Patch 1.5.3 News: Military Base Update! Achievements! Custom Roads! MP Server Reset and More!

Date: Mon, 02 Sep 2024
Game: Voxel Turf
Voxel Turf Game Banner
Genre: Action, Indie, Simulation, Strategy
Developer: L Twigger
Release Date: Wed, 13 Sep 2017

1.5.3 Update


Hotfix 1.5.3 fixes some graphics artefacts (colour bleeding at distances) + improves smoothness of the game + fixes minor bugs. It also adds a setting to set a target Frame Rate. See changes at the bottom for details.
EDIT: 2019/04/19 - Released a hotfix to the hotfix that fixes and issue that caused the draw distance to be drastically reduced.
EDIT EDIT: - Another hotfix^3 to fix shaders on intel integrated graphics

Military Base Control Point


https://www.youtube.com/watch?v=X_HdO4_6jYo

The often requested Military Base is finally here! This lot initially appears as an abandoned lot, but when you reach level 12 a mission appears to unlock it. If you are playing on an existing map you can construct it once you reach level 15.



Its a control point, giving +1 Base Attack Limit, +1 Base Attack Limit Cap and a slight economic boost in the form of +2 Industry Desirability. But more importantly its a spawn point for tanks! Tanks that spawn here will be loyal to their controller and will defend against enemy attack.

The defenders are very strong - they start at garrison level 6 (same strength as the first dungeon)

Due to the nature of tanks appearing in a Control Point, I've modified tanks so that they can capture lots if driven by the AI or driven by a player.


Custom Road Lots


Quite a few mods have custom road lots, so I decided to make the functionality to make it official. You can now mark LotPack items as ROAD or CANAL and have them appear in a new "Build Manual Road" screen. By setting a ROADFLAGS parameter you can tell the AI if the direction of the road. See lots/packs/vanilla.txt for implementation details.
I've added a few roads lots to the base game - a 4 way intersection with traffic lights and a 3 way intersection with traffic lights, so that Turf Zero/Build/Strat Zero maps can have traffic lights!

Road lots are not symmetric so I also added the FORCEROT option. This forces a lot to face a direction when being placed. You can also specify an id for lot for the clicker to switch to when the player right clicks. Try the 3 way intersection to see how it works.



QoL Changes


Civilians in buildings now have a 75% chance to duck when there is combat in a building, as opposed to just running around flailing. Some civilians still do that, but its a lot less caotic now.

When you first engage the CDF a window now appears explaining the mechanics of CDF escaping as well as a couple of pointers on how to escape (such as running to the hills, or hiding in a friendly base). Like with controls, you can press "I" to bring the window up.



Finally I added an in-game timer. This is useful for the speed-running achievements, but its also just a nice thing to have. It'll display the hours and minutes you've been playing. Strategic pause will pause the timer (and pause it for achievements)

New Achievements


This patch adds 19 new achievements, bringing the total to 72! I've added a lot of stuff since launch, but haven't kept up with achievements.

Some of these are purely catch up achievements, such as achievements for taking out each of the dungeons, and for completing some of the missions added after achievements were programmed (such as the Cop missions). Others are fun stuff, such as winning a race with an Ambulance or stealing the Speedy Car. I've also added some speedrunning achievements. There's a Space Race achievement (get the space program within 8 hours) and a Speed Run achievement for people who are true masochists.

Some of the achievements will require a new game to work (the dungeon ones do, and the speedrun ones will need a new map too).

Lets Build Server Reset


Finally, the Lets Build Server has been reset, the new map is another massive archipelago map

Change Log


VERSION 1.5.3
==========
- - Fixed FrameTimeOffset running away to infinity. Its now hard capped at 20ms, and decays twice as fast when it hits 15ms
- - Fixed a minor issue with the texture atlas
- - Rearranged chunk rendering order to net a 0-5% FPS increase.
- - FrameTimeOffset now applies to entities too (should reduce entity stuttering in MP)

VERSION 1.5.2 - 18/04/2019
==========
- - You can now set a target FPS in the Graphics Settings menu
- - The game now shows a splash screen when starting up (this solves the "hanging" when steam starts up the game. Steam for some reason likes to take forever to start up the game sometimes, this seems to have something to do with workshop mods installed).
- - Linux versions of the game now have an icon for the window/task bar
- - Dynamic Draw Distance and FrameTimeOffset is now shown in the F3 menu
- - If you are rendering a new chunk the draw distance will go back slightly to give the game some frametime to upload it (and hopefully avoid frame skips)
- - The modloader won't look inside LotPacks for textures and sound effects. This should speed up loading on installs with heaps of lotpacks installed
- - The default texture atlas is now 4k (up from 2k)
- - Soldiers in military bases now have silver weapons. At garrison level 9, they get upgraded to gold.
- - Fixed the Anarchist taking 50k from you when he tells you about the military base
- - Fixed MSAA causing texture bleeding in the distance (only fixed in Shaders-ON mode!)
- - Fixed colour bleeding around billboard blocks (grass, flowers, wheat, barbed wire)
- - Fixed FPS counter being very wrong, and that causing dynamic draw distance to not be effective at stopping lag
- - The client will now try to compensate for drifts between client and server clocks (by applying a FrameTimeOffset)

VERSION: 1.5.0 - 13/04/2019
==========
- - Added a Military Base
- The military base can be constructed by any player who reaches level 15
- The military base starts at fortification level 6 and progresses to level 10
- This spawns 4 tanks in 4 random locations above the surface and 2 locations underground
- - Added placeable manual road lots
- Lots can be placed into a ROAD or CANAL categories and now appear in a new "ROADS" category in the build lot GUI. ROAD category lots will appear as road lots on the map
- Added 5 manual road pieces, a 4 way intersection and 4 variants of a T intersection, all with traffic lights
- Lots can now be marked with the ROADFLAGS option, see lots/packs/vanilla.txt for details. You can mark a lot as N/S/E/W/NH/SH/EH/WH/TL to tell AI vehicles which directions the road goes. Note that vehicle AI behaviour is undefined for lots that are not 1x1 (with the exception of ramps).
- Lots can also be marked with the FORCEROT option, see lots/packs/vanilla.txt for details. This makes a lot only placeable in a specified rotation. It also allows you to specify a lot to switch to for when the player right clicks to rotate a lot. Said lot must be in the same lotpack
- - Civilians in buildings are now likely to crouch when gunfire is nearby (as opposed to running around)
- - Tanks can lay siege to lots if they are driven by a player or a soldier
- - Tanks at y < 4 will not target players 2m or more above them
- - Added a MILITARY spawnloc for MobEntities, this makes them soldiers.
- - CDF Icon guide is now a GUI that appears when the I button is pressed. This guide also now explains base escapes and hiding in hills
- - Added a "/lot stripspawners" command to remove all the spawners (barrels, flags and single-spawners) from a lot
- - Added a "winmissions" cheat to win any missions you are currently involved in
- - You can now see your RL playtime in the Inventory screen
- - Added 19 new achievements
- - Fixed tanks not disengaging players after killing them (contrary to what appears in the 1.5 Video)

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