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Genre: Simulator, Strategy, Indie

Voxel Turf

MAJOR UPDATE - Patch 1.1.0 Is Live! Goons Follow Orders, AI Builds Cities

Its finally here - patch 1.1.0 is live in the default branch. I firmly recommend starting a new game for this patch as the economy has been massively rebalanced

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EDIT: Patch 1.1.1 - (27/04) - This small patch adds some work arounds for missing lot issues that were effecting the MP servers + polishes up mod uploads a tad. Scroll down to the end for changelog
======

This patch has two main features - Goons Follow You and AI Construction of new parts of the city. It also has lots of extras, such as a new game mode (Strategy Zero) and lots of QoL improvements, such as improved repair mechanics (including city autorepair), improved base raiding and a upgrades to the minimap.

Full IndieDb Article


http://www.indiedb.com/games/voxel-turf/news/major-update-version-110-ai-goons-can-be-issued-orders-ai-factions-build-cities

Goons Follow You


Remember those goons you can hire in bases? You can recruit them as your personal escorts now. You can order them to:
- Follow you
- Guard a location
- Advance to your marked waypoint on the map
- Return to their home base



You can have at most 4 dudes following you or having orders issued (goons with guard orders count as under your command). Goons will follow you into and out of vehicles and warp back to you if they get too separated from you.

This also gives you a useful way to fight Turf Wars. Have multiple bases, garrison your front line bases and garrison you back line bases. Have the goons from the back line follow you and you can attack the enemy bases with them.
Or you can use them to raid a bandit base if you breach the walls. This opens up so many gameplay possibilities!

Additionally goons can wear hats! Your goons now wear coloured hats that match your colour, as do the goons of other factions, so you can easily see who's on what side. Some CDF officers also wear hats too!

Finally all mobs now heal at a rate of 0.5%/sec, so your followers should be healed between engagements.
If a goon is in their home base and is not in combat for 12 seconds, they now fast-heal (just like the player does).

The AI Now Builds Cities


The AI Factions can now establish new bases and construct new regions of the city. They won't construct for the sake of construction - they will only build if a Human player is approaching them in Networth or has many more bases than them. This now means that the AI is a strategic threat to the player that spreads out and takes over the map to counter the player as you grow more powerful.




The AI will also establish new bases to facilitate its expansion. It'll either place new bases in large vacant areas near its current holdings or it'll expand to unexploited parts of the city.

Finally the AI will now also repair any damaged bases they have over time.

New Game Mode - Strat Zero


This patch introduces the Strategy Zero game mode. Its a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city. But watch out, they will start wars!

Major Economic Changes


All construction costs QUATERED! This is so that you can get into building stuff from the game's start rather having to beat high paying missions first. Racketeering costs have also been reduced, as have incomes to not effect the balance of the investing side of the game.

Auto Repair


The city now auto-repairs over time. For a standard sized city this there is ~1% chance/min of a lot auto-repairing. Auto-repairing is free and it doesn't matter who owns or racketeers the lot. Only roads and economic buildings auto-repair and lots do not auto-repair if there are players nearby.

Repairing Lots With Chests No Longer Wipes the Contents
^ That.

Engine Improvements


All this construction and repairing here and there has necessitated some improvements for the game server. The game server will pre-load areas undergoing AI construction, so when the AI decides to plonk down 200 road tiles it doesn't slow down the game.

The game now does staggered autosaves too. Before people were sometimes having autosaves that would take 1 or 2 seconds. This may not sound much to you as a player (its only an occasional nuisance), but it could wreak havoc on the AI - making their cars crash off of the road. The server now splits autosaves over many frames (if needed) to prevent these lag spikes.

Improved Minimap


Allied goons appear on the minimap as smaller triangles.



The CDF also appear on the minimap, as red rectangles or red triangles. You can only see foot CDF if you are less than 40m away from them. If you have notoriety the CDF flash red and blue

Improved Base Raiding


I've added a simple timer to Bases and Bandit Bases. When you kill a bandit or a base defender the base will not respawn a new one for a few seconds (5 on normal, 8 on easy, 2 on hard). This prevents insta-respawns that snag newer players.

Of course, with the addition of goon-orders this opens up a lot more strategies too!

Revamped Peace + New Peace Demands


The game now has a warscore system. There is also a small check box telling you if the AI is likely to accept or reject your peace deal and give you a reasoned breakdown why.



There are 2 new peace options: demand reparations and demand humiliation.

Reparations give make the other side pay 10% of their income (before expenses) every hour while the truce is in effect.

Humiliation makes the other side lose 20 reputation each. If they have positive reputation then you'll get half of the amount that they lose (so if a side has 10 reputation you'll get 5 and they'll be set to -10 rep).

This gives you the ability to demand stuff from factions, weaken them and strengthen yourself without taking bases and gaining aggression.

Once a war ends the players/factions will have a 32 minute truce, preventing further declarations of war between them. Players/factions cannot join an offensive war with someone they have a truce with.

Human Players can now Launch Base Attacks


If controlling minions one by one isn't enough for you there's something a bit bigger now at your disposal. You can now launch Base Attacks from the map screen. When you have enough bases (6 currently) your first Base Attack Slot is unlocked, build more bases to unlock more. Your base attack charge rate is proportional to your base garrison levels: Garrison all your bases up to charge up your base attacks!

Engine Upgrades


As the AI is now plonking stuff all around the map the server had to be beefed up a little. One issue is that when something is loaded from disc (such as a chunk) the OS may block execution for ~10-16ms. So the game now preloads chunks when zones are developed and where the AI is building or where base attacks happen to prevent these prevent latency spikes.

When the AI builds a region it places lots over time. This means that the AI placing 150 road lots is effectively instant as opposed to a 200ms lag spike.

Finally the server also uses a lot less CPU when idle, so its better for hosting on machines with multiple games running

QoL Changes


More icons for shops are finally available on the map:


More info on players or factions are available from the Player Info screen:


I've done a little work on polishing placing-lots-as-bases. You now see the radius of influence of the new base you are about to place and the red is removed from the map as is the "You must have a base to build things" message (as you can legally build a base anywhere).



Holy Patchnotes, Batman!



VERSION: 1.1.0
===============
- [Misc] - Sightly decreased dead AI faction respawn rate.

VERSION: 1.1.0-Beta5 - 12/04/2018
===============
- [Bugfix] - Fixed Z-Buffer fighting issue for picket fences and window frames
- [Bugfix] - Fixed the AI complaining when you defend them in a turf war (the "can't caputre" spam)
- [Bugfix] - The server no longer spams messages when it can't autorepair a lot due to insurance data not being found (it will just silently fail)
- [Bugfix] - Specualtive fix for seiges resetting randomly
- [Misc] - Added a line of darkish pixels to faction colour hats/headbands
- [Misc] - Base garrison costs were being displayed as 1x cost on the client and 0.25x on the server. I've split the difference and halved base garrison costs.
- [Misc] - /money and /credits cheats now give $1,000,000 and C1,000,000 respectively


VERSION: 1.1.0-Beta4 - 11/04/2018
===============
- [Misc] - Using an elevator now insta-warps following goons to you
- [Misc] - Added 2x2, 3x3 and 4x4 wheat fields. All wheat field costs halved
- [Bugfix] - Fixed translucent side talk boxes not appearing
- [Bugfix] - Fixed server crash when ai tries to arrange a white peace
- [Bugfix] - Entities fading in no longer write to the depth buffer causing graphical artefacts
- [Bugfix] - Fixed smuzzle flash + weapon sound when switching into a weapon on laggy servers
- [Modding] - vtclient will now check if preview pictures and the mod directory exists when trying to upload a mod
- [Modding] - The mod uploader will now log results or errors to mods/upload/log.txt


VERSION: 1.1.0-Beta3 - 08/04/2018
===============
- [Major Feature] - Added a "Strategy Zero" game mode. This is a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city
- [Feature] - Added a "warscore" system for Turf Wars. You can see if the AI is likely to accept a peace offer before you send it
- [Feature] - Added "Demand Repairations" and "Demand Humiliation" peace options. The first will make the other side pay your money, and the other will make them lose reputation. You'll get some of their reputation if their's is positive
- [Feature] - Added Truces. When a turf war ends you will get a 30 minute truce with all members of other sides. This prevents you from starting or joining an offensive war against them (and vice-veras).
- [Feature] - Added the "yesman" cheat. This will make the AI accept all offers from you
- [Feature] - Added the "ftick" cheat. This forces an onHour tick on the server
- [Major Feature] - You can order base defenders to follow you by talking to them
- You can have a max of 4 base defenders following you
- They will follow you into vehicles
- [Feature] - If a defender is following you you can issue four different orders:
- Continue to follow
- Return to base
- Guard current position
- Advance to your marker/waypoint on the map
- [Misc] - They will not advance to the marker/waypoint if it is more than 80m away
- [Misc] - They will warp back to the player if they are more than 80m away (so you don't lose them if you die/respawn or if they get lost).
- [Misc] - You cannot abandon bases while you have goons in them
- [Feature] - All allied goons appear on the map as smaller triangles than players
- [Feature] - All hired goons wear colours now (so goons working for the Red gang will have red hats or bandanas)
- [Feature] - The CDF sometimes wears hats now!
- [Feature] - Added coloured hats and armour. The colour of these is set to the colour of your gang.
- [Feature] - Lots can autorepair now
- The server checks ~0.7x a second to try to repair lots. Every time it tries it'll pick a random lot (road/house/industry/etc) in the city. If there are less than 8000 developed lots in the city the chance is scaled by N_LOTS/8000;
- For a newly generated city this means that a random lot has a roughly 0.015% chance to auto repair every second (or ~1% per minute)
- It will NOT autorepair bases, fortifications or vacant lots
- It will NOT repair any lots that are less than 250m from a player
- It will NOT repair during strat pause or high cpu load
- [Misc] - When a Bandit or Base Defender is killed a Bandit Base or a Base timer is set to prevent instant respawns.
- On easy difficulty enemies will not respawn for 8 seconds
- On normal difficulty enemies will not respawn for 5 seconds
- On hard difficulty enemies will not respawn for 2 seconds
- Human player owned bases (and faction bases at peace) will not respawn dudes in 2 seconds regardless of difficulty.
- [Misc] - Mobs that are returning to the base that they spawned will now teleport if they are more than 32m away from the base. You cannot interact with them while they are warping
- [Misc] - Added 3m of padding for ambulance missions
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Dead faction respawn rate reduced by a factor of 6
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Factions will only make new bases if they are at least 50% of the way to the next base unlock level for thier income. For example: if the next base is unlocked at $1k profit then they will only build to their base limit if they are making at least $500 profit. This is to prevent broke factions spamming bases
- [Misc] - Factions will demand stuff other than full annexation and white peace if they are war exhausted. They will only demand up to 100% worth of bases too.
- [Misc] - Entities now fade in when they spawn.
- [Misc] - All mobs (bandits/goons/following goons/foot cdf/civilians) now auto heal at a rate of 0.5%/sec. Goons in their home bases still retain thier 2.0%/sec rate recovery (this adds with the new passive heal to get 0.5%/sec).
- [Misc] - Base defender goons in thier home bases now fast-autoheal if they have not been in combat for the last 12 seconds (like the player). The rate is 10%/sec.
- [Misc] - Your goons shooting things is no longer a crime for you
- [Bugfix] - Repairing lots with chests no longer wipes items (if a chest is destroyed however it still will not be recovered)
- [Bugfix] - Fixed aggression discount not being applied against large factions
- [Bugfix] - Fixed grenades being able to be thrown through walls
- [Bugfix] - Fixed entities appearing at position (0, 0, 0) for the first frame (this can cause visual interpolated snapping issues)
- [Bugfix] - Fixed weapon sounds not appearing somtimes
- [Bugfix] - Fixed mobs walking to doors/gates that they can't open
- [Bugfix] - Fixed mobs walking to doors/gates that and not opening ones that they can open
- [Bugfix] - Fixed mobs getting jammed on streetlights. Cars will also try to avoid
- [Bugfix] - Mobs no longer target players over other mobs - players vs mobs are weighted equally
- [Bugfix] - Fixed the body armour model so it no longer clips through your torso
- [Bugfix] - Fixed doing hold up missions being a crime (regression)
- [Bugfix] - Fixed some inappropriate CDF sprinting. CDF should now only sprint if chasing a perp
- [Bugfix] - CDF should shoot back if being attacked by a bandit


VERSION: 1.1.0-Beta2 - 09/03/2018
===============
- [Bugfix] - Fixes server crash when robbing a store
- [Bugfix] - Fixes AI pulling levers (and therefore locking up the Gun Store)
- [Bugfix] - Fixes AI not opening glass doors
- [Bugfix] - Fixes server crash due to aiPlayer_doTurn
- [Bugfix] - Get to Investing in Property mission now only spawns when your peak profit is under $250/hr
- [Bugfix] - Fixed burning barrels messing up explosions. Only the 5 nearest burning barrels will burn (down from 50) as this was causing explosions to dissapear
- [Misc] - Added a navigate to the missions screen objective to the "Press Tab" mission


VERSION: 1.1.0-Beta1 - 08/03/2018
===============
- [MAJOR BALANCE CHANGE] - All building costs reduced by 75% to match Turf Zero levels. All racketeering costs halved. Minimum racketeering costs for all buildings also halved
- This is so that you can build things a lot earlier. It also shifts the balance of the game more towards doing things vs passive income
- [MAJOR FEATURE] - AI Factions can now build roads and zone land!
- AI will construct new bases in vacant areas or unoccupied parts of the city
- If they have free land near thier bases then they may zone it
- The AI may make more bases if you have more bases than them or if you have more networth than them.
- [MAJOR FEATURE] - You can order Base Attacks! If you own 7 bases or more then you can order a Base Attack from the map screen.
- Your Base Attack Stockpile is increased by owning more bases
- You Base Attacks recharge over time. The rate is determined by how fortified your bases are. If they are at the max (all level 3) then it recharges at the highest rate.
- Yes these values are moddable. See /scripts/common/base_attack.lua
- This is so that you can fight back in big faction Turf Wars
- [Feature] - Dead AIs can respawn in a random bandit base. They will start with a couple of random buildings to racketeer.
- [Feature] - Map mods now work - maps put into the mods/ directory will now be detected by the game.
- Example: To convert a savegame to a map mod, copy a savegame (the directory + the .turf file) to mods/yourmodname/maps/
- [Feature] - Using the /tp command with no arguments teleports you to your current marker (waypoint on the map)
- [Feature] - More icons are on the map for different shop types (bank, marnina, hovercraft shop, helifield, car shop).
- [Misc] - Building a road, a road bridge or demolishing a lot will detonate any AI cars already on the lot.
- [Misc] - AI vehicles will not turn into 1 road lot stubs (for example - a T-Intersection with one of the branches only extending 1 lot). This was often causing traffic jams as the cars would turn into the stub then turn around back into the intersection, jamming it.
- [Misc] - AI factions will repair damaged bases over time
- [Misc] - The Map window is now larger if you are playing at a large resolution (such as 1080p)
- [Misc] - Diplomacy window is now larger, shows the Base Counts, Base Attack limits, Networth and Populations of each factions.
- [Misc] - Factions can only launch up to 3 simultaneous Base Attacks (down from 5)
- [Misc] - Hyperlink buttons now have a blue "open link" character
- [Misc] - If you start a game with more factions * bases_per_faction than bases spawned in the city then the game will generate additional bases near the city and distribute them to the factions.
- Example: If you start a game with 16 factions and 2 bases each and only 20 bases spawn in the city then 12 will be spawned around the city
- [Modding] - Exposed Lot::needsRepair (threshold) to lua. Will return true if the lot has damage exceeding threshold.
- [Modding] - Exposed LotContainer::repairLot (playerId, x, z, ignorePlayersCashBalance) to lua. Will return true if a successful repair has occurred
- [Modding] - Added COUNTS_AS_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to make parks or buildings count as "roads" for the purpose of determining if a lot is connected to roads or not.
- [Modding] - Added NO_REQUIRE_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to mark a lot as *not needing* to have road frontage to be populated
- [Bugfix] - Fixed dissapearing spawn flag on base repair
- [Bugfix] - Fixed roads at the ends of bridges usually becoming T intersections
- [Bugfix] - Fixed bridge ramps not getting insured
- [Misc] - Players logging into a server are now considered "afk" and will maintain Strat Pause.
- [Bugfix] - Afk Players cannot participate in seiges. This also fixes the capture-base-on-login exploit.
- [Misc] - Command line switches are now case-insensitive
- [Misc] - Zoned lots are dezoned and sold if the attached base to them is lost
- [Misc] - Your aggression does NOT decay while at war!
- [Misc] - Zones do not develop while at war!
- [Bugfix] - Road Access now requires that touching roads be on the ground (bridge spans no longer count as road connections).
- [Bugfix] - Placing a lot as a base when you have no bases is now permitted
- [Bugfix] - Fixed a pathfinding issue where mobs (Bandits/Base Attackers/CDF) would be drawn like flies to Steel doors/gates and get stuck
- [Bugfix] - TileEntities in chunks near BaseAttacks are now ALWAYS simulated (onTick is always called) - fixes spawners not spawning dudes if there are no players nearby but a base attack is present
- [Bugfix] - Fixed "--newGame ON" stopping the server from loading key files (such as playerlist.players) when a save game already exists. This fixes factions dissapearing
- [Misc] - TileEntity::onRegionLoad is now implemented - this is a function that is called on the first onTick call after a chunk is loaded. See /scripts/server/tileentities/mobspawner.lua for detailed implementation
- [Misc] - Placing a lot as a base now shows a preview of your new range of influence
- [Bugfix] - You can no longer increase garisions of bases while in debt
- [Performance] - SERVER: Lot Zones developing is now a lot faster (chunks at the place of the new lot are preloaded preventing occasional 10ms+ lag spike).



VERSION: 1.1.1 -27/04/2018
===============
- [Misc] - CLIENT: If a Lot's Metadata can't be found an icon will appear in the lot info telling you what LotPack to install. In the case of a template lot an error message will be displayed.
- [Bugfix] - CLIENT: If a lot has population, but its metadata is not present it's population will be added to the relevent "popcapacity" category. This prevents populated buildings having their population not being added to the capacity and therefore throwing off supply/demand calculations clientside.
- [Bugfix] - SERVER: Fixed template lot metadata for players that are not you being erased whenever a steam update happens
- [Modding] - upload.txt: The mod uploader will not upload a new mod if there is no preview picture detected (fixed from just stopping if an invalid picture is specified)
- [Modding] - upload.txt: If "PICTURE ; path_to_image.jpg" is not specified and but a "path_to_image.jpg" is then the loader will assume that "path_to_image.jpg" is a picture.
- [Modding] - upload.txt: The mod uploader will log the input it reads to log.txt. You can now check if vtclient.exe has read upload.txt correctly

Patch Notes: Version 1.1.0-Beta4 BETA - Order You Goons Around + New Game Mode + Peace Rework + Repair Improvements + QoL Stuff

The 1.1.0-Beta3 is finally ready in the Beta branch! Should there no issues I'll ship the full 1.1.0. Once again firmly recommend starting a new game for this patch if you're upgrading from 1.0.28 in case there are any issues and because the economy balance has been significantly changed.

EDIT: Made a small hotfix patch 1.1.0-Beta4 which fixed a couple of issues. Scroll down to the end for changes.
EDIT2: Made another small patch 1.1.0-Beta5 with minor improvements

New Game Mode - Strat Zero


This patch introduces the Strategy Zero game mode. Its a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city. But watch out, they will start wars!

Goons now Follow You + Improved Goons





If you speak to a goon in a base you can issue them orders.
You can order them to:
- Follow you
- Guard a location
- Advance to your marked waypoint on the map
- Return to their home base

You can have at most 4 dudes following you or having orders issued (goons with guard orders count!). Goons will follow you into and out of vehicles.
If you are more than 80m away from your goons they will warp back to you so they don't get lost/stuck.

This also gives you a useful way to fight Turf Wars. Have multiple bases, garrison your front line bases and garrison you back line bases. Have the goons from the back line follow you and you can attack the enemy bases with them.

Additionally goons can wear hats! Your goons now wear coloured hats that match your colour, as do the goons of other factions, so you can easily see who's on what side. Some CDF officers also wear hats too!

Goons are recruited from bases. You have to garrison the base to recruit them. If you degarrison the base the goons will despawn!

Finally all mobs now heal at a rate of 0.5%/sec, so your followers should be healed between engagements.

Auto Repair


The city now auto-repairs over time. For a standard sized city this there is ~1% chance/min of a lot auto-repairing. Auto-repairing is free and it doesn't matter who owns or racketeers the lot. Only roads and economic buildings auto-repair and lots do not auto-repair if there are players nearby.

Repairing Lots With Chests No Longer Wipes the Contents


^ That.

Improved Minimap


Allied goons appear on the minimap as smaller triangles.

The CDF also appear on the minimap, as red rectangles or red triangles. You can only see foot CDF if you are less than 40m away from them. If you have notoriety the CDF flash red and blue



Improved Base Raiding


I've added a simple timer to Bases and Bandit Bases. When you kill a bandit or a base defender the base will not respawn a new one for a few seconds (5 on normal, 8 on easy, 2 on hard). This prevents insta-respawns that snag newer players.

Revamped Peace + New Peace Demands


The game now has a warscore system. There is also a small check box telling you if the AI is likely to accept or reject your peace deal and give you a reasoned breakdown why.

There are 2 new peace options: demand reparations and demand humiliation.

Reparations give make the other side pay 10% of their income (before expenses) every hour while the truce is in effect.

Humiliation makes the other side lose 20 reputation each. If they have positive reputation then you'll get half of the amount that they lose (so if a side has 10 reputation you'll get 5 and they'll be set to -10 rep).

This gives you the ability to demand stuff from factions, weaken them and strengthen yourself without taking bases and gaining aggression.



Once a war ends the players/factions will have a 32 minute truce, preventing further declarations of war between them. Players/factions cannot join an offensive war with someone they have a truce with.

Full Changelog



VERSION: 1.1.0-Beta3 - 08/04/2018
===============
- [Major Feature] - Added a "Strategy Zero" game mode. This is a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city
- [Feature] - Added a "warscore" system for Turf Wars. You can see if the AI is likely to accept a peace offer before you send it
- [Feature] - Added "Demand Reparations" and "Demand Humiliation" peace options. The first will make the other side pay your money, and the other will make them lose reputation. You'll get some of their reputation if their's is positive
- [Feature] - Added Truces. When a turf war ends you will get a 30 minute truce with all members of other sides. This prevents you from starting or joining an offensive war against them (and vice-veras).
- [Feature] - Added the "yesman" cheat. This will make the AI accept all offers from you
- [Feature] - Added the "ftick" cheat. This forces an onHour tick on the server
- [Major Feature] - You can order base defenders to follow you by talking to them
- You can have a max of 4 base defenders following you
- They will follow you into vehicles
- [Feature] - If a defender is following you you can issue four different orders:
- Continue to follow
- Return to base
- Guard current position
- Advance to your marker/waypoint on the map
- [Misc] - They will not advance to the marker/waypoint if it is more than 80m away
- [Misc] - They will warp back to the player if they are more than 80m away (so you don't lose them if you die/respawn or if they get lost).
- [Misc] - You cannot abandon bases while you have goons in them
- [Feature] - All allied goons appear on the map as smaller triangles than players
- [Feature] - All hired goons wear colours now (so goons working for the Red gang will have red hats or bandannas)
- [Feature] - The CDF sometimes wears hats now!
- [Feature] - Added coloured hats and armour. The colour of these is set to the colour of your gang.
- [Feature] - Lots can autorepair now
- The server checks ~0.7x a second to try to repair lots. Every time it tries it'll pick a random lot (road/house/industry/etc) in the city. If there are less than 8000 developed lots in the city the chance is scaled by N_LOTS/8000;
- For a newly generated city this means that a random lot has a roughly 0.015% chance to auto repair every second (or ~1% per minute)
- It will NOT autorepair bases, fortifications or vacant lots
- It will NOT repair any lots that are less than 250m from a player
- It will NOT repair during strat pause or high cpu load
- [Misc] - When a Bandit or Base Defender is killed a Bandit Base or a Base timer is set to prevent instant respawns.
- On easy difficulty enemies will not respawn for 8 seconds
- On normal difficulty enemies will not respawn for 5 seconds
- On hard difficulty enemies will not respawn for 2 seconds
- Human player owned bases (and faction bases at peace) will not respawn dudes in 2 seconds regardless of difficulty.
- [Misc] - Mobs that are returning to the base that they spawned will now teleport if they are more than 32m away from the base. You cannot interact with them while they are warping
- [Misc] - Added 3m of padding for ambulance missions
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Dead faction respawn rate reduced by a factor of 6
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Factions will only make new bases if they are at least 50% of the way to the next base unlock level for their income. For example: if the next base is unlocked at $1k profit then they will only build to their base limit if they are making at least $500 profit. This is to prevent broke factions spamming bases
- [Misc] - Factions will demand stuff other than full annexation and white peace if they are war exhausted. They will only demand up to 100% worth of bases too.
- [Misc] - Entities now fade in when they spawn.
- [Misc] - All mobs (bandits/goons/following goons/foot cdf/civilians) now auto heal at a rate of 0.5%/sec. Goons in their home bases still retain their 2.0%/sec rate recovery (this adds with the new passive heal to get 0.5%/sec).
- [Misc] - Base defender goons in their home bases now fast-autoheal if they have not been in combat for the last 12 seconds (like the player). The rate is 10%/sec.
- [Misc] - Your goons shooting things is no longer a crime for you
- [Bugfix] - Repairing lots with chests no longer wipes items (if a chest is destroyed however it still will not be recovered)
- [Bugfix] - Fixed aggression discount not being applied against large factions
- [Bugfix] - Fixed grenades being able to be thrown through walls
- [Bugfix] - Fixed entities appearing at position (0, 0, 0) for the first frame (this can cause visual interpolated snapping issues)
- [Bugfix] - Fixed weapon sounds not appearing sometimes
- [Bugfix] - Fixed mobs walking to doors/gates that they can't open
- [Bugfix] - Fixed mobs walking to doors/gates that and not opening ones that they can open
- [Bugfix] - Fixed mobs getting jammed on streetlights. Cars will also try to avoid
- [Bugfix] - Mobs no longer target players over other mobs - players vs mobs are weighted equally
- [Bugfix] - Fixed the body armour model so it no longer clips through your torso
- [Bugfix] - Fixed doing hold up missions being a crime (regression)
- [Bugfix] - Fixed some inappropriate CDF sprinting. CDF should now only sprint if chasing a perp
- [Bugfix] - CDF should shoot back if being attacked by a bandit

VERSION: 1.1.0-Beta4 - 11/04/2018
===============
- [Misc] - Using an elevator now insta-warps following goons to you
- [Misc] - Added 2x2, 3x3 and 4x4 wheat fields. All wheat field costs halved
- [Bugfix] - Fixed translucent side talk boxes not appearing
- [Bugfix] - Fixed server crash when ai tries to arrange a white peace
- [Bugfix] - Entities fading in no longer write to the depth buffer causing graphical artefacts
- [Bugfix] - Fixed smuzzle flash + weapon sound when switching into a weapon on laggy servers
- [Modding] - vtclient will now check if preview pictures and the mod directory exists when trying to upload a mod
- [Modding] - The mod uploader will now log results or errors to mods/upload/log.txt

VERSION: 1.1.0-Beta5 - 12/04/2018
===============
- [Bugfix] - Fixed Z-Buffer fighting issue for picket fences and window frames
- [Bugfix] - Fixed the AI complaining when you defend them in a turf war (the "can't caputre" spam)
- [Bugfix] - The server no longer spams messages when it can't autorepair a lot due to insurance data not being found (it will just silently fail)
- [Bugfix] - Specualtive fix for seiges resetting randomly
- [Misc] - Added a line of darkish pixels to faction colour hats/headbands
- [Misc] - Base garrison costs were being displayed as 1x cost on the client and 0.25x on the server. I've split the difference and halved base garrison costs.
- [Misc] - /money and /credits cheats now give $1,000,000 and C1,000,000 respectively

Patch Notes: Version 1.1.0-Beta3 BETA - Order You Goons Around + New Game Mode + Peace Rework + Repair Improvements + QoL Stuff

The 1.1.0-Beta3 is finally ready in the Beta branch! Should there no issues I'll ship the full 1.1.0. Once again firmly recommend starting a new game for this patch if you're upgrading from 1.0.28 in case there are any issues and because the economy balance has been significantly changed.

New Game Mode - Strat Zero


This patch introduces the Strategy Zero game mode. Its a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city. But watch out, they will start wars!

Goons now Follow You + Improved Goons





If you speak to a goon in a base you can issue them orders.
You can order them to:
- Follow you
- Guard a location
- Advance to your marked waypoint on the map
- Return to their home base

You can have at most 4 dudes following you or having orders issued (goons with guard orders count!). Goons will follow you into and out of vehicles.
If you are more than 80m away from your goons they will warp back to you so they don't get lost/stuck.

This also gives you a useful way to fight Turf Wars. Have multiple bases, garrison your front line bases and garrison you back line bases. Have the goons from the back line follow you and you can attack the enemy bases with them.

Additionally goons can wear hats! Your goons now wear coloured hats that match your colour, as do the goons of other factions, so you can easily see who's on what side. Some CDF officers also wear hats too!

Goons are recruited from bases. You have to garrison the base to recruit them. If you degarrison the base the goons will despawn!

Finally all mobs now heal at a rate of 0.5%/sec, so your followers should be healed between engagements.

Auto Repair


The city now auto-repairs over time. For a standard sized city this there is ~1% chance/min of a lot auto-repairing. Auto-repairing is free and it doesn't matter who owns or racketeers the lot. Only roads and economic buildings auto-repair and lots do not auto-repair if there are players nearby.

Repairing Lots With Chests No Longer Wipes the Contents


^ That.

Improved Minimap


Allied goons appear on the minimap as smaller triangles.

The CDF also appear on the minimap, as red rectangles or red triangles. You can only see foot CDF if you are less than 40m away from them. If you have notoriety the CDF flash red and blue



Improved Base Raiding


I've added a simple timer to Bases and Bandit Bases. When you kill a bandit or a base defender the base will not respawn a new one for a few seconds (5 on normal, 8 on easy, 2 on hard). This prevents insta-respawns that snag newer players.

Revamped Peace + New Peace Demands


The game now has a warscore system. There is also a small check box telling you if the AI is likely to accept or reject your peace deal and give you a reasoned breakdown why.

There are 2 new peace options: demand reparations and demand humiliation.

Reparations give make the other side pay 10% of their income (before expenses) every hour while the truce is in effect.

Humiliation makes the other side lose 20 reputation each. If they have positive reputation then you'll get half of the amount that they lose (so if a side has 10 reputation you'll get 5 and they'll be set to -10 rep).

This gives you the ability to demand stuff from factions, weaken them and strengthen yourself without taking bases and gaining aggression.



Once a war ends the players/factions will have a 32 minute truce, preventing further declarations of war between them. Players/factions cannot join an offensive war with someone they have a truce with.

Full Changelog



VERSION: 1.1.0-Beta3 - 08/04/2018
===============
- [Major Feature] - Added a "Strategy Zero" game mode. This is a cross between Turf Zero and Strategy. You start on a blank map with 16 players and they build up the city
- [Feature] - Added a "warscore" system for Turf Wars. You can see if the AI is likely to accept a peace offer before you send it
- [Feature] - Added "Demand Reparations" and "Demand Humiliation" peace options. The first will make the other side pay your money, and the other will make them lose reputation. You'll get some of their reputation if their's is positive
- [Feature] - Added Truces. When a turf war ends you will get a 30 minute truce with all members of other sides. This prevents you from starting or joining an offensive war against them (and vice-veras).
- [Feature] - Added the "yesman" cheat. This will make the AI accept all offers from you
- [Feature] - Added the "ftick" cheat. This forces an onHour tick on the server
- [Major Feature] - You can order base defenders to follow you by talking to them
- You can have a max of 4 base defenders following you
- They will follow you into vehicles
- [Feature] - If a defender is following you you can issue four different orders:
- Continue to follow
- Return to base
- Guard current position
- Advance to your marker/waypoint on the map
- [Misc] - They will not advance to the marker/waypoint if it is more than 80m away
- [Misc] - They will warp back to the player if they are more than 80m away (so you don't lose them if you die/respawn or if they get lost).
- [Misc] - You cannot abandon bases while you have goons in them
- [Feature] - All allied goons appear on the map as smaller triangles than players
- [Feature] - All hired goons wear colours now (so goons working for the Red gang will have red hats or bandannas)
- [Feature] - The CDF sometimes wears hats now!
- [Feature] - Added coloured hats and armour. The colour of these is set to the colour of your gang.
- [Feature] - Lots can autorepair now
- The server checks ~0.7x a second to try to repair lots. Every time it tries it'll pick a random lot (road/house/industry/etc) in the city. If there are less than 8000 developed lots in the city the chance is scaled by N_LOTS/8000;
- For a newly generated city this means that a random lot has a roughly 0.015% chance to auto repair every second (or ~1% per minute)
- It will NOT autorepair bases, fortifications or vacant lots
- It will NOT repair any lots that are less than 250m from a player
- It will NOT repair during strat pause or high cpu load
- [Misc] - When a Bandit or Base Defender is killed a Bandit Base or a Base timer is set to prevent instant respawns.
- On easy difficulty enemies will not respawn for 8 seconds
- On normal difficulty enemies will not respawn for 5 seconds
- On hard difficulty enemies will not respawn for 2 seconds
- Human player owned bases (and faction bases at peace) will not respawn dudes in 2 seconds regardless of difficulty.
- [Misc] - Mobs that are returning to the base that they spawned will now teleport if they are more than 32m away from the base. You cannot interact with them while they are warping
- [Misc] - Added 3m of padding for ambulance missions
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Dead faction respawn rate reduced by a factor of 6
- [Misc] - Negative reputation no longer decays towards zero while at war
- [Misc] - Factions will only make new bases if they are at least 50% of the way to the next base unlock level for their income. For example: if the next base is unlocked at $1k profit then they will only build to their base limit if they are making at least $500 profit. This is to prevent broke factions spamming bases
- [Misc] - Factions will demand stuff other than full annexation and white peace if they are war exhausted. They will only demand up to 100% worth of bases too.
- [Misc] - Entities now fade in when they spawn.
- [Misc] - All mobs (bandits/goons/following goons/foot cdf/civilians) now auto heal at a rate of 0.5%/sec. Goons in their home bases still retain their 2.0%/sec rate recovery (this adds with the new passive heal to get 0.5%/sec).
- [Misc] - Base defender goons in their home bases now fast-autoheal if they have not been in combat for the last 12 seconds (like the player). The rate is 10%/sec.
- [Misc] - Your goons shooting things is no longer a crime for you
- [Bugfix] - Repairing lots with chests no longer wipes items (if a chest is destroyed however it still will not be recovered)
- [Bugfix] - Fixed aggression discount not being applied against large factions
- [Bugfix] - Fixed grenades being able to be thrown through walls
- [Bugfix] - Fixed entities appearing at position (0, 0, 0) for the first frame (this can cause visual interpolated snapping issues)
- [Bugfix] - Fixed weapon sounds not appearing sometimes
- [Bugfix] - Fixed mobs walking to doors/gates that they can't open
- [Bugfix] - Fixed mobs walking to doors/gates that and not opening ones that they can open
- [Bugfix] - Fixed mobs getting jammed on streetlights. Cars will also try to avoid
- [Bugfix] - Mobs no longer target players over other mobs - players vs mobs are weighted equally
- [Bugfix] - Fixed the body armour model so it no longer clips through your torso
- [Bugfix] - Fixed doing hold up missions being a crime (regression)
- [Bugfix] - Fixed some inappropriate CDF sprinting. CDF should now only sprint if chasing a perp
- [Bugfix] - CDF should shoot back if being attacked by a bandit

Patch Notes: Version 1.1.0-Beta2 - AI Expansion Patch! (Beta)

New Patch in the Beta branch. This is a "Part/Beta 1" of a patch, it will be merged into the main branch once 1.1.0 is complete. I firmly recommend starting a new game for this patch in case there are any issues and because the economy balance has been significantly changed.

EDIT: Hotfix version 1.1.0-Beta2 has been released to fix issues with Beta1

I am eager for feedback on this patch, as to what needs tweaking or changing before putting the final 1.1.0 patch up.

Voxel Turf Wiki:


Voxel Turf now has a Wiki! Check it out!
http://wiki.voxelturf.net
Example Article:
http://wiki.voxelturf.net/wiki/Bandit_Base
If you want to help out, any help is appreciated! (Note that if you sign up for an account the verification email may end up in your spam).


The AI Now Builds Cities:


The AI Factions can now establish new bases and construct new regions of the city. They won't construct for the sake of construction - they will only build if a Human player is approaching them in Networth or has many more bases than them. This now means that the AI is a strategic threat to the player that spreads out and takes over the map to counter the player as you grow more powerful.



The AI will also establish new bases to facilitate its expansion. It'll either place new bases in large vacant areas near its current holdings or it'll expand to unexploited parts of the city.

Finally the AI will now also repair any damaged bases they have over time.

Major Economic Changes:


All construction costs QUATERED! This is so that you can get into building stuff from the game's start rather having to beat high paying missions first. Racketeering costs have also been reduced.

Human Players can now Launch Base Attacks:


Some folks were itching for a way to control your minions. As a first step you can now launch Base Attacks from the map screen. When you have enough bases (6 currently) your first Base Attack Slot is unlocked, build more bases to unlock more. Your base attack charge rate is proportional to your base garrison levels: Garrison all your bases up to charge up your base attacks!

(Yes, control of individual dudes to make them follow you around and support you is planned)

Engine Upgrades:


As the AI is now plonking stuff all around the map the server had to be beefed up a little. One issue is that when something is loaded from disc (such as a chunk) the OS may block execution for ~10-16ms. So the game now preloads chunks when zones are developed and where the AI is building or where base attacks happen to prevent these prevent latency spikes.

When the AI builds a region it places lots over time. This means that the AI placing 150 road lots is effectively instant as opposed to a 200ms lag spike.

Finally the server also uses a lot less CPU when idle, so its better for hosting on machines with multiple games running

QoL Changes:


More icons for shops are finally available on the map:


More info on players or factions are available from the Player Info screen:


I've done a little work on polishing placing-lots-as-bases. You now see the radius of influence of the new base you are about to place and the red is removed from the map as is the "You must have a base to build things" message (as you can legally build a base anywhere).



What's planned for Part 2:


- Improved strategic AI (better picking of targets to invade)
- More peace options (demand money, reputation or force a tributary status)

Cheers,
Twigz

Changelog


VERSION: 1.1.0-Beta1 - 08/03/2018
===============
- [MAJOR BALANCE CHANGE] - All building costs reduced by 75% to match Turf Zero levels. All racketeering costs halved. Minimum racketeering costs for all buildings also halved
- This is so that you can build things a lot earlier. It also shifts the balance of the game more towards doing things vs passive income
- [MAJOR FEATURE] - AI Factions can now build roads and zone land!
- AI will construct new bases in vacant areas or unoccupied parts of the city
- If they have free land near thier bases then they may zone it
- The AI may make more bases if you have more bases than them or if you have more networth than them.
- [MAJOR FEATURE] - You can order Base Attacks! If you own 7 bases or more then you can order a Base Attack from the map screen.
- Your Base Attack Stockpile is increased by owning more bases
- You Base Attacks recharge over time. The rate is determined by how fortified your bases are. If they are at the max (all level 3) then it recharges at the highest rate.
- Yes these values are moddable. See /scripts/common/base_attack.lua
- This is so that you can fight back in big faction Turf Wars
- [Feature] - Dead AIs can respawn in a random bandit base. They will start with a couple of random buildings to racketeer.
- [Feature] - Map mods now work - maps put into the mods/ directory will now be detected by the game.
- Example: To convert a savegame to a map mod, copy a savegame (the directory + the .turf file) to mods/yourmodname/maps/
- [Feature] - Using the /tp command with no arguments teleports you to your current marker (waypoint on the map)
- [Feature] - More icons are on the map for different shop types (bank, marnina, hovercraft shop, helifield, car shop).
- [Misc] - Building a road, a road bridge or demolishing a lot will detonate any AI cars already on the lot.
- [Misc] - AI vehicles will not turn into 1 road lot stubs (for example - a T-Intersection with one of the branches only extending 1 lot). This was often causing traffic jams as the cars would turn into the stub then turn around back into the intersection, jamming it.
- [Misc] - AI factions will repair damaged bases over time
- [Misc] - The Map window is now larger if you are playing at a large resolution (such as 1080p)
- [Misc] - Diplomacy window is now larger, shows the Base Counts, Base Attack limits, Networth and Populations of each factions.
- [Misc] - Factions can only launch up to 3 simultaneous Base Attacks (down from 5)
- [Misc] - Hyperlink buttons now have a blue "open link" character
- [Misc] - If you start a game with more factions * bases_per_faction than bases spawned in the city then the game will generate additional bases near the city and distribute them to the factions.
- Example: If you start a game with 16 factions and 2 bases each and only 20 bases spawn in the city then 12 will be spawned around the city
- [Modding] - Exposed Lot::needsRepair (threshold) to lua. Will return true if the lot has damage exceeding threshold.
- [Modding] - Exposed LotContainer::repairLot (playerId, x, z, ignorePlayersCashBalance) to lua. Will return true if a successful repair has occurred
- [Modding] - Added COUNTS_AS_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to make parks or buildings count as "roads" for the purpose of determining if a lot is connected to roads or not.
- [Modding] - Added NO_REQUIRE_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to mark a lot as *not needing* to have road frontage to be populated
- [Bugfix] - Fixed dissapearing spawn flag on base repair
- [Bugfix] - Fixed roads at the ends of bridges usually becoming T intersections
- [Bugfix] - Fixed bridge ramps not getting insured
- [Misc] - Players logging into a server are now considered "afk" and will maintain Strat Pause.
- [Bugfix] - Afk Players cannot participate in seiges. This also fixes the capture-base-on-login exploit.
- [Misc] - Command line switches are now case-insensitive
- [Misc] - Zoned lots are dezoned and sold if the attached base to them is lost
- [Misc] - Your aggression does NOT decay while at war!
- [Misc] - Zones do not develop while at war!
- [Bugfix] - Road Access now requires that touching roads be on the ground (bridge spans no longer count as road connections).
- [Bugfix] - Placing a lot as a base when you have no bases is now permitted
- [Bugfix] - Fixed a pathfinding issue where mobs (Bandits/Base Attackers/CDF) would be drawn like flies to Steel doors/gates and get stuck
- [Bugfix] - TileEntities in chunks near BaseAttacks are now ALWAYS simulated (onTick is always called) - fixes spawners not spawning dudes if there are no players nearby but a base attack is present
- [Bugfix] - Fixed "--newGame ON" stopping the server from loading key files (such as playerlist.players) when a save game already exists. This fixes factions dissapearing
- [Misc] - TileEntity::onRegionLoad is now implemented - this is a function that is called on the first onTick call after a chunk is loaded. See /scripts/server/tileentities/mobspawner.lua for detailed implementation
- [Misc] - Placing a lot as a base now shows a preview of your new range of influence
- [Bugfix] - You can no longer increase garisions of bases while in debt
- [Performance] - SERVER: Lot Zones developing is now a lot faster (chunks at the place of the new lot are preloaded preventing occasional 10ms+ lag spike).

VERSION: 1.1.0-Beta2 - 09/03/2018
===============
- [Bugfix] - Fixes server crash when robbing a store
- [Bugfix] - Fixes AI pulling levers (and therefore locking up the Gun Store)
- [Bugfix] - Fixes AI not opening glass doors
- [Bugfix] - Fixes server crash due to aiPlayer_doTurn
- [Bugfix] - Get to Investing in Property mission now only spawns when your peak profit is under $250/hr
- [Bugfix] - Fixed burning barrels messing up explosions. Only the 5 nearest burning barrels will burn (down from 50) as this was causing explosions to dissapear
- [Misc] - Added a navigate to the missions screen objective to the "Press Tab" mission

Patch Notes: Version 1.0.28 - New Bandit Base + Car Shop + Waypoints + New Mouse Code + Less VRAM Usage + More

New Patch in the Default branch!

Full Dev Diary:


http://www.indiedb.com/games/voxel-turf/news/dev-diary-15-new-bandit-base-car-shop-waypoint-system-moar

New Mouse Code


The game now uses the system cursor which means that the UI will be more responsive/snappier. Also the mouselook code has been rewritten. Someone was still having snapping issues and they have reported that this fixes this.

Waypoint System


Waypoints and map markers now appear in the 3D world to help with navigation. You can choose which markers you want to see or disable in the Graphics Settings Menu. If you have multiple markers in the same lot then they will be merged.
In addition I've made new icons for Bases and Base Attack markers.



By default "Your Maker", "You Allies Markers" and "Next Mission Objective" are enabled. You can choose to enable "All Mission Objectives" and "Hostile Bases and Base Attacks (Turf Wars)"



New Content


I've made a new Big Bandit Base. This base has 3 levels (2 surface, 1 under ground). There is a short switching puzzle required to get to the loot room.




I've also made a Car Shop! This spawns cars that you can steal (that will trigger a silent alarm), and an NPC that you can buy cars from.

I've also converted "Red Burning Barrels" to be half spawners - this is so that you can place multiple spawn points in your own bandit bases! And Burning Barrels finally burn now!

Strategic Pausing


This is a feature that freezes time for the Economic Simulation and the Strategic AI (factions) when there are no players on a multiplayer server. This is so that when you set up a Turf Server and leave it on overnight its not overtaken by the AI.

The game will also Strat. Pause if all players online (and in singleplayer) AND are in the Game Menu (the menu that appears when you hit ESC) for over 1 minute. So if you need to AFK (to do video editing or something) the AI will not overrun the map, start wars, etc.



Engine Improvement


Geometry now uses up to 30% less VRAM. The effect is more prevalent the less developed a lot is (so a blank lot will be ~30% less VRAM, an apartment building may be ~10% less).

Misc Stuff


- The CDF Crime immunity range has been doubled for being near Bases, Bandit Bases and relevant Mission Objectives
- Infinite Bases in Build Mode (and this is moddable, so you can make this a perk or a bonus if you wish).
- You can now build roads with Streetlights from the build menu
- Added a borderless windowed option + a command line windowed option

Full Changelog


VERSION: 1.0.28
===============
- [Feature] - Added a new big Bandit Base! Has 3 levels (1 Secret Area)
- [Misc] - Blank maps now spawn 2 Big Bandit Bases (1 of each type). The "blank" map will also spawn additional big bandit bases, one for each 8 square km the map is (above 16 square km).
- [Misc] - Changed Red Burning Barrels to be "half-spawners". These spawn 2 bandits in bases that are lv 1 or 2, and 3 bandits otherwise. This does not effect any existing Red Burning Barrels. You can use these, for example, to create 1x1 bandit bases with two spawners.
- [Feature] - Map Waypoints can displayed in the world.
- You can set which waypoints you want to see in the Graphics Settings menu
- Waypoints fade away if you are in the same lot as the Waypoint.
- [Feature] - Added "Strategic Pausing". Strategic Pausing will pause the Economic Sim and pause the Strategic AI (factions). It will also stop the onHour stuff (such as aggression/reputation decay, etc).
- Strat. Pausing will be auto-engaged on servers with no players. This is so that when you leave an MP server running overnight it isn't overriden by the AI in the morning
- Strat. Pausing will engage in Single Player if you are in the game menu (the menu that comes up when you press ESC) for over 1 minute.
- Strat. Pausing will engage in Multi-Player if ALL players are in the game menu for over 1 minute
- The 1 minute timer is to prevent an exploit where you can "strat pause" on the hourly tick to skip the Economic Sim tick
- [Feature] - You can build Lit Roads now (Roads with Streetlights)
- [Feature] - Burning Barrels now actually Burn
- [Feature] - Respawn points are shown on the map with markers when you are respawning
- [Misc] - CDF Crime Immunity range increased from 1 lot to 2 near bases, bandit bases or mission objectives.
- [Misc] - Added a Health Vial selling clerk to Hospitals. They are located just in the front door
- [Feature] - Added a Caryard! The clerk there will sell you any of the civilian cars that are avaliable
- [Misc] - The Mechanic will spawn in the Caryard if there are no Mechanic's Garages
- [Misc] - Stealing cars from the Caryard will count as stolen vehicles for the purpose of the mechanic. Stealing car from the caryard where the mechanic spawns will piss her off and fail the mission
- [Modding] - Added a vehicle theft mission event (for situations where you are stealing from a vehicle stop). See scripts/common/vehicle_missions.lua for details
- [Modding] - Exposed the dragCoefficent member in turf.HovercraftEntityType and turf.BoatEntityType objects. Use these to set how drift-y these are
- [Modding] - Changed line 587 of city_generation.lua for Romlok's MultipliCity mod
- [Misc] - Clarified the Tooltip in the Ambulance missions, you only have to park on the lot, not nescessarily on the driveway.
- [Misc] - You now have an Infinite Base Limit in Build game mode
- [Modding] - Added an "infiniteBases" flag for player bonuses (see scripts/common/player_bonuses.lua)
- [Feature] - Added a "--windowed" command line option so you can force the game to start in windowed mode.
- [Feature] - Added a "--borderless" command line option so you can force the game to start in borderless-windowed mode.
- [Bugfix] - Fixed rare server CTD when bulldozing buildings
- [Bugfix] - Fixed an issue with the server and the client having different Base Limits.
- [Bugfix] - Fixed not being able to respawn on allied bases

Patch Notes: Version 1.0.26 - Boats and Hovercraft Pacth (Part 2) is Live

The boats patch is here and live in the default branch! I've added two buildings where you can get them: A marina and a hovercraft shop. Both of these are Commercial buildings that sell Vehicles, so they won't compete with existing buildings on your map.


The Marina, a spawn place for Boats


Hovercraft Shop, a spawn place for Hovercrafts

I've also added canals that can be built from the roads menu. These will have crash barriers automatically placed if adjacent to a road lot, otherwise they will have a simple concrete retaining wall. You can use these to make water paths to your bases (so you can boat into/out of your base), or perhaps to make an artificial river network. Its up to you!



Finally I've reduced the cost of bulldozing water and underground stuff.

VERSION: 1.0.26 - 21/12/2017
================
- [Feature] - Added a Marina building! This spawns boats, and has a NPC where you can buy them
- [Feature] - Added a Hovercraft shop! This spawns hovercrafts, and has a NPC where you can buy them. Stealing a hovercraft
- [Feature] - You can now build canals! Canals are Sea lots. When you build a canal concrete walls are automatically applied to the edges of the canal. If it is bordering a road lot then the kind of wall you see in RNG maps will appear
- [Modding] - Added a NOCANALBARRIER flag for LotPack items. If a canal is touching this lot then a concrete barrier will NOT be created. Useful for creating docks in lotpacks!
- [Misc] - Placed a Marina and a Hovercraft Shop in the tutorial
- [Misc] - Created a "Vehicles" business type. Marinas and Hovercraft Shops are vehicles stores
- [Misc] - Stealing Vehicles from Vehicles and Goods shops is now a crime (Vehicle Theft)
- [Misc] - Bulldoze costs reduced
- [Misc] - Water costs reduced by 90%
- [Misc] - Boats made a bit faster
- [Misc] - Hovercrafts have had their air resistance reduced, making them faster and drifty-er
- [Misc] - Hovercraft boost speed increased
- [Misc] - Hovercraft hitbox made a bit smaller
- [Misc] - Both Boats and Hovercrafts shift to/from forwards to backwards modes faster
- [Misc] - The Schemer's skin now has a neck


VERSION: 1.0.25 - 18/12/2017
================
- [Feature] - BOATS! Added a Boat that can be driven!
- [Feature] - HOVERCRAFTS! Added a Hovercraft vehicle that can also be driven! This also has a Boost and a Jump mechanic, so you can hover your way out of water onto land and climb some of the terrain in a hills area.
- Hold JUMP to jump in a hovercraft
- Hold SPRINT to boost
- Hovercrafts have a boost bar
- Hovercrafts will draw the two players inside of them! If you are holding a weapon it will show you wielding the item
- Hovercrafts SPAWN at sea bandit bases (assuming your map was created in 1.0.19 or later)! They appear in the section up the stairs.
- [Feature] - When a player, a bandit or an NPC is brandishing a loaded weapon they will hold it straight forward. When you/they are reloading, or they have no target, it is held at their side.
- [Feature] - Added a sprint bar
- [Misc] - Construction items can no longer be used while in a vehicle
- [Misc] - Default "go down" button for helicopters is now the crouch key (instead of the meta key)
- [Bugfix?] - "Async Geometry Upload" is now disabled by default as it is suspected that its causing stability issues on some machines
- [Modding] - Added getSprintKeyDown() and getCrouchKeyDown() methods for PlayerEntity
- [Bugfix] - Fixed water physics not applying rotations to buoyancy points, meaning that physics got weird for vehicles in water
- [Bugfix] - Fix for vehicles launching across the map in multiplayer
- [Bugfix] - Converting captured Bandit Bases to bases no longer costs an arm and a leg

Patch Notes: Version 1.0.25 (Experimental) - Boats and Hovercrafts!

New patch (in the experimental branch)! People have been asking for boats, so I've added them! I've also added hovercrafts, these can be used as an all-terrain vehicle.



Hovercrafts can HOVER, hold JUMP to hover. Use this to get up hills!
Hovercrafts can BOOST, hold SPRINT to boost.

I've also changed the stance for players/bandits holding weapons. If a weapon is loaded and a mob has a target (or is alerted) then they will draw their weapon. If they don't, or they are reloading then it is held at their side.

This patch is in the experimental branch as it adds a new software library and I want to make sure that there are no stability issues first. There is also only one spawn for a hovercraft and that is to steal it from a Sea Bandit Base (in a post 1.0.19 map!). You can buy boats and hovercrafts with 400k credits.


Above: The legal spawn point for Hovercrafts, in a Sea Bandit Base

VERSION: 1.0.25 - 18/12/2017
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- [Feature] - BOATS! Added a Boat that can be driven!
- [Feature] - HOVERCRAFTS! Added a Hovercraft vehicle that can also be driven! This also has a Boost and a Jump mechanic, so you can hover your way out of water onto land and climb some of the terrain in a hills area.
- Hold JUMP to jump in a hovercraft
- Hold SPRINT to boost
- Hovercrafts have a boost bar
- Hovercrafts will draw the two players inside of them! If you are holding a weapon it will show you wielding the item
- Hovercrafts SPAWN at sea bandit bases (assuming your map was created in 1.0.19 or later)! They appear in the section up the stairs.
- [Feature] - When a player, a bandit or an NPC is brandishing a loaded weapon they will hold it straight forward. When you/they are reloading, or they have no target, it is held at their side.
- [Feature] - Added a sprint bar
- [Misc] - Construction items can no longer be used while in a vehicle
- [Misc] - Default "go down" button for helicopters is now the crouch key (instead of the meta key)
- [Bugfix?] - "Async Geometery Upload" is now disabled by default as it is suspected that its causing stability issues on some machines
- [Modding] - Added getSprintKeyDown() and getCrouchKeyDown() methods for PlayerEntity
- [Bugfix] - Fixed water physics not applying rotations to buoyancy points, meaning that physics got weird for vehicles in water
- [Bugfix] - Fix for vehicles launching across the map in multiplayer
- [Bugfix] - Converting captured Bandit Bases to bases no longer costs an arm and a leg

Patch Notes: Version 1.0.23 - Improved Pathfinding, Headshots, Mechanism SFX

EDIT: Upgraded to patch 1.0.23, fixed an issue with chests, moved to Beta stream.

News for 1.0.22:
The big change for this patch is that foot AI's pathfinding has been improved, particularly the handling of stairs and doors. Mobs did have abnormally large hitboxes that caused them to get jammed in places, so their hitboxes have been slightly reduced to be the same size as the player's.

Because of the hitboxes reduction they have become slightly harder to kill. So I've added Headshot damage multipliers to all weapons. You can view the damage modifier by mouse-overing the weapon. For example, Assault Rifles will do 2.0x damage if you shoot your target in the head.

Also because the AI more aggressively opens doors I've added sound effects for doors, sliding doors and mechanisms so you can hear them coming!

For server admins and people with lots of lotpacks: A list of lotpacks installed on the server will be displayed when you connect to it. Also buildings that you have installed in LotPacks that are not present on the server will be greyed out

Finally I've added an option in the Graphics Settings Menu to disable Asynchronous Geometry Upload to your GPU, as a few people on Intel drivers were having trouble with it.

VERSION: 1.0.23 - 31/10/17
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- [Bugfix] - Fixed chests being bugged (deposits/withdrawals not being registered). The chest item duplication checker is also now disabled in singleplayer.

VERSION: 1.0.22 - 30/10/17
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- [Feature] - Implemented Headshot damage
+ Pistols do 1.5x Headshot damage
+ Assault Rifles do 2.0x Headshot damage.
+ Shotguns do no extra Headshot damage (1.0x)
+ SMGs do 1.15x Headshot damage
+ Rifles do 2.0x Headshot damage. To compensate, rifles damage is been reduced from (30->56) to (20->40)
- [Feature] - Added sound effects to most mechanisims. This is important as mobs will more aggressively beat down doors now
- [Misc] - Buildings that belong to LotPacks that are not avaliable on there server you are on are greyed out.
- [Misc] - Added an option to disable async (multithreaded) geometry upload as some machines were crashing randomly
- [Misc] - Added the linux_server_admin_scripts_and_instructions/ folder to the server build
- [Misc] - Foot CDF will now run and sprint after you.
- [Misc] - Mobs will jump over cars that are blocking thier paths. If they are jumping over cars and are under a roof they will crouch
- [Misc] - Pathfinding for Mobs improved. They can climb stairwells a lot better now. I've had CDF chase me to the rooftops of office buildings
- [Misc] - Foot CDF are more aggressive at busting into buidings. They will beat down wooden doors, open roller doors, etc to get to you now.
- [Misc] - Hitboxes for Mobs are now the same size as players. They were 33% wider making them get jammed in places
- [Misc] - The AI will now preferentially path though closed doors it can open rather than blowing up a wall
- [Bugfix] - Fixed walking sounds being present after death
- [Bugfix] - Fixed an issue causing the AI to abandon its target based on the time since last scan for targets instead of time since last target sighting
- [Bugfix] - Fixed multithreaded race condition with logging

Patch Notes: Version 1.0.21

Small bugfix patch, hopefully fixes some lighting and CTD issues with Shader off mode + freeze on exit. If you've been having these issues give this patch a shot.

I am working on teaching the AI to expand and build things, it'll be a little while before I release that update as that's the kind of thing that needs balance testing.

VERSION: 1.0.21 - 23/10/17
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- [Misc] - Improved server documentation. Added a "linux_server_admin_scripts_and_instructions" folder, with an example runvtserver.sh, solo.pl, script to install with SteamCMD and a readme.txt
- [Bugfix] - Fixed lighting not being updated on Shaders Off mode. Again.
- [Bugfix?] - Speculative bugfix for random crashes on Shader OFF mode - game more rigerously checks some multithreaded conditions
- [Bugfix] - Speculative bugfix for crash on exit
- [Bugfix] - Fixed window flicker on Shader OFF mode when lighting is recalculated
- [Bugfix] - Fixed placing buildings on the edge of your bases' zone of influence not coming under your control
- [Bugfix] - Fixed /annex server command
- [Bugfix] - Fixed AI not selling buildings that are outside of their bases after a peace deal. This calculation is only done when peace is signed.
- [Bugfix] - Fixed broken perk description strings
- [Bugfix] - Fixed broken X_NEAR special effect tooltip strings

Hotfix - Patch Notes Version 1.0.20

A little more polish for the game, but the main thing is a fix for the server crashing when a bandit base repairs and bandit bases not levelling up.

VERSION: 1.0.20 - 21/10/17
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- [Feature] - Added a NOSPAWN option to LotPack items to make them not spawn in RNG maps or in zoned lots. See lots/packs/vanilla.txt.
- [Misc] - Tweaked the block crumble algorithm slightly so that particles spawn at a decreasing rate as the particle container fills up. (This is to prevent it filling up after the first few blocks being destroyed)
- [Misc] - Replaced the suppressed shotgun sound effect
- [Misc] - 20 second connection threshold failsaves raised to 30 seconds
- [Bugfix] - Fixed the AI not racketeering lots when it has reputation but no money
- [Bugfix] - Fixed server crash when repairing a bandit base
- [Bugfix] - Fixed bandit bases not being promoted after release