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.
Voxel Turf Wiki:
Voxel Turf now has a Wiki! Check it out! http://wiki.voxelturf.net Example Article: http://wiki.voxelturf.net/wiki/Bandit_Base If you want to help out, any help is appreciated! (Note that if you sign up for an account the verification email may end up in your spam).
The AI Now Builds Cities:
The AI Factions can now establish new bases and construct new regions of the city. They won't construct for the sake of construction - they will only build if a Human player is approaching them in Networth or has many more bases than them. This now means that the AI is a strategic threat to the player that spreads out and takes over the map to counter the player as you grow more powerful.
The AI will also establish new bases to facilitate its expansion. It'll either place new bases in large vacant areas near its current holdings or it'll expand to unexploited parts of the city. Finally the AI will now also repair any damaged bases they have over time.
Major Economic Changes:
All construction costs QUATERED! This is so that you can get into building stuff from the game's start rather having to beat high paying missions first. Racketeering costs have also been reduced.
Human Players can now Launch Base Attacks:
Some folks were itching for a way to control your minions. As a first step you can now launch Base Attacks from the map screen. When you have enough bases (6 currently) your first Base Attack Slot is unlocked, build more bases to unlock more. Your base attack charge rate is proportional to your base garrison levels: Garrison all your bases up to charge up your base attacks! (Yes, control of individual dudes to make them follow you around and support you is planned)
Engine Upgrades:
As the AI is now plonking stuff all around the map the server had to be beefed up a little. One issue is that when something is loaded from disc (such as a chunk) the OS may block execution for ~10-16ms. So the game now preloads chunks when zones are developed and where the AI is building or where base attacks happen to prevent these prevent latency spikes. When the AI builds a region it places lots over time. This means that the AI placing 150 road lots is effectively instant as opposed to a 200ms lag spike. Finally the server also uses a lot less CPU when idle, so its better for hosting on machines with multiple games running
QoL Changes:
More icons for shops are finally available on the map:
More info on players or factions are available from the Player Info screen:
I've done a little work on polishing placing-lots-as-bases. You now see the radius of influence of the new base you are about to place and the red is removed from the map as is the "You must have a base to build things" message (as you can legally build a base anywhere).
What's planned for Part 2:
- Improved strategic AI (better picking of targets to invade) - More peace options (demand money, reputation or force a tributary status) Cheers, Twigz
Changelog
VERSION: 1.1.0-Beta1 - 08/03/2018 =============== - [MAJOR BALANCE CHANGE] - All building costs reduced by 75% to match Turf Zero levels. All racketeering costs halved. Minimum racketeering costs for all buildings also halved - This is so that you can build things a lot earlier. It also shifts the balance of the game more towards doing things vs passive income - [MAJOR FEATURE] - AI Factions can now build roads and zone land! - AI will construct new bases in vacant areas or unoccupied parts of the city - If they have free land near thier bases then they may zone it - The AI may make more bases if you have more bases than them or if you have more networth than them. - [MAJOR FEATURE] - You can order Base Attacks! If you own 7 bases or more then you can order a Base Attack from the map screen. - Your Base Attack Stockpile is increased by owning more bases - You Base Attacks recharge over time. The rate is determined by how fortified your bases are. If they are at the max (all level 3) then it recharges at the highest rate. - Yes these values are moddable. See /scripts/common/base_attack.lua - This is so that you can fight back in big faction Turf Wars - [Feature] - Dead AIs can respawn in a random bandit base. They will start with a couple of random buildings to racketeer. - [Feature] - Map mods now work - maps put into the mods/ directory will now be detected by the game. - Example: To convert a savegame to a map mod, copy a savegame (the directory + the .turf file) to mods/yourmodname/maps/ - [Feature] - Using the /tp command with no arguments teleports you to your current marker (waypoint on the map) - [Feature] - More icons are on the map for different shop types (bank, marnina, hovercraft shop, helifield, car shop). - [Misc] - Building a road, a road bridge or demolishing a lot will detonate any AI cars already on the lot. - [Misc] - AI vehicles will not turn into 1 road lot stubs (for example - a T-Intersection with one of the branches only extending 1 lot). This was often causing traffic jams as the cars would turn into the stub then turn around back into the intersection, jamming it. - [Misc] - AI factions will repair damaged bases over time - [Misc] - The Map window is now larger if you are playing at a large resolution (such as 1080p) - [Misc] - Diplomacy window is now larger, shows the Base Counts, Base Attack limits, Networth and Populations of each factions. - [Misc] - Factions can only launch up to 3 simultaneous Base Attacks (down from 5) - [Misc] - Hyperlink buttons now have a blue "open link" character - [Misc] - If you start a game with more factions * bases_per_faction than bases spawned in the city then the game will generate additional bases near the city and distribute them to the factions. - Example: If you start a game with 16 factions and 2 bases each and only 20 bases spawn in the city then 12 will be spawned around the city - [Modding] - Exposed Lot::needsRepair (threshold) to lua. Will return true if the lot has damage exceeding threshold. - [Modding] - Exposed LotContainer::repairLot (playerId, x, z, ignorePlayersCashBalance) to lua. Will return true if a successful repair has occurred - [Modding] - Added COUNTS_AS_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to make parks or buildings count as "roads" for the purpose of determining if a lot is connected to roads or not. - [Modding] - Added NO_REQUIRE_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to mark a lot as *not needing* to have road frontage to be populated - [Bugfix] - Fixed dissapearing spawn flag on base repair - [Bugfix] - Fixed roads at the ends of bridges usually becoming T intersections - [Bugfix] - Fixed bridge ramps not getting insured - [Misc] - Players logging into a server are now considered "afk" and will maintain Strat Pause. - [Bugfix] - Afk Players cannot participate in seiges. This also fixes the capture-base-on-login exploit. - [Misc] - Command line switches are now case-insensitive - [Misc] - Zoned lots are dezoned and sold if the attached base to them is lost - [Misc] - Your aggression does NOT decay while at war! - [Misc] - Zones do not develop while at war! - [Bugfix] - Road Access now requires that touching roads be on the ground (bridge spans no longer count as road connections). - [Bugfix] - Placing a lot as a base when you have no bases is now permitted - [Bugfix] - Fixed a pathfinding issue where mobs (Bandits/Base Attackers/CDF) would be drawn like flies to Steel doors/gates and get stuck - [Bugfix] - TileEntities in chunks near BaseAttacks are now ALWAYS simulated (onTick is always called) - fixes spawners not spawning dudes if there are no players nearby but a base attack is present - [Bugfix] - Fixed "--newGame ON" stopping the server from loading key files (such as playerlist.players) when a save game already exists. This fixes factions dissapearing - [Misc] - TileEntity::onRegionLoad is now implemented - this is a function that is called on the first onTick call after a chunk is loaded. See /scripts/server/tileentities/mobspawner.lua for detailed implementation - [Misc] - Placing a lot as a base now shows a preview of your new range of influence - [Bugfix] - You can no longer increase garisions of bases while in debt - [Performance] - SERVER: Lot Zones developing is now a lot faster (chunks at the place of the new lot are preloaded preventing occasional 10ms+ lag spike). VERSION: 1.1.0-Beta2 - 09/03/2018 =============== - [Bugfix] - Fixes server crash when robbing a store - [Bugfix] - Fixes AI pulling levers (and therefore locking up the Gun Store) - [Bugfix] - Fixes AI not opening glass doors - [Bugfix] - Fixes server crash due to aiPlayer_doTurn - [Bugfix] - Get to Investing in Property mission now only spawns when your peak profit is under $250/hr - [Bugfix] - Fixed burning barrels messing up explosions. Only the 5 nearest burning barrels will burn (down from 50) as this was causing explosions to dissapear - [Misc] - Added a navigate to the missions screen objective to the "Press Tab" mission
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.
Voxel Turf Wiki:
Voxel Turf now has a Wiki! Check it out! http://wiki.voxelturf.net Example Article: http://wiki.voxelturf.net/wiki/Bandit_Base If you want to help out, any help is appreciated! (Note that if you sign up for an account the verification email may end up in your spam).
The AI Now Builds Cities:
The AI Factions can now establish new bases and construct new regions of the city. They won't construct for the sake of construction - they will only build if a Human player is approaching them in Networth or has many more bases than them. This now means that the AI is a strategic threat to the player that spreads out and takes over the map to counter the player as you grow more powerful.
The AI will also establish new bases to facilitate its expansion. It'll either place new bases in large vacant areas near its current holdings or it'll expand to unexploited parts of the city. Finally the AI will now also repair any damaged bases they have over time.
Major Economic Changes:
All construction costs QUATERED! This is so that you can get into building stuff from the game's start rather having to beat high paying missions first. Racketeering costs have also been reduced.
Human Players can now Launch Base Attacks:
Some folks were itching for a way to control your minions. As a first step you can now launch Base Attacks from the map screen. When you have enough bases (6 currently) your first Base Attack Slot is unlocked, build more bases to unlock more. Your base attack charge rate is proportional to your base garrison levels: Garrison all your bases up to charge up your base attacks! (Yes, control of individual dudes to make them follow you around and support you is planned)
Engine Upgrades:
As the AI is now plonking stuff all around the map the server had to be beefed up a little. One issue is that when something is loaded from disc (such as a chunk) the OS may block execution for ~10-16ms. So the game now preloads chunks when zones are developed and where the AI is building or where base attacks happen to prevent these prevent latency spikes. When the AI builds a region it places lots over time. This means that the AI placing 150 road lots is effectively instant as opposed to a 200ms lag spike. Finally the server also uses a lot less CPU when idle, so its better for hosting on machines with multiple games running
QoL Changes:
More icons for shops are finally available on the map:
More info on players or factions are available from the Player Info screen:
I've done a little work on polishing placing-lots-as-bases. You now see the radius of influence of the new base you are about to place and the red is removed from the map as is the "You must have a base to build things" message (as you can legally build a base anywhere).
What's planned for Part 2:
- Improved strategic AI (better picking of targets to invade) - More peace options (demand money, reputation or force a tributary status) Cheers, Twigz
Changelog
VERSION: 1.1.0-Beta1 - 08/03/2018 =============== - [MAJOR BALANCE CHANGE] - All building costs reduced by 75% to match Turf Zero levels. All racketeering costs halved. Minimum racketeering costs for all buildings also halved - This is so that you can build things a lot earlier. It also shifts the balance of the game more towards doing things vs passive income - [MAJOR FEATURE] - AI Factions can now build roads and zone land! - AI will construct new bases in vacant areas or unoccupied parts of the city - If they have free land near thier bases then they may zone it - The AI may make more bases if you have more bases than them or if you have more networth than them. - [MAJOR FEATURE] - You can order Base Attacks! If you own 7 bases or more then you can order a Base Attack from the map screen. - Your Base Attack Stockpile is increased by owning more bases - You Base Attacks recharge over time. The rate is determined by how fortified your bases are. If they are at the max (all level 3) then it recharges at the highest rate. - Yes these values are moddable. See /scripts/common/base_attack.lua - This is so that you can fight back in big faction Turf Wars - [Feature] - Dead AIs can respawn in a random bandit base. They will start with a couple of random buildings to racketeer. - [Feature] - Map mods now work - maps put into the mods/ directory will now be detected by the game. - Example: To convert a savegame to a map mod, copy a savegame (the directory + the .turf file) to mods/yourmodname/maps/ - [Feature] - Using the /tp command with no arguments teleports you to your current marker (waypoint on the map) - [Feature] - More icons are on the map for different shop types (bank, marnina, hovercraft shop, helifield, car shop). - [Misc] - Building a road, a road bridge or demolishing a lot will detonate any AI cars already on the lot. - [Misc] - AI vehicles will not turn into 1 road lot stubs (for example - a T-Intersection with one of the branches only extending 1 lot). This was often causing traffic jams as the cars would turn into the stub then turn around back into the intersection, jamming it. - [Misc] - AI factions will repair damaged bases over time - [Misc] - The Map window is now larger if you are playing at a large resolution (such as 1080p) - [Misc] - Diplomacy window is now larger, shows the Base Counts, Base Attack limits, Networth and Populations of each factions. - [Misc] - Factions can only launch up to 3 simultaneous Base Attacks (down from 5) - [Misc] - Hyperlink buttons now have a blue "open link" character - [Misc] - If you start a game with more factions * bases_per_faction than bases spawned in the city then the game will generate additional bases near the city and distribute them to the factions. - Example: If you start a game with 16 factions and 2 bases each and only 20 bases spawn in the city then 12 will be spawned around the city - [Modding] - Exposed Lot::needsRepair (threshold) to lua. Will return true if the lot has damage exceeding threshold. - [Modding] - Exposed LotContainer::repairLot (playerId, x, z, ignorePlayersCashBalance) to lua. Will return true if a successful repair has occurred - [Modding] - Added COUNTS_AS_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to make parks or buildings count as "roads" for the purpose of determining if a lot is connected to roads or not. - [Modding] - Added NO_REQUIRE_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to mark a lot as *not needing* to have road frontage to be populated - [Bugfix] - Fixed dissapearing spawn flag on base repair - [Bugfix] - Fixed roads at the ends of bridges usually becoming T intersections - [Bugfix] - Fixed bridge ramps not getting insured - [Misc] - Players logging into a server are now considered "afk" and will maintain Strat Pause. - [Bugfix] - Afk Players cannot participate in seiges. This also fixes the capture-base-on-login exploit. - [Misc] - Command line switches are now case-insensitive - [Misc] - Zoned lots are dezoned and sold if the attached base to them is lost - [Misc] - Your aggression does NOT decay while at war! - [Misc] - Zones do not develop while at war! - [Bugfix] - Road Access now requires that touching roads be on the ground (bridge spans no longer count as road connections). - [Bugfix] - Placing a lot as a base when you have no bases is now permitted - [Bugfix] - Fixed a pathfinding issue where mobs (Bandits/Base Attackers/CDF) would be drawn like flies to Steel doors/gates and get stuck - [Bugfix] - TileEntities in chunks near BaseAttacks are now ALWAYS simulated (onTick is always called) - fixes spawners not spawning dudes if there are no players nearby but a base attack is present - [Bugfix] - Fixed "--newGame ON" stopping the server from loading key files (such as playerlist.players) when a save game already exists. This fixes factions dissapearing - [Misc] - TileEntity::onRegionLoad is now implemented - this is a function that is called on the first onTick call after a chunk is loaded. See /scripts/server/tileentities/mobspawner.lua for detailed implementation - [Misc] - Placing a lot as a base now shows a preview of your new range of influence - [Bugfix] - You can no longer increase garisions of bases while in debt - [Performance] - SERVER: Lot Zones developing is now a lot faster (chunks at the place of the new lot are preloaded preventing occasional 10ms+ lag spike). VERSION: 1.1.0-Beta2 - 09/03/2018 =============== - [Bugfix] - Fixes server crash when robbing a store - [Bugfix] - Fixes AI pulling levers (and therefore locking up the Gun Store) - [Bugfix] - Fixes AI not opening glass doors - [Bugfix] - Fixes server crash due to aiPlayer_doTurn - [Bugfix] - Get to Investing in Property mission now only spawns when your peak profit is under $250/hr - [Bugfix] - Fixed burning barrels messing up explosions. Only the 5 nearest burning barrels will burn (down from 50) as this was causing explosions to dissapear - [Misc] - Added a navigate to the missions screen objective to the "Press Tab" mission
Voxel Turf
L Twigger
L Twigger
2017-09-13
Indie Strategy Simulation Singleplayer Multiplayer Coop
Game News Posts 63
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(512 reviews)
http://www.voxelturf.net/
https://store.steampowered.com/app/404530 
The Game includes VR Support
Keyboard & mouse
 1 
Room width requirement
 2 
Room depth requirement
 1.5 
Standing
 1 
Seated
 1 
Voxel Turf Content [253.31 M]
- Have you ever played an open world game and thought "if only I could build something here?"
- Or a city builder and wanted to drive around and interact with your creation?
- Or even a building game and thought "if only these buildings would come to life?"
If so then Voxel Turf is the game for you!
Live in a City of Your Own Creation
- Build sprawling cities with either the over 50 prebuilt buildings, or build your own in-game!
- Make amazing structures with over 15,000 types of blocks in over 100 categories.
- Or live in and modify a procedurally generated city
Get Rich or Die Trying
- Earn cash from either completing missions, crime, or managing a real estate empire.
- Establish protection rackets to make money
Some of the missions revolve around:
- Being a hired revolutionary who fights the local authorities for cash
- Participating in street races for money
- Making a career though stealing vehicles for profit
- Eliminating bandits and protecting civilians from bandit attacks
- Be a specialist architect who draws an income from making custom buildings
Unleash Chaos
- Destroy and vandalise areas with explosives, weapons and tanks.
- Ride a wide range of vehicles including cars, a tank, helicopters and even a rideable shopping trolley!
Enjoy Multiplayer
- Multiplayer over LAN or Internet
- Most missions can be done in Co-Op
- Cooperate with friends to build a city, or compete and undercut each other
Fight For Territory
- Explore and raid bandit bases for loot
- Fight Turf Wars against other factions and players to gain control over parts of the city
- Build bases and defend your territory from attack
- Engage in diplomacy with other factions in order to gain power or undermine others
Unleash Creativity
- The entire world is block based, so you can create and destroy everything.
- Decorate blocks with paint and decals
- Various non-cube construction blocks, including ramps, stairs, steps, allowing you to build things like pitched roofs and ultimately more realistic looking buildings.
- Build intricate contraptions using switches, mechanisms and circuits
- Custom player-built buildings can be saved as templates, and be placed like normal buildings
- Templates can be synced across a network
Character Customisation
- Over 50 player skins
- Support for custom player skins
- 10 hats for your character to wear, also wearable body armour.
- Weapons are customisable too! Attach weapon mods to weapons to change their appearance and behaviour. Make shotguns explosive, make your pistol armour piercing or your SMG scoped!
Modding Support
- Steam Workshop integration
- Lua Scripting for easy moddability with a C++ scratch-coded base game engine for performance
Game Modes
- Turf: Start in a procedurally generated city, and do what you want. Build, do missions, do crime, do whatever!
- Build: Start on a blank map and build whatever you want with unlimited blocks.
- Turf Zero: Start on a blank map and build a city from scratch. Scavenge resources from bandit bases.
- Strategy: Start in a procedurally generated city with 16 warring factions. Use diplomacy and warfare to gain control over the entire city!
- Processor: 64 bit only. Intel I5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000
- Storage: 500 MB available space
- OS: Ubuntu 16.04. Mint 17.1
- Processor: 64 bit only. Intel Core i5 4690 or AboveMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 770 2GBNetwork: Broadband Internet connection
- Storage: 500 MB available spaceAdditional Notes: Any SSD
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