Patch Notes: 1.3.3 - Gunplay Improvements + Dungeons!
Author: indiefoldcreator
Date:
Mon, 02 Sep 2024
Game: Voxel Turf
Today's update adds Gunplay changes, most importantly weapon recoil, as well as a brand new dungeon system!
EDIT: Small patch 1.3.2 released, scroll down for changelog. Allows you to shoot out glass, adds a master enable/disable setting for gamepad support.
EDIT EDIT: Patch 1.3.3 fixes some small bugs.
https://www.youtube.com/watch?v=2g7qVoMo3OE
Be sure to subscribe for future videos!
Weapon recoil has been added, as compensation the spread of all weapons has been reduced, in most cases halved. Firing a weapon introduces weapon kick which recovers over time.
Weapon mods effect recoil kick. Explosive and Extra Shot mods increase it (and this stacks), Silencer mods reduce it.
As a bit of added challenge, bandits in fortification level 3 bandit bases or stronger now have a chance to wear body armour.
Dungeons are mid-late game content that consist of large networks of rooms in the hills. They are initially hidden on the map and must be discovered. Entrances to dungeons are marked as fortification level 1 bandit bases and can be found as giant stone spires in the world, and individual dungeon rooms are disguised as hills lots.
Bandits in dungeons are stronger than the bandit base inhabitants you're used too. They start at fortification level 6, and progress to level 10. The number of dungeons on the map is dependent on the number of hills lots on the map with a maximum of 5 spawning, space permitting. Each dungeon is progressively bigger than the last.
You can enter the spire at any time, but to be able to capture dungeon rooms you need a relevant key to disable the shields between rooms. To get the key for the first dungeon, the Blue Dungeon Key, you can do one of three things:
1. You can take the "Dungeon Debts" mission and pay the Schemer $50k for one. This mission will spawn once you reach level 10.
2. You can take the Griever's mission to kill Blasty McSurprise, Blasty himself drops a Blue Dungeon Key when he dies.
3. Blue Dungeon Keys are rare loot spawns in Bandit Bases.
In each dungeon there is a Bandit King who functions as the boss, who drops a lot of valuable items + a key to the next dungeon, and perhaps more importantly, they drop a crown you can wear! If you are playing in multiplayer then they'll drop multiple keys.
While in a dungeon you cannot tele-buy items, so stock up on healing items first! I firmly recommend that you level up a bit first (level 10 is a good guide for the first one), and get a few combat perks + silver or gold tier weapons and mods.
Finally dungeon rooms are moddable with the lotpack system, see /lots/packs/vanilla.txt for details. Blank dungeon pieces are provided in /lots/packs/vanilla (for example dungeon_22.lot, dungeon_21.lot)
Fixes the fourth dungeon boss (level 9 dungeon) not dropping the key for the last dungeon
VERSION: 1.3.3 - 03/08/2018
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- - Fixed APPLY spam when a peace deal is done
- - Whenever a Mob is spoken to they will no longer walk around and bounce on furniture
VERSION: 1.3.2 - 01/08/2018
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- - You can now shoot out glass windows and doors! By editing db/material_costs.txt, you can enable the shooting out of other blocks too!
- - Gamepad support is now disabled by default to prevent esoteric driver/virtual gamepad issues. You can manually enable/disable gamepad support in the Control Settings menu, or enable/disable it by editing settings/control_settings_1005.txt
- - Fixed Mega Health Packs not spawning
VERSION: 1.3.1 - 27/07/2018
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- - Doubled the HP of item drops to 200.
- - The level 9 dungeon boss now drops the purple dungeon key
VERSION: 1.3.0 - 25/07/2018
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- - Added Dungeons
- Dungeons spawn in hills lots. There are a maximum of 4 that spawn on the map
- Dungeons are now HIDDEN on the map! You need to find them via exploration, or by clever analysis of the map. Dungeon Entrances appear as Bandit Bases, dungeon pieces appear as hills
- Dungeons can be found by finding a massive obelisk that sticks out of the hill.
- Discovering a dungeon enterance (by using the lift) reveals the dungeon entrance on the map
- Discovered dungeons are visible to all players
- Capturing a dungeon room reveals adjacent dungeon rooms on the map
- Dungeons are comprised of a network pieces (lots), and these pieces can be modified with the lotpack system. See lots/packs/vanilla.txt. Some blank dungeon pieces are in lots/packs/vanilla too.
- Added 18 dungeon pieces
- Dungeon rooms have forcefields around all the exits. To progress to adjacent rooms you must clear the room of enemies and have the relevent dungeon key in your inventory
- Dungeons will not spawn under hills-lakes unless there are no other options for expansion
- If a dungeon spawns below a Hills-lake then any blocks at or below y=6 will be filled in
- Dungeons require Dungeon Disruption Keys to enter. You can get the first one from the Schemer (mission Dungeon Debt, appears once you reach level 10), or by killing Blasty McSurprise as a drop item, or as a rare bandit base loot item.
- Dungeon Keys also sell for a fair bit of dosh
- Bandits in dungeons start with the strength of what-would-be Bandit Base level 6.
- Dungeons spawn in levels, starting at level 6, ending at level 10, getting bigger every time
- Up to 5 dungeon networks spawn on a map, depending on map size (and the abundance of hills)
- Dungeon doorways that aren't connected to anything are filled in with stone
- You can't tele-buy items while in a dungeon, you must come prepared!
- Capturing a dungeon piece has a "disabling shields" screen. If you don't have a key then a "can't capture" screen appears.
- There is a SFX for capturing a dungeon piece
- Dungeon Entrances auto-repair if damaged and there are no players within 128 of them
- All dungeon pieces are abandonded and auto-repaired if there are no players in dungeons
- Blocks at level y=6 in dungeons have +50% blast resistance (like blocks at y=0)
- Killing the bandit king insta-captures the boss room
- You can't abandon-occupation dungeon rooms (to prevent farming the boss)
- - Gunplay improvements:
- All weapons have "kickback" animations, and sway animations for when you look up/down/left/right
- All weapons base spread HALVED
- Crosshairs now have circle arcs to indicate true accuracy when recoiling
- Firing a weapon introduces recoil, which makes successive firings more inaccurate. This is indicated by the crosshairs moving outwards
- If the current "recoil" value is greater than 8 degrees then it will recover at twice the rate
- Silencer Mods now reduce recoil by half and camera jerk further by 1/3rd.
- Extra Shot Mods now increase recoil by 40%, and camera jerk further by 40%.
- Explosive Mods now increase recoil by 30%, and camera jerk further by 30%.
- When a weapon is reloaded, it hangs in the air a little longer so the final round recoil animation can play (max 150ms)
- When a weapon is reloaded, the recoil value is *set* to half a round's recoil
- When a weapon is switched in, the recoil value is set to the max of the current recoil value or half a round's recoil. This is to prevent wiping recoil be switching weapons
- Weapon kicks values are displayed when you mouse-over a weapon in the inventory
- - Made a "/giveinf" command to give an infinite stack of an item
- - Bandits have a chance to wear armour, in Bandit Bases/Control Points at level 3 or above.
- - Added Crowns. They can't be bought, but do sell for ~$5k
- - Communication Centre Control Point has been buffed slightly, now gives +1 Attack and +1 Acumen in addition to its existing bonuses.
- - Fixed custom lots being treated as special buildings ("already built!")
- - Fixed crash when simultaneously placing a block in a chunk that is being repaired
- - Any player joining or leaving a factions will now trigger a flag update for all players (fixes faction flag being displayed in the world after leaving a faction instead of player flag)
EDIT: Small patch 1.3.2 released, scroll down for changelog. Allows you to shoot out glass, adds a master enable/disable setting for gamepad support.
EDIT EDIT: Patch 1.3.3 fixes some small bugs.
Video Of Changes
https://www.youtube.com/watch?v=2g7qVoMo3OE
Be sure to subscribe for future videos!
Gunplay Changes
Weapon recoil has been added, as compensation the spread of all weapons has been reduced, in most cases halved. Firing a weapon introduces weapon kick which recovers over time.
Weapon mods effect recoil kick. Explosive and Extra Shot mods increase it (and this stacks), Silencer mods reduce it.
Bandits Wear Armour
As a bit of added challenge, bandits in fortification level 3 bandit bases or stronger now have a chance to wear body armour.
Dungeons
Dungeons are mid-late game content that consist of large networks of rooms in the hills. They are initially hidden on the map and must be discovered. Entrances to dungeons are marked as fortification level 1 bandit bases and can be found as giant stone spires in the world, and individual dungeon rooms are disguised as hills lots.
Bandits in dungeons are stronger than the bandit base inhabitants you're used too. They start at fortification level 6, and progress to level 10. The number of dungeons on the map is dependent on the number of hills lots on the map with a maximum of 5 spawning, space permitting. Each dungeon is progressively bigger than the last.
You can enter the spire at any time, but to be able to capture dungeon rooms you need a relevant key to disable the shields between rooms. To get the key for the first dungeon, the Blue Dungeon Key, you can do one of three things:
1. You can take the "Dungeon Debts" mission and pay the Schemer $50k for one. This mission will spawn once you reach level 10.
2. You can take the Griever's mission to kill Blasty McSurprise, Blasty himself drops a Blue Dungeon Key when he dies.
3. Blue Dungeon Keys are rare loot spawns in Bandit Bases.
In each dungeon there is a Bandit King who functions as the boss, who drops a lot of valuable items + a key to the next dungeon, and perhaps more importantly, they drop a crown you can wear! If you are playing in multiplayer then they'll drop multiple keys.
While in a dungeon you cannot tele-buy items, so stock up on healing items first! I firmly recommend that you level up a bit first (level 10 is a good guide for the first one), and get a few combat perks + silver or gold tier weapons and mods.
Finally dungeon rooms are moddable with the lotpack system, see /lots/packs/vanilla.txt for details. Blank dungeon pieces are provided in /lots/packs/vanilla (for example dungeon_22.lot, dungeon_21.lot)
Hotfix Patch: 1.3.1
Fixes the fourth dungeon boss (level 9 dungeon) not dropping the key for the last dungeon
Changes
VERSION: 1.3.3 - 03/08/2018
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VERSION: 1.3.2 - 01/08/2018
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VERSION: 1.3.1 - 27/07/2018
==============
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VERSION: 1.3.0 - 25/07/2018
==============
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- Dungeons spawn in hills lots. There are a maximum of 4 that spawn on the map
- Dungeons are now HIDDEN on the map! You need to find them via exploration, or by clever analysis of the map. Dungeon Entrances appear as Bandit Bases, dungeon pieces appear as hills
- Dungeons can be found by finding a massive obelisk that sticks out of the hill.
- Discovering a dungeon enterance (by using the lift) reveals the dungeon entrance on the map
- Discovered dungeons are visible to all players
- Capturing a dungeon room reveals adjacent dungeon rooms on the map
- Dungeons are comprised of a network pieces (lots), and these pieces can be modified with the lotpack system. See lots/packs/vanilla.txt. Some blank dungeon pieces are in lots/packs/vanilla too.
- Added 18 dungeon pieces
- Dungeon rooms have forcefields around all the exits. To progress to adjacent rooms you must clear the room of enemies and have the relevent dungeon key in your inventory
- Dungeons will not spawn under hills-lakes unless there are no other options for expansion
- If a dungeon spawns below a Hills-lake then any blocks at or below y=6 will be filled in
- Dungeons require Dungeon Disruption Keys to enter. You can get the first one from the Schemer (mission Dungeon Debt, appears once you reach level 10), or by killing Blasty McSurprise as a drop item, or as a rare bandit base loot item.
- Dungeon Keys also sell for a fair bit of dosh
- Bandits in dungeons start with the strength of what-would-be Bandit Base level 6.
- Dungeons spawn in levels, starting at level 6, ending at level 10, getting bigger every time
- Up to 5 dungeon networks spawn on a map, depending on map size (and the abundance of hills)
- Dungeon doorways that aren't connected to anything are filled in with stone
- You can't tele-buy items while in a dungeon, you must come prepared!
- Capturing a dungeon piece has a "disabling shields" screen. If you don't have a key then a "can't capture" screen appears.
- There is a SFX for capturing a dungeon piece
- Dungeon Entrances auto-repair if damaged and there are no players within 128 of them
- All dungeon pieces are abandonded and auto-repaired if there are no players in dungeons
- Blocks at level y=6 in dungeons have +50% blast resistance (like blocks at y=0)
- Killing the bandit king insta-captures the boss room
- You can't abandon-occupation dungeon rooms (to prevent farming the boss)
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- All weapons have "kickback" animations, and sway animations for when you look up/down/left/right
- All weapons base spread HALVED
- Crosshairs now have circle arcs to indicate true accuracy when recoiling
- Firing a weapon introduces recoil, which makes successive firings more inaccurate. This is indicated by the crosshairs moving outwards
- If the current "recoil" value is greater than 8 degrees then it will recover at twice the rate
- Silencer Mods now reduce recoil by half and camera jerk further by 1/3rd.
- Extra Shot Mods now increase recoil by 40%, and camera jerk further by 40%.
- Explosive Mods now increase recoil by 30%, and camera jerk further by 30%.
- When a weapon is reloaded, it hangs in the air a little longer so the final round recoil animation can play (max 150ms)
- When a weapon is reloaded, the recoil value is *set* to half a round's recoil
- When a weapon is switched in, the recoil value is set to the max of the current recoil value or half a round's recoil. This is to prevent wiping recoil be switching weapons
- Weapon kicks values are displayed when you mouse-over a weapon in the inventory
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