses, businesses and other cool things to create a populated city. But now what do you do in the city? The mission system in Voxel Turf is there to give you things to do and a sense of direction without sacrificing the freedom to do whatever you want. If you are done building a house or shooting up bandits, or you are just after some more cash you can give a mission a go!
Hi everyone! Here are the patch notes for version 0.4.29. I've been adding stuff due to feedback from last week's Reddit thread VERSION: 0.4.29 - 29/08/17 ==================== - [Feature] - Co-Op: Every 2nd player that joins gives your party a extra "life" for the mission. So 2 players = 2 lives, 4 players = 3 lives, etc. You only fail the mission now if you run out of lives - [Feature] - Added yellow hit rings for when your vehicle gets shot at - [Feature] - Vehicles make a sound effect when hit with a bullet - [Feature] - Vehicles give off particles when hit by a bullet - [Feature] - Added "Missiles from the Aether" Perk. Gives you FREE rockets every 30 seconds (up to 16) if you have a launcher equipped - [Feature] - Added "Blood and Money" Perk. Killed bandits have +1 money drops and when you kill a bandit, you and any nearby allies recover 5% of their HP. - [Feature] - Added a "Small Town Mayor" perk. This gives you a scaling discount to construction and zoning costs if world population (Ind + Res + Com + Off) is small. Max -35% discount at 0 population, 0% discount at 1,000 population. This also gives a max 25% extra income for 0 population cities, which scales to 0% extra at 1,000 population. - [Feature] - Added 2 new Griever missions related to getting revenge for her son Jimmy's killer. The achievement now requires these 2 missions - [Feature] - Added 2 new Cop missions where you have to defeat the Anarchist and his goons. Unlocks when you complete the Helicopter and Tank theft missions + any tier 2 Anarchist mission. - [Feature] - Addded a repeatable mission where you have to eradicate tanks in the city. Unlocks when you complete the two Cop missions OR "Bandits in the Town Hall" OR "Hostile Takeover" - [Feature] - Added an animation to the health bar for when you are healing. This also applies to vehicles - [Misc] - Healing items are now percentage based and heal over a few seconds - [Misc] - Reneabled vehicle ramming damage against mobs (people). You can now run over people with your car again! - [Misc] - Walk speed increased to 4.3m/s (up from 3.5). Sprint speed remains unchanged (6.0m/s). This also increases crouch-move speed - [Misc] - CDF now open fire at 2 stars - [Misc] - Added a message to the mission selection screen telling you to press the buttons - [Bugfix] - Fixed double-vehicle entry/exit issue by imposing a minimum 500ms stay time when in a vehicle - [Bugfix] - Fixed muzzle flash on exiting vehicle - [Bugfix] - Murdering a bandit is no longer a "crime" - [Bugfix] - Fixed killing foot CDF not being reported as a crime - [Bugfix] - Fixed a UV mapping issue with player/NPC legs - [Bugfix] - Fixed lot populations going out of sync if a lot loses its attached base - [Bugfix] - Fixed CDF in Banks/Jewellery Shops/Gun Shops not being aggro'ed in an armed robbery - [Bugfix] - Fixed server CTD to do with circuits.
I've mentioned Protection Rackets in the last article – but how does this work? And reputation was mentioned in the last video, but what is that and how does it work?
Full article:
http://www.indiedb.com/games/voxel-turf/news/dev-diary-8-protection-rackets-and-reputation-wide-vs-tall-play
Your city is divided up by various factions. These factions have bases around the city, and nearby buildings will be protection racketeered, giving them a source of income. One way to grow your wealth and influence in the city is to conquer these factions through warfare and diplomacy.
After the collapse of effective government in the Voxel Turf world, various groups are vying for power. There are the bandits hiding in their hovels, there are other factions establishing bases and claiming territory, and then there are the CDF. The CDF have the most air of legitimacy. They have uniforms, fancy stars and fancy cars. The problem? They are utterly incompetent at fighting crime. They don't fight the bandits – infact they just run away if fired upon!
They will however mob the player over minor provocations. But don't worry - if you follow the following advice they won't be problem!
Video:
https://www.youtube.com/watch?v=dArgA4gTk0Q
Full Article:
http://www.indiedb.com/games/voxel-turf/news/watch-dev-diary-6-meet-the-law
[ 6078 ]
[ 2063 ]
[ 4243 ]