Patch Notes - Version 1.7.0 - Outback Patch

Author: From Steam
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
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:


EDIT 1.7.3 Hotfix reduces chunk update packet spam in multiplayer

VERSION 1.7.3 - 01/02/2021
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- - vtclient now instantly discards chunk updates if the chunk does not exist on the client and it is out of draw distance
- - vtserver now groups chunk updates together into packets of at least 500 bytes (before they were sending 1 packet for each chunk updated!)
- - vtserver now tracks what chunks vtclient has ever received, and only sends chunk updates if vtclient has ever requested the chunk that they are in


EDIT 1.7.2 Hotfix despawns vehicles that are stuck in traffic jams, vtclient will now discard irrelevant chunk updates, helping reduce lag-accumulation-over-time.

VERSION 1.7.2 - 31/01/2021
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- - AI vehicles despawn if they are stuck in traffic for 40 seconds. Moving slowly will pause the timer, moving at speed (as in there is no cars blocking it) will wind back the timer.
- - AI vehicles fade out when they despawn now
- - vtclient will now discard chunk updates if the chunk does not exist on the client and the update is over a minute old


EDIT: 1.7.1 Hotfix to add additional exp for defeating dungeons + removed spawner stealing exploit from control points

VERSION 1.7.1 - 30/01/2021
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- - Dungeons now give (Lv^2 + Lv - 10)*25 exp for beating them. This means you get 800 exp for beating the level 6 dungeon, all the way up to 2500 exp for the level 10 dungeon
- - Blocks cannot be removed from Control Points if game rule "Block Place" is not "ANYWHERE"

Full Changelog:

VERSION 1.7.0 - 26/01/2021
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- - Revamped Outback biomes
- Outback now has dry grass areas and salt flats, and red rocky areas in the hills
- - Added Red Stone blocks and Salt blocks
- - You can now generate Tropical biome maps and Dryland biome maps via invoking vtserver via the command line.
- - 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.
- - Added a height map selector to vtclient.
- - Added "Deployable Airstrip" lot in the Fortifications tab. This can be placed as a base
- - Added a text filter for placing lots
- - 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.)
- - Single threaded (as in Per Thread) performance for map gen is much faster
- - Added /revealdungeons cheat
- - Swapped x/z map size when using "vtserver --genmap" and using the gui in vtclient
- - Generator Rooms and Boss Rooms in Dungeons are now have an icon on the map after being discovered
- - Tank crosshairs now have a drop shadow to make them more visible
- - Camera position for Light Planes has been moved back, you can now tilt the camera up to +/-80 degrees
- - Hills lots now have more stone in them under the hills
- - Hills now have cliffs
- - 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
- - Lot placement window is bigger, and will reposition itself if its overlapping the placing buttons
- - /copy, /mirror, /rotate now use the /marks system
- - Fixed a CTD on windows when generating large maps due to lua running out of memory
- - Yet another speculative fix for "Exit To Main Menu" freeze
- - Fixed canals putting up barriers if water is adjacent. Canals now check blocks row by row rather than just the Lot type
- - Fixed player nameplates not being visible if the sky is in the background

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