Patch Notes: Version 1.1.5 - Control Points, Vehicle Storage, Base Escapes and Renameable Bases

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
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.

Control Points


Control points are like a cross between Bandit Bases and Special Buildings. Instead of being a place that you raid for loot, Control Points give you a static bonus.



This patch introduces 5 control points:

  • Old Parliament (-20% Racketeering Cost, -10% Zoning Cost). This building naturally spawns near spawn.
  • Supply Depot (-10% Construction Cost, +2 Ind Desirability). This building spawns in industrial areas.
  • Botanic Garden (+50% Aggression Decay Rate, +2 Res/Com/Off Desirability). This building spawns in residential areas.
  • Communications Centre (+1 Goon Command Limit, +10% Goon Atk/Def). This building spawns randomly on the map
  • Strategic Bunker (+2 Attack, +2 Defence, +200% cash from killed bandits). This building spawns randomly on the map



If a Control Point doesn't exist on the map can be constructed from the Special Buildings menu. This is so you don't have to start a new game to play with them. You can also bulldoze existing Control Points under your control and relocate them if you wish.

Control Points level up whenever they get captured by a hostile player, up to level 5. Leveling them up makes the defenders stronger, like in a bandit base. You can also abandon a control point so that an ally can take control of it.

Control Points act as a point of conflict in Multiplayer. You can capture control points even if you are at peace with the owner, or they are offline. Finally, AI factions will try to capture control points, even in Turf mode!

Vehicle Storage


ALL bases now act as garages for your vehicles. If you exit the game with a vehicle in a friendly base then it will be there when you log back in. There is no limit to the number of vehicles you can store in your bases. Keep in mind that vehicles are tied to the owner, so if a friend leaves a vehicle in your base and you restart the game then you'll have to wait for your friend to log in again to get your vehicle back.



Base Escapes


Been driving around and bumped into the CDF, and now they're giving you grief? Now there's a very easy way to get rid of the CDF if you only have 1 or 2 stars of notoriety. Simply hide in a base for a few seconds and they'll leave you alone. This check ignores things like line-of-sight (the eye), being in a lot you've been sighted in (the diamond) and the timer (the stopwatch).



Bases Can Be Renamed



Just click on the tag!

Patch Notes


VERSION: 1.1.3 - 23/05/18
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- - Added "Control Points". These are like Bandit Bases but instead of spawning loot they give a passive bonus to the holder
- Control Points will spawn defenders loyal to whoever holds it. Control Points are free to garison however defenders can't be given orders
- Control Points can be captured from other players even if you are at peace with them
- Control Points can be captured from *offline* players
- Control Points can be built from the "Special/Reward Buildings" menu if they do not already exist on the map. When constructed they will be owned by no player. They do have build requirements so griefers can't just spawn on a blank server and just start smacking them down.
- Control Points give limited crime immunity to nearby lots (like how bandit bases do)
- Control points level up if they are captured by a different player, and are reset to level 1 if they are abandoned
- AI Factions will try to capture control points, they will prioratise control points close to thier bases. They will also repair damaged control points
- - If you leave a vehicle in a base then it'll be there when you start the game again. You can now use bases as garages!
- This also applies to vehicles left in allied bases.
- If an ally leaves thier vehicles in your base and you restart the game you'll have to wait for them to come back online for thier vehicles to appear in your base.
- - Added Base Escapes. If you have 2 stars or less you can escape the CDF by standing in a friendly base for a few seconds.
- - Added "Single Spawners". You can get one by typing: /give "Single Spawner"
- Single Spawners are invisible and will only spawn 1 bandit or goon
- - All spawners can now be made to spawn goons with SMGs, Rifles or Quad Rocket Launchers.
- - Bandit Killing missions will try to spawn closer to you. It will first try a place within 500m of you, then keep rolling for locations while expanding outwards (eg, 550m, 600m, 650m, etc) until it either finds a suitable place to spawn or hits a limit (or about 14km).
- - Mob spawners will no longer spawn mobs in the air if there is no nearby ground beneath them
- - Snipers will no longer try to chase you
- - AI mobs can now open glass sliding doors and boom gates
- - AI mobs with rockets will be more aggressive in using them to get unstuck
- - Grenades are a lot more accurate - spread reduced by 60% (2 degrees down from 5)
- - Redone grenade crosshairs - its now 3 horizontal lines with a gap in the top line indicating the accuracy
- - Grenades now have a spherical hitbox and its slightly larger. Grenades now have a bit of rolling friction too
- - ItemCategories can be marked as "secret" and thus not appear in the Buy screen. "Spawners" (containing burning barrels) and "Single Spawners" (containing Single Spawners) are now secret.
- - Fixed "Low Hp" alert not appearing when you are not brandishing a weapon, and fixed it being xbox huge when you are holding the "Remove" item.
- - Capturing a Base/Bandit Base/Control Point will despawn any remaining defenders. Defenders with orders (such as "Follow Me" or "Guard Location") will not be despawned
- - Fixed client_scripts.txt and server_scripts.txt ignoring the last line of the file
- - Canals no longer create barriers next to bridges
- - Fixed "small town mayor" modifiers not applying to building roads, bridges and canals

VERSION: 1.1.4 - 24/05/18
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- - The city generator will only place bandit bases if they fit
- - The kill-respawn-cooldown for Control Point defenders is fixed
- - The AI's will attack control points a third as often now. The AI is also less likely to attack a control point if they cannot order a base attack that is a higher level than the fortification level.
- - Fixed vandalism mission not targetting correct bases
- - Goons/Bandits/etc will no longer spawn in elevator shafts.

VERSION: 1.1.4a
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- - Work around for DNS issue: All instances of *.voxelturf.net have been replaced with the IP address of the relevent service
- - Random server id is now partially based on port, so that dedicated servers that boot at the same second will have different ids
- - Backend servers now use google's DNS servers

VERSION: 1.1.5 - 30/05/18
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- - Fixed world holes appearing in multiplayer servers
- - When a chunk is unloaded to compressed memory any subchunks are unloaded with it. (Chunks are unloaded in 32x32 blocks now rather than individually, which may have been causing cache fragmentation)
- - The server will unload split chunks (ie chunks that are 16x16 or 16x32 due to tall buildings), saving memory
- - Fixed a buffer overflow issue to do with lotpacks, which may potentially cause a game crash on joining a MP server.

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