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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
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