Hey Prospectors! Here's another update for you - and it's a spoOoOoky one! As well as a whole bunch of brand new Blocks - including Space Junkers and Reticule Research - we're also ushering in Halloween with some scary new content. Chattering teeth, bat wings, wizard hats and more - read on for the full details!
Block Adjustments
- The Burning Status effect has been added to all existing Flamethrower Weapons.
- Removed the experimental Reticule Research Hellstream Conduit
- The following Blocks have graduated from R&D Labs to the main game:
- Reticule Research Advanced Keybinder
- Reticule Research Tech Movement Axis Controller
- Reticule Research Tech Rotation Controller
- Reticule Research Tech Throttle Controller
New Blocks
- Reticule Research Cornered Signal Junction
- Reticule Research Small Signal Junction
- Reticule Research Medium Signal Junction
- Reticule Research One Way Corner Wire
- Reticule Research Xylophone
- Reticule Research Percussion
- Space Junkers Hover Ring
- Space Junkers Left Wing
- Space Junkers Right Wing
- Space Junkers Central Wing
- Space Junkers Encased Propeller Wing
- Space Junkers Windspire Side -Propeller
- Space Junkers Windspire Nose Propeller
- Space Junkers Twin Gun Wing
- Space Junkers Tail Wing
- Space Junkers Rear Wing
- Space Junkers Small Balloon
- Space Junkers Large Balloon
- Space Junkers Balloon Controller
- Space Junkers Ballast
- Space Junkers Chained Sky Anchor
- Space Junkers V.A.T Booster
- Better Future Brake Controller
- Space Junkers Stream One Block
- Space Junkers Stream Two Block
- Space Junkers Stream Four Block
- Space Junkers Stream Short Corner Two Block
- Space Junkers Stream Long Corner Two Block
- Space Junkers Stream Corner Four Block
- Space Junkers Stream Internal Small Corner Block
- Space Junkers Stream Internal Medium Corner Block
- Space Junkers Stream Internal Long Corner Block
- Space Junkers Drifter Cab
- Chattering Teeth
- Left Bat Wing
- Right Bat Wing
- Wizard Hat
- Flying Broomstick
- Jack In the Box
Quality of Life Improvements
- More Space Junkers Techs have been added to the enemy population
- Tons of small fixes
Known Issues
- Space Junkers V.A.T Boosters behave unnaturally when driving forwards.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes
- Jack In the Box textures no longer appear at a lower resolution than other blocks in-game.
- Jack in the Box now has correct audio
- Jack In the Box block's spring no longer pokes through the top of the block unexpectedly
- Broomstick now has correct SFX
- Players are now able to cause damage in Deathmatch mode
Known Issues
- Space Junkers V.A.T Boosters behave unnaturally when driving forwards.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes
- Reticule Research Xylophone UI now has the correct notes listed
- The Space Junkers Encased Propeller Wing propeller now spins when active
- The Halloween Vampire Teeth now deals reduced damage, which is in line with what we intended.
- The centre of mass on the Space Junkers Right Wing is now centred
- Reticule Research Xylophone now has consistent block info
- Space Junkers Centre Wing inventory icon now matches the block model
- Reticule Research Logic Multiplexer, Latch and Toggle are now all networked correctly and maintain their states when loading saves.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Block Adjustments
- The Burning Status effect has been added to all existing Flamethrower Weapons.
- Removed the experimental Reticule Research Hellstream Conduit
- The following Blocks have graduated from R&D Labs to the main game:
- Reticule Research Advanced Keybinder
- Reticule Research Tech Movement Axis Controller
- Reticule Research Tech Rotation Controller
- Reticule Research Tech Throttle Controller
New Blocks
- Reticule Research Cornered Signal Junction
- Reticule Research Small Signal Junction
- Reticule Research Medium Signal Junction
- Reticule Research One Way Corner Wire
- Reticule Research Xylophone
- Reticule Research Percussion
- Space Junkers Hover Ring
- Space Junkers Left Wing
- Space Junkers Right Wing
- Space Junkers Central Wing
- Space Junkers Encased Propeller Wing
- Space Junkers Windspire Side -Propeller
- Space Junkers Windspire Nose Propeller
- Space Junkers Twin Gun Wing
- Space Junkers Tail Wing
- Space Junkers Rear Wing
- Space Junkers Small Balloon
- Space Junkers Large Balloon
- Space Junkers Balloon Controller
- Space Junkers Ballast
- Space Junkers Chained Sky Anchor
- Space Junkers V.A.T Booster
- Better Future Brake Controller
- Space Junkers Stream One Block
- Space Junkers Stream Two Block
- Space Junkers Stream Four Block
- Space Junkers Stream Short Corner Two Block
- Space Junkers Stream Long Corner Two Block
- Space Junkers Stream Corner Four Block
- Space Junkers Stream Internal Small Corner Block
- Space Junkers Stream Internal Medium Corner Block
- Space Junkers Stream Internal Long Corner Block
- Space Junkers Drifter Cab
- Chattering Teeth
- Left Bat Wing
- Right Bat Wing
- Wizard Hat
- Flying Broomstick
- Jack In the Box
Quality of Life Improvements
- More Space Junkers Techs have been added to the enemy population
- Tons of small fixes
Known Issues
- The Halloween Vampire teeth currently have a spooky but fun issue where the damage is much higher than we want them to be. Enjoy for now but expect the damage numbers to reduce in future.
- In this update we have started to make some large (but mainly hidden!) changes to the ways that multiplayer modes connect to each other, which will also allow you to connect with others on other PC games platforms. To do this, we will be using Epic Online Services (EOS), which will allow us to connect Steam players to other Steam players, and in the future also to Epic players if we make the decision to launch on that platform too. The first time you run the update, the EOS bootstrapper will need to install some updated libraries to allow the lobbies and player information to work properly, but this should only happen once.
- Steam Deck - Due to the changes weve made to multiplayer modes, some of the elements don't work with the native Steam Deck emulation: this means that the game will still launch/run, but multiplayer will not be able to be selected or used. A workaround for this is to launch the game running Steam Deck's Proton software in Experimental Mode. Multiplayer will then be available as normal. We will continue to work on this so that we can go back to standard Steam Deck software as soon as we are able to: thanks for your patience while we work on this!
We take a look at some of awesome Tech made by the TerraTech Community!
We're ranking the different types of accessories in TerraTech.
We take a look at some stuff and things.
We're taking another look at our Weapon Tierlists livestreams.
We're taking a look back at some of the awesome Community Core submissions we've had over recent streams.
We take a look at some of Rafs' awesome Mods!
We're taking a look back at one of our favourite Community Challenges, the Fortress Challenge!
Hey Prospectors, Matt here with a new update for you! You can now burn stuff with the new Reticule Research Hellstream Conduit. This experimental flamethrower is in R&D Labs for you to test out. There's a new Advanced Keybinder Block that allows you to bind any key to output a circuit signal. Making weapons grouping a reality! Conveyors have also had some neat quality of life updates. You can now see a preview before you place a conveyor down, they will visually connect to neighboring crafting inputs and outputs and the alternating conveyor now has circuits & systems control. There's loads more design tweaks and the odd bug fix so read on for the full details. Enjoy! [previewyoutube=jexOy5VcrDU;full][/previewyoutube]
Quality of Life Improvements
- Wheel colliders now count as part of the parent block. This helps the Circuits & Systems Proximity Sensor see them
- Conveyors:
- Now show a preview when being placed
- Visually connect to neighbour crafting in/outputs
- The Alternating Conveyor now has Circuits & Systems control (flags dictate output)
- Improved handling of mod loading on startup
- All Mods now load on start-up, instead of just the 50 most recent
- Tech Placement direction is now shown and can be rotated
- Added Space Junkers Techs to enemy population
- Circuits & Systems snapshot loading performance enhancements
Design Tweaks
- Space Junkers can now be unlocked in Co-op Campaign
- Updated blocks available in Sumo & Gauntlet
- Updated the SJ Scrapgun's falloff visual effects to better illustrate the range of the area it covers
Block Adjustments
- The Space Junkers Harpoon & Cog Jammer are now available in Co-op Game Modes
- The Reticule Research Ornithopter Wings now have sound and have different directional behaviour
- Reticule Research Basic Keybinder
- Reticule Research Modulo
- Reticule Research Toggle
- Reticule Research Latch
- Reticule Research Multiplexer
R&D
- New Block: Reticule Research Advanced Keybinder
- New feature: Experimental flamethrower, The Reticule Research Hellstream Conduit, that sets blocks on fire
- Added Scrap Piles to R&D crafting section
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fix
- Crash when placing conveyors
Come watch the Devs play TerraTech!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Quality of Life Improvements
- Wheel colliders now count as part of the parent block. This helps the Circuits & Systems Proximity Sensor see them
- Conveyors:
- Now show a preview when being placed
- Visually connect to neighbour crafting in/outputs
- The Alternating Conveyor now has Circuits & Systems control (flags dictate output)
- Improved handling of mod loading on startup
- All Mods now load on start-up, instead of just the 50 most recent
- Tech Placement direction is now shown and can be rotated
- Added Space Junkers Techs to enemy population
- Circuits & Systems snapshot loading performance enhancements
Design Tweaks
- Space Junkers can now be unlocked in Co-op Campaign
- Updated blocks available in Sumo & Gauntlet
- Updated the SJ Scrapgun's falloff visual effects to better illustrate the range of the area it covers
Block Adjustments
- The Space Junkers Harpoon & Cog Jammer are now available in Co-op Game Modes
- The Reticule Research Ornithopter Wings now have sound and have different directional behaviour
- Reticule Research Basic Keybinder
- Reticule Research Modulo
- Reticule Research Toggle
- Reticule Research Latch
- Reticule Research Multiplexer
R&D
- New Block: Reticule Research Advanced Keybinder
- New feature: Experimental flamethrower, The Reticule Research Hellstream Conduit, that sets blocks on fire
- Added Scrap Piles to R&D crafting section
We're taking a look at some of the New Stuff that's coming to TerraTech in the next Update!
We're taking a look at some of the New Stuff coming to TerraTech as well as taking a few Community-made Techs for a spin!
Come help Matt design the next Community Challenge - The TerraTech Olympics!
Hey Prospectors, Matt here coming at you with another fresh installment of Community Spotlight, a monthly post that takes a look at a specific TerraTech Creator from the Workshop. This month we're taking a look at some of Rafs' Mods. As one of the OG TerraTech Modders, focusing mostly on Skins, Blocks and even a whole Corporation Rafs is responsible for some of the most well-loved and well-used Mods on the Workshop. So let's take a look at some of them.
GreenTech
GreenTech
Probably their most well-known Mod, and for good reason, this WHOLE Corporation Mod uses functionality from other Mods, as well as Rafs' own Block Models and Skins to create GreenTech! There are over 300 Blocks in this Mod, covering all the different Block categories. https://steamcommunity.com/sharedfiles/filedetails/?id=2750627783
Rafs' Skins Megapack
Rafs' Skins Megapack
Containing 65 Skins for all Corporations, you're sure to find your next favourite Tech aesthetic with this Skins Pack https://steamcommunity.com/sharedfiles/filedetails/?id=2102625067
Rafs' Weapons Pack
Rafs' Weapons Pack
Rafs has also published a handful of Block Mod Packs which all feature unique and fun Block types for different Corporations. My personal favourite is the Weapons Pack. https://steamcommunity.com/sharedfiles/filedetails/?id=2751615466
Q&A with Rafs
We asked Rafs about their process for Modding TerraTech, what their inspiration is and what they've got planned next. Here is what they had to say: Q: What's your approach to Modding in TerraTech? What's your inspiration? A: My approach to Modding was a process that started without mods in mind. I constantly had ideas for TT blocks and cool stuff but had no means of doing it, eventually this got me so hyped that I made detailed suggestion threads at the old Forum, and even started learning 3D Modeling so I could provide concept art to those ideas (I wanted to get the devs hyped I guess lol). Eventually I had ideas for Skins and some community friends liked them and teached me how to mod skins; that's how I started. Then I thought of adding those 3D models I had already made into the game as block mods (at first, just basic blocks); that was the longest and hardest process but so rewarding. And it kept going all the way to GreenTech, always with the help of the community and older modders (which became friends that I still talk to this day!). Q: What's your advice for players starting out on their first TerraTech Mod? A: My inspiration is in many other games I played, Pokemon for example inspired some GreenTech weapons, while Anno 2070 Ecos' inspired the corp style! But the biggest inspiration will always be the game itself, and many blocks come from sessions of experiment with existing stuff. Q: Have you got any exciting new Mods planned for the future? A: For the main TerraTech game not at the moment, I am waiting TerraTech Worlds to leave early access so I can play the whole experience and maybe think of mods if I get the idea sparks, it has a lot of exciting new systems in it which are fertile grounds for experimenting :)
Come watch the Devs play TerraTech
TerraTech is 70% OFF as part of the Steam Summer Sale!
We're taking a look at some of the awesome Sci-fi Techs made by the TerraTech Community.
As part of our monthly Community Spotlight we're taking a look at some of KN's awesome Techs.
We're taking a look at some of the Mods on the Steam Workshop
We're taking a look at some Community-made Techs!
Welcome back to Community Spotlight - our monthly series where we take a look at a specific creator on the Steam Workshop. This month's installment we're putting the spotlight on user KN! With a range of awesome Techs and fancy Circuits & Systems Builds, KN's Workshop has got a lot of toys to play with.
RC Car Minigame
RC Car Minigame
Controlling a remote-controlled car using a joystick, you've got to navigate around obstacles, defeat enemies and destroy three conduits. https://steamcommunity.com/sharedfiles/filedetails/?id=3205753594
Autodriving Traincar
Using very clever Circuits & Systems setups connect multiple cars together to create a whole train! https://steamcommunity.com/sharedfiles/filedetails/?id=3228060682
Autoship
Another clever use of Circuits & Systems allows you to set the altitude of this awesome craft. https://steamcommunity.com/sharedfiles/filedetails/?id=3048995951
Q&A with KN
We asked KN about their process for building Techs, what their inspiration is and what they've got planned next. Here is what they had to say: Q: What's your approach to building Techs in TerraTech? What's your inspiration? A: My approach to building techs in TerraTech is to have function with form, a large tech that looks cool, and can do stuff is always the end goal. Q: What's your advice for players starting out on their first major build? A: The best piece of advice I could give is to plan out large techs to avoid running into build limit, a tech that uses 3 long sticks of blocks to measure build limit height, width and length can prove to be very useful. However, don't feel the need to always build big, a small or medium sized tech can be just as interesting, and functional as a large tech. Also don't feel like you need to meet the expectations of veteran builders, improve your techs at your own pace and have fun with it. Q: Have you got any exciting builds planned for the future? A: I plan on finishing my first modded tech, which uses the control blocks, I've seen a couple mechs up on the workshop and I'd like to try my hand at that. the current progress is about 50% done. A modular mobile base which uses the new fastener blocks to disassemble into a base, then re-assemble into an airship for transport to a new location, similar to the modular cargo ship i've built before. A new flagship for my fleet of spaceships, my current flagship is getting a bit old.
We're taking a look at some of the awesome Techs that the TerraTech Community has been making.
Hey Prospectors, Matt here with a new Update for you! Space Junkers have expanded their prospecting empire and bring with them loads more Blocks! As well as the new Blocks, Rusty has also got some new missions for you to complete. There are some new work-in-progress R&D Labs Blocks for you to test out, including Ornithopter wings! We've also swapped some Blocks over to Space Junkers as well as made a tonne of other design tweaks, quality of life improvements and bug fixes. Enjoy! [previewyoutube=1jlXumotlsU;full][/previewyoutube]
New Blocks:
- Space Junkers Scrapheap Juicer
- Space Junkers Angled Girder
- Space Junkers Jagged Girder
- Space Junkers T-Shaped Girder
- Space Junkers Debris Rover
- Space Junkers Small Bullbar Armour Plate
- Space Junkers Medium Bullbar Armour Plate
- Space Junkers Cornered Bullbar Armour Plate
- Space Junkers Large Bullbar Armour Plate
- Space Junkers Battlecry Cab Armour Plate
- Space Junkers Warcry Cab Armour Plate
- Space Junkers Battler Cab
- Space Junkers Fuel Tank
- Space Junkers Armoured Radar
- Space Junkers Rotating Anchor
- Space Junkers Bulkhead Light
- Space Junkers Turbo Booster
- Space Junkers Block Magnet
- Space Junkers Scraphead A.I Module
- Space Junker Sticky Bomb Mortar
- Space Junkers Hemispherical Roller
- Space Junkers Spiked Armour Plate
- Space Junkers Spiked Corner Armour Plate
- Space Junkers Spiked Girder
- Space Junkers Spiked Tusk
- Space Junkers Screw Track
- Space Junkers Block Deconstructor
- Space Junkers Anchored Scavenging SCU
- Space Junkers Component Break-aparter
- Reticule Research Tech Movement Axis Controller
- Reticule Research Tech Rotation Controller
- Reticule Research Tech Throttle Controller
- Reticule Research Logic Toggle
- Reticule Research Logic Latch
- Reticule Research Logic Multiplexer
- Reticule Research Left Ornithopter Wing
- Reticule Research Right Ornithopter Wing
New Missions
- Rusty's Junkyard Quiz #1
- Rusty's Junkyard Quiz #2
- Rusty's Junkyard Quiz #3
- Rusty's Junkyard Quiz #4
- Novice Junk Crafter I
- Novice Junk Scrapper I
- Advanced Junk Crafter I
- Advanced Junk Crafter II
- Advanced Junk Scrapper I
- Advanced Junk Scrapper II
- Expert Junk Crafter I
- Expert Junk Crafter II
- Expert Junk Scrapper I
- Expert Junk Scrapper II
- Non-unique missions to Space Junkers Progression, i.e. Gangland, Special Delivery etc...
Block Adjustments:
Note: We do not foresee these changes affecting any existing Snapshots that feature these Blocks.
- The GeoCorp Scrap Gun, GeoCorp Catapult and Reticule Research Electric Precision Ray have moved to Space Junkers. Therefore the following changes have been made to these Blocks: [table] [tr] [th]Old[/th] [th]New[/th] [/tr] [tr] [td]GeoCorp Scrap Gun[/td] [td]Space Junkers Scrap Gun[/td] [/tr] [tr] [td]GeoCorp Catapult[/td] [td]Space Junkers Blast Barrell Bomber[/td] [/tr] [tr] [td]Reticule Research Electric Precision Ray[/td] [td]Space Junkers Precision Laser[/td] [/tr] [/table]
- The Reticule Research Signal Receiver has had its antenna removed:
[table]
[tr]
[th]Old[/th]
[th]New[/th]
[/tr]
[tr]
[td]Size: 1x2x1
[/td] [td]Size 1x1x1
[/td] [/tr] [/table]
Design Tweaks
- Updated Space Junkers Junkyard Spinner crafting recipe to use the correct Better Future Wheels to match its model
- Updated Rusty Cab crafting recipe
- Rebalanced GeoCorp Repair Bubble, so it doesn't eat away as much power as before
- Updated the Grade and Rarity of the majority of initial Space Junkers blocks from last update
- Space Junkers One Block, Space Junkers Two Block & Space Junkers Four Block received a buff in HP
- Space Junkers Geode Rumbler, Space Junkers Junkyard Rainmaker & Space Junkers Rustic Cannon received a buff in HP & DPS
- Rebalanced Space Junkers Rubble Runner to give it more grip when driving
Quality of Life Improvements
- Large Blocks now more gracefully enter SCUs
- SpawnBlock Command autocomplete now includes modded block names
- SpawnTech Command from snapshots
- Added Space Junkers Steam Workshop tag
- Circuits & Systems Debug. Use 'Circuits.EnableDebugger' in the Command Input to open the Circuits & Systems Debug panel.
Bug Fixes
- Fixed an issue that caused the Command Input to sometimes cause Block interaction to become unavailable
- Fixed team lookup on Circuits & Systems Sensor Blocks to account for Multiplayer teams not being the default Single Player team
- Fixed an issue with the mission 'Scrapping the Surface' where the highlighted area disappears when a player leaves the area and comes back
- Fixed an issue where multiplayer lobby lists show sessions on other game versions
- Fixed an issue with the cost of Space Junkers Blocks which led to harder enemies being spawned
- Fixes to the APs of the Space Junkers Rustic Cannon, Space Junkers Chainslicer, Space Junkers Patchwork Pyroblaster & Space Junkers Sticky Bomb Mortar to be compatible with Circuits & Systems
We're ranking all the S Tier weapons from each Corp against each other!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Updated SJ Cannon, Chainsaw, Flamethrower & Mortar have had their APs updated to work with C&S
- Slight update to strafing speed for screw-tracks
- Prevent game from crashing when detaching a C&S active fastener
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Updated RR ornithopter wings localisation file references to match new block type.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Corrected the default internal orientation of the Ornithopter wings to fix issues with use
- Removed the extra cab block from SJ Grade 1 quiz missions, as it was causing irregularities by awarding players XP after defeating a spawned enemy.
- Updated SJ Screw tracks to fix the input delay when strafing
- Fixed and set SJ Grade 3 missions to have their own unique names
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Updated Rusty's Junkyard Quiz #4 - Question 3 to reference the correct pricing
- Space Junkers Battlecry Cab Armour Plate description now has the correct cab name
- Fixed an issue with the mission 'Scrapping the Surface' where the highlighted area disappears when a player leaves the area and comes back
- Fixed an issue where multiplayer lobby lists show sessions on other game versions
- Fixed an issue with Space Junkers Radar sound effect location doesn't update
- Fixed an issue that caused Space Junkers Blocks to appear in other Corporation's Loot Drops
- Fixed an issue with the cost of Space Junkers Blocks which led to harder enemies being spawned
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Space Junkers Scrapheap Juicer
- Space Junkers Angled Girder
- Space Junkers Jagged Girder
- Space Junkers T-Shaped Girder
- Space Junkers Debris Rover
- Space Junkers Small Bullbar Armour Plate
- Space Junkers Medium Bullbar Armour Plate
- Space Junkers Cornered Bullbar Armour Plate
- Space Junkers Large Bullbar Armour Plate
- Space Junkers Battlecry Cab Armour Plate
- Space Junkers Warcry Cab Armour Plate
- Space Junkers Blast Barrel Bomber
- Space Junkers Battler Cab
- Space Junkers Fuel Tank
- Space Junkers Armoured Radar
- Space Junkers Rotating Anchor
- Space Junkers Bulkhead Light
- Space Junkers Turbo Booster
- Space Junkers Block Magnet
- Space Junkers Scraphead A.I Module
- Space Junker Sticky Bomb Mortar
- Space Junkers Hemispherical Roller
- Space Junkers Precision Laser
- Space Junkers Scrap Gun
- Space Junkers Spiked Armour Plate
- Space Junkers Spiked Corner Armour Plate
- Space Junkers Spiked Girder
- Space Junkers Spiked Tusk
- Space Junkers Screw Track
- Space Junkers Block Deconstructor
- Space Junkers Anchored Scavenging SCU
- Space Junkers Component Break-aparter
- Reticule Research Tech Movement Axis Controller
- Reticule Research Tech Rotation Controller
- Reticule Research Tech Throttle Controller
- Reticule Research Logic Toggle
- Reticule Research Logic Latch
- Reticule Research Logic Multiplexer
- Reticule Research Left Ornithopter Wing
- Reticule Research Right Ornithopter Wing
New Missions
- Rusty's Junkyard Quiz #1
- Rusty's Junkyard Quiz #2
- Rusty's Junkyard Quiz #3
- Rusty's Junkyard Quiz #4
- Novice Junk Crafter I
- Novice Junk Scrapper I
- Advanced Junk Crafter I
- Advanced Junk Crafter II
- Advanced Junk Scrapper I
- Advanced Junk Scrapper II
- Expert Junk Crafter I
- Expert Junk Crafter II
- Expert Junk Scrapper I
- Expert Junk Scrapper II
- Non-unique missions to Space Junkers Progression, i.e. Gangland, Special Delivery etc...
Block Adjustments:
Note: We do not foresee these changes affecting any existing Snapshots that features these Blocks.
- The GeoCorp Scrap Gun, GeoCorp Catapult and Reticule Research Electric Precision Ray have moved to Space Junkers. Therefore the following changes have been made to these Blocks: [table] [tr] [th]Old[/th] [th]New[/th] [/tr] [tr] [td]GeoCorp Scrap Gun[/td] [td]Space Junkers Scrap Gun[/td] [/tr] [tr] [td]GeoCorp Catapult[/td] [td]Space Junkers Blast Barrell Bomber[/td] [/tr] [tr] [td]Reticule Research Electric Precision Ray[/td] [td]Space Junkers Precision Laser[/td] [/tr] [/table]
- The Reticule Research Signal Receiver has had its antennae removed:
[table]
[tr]
[th]Old[/th]
[th]New[/th]
[/tr]
[tr]
[td]Size: 2x1x1
[/td] [td]Size 1x1x1
[/td] [/tr] [/table]
Design Tweaks
- Updated Space Junkers Junkyard Spinner crafting recipe to use the correct Better Future Wheels to match its model
- Updated Rusty Cab crafting recipe
- Rebalanced GeoCorp Repair Bubble, so it doesn't eat away as much power as before
- Updated the Grade and Rarity of the majority of initial Space Junkers blocks from last update
- Space Junkers One Block, Space Junkers Two Block & Space Junkers Four Block received a buff in HP
- Space Junkers Geode Rumbler, Space Junkers Junkyard Rainmaker & Space Junkers Rustic Cannon received a buff in HP & DPS
- Rebalanced Space Junkers Rubble Runner to give it more grip when driving
Quality of Life Improvements
- Large Blocks now more gracefully enter SCUs
- SpawnBlock Command autocomplete now includes modded block names
- SpawnTech Command from snapshots
- Added Space Junkers Steam Workshop tag
- Circuits & Systems Debug. Use 'Circuits.EnableDebugger' in the Command Input to open the Circuits & Systems Debug panel.
Bug Fixes
- Fixed an issue that caused the Command Input to sometimes cause Block interaction to become unavailable
- Fixed team lookup on Circuits & Systems Sensor Blocks to account for Multiplayer teams not being the default Single Player team
We're ranking all the Space Junkers Weapons!
Hey Prospectors, We asked you to ask us some questions. Which you did! So thanks to everyone who submitted one. Here are our answers to the most popular questions: Q: Are there any plans to go more in depth on the in game lore of our existing corps? It's always fun to see the history of things. A: Originally we tried to stay away from adding too much lore or backstory to TerraTech. Mainly for the fact its a Sandbox game and we want to keep it open to interpretation by the player. However, as weve added more Corporations with new Missions and content its opened the game up a lot more for this sort of thing. So weve got stuff planned for the New Corporation thats mentioned in the Roadmap but its very early days to show exactly what that will look like. But suffice it to say that yes, wed like to add more lore and history to the game. Q: What will the new corporation be used for? And what will it be called? A: Its still very early days in the development process of the New Corporation so we dont have that much info to share at the moment. We aim to bring the Community into the loop as soon as possible in the development process so we can work together on what they will bring to TerraTech. Q: are there any plans to polish the game (fix ankers, fix, wheels, fix suspension, stronger enemies,....)? right now u basicly have to use hovercrafts to move around. and can we pleace have some ingame stats for the current tech we use or for the blocks (dps, speed, weight,...) A: Weve got plenty of Quality of Life Improvements planned for future updates. These will include new features, Block balancing, and bug fixing amongst others. So if you have specific things youd like to see head over to our Discord Server and drop your ideas there so we can gather them and hopefully address them in a future update. Q: can we expect flying blocks for space junkers or perhaps RR? A: Yes! From a design perspective, there are a lot of fun things we can do with new Blocks for these corporations. Im sure there are some whacky forms of rotors or propellers that would fit perfectly with these Corps. A Leonardo Da Vinci aerial screw for Reticule Research maybe? Q: Any plans of some sort of challenge mode or gameplay modifiers for new saved games? A: Personally, and this is just me speaking, Id love to see a Hardcore game mode. With permadeath, harder enemies, fewer OP Blocks, etc. That would be super fun and add some replayability. Q: are you planning on adding more robust and less assembly-intense ways of making moveable parts on techs, like a hinge part? Perhaps with the release of Legion? A: Hinges, pistons, and hitches are inherently very difficult to implement in TerraTech. Just from the way the build systems works, there just isnt an easy way to do it. We know that this is something players want, and honestly, I think would be very fun, however, we need to weigh up the work that would go into it against the benefits it would bring. We will never say that something is impossible to do in TerraTech but I feel this is veering towards that end of the spectrum. So there you have it! Thanks again to everyone who submitted a question. Wwe'll probably do more of these in the future so If your questions wasn't answered you definitely get another chance.
Welcome to the first in a new series of Community Spotlight posts where we take a look at a different TerraTech Creator each month. We're kicking things off with Somnolence (they go by sleepyheadz22 on Steam).
Snake
Snake
Take a trip down nostalgia lane and play the iconic Snake Game in TerraTech! https://steamcommunity.com/sharedfiles/filedetails/?id=3045854511
Rubik's Cube
A fully functioning Rubik's Cube for you to solve! https://steamcommunity.com/sharedfiles/filedetails/?id=3145480974
PONG
It's PONG! In TerraTech! Next step DOOM!? https://steamcommunity.com/sharedfiles/filedetails/?id=3218476906
Q&A with Somnolence
We asked Somnolence some questions about their experience with Circuits & Systems. Here's what they said: Q: Where did you get your inspiration to make these Circuits & Systems Techs? A: I simply set a goal and take a swing. There's a great satisfaction in both accomplishing large goals and discovering something along the way. Q: They're obviously very complicated to make so what advice would you give to any Circuits & Systems beginners? A: Make your own repertoire of individual simpler circuits first, even if they aren't the best possible; a tflipflop, memory/latch, something that splits a 2 digit number into the 1s and 10s, for example, will all grant you a much better understanding of the blocks than diving in head first. It also teaches the very important concepts of abstraction and decomposition - You can always break down a large problem into smaller ones, build individual circuits, and join them together, and you don't need to keep track of how each circuit will work exactly, just what it does. The nokia snake game's direction, movement, score, score display, apples and collision are all simply separate systems woven together. One of them's not even mine. Also there's no shame in failure. The only path to knowledge is learning. Q: Have you got any plans to build more Circuits & Systems toys, if so what are they? A: Taking a break from large TT creations and all the lag they bring to focus on programming real world things - including a raycaster engine, which might elude to a potential TT project in the distant future
Watch them in Action!
Matt attempted to play around with these in our weekly Dev Livestream. You can check it out here: [previewyoutube=JQ95Ft5Nhpo;full][/previewyoutube]
We're shining a spotlight on Somnelence's awesome Circuits & Systems toys in today's stream!
We're taking a look at some of the awesome Techs that have been built by the TerraTech Community
Hey Prospectors, After we announced the 2024 TerraTech Development Roadmap I'm sure you've got some burning questions you want answered and this is your chance! We'll be hosting a Q&A on Steam next week and we need some questions to answer. So drop your question(s) in the comments of this post, We'll then compile the most popular ones and get some answers from the TerraTech Devs which will then be posted on Steam!
Hey Prospectors,
It's been a while since our last Roadmap and a lot has happened to TerraTech in that time. The highlights being: Space Junkers, Reticule Research, Circuits & Systems, and Co-op Crafting, to name but a few.
So without further ado, here is the Development Roadmap for TerraTech:
Thanks for sticking with us and here's to the future of this awesome Tech-building Sandbox game!
We're taking a look at some of the new Space Junkers Blocks AND THEN showcasing some of the awesome Techs that the TerraTech Community have been building.
We're taking a look at some of the awesome Techs that have been built by the TerraTech Community.
We're ranking all the Reticule Research Weapons!
We're ranking all the Better Future Weapons!
It's time to tell us exactly what you think of TerraTech! The 2024 TerraTech Player Survey is now OPEN! This is your opportunity to let us know what you think of all the new content that has gone into TerraTech in the last 12 months. So make it count! https://forms.gle/uBQy2Y5NaBFuNhwQ6
We're ranking all the Hawkeye Weapons on this week's Dev Livestream.
We take a look at some of the New Stuff that's come to TerraTech.
Hey Prospectors, It's [strike]HUBL[/strike] Matt here from Payload Studios with a very exciting update for you! Thanks to all the hard work from the TerraTech Community, and HUBL of course, Space Junkers have been able to find their way to TerraTech! They bring with them a whole host of new Blocks and Missions. [previewyoutube=BqwPFrfofBo;full][/previewyoutube]
New Corporation:
- Space Junkers
- Space Junkers One Block
- Space Junkers Two Block
- Space Junkers Four Block
- Space Junkers Junkyard Spinner
- Space Junkers Rubble Runner
- Space Junkers Fixed Anchor
- Space Junkers Fusion Fabricator
- Space Junkers Scrapper
- Space Junkers Rustic Cannon
- Space Junkers Patchwork Pyroblaster
- Space Junkers Chainslicer
- Space Junkers Scavenger's Harpoon
- Space Junkers Junkyard Rainmaker
- Space Junkers Geode Rumbler
- Space Junkers Cog Jammer
- Space Junkers Rugged Seeker Cab
- Space Junkers Rusty Cab
- Quiz 'n' License Grab
- Bashing 'n' Mashing Blocks
- Scrapping the Surface
- Pure Rust
New Blocks:
New Missions:
Alternative Space Junkers Skin:
Localisation update:
Translations have been updated for our Polish and Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Fizolof
- yukke
We're ranking all the Venture weapons on this week's Dev Livestream.
We're ranking all the GeoCorp and Venture weapons on this week's stream.
It's official - the next corporation coming to TerraTech is Space Junkers! [previewyoutube=j7SXHTqVUWc;full][/previewyoutube]
We're ranking each GSO Weapon to see what the TerraTech Community thinks are the best, and worst!
We take a look at MORE awesome Techs that have been submitted by the TerraTech Community.
We take a look at some of the awesome Techs that the TerraTech Community have been making.
We take a look at some of the awesome submissions to the TerraTech World Community Challenge.
Hey Prospectors, We've got a new Update for you! Update 1.5.4 includes a much-requested new Snapshot Folder system as well as some new Graphics Options. [previewyoutube=F8ZPI6B2CaI;full][/previewyoutube]
New Feature:
- Snapshot Folders
Quality of Life Changes:
- Added Vsync and Max Framerate settings to Graphics Options
- Allow TimeOfDay commands to be used in Co-op
- Added Map.RevealArea and Map.Sync Commands to sync map data in Co-op
Mod Support:
- Rebuild cached recipes after loading mods to include any new recipes for modded blocks
- Refresh available Commands after loading mods to include any mod Commands
Miscellaneous:
- Removed Twitter
Bug Fixes:
- Fixed an issue where the "Invert Reverse Steering" wouldn't save
- Fixed an issue that allowed players to snapshot and delete each other's Techs in Multiplayer Creative if they are in the Tech Manager when the remote player swaps snapshots
Localisation update:
Translations have been updated for our Japanese and Polish friends. Many thanks to the TT Translator team, in particular recent translations from:
- yukke
- Fizolof
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue where the "Invert Reverse Steering" wouldn't save
- Fixed an issue that allowed players to snapshot and delete each other's Techs in Multiplayer Creative if they are in the Tech Manager when the remote player swaps snapshots
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Feature:
- Snapshot Folders
Quality of Life Changes:
- Added Vsync and Max Framerate settings to Graphics Options
- Allow TimeOfDay commands to be used in Co-op
- Added Map.RevealArea and Map.Sync Commands to sync map data in Co-op
Mod Support:
- Rebuild cached recipes after loading mods to include any new recipes for modded blocks
- Refresh available Commands after loading mods to include any mod Commands
Miscellaneous:
- Removed Twitter
Welcome... to TerraTech World - the BIGGEST and BEST theme park in TerraTech! But I need your help. I've only got a sign at the moment and a good Theme Park needs attractions. So that's where you come in. We challenge you to build rides, roller-coasters, spinney things, etc, to go into TerraTech World (not to be confused with TerraTech Worlds. The upcoming sequel to TerraTech). This challenge is being hosted on our Discord Server so if you'd like to enter head over to the #official-challenged channel for more details and to submit your entry: https://discord.gg/bSZ4s4H5
TerraTech has been released for 8 years now! WOW! In that time we've been through a lot together. Highlights include adding TWO new Corporations, Co-op Crafting, Circuits & Systems, and all the new Blocks and Features (both intended and unintended. I'm looking at you hover-bug!). We really couldn't have done it without our awesome Community (that's you by the way). TerraTech wouldn't be the game it is today without the dedicated players who offer ideas and suggestions on how we continue to support this funny little block-building game we've made. So it would mean the world to us if you could nominate TerraTech for the Labor of Love category at the upcoming Steam Awards. If you chose not to that's totally fine! There are plenty of other awesome games in this category that equally deserve the praise. Thanks!
Hey Prospectors, We had a little issue so we have a hotfix update for you. In the last update, we added some code for the fastener block that changed the way large Tech Snapshots get loaded (and broken the edges off of them) so we have corrected this.
Bug Fix:
- Fixed a snapshot loading issue.
We take a look at some of the AWESOME Techs that the TerraTech Community have been building.
Hey Prospectors, It's Matt here with a new update for you! Connect two Techs together with the new Fastener Block! Sense more things with two new Circuits & Systems sensors. There are also some balance adjustments to shield projectors as well as a plethora of Quality of Life changes and Bug Fixes. Full details are below. [previewyoutube=P3WKo8unhNM;full][/previewyoutube]
New Block:
- Reticule Research Damage Sensor
New Blocks (R&D Labs Only):
- Reticule Research Fastener Core
- Reticule Research Fastener Link
- Reticule Research Proximity Sensor
Quality of Life Changes:
- Adjustment thrusters now count towards thrust instead of boost
- Force vectors now hide when the force is canceled out
- Stop Blocks from being grabbable during undo animation
- Improved how deployed anchors behave during Undo operations
- You can now place Anchors again when intersecting with loose resources and blocks for a more natural placement experience
- Enabled C&S integration on RR missile pod
- In Multiplayer, we have disabled Clients from enabling cheats. Only the Host is allowed that option now
Block Adjustments:
- Changed GeoCorp and Hawkeye Landing Skids to a smooth tire track type
- Better Future Flat Shield
- Better Future Long Flat Shield
- Better Future Edge Shield
- Better Future Corner Shield
- Reticule Research Small Phalanx Shield
- Reticule Research Small Edge Phalanx Shield
- Reticule Research Small Tapered Edge Phalanx Shield
- Reticule Research Small Tapered Phalanx Shield
- Reticule Research Corner Phalanx Shield
- Reticule Research Long Phalanx Shield
- Reticule Research Long Tapered Phalanx Shield
- Reticule Research Large Phalanx Shield
- Reticule Research Large Tapered Phalanx Shield
Bug Fixes:
- Fixed a bug where Landing Gear would prevent anchoring indefinitely
- Fixed Geocorp Resource Radar centre of mass
Localisation update:
Translations have been updated for our Japanese, German and Polish friends. Many thanks to the TT Translator team, in particular recent translations from:
- yukke
- ThePure2HD
- Fizolof
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue with the ad banner that was causing the game to crash.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed some issues that were causing crashes.
We take a look at some of the AWESOME Techs that the TerraTech Community have been building.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Block:
- Reticule Research Damage Sensor
New Blocks (R&D Labs Only):
- Reticule Research Fastener Core
- Reticule Research Fastener Link
- Reticule Research Proximity Sensor
Quality of Life Changes:
- Adjustment thrusters now count towards thrust instead of boost
- Force vectors now hide when the force is canceled out
- Stop Blocks from being grabbable during undo animation
- Improved how deployed anchors behave during Undo operations
- You can now place Anchors again when intersecting with loose resources and blocks for a more natural placement experience
- Enabled C&S integration on RR missile pod
- In Multiplayer, we have disabled Clients from enabling cheats. Only the Host is allowed that option now
Block Adjustments:
- Changed GeoCorp and Hawkeye Landing Skids to a smooth tire track type
- Better Future Flat Shield
- Better Future Long Flat Shield
- Better Future Edge Shield
- Better Future Corner Shield
- Reticule Research Small Phalanx Shield
- Reticule Research Small Edge Phalanx Shield
- Reticule Research Small Tapered Edge Phalanx Shield
- Reticule Research Small Tapered Phalanx Shield
- Reticule Research Corner Phalanx Shield
- Reticule Research Long Phalanx Shield
- Reticule Research Long Tapered Phalanx Shield
- Reticule Research Large Phalanx Shield
- Reticule Research Large Tapered Phalanx Shield
Bug Fixes:
- Fixed a bug where Landing Gear would prevent anchoring indefinitely
- Fixed Geocorp Resource Radar centre of mass
We take a look at some of the new Blocks that are coming to TerraTech in Update 1.5.3.
The Mac hotfix has now gone live - Mac users can now update TerraTech to the latest version.
TerraTech is currently 70% off until the 27th of October - plus all the DLC is at least 20% off. If there's something you've been holding out on or if you've got a friend who you think would love TerraTech now is the time to jump in!
Hey Prospectors, As promised, albeit slightly later than planned, here is Update 1.5.2! There are plenty of awesome new Quality of Life Improvements, including Force Gizmos so you can fine-tune your Techs, a player Death Marker so you can find your dropped Blocks, as well as loads of features to help make your prospecting more prosperous. We've also added the GeoCorp Mining missions to Co-op Creative too. And made some well-needed adjustments to some Blocks. [previewyoutube=VGK5jvrgSgA;full][/previewyoutube]
Quality of Life Improvements:
- Added Force Gizmos when in Build Beam. Centre of Mass, Centre of Thrust, Centre of Boost and Centre of Lift can now be toggled in the Gameplay Menu
- Added Command Inputs. Type backquote ( `) twice to bring up the UI. Type "help" for a list of available Commands in that mode
- Added a Player Death Marker
- Tech will now load if there are blocks missing from the Snapshot
- We've updated "Automatic Best" block rotation to favour C&S connections where applicable
- We've removed Attach Points behind the camera to improve building on internal spaces
- You can now Ban players in Co-op Modes
- Skip Powerup & Player Indestructible options available in R&D
- Undo Send to SCU when Techs are far away
- Performance optimisation to C&S internals
- Updated Co-op chatbox with various Quality of Life (more history, chat while building, better team/global controls)
- Improved photo mode. Now hotkeyed to F3 and now also allows you to move the camera while paused. Just hit P while in Photo Mode to pause the acion.
- In Co-op, a player's tech is unloaded from the world when they disconnect. Rejoining the server will restore their Tech
Bug Fixes:
- The Gravity Magnifier now consumes energy instead of generating it
- Fixed Circuits & Systems wire emissive colours showing
- Fixed a number of UI alignment and text overrun issues
- Fixed issue where Game Saves did not show
- Fixed tech orientation on the radar when rotating the cab on a Tech
Block Adjustments:
- Updates to Reticule Research Keybinder Description
- Updates to Reticule Research Signal Extender Description
- Reticule Research Black Wire's name changed to Reticule Research Universal Wire
- Reduced the strength of the Better Future Gravity Magnifier
New Co-op Missions:
- Carbite Harvester
- Oleite Harvester
- Rodite Harvester
- Celestite Harvester
- Ignite Harvester
- Erudite Harvester
- Master Harvester III
- Master Harvester IV
Known Issues:
- When loading a tech with missing blocks in Co-op Campaign, the tech spawns with all blocks present, even when some were missing from the inventory
- Trading stations are currently broken for clients in Co-op modes
Localisation update:
Translations have been updated for our Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- yukke
- Karen Yun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue that caused some anchorable Blocks to not anchor
- Fixed an issue that prevented GeoCorp Landing Gear from appearing in reward crates
- The Hawkeye license mission can no longer be cancelled
We take a look at some of the awesome Techs that have been made by the TerraTech Community.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Co-op Missions:
- Carbite Harvester
- Oleite Harvester
- Rodite Harvester
- Celestite Harvester
- Ignite Harvester
- Erudite Harvester
- Master Harvester III
- Master Harvester IV
Block Adjustments:
- Reduced the strength of the Better Future Gravity Magnifier
- Reduced the power drain of the Better Future Anti-grav engines
Bug Fixes:
Note: These bugs were only present in the last TT_Unstable Version 1.5.1.2 only. They are NOT in the latest Stable Update Version 1.5.1.
- Fixed an issue in Co-op Campaign that caused Blocks to go missing when a host loads a Game Save.
- Fixed an issue with GeoCorp Mining missions not appearing in Co-op Campaign.
We take a look at some of the awesome Techs that the TerraTech Community has been building.
We take a look at some of the awesome Techs that have been made by the TerraTech Community.
Hey Prospectors, Matt here with some not-so-good news for you Im afraid. Unfortunately, were going to have to delay Update 1.5.2, aka The Community Update, for TerraTech. The reason is a bit long and tedious but the TL;DR is that due to a major bug creeping its way into the last TT_Unstable version were going to bundle the content that was going into 1.5.2 into what would have been Update 1.5.3. This effectively means that rather than having two awesome updates there will be one super awesome update, just a bit later than you may have been expecting. Well have more info on when the update will be released in the near future but in the meantime, if youd like to play around with the content that would have gone into this release you can have a look at the latest TT_Unstable Version. Details on how you can access the TT_Unstable version can be found here: https://www.youtube.com/watch?v=r_ce_yPOflo NOTE: The bug occurs if the host of a Co-op Campaign game saves and restarts a server. When loading that save there will be lost Blocks and Techs. So if you do want to play around with the new content maybe stay away from the Co-op Campaign for now, otherwise, you may lose Blocks and/or Techs. You can always revert back to the latest Stable Release, Update 1.5.1, to continue your Co-op Campaign. So just to recap, here is the list of content that is now going into Update 1.5.2 (just a bit later than we planned):
- Force Gizmos
- Command Inputs
- Player Death Marker
- Tech will now load if there are blocks missing from the Snapshot
- Improved C&S Block placements/rotation
- Removed Attach Points behind the camera
- Ban players in Co-op Modes
- Skip Powerup & Player Indestructible options available in R&D
- Undo Send to SCU when Techs are far away
- Performance optimisation to C&S internals
- Updated Co-op chatbox
- Improved photo mode
- In Co-op, a players tech is unloaded from the world when they disconnect. Rejoining the server will restore their Tech
- Co-op Missions including:
- Crafty Mike Missions
- Big Yellow Mining Missions
- C&S Missions 1&2
We'll be giving you your first look at TerraTech Worlds gameplay LIVE on our Twitch channel this Friday!
Just visit twitch.tv/terratechworlds at 1PM BST on Friday 8 September or visit this Steam page and you'll get to watch ten minutes of TerraTech Worlds gameplay - plus, ask us any questions you have about the game!
We'll see you there...
We continue our quest to unlock ALL the Steam Achievements in TerraTech. [previewyoutube=_H2TOMsY9qk;full][/previewyoutube]
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed missing geometry on Circuits & Systems delay block
- Fixed issue with the Circuits & Systems Value Compare block not turning the light off when inputs are removed
Design Tweaks:
- Reduced the strength of the BF gravity Magnifier
Known Issues:
- When loading a tech with missing blocks in Co-op Campaign, the tech spawns with all blocks present, even when some were missing from the inventory
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed a crash and a hang
Known Issues:
- When loading a tech with missing blocks in Co-op Campaign, the tech spawns with all blocks present, even when some were missing from the inventory
- Trading stations are currently broken for clients in Co-op modes
We're showcasing some of the awesome stuff that's coming to TerraTech
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Quality of Life Improvements:
- Added Force Gizmos when in Build Beam. Centre of Mass, Centre of Thrust, Centre of Boost and Centre of Lift can now be toggled in the Gameplay Menu
- Added Command Inputs. Type "help" in-game to see a full list of Commands
- Added a Player Death Marker
- Tech will now load if there are blocks missing from the Snapshot
- We've updated "Automatic Best" block rotation to favour C&S connections where applicable
- We've removed Attach Points behind the camera to improve building on internal spaces
- You can now Ban players in Co-op Modes
- Skip Powerup & Player Indestructible options available in R&D
- Undo Send to SCU when Techs are far away
- Performance optimisation to C&S internals
- Updated Co-op chatbox with various Quality of Life (more history, chat while building, better team/global controls)
- Improved photo mode. Now hotkeyed to F3 and now also allows you to move the camera while paused
- In Co-op, a player's tech is unloaded from the world when they disconnect. Rejoining the server will restore their Tech
Bug Fixes:
- The Gravity Magnifier now consumes energy instead of generating it
- Fixed Circuits & Systems wire emissive colours showing
- Fixed a number of UI alignment and text overrun issues
- Fixed issue where Game Saves did not show
- Fixed tech orientation on the radar when rotating the cab on a Tech
Block Adjustments:
- Updates to Reticule Research Keybinder Description
- Updates to Reticule Research Signal Extender Description
- Reticule Research Black Wire name changed to Reticule Research Universal Wire
Known Issues:
- When loading a tech with missing blocks in Co-op Campaign, the tech spawns with all blocks present, even when some were missing from the inventory
We go through the Discord Suggestions Channel!
We finish the Great Ball Contraption V2.0
We continue to build the Great Ball Contraption V2.0! [previewyoutube=MBmTS57S584;full][/previewyoutube]
We kick off the Great Ball Contraption V2.0 [previewyoutube=UUEFoUKa-B4;full][/previewyoutube]
Hey Prospectors, It's finally here! Update 1.5.1, aka The Multiplayer Update, is available NOW! Craft blocks with friends (or foes) to your heart's content in Co-op! Not only that but you can now use Circuits & Systems Blocks in Co-op now too. There are also a bunch of new Circuits & Systems Blocks like gauges that output a signal, a block that controls your Tech, and loads more! We've also made some well-needed Quality of Life Improvements like a Borderless Fullscreen Option, as well as changes to a few Resource Receivers to integrate better with C&S. Enjoy! [previewyoutube=GN_Hp4QRQyQ;full][/previewyoutube]
New Blocks:
- Reticule Research Actuating Platform
- Reticule Research Repulsor Pad
- Reticule Research Time of Day Sensor
- Reticule Research Angled Beam Sensor
- Reticule Research Altitude Gauge
- Reticule Research Fuel Gauge
- Reticule Research Power Gauge
- Reticule Research Speed Gauge
- Reticule Research Special Mixed Silo
- Reticule Research Tech Movement Controller
- Better Future Anchor Controller
New Blocks (R&D Labs DLC Only):
- Reticule Research Keybinder
Block Adjustments:
- Attach points have been added to the following blocks to integrate better with C&S:
- GSO Resource Receiver
- GSO Large Resource Receiver
- Geocorp Resource Receiver
- Venture Resource Receiver
- The Better Future Stabalising Computer now has an On/Off toggle, similar to other Tech-wide controller Blocks.
Quality of Life Improvements:
- Crafting and C&S Blocks are now available in Co-op Creative and Co-op Campaign Game Modes
- Added a Borderless Fullscreen option in the Graphics Settings
- Added a Search function in the Block Inventory
- The loading and saving of games have had some optimisation so these processes should now be quicker
- The mouse cursor will now show an icon to indicate if a block is configurable
- C&S now interacts with Crafting blocks by turning them on and off (such as Receivers, Filters, Pacemakers, Scrappers)
- C&S can now control Tech-wide control blocks to allow turning whole groups on and off (such as the BF Block controller and Hover controller)
- Beam sensor and new angled beam sensor have adjustable detection layers and beam length settings
Bug Fixes:
- Fixed an issue where missions weren't spawning in the Wasteland Biome
- Fixed an issue that caused players' idle Techs to swap when the player moves too far away from them after taking a Snapshot from the Tech Manager menu
- Fixed an exploit that allowed players to duplicate their Techs without having the Blocks in their inventory
- Fixed an issue where Mouse would become unresponsive if the Map were closed while holding Right Mouse Button
- Fixed an issue where the Stabilisers remained active after a Better Future Cab was added to a Tech
- Fixed an issue with the Better Future Anti-Grav Engines' area of effect being slightly offset
Known Issues:
- Crafty Mike Missions aren't currently available in Co-op Campaign. This will limit how soon you can access Crafting Blocks. The current workaround is to use Payload Terminals to access them or try your luck at Trading Stations.
Localisation update:
Translations have been updated for our German, Czech and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- ThePure2HD
- ZombieSpider
- Karen Yun
We take a look at some of the New Stuff that's coming to TerraTech in the Multiplayer Update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed issue with blocks collected by SCU in Multiplayer mode not going into inventory
- Fixed Scrapper input stack providing wrong item position
- Fixed some text overruns in menu items
- Fixed French localisation not distinguishing between Draw Distance and Render Distance in the graphics settings
- Fixed shields not blocking bullets
- Fixed reported crash issue
- Fixed crash with entering any Gauntlet mode
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Reticule Research Actuating Platform
- Reticule Research Repulsor Pad
- Reticule Research Time of Day Sensor
- Reticule Research Angled Beam Sensor
- Reticule Research Altitude Gauge
- Reticule Research Fuel Gauge
- Reticule Research Power Gauge
- Reticule Research Speed Gauge
- Reticule Research Special Mixed Silo
- Reticule Research Tech Movement Controller
- Better Future Anchor Controller
New Blocks (R&D Labs DLC Only):
- Reticule Research Keybinder
Block Adjustments:
- Attach points have been added to the following blocks to integrate better with C&S:
- GSO Resource Receiver
- GSO Large Resource Receiver
- Geocorp Resource Receiver
- Venture Resource Receiver
- The Better Future Stabalising Computer now has an On/Off toggle, similar to other Tech-wide controller Blocks.
Quality of Life Improvements:
- Crafting and C&S Blocks are now available in Co-op Creative and Co-op Campaign Game Modes
- Added a Borderless Fullscreen option in the Graphics Settings
- Added a Search function in the Block Inventory
- The loading and saving of games have had some optimisation so these processes should now be quicker
- The mouse cursor will now show an icon to indicate if a block is configurable
- C&S now interacts with Crafting blocks by turning them on and off (such as Receivers, Filters, Pacemakers, Scrappers)
- C&S can now control Tech-wide control blocks to allow turning whole groups on and off (such as the BF Block controller and Hover controller)
- Beam sensor and new angled beam sensor have adjustable detection layers and beam length settings
Bug Fixes:
- Fixed an issue where missions weren't spawning in the Wasteland Biome
- Fixed an issue that caused players' idle Techs to swap when the player moves too far away from them after taking a Snapshot from the Tech Manager menu
- Fixed an exploit that allowed players to duplicate their Techs without having the Blocks in their inventory
- Fixed an issue where Mouse would become unresponsive if the Map were closed while holding Right Mouse Button
- Fixed an issue where the Stabilisers remained active after a Better Future Cab was added to a Tech
- Fixed an issue with the Better Future Anti-Grav Engines' area of effect being slightly offset
We continue our quest to complete ALL the achievements in TerraTech. [previewyoutube=KCCaOvpavJ0;full][/previewyoutube]
We kick off the next TerraTech Community Challenge: The Great Ball Contraption V2.0!
Welcome to our worlds... [previewyoutube=yGuPmLm6IPg;full][/previewyoutube] TerraTech Worlds is an open-world, PVE survival craft game set on distant alien planets. Build, explore and craftsolo or togetherto harness the power of these uncharted worlds. Discover untold wonders, conquer natural hazards, establish bases and battle enemies as you build your way to victory! We've got lots more planned to share with you over the coming months but for now, if you want to know more, check out TerraTech Worlds on Steam: https://store.steampowered.com/app/2313330/
We continue hunting for achievements.
We try and hit 1,000,000 in this week's Achievement Hunting Stream! [previewyoutube=k_7NrZFa0yw;full][/previewyoutube]
Hello Prospectors! Weve been very busy lately with various different secrets, but heres one weve been working on that were very excited to share with you Have you heard of a little thing called co-op crafting? Before we get into that, however, wed like to thank everyone who answered our recent player survey. The feedback was really useful and while some of it was things youve already been telling us, it was really helpful for us to have it all in one place. And it was also really interesting to see that thousands of you are still interested in co-op crafting. Well, we listened - and were really excited to tell you that we can finally make co-op crafting a reality. It hasnt been an easy job, but we think weve got it. Thats right - co-op crafting is officially coming to TerraTech. [previewyoutube=dI64IePmgcU;full][/previewyoutube] Before you get too excited, wed just like to note that this means the co-op crafting blocks are coming to multiplayer, but not all the missions (for example, the Crafty Mike missions won't be available) - although this is something well look at further down the line! While it might not be the full experience, were confident its exciting enough that itll be a real game-changer for the multiplayers among us. So get ready for the next Steam update for TerraTech - coming the week of 10 July (although as always, development is subject to change). Not only will this include co-op crafting, but itll also introduce Circuits & Systems into multiplayer! So let your friends know and get your party together, because the TerraTech Multiplayer Update is on its way! As well as co-op crafting and C&S multiplayer, well have some smaller multiplayer changes, so keep an eye out for the patch notes to learn more. And for console players, your next update will be soon. It wont include co-op crafting or Circuits & Systems, but were still working on getting those out to you, and well let you know when we have a set date. And as for some of the other survey topics - all we have to say is, watch this space
We take a look at some of the awesome Mods that have been uploaded to the Steam Workshop
Hey Prospectors, In the last update, we added Circuits & Systems functions to some gauges that interfere with Tech builds this fix removes those changes.
Matt and Dave conclude the Drag Race Challenge. [previewyoutube=4FC95eRH0jY;full][/previewyoutube]
Matt and Johnny continue the Drag Race Challenge. [previewyoutube=3V9d3PSbeBo;full][/previewyoutube]
To celebrate the launch of Circuits & Systems we're giving away some exclusive TerraTech posters. For more info and to enter check out this link: https://gleam.io/qMi4u/terratech-circuits-systems-competition
TerraTech is free to play this weekend! From the 27th to the 30th of April you can jump straight into TerraTech FOR FREE! Tinker with the brand-new Circuits & Systems Blocks, build awesome Techs or just amble through the Campaign all you like this weekend. Like what you see? Want to continue the fun after the free weekend? Well, you can buy the full game and all DLC for 50% off from the 1st to the 4th of May. NOTE: Once the free weekend event has finished and you do not own TerraTech you will no longer have access to the game.
Hey Prospectors, Circuits & Systems is available NOW! There are loads of Logic, Signal, Value, and Output Blocks to tinker with and build some awesome Techs. [previewyoutube=fXf8EN9Cj6I;full][/previewyoutube]
New Blocks:
- Reticule Research Spotlight
- Reticule Research Anchored Ramp
- Reticule Research Black Wire
- Reticule Research Yellow Wire
- Reticule Research One Way Wire
- Reticule Research Red Wire
- Reticule Research Green Wire
- Reticule Research Blue Wire
- Reticule Research Signal Extender
- Reticule Research Signal Delayer
- Reticule Research Signal Transmitter
- Reticule Research Signal Receiver
- Reticule Research Input Value
- Reticule Research Value Adder
- Reticule Research Value Subtractor
- Reticule Research Value Multiplier
- Reticule Research Value Divider
- Reticule Research Value Display
- Reticule Research Value Equals
- Reticule Research Value Greater Than
- Reticule Research Value Less Than
- Reticule Research Logic XOR
- Reticule Research Logic AND
- Reticule Research Logic OR
- Reticule Research Logic NOT
- Reticule Research Variable Colour Pixel
- Reticule Research Fixed Colour Pixel
- Reticule Research Actuating Ramp
- Reticule Research Stopwatch
- Reticule Research Beam Sensor
- Reticule Research Toggle
- Reticule Research Button
- Reticule Research Actuating Gate
- Reticule Research Platform Anchor
New Mission:
- Tinkering with Circuitry
Block Adjustments:
- Lights attached to circuit blocks only turn on when powered
- Weapons attached to circuit blocks only fire when powered
- Explosive bolts attached to circuit blocks only fire when powered
- Boosters only activate when receiving a signal
- Rotors only activate when receiving a signal
- Propellers only activate when receiving a signal
- Adjustment thrusters only activate when receiving a signal
- Better Future Linear Motion Engine only activates when receiving a signal - NOTE: The BF LME and some adjustment thrusters are special cases as they fire in all directions at once resulting in motion being cancelled out.
- Magnets only activate when receiving a signal
- Landing gear only activates when receiving a signal
- Hovers only activate when receiving a signal
- Remote chargers only activate when receiving a signal
- SCUs only activate when receiving a signal
- Antigrav blocks only activate when receiving a signal
- Gyros only activate when receiving a signal
- Shield and Repair bubbles only activate when receiving a signal
- Altimeter block correctly outputs its height as a value (0-999)
- Speedometer block correctly outputs its speed as a value (0-999)
- Battery gauge block correctly outputs the charge percentage as a value (0-100)
- Fuel gauge block correctly outputs the fuel level percentage as a value (0-100)
Quality of Life Improvements:
- Eyedropper tool now keeps the state of the blocks that are being copied
- Updated the order of the Inventory to be more logical
- Added option to collapse the more information panel on the inventory
- Blocks that are tagged as battery storage & fuel storage show icons on their block info panels now
- All units in the game have been converted to Metric numbers (if they weren't already)
Bug Fix:
- Fixed a bug where lights would not turn on automatically at the start of the night
Localisation update:
Translations have been updated for our Ukrainian, Czech and Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- George "SemperAnte" Troshin
- Michael "Pingu" Stepanenko
- ZombieSpider
- yukke
We kick off the Drag Race Challenge.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Fixed an issue where the Better Future control switches were not displaying icons correctly.
- Fixed an issue with Crafty Business I where the mission dialogue was missing.
Circuits & Systems arrives in TerraTech this week! The latest update will be available for all Steam players on April 27th, and we can't wait to see the fantastic creations you come up with... Check out the trailer below! [previewyoutube=aZM2GrYAVvw;full][/previewyoutube]
We take a look at some of the awesome Techs that the TerraTech community has been building. [previewyoutube=VfjZhdEqHT0;full][/previewyoutube]
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Fixed an issue with the 'Tinkering with Circuitry' mission where the mission reward info was missing from the mission log.
We take a look at some of the New Stuff that's coming to TerraTech in the next update. [previewyoutube=Ywcn3HWosx4;full][/previewyoutube]
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Fixed a crash that was caused by being defeated in the R&D Battle Arena, then teleporting to Testing Apparatus.
- Fixed an issue where players were able to pick up both 'Laser Laboratory' and 'Blaster Battle' on the same Reticule Research grade.
- Fixed an issue where no Timer UI would appear in R&D Labs.
- Fixed an issue where the Better Future eCab would continue to hover even when attached to another block.
- Fixed an issue with the 'Tinkering with Circuitry' mission where it would sometimes spawn on a large hill.
- Fixed an issue with the 'Tinkering with Circuitry' mission where the incorrect XP reward was shown in the Trading Station.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Reticule Research spotlight
- Reticule Research Anchored Ramp
Features:
- C&S blocks now available in base game (out of R&D) (Including available in Creative and Campaign)
- Other R&D dlc exclusive blocks (trailer hooks etc) now (again) available in Creative mode
- Circuits and systems introduction mission Tinkering with Circuitry
- UI updates for the Circuits and Systems menus and features
- Additional blocks outside of Circuits and systems can be controlled with circuits
- Eyedropper tool now keeps the state of the blocks that are being copied
- Updated the order of the Inventory to be more logical
- Added sound effects for Circuits and system gate
- Changed in game units to metric system
- Added option to collapse the more information panel on the inventory
Bug fixes:
- Fixed bug with status of stopwatch UI on load/save
- Updated the speed demon achievement to reflect the new speed in metric
- Fixed hover Techs not working for co-op play
We take on the challenge of hunting down more achievements! [previewyoutube=NgEdJKbhQ0o;full][/previewyoutube]
Have your say on what gets added to TerraTech in future updates with the 2023 TerraTech Player Survey. https://forms.gle/1w2RNFt1nByBC4oc8
We take a look at some of the awesome Techs that the TerraTech Community has been building. [previewyoutube=kXzsLcTml1A;full][/previewyoutube]
TerraTech and ALL DLC are 40% off until March 23rd! You can also get an extra 10% off on the new Prospector Edition bundle, taking it up to 50% off in total. https://store.steampowered.com/app/285920/TerraTech/
Matt and Johnny kick off a new series where we try to unlock all the achievements in TerraTech!
It's the long awaited return of Mod Review! Join Matt and Taku as we take delve into some awesome TerraTech Mods.
Hey Prospectors, Matt here with a new update for you! Things are getting a bit Egyptian with the new Venture Skin. There are also more Circuits & Systems blocks to play around with in R&D Labs. Not only that but Boosters and Propellers now respond to circuit input. [previewyoutube=ue2ZIOlyIdw;full][/previewyoutube]
New Skin:
- Egyptian Venture Skin
New Blocks (R&D Only):
- Reticule Research Black Wire
- Reticule Research Yellow Wire
- Reticule Research One Way Wire
- Reticule Research Signal Extender
- Reticule Research Input Value
- Reticule Research Value Adder
- Reticule Research Value Subtractor
- Reticule Research Value Multiplier
- Reticule Research Value Divider
- Reticule Research Value Display
- Reticule Research Value Equals
- Reticule Research Value Greater Than
- Reticule Research Value Less Than
- Reticule Research Logic XOR
- Reticule Research Variable Colour Pixel
- Reticule Research Fixed Colour Pixel
- Reticule Research Actuating Ramp
- Reticule Research Stopwatch
Quality of Life Improvements:
- Boosters and propellers now respond to circuit input (R&D Only).
- Circuits & System and Reticule Research Steam workshop tags can now be set in-game
Localisation update:
Translations have been updated for our Czech, Japanese and German friends. Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- yukke
- Ral Zeas
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Skin:
- Egyptian Venture Skin
New Blocks (R&D Only):
- Reticule Research Black Wire
- Reticule Research Yellow Wire
- Reticule Research One Way Wire
- Reticule Research Signal Extender
- Reticule Research Input Value
- Reticule Research Value Adder
- Reticule Research Value Subtractor
- Reticule Research Value Multiplier
- Reticule Research Value Divider
- Reticule Research Value Display
- Reticule Research Value Equals
- Reticule Research Value Greater Than
- Reticule Research Value Less Than
- Reticule Research Logic XOR
- Reticule Research Variable Colour Pixel
- Reticule Research Fixed Colour Pixel
- Reticule Research Actuating Ramp
- Reticule Research Stopwatch
Localisation update:
Translations have been updated for our Czech, Japanese and German friends. Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- yukke
- Ral Zeas
[previewyoutube=-cFhWYfBb7A;full][/previewyoutube] The TerraTech Prospector Edition is out now! This edition includes the base game, R&D Labs and five skin packs. Grabbing this bundle means you save 10% on everything included in it! Check it out now or tell a friend.
We take a look at the new Value Blocks that are coming to TerraTech in the Circuits & Systems Update. [previewyoutube=Yjt4B4b_3rA;full][/previewyoutube]
Matt and Anton take a look at some of the Lunar New Year-inspired Techs that the TerraTech Community has been building. [previewyoutube=DyJxa7hKdho;full][/previewyoutube]
Hey Prospectors, Matt here with a new update for you. To celebrate the Lunar New Year we've added some Eastern-inspired cosmetic blocks. These include the Lantern, Fireworks Launcher and Dragon Blocks. We've also added the first set of Circuits and Systems Blocks to R&D for you to test out. [previewyoutube=DJU_vepcYls;full][/previewyoutube]
New Blocks:
- Eastern Dragon Head
- Eastern Dragon Body
- Eastern Dragon Legs
- Eastern Dragon Tail
- Sky Lantern
- Celebratory Fireworks Launcher
New Blocks (R&D Only):
- Reticule Research Beam Sensor
- Reticule Research Toggle
- Reticule Research Button
- Reticule Research Signal Delayer
- Reticule Research Logic AND
- Reticule Research Logic OR
- Reticule Research Logic NOT
- Reticule Research Red Wire
- Reticule Research Green Wire
- Reticule Research Blue Wire
- Reticule Research Signal Transmitter
- Reticule Research Signal Receiver
- Reticule Research Actuating Gate
- Reticule Research White Pixel
- Reticule Research Platform Anchor
Bug Fixes:
- Fixed a sound issue that occurred when selling resources.
- Fixed an issue with modded blocks not showing the correct block description.
Known Issues:
- Highlight is missing from Hubl's tech purchase terminal
- Reticule Research Actuating Gate has no sound effects, making its movement seem unnatural.
- Some wheels do not function on Hawkeye fort blocks and Reticule Research platforms/ramps.
- Circuit Wires don't flash when damaged.
Localisation update:
Translations have been updated for our Thai, Ukrainian, Czech and Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- SemperAnte
- ZombieSpider
- yukke
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed a issue with Skins for RR corporation not changing properly for circuits blocks.
Known Issues:
- Highlight is missing from Hubl's tech purchase terminal
- Reticule Research Actuating Gate has no sound effects, making its movement seem unnatural.
- Some wheels do not function on Hawkeye fort blocks and Reticule Research platforms/ramps.
- Circuit Wires don't flash when damaged.
We take a look at the Output Blocks that are coming to TerraTech in the Circuits & Systems update. [previewyoutube=WtR7khuVaMA;full][/previewyoutube]
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Eastern Dragon Head
- Eastern Dragon Body
- Eastern Dragon Leg
- Eastern Dragon Tail
- Sky Lantern
- Celebratory Fireworks Launcher
New Blocks (R&D Only):
- Reticule Research Beam Sensor
- Reticule Research Toggle
- Reticule Research Button
- Reticule Research Signal Delay
- Reticule Research Logic AND
- Reticule Research Logic OR
- Reticule Research Logic NOT
- Reticule Research Red Wire
- Reticule Research Green Wire
- Reticule Research Blue Wire
- Reticule Research Signal Transmitter
- Reticule Research Signal Receiver
- Reticule Research Actuating Gate
- Reticule Research White Pixel
- Reticule Research Platform Anchor
Bug Fixes:
- Fixed a sound issue that occurred when selling resources.
- Fixed an issue with modded blocks not showing the correct block description.
Known Issues:
- Alternate RR skin does not include circuit textures
- Highlight is missing from Hubl's tech purchase terminal
- Reticule Research Actuating Gate has no sound effects, making its movement seem unnatural.
- Some wheels do not function on Hawkeye fort blocks and Reticule Research platforms/ramps.
- Circuit Wires don't flash when damaged.
Localisation update:
Translations have been updated for our Thai and Ukrainian friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- SemperAnte
In the first stream of the year join Matt and Beltain as they take a closer look at the Signal Timing blocks that are coming to TerraTech in the Circuits and Systems update. They'll also take a look at some of the awesome New Stuff that's coming in the next update. [previewyoutube=RAQpMFsn6TI;full][/previewyoutube]
Hey Prospectors, Matt here with a hotfix update for you. In the last update, we added a new sound effect for when you sell things. We've received feedback from the community that this addition can be quite jarring. This hotfix aims to fix this issue by muting the new sound effect.
Bug Fix:
- Muted the new sound effect that occurs when selling things.
Hey Prospectors, Matt here with a new update for you. Introducing the World Map! A fun and interactive way to explore the world around you. There are also two new Venture Blocks to help augment your World Map! Enjoy! [previewyoutube=RNoxDvvjuYM;full][/previewyoutube]
New Feature:
- World Map
New Blocks:
- Venture Minimap Radar
- Venture Surveying Radar
Design Tweaks:
- Added a World Map Terminal to Trading Stations
- Reverted Mobile Generator particles to their previous behaviour
- Added the option to rebind the Quick Select function (Set to Middle Mouse by default)
Bug Fixes:
- Fixed an issue that caused the game to crash when speaking to HUBL at the start of the hover training missions
- Fixed a crash in Multiplayer caused when sending data packets over a certain size
- Fixed an issue that caused Ballistic and Blast weapon types to incorrectly damage Scrap Piles
- Fixed an issue that would cause the game to occasionally crash when loading a Save Game with a Resource Radar present
Localisation update:
Translations have been updated for our Ukrainian friends. Many thanks to the TT Translator team, in particular recent translations from:
- SemperAnte
We take a closer look at the Input Blocks that are coming to TerraTech in the Circuits and Systems Update. Then we'll dive into the Fortress Challenge.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Feature:
- World Map
New Blocks:
- Venture Minimap Radar
- Venture Surveying Radar
Design Tweaks:
- Added a World Map Terminal to Trading Stations
- Reverted Mobile Generator particles to their previous behaviour
- Added the option to rebind the Quick Select function (Set to Middle Mouse by default)
Bug Fixes:
- Fixed an issue that caused the game to crash when speaking to HUBL at the start of the hover training missions
- Fixed a crash in Multiplayer caused when sending data packets over a certain size
- Fixed an issue that caused Ballistic and Blast weapon types to incorrectly damage Scrap Piles
- Fixed an issue that would cause the game to occasionally crash when loading a Save Game with a Resource Radar present
Localisation update:
Translations have been updated for our Ukrainian friends. Many thanks to the TT Translator team, in particular recent translations from:
- SemperAnte
Join Matt and Johnny at 4pm UK Time today as we take a FIRST LOOK at the new Circuits and Systems blocks that are coming to TerraTech!
Hey, Prospectors!
Its been a while, right? As a studio weve been quite quiet lately, but its been a busy time for us behind the scenes. Were starting to get to grips with how we work now that lockdowns ended and were moving back into the studio, as well as changes that have had to be made over the last few years, but weve come out in a place where were really excited about the future.
The studio is now 40 people and counting and were still looking for new team members (check out our jobs page for more info!) and were working on multiple projects (which you might start to hear about soon).
But first, we want to talk to you about TerraTech
Introducing Circuits and Systems.
Our next big focus is looking at automation tools and blocks. The idea behind these is to create a more interesting tool set in TerraTech well be using this ourselves but we also want to share it with you, so that you can create really fun and new gameplay scenarios for both yourself, and to share with others.
We really think these new blocks will allow you to be extra creative, and build things that we never thought possible before! This allows you to make anything from an automated door to a brand new minigame and more. Your imagination is the only limit
The new blocks include Time Blocks, Input Blocks, Actuator Blocks, Logic Blocks, Wireless Blocks, Carrier Block, Display Blocks and Value Modifier Blocks. If this sounds confusing, dont worry weve got a lot to show you before the blocks drop in game.
Well also be starting small, and showcasing the easier blocks in order to ease you into it. Youll learn about this new update through livestreams, blogs and videos, and the builds will get bigger and better as the weeks go on. This means that when the update hits TerraTech, youll be ready to jump in!
As we add parts of this update to TerraTech, theyll be first introduced into R&D Labs, and youll be able to drop into the game and try them out while theyre still experimental. If you dont own R&D Labs, you can either pick it up here, or you can wait until the blocks are introduced into the main game further down the line. We dont have a definite date to give you on this yet, but when we do, you can be sure youll hear about it.
Were also bringing you in as part of the development process this means well be talking about and showing some of our blocks which wont be in the initial release of this content. Instead, theyre planned for later updates, and well be taking your thoughts and feedback into account.
But even before any of the blocks hit R&D, wed love for you to start telling us what you like and dont like about them on our forums, Discord, Twitter, anywhere you want to reach us and which part of the feature youd like to see next.
We want this feature to be developed with your insight and support and feedback and well be talking to you about the new content the entire time. Well be figuring this out together, and hopefully this means youll have the opportunity to help shape future TerraTech content.
Another thing were doing to be more open with you is making our internal HackNPlan board public. This means youll be able to sign up to HackNPlan and view our TerraTech development in real time. Youll probably mostly be seeing bugs that were planning on fixing but were excited to be more transparent. If this is something youre interested in, well be sharing instructions on how to sign up next week.
Youll be able to get your first look at Circuits & Systems on our stream tomorrow and weve got lots more to share with you, so keep an eye on our social media for related updates!
Until next time
Catch up on all the action from the TerraTech Fortress Challenge!
Catch up on all the action from the TerraTech Fortress Challenge!
Matt and Dave continue the TerraTech Fortress Challenge!
We're continuing the Fortress challenge today as well as taking a look at some of the awesome New Stuff that's coming to TerraTech.
We kick off the TerraTech Fort Challenge in today's stream.
Hey Prospectors, Matt here with a new update for you. Add some gladiatorial guise to your GSO Techs with the new Roman Skin. We've added the Damage and Damageable types of each block to their Block Descriptions. You can now Quick Select blocks by using the middle mouse button. Enjoy! [previewyoutube=kAEHuTFpKgw;full][/previewyoutube]
New Skin:
- Roman GSO Skin
Quality of Life Improvements:
- The Damage and Damageable types for each block have been added to their Block Descriptions.
- Scenery objects (Trees, Rocks etc...) have received a damageable type update on their info panel.
- You can now Quick Select the block your cursor is currently pointed at (if available in your inventory) using the middle mouse button.
Design Tweaks:
The following Blocks have had their names changed: [table equalcells=1] [tr] [th]Old Name[/th] [th]New Name[/th] [/tr] [tr] [td]Hawkeye Cyclops Laser[/td] [td]Hawkeye Cyclops Plasma Laser[/td] [/tr] [tr] [td]Better Future Plasma Flamethrower[/td] [td]Better Future Flamethrower[/td] [/tr] [tr] [td]Better Future FS Laser[/td] [td]Better Future FS Plasma Laser[/td] [/tr] [tr] [td]Better Future Cyber Disc Laser[/td] [td]Better Future Cyber Disc Plasma Laser[/td] [/tr] [tr] [td]Reticule Research Talon Laser[/td] [td]Reticule Research Talon Plasma Laser[/td] [/tr] [/table]
Bug Fixes:
- Fixed an issue that caused blocks to sometimes disappear from the Inventory UI.
- Fixed an issue where the Reticule Research Precision Laser would intermittently visibly stop-start when next to a resource.
- Fixed an issue where tire tracks would sometimes leave behind a polygon (square).
Localisation update:
Translations have been updated for our Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Yuuki
- yukke
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue that caused certain melee weapons to not damage loose blocks.
- Fixed an issue that caused the Hawkeye Spider Mandible to not deal any damage.
- Fixed an issue with Roman Skin blocks having incorrect collision boxes next to their model.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Skin:
- Roman GSO Skin
Quality of Life Improvements:
- The Damage and Damageable types for each block have been added to their Block Descriptions.
- Scenery objects (Trees, Rocks etc...) have received a damageable type update on their info panel.
- You can now Quick Select the block your cursor is currently pointed at (if available in your inventory) using the middle mouse button.
Design Tweaks:
The following Blocks have had their names changed: [table equalcells=1] [tr] [th]Old Name[/th] [th]New Name[/th] [/tr] [tr] [td]Hawkeye Cyclops Laser[/td] [td]Hawkeye Cyclops Plasma Laser[/td] [/tr] [tr] [td]Better Future Plasma Flamethrower[/td] [td]Better Future Flamethrower[/td] [/tr] [tr] [td]Better Future FS Laser[/td] [td]Better Future FS Plasma Laser[/td] [/tr] [tr] [td]Better Future Cyber Disc Laser[/td] [td]Better Future Cyber Disc Plasma Laser[/td] [/tr] [tr] [td]Better Future Cyber Disc Laser[/td] [td]Reticule Research Talon Plasma Laser[/td] [/tr] [/table]
Bug Fixes:
- Fixed an issue that caused blocks to sometimes disappear from the Inventory UI.
- Fixed an issue where the Reticule Research Precision Laser would intermittently visibly stop-start when next to a resource.
- Fixed an issue where tire tracks would sometimes leave behind a polygon (square).
Localisation update:
Translations have been updated for our Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Yuuki
- yukke
Hey Prospectors, Matt here with a new update for you. Add some extra protection to your Techs with seven new GSO armor blocks. Theres also a new GSO multi-light panel too! Mix up your Reticule Research Techs with six new brackets to give you even more variety in your building. Reticule Research have also developed an intriguing new Precision Ray that can harvest the Scrap Piles in the wasteland biome. NOTE: This will replace the Better Future Disk Laser as the only tool that can harvest the Scrap Piles. Enjoy! [previewyoutube=KiLyW97ikMs;full][/previewyoutube]
New Blocks:
- GSO Slim Bonnet
- GSO Slim Arch
- GSO Curved Left Frame
- GSO Curved Right Frame
- GSO Small Extender
- GSO Medium Extender
- GSO Multi-Light Panel
- GSO Running Board
- Reticule Research Electric Precision Ray
- Reticule Research Small Arched Bracket
- Reticule Research Medium Arched Bracket
- Reticule Research Corner Bracket
- Reticule Research Small Flat Bracket
- Reticule Research Medium Flat Bracket
- Reticule Research Angled Bracket
Bug Fixes:
- Fixed issue with Rook Creek Bridge terminal cannot be interacted with, when saving and reloading mid-mission.
- Fixed GeoCorp Resource Radar not showing up at all in co-op inventory. Should be present but have a padlock over the icon.
- Fixed when shot with multiple weapons, the Hawkeye Fort Blocks will unanchor instead of be destroyed.
- Fixed Crafting Base rotating when undoing change.
- Fixed some text strings are missing from Bomber Command SPM.
- Fixed Spider mandibles audio not playing unless touching resource or enemy.
- Fixed softlock crafting when game autosaves during Craftier Business mission.
- Fixed when loading a save with and active Hawkeye Anchored Maze SCU the SCU is not correctly deployed, looking unnatural.
- Fixed Radar does not spawn in first radar mission on specific seed.
- Fixed crash when attempting to enter R&D.
- Fixed swapping Tech animation is not working as expected, leaving blocks unanimated.
- Fixed Trading Station spawned on race track causing the raceway to be slightly blocked during the race.
- Fixed drill animation to prevent pushing the Tech back when mining
- Fixed Crash when starting a Deathmatch game
Localisation update:
Translations have been updated for various languages including updated translations for our German, Russian, Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- ThePure2HD
- SemperAnte
- yukke
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed a crash when firing upwards with GeoCorp weapons
- Fixed crashes when reloading saves with mods installed
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- GSO Slim Bonnet
- GSO Slim Arch
- GSO Curved Left Frame
- GSO Curved Right Frame
- GSO Small Extender
- GSO Medium Extender
- GSO Multi-Light Panel
- GSO Running Board
- Reticule Research Electric Precision Ray
- Reticule Research Small Arched Bracket
- Reticule Research Medium Arched Bracket
- Reticule Research Corner Bracket
- Reticule Research Small Flat Bracket
- Reticule Research Medium Flat Bracket
- Reticule Research Angled Bracket
Bug Fixes:
- Fixed issue with Rook Creek Bridge terminal cannot be interacted with, when saving and reloading mid-mission.
- Fixed GeoCorp Resource Radar not showing up at all in co-op inventory. Should be present but have a padlock over the icon.
- Fixed when shot with multiple weapons, the Hawkeye Fort Blocks will unanchor instead of be destroyed.
- Fixed Crafting Base rotating when undoing change.
- Fixed some text strings are missing from Bomber Command SPM.
- Fixed Spider mandibles audio not playing unless touching resource or enemy.
- Fixed softlock crafting when game autosaves during Craftier Business mission.
- Fixed when loading a save with and active Hawkeye Anchored Maze SCU the SCU is not correctly deployed, looking unnatural.
- Fixed Radar does not spawn in first radar mission on specific seed.
- Fixed crash when attempting to enter R&D.
- Fixed swapping Tech animation is not working as expected, leaving blocks unanimated.
- Fixed Trading Station spawned on race track causing the raceway to be slightly blocked during the race.
- Fixed drill animation to prevent pushing the Tech back when mining
- Fixed Crash when starting a Deathmatch game
Localisation update:
Translations have been updated for various languages including updated translations for our German, Russian, Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- ThePure2HD
- SemperAnte
- yukke
It's time for a new TerraTech Community Challenge! Let's see who can build the best Fort in TerraTech
We take a look at some of the awesome Techs that the TerraTech Community have been making.
Hey Prospectors, Matt here with a new update for you. Welcome to the Wasteland! There's a whole new biome to discover and explore. The Wasteland introduces Scrap Piles, a new way to harvest component parts. You can finally find those elusive resource seams with the help of the Resource Radar. There are also Hawkeye Fort Ramps to give you easy access to your bases. Enjoy! [previewyoutube=YlTd6z2oRqg;full][/previewyoutube]
Wasteland Biome:
The Wasteland Biome is now available. It features Scrap Piles, a new type of resource giver that produces Component Parts and can only be harvested with the Better Future Cyber Disc Laser. The Wasteland Biome will appear in the following game modes:
- Creative
- Campaign
- Co-op Creative
- Co-op Campaign
- R&D Labs - A new Wasteland biome area is accessible via the teleporter
New Blocks:
- GeoCorp Resource Radar
- Hawkeye Small Fort Ramp
- Hawkeye Wide Fort Ramp
- Hawkeye Anchored Fort Ramp
Bug Fixes:
- Fixed GeoCorp Autominer not correctly registering when it's placed on a resource seam.
- Fixed an issue with the audio on Venture Propellers.
- Fixed an issue that caused you to have no weapon spread when aiming directly north, south, east, or west.
- Fixed an issue that caused the game to crash when invalid mods are requested. For example, if an item on the Steam Workshop has been incorrectly tagged as a mod and the player tried to load it the game will crash.
- Fixed an issue that caused modded blocks to have an incorrect death explosion.
Quality of Life Improvements:
- The skins palette will now open with flood fill selected by default.
- The skins palette will now remember your last selected skin when opening and closing the menu.
- Added more biomes to Creative and Co-op Creative game modes
Block Adjustments:
The following blocks have had their health and mass increased:
- Hawkeye Small Fort Anchor
- Hawkeye Medium Fort Anchor
- Hawkeye Large Fort Anchor
- Hawkeye Small Fort Wall
- Hawkeye Medium Fort Wall
- Hawkeye Large Fort Wall
- Hawkeye Windowed Fort Wall
- Hawkeye Small Fort Floor
- Hawkeye Medium Fort Floor
- Hawkeye Large Fort Floor
Depreciated Block:
- Reticule Research Resource Radar
Localisation update:
Translations have been updated for various languages including updated translations for our German, Russian, Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- ThePure2HD
- SemperAnte
- yukke
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Quality of Life Improvements:
- Added more biomes to Creative and Co-op Creative Game Modes
Block Adjustment;
- Adjusted the fragility of the Hawkeye Fort Blocks so they can now take twice the damage before detaching from your Tech
Bug Fixes:
- Fixed GeoCorp Autominer not correctly registering when it's placed on a resource seam
- Fixed an issue that caused the game to crash when starting a Co-op Creative game in any biome other than the Campaign Biome
- Fixed an issue that caused the game to crash after renaming a Tech in any Co-op game
- Fixed an issue with the Battery tutorial mission where the tree could not be destroyed
Localisation update:
Translations have been updated for various languages including updated translations for our German, Russian, Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- ThePure2HD
- SemperAnte
- yukke
Matt and Beltain embark on a new campaign playthrough. What misadventures will they get up to?
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Wasteland Biome:
The Wasteland Biome is now available. It features Scrap Piles, a new type of resource giver that produces Component Parts and can only be harvested with the Better Future Disk Laser. The Wasteland Biome will appear in the following Game Modes:
- Creative
- Campaign
- Co-op Creative
- Co-op Campaign
- R&D Labs - A new Wasteland Biome area is accessible via the Teleporter
New Blocks:
- GeoCorp Resource Radar
- Hawkeye Small Fort Ramp
- Hawkeye Wide Fort Ramp
- Hawkeye Anchored Fort Ramp
Bug Fixes:
- Fixed an issue with the audio on Venture Propellers.
- Fixed an issue that caused you to have no weapon spread when aiming directly north, south, east, or west.
- Fixed an issue that caused the game to crash when invalid mods are requested. For example, if an item on the Steam Workshop has been incorrectly tagged as a Mod and the player tried to load it the game will crash.
- Fixed an issue that caused modded blocks to have an incorrect death explosion.
Quality of Life Improvements:
- The Skins Palette will now open with Flood Fill selected by default.
- The Skins Palette will now remember your last selected skin when opening and closing the menu.
Block Adjustments:
The following blocks have had their health and weight increased:
- Hawkeye Small Fort Anchor
- Hawkeye Medium Fort Anchor
- Hawkeye Large Fort Anchor
- Hawkeye Small Fort Wall
- Hawkeye Medium Fort Wall
- Hawkeye Large Fort Wall
- Hawkeye Windowed Fort Wall
- Hawkeye Small Fort Floor
- Hawkeye Medium Fort Floor
- Hawkeye Large Fort Floor
Depreciated Block:
- Reticule Research Resource Radar
Localisation update:
Translations have been updated for various languages including updated translations for our Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- yukke
We take a look at some of the awesome Mods from the Steam Workshop
Join us as we take a look at some of the Community Submitted Enemy Techs as well as showcasing the new Resource Radar
We take a look at some of the New Stuff that's coming to TerraTech.
Hey Prospectors, Matt here with a new update for you! Add some fortification to your bases with the new Hawkeye Fort blocks. Additional uses include:
- Extra beefy armour for your Techs
- A paper weight
New Blocks:
- Hawkeye Small Fort Anchor
- Hawkeye Medium Fort Anchor
- Hawkeye Large Fort Anchor
- Hawkeye Small Fort Wall
- Hawkeye Medium Fort Wall
- Hawkeye Large Fort Wall
- Hawkeye Windowed Fort Wall
- Hawkeye Small Fort Floor
- Hawkeye Medium Fort Floor
- Hawkeye Large Fort Floor
Quality of Life Improvement:
- Autosaves now backup at 10-minute intervals.
Autosave Backup
The autosave back up feature will create a maximum of 3 back ups with the following name: Autosave.sav.bak_1. It's found within the save folder. This feature is present in single player and multiplayer Campaign modes. The player will need to rename the save and remove the .bak file extension to turn it into a manual save which will then be accessible in the Load Game menu. Save files are located here: C:\Users\[USERNAME]\Documents\My Games\TerraTech\[UNIQUE STEAM ID]\Saves\[PROFILENAME]\Campaign
Localisation update:
Translations have been updated for various languages including updated translations for our Polish, German and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Szymonicus
- ThePure2HD
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue that allowed players to overlap two of the new Hawkeye anchors when placing them
- Fixed an issue that caused two of the new anchor blocks appear to have AP's on the underside of the block
Join Matt and Taku as we take a look at some of the awesome Techs that the TerraTech Community has been building.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Hawkeye Small Fort Anchor
- Hawkeye Medium Fort Anchor
- Hawkeye Large Fort Anchor
- Hawkeye Small Fort Wall
- Hawkeye Medium Fort Wall
- Hawkeye Large Fort Wall
- Hawkeye Windowed Fort Wall
- Hawkeye Small Fort Floor
- Hawkeye Medium Fort Floor
- Hawkeye Large Fort Floor
Localisation update:
Translations have been updated for various languages including updated translations for our Polish, German and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Szymonicus
- ThePure2HD
Join Matt as we take a look at some of the awesome New Stuff that's coming to TerraTech.
Join us as we take a look at some of the awesome Techs that the TerraTech Community have been building.
We take a look at some of the awesome Mods that have been uploaded to the Steam Workshop.
Hey Prospectors, Matt here with a new update for you! GeoCorp have got even more flight blocks with this update. Including new propellers, jet engines, and wings! There is also a brand new block, The Mass Modifier! It can change the mass of itself! Who said the laws of physics needed to apply to TerraTech?! Enjoy! [previewyoutube=lFh-soyF3Pg;full][/previewyoutube]
New Blocks:
- GeoCorp Mass Modifier
- GeoCorp Left Wing
- GeoCorp Right Wing
- GeoCorp Tail Wing
- GeoCorp Centre Wing
- GeoCorp 8 Blade Propeller
- GeoCorp Jet Engine
- GeoCorp Landing Gear Wheel #1
- GeoCorp Landing Gear Wheel #2
- GeoCorp Airplane Cab
- GeoCorp Lightweight Edge Block #2
- GeoCorp Lightweight Edge Block #3
Localisation update:
Translations have been updated for various languages including updated translations for our Brazilian, Danish, German, Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Andr 'Maya' Sales de Sousa
- Nichlas Lafrenz
- ThePureHD
- Yukke
We take a look at some of the awesome Techs that the TerraTech Community have been building.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed an issue with GeoCorp Landing Gear Wheel #2.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- GeoCorp Mass Modifier
We take a first look at the new Variable Mass block that's coming to TerraTech.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- GeoCorp Left Wing
- GeoCorp Right Wing
- GeoCorp Tail Wing
- GeoCorp Centre Wing
- GeoCorp 8 Blade Propeller
- GeoCorp Jet Engine
- GeoCorp Landing Gear Wheel #1
- GeoCorp Landing Gear Wheel #2
- GeoCorp Airplane Cab
- GeoCorp Lightweight Edge Block #2
- GeoCorp Lightweight Edge Block #3
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Danish, Japanese and German friends. Many thanks to the TT Translator team, in particular recent translations from:
- Nichlas Lafrenz
- yukke
- ThePureHD
We take a look at some of the awesome Techs that the TerraTech Community have been building.
We take a look at some of the awesome Mods that have been uploaded to the Steam Workshop in today's Livestream.
We take a look at some of the awesome Techs that the TerraTech Community have been building.
Hey Prospectors, Matt here with a hotfix update for you. Some players may have experienced an issue with their Co-op Campaign inventories appearing blank after the latest update. This hotfix is aimed at fixing that issue and preventing it from happening again. Unfortunately, anyone who made a new save after the bug happened will not be able to recover their inventory. However, old saves will no longer be affected by it, nor new saves made after this hotfix.
Bug Fix:
- Fixed an issue that caused inventories in Co-op Campaign Game Saves to appear empty.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese and Danish friends. Many thanks to the TT Translator team, in particular recent translations from:
- Nichlas Lafrenz
Known Issues:
- We are aware that some players may see some erroneous debug text in the top left corner.
Hey Prospectors, Matt here with a new update for you! GeoCorp are taking to the skies! They've got 10 new flight blocks to help them in their aeronautical endeavors. Also, GSO have got 4 new Explosive Bolts that allow you to activate them sequentially (one after the other). Enjoy! [previewyoutube=ZeXORKGXP1s;full][/previewyoutube]
New Blocks:
- GSO 2-Way Explosive Bolt #1
- GSO 2-Way Explosive Bolt #2
- GSO 2-Way Explosive Bolt #3
- GSO 2-Way Explosive Bolt #4
- GeoCorp Lightweight Block #1
- GeoCorp Lightweight Block #2
- GeoCorp Lightweight Corner Block
- GeoCorp Lightweight Edge Block
- GeoCorp Navigational Light
- GeoCorp Conning Tower Cab
- GeoCorp Landing Skid
- GeoCorp Medium Rotor
- GeoCorp Big Rotor
- GeoCorp Active Single Axis Gyro
Localisation update:
Translations have been updated for various languages including updated translations for our Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Yukke
- Karen Yun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fix:
Updated Chinese localisation to remove formatting and grammar errors in the text.
This is a restream from 16th March. Along with some extra special guests, Matt takes a look at some of the awesome Techs that the TerraTech Community has been making.
This is a restream from 23rd March. Matt takes a look at some of the awesome Mods that have been uploaded to the Steam Workshop.
TerraTech is free to play this weekend. From the 29th March to the 5th of April you can jump straight into TerraTech without spending a dime. Team up with friends in Co-op Campaign, go head-to-head in Deathmatch, or just build to your heart's content. Enjoy all the prospecting pleasure TerraTech has to offer FOR FREE! Like what you see? Want to continue the fun after the free weekend? Well, you can buy the full game and all DLC for 50% off for the duration of the event. NOTE: Once the free weekend event has finished and you do not own TerraTech you will no longer have access to the game.
This is a restream from 16th March. Along with some extra special guests, Matt takes a look at some of the awesome Techs that the TerraTech Community has been making.
This is a restream from 23rd March. Matt takes a look at some of the awesome Mods that have been uploaded to the Steam Workshop.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation update:
Translations have been updated for various languages including updated translations for our Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Yukke
We check out some of the awesome Mods that have been uploaded to the Steam Workshop. https://store.steampowered.com/app/285920/TerraTech/
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- GSO 2-Way Explosive Bolt #1
- GSO 2-Way Explosive Bolt #2
- GSO 2-Way Explosive Bolt #3
- GSO 2-Way Explosive Bolt #4
- GeoCorp Lightweight Block #1
- GeoCorp Lightweight Block #2
- GeoCorp Lightweight Corner Block
- GeoCorp Lightweight Edge Block
- GeoCorp Navigational Light
- GeoCorp Conning Tower Cab
- GeoCorp Landing Skid
- GeoCorp Medium Rotor
- GeoCorp Big Rotor
- GeoCorp Active Single Axis Gyro
Localisation update:
Translations have been updated for various languages including updated translations for our Japanese and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Yukke
- Karen Yun
Check out some of the awesome Techs that the TerraTech Community has been building. Also, we've got even MORE New Stuff to showcase! https://store.steampowered.com/app/285920/TerraTech/
We take a look at some of the awesome New Stuff that coming to TerraTech https://store.steampowered.com/app/285920/TerraTech/
We take a look at some of the awesome Techs that the TerraTech Community have been building.
Hey Prospectors, Matt here with a new update for you! There's a new Signal Marker block so you can keep track of where all your important stuff is! Each corporation now has its own Reward Crate. And we've added support for Ultrawide Monitors. [previewyoutube=7j_EDKtJROI;full][/previewyoutube]
New Block:
- GSO Signal Marker
Quality of Life Improvements:
- Ultrawide Monitor Support
- Corporation Specific Reward Crates
Mod Support:
- Custom Skins for Custom Corporations
Localisation update:
Translations have been updated for various languages including updated translations for our Turkish and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- EjderkesenTR
Bug Fixes:
- Fixed hologram outline issue when painting skins on Signal Marker
- Changed radar icon priority so Signal Markers display before SCUs
- Added Ultrawide Resolutions to the game launcher
- Added a Signal Marker specific tool tip to Tech radial
We take a look at a couple of awesome Mods from the Steam Workshop.
We're taking a look at some of the awesome Techs that the TerraTech Community has been making. https://store.steampowered.com/app/285920/TerraTech/
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Block:
- GSO Signal Marker
Quality of Life Improvements:
- Ultrawide Monitor Support
- Corporation Specific Reward Crates
Mod Support:
- Custom Skins for Custom Corporations
Localisation update:
Translations have been updated for various languages including updated translations for our Turkish and Chinese friends. Many thanks to the TT Translator team, in particular recent translations from:
- EjderkesenTR
We take a look at some of the awesome stuff that's coming to TerraTech in the next update. https://store.steampowered.com/app/285920/TerraTech/
Add some slick, aerodynamic designs to your Venture and Hawkeye Techs with the Falcon Genesis Skins Pack. Available to purchase on the Steam Store now! [previewyoutube=kbKhIg5il_M;full][/previewyoutube] https://store.steampowered.com/app/1751530/TerraTech__Skin_Pack_Falcon_Genesis/
Hey Prospectors, Matt here with a new update for you! Hawkeye have got two new weapons. Sgt Smash has gone a bit over-the-top with these. They're big, expensive and pack a punch! There's also a new Venture Skin. Chosen by the TerraTech Community, Dusk Wave was created by Exund, a prominent member of the TerraTech Community. [previewyoutube=kRRv_4d5xgg;full][/previewyoutube]
New blocks:
- Hawkeye Cyclops Laser
- Hawkeye Quad Rail Gun
New Skin:
- Venture Dusk Wave
Localisation update:
Translations have been updated for various languages including updated translations for our Czech and Thai friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- ZombieSpider
Bug Fixes:
- Fixed an issue that caused an upside-down Hawkeye Cyclops Laser to face the wrong direction after destroying Techs.
Localisation update:
Translations have been updated for various languages including updated translations for our Thai friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
Tweaks:
- Hawkeye Cyclops Laser - Mass & Beam Range Updated
- Hawkeye Quad Railgun - Fire Rate Increase & Damage Updated
Bug Fixes:
- Fixed an issue that prevented the Hawkeye Cyclops Laser from shooting over a collapsed GSO Solar Panel
Localisation update:
Translations have been updated for various languages including updated translations for our Thai friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
Join Matt as we take a look at some of the awesome Mods that have been uploaded to the Steam Workshop. Tune in on our Store Page: https://store.steampowered.com/app/285920/TerraTech/
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Blocks:
- Hawkeye Quad Railgun
- Hawkeye Cyclops Laser
New Skin:
- Venture Dusk Wave
Localisation update:
Translations have been updated for various languages including updated translations for our Thai and Czech friends. Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- ZombieSpider
Known Issues:
- Hawkeye Cyclops Laser has issues shooting over a collapsed GSO Solar Panel
Join Matt as we take a look at some of the awesome Techs that the TerraTech Community have been building. Catch all the action on our Steam Store Page: https://store.steampowered.com/app/285920/TerraTech/
Join Matt as we take a sneak peek at some of the awesome new stuff that's coming to TerraTech in the next update.
We take a look at some of the TerraTech Skins Mods that could be put in to the base game. Which one will you choose?
Join Matt as we take a look at some of the awesome Techs that the TerraTech Community have been building.
Hey Prospectors, Matt here with a spooky new update for you! GeoCorp has got some well-needed ranged "mining equipment" in case, you know, those carbite seams are just out of reach. Reticule Research has got a couple of anchored blocks. One fixed anchor and one rotating anchor. There are also 7 cosmetic Halloween-themed blocks for you to spookify your Techs. And finally, we've added some Quality of Life improvements, such as instantly activating all power solar panels and bubbles in Creative and R&D Labs. [previewyoutube=hV2w1zYEydU;full][/previewyoutube]
New blocks:
- GeoCorp Nail Gun
- GeoCorp Catapult
- GeoCorp Scrap Gun
- GeoCorp Mortar
- Reticule Research Fixed Anchor
- Reticule Research Rotating Anchor
- Smiley Mask
- Wrestler Mask
- Clown Mask
- Deely Ghost
- Small Spider Web
- Medium Spider Web
- Large Spider Web
Quality of Life Improvements:
- Instantly activate all power solar panels and bubbles in Creative and R&D Labs
- Increased Anchor range and use
- Mouse cursor size options
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech. Russian, Spanish and Japanese friends. Many thanks to the TT Translator team, in particular recent translations from:
- Anton Korubov
- Ikuyo Taniguchi
- Karen Yun
- Oliver Bermejo Hidalgo
- yukke
- ZombieSpider
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Corrected Centre of Mass for the new Halloween Cosmetic Mask Blocks.
Game Balancing Tweaks:
- Slightly decreased the damage of the following GeoCorp Weapons:
- Nail Gun
- Catapult
- Scrap Gun
- Mortar
Localisation update:
Translations have been updated for various languages including updated translations for our Czech friends. Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- In-game Music and SFX no longer stops after joining a friend's lobby from the Steam Friends list
- Fixed GeoCorp Nail Gun barrel rotation
- Spider King & Charger power/shields work at night now
- Increased the damage of ALL GeoCorp weapons
Join us as we take a look at some of the awesome TerraTech Mods from the Steam Workshop.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New blocks and Quality of Life Improvements:
New blocks:
- GeoCorp Nail Gun
- GeoCorp Catapult
- GeoCorp Scrap Gun
- GeoCorp Mortar
- Reticule Research Fixed Anchor
- Reticule Research Rotating Anchor
- Smiley Mask
- Wrestler Mask
- Clown Mask
- Deely Ghost
- Small Spider Web
- Medium Spider Web
- Large Spider Web
- Instantly activate all power solar panels and bubbles in Creative and R&D Labs
- Increased Anchor range and use
- Mouse cursor size options
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech. Russian, Spanish and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- Anton Korubov
- Ikuyo Taniguchi
- Karen Yun
- Oliver Bermejo Hidalgo
- yukke
- ZombieSpider
Watch the TerraTech Devs showcase some of the awesome Techs that the Community have been building.
Hey Prospectors, Matt here with a new update for you! Add some transparency to your Techs with 7 new Reticule Research Window blocks! There are also 6 new Panel Blocks so your base structures can look more base-like. [previewyoutube=u3VY1UFNnTc;full][/previewyoutube]
New Features and blocks:
New type of blocks:
-
Window blocks:
- Reticule Research Window Panel
- Reticule Research Extended Window Panel
- Reticule Research Window Edge Panel
- Reticule Research Extended Window Edge Panel
- Reticule Research Window Corner Panel
- Reticule Research Single Bracket Window
- Reticule Research Duel Bracket Window
-
Panel blocks:
- Reticule Research Wall Panel A
- Reticule Research Wall Panel B
- Reticule Research Extended Wall Panel
- Reticule Research Wall Edge Panel
- Reticule Research Wall Corner Panel
- Reticule Research Bracketed Wall Panel
- Added more AI controlled Techs to menu screen
Bug Fixes
- Fixed a reported graphical issue with the displays on the autominers.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech, French and Japanese players: Many thanks to the TT Translator team, in particular recent translations from:
- DrShadox
- yukke
- ZombieSpider
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fix:
- Fixed a reported graphical issue with the displays on the autominers.
Localisation update:
Translations have been updated for various languages including updated translations for our Czech, French and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- DrShadox
- yukke
- ZombieSpider
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features and blocks:
New type of blocks:
-
Window blocks:
- Reticule Research Window Panel
- Reticule Research Extended Window Panel
- Reticule Research Window Edge Panel
- Reticule Research Extended Window Edge Panel
- Reticule Research Window Corner Panel
- Reticule Research Single Bracket Window
- Reticule Research Duel Bracket Window Panel blocks:
- Reticule Research Wall Panel A
- Reticule Research Wall Panel B
- Reticule Research Extended Wall Panel
- Reticule Research Wall Edge Panel
- Reticule Research Wall Corner Panel
- Reticule Research Bracketed Wall Panel
- Added more AI controlled Techs to menu screen
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- yukke
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, Matt here with a new update for you! This update adds 7 brand spanking new blocks for you to try out. Each one has been suggested by the TerraTech Community so thank you for the great ideas. If you have more suggestions for blocks you'd like to see, keep them coming and let us know. [previewyoutube=-0gkoomwT3A;full][/previewyoutube]
New Features:
7 new blocks to use:
- GeoCorp Solar Panel
- Hawkeye Solar Panel
- GeoCorp Heavy Auto Miner
- Venture Popup Dino Light
- Venture Tail Wing Expander
- Better Future Arc Missile Pod
- Crispy Tofu Block
Bug Fixes:
- Fixed a dialogue loop on Bomber command mission, mission will now end correctly.
- Fixed audio and music in campaign not playing.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech, Brazilian Portuguese, Portuguese and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Arthur
- Yukke
- Rambo
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation update:
Translations have been updated for various languages including updated translations for our Czech and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Yukke
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Yukke
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Items:
- GeoCorp Solar Panel
- Hawkeye Solar Panel
- GeoCorp Heavy Auto Miner
- Venture Popup Dino Light
- Venture Tail Wing Expander
- Better Future Arc Missile Pod
- Crispy Tofu Block
Bug Fixes:
- Fixed a dialogue loop on Bomber command mission, mission will now end correctly.
- Fixed audio and music in campaign not playing
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech, Brazilian Portuguese, Portuguese and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Arthur
- Rambo
- Yukke
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, Matt here with a new update for you! This update adds loads more cabs so you've got even more ways to build your Techs! Enjoy! [previewyoutube=KPOW_80m1rg;full][/previewyoutube]
New Features:
7 new cabs to use:
- GSO Cosmonaut Wide Cab
- Venture Cruz Wide Cab
- Venture Flanker Cab
- Hawkeye Bruiser Cab
- Better Future eFlow Cab
- Better Future eFlux Cab
- Reticule Research Lookout Cab
Bug Fixes:
- Fixed crash when leaving Co-Op modes if mods are installed.
- Issue with custom skins box overlapping the skins menu.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech, Brazilian Portuguese, Portuguese and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Arthur
- Ji Vyhldal
- Yukke
- Rambo
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed crash when leaving Co-Op modes if mods are installed.
- Issue with custom skins box overlapping the skins menu.
Localisation update:
Translations have been updated for various languages including updated translations for our Chinese, Czech, Brazilian Portuguese, Portuguese and Japanese friends: Many thanks to the TT Translator team, in particular recent translations from:
- ZombieSpider
- Arthur
- Ji Vyhldal
- Yukke
- Rambo
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features:
7 new cabs to use:
- GSO Cosmonaut Wide Cab
- Venture Cruz Wide Cab
- Venture Flanker Cab
- Hawkeye Bruiser Cab
- Better Future eFlow Cab
- Better Future eFlux Cab
- Reticule Research Lookout Cab
Localisation update:
Translations have been updated for various languages including updated translations for our Brazilian Portuguese, Czech, Japanese and Portuguese friends: Many thanks to the TT Translator team, in particular recent translations from:
- Arthur
- Ji Vyhldal
- yukke
- Rambo
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
- Possible crash when leaving Co-Op modes if mods are installed.
- Issue with custom skins box overlapping the skins menu.
Hey Prospectors, It's Matt here with a new update for you! Update 1.4.9 includes loads more quality of life improvements. Turn your Magnet Blocks off and on and the flick of a switch with the new GeoCorp Block Magnet Controller. Players with multi-button mice can now keybind different actions to the extra buttons on their mouse. In the campaign, you can now skip the whole tutorial all the way up the Trader Troll mission. We've added three new targets to the R&D Labs Target Range that were created by the TerraTech Community. Shoutout to Sharmoni, Darkstar and Ninjer! You can now bop along to the Reticule Research Combat music to your heart's content. Enjoy! [previewyoutube=UIHGc0H4mu8;full][/previewyoutube]
Quality of Life Improvements:
- Added multi-button mouse support
- Menu option page now scrolls to include new mouse options
- Added the ability to skip the initial tutorial section to after the Trader Troll mission
- Allow magnets to be switched on and off with the new Magnet switch block
- Updated R&D Targets
- Reticule Research Combat music added
New Blocks:
- GeoCorp Magnet Switch
Bug Fixes:
- Fixed crash when joining modded games
- Fixed issue with Trading stations disappearing from the Radar after skipping tutorial
- Fix '?' being left on control config buttons if you pressed a disallowed key (e.g. escape)
- Fixed music issues in different modes not loading correctly
- Fixed start up crash linked to having mods installed
Localisation update:
Translations have been updated for various languages including updated translations for our Brazilian Portuguese, French, Czech, Danish, Hungarian, Japanese, Polish and Portuguese friends: Many thanks to the TT Translator team, in particular recent translations from:
- Arthur
- Ceans
- Ji Vyhldal
- Nichlas Lafrenz
- Mt "Mategm" Gbor
- yukke
- Baej "Szymonicus" Sumiski
- Rambo
Known Issues:
After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed start up crash linked to having mods installed.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed music issues in different modes not loading correctly.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Quality of Life Improvements:
- Added multi-button mouse support
- Menu option page now scrolls to include new mouse options
- Added the ability to skip the initial tutorial section to after the Trader Troll mission
- Allow magnets to be switched on and off with the new Magnet switch block
- Updated R&D Targets
- Reticule Research Combat music added
New Blocks:
- GeoCorp Magnet Switch
Bug Fixes:
- Fixed crash when joining modded games
- Fixed issue with Trading stations disappearing from the Radar after skipping tutorial
- Fix '?' being left on control config buttons if you pressed a disallowed key (e.g. escape)
Localisation update:
Translations have been updated for various languages including updated translations for our Brazilian Portuguese, French, Czech, Danish, Hungarian, Japanese, Polish and Portuguese friends: Many thanks to the TT Translator team, in particular recent translations from:
- Arthur
- Ceans
- Ji Vyhldal
- Nichlas Lafrenz
- Mt "Mategm" Gbor
- yukke
- Baej "Szymonicus" Sumiski
- Rambo
Known Issues:
- When entering the R&D Labs for the first time when loading up the game the music may not play. To fix this go back to the main menu and then select R&D Labs again this should fix the music.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, It's Matt here with a new Community Challenge for you! This time we're taking on both land and air... in the same Tech! I challenge you to build the quickest Duathlon Tech you can. What is a Duathlon Tech? Good question, it's a Tech that can be driven on the ground and in the air. So how is this going to work? Well, you'll load into the 'Home Run' Gauntlet track, build your Duathlon Tech (make sure it can drive and fly), then record your fastest back-to-back ground and air runs. Upload the video to the submissions thread and I'll combine both times to give you your overall time. The quickest time wins! There will be prizes for 1st, 2nd and 3rd places. It should look something like this: [previewyoutube=WXtER3vOJa0;full][/previewyoutube] For full details and to submit your runs see this thread on our Official Forums. Good luck and have fun!
TerraTech is free to play this weekend. From the 1st to the 8th of April you can jump straight into TerraTech without spending a dime. Team up with friends in Co-op Campaign, go head-to-head in Deathmatch, or just build to your heart's content. Enjoy all the prospecting pleasure TerraTech has to offer FOR FREE! Like what you see? Want to continue the fun after the free weekend? Well, you can buy the full game and all DLC for 50% off for the duration of the event. NOTE: Once the free weekend event has finished and you do not own TerraTech you will no longer have access to the game.
Hey Prospectors, Matt here with a brand new update for you. Don't worry this is an actual update. Update 1.4.8 introduces a new Venture Cross Country Time Trial as well as some tweaks to the older Venture races. Suzie Vroom is really putting you through your paces in the new Cross Country Time Trial. It's a bumpy one so come prepared with backup front spoilers! We've also adjusted the old Venture race missions so they now spawn in places that will make them easier to complete. Enjoy! [previewyoutube=8U_YTEmKcsw;full][/previewyoutube]
New Features/Content:
- Added new mission Venture Cross Country
- Updated all old Venture race missions to use the new mission system. They should now spawn in areas that make them easier to complete.
- Added mod loading bar for game modes that need mods installed.
- Added "More button" to modded corporation unlock screen in modding tool.
Design Tweaks:
- Rename "Icon" to "Logo" for corporation editor in modding tool.
- Adjust ring heights for a couple of the Venture aerial tracks to prevent them getting too close to the ground.
Bug Fixes:
- Fixed issue with Modded blocks and guns not aiming at enemies.
- Text Wrapping bug fixed in mission log.
- Fixed issue with remote chargers and the maximum number of Techs.
- Auto-fix corporation skin references when loading the modding tool.
- Remove waypoints if it was pointing at a destroyed Tech.
- Added vision and aimer components to modded cabs.
- French Text Wrapping fixed on rewards crates in deathmatch.
- Fixed spelling mistake in modding loading bar
- Adjusted long German names to wrap correctly in text boxes.
- Adding and removing mods caused issues with the game. This should now be fixed.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Vakmix
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Adding and removing mods caused issues with the game. This should now be fixed.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- French Text Wrapping fixed on rewards crates in deathmatch.
- Fixed spelling mistake in modding loading bar
- Adjusted long German names to wrap correctly in text boxes.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features:
- Added new mission Venture Cross Country
- Updated all old Venture race missions to use the new mission system. They should now spawn in areas that make them easier to complete.
- Added mod loading bar game modes that need mods installed.
- Added "More button" to modded corporation unlock screen in modding tool.
Design Tweaks:
- Rename "Icon" to "Logo" for corporation editor in modding tool.
- Adjust ring heights for a couple of the VEN aerial tracks to prevent them getting too close to the ground.
Localisation Update:
-
Translations have been updated for Hungarian:
Many thanks to the TT Translator team, in particular recent translations from:
- Vakmix
Bug Fixes:
- Text Wrapping bug fixed in mission log.
- Fixed issue with remote chargers and the maximum number of Techs.
- Auto-fix corporation skin references when loading the modding tool.
- Remove waypoints if it was pointing at a destroyed Tech.
- Added vision and aimer components to modded cabs.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed issue with Modded blocks and guns not aiming at enemies.
Known Issues:
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
With the latest TerraTech Update 1.4.7 we've added loads of new functionality to the Official Mod Support tools. As well as making your own Skins you can now create Blocks, Corps, Wheels, Guns and Cabs! We've got step-by-step guides and videos on how to mod each of these.
Setting Up and Skins
Setting Up and Skins
Getting Set up Guide: https://bit.ly/2FeE9Dn Learn how to set up all the Official Modding tools and create your first mod. Then learn how to put your own custom skins into your mod. How to Mod - Skins Guide: http://bit.ly/3uwyPQK [previewyoutube=TSxa7H4xtQM;leftthumb][/previewyoutube]
Blocks
Blocks
This guide shows you how to add custom blocks to your mod. How to Mod - Blocks Guide: http://bit.ly/2NxV5t8 [previewyoutube=PzNKAcU9hCE;leftthumb][/previewyoutube]
Corps
Corps
We cover the steps you need to follow to add your own corporations to your mod. How to Mod - Corps Guide: http://bit.ly/37N1R50 [previewyoutube=4doyNkX2qzY;leftthumb][/previewyoutube]
Wheels, Guns and Cabs!
Wheels, Guns and Cabs!
Now it's time to add block modules to your blocks so you can create your own Wheels, Guns and Cabs. How to Mod - Block Modules Guide: http://bit.ly/2ZOwanF There are loads of mods already on the Workshop. Go check 'em out!
Hey Prospectors, Matt here with the first update of the year for you! This update focuses on some quality of life improvements and includes a new Photo Mode so you can take awesome screenshots of your Techs. Trading Stations have been fitted with wireless chargers so you can recharge while in the field. We've also added one of the most requested blocks... Projection Shields! We've added more functionality to the Official Mod Support Tools so you can now create your own corps, cabs, wheels and weapons. Enjoy! [previewyoutube=tYWIiBImgbc;full][/previewyoutube]
New Features/Content:
- Added Power and wireless charging to trading stations in main game.
- Added Photo mode, This is a pause menu option that hides the UI and places you in a free camera mode.
- Added names of the Payload skins to the skin palette.
- Added hide UI button. (This is listed in the menu and is bound to F2)
- Added Venture Projection shield in to the main game:
- Venture Projected Tracking Shield.
- Added 4 Better Future Projected Shields in to the main game:
- Better Future Edge Shield.
- Better Future Corner Shield.
- Better Future Flat Shield.
- Better Future Long Flat Shield.
- Added 9 Reticule Research Projected Shields in to R&D Labs:
- Reticule Research Small Edge Phalanx Shield.
- Reticule Research Small Tapered Edge Phalanx Shield.
- Reticule Research Small Phalanx Shield.
- Reticule Research Long Phalanx Shield.
- Reticule Research Large Phalanx Shield.
- Reticule Research Corner Phalanx Shield.
- Reticule Research Small Tapered Phalanx Shield.
- Reticule Research Long Tapered Phalanx Shield.
- Reticule Research Large Tapered Phalanx Shield.
Bug Fixes:
- Fixed a bug where Atom would not de-spawn after the player travels away during the opening dialogue of Laser Laboratory.
- Fixed issue with mini map updating as you approach a trading station and moving the markers.
- Fixed bug with Charger Techs breaking remote chargers on other Techs.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Sokolov
- Demlenmis
- Vakmix
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation Update:
- Updated Japanese localisations.
Bug Fixes:
- Fixed an issue with modding weapon firing.
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation Update:
- Updated line breaks on some block descriptions.
- Changed colour of text in the Fabricator screens so that they can be seen better.
- Translations have been updated for various languages including updated translations for our Hungarian friends:
Many thanks to the TT Translator team, in particular recent translations from:
- Vakmix
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation Update:
- Updated spacing in Japanese for cab block names for Crafty Mike, Suzie Vroom and Agent Pow, so the text breaks across 2 lines.
- Hint overlay colour adjusted for better visability.
-
Translations have been updated for various languages including updated translations for our
Russian, Turkish and Hungarian friends:
Many thanks to the TT Translator team, in particular recent translations from:
- Sokolov
- Demlenmis
- Vakmix
Bug Fixes:
- Fixed a bug where Atom would not de-spawn after the player travels away during the opening dialogue of Laser Laboratory.
- Fixed issue with mini map updating as you approach a trading station and moving the markers.
- Fixed bug with Charger Techs breaking remote chargers on other Techs.
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features/Content:
- Added Power and wireless charging to trading stations in main game.
- Added Photo mode, This is a pause menu option that hides the UI and places you in a free camera mode.
- Added names of the Payload skins to the skin palette.
- Added hide UI button (This is listed in the menu and is bound to F2)
- Added Venture Projection shield in to the main game:
- Venture Projected Tracking Shield
- Added 4 Better Future Projected Shields in to the main game:
- Better Future Edge Shield
- Better Future Corner Shield
- Better Future Flat Shield
- Better Future Long Flat Shield
- Added 9 Reticule Research Projected Shields in to R&D Labs:
- Reticule Research Small Edge Phalanx Shield
- Reticule Research Small Tapered Edge Phalanx Shield
- Reticule Research Small Phalanx Shield
- Reticule Research Long Phalanx Shield
- Reticule Research Large Phalanx Shield
- Reticule Research Corner Phalanx Shield
- Reticule Research Small Tapered Phalanx Shield
- Reticule Research Long Tapered Phalanx Shield
- Reticule Research Large Tapered Phalanx Shield
Localisation Update:
- Fixed Hawkeye Bomber Command Cab's title getting cut off in some languages.
- Sokolov
- Demlenmis
- Vakmix
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, Matt here with a Festive update for you! A couple of really cool Venture NPCs have got an even cooler challenge for you in the Campaign. It's time to take on the Slippery Slope! There are a couple of new blocks to play around with too! You can now purchase TWO brand new Skins Packs on the Steam Store:
- Warriors of Future Past
- Fantabulous Contraptions
New Mission:
- A Slippery Slope - Available at Venture grade 3.
New Mission reward blocks:
- Venture Mini Sonic Lance
- Venture Lightweight Racing Spoiler
Bug Fixes:
- Fixed attach points for modded blocks.
- Fixed the Better Future Linear Motion Engine so that it no longer flickers.
- Fixed incorrect block masses and health information.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- AidanMars
- Onur Bykevin - Dem
- Teraman64DD
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features/Content:
- Added community blocks and Slippery Slope blocks to sumo and gauntlet inventories.
Art Tweaks:
- Updated the Venture Sonic Lance inventory icon.
Bug Fixes:
- Fixed Slippery Slope mission failure text to match the mission failure that happened.
- Fixed the Better Future LME so that it no longer flickers.
- Fixed incorrect block masses and health information.
Localisation Update:
Translations have been updated for various languages including new translations for our Japanese, Dutch and Turkish friends: Many thanks to the TT Translator team, in particular recent translations from:
- AidanMars
- Onur Bykevin - Dem
- Teraman64DD
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features / Content:
- A Slippery Slope mission.
- Reward blocks for A Slippery Slope mission:
- Venture Mini Sonic Lance
- Venture Lightweight Racing Spoiler
Art Tweaks:
- Fixed incorrect coloured outlines on VEN reverse skin swatch.
- Fixed Better Future ion drive collision.
- Fixed Better Future large flipper hover collision.
- Fixed missing colliders on Better Future wing medium and middle wing.
- Fixed floating attach points on delivery cannon.
Bug Fixes:
- Fixed attach points for modded blocks.
Localisation Update:
Translations have been updated for various languages including new translations for our Japanese, Dutch and Turkish friends: Many thanks to the TT Translator team, in particular recent translations from:
- AidanMars
- Onur Bykevin - Dem
- Teraman64DD
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, Matt here with a new Community Challenge for you! This time we're building Tanks. They will be pitted against each other in a Battle Royal style showdown with matches of up to 25 Tanks per battle. What do you need to do?
- Firstly, build your Tank! Make sure it conforms to the rules outlined here.
- Next, upload a Snapshot or link to the Steam Workshop and submit it to this thread on our official Forums.
- Tune in to the Stream (Date/time is TBC) to see your entry battle it out against others.
- 1st Prize: TerraTech Base game AND all DLC Packs
- 2nd Prize: Either TerraTech Base game OR all DLC Packs
- 3rd Prize: Your choice of ONE TerraTech DLC.
Greetings Prospectors, It's Matt here with a spooky new update for you! [previewyoutube=8rPskYEOwR0;full][/previewyoutube] HUBL, the Better Future NPC, needs some Tech support to get their GigaStack Facility back online. You'll need a torch and nerves of steel for this one. What was that noise? The Community has spoken! There are 18 new blocks being added, all suggested, inspired by, and voted for by you lovely people. Included are 4 new cosmetic masks that are perfect for some trick or treatin'. Stick it in reverse! There's now a reverse Venture Skin available in the Skins Palette to give your Venture Techs a sharp new look. NOTE: This downloadable content is free and will be automatically downloaded as part of the update.
New Mission:
- HUBL, BUBL & TRUBL!
-
Better Future's Giga Stack facility has gone down. Think of all of our valued customers missing out on our great products - the horror! We would like to contract you for some tech support. Don't worry, it's not complicated. We just need you to switch it back on again. We pay well, of course.
New Mission reward blocks:
- Anubis Mask
- Calavera Mask
- Kitsune Mask
- Plague Doctor Mask
New blocks suggested by the community:
- GeoCorp Inside Corner Block
- GeoCorp Basic Block Mini
- GeoCorp Half Block Mini
- GeoCorp Armour Block Mini
- GeoCorp Boss Cab
- GeoCorp Overlord Cab
- Venture Smooth Standard Block
- Venture Medium Dino Side Block
- Venture Large Dino Side Block
- Venture Wide Dino Corner Block
- Hawkeye Medium Spike Armour Extension
- Hawkeye Large Spike Armour Extension
- Hawkeye XL Spike Armour Extension
- Better Future Six Face Blank Block
New Skin:
- Reverse Venture Skin
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Dzi4d3k
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- The outer walls inside the "HUBL, BUBL & TRUBL" mission maze can sometimes be seen through.
- The client can get stuck on the loading screen trying to join a Co-op Campaign game with mods installed.
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- This build contains a fix for a crash some players were having after completing HUBL, BUBL and TRUBL!
Localisation Update:
Translations have been updated for various languages including new translations for our Japanese and Korean friends: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- "HUBL, BUBL, & TRUBL!" mission is now available in Co-Op Campaign as well.
- Updated enemy Techs in the horror maze to add a little more variety.
- Updated the maze to kill all enemy Techs from the previous stage when progressing to the next one to help safeguard against leftover enemies.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- The mission name has been changed to "HUBL, BUBL & TRUBL!" to fit on the mission log.
- Fixed bug where enemies right outside the maze can trigger the horror music.
- The mission dialogue has been revised as the strange characters conveying HUBL's corrupted system were misinterpreted as unintentional.
- Fixed bug where the HUBL, BUBL & TRUBL mission would switch to day time on a reload.
- Fixed issue on completion of the mission preventing the camera reverting to it's normal behaviour of zooming in and out.
Known Issues:
- "HUBL, BUBL, & TRUBL!" is currently only available in Single Player Campaign.
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Mission:
- HUBL, BUBL, toil and TRUBL! (Single player Campaign initially)
-
Better Future's Giga Stack facility has gone down. Think of all of our valued customers missing out on our great products - the horror! We would like to contract you for some tech support. Don't worry, it's not complicated. We just need you to switch it back on again. We pay well, of course.
New Mission reward blocks:
- Anubis Mask
- Calavera Mask
- Kitsune Mask
- Plague Doctor Mask
New blocks suggested by the community:
- GeoCorp Inside Corner Block
- GeoCorp Basic Block Mini
- GeoCorp Half Block Mini
- GeoCorp Armour Block Mini
- Venture Smooth Standard Block
- Venture Medium Dino Side Block
- Venture Large Dino Side Block
- Venture Wide Dino Corner Block
- Hawkeye Medium Spike Armour Extension
- Hawkeye Large Spike Armour Extension
- Hawkeye XL Spike Armour Extension
- Better Future Six Face Blank Block
Other blocks:
- GeoCorp Boss Cab
- GeoCorp Overlord Cab
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Dzi4d3k
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- The outer walls inside the Horror Maze due to the camera angle can sometime be seen through, this will be the case in both single player mode and in Co-op campaign.
- The client can get stuck on the loading screen trying to join a Co-op Campaign game with mods installed.
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
Hey Prospectors, Matt here with a shiny new update for you! [previewyoutube=6v6uVJ0VDDI;full][/previewyoutube] There are two new missions in the campaign. Poor positioning positively predicates pandemonium in A Perilous Prototype. And there are more arena shenanigans to contend with in Arena Challenge. But wait, there's more! The Reticule Research Payload Terminal has arrived. So you can now fulfill all your Reticule Research block purchasing requirements with ease.
New Features/Content:
- New Reticule Research mission - A Perilous Prototype, in both Single Campaign and Co-Op.
- New Reticule Research mission - Arena Challenge, in both Single Campaign and Co-Op.
- Reticule Research Payload Terminal is now available.
Design Tweaks:
- Replaced old shield chargers with new versions in Reticule Research missions.
Bug Fixes:
- Fixed bug with single block Techs and anchoring in multiplayer.
- Fixed issue with population techs no longer spawning in Campaign.
- Fixed player respawn issue with Arena Challenge in Co-op.
- Fixed level up text issue in Korean.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- DrShadox
- Mr-Vagabond
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
- After Players have uploaded a Skin, Block or Corporation to Steam TerraTech may not boot up. To remedy this Players will have to restart Steam to be able to boot up TerraTech after uploading one of these items, now the game should run normally.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed empty inventory issue.
Known Issues:
- Custom modded corporation placeholders may appear in Campaign and Co-op Campaign, but these have not been implemented yet and have no function.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed issue with population techs no longer spawning in Campaign.
- Fixed player respawn issue with Arena Challenge in Co-op.
- Fixed dialogue issue in Arena Challenge.
- Fixed level up text issue in Korean.
Known Issues:
- Inventory will appear empty when opened. If you select the corp you want to find blocks in, they will appear.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- DrShadox
- Mr-Vagabond
- Szymonicus
- Teraman64DD
- WispM
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Features/Content:
- New Reticule Research mission - A Perilous Prototype, in both Single Campaign and Co-Op.
- New Reticule Research mission - Arena Challenge, in both Single Campaign and Co-Op.
- Reticule Research Payload Terminal is now available.
Design Tweaks:
- Replaced old shield chargers with new versions in Reticule Research missions.
Bug Fixes:
- Fixed bug with single block Techs and anchoring in multiplayer.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- DrShadox
- Mr-Vagabond
- Szymonicus
- Teraman64DD
- WispM
Hey Prospectors, Matt here with a new update for you! You can take on the new Reticule Research Mission, Zero Point Hollow, with friends! It's now available in Co-op Campaign. Although I'm not convinced it'll be any easier, it'll certainly be more interesting. We've also included some localisation updates thanks to the TT Translators. Enjoy!
Bug Fixes:
- Zero Point Hollow is now available in Co-Op.
- Fixed issue were some core missions were blocked from appearing on Mission Boards by other missions.
- Fixed some Mission Boards appearing to be empty whilst they populate with available missions.
- Fixed issue with weapon aiming at Enemies above or below the player.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Mr-Vagabond
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed issue whereby weapons could not aim up or down.
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New features:
- Zero Point Hollow mission is now available in Co-op Campaign.
Bug Fixes:
- Fixed issue were some core missions were blocked from appearing on Mission Boards by other missions.
- Fixed some Mission Boards appearing to be empty whilst they populate with available missions.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Mr-Vagabond
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Fix for game getting stuck on a black screen
Version 1.4.1 had a bug preventing new players from getting to the main menu where the game would get stuck on a black screen. This has now been fixed in version 1.4.2. Hey Prospectors, Matt here with a new update for you! [previewyoutube=FGBnbtEOb04;full][/previewyoutube] The Reticule Research lead experimenter, Atom, needs a new lab assistant to assist in some 'experiments.' Are you up to the task? Check your nearest mission board for more details. You can now create your own blocks using our Modding Tool. New functionality means you can upload custom blocks to the Steam Workshop! For more info and instructions check our How-to Wiki here. We've also included translation updates thanks to the TT Translators. Enjoy!
New Reticule Research missions:
- Tesla Base
- Zero Point Hollow
New mission blocks:
- Reticule Research Cab
- Reticule Research Fabricator
- Reticule Research Scrapper
- Reticule Research Tesla Coil
- GSO Cab Chassis
- GeoCorp Cab Chassis
- Venture Cab Chassis
- Hawkeye Cab Chassis
- Better Future Cab Chassis
New features:
- Option added to confine the mouse pointer to the window when playing in non-full screen mode.
Design tweaks:
- A Reticule Research Tech has been added to the start of R&D Labs.
Mod Support Update:
- The Official Mod Support tools have been updated to support block modding.
- Please visit our official Wiki for information on how to make your own custom blocks.
- Further Mod Support tweaks and functionality are planned, so be sure to leave us your feedback on the forum thread linked above.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Dzi4d3k
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Zero Point Hollow mission is currently not available in Co-op Campaign mode, but will be added in a future update.
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Hey Prospectors, Matt here with a new update for you! [previewyoutube=hGfDy-VbvzA;full][/previewyoutube] The Reticule Research lead experimenter, Atom, needs a new lab assistant to assist in some 'experiments.' Are you up to the task? Check your nearest mission board for more details. You can now create your own blocks using our Modding Tool. New functionality means you can upload custom blocks to the Steam Workshop! For more info and instructions check our How-to Wiki here. We've also included translation updates thanks to the TT Translators. Enjoy!
New Reticule Research missions:
- Tesla Base
- Zero Point Hollow
New mission blocks:
- Reticule Research Cab
- Reticule Research Fabricator
- Reticule Research Scrapper
- Reticule Research Tesla Coil
- GSO Cab Chassis
- GeoCorp Cab Chassis
- Venture Cab Chassis
- Hawkeye Cab Chassis
- Better Future Cab Chassis
New features:
- Option added to confine the mouse pointer to the window when playing in non-full screen mode.
Design tweaks:
- A Reticule Research Tech has been added to the start of R&D Labs.
Mod Support Update:
- The Official Mod Support tools have been updated to support block modding.
- Please visit our official Wiki for information on how to make your own custom blocks.
- Further Mod Support tweaks and functionality are planned, so be sure to leave us your feedback on the forum thread linked above.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Dzi4d3k
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Zero Point Hollow mission is currently not available in Co-op Campaign mode, but will be added in a future update.
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Information:
- In order to prevent further delay in releasing an update to the game, we have decided to disable the Zero Point Hollow mission in Co-op Campaign for now. There are several known issues with the mission in co-op mode that require more time to fix. We'll tackle these bugs after version 1.4.1 gets released.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Fixed issue causing the mission marker for Zero Point Hollow to point to the centre of the course instead of to the entrance.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Dzi4d3k
- Szymonicus
- Teraman64DD
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- Reduced Tesla Coil area damage radius from 6 to 4.
Bug fixes:
- Fixed bug causing some blocks to not be affected by anti-gravity bubbles.
- Fixed bug allowing the Tesla Coil to be incorrectly given as a reward at the end of the Blaster Battle mission.
- Fixed bug causing the Reticule Research Tesla Coil to cause more damage than the intended 7500.
- In Co-op Campaign Zero Point Hollow mission, fixed issue causing certain enemy Techs to not despawn correctly when the mission fails due to one of the players dying.
- Fixed a crash bug that occurs on completion of Zero Point Hollow in Co-op Campaign.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- Rebalanced Reticule Research Tesla Coil:
- Increased range from 20 to 50
- Reduced time between discharges from 7.5 to 6 seconds
- Increased initial hit damage from 800 to 2500
- Increased area damage from 200 max to 5000 max
- Increased power drain per discharge from 200 to 2500
- The Reticule Research Cab battery has been reduced from 3750 to 2000.
- The level up screen for Reticule Research Grade 2 has been improved.
- A Reticule Research Tech has been added to the start of R&D Labs.
Bug fixes:
- When playing the Zero Point Hollow mission in Co-op Campaign, the timer now triggers correctly when all players are in the start area.
- Fixed an issue causing completion of Zero Point Hollow mission to not conclude correctly.
- When playing the Zero Point Hollow mission in Co-op Campaign, an issue has been fixed that caused the 1st section of Techs to vanish when the timer begins.
- When playing the Zero Point Hollow mission in Co-op Campaign, fixed issue causing enemy Techs to despawn before the client has reached them if host reaches the next sector.
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Reticule Research Grade 2 missions:
Initially available in single player campaign mode. Availability in co-op campaign mode to follow.
- Tesla Base
- Zero Point Hollow
New mission blocks:
- Reticule Research Cab
- Reticule Research Fabricator
- Reticule Research Scrapper
- Reticule Research Tesla Coil
- GSO Cab Chassis
- GeoCorp Cab Chassis
- Venture Cab Chassis
- Hawkeye Cab Chassis
- Better Future Cab Chassis
New features:
- Option added to confine the mouse pointer to the window when playing in non-full screen mode.
Known Issues:
- Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Hey Prospectors, Matt here with a new update for you! Putting the R&D into weird, Reticule Research is now in the Campaign! There are new missions, new blocks, new ways to experiment. [previewyoutube=3-BnHNLACyk;full][/previewyoutube] We've also included translation updates thanks to the TT Translators. Enjoy!
New Reticule Research missions:
- In Search of Science
- Laser Laboratory
- Blaster Battle
New mission blocks:
- GSO Left Di-gon Wing
- GSO Right Di-gon Wing
- Hawkeye BMB (Ballistic Missile Battery)
- Reticule Research Talon Laser
- Reticule Research Mecanum Wheel
Blocks promoted from R&D Labs:
Standard Blocks
- Reticule Research One Block
- Reticule Research Two by Two Block
- Reticule Research Tri Chassis
- Reticule Research Quad Chassis
- Reticule Research Cross Chassis
- Reticule Research Rocker Chassis
- Reticule Research Faired One Block
- Reticule Research Faired Two Block
- Reticule Research Ramp Small
- Reticule Research Ramp Medium
- Reticule Research Ramp Large
- Reticule Research Platform
- Reticule Research Armoured One Block
- Reticule Research Armoured Two Block
- Reticule Research Front Balloon Wheel
- Reticule Research Side Balloon Wheel
- Reticule Research Fireworks Launcher
- Reticule Research HF Vibro Blade
- Reticule Research Sonic Blaster
- Reticule Research AA Repulsor Cannon
- Reticule Research GIGA PLASMA
- Reticule Research HIVE Missile Launcher
- Reticule Research Zero Point Energy Gun
- Reticule Research Sticky Bomb Launcher
- Reticule Research Dynamo Generator
Bug fixes:
- The following GeoCorp blocks can now be fabricated and scrapped;
- Front Armour Block
- Side Armour Block
- Top Armour Block
- MegaReactor Battery.
- In "The Almighty Cube II" mission, fixed issue causing some blocks on the minions to not self-destruct.
- In the Hawkeye missions to destroy Techs, an issue has been fixed to set the waypoint marker back to Sergeant Smash if the player navigates away before Sergeant Smash finishes delivering his introduction dialogue, in order to allow the mission to resume correctly.
- Fixed bug preventing enemy Techs in R&D Labs Battle Arena from being manually targeted.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- LucasZ3214
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Reticule Research Fabricator and Payload Terminal are currently unavailable. These will be added in a future update.
- There is currently no Reticule Research vehicle audio. This will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- When playing the Searching For Science mission in Co-Op Campaign, clients cannot see Atom's name tag. This has now been fixed.
- When playing the Searching For Science mission in Co-Op Campaign, smoke was missing for clients when Atom disappears. This has now been fixed.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Bebiezaza
- Teraman64DD
- WispM
Known Issues:
- Reticule Research Fabricator and Payload Terminal are currently unavailable. These will be added in a future update.
- There is currently no Reticule Research vehicle audio. This will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Szymonicus
- Teraman64DD
Known Issues:
- Reticule Research Fabricator and Payload Terminal are currently unavailable. These will be added in a future update.
- There is currently no Reticule Research vehicle audio. This will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Players will have no starting crate in Co-op Campaign if the host loads a single player save game file beforehand. This has now been fixed.
- Fixed issue to allow Reticule Research Mecanum Wheels to drive forward or backwards when placed on the front and back of the Tech only.
- When the player reloads a save for Laser Labs after completing it beforehand, the mission will complete after speaking to Atom at the beginning of the mission. He will deliver his start of mission dialogue, disappear then re-appear straight away to deliver the completed mission dialogue. This occurred when reloading without rebooting the game and has now been fixed.
- When playing the Laser Laboratory mission in Co-op Campaign, the large door at the end of the mission not opening has now been fixed.
- Fixed issue to prevent enemy Techs from attacking players at the end of Co-Op Campaign Laser Laboratory mission.
- In Co-op Campaign Blaster Battle mission, the client can get out of the arena and not cause the mission to fail by switching to another buggy. This has now been fixed.
- If the player is set to Japanese, Korean, Simplified or Traditional Chinese, and use those characters when saving a snapshot, the game failed to save auto snapshots. This has now been fixed.
- Fixed bug preventing Tech snapshots with R&D Labs EXP blocks from loading in.
Known Issues:
- Reticule Research Fabricator and Payload Terminal are currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- If the player reloads a save game made during Laser Laboratory after opening any of the doors, the doors become closed again. This does not block the player from finishing the mission, only prevents them from exiting out of the front door if they wish to abandon the mission. This issue has now been fixed.
- Fixed bug causing enemy Techs in Blaster Battle to incorrectly give the player XP.
- Fixed bug causing chat box in Co-Op Campaign to report that players have gained "0 XP" for destroying Techs that don't give XP to the player when destroyed.
- Fixed bug causing a blank dialogue box to appear when restarting the Blaster Battle mission in Co-op Campaign, when the mission has been failed by removing the weapon from any player's Tech.
- Fixed bug preventing enemy Techs in R&D Labs Battle Arena from being manually targeted.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- LucasZ3214
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Enemy Techs may attack the player at the start of the Blaster Battle mission.
- Reticule Research Fabricator and Payload Terminal are currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Reticule Research missions:
The new Reticule Research missions introduced in version 1.3.12.1 are now available in Co-op Campaign mode.
- In Search of Science
- Laser Laboratory
- Blaster Battle
Bug fixes:
- The following GeoCorp blocks can now be fabricated and scrapped;
- Front Armour Block
- Side Armour Block
- Top Armour Block
- MegaReactor Battery.
- In "The Almighty Cube II" mission, fixed issue causing some blocks on the minions to not self-destruct.
- In the Hawkeye missions to destroy Techs, an issue has been fixed to set the waypoint marker back to Sergeant Smash if the player navigates away before Sergeant Smash finishes delivering his introduction dialogue, in order to allow the mission to resume correctly.
- Fixed issue causing certain characters in Simplified and Traditional Chinese to not appear correctly.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- LucasZ3214
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Enemy Techs may attack the player at the start of the Blaster Battle mission.
- Reticule Research Fabricator and Payload Terminal are currently unavailable, but will be added in a future update.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Reticule Research missions:
In single player Campaign initially.
- In Search of Science
- Laser Laboratory
- Blaster Battle
New mission blocks:
- GSO Left Di-gon Wing
- GSO Right Di-gon Wing
- Hawkeye BMB (Ballistic Missile Battery)
- Reticule Research Talon Laser
- Reticule Research Mecanum Wheel
Blocks promoted from R&D Labs:
Standard Blocks
- Reticule Research One Block
- Reticule Research Two by Two Block
- Reticule Research Tri Chassis
- Reticule Research Quad Chassis
- Reticule Research Cross Chassis
- Reticule Research Rocker Chassis
- Reticule Research Faired One Block
- Reticule Research Faired Two Block
- Reticule Research Ramp Small
- Reticule Research Ramp Medium
- Reticule Research Ramp Large
- Reticule Research Platform
- Reticule Research Armoured One Block
- Reticule Research Armoured Two Block
- Reticule Research Front Balloon Wheel
- Reticule Research Side Balloon Wheel
- Reticule Research Fireworks Launcher
- Reticule Research HF Vibro Blade
- Reticule Research Sonic Blaster
- Reticule Research AA Repulsor Cannon
- Reticule Research GIGA PLASMA
- Reticule Research HIVE Missile Launcher
- Reticule Research Zero Point Energy Gun
- Reticule Research Sticky Bomb Launcher
- Reticule Research Dynamo Generator
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- LucasZ3214
- Szymonicus
- Teraman64DD
- WispM
Known Issues:
- Enemy Techs may attack the player at the start of the Blaster Battle mission.
Hey Prospectors! It's time to get nautical! Who can build the most powerful warship? The challenge is to build the strongest warship you can. We will then pit them against each other in a knock-out style completion to be streamed LIVE! So how will this work?
- Start a Co-op Creative Game
- Build a Warship that costs less than 10,000,000 and can float on air - Use any blocks that are available in Co-op Creative
- Submit a snapshot or Steam Workshop link of the Tech to this thread
Rules:
- No modded blocks - Play fair
- No Multi-techs - Your ship must consist of one Tech
- One Cab per Ship (this includes AI Modules) - Once it's gone you're out!
- Your Tech must cost less than 10,000,000
- Your Tech must be able to load into a Co-op Creative game
- Your Tech must float on air - Anti-grav is your friend
- It must resemble a sea fairing vessel
- Entries close 24th June
- 1st Prize - TerraTech Deluxe Edition & ALL TerraTech DLC
- 2nd Prize - Choose between: TerraTech Deluxe Edition OR ALL TerraTech DLC
- 3rd Prize - Your choice of ONE TerraTech DLC Steam Code
- Each Tech will start the battle fully charged
- These are allowed:
- Modded Skins - Made using Official Mod support tools ONLY and uploaded to the Stream Workshop (make it clear in your submission which mod has been used)
- Hoverbug - If you can make it work then go for it
- As we will be using a Co-op Creative game to host the battles your Tech can only contain blocks that are in that game mode
- One entry per person
- We will set each Tech to 'Enemy' and let the AI duke it out
Hey Prospectors, Matt here with a new update for you! The final part of the mighty Cube Mission is upon us! Can you take on the toughest challenge yet? Great spoils await the victor including new blocks and a battery that's MEGA! We've also included some localisation updates thanks to the TT Translators. Enjoy!
New missions:
- The Almighty Cube part 3.
- All 3 parts of the Almighty Cube missions are also available in Co-op Campaign.
New mission blocks:
The following mission blocks are now available in Campaign mode on completion of The Almighty Cube part 3:
- GeoCorp Mighty Top Armour Block
- GeoCorp Mighty Side Armour Block
- GeoCorp Mighty Front Armour Block
- GeoCorp MegaReactor Battery
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug fixes:
- Fixed bug causing enemy missiles and mortars to not lock onto players at all.
- Fixed bug preventing blocks from despawning when minions of The Almighty Cube are destroyed.
- When tackling The Almighty Cube mission in Co-op Campaign, a bug has been fixed preventing the non-hosts from seeing the mission timer.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design tweaks:
- The GeoCorp MegaReactor Battery mass has increased from 24 to 50.
- The GeoCorp MegaReactor Battery capacity has increased from 45,000 to 60,000.
Bug fixes:
- For The Almighty Cube mission part 3, fixed issue causing the timer to start abruptly when attempting to destroy the cube for a third time.
- Fixed issue causing the names and descriptions of Reticule Research blocks in R&D Labs to incorrectly display "This block no longer exists."
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New missions:
- The Almighty Cube part 3.
- All 3 parts of the Almighty Cube missions are also available in Co-op Campaign.
New mission blocks:
The following mission blocks are now available in Campaign mode on completion of The Almighty Cube part 3:
- GeoCorp Mighty Top Armour Block
- GeoCorp Mighty Side Armour Block
- GeoCorp Mighty Front Armour Block
- GeoCorp MegaReactor Battery
Known Issues:
- In R&D Labs, most of the names and descriptions for Reticule Research blocks are incorrectly displaying "This block no longer exists."
Hey Prospectors, Matt here with a new update for you! [previewyoutube=4X9_1GEoZ0s;full][/previewyoutube] Official Mod Support has arrived to TerraTech! Create your own Mods and upload them straight to the Steam Workshop using tools developed and supported by US! For details on how to get started on making your very own mod check here. The first two parts of a brand new three-part mission have been added to the campaign. Can you take on the Cube? We'd like to see you try! We've updated some translations for various languages as well as fixed a few bugs. Enjoy!
New Missions:
- A mysterious Cube surrounded by even stranger Techs. Find out what's going on when the player discovers the Cube...and if it could return again.
New Blocks:
- GSO Mighty Minion Head Block
- GeoCorp Mighty Top Armour Block (In Creative modes only and coming to Campaign soon)
- GeoCorp Mighty Side Armour Block (In Creative modes only and coming to Campaign soon)
- GeoCorp Mighty Front Armour Block (In Creative modes only and coming to Campaign soon)
- GeoCorp MegaReactor Battery (In Creative modes only and coming to Campaign soon)
Mod Support:
- The first Official Mod Support tools have been added. Please visit our official forum post for information on how to make your own custom Skins.
- Further Mod Support tweaks and functionality are planned, so be sure to leave us your feedback on the forum thread linked above.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Bug Fixes:
- Fixed bug occurring in Co-Op Creative mode that can leave a player trapped beyond the boundary if the host leaves and creates a Co-Op Campaign game that the client then joins.
- Fixed bug preventing the player from buying an anti-gravity race Tech from Hubl at the Better Future "Anti-Gravity Race Track."
- Fixed various text overlapping issues.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed crash bug caused when a mod is uninstalled.
- Fixed UV mapping on the Hawkeye Split Fort Armour block to address texture issues caused when multiple mod skins are applied to it.
Localisation:
- Korean translations have been updated courtesy of TT Translator WispM.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed bug occurring in Co-Op Creative mode that can leave a player trapped beyond the boundary if the host leaves and creates a Co-Op Campaign game that the client then joins.
- Wheely now has a picture when talking in "The Almighty Cube" mission.
- Fixed issue with Mighty Tech despawning too quickly when flying off in The Almighty Cube missions.
- Fixed bug preventing the player from buying an anti-gravity race Tech from Hubl at the Better Future "Anti-Gravity Race Track."
- Fixed the display of "Crafting Station" Tech name in R&D Labs being cut off in some non-English languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Missions:
- A mysterious Cube surrounded by even stranger Techs. Find out what's going on when the player discovers the Cube...and if it could return again.
New Blocks:
- GSO Mighty Minion Head block
- GeoCorp Mighty Top Armour block
- GeoCorp Mighty Side Armour block
- GeoCorp Mighty Front Armour block
- GeoCorp MegaReactor Battery
Mod Support:
- The first Official Mod Support tools have been added. Please visit our official forum post for information on how to make your own custom Skins.
- Further Mod Support tweaks and functionality are planned, so be sure to leave us your feedback on the forum thread linked above.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Bug Fixes:
- Fixed various text overlapping issues
The world is facing an unprecedented challenge with communities and economies everywhere affected by the growing COVID-19 pandemic, and we wanted to help provide support on a global level. As such, we have decided to offer this DLC pack containing cosmetic skins which were originally exclusive to high-tier Kickstarter backers, in support of COVID-19 disaster relief. 100% of revenue which we receive from the sale of this DLC pack will be donated to the COVID19 Response Fund, coordinated by the World Health Organization (WHO). This money will help patients get the care they need, help ship essential supplies to frontline workers, and accelerate efforts to develop vaccines, tests and treatments. This DLC pack contains 5 unique GSO skins that work across all game modes, and include:
- Corporation VP skin
- Digital Harvester skin
- Laser Weapon skin
- Mining Crew Foreman skin
- Mining Crew Hardcore skin
Hey Prospectors, Matt here with a new update for you! [previewyoutube=jbwW2AL0iBI;full][/previewyoutube] 1.3.10 brings with it two new missions:
- Plateau Run - Navigate through the plateau before the time runs out
- Mine Island - Traverse the Mine Islnad to rescue the stranded tech
New Missions added:
- Plateau Run - Venture Grade 1 (Single player only)
- Mine Island Rescue - Venture Grade 2
New Blocks:
- Venture Little Slipstream Booster
- Venture Left Gruntle Armour Block
- Venture Middle Gruntle Armour Block
- Venture Right Gruntle Armour Block
- Venture Whimpy Armour Block
- GSO Crafty Mike Cab
- GSO Agent Pow Cab
- Venture Suzie Vroom Cab
- Hawkeye Bomber Command Cab
Design Tweaks:
- The buttons for Co-Op Campaign and Co-Op Creative in the front end for have been swapped around for consistency with the single player menu.
- Increased the size of the Rogue AA Turrets in the Bomber Command mission and made them more likely to blow up when hit.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Nichlas Lafrenz
- Teraman64DD
- WispM
- Yusuf Agcakale
Bug Fixes:
- The Linear Motion Engine now spawns in Co-Op modes.
- Fixed crash bug caused when trying to open the Tech Manager as a Tech is being assembled that has just been deployed.
- Fixed crash bug when shooting blocks that are attached to a magnet with a shotgun.
- Fixed an issue preventing non-English text for "Racing" in the R&D Labs teleport menu from appearing correctly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Reduced the likelihood of enemy Techs wandering into the Bomber Command mission.
- Fixed an issue preventing non-English text for "Racing" in the R&D Labs teleport menu from appearing correctly.
Localisation Updates:
- More translations added for Korean and Russian.
- Many thanks to WispM and Sokolov.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed crash bug when shooting blocks that are attached to a magnet with a shotgun.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed crash bug caused when trying to open the Tech Manager as a Tech is being assembled that has just been deployed.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- The buttons for Co-Op Campaign and Co-Op Creative in the front end for have been swapped around for consistency with the single player menu.
- Increased the size of the Rogue AA Turrets in the Bomber Command mission and made them more likely to blow up when hit.
- The Plateau Run mission is now prevented from spawning in the ice biome.
- The purchaseable Zoomer Tech for Plateau Run mission has been made a bit longer to make it less twitchy to drive.
Bug Fixes:
- The Linear Motion Engine now spawns in Co-Op modes.
- For the Mine Island Rescue mission, fixed issue where anchoring Techs in the minefield would block the minefield from working.
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Teraman64DD
- WispM
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Missions added:
- Plateau Run - Venture Grade 1 (Single player only)
- Mine Island Rescue - Venture Grade 2
New Blocks:
- Venture Little Slipstream Booster
- Venture Left Gruntle Armour Block
- Venture Middle Gruntle Armour Block
- Venture Right Gruntle Armour Block
- Venture Whimpy Armour Block
- GSO Crafty Mike Cab
- GSO Agent Pow Cab
- Venture Suzie Vroom Cab
- Hawkeye Bomber Command Cab
Localisation Update:
Translations have been updated for various languages: Many thanks to the TT Translator team, in particular recent translations from:
- Nichlas Lafrenz
- Teraman64DD
- WispM
- Yusuf Agcakale
Hey TerraTechers Another update has arrived for non-English speaking players. Translations have now been added for the content recently added to the game. Many thanks as always to the team of TT Translators who've contributed with translations for their native languages. Enjoy!
Localisation Update:
Translations have been updated for the following languages:
- French
- German
- Japanese
- Russian
- Simplified Chinese
- Spanish
- Traditional Chinese
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Localisation Update:
Translations have been updated for the following languages:
- French
- German
- Japanese
- Russian
- Simplified Chinese
- Spanish
- Traditional Chinese
Hey Prospectors, We've got a brand spanking new update for you! Reticule Research, the new Corporation coming to TerraTech, have started their prospecting empire by taking over the R&D Labs. They've brought a few toys with them for you to test out. WARNING! USE WITH EXTREME CAUTION!! Not only that, but there are also three epic new missions in campaign. Put your bombing skills to the test in Bomber Command, take care of the pesky enemy watchtower in Charlie Watchtower and investigate the weird goings-on over at SAM Site Ridge. Two Community inspired blocks have also made their way into the main game. What awesome Techs are you going to make with the Hawkeye Delta Wings and Type 45 Naval Gun? Make sure you share them to the Workshop! Enjoy!
New Missions added:
- Bomber Command - Hawkeye Grade 2 [Singleplayer only. Will come to Multiplayer in next update]
- Charlie Watchtower - GSO Grade 2
- SAM Site Ridge - GSO Grade 3
- Better Future Hover Training Programme [Set of 11 new missions].
New Blocks:
- Geocorp Girder Bracket
- Geocorp Extended Corner Block
- Hawkeye Delta Wings [Left and Right variants]
- Hawkeye Type 45 Naval Gun
Blocks Promoted from R&D:
- Venture Big Top Nose Propellor
Art Tweaks:
- UI opacity changes to all the main panels in game to reduce the overall brightness.
- New R&D Labs menu button
Reticule Research Replaces EXP:
-
Reticule Research have taken up the position previously held by EXP as the Research and Development department for all other Corporations. This signifies a revamp to R&D Labs, a bunch of new blocks and some more experimental weaponry being added.
R&D Revamp:
- New Reticule Research branding
- Added new Battle Arena - Drive onto the pressure plate and wait 3 seconds to fight an enemy matched to your tech
- Venture time trials from Campaign now added, complete with bespoke terrain
- General tidy up and reorganisation of multiple areas
- Set to permanent daytime
- Tech Allegiance is now controlled in Tech Manager Menu
- Return To Checkpoint now returns you to the last teleporter you used
- Improved the Start Position area with new signs, charging station and rotating logo.
- Improved the Testing Apparatus zone.
- Improved teleport menu added.
- Added signs to all zones.
- Added alternate EXP skin for Reticule Research.
- New Floor Texture.
New R&D Labs Blocks:
- Reticule Research HIVE Missile Launcher
- Reticule Research Rocker Chassis
- Reticule Research Cross Chassis
- Reticule Research Tri Chassis
- Reticule Research Quad Chassis
- Reticule Research Sonic Blaster
- Reticule Research GIGA PLASMA
- Reticule Research One Block
- Reticule Research Two by Two Block
- Reticule Research Armoured One Block
- Reticule Research Armoured Two Block
- Reticule Research Faired One Block
- Reticule Research Faired Two Block
- Reticule Research Front Balloon Wheel
- Reticule Research Side Balloon Wheel
- Previous existing EXP Blocks now re-branded to Reticule Research
Bug Fixes:
- Scrapper in Craftier Business II now defaults to the correct orientation.
- In Creative and Co-op Creative, game saves now correctly remember when enemies are turned off.
- Fixed bug allowing the Tech Loader "Sort" drop down box to be able to be scrolled out of.
- Fixed bug preventing the player from typing in the multiplayer text box if the skins menu is open.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fixes:
- Fixed bug causing the SFX for the Reticule Research Sonic Blaster to incorrectly play when targeting enemies.
- Fixed bug causing weapons with spin-up state to fire automatically when attached to a Tech after detaching during its spin up.
- Made the R&D Labs teleport menu text more legible.
- Fixed bug causing the DPS Target in R&D Labs to report inconsistent values.
- Fixed the underside of R&D Labs platforms obscuring the player's Tech when in build beam.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
R&D Labs Tweaks:
- Replaced the raised floor in the starting area with a custom tile.
Bug Fixes:
- Fixed various crash bugs.
- Removed blank box that appears during the intro sequence of a new game.
- Fixed bug causing "Approach trading station mission" to not initially point to the correct trading station.
- Fixed issue causing the Trading Station icons on the mini-map to not point to the actual Trading Stations in the world.
- Fixed text overrunning out of box issue with hint for explaining flight controls.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
R&D Labs Tweaks:
- Refined the starting area layout.
- Replaced the fixed signs with floating signs.
- Added larger hovering matrix displays for speed and mass in the Testing Apparatus area.
Bug Fixes:
- Corrected Chinese translation errors.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Art Tweaks:
- The front end icon for R&D Labs has been updated.
- Hawkeye Naval Gun brass now ejects from chambers on top of the weapon.
R&D Labs Tweaks:
- Improved the layout of the Testing Apparatus area.
- Repositioned the props in the Playground area to align with the floor pattern.
Bug Fixes:
- Fixed bug in Bomber Command causing turrets to sometimes appear underneath the terrain.
- Fixed text overlap issue for "MODIFY OTHER PLAYER TECHS" option for Co-op Campaign.
- Fixed bug allowing players to join private games via the Steam friends list.
- Fixed bug allowing the DPS Target in R&D Labs to be able to switch to a friendly Tech.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- Added a fix to detect what the maximum allowable multiplayer players are for the Bomber Command mission and spawn the correct number of planes accordingly.
R&D Labs Tweaks:
- The R&D Labs floor has been revised.
- Moved ball and socket joints from standard blocks to accessories.
- Added a visual countdown timer when waiting on the spawn pad in R&D Labs Battle Arena.
- Teleport for Middle of Nowhere has now been moved to Experimental category.
- Stunt ramps and Turret Run props are now aligned to the floor tiles.
- The resource givers have been spaced out further apart.
Bug Fixes:
- In Creative and Co-op Creative, game saves now correctly remember when enemies are turned off.
- Chargers in the Sam Site Ridge mission are no longer being destroyed by enemies if the player goes away from the mission's location.
- Fixed bug causing enemies to appear during the 2nd Better Future Hover Training Novice Course.
- Fixed bug preventing the player from typing in the multiplayer text box if the skins menu is open.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo
New Block:
- Hawkeye Type 45 Naval Gun
New R&D Labs Blocks:
- Reticule Research HIVE Missile Launcher
- Reticule Research Rocker Chassis
- Reticule Research Cross Chassis
- Reticule Research Tri Chassis
- Reticule Research Quad Chassis
New R&D Labs Improvements:
- Improved the Start Position area with new signs, charging station and rotating logo.
- Improved the Testing Apparatus zone.
- Improved teleport menu added (the sub-categories sometimes don't appear correctly).
- Added signs to all zones.
- Added alternate EXP skin for Reticule Research.
Design Tweaks:
- Bomber Command mission is now available in Co-op Campaign mode.
- Updated the spawn positions of targets in the Bomber Command mission.
- In R&D Labs, moved most of the tow hooks and loops from standard blocks to accessories (several still to be moved).
Bug Fixes:
- Fixed issue where SAM Site shield would appear switched on after a save/load event, when it should be switched off.
- Fixed bug allowing the Tech Loader "Sort" drop down box to be able to be scrolled out of.
- In the Skins palette, fixed the Reticule Research logo appearing as a white square.
- Added missing sound effect for the Sticky Bomb explosion effect.
- In R&D Labs, replaced incorrect "Return to Checkpoint" tooltip with "Return to Teleporter" text.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo We have posted an FAQ on our forums for this update - to clarify our plans with the R&D DLC and where Reticule Research stands in that. https://forum.terratechgame.com/index.php?threads/r-d-labs-faq.20597/
New Missions added:
- Bomber Command - Hawkeye Grade 2 [Singleplayer only. Will come to Multiplayer in next update]
- Charlie Watchtower - GSO Grade 2
- SAM Site Ridge - GSO Grade 3
- Better Future Hover Training Programme [Set of 11 new missions].
Reticule Research Replace EXP:
-
Reticule Research have taken up the position previously held by EXP as the Research and Development department for all other Corporations. This signifies a revamp to R&D Labs, a bunch of new blocks and some more experimental weaponry being added.
R&D Revamp:
- New Reticule Research branding
- Added new Battle Arena - Drive onto the pressure plate and wait 3 seconds to fight an enemy matched to your tech
- Venture time trials from Campaign now added, complete with bespoke terrain
- General tidy up and reorganisation of multiple areas
- Set to permanent daytime
- Tech Allegiance is now controlled in Tech Manager Menu
- Return To Checkpoint now returns you to the last teleporter you used
New Reticule Research Blocks:
- Reticule Research Sonic Blaster
- Reticule Research GIGA PLASMA
- Reticule Research One Block
- Reticule Research Two by Two Block
- Reticule Research Armoured One Block
- Reticule Research Armoured Two Block
- Reticule Research Faired One Block
- Reticule Research Faired Two Block
- Reticule Research Front Balloon Wheel
- Reticule Research Side Balloon Wheel
- Previous existing EXP Blocks now re-branded to RR
New Blocks:
- Hawkeye Delta Wings [Left and Right variants]
- Geocorp Girder Bracket
- Geocorp Extended Corner Block
Blocks Promoted from R&D:
- Venture Big Top Nose Propellor
Design Tweaks:
- GSO Repair Bubble price has decreased.
- Venture Shield Bubble now consumes less power when taking damage.
Bug Fixes:
- Scrapper in Craftier Business II now defaults to the correct orientation.
One more update from us before the year ends with some important bug fixes that needed fixing from version 1.3.6. Bug Fixes
- Fixed crash bug when opening certain reward crates.
- Chinese names now display correctly in the player lists of multiplayer modes.
- Fixed Block Injector issue, which was causing modding of new blocks to no longer work.
Release Notes - Version 1.3.6
There are new areas to test out in the R&D Labs (the new name for the R&D Test Chamber):
- 14 Unique Campaign Biomes Including Grassland, Rocky Ridge, Mountains, Salt Flats
- Testing Apparatus area with Speed Trap, Weighing Scales, Damage Calculator
- To The Stars: Space Race & Roswell (GSO & Better Future)
- Weapons of War: Iron Hunter & Warbird (Hawkeye & Venture)
- Updates are currently in progress so do let us know what you think as we refine what we have and add more features to R&D Labs.
- Some of the new features are:
- Biome Areas - to test how well your Tech drives on the different terrains.
- Speed Trap - to test how fast your Tech is travelling as it crosses the laser line.
- Weighing Scales - to measure the mass of a Tech or multiple Techs or individual blocks.
- Damage Calculator - see how much damage each weapon causes
- Biome Areas - to test how well your Tech drives on the different terrains.
- The GSO Anchored SCU Storage Device has been moved from GSO Grade 3 to GSO Grade 2.
- It will now appear as a rare mission reward for completing missions from GSO Grade 2 onwards.
- Graphics options Draw Distance slider has now been extended to almost 3 times the previous distance.
- There are also separate graphics options sliders for Detail Distance and Shadow Distance.
- The radar has become semi-transparent.
- Translations for new text have been added for Chinese, French, German, Italian, Japanese, Russian and Spanish.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug causing the game to crash when some reward crates are opened.
- Fixed Block Injector issue, which was causing modding of new blocks to no longer work.
Hey Prospectors, Matt here with another update! There are new areas to test out in the R&D Labs (the new name for the R&D Test Chamber):
- 14 Unique Campaign Biomes Including Grassland, Rocky Ridge, Mountains, Salt Flats
- Testing Apparatus area with Speed Trap, Weighing Scales, Damage Calculator
- To The Stars: Space Race & Roswell (GSO & Better Future)
- Weapons of War: Iron Hunter & Warbird (Hawkeye & Venture)
- Updates are currently in progress so do let us know what you think as we refine what we have and add more features to R&D Labs.
- Some of the new features are:
- Biome Areas - to test how well your Tech drives on the different terrains.
- Speed Trap - to test how fast your Tech is travelling as it crosses the laser line.
- Weighing Scales - to measure the mass of a Tech or multiple Techs or individual blocks.
- Damage Calculator - see how much damage each weapon causes
- Biome Areas - to test how well your Tech drives on the different terrains.
- The GSO Anchored SCU Storage Device has been moved from GSO Grade 3 to GSO Grade 2.
- It will now appear as a rare mission reward for completing missions from GSO Grade 2 onwards.
- Graphics options Draw Distance slider has now been extended to almost 3 times the previous distance.
- There are also separate graphics options sliders for Detail Distance and Shadow Distance.
- The radar has become semi-transparent.
- Translations for new text have been added for Chinese, French, German, Italian, Japanese, Russian and Spanish.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug causing the game to crash when the EXP Zero Point Energy Gun is fired.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed issue causing craters to not appear with correct transparency.
- Fixed bug preventing multiplayer Player List window close button from working correctly.
- Fixed bug causing fast firing weapons to not register correctly on the Damage Calculator.
- The Hawkeye Paladin Bomb has been removed from the prototype blocks dispensers as it's no longer a prototype block.
- The missing floating signs about the prototype blocks dispensers are now present again.
- The display for the Damage Calculator now has 3 more digits, allowing the damage value to display up to 9,999,999 units.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Say hello to R&D Labs - the new name for R&D Test Chamber Important note: All existing R&D Test Chamber game saves are very likely to load into the new R&D Labs with peculiar consequences; mainly Techs falling from great height or just hanging in the air if they're anchored. So any Techs that you want to keep for the new R&D Labs, please snapshot in the current version 1.3.5 before updating to this version.
- Updates are currently in progress so do let us know what you think as we refine what we have and add more features to R&D Labs.
- Some of the new features are:
- Biome Areas - to test how well your Tech drives on the different terrains.
- Speed Trap - to test how fast your Tech is travelling as it crosses the laser line.
- Weighing Scales - to measure the mass of a Tech or multiple Techs or individual blocks.
- Damage Calculator - see how much damage each weapon causes
- Biome Areas - to test how well your Tech drives on the different terrains.
- The GSO Anchored SCU Storage Device has been moved from GSO Grade 3 to GSO Grade 2.
- It will now appear as a rare mission reward for completing missions from GSO Grade 2 onwards.
- The radar has become semi-transparent.
- Translations for new text have been added for Chinese, French, German, Italian, Japanese, Russian and Spanish
Note: Update to version 1.3.4 with a fix for the missing pillars in the pillars biome. Hey Prospectors, Matt here with a shiny new update! The UI has had a fabulous glow-up. The inventory, Tech loader, HUD, well pretty much everything you see in-game now has a contemporary look. Race missions have had a bit of tweak behind the scenes so they now spawn on bespoke terrain. The Paladin Bomb got its grades and has graduated to the Hawkeye Corp. Congrats Paladin Bomb, we knew you could do it. There are also design tweaks to the GSO and Venture shield bubbles. Enjoy, Matt UI Update
- In-game UI has been significantly enhanced. Changes include:
- Mission Log
- Tech Loader
- Radar
- Shop
- Inventory
- A few other small bits and pieces
- The race missions have now been updated to take place on bespoke terrain.
- Hawkeye Paladin Bomb
- Hawkeye Aero Prop
- Lathrixs Top Hat
- Further balancing on Venture and GSO shield bubbles
- GSO Shield Bubble cost from 6156 to 4770
- New Recipe: Fibron x2, Ion Pulse Cell, Hard Light Drive
- Venture Shield Bubble cost from 3207 to 6810
- New Recipe: Fibre Plating, Ion Pulse Cell, Cyclone Jet, Hard Light Drive
- Venture Shield Bubble energy consumption per damage point increased
- Added more batteries to the Spider King.
- [NEW] Fixed issue causing the pillars to be missing from the pillars biome.
- When loading a saved game, if a Tech is now stuck inside one of the pillars, use the Tech Manager to snapshot and send the Tech to SCU. It can then be respawned in a valid position.
- The Mission Log now correctly displays the fact that certain missions cannot be cancelled.
- Fixed graphical issue with black vertical bars in ultra wide aspect ratios.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed issue causing the pillars to be missing from the pillars biome.
- When loading a saved game, if a Tech is now stuck inside one of the pillars, use the Tech Manager to snapshot and send the Tech to SCU. It can then be respawned in a valid position.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors, Matt here with a shiny new update! The UI has had a fabulous glow-up. The inventory, Tech loader, HUD, well pretty much everything you see in-game now has a contemporary look. Race missions have had a bit of tweak behind the scenes so they now spawn on bespoke terrain. The Paladin Bomb got its grades and has graduated to the Hawkeye Corp. Congrats Paladin Bomb, we knew you could do it. There are also design tweaks to the GSO and Venture shield bubbles. Enjoy, Matt UI Update
- In-game UI has been significantly enhanced. Changes include:
- Mission Log
- Tech Loader
- Radar
- Shop
- Inventory
- A few other small bits and pieces
- The race missions have now been updated to take place on bespoke terrain.
- Hawkeye Paladin Bomb
- Hawkeye Aero Prop
- Lathrixs Top Hat
- Further balancing on Venture and GSO shield bubbles
- GSO Shield Bubble cost from 6156 to 4770
- New Recipe: Fibron x2, Ion Pulse Cell, Hard Light Drive
- Venture Shield Bubble cost from 3207 to 6810
- New Recipe: Fibre Plating, Ion Pulse Cell, Cyclone Jet, Hard Light Drive
- Venture Shield Bubble energy consumption per damage point increased
- Added more batteries to the Spider King.
- The Mission Log now correctly displays the fact that certain missions cannot be cancelled.
- Fixed graphical issue with black vertical bars in ultra wide aspect ratios.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Select missions now correctly display the fact that they cannot be cancelled.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug causing incorrect block to appear on the undo button.
- Fixed bug with 2 lots of Paladin Bomb appearing in the inventory.
- Fixed bug causing incorrect symbols to appear on the Tech Loader's Tech Info panel.
- Fixed bug causing buttons on the Rename Tech overlay to be incorrectly positioned in screen resolutions with a 4:3 aspect ratio.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed crash bug caused by having too many large Techs on the Tech Manager.
- Fixed issue with elements of the Steam Save upload panel not being visible.
- Fixed issue with 2 lots of BB symbols being displayed in the Shop UI.
- The undo button incorrectly shows a block icon.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug causing the multiplayer chat box to be cleared when the inventory is opened.
- Fixed crash bug preventing R&D Test Chamber saves to be loaded.
- In the R&D Test Chamber, fixed bug preventing the teleport menu from displaying if the Tech Loader is open.
- In the R&D Test Chamber, unreadable loading hints are no longer displayed when teleporting.
- The undo button incorrectly shows a block icon.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed overlapping UI issue between vertical thrust UI and the radar.
- Fixed bug with 4 Block Buck symbols displaying on the price to rebuy a Tech when it's been destroyed.
- Removed meaningless tooltip on the Block Bucks UI at the bottom of the screen.
- The undo button incorrectly shows a block icon.
- Loading save games in R&D Test Chamber will cause the game to crash.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo UI Update
- The in-game UI has now been significantly enhanced.
- The race missions have now been updated to take place on bespoke terrain.
-
Hawkeye Paladin Bomb
Hawkeye Aero Prop
Lathrixs Top Hat
- Further balancing on Venture and GSO shield bubbles
- GSO Shield Bubble cost from 6156 to 4770
- New Recipe: Fibron x2, Ion Pulse Cell, Hard Light Drive
- Venture Shield Bubble cost from 3207 to 6810
- New Recipe: Fibre Plating, Ion Pulse Cell, Cyclone Jet, Hard Light Drive
- Venture Shield Bubble energy consumption per damage point increased
- Corrected some non-localised text for US English.
- The in-game Block Bucks UI has a meaningless tooltip.
- The cost for re-buying your last Tech if it gets destroyed has 4 Block Bucks symbols instead of 2.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors, Matt here with an exciting update! We've added a couple new missions for you to conquer. Are you able to outwit the Bridge Troll - Wing-nut or outgun the Spider King? Complete the missions and their brand new blocks will be yours! https://youtu.be/0PkuqPqtwnk Shield and repair bubbles have had a slight balance tweak and we've fixed a few bugs too. Enjoy, Matt New Missions:
- Added new GeoCorp Grade 3 mission - Rook Creek Bridge.
- Added new Hawkeye Grade 3 mission - Crown Top Hill Fort.
- GeoCorp Wing-nut Column
- GeoCorp Wing-nut Face
- GeoCorp Wing-nut Arm
- Hawkeye Spider Eye
- Hawkeye Spider Mandibles
- Hawkeye Left Groundhog Armour
- Hawkeye Right Groundhog Armour
- Hawkeye Middle Groundhog Armour
- Balanced Shield/Repair bubble prices and recipes:
- GSO Shield Bubble BB4059 changed to 6156
- New Recipe: Fibre Plating, Rodius, Hard Light Drive
- Venture Shield Bubble BB19533 changed to 3207
- New Recipe: Celestian x2, Ion Pulse Cell, Hard Light Drive
- GSO Repair Bubble BB1071 changed to 5994
- New Recipe: Fibre Plating, Acid Electrode x2, Ion Pulse Cell x2
- GeoCorp Repair Bubble BB8472 changed to 18591
- New Recipe: Titanic Alloy x2, Cyclone Jet x2, Gluon Beam
- Venture Repair Bubble BB8046 changed to 2802
- New Recipe: Fibre Plating, Ion Pulse Cell, Titanic Alloy
- Hawkeye Repair Bubble BB7674 changed to 13113
- New Recipe: Hardened Titanic, Fuel Injector x2, Ion Pulse
- Better Future Repair Bubble BB7485 changed to 8655
- New Recipe: Fibre Plating x3, Ion Pulse Cell x2, Zero Point Splitter
- GSO Shield Bubble BB4059 changed to 6156
- Fixed keyboard shortcut to access Tech Manager HUD in all modes that support it.
- Fixed bug allowing the Better Future license to be bought multiple times.
- Fixed bug where splitting a large Tech using explosive bolts would incorrectly offset parts that would then fuse or fall apart.
- Updated French translations - many thanks to DrShadox.
- Updated German, Italian, Spanish translations
- Updated Russian translations - many thanks to Hlebuw3k.
- Updated Chinese translations - many thanks to .
- Updated Japanese translations - many thanks to Teraman.
- Updated Korean translations - many thanks to Realm.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes
- Fixed bug that sometimes prevented the player from interacting with Hubl during Better Future hover race missions.
- Fixed issue in Canyon Bridge mission where the troll would sometimes not attack the player if they got too close.
- In Co-op Campaign, fixed bug causing clients joining a game to alway spawn in as a Grade 1 GSO Tech.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes
- Fixed bug allowing the Better Future license to be bought multiple times.
- Fixed bug where splitting a large Tech using explosive bolts would incorrectly offset parts that would then fuse or fall apart.
- Fixed bug causing players in a multiplayer game to sometimes not see weapon projectiles in the same positions.
- In Co-op Campaign, fixed bug causing players to sometimes fall through the terrain.
- In Co-op Campaign, fixed crash bug caused if the host selects to purchase the Better Future license for a second time.
- In Co-op Campaign, fixed bug preventing players other than the host from using the terminal in the Rook Creek Bridge mission.
- In Creative, fixed crash bug when clicking on the mission board of a Trading Station.
- Players may not be able to purchase Techs from HUBL for the Hover and Anti Grav race missions. The missions can still be completed by building your own Tech.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Art and Design Tweaks:
- Added hazard stripes to the Canyon Bridge.
- Updated Hill Fort mission reward item selection.
- Fixed bug causing terrain from new missions appearing in other game modes.
- Spider mandibles now cause damage.
- Fixed keyboard shortcut to access Tech Manager HUD in all modes that support it.
- Fixed camera collision issue near steep terrain.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Missions:
- Added new GeoCorp Grade 3 mission - Rook Creek Bridge.
- Added new Hawkeye Grade 3 mission - Crown Top Hill Fort.
- GeoCorp Wing-nut Column
- GeoCorp Wing-nut Face
- GeoCorp Wing-nut Arm
- Hawkeye Spider Eye
- Hawkeye Spider Mandibles
- Hawkeye Left Groundhog Armour
- Hawkeye Right Groundhog Armour
- Hawkeye Middle Groundhog Armour
- Balanced Shield/Repair bubble prices and recipes
- Shield bubbles
- GSO BB4059 changed to 6156
- New Recipe: Fibre Plating, Rodius, Hard Light Drive
- Venture BB19533 changed to 3207
- New Recipe: Celestian x2, Ion Pulse Cell, Hard Light Drive
- GSO BB4059 changed to 6156
- Repair bubbles
- GSO BB1071 changed to 5994
- New Recipe: Fibre Plating, Acid Electrode x2, Ion Pulse Cell x2
- GeoCorp BB8472 changed to 18591
- New Recipe: Titanic Alloy x2, Cyclone Jet x2, Gluon Beam
- Venture BB8046 changed to 2802
- New Recipe: Fibre Plating, Ion Pulse Cell, Titanic Alloy
- Hawkeye BB7674 changed to 13113
- New Recipe: Hardened Titanic, Fuel Injector x2, Ion Pulse Cell, Zero Point Splitter"
- Better Future BB7485 changed to 8655
- New Recipe: Fibre Plating x3, Ion Pulse Cell x2, Zero Point Splitter
- GSO BB1071 changed to 5994
- Shield bubbles
- Updated Chinese translations - many thanks to .
- Updated French translations - many thanks to DrShadox.
- Updated Japanese translations - many thanks to Teraman.
- Updated Korean translations - many thanks to Realm.
- Updated Russian translations - many thanks to Hlebuw3k.
- Hawkeye Spider Mandibles does not do any damage, although they are supposed to.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Watch the TerraTech Devs battle it out in the Sumo Arena! twitch.tv/terratechgame
We're putting Community Creations to the TEST!! Come watch: twitch.tv/terratechgame
Take part in the TerraTech Player Survey 2019 to help us decide which areas of the game we should focus our efforts on improving.
Everyone taking part in the survey can opt to enter a weekly draw for a chance to win a custom made pixel art Tech of yourself.
Many thanks to everyone from the TerraTech team.
https://docs.google.com/forms/d/e/1FAIpQLSdV2FOVc6_nsEHzMYhGJkT4zMxZzLftoTBmyFBam0c00DVV2w/viewform?usp=sf_link
Hey Prospectors,
It's Matt with news on TerraTech update 1.3.2
The R&D Test Chamber has had an overhaul. Teleporters now take you to different areas of the Test Chamber.
The Dynamo Generator is now fully functional in R&D! You can charge your batteries while on the move.
For the main game, you now also get handy hints on loading screens as well as rolling credits.
We've tweaked the camera too! You can now remove camera spring and we've added camera effects when your Tech takes damage.
There is also a new block for Hawkeye as well as plenty of bug fixes and design tweaks.
Enjoy,
Matt
New features:
- Loading screens now display hints.
- Camera effects added when player Tech takes damage; camera shake and chromatic aberration.
- The credits screen now automatically scrolls.
- Hawkeye Landing Gear
- EXP Dynamo Generator (now functioning)
- The R&D Test Chamber has now been organised into separate zones which the player can navigate to via teleports:
- Start Position
- Prototype Blocks
- Target Practice
- Turret Run
- Stunt Ramps
- Race Tracks
- Playground
- Crafting Zone
- Landmarks
- Middle of Nowhere
- GSO Muddy Dog Wheel
- GeoCorp Workaday Wheel
- GeoCorp Jaws Wheel
- Hawkeye Bike Wheels (straight and angled)
- Hawkeye Workhorse Wheel
- Hawkeye Big Daddy Wheel
- GeoCorp Big-Boy Wheel
- Venture Monster Truck Wheel
- Venture Titan Truck Wheel
- Increased the turning arcs and cornering ability of several Hawkeye Wheels:
- Hawkeye Big-Boy Wheel
- Hawkeye Garrison Wheel
- Hawkeye Tread Wheel
- Hawkeye Warhorse Wheel
- Camera Spring can now be completely disabled when the slider is at zero.
- A smoothing slider in options also allows the camera rotation behaviour to be set between abrupt, immediate rotation and slower, smoother rotation.
- Tech Snapshots now centre the image of the Tech more consistently.
- Fixed issue causing Hawkeye PX Small Tracks and Venture Hurricane tracks to have trouble driving in a straight line.
- Fixed bug causing deployed anti-gravity bubbles to incorrectly block beam laser type weapons (e.g. Better Future Disc Lasers).
- Updated translations for Chinese text.
- Many thanks to
- Updated translations for Japanese text.
- Many thanks to Teraman64DD and Demind
- Updated translations for Russian text.
- Many thanks to Hlebuw3k
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug preventing the direction of conveyors to be flipped.
- Fixed bug causing incorrect mission text to appear when Better Future Hover mission is also active.
- Fixed bug allowing players to incorrectly put Techs in the SCU via Tech Manager when enemies are close.
- Fixed issue causing "No games found" to appear prematurely when the multiplayer lobby is being populated.
- In Co-op Creative, fixed issue preventing Techs to be sent to SCU when other team members are nearby.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- If the camera is rotating when closing certain radial menus, fixed an issue which caused the camera to incorrectly keep rotating.
- In Co-op Creative, fixed issue causing neutral Techs to drain shields from non neutral Techs.
- In R&D Test Chamber, fixed issue causing black particles from teleports to spread and cover the screen.
- In R&D Test Chamber, fixed bug causing the camera to break if the Teleport Panel is showing then the player presses 'P' or 'Esc' then restarts R&D Test Chamber or quits out to play another game mode.
- Updated translations for Chinese text.
- Many thanks to
- Updated translations for Japanese text.
- Many thanks to Teraman64DD
- Updated translations for Russian text.
- Many thanks to Hlebuw3k
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Enhancements:
- The options screen now has a setting to turn off the camera shake and chromatic aberration effects for Tech damage feedback.
- Fixed spinning camera issue when rotating the camera around a Tech more than 360 degrees then locking onto an enemy Tech.
- Fixed issue causing camera movement to be jarring when focusing on the extremities of a Tech when in build beam.
- R&D Test Chamber experimental blocks are now appearing correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Increased the turning arcs and cornering ability of several Hawkeye Wheels:
- Hawkeye Big-Boy Wheel
- Hawkeye Garrison Wheel
- Hawkeye Tread Wheel
- Hawkeye Warhorse Wheel
- Camera Spring can now be completely disabled when the slider is at zero.
- A smoothing slider in options also allows the camera rotation behaviour to be set between abrupt, immediate rotation and slower, smoother rotation.
- The R&D Test Chamber has now been organised into separate zones which the player can navigate to via teleports:
- Start Position
- Prototype Blocks
- Target Practice
- Turret Run
- Stunt Ramps
- Race Tracks
- Playground
- Crafting Zone
- Landmarks
- Middle of Nowhere
- Updated translations for Japanese text.
- Many thanks to Teraman64DD and Demind
- Updated translations for Russian text.
- Many thanks to Hlebuw3k
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New features:
- Loading screens now display hints.
- Camera effects added when player Tech takes damage; camera shake and chromatic aberration.
- The credits screen now automatically scrolls.
- Hawkeye Landing Gear
- EXP Dynamo Generator (now functioning)
- Increased the suspension travel of the GeoCorp XL Track.
- Increased the health of the Hawkeye Weapon Pylon.
- Increased the top speed of several wheels.
- These wheels have been given +10 mph:
- GSO Muddy Dog Wheel
- GeoCorp Workaday Wheel
- GeoCorp Jaws Wheel
- Hawkeye Bike Wheels (straight and angled)
- Hawkeye Workhorse Wheel
- These wheels have been given +20 mph:
- Hawkeye Big Daddy Wheel
- GeoCorp Big-Boy Wheel
- Venture Monster Truck Wheel
- Venture Titan Truck Wheel
- These wheels have been given +10 mph:
- Tech Snapshots now centre the image of the Tech more consistently.
- Fixed issue causing Hawkeye PX Small Tracks and Venture Hurricane tracks to have trouble driving in a straight line.
- Fixed bug causing deployed anti-gravity bubbles to incorrectly block beam laser type weapons (e.g. Better Future Disc Lasers).
- Fixed bug causing AI Techs to be automatically manually targeted in Co-op modes.
- Updated translations for Japanese text.
- Many thanks to Teraman64DD and Demind
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors,
A few important bug fixes to make the recent 1.3 update even better.
Enjoy,
Matt
Bug fixes:
- Fixed bug causing the wrong snapshot to be uploaded to Steam Workshop when using the Tech Manager.
- Fixed bug causing hover lift controls to not work correctly sometimes.
- Fixed crash bug caused when playing Co-op modes with other players and the host spawns a very large and complex snapshot.
- A Tech that is left in the world and unloaded due to driving away from it, then loaded again by approaching it, now retains its correct control scheme.
- Updated translations for Chinese and German.
- Many thanks to and Ral.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- Fixed bug causing the wrong snapshot to be uploaded to Steam Workshop when using the Tech Manager.
- Fixed bug causing hover lift controls to not work correctly sometimes.
- Fixed crash bug caused when playing Co-op modes with other players and the host spawns a very large and complex snapshot.
- A Tech that is left in the world and unloaded due to driving away from it, then loaded again by approaching it, now retains its correct control scheme.
- Updated translations for Chinese and German.
- Many thanks to and Ral.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors,
Matt here with a HUGE update!
Co-op Campaign is now in TerraTech! You and three other players can build, battle and explore together!
https://youtu.be/ix3u4pfg93M
We've also added some new Hawkeye armour blocks as well as fixed more bugs.
Enjoy,
Matt
Co-op Campaign - First Playable:
- Up to 4 players per game
- Option to modify other player's Techs
- Collide with blocks to scavenge
- Shared missions and mission log
- Shared block inventory
- Bespoke Trading Station for Co-op Campaign
- Can sell blocks as well as resources
- Take snapshot of Tech
- Send Tech blocks to inventory
- Rename Tech
- In Creative mode, Techs can be designated Player or Enemy
- In Co-op Creative mode, Techs can be designated a team number, be neutral or be an enemy
- GeoCorp XL Continuous Track
- Hawkeye Corner Edge Armour
- Hawkeye Small Edge Armour
- Hawkeye Small Spike Armour
- Hawkeye Inside Corner Edge Armour
- Hawkeye Medium Edge Armour
- Hawkeye Medium Spike Armour
- Hawkeye Split Spike Armour
- Hawkeye Large Spike Armour
- Hawkeye Outside Corner Edge Armour
- Hawkeye Small Wrap Armour
- Hawkeye XL Fort Armour
- Hawkeye Medium Wrap Armour
- Hawkeye Large Wrap Armour
- Hawkeye PX Small Track
- Hawkeye TT12 Big Track
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- Minor bug fixes.
- Fixed intermittent crash.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- In Co-op modes, fixed bug causing players to intermittently hang in the air instead of joining the game correctly.
- Fixed crash bug caused when pulling a resource chunk off a fixed anchor Tech and dropping it really quickly.
- In Co-op Campaign, fixed bug causing objective markers to appear during missions for clients.
- In Co-op Campaign, fixed crash bug when host quits out of saving game.
- In Co-op Campaign, fixed issue preventing clients from selecting their own missions irrespective of what the host has selected.
- In Co-op Campaign, fixed bug causing the game to freeze intermittently during auto-saving.
- In Co-op Creative, fixed issue causing a mismatch between team colours and team colours in the Tech Manager.
- In Deathmatch, fixed bug where player colours get out of sync when clients change colour just before a Deathmatch game starts.
- Corrected the attach points for the Hawkeye Large, Medium and Small Armour blocks.
- Updated translations for Chinese and German.
- Many thanks to and Ral.
- The button for registering for forum access to the R&D Test Chamber section has now been removed.
- This section of the TerraTech forum is now open to everyone regardless of whether they have the R&D Test Chamber pack or not.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- Fixed issue with multiple game icons being low resolution and blurry.
- Fixed bug preventing wheel sound effects from playing when driving around.
- In Campaign, fixed issue causing Experimental blocks to be destroyed when taken off non-player controlled Techs.
- In Co-op Campaign, fixed bug causing enemy cabs to sometimes fall through the terrain when the enemy Tech is destroyed.
- In Co-op Campaign, fixed issue causing enemy population Techs to pop out of view.
- In Co-op Creative, fixed issue allowing the host to change team on player controlled client Techs.
- Fixed issue in multiplayer causing skins not to be applied to spawned Techs for clients.
- Corrected inconsistencies in Simplified and Traditional Chinese translations for resources.
- Many thanks to for helping to correct the errors.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Co-op Campaign enhancements:
- Block magnets are now available in Co-op Campaign.
- Fixed intermittent crash bug.
- In Campaign, fixed bug in Crafty Business mission preventing the Refinery from being attached to the conveyor line.
- In Deathmatch and Team Deathmatch, fixed bug preventing quick select skins from being applied to Techs.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- Fixed intermittent crash bug.
- In single player Campaign mode, fixed bug causing beginner missions (Big Yellow, Turret Defense, Ambush, Defeat The Techs) to disappear when the mission log is closed and then reopened.
- In single player Campaign mode, fixed bug causing missions to appear randomly in mission log.
- In single player Campaign mode, fixed bug causing a completed mission to still be displayed as the active mission.
- In single player Campaign mode, fixed bug allowing the player to put Crafty Mike bases into SCU via Tech Manager before completing the missions.
- The player is now told why they can't set team on non-loaded Techs.
- In Co-op Campaign, fixed bug causing "Player has been destroyed" message to display in chat window event log when you move a lone player controlled cab block.
- Corrected some inconsistencies in the Chinese translations for resources.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug fixes:
- Fixed crash when player attaches a Dongle to a Component Factory.
- Fixed bug allowing Venture license mission to sometimes spawn on Trading Stations.
- Fixed collision issue for Hawkeye PX Small Track.
- Fixed some missing tooltips on the Tech Manager.
- Fixed bug causing the Tech Manager to incorrectly appear when overwriting a Tech snapshot.
- Grade icons and info are now present in Co-op Campaign Load Game screen.
- Fixed bug allowing Techs to be incorrectly sent to SCU via the Tech Manager in Campaign and Co-op Campaign regardless of enemies being nearby.
- In Co-op Campaign, fixed bug the day/night cycle to start earlier than it does in Campaign mode.
- In Co-op Campaign, fixed bug causing Trading Stations to sometimes appear incorrectly as an NPC icon.
- In Co-op Campaign, clients now see mission areas on their radars.
- In Co-op Campaign, missions can now only be cancelled when all players are 500 metres or more away from the mission.
- In Co-op Campaign, friendly AI Techs now respond to radial menu commands for clients as well as the host.
- In Co-op Campaign, fixed bug causing the most recent client to spawn in on the wrong side of the boundary barrier if the rest of the players have moved off from their start point.
- In Co-op Campaign, fixed bug causing the amount of Block Bucks to continuously fluctuate for the client.
- In Co-op modes, control schemes now load correctly when a client loads a Tech snapshot.
- Fixed issue where renaming a Tech via Tech Manager in Co-op can cause current Tech to be renamed.
- In Co-op Creative, fixed bug preventing players from opening the menu on Payload Terminals.
- In Creative mode, fixed bug preventing the difficulty level of enemies from being changed via the pause menu.
- Random missions can appear automatically in the mission log without being accepted from a Trading Station.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Co-op Campaign - First Playable:
- Up to 4 players per game
- Option to modify other player's Techs
- Collide with blocks to scavenge
- Shared missions and mission log
- Shared block inventory
- Bespoke Trading Station for Co-op Campaign
- Can sell blocks as well as resources
- Available in Campaign, Co-op Campaign, Creative, Co-op Creative modes
- Displays a list of non-player controlled Techs
- Options for non-player controlled Techs are:
- Take snapshot of Tech
- Send Tech blocks to inventory
- Rename Tech
- In Creative mode, Techs can be designated Player or Enemy
- In Co-op Creative mode, Techs can be designated a team number, be neutral or be an enemy
- GeoCorp XL Continuous Track
- Hawkeye Corner Edge Armour
- Hawkeye Small Edge Armour
- Hawkeye Small Spike Armour
- Hawkeye Inside Corner Edge Armour
- Hawkeye Medium Edge Armour
- Hawkeye Medium Spike Armour
- Hawkeye Split Spike Armour
- Hawkeye Large Spike Armour
- Hawkeye Outside Corner Edge Armour
- Hawkeye Small Wrap Armour
- Hawkeye XL Fort Armour
- Hawkeye Medium Wrap Armour
- Hawkeye Large Wrap Armour
- Hawkeye PX Small Track
- Hawkeye TT12 Big Track
- Updated the Trading Station shop to offer more blocks for sale as you progress through the campaign.
- Decreased the corrective force of the Venture All Axis Active Gyro.
- Increased the corrective force of the Hawkeye All Axis Active Gyro.
- Increased the corrective force of the GeoCorp All Axis Active Gyro.
- Increased the Sky Anchor maximum height from 40 to 80.
- Updated name of Hawkeye Tank Track to Hawkeye M4 Small Track
- Updated the passive braking of all Skids (ski-foot landing gear blocks) to avoid them slipping and sliding when no input is given.
- Increased the damage of the EXP Sticky Bomb Launcher.
- Also increased the fuse time and reduced the rate of fire.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors,
Tomorrow we'll be livestreaming a work-in-progress playthrough of how we're getting on with making Co-op Campaign.
17:30 UK Time twitch.tv/terratechgame
Put it in your diaries. It's going to be a good one!
See you then,
Matt
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Reduced the prices of the GeoCorp, Venture and Hawkeye Explosive Bolts.
- GeoCorp Frame Explosive Bolts new price is BB 1914
- New recipe: Fibron x 2, Blast Caps x 2
- Venture Shove-it Explosive Bolts new price is BB 957
- New recipe: Fibron x 1, Blast Caps x 1
- Hawkeye Z4 Explosive Bolts new price is BB957
- New recipe: Fibron x 1, Blast Caps x 1
- GeoCorp Frame Explosive Bolts new price is BB 1914
- Increased the power output of the Better Future Solar Panel.
- Slightly increased the corrective power of the Venture and Better Future Active All Axis Gyroscopes.
- Slightly decreased the corrective power of the GSO Active All Axis Gyroscope.
- Increased the health and corrective power of the Hawkeye and GeoCorp Active All Axis Gyroscopes.
- Increased the price of the Better Future Pitch Trim Gyroscope to BB 20,826
- New recipe: Fibre Plating x 8, Rugged Fiblar x 4, Cyclone Jet x 6, Thermo Jet x 1
- Updated French translations.
- Fixed drill collision preventing GSO cab firing.
- Corrected the centre of gravity on the GeoCorp SCU.
- Fixed bug causing players in Deathmatch to all spawn in the same location, after completion of a prior Deathmatch game then the host changes settings.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors,
You can now upload your Creative, R&D and Co-op Creative game saves to the Steam Workshop. Check out how here:
https://youtu.be/l-pNTNb0In0
We've added an Anchor Tech hotkey so you can now anchor and unanchor your Tech at the press of a button.
There's also more new blocks, design tweaks, additional translations and bug fixes.
Enjoy,
Matt
New Features:
- Players can now share Creative Mode, Co-op Creative and R&D Test Chamber game saves via Steam Workshop.
- Added a bindable hotkey to anchor and unanchor the player Tech.
- GSO All Axis Active Gyro
- Venture Shove-it Explosive Bolt
- Hawkeye Exfil Adjustment Thruster
- Hawkeye Mobile Furnace Generator
- Better Future AI Module
- Better Future Mobile Delivery Cannon
- Better Future Mobile SCU
- Better Future Refinery
- Better Future Carbius Block
- Better Future Celestian Block
- Better Future Erudian Block
- Better Future Fibron Block
- Better Future Ignian Block
- Better Future Luxian Block
- Better Future Olastic Block
- Better Future Plumbia Block
- Better Future Rodius Block
- Better Future Rubber Block
- Better Future Titania Block
- Better Future Mobile Delivery Cannon
- Better Future Mobile SCU
- Better Future Swipe Collector
- EXP Sticky Bomb Launcher
- In Build Beam, W & S now move the Tech forward and backwards relative to the direction that the Tech's cab is facing.
- Increased the price of the GSO 3-Pound Cannon to BB1998. The new recipe is:
-
Plubonic Greebles x 2, Carbius x 2, Blast Caps x 1
- Increased the corrective force of the All Axis Active Gyroscopes, except the GSO one which stays the same. They now have the following corrective forces:
- Venture: 50
- Better Future: 75
- GSO: 100
- Hawkeye: 300
- GeoCorp: 600
- More non-English translations added courtesy of the TT Translator team.
- Fixed issue where Venture Time Trail missions might not appear for some players.
- Fixed issue where Better Future Eco Anti-gravity Engine was not reducing gravity to zero.
- Fixed crash bug caused when completing the Flying Slalom Corkscrew mission.
- Fixed bug causing surrounding rocks to disappear after clearing Crafty Mike IV mission.
- Fixed bug preventing scenery from clearing sometimes before starting a Hover Race mission.
- Fixed incorrect highlight state of action buttons on the Skins menu.
- Fixed issue causing some Korean characters to not appear.
- Fixed bug causing the GSO Solar Generator to play the wrong audio when deployed.
- Fixed issue in Co-op Creative allowing the player to bypass the boundary at extreme heights.
- Fixed crash caused when going through a Venture slalom mission gate having played either Gauntlet or Co-op Creative beforehand.
- Fixed crash bug when joining a multiplayer game while players are shooting.
- Fixed absence of option to invert reversing movement in Deathmatch by including control scheme options.
- In Deathmatch, the host can now change lobby options after a match.
- When playing a co-op game, all clients correctly return to the main menu when the host quits.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual. All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug causing Tech driving into ramp-like artefact to explode on contact.
- Fixed bug causing Venture rings in stunt missions to disappear as soon as the mission is completed.
- Fixed bug causing invader countdown text to stay onscreen if the player leaves the area.
- Fixed intermittent crash in Deathmatch when trying to attach blocks.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed bug allowing the player to incorrect anchor their Tech via hotkey when enemies are nearby.
- Fixed crash caused when going through a Venture slalom mission gate having played either Gauntlet or Co-op Creative beforehand.
- Fixed crash bug when joining a multiplayer game while players are shooting.
- Fixed absence of option to invert reversing movement in Deathmatch by including control scheme options.
- In Deathmatch, the host can now change lobby options after a match.
- Fixed intermittent issue causing a player to get stuck in a bird's eye view camera when joining a co-op game.
- When playing a co-op game, all clients correctly return to the main menu when the host quits.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New features:
- Added a bindable hotkey to anchor and unanchor the player Tech.
- Fixed bug causing the game to crash.
- Fixed bug causing the GSO Solar Generator to play the wrong audio when deployed.
- Fixed issue in Co-op Creative allowing the player to bypass the boundary at extreme heights.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Further Gyroscope balancing tweaks. Significantly reduced the corrective force of the Hawkeye and GeoCorp Active All Axis Gyros, slightly increased the corrective force of the Venture Active All Axis Gyro.
- Fixed crash bug caused when completing the Flying Slalom Corkscrew mission.
- Fixed bug causing surrounding rocks to disappear after clearing Crafty Mike IV mission.
- Fixed bug preventing scenery from clearing sometimes before starting a Hover Race mission.
- Fixed incorrect highlight state of action buttons on the Skins menu.
- Fixed bug causing Steam Workshop saves not to appear in menus if you have no local saves.
- Fixed issue causing some Korean characters to not appear.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Features:
- Players now share Creative Mode, Co-op Creative and R&D Test Chamber game saves via Steam Workshop.
- Hawkeye Mobile Furnace Generator
- Better Future Mobile Delivery Cannon
- Better Future Mobile SCU
- Better Future Swipe Collector
- New translations added from the TT Translator team.
- Increased the corrective force of the All Axis Active Gyroscopes, except the GSO one which stays the same. They now have the following corrective forces:
- Venture: 50
- Better Future: 75
- GSO: 100
- Hawkeye: 300
- GeoCorp: 600
- Fixed issue where Better Future Eco Anti-gravity Engine was not reducing gravity to zero.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Blocks:
- GSO All Axis Active Gyro
- Hawkeye Exfil Adjustment Thruster
- Better Future AI Module
- Better Future Mobile Delivery Cannon
- Better Future Mobile SCU
- Better Future Refinery
- The Better Future All Axis Active, Active Single Axis and Passive All Axis Gyros have been changed from Uncommon to Rare blocks.
- Reduced the mass of the Venture All Axis Active Gyro, it is now the lightest Active All Axis Gyro.
- Reduced the hit points and corrective force power of the Venture All Axis Active Gyro.
- Increased the hit points of the Hawkeye and GeoCorp Active All Axis Gyros.
- Reduced the mass of the Better Future Passive All Axis, Active Single Axis and Trim Gyros.
- Increased the corrective force power of the Better Future Active Single Axis and Trim Gyros.
- Reduced the health of the Venture Mobile SCU and reduced the pre-pickup time, reduced the set-up time.
- Increased the mass of the GSO SCU and slightly increased the pre-pickup time.
- Increased the pre-pickup time of the GeoCorp Mass SCU and the Hawkeye Maze SCU.
- The Better Future Eco AGE now reduces gravity on its affected blocks to zero.
- Increased the price of the GSO 3-Pound Cannon to BB1998. The new recipe is:
-
Plubonic Greebles x 2, Carbius x 2, Blast Caps x 1
- Fixed issue where Venture Time Trail missions might not appear for some players.
- Fixed issue where the Hawkeye Plasma Jaws were not appearing for players who don't have the R&D Test Chamber pack.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hi Prospectors
You can now add custom skins to your Techs. Each corp has its own brand new custom unique skin for you to use.
We've also added some new features to Co-op Creative, such as tethering and teams for you to roam across a larger terrain.
You can now add enemy Techs to your Co-op Creative game and also use shield and repair bubbles as well as other power blocks to give you a fighting chance.
There's also been some design tweaks, bug fixes and even more new blocks.
Enjoy,
Matt
Custom Skins:
- Alternative skins are available for the sets of blocks for each corporation.
- One alternative skin per corporation.
- Available in all game modes except multiplayer deathmatch.
- Creative and Co-op Creative modes now have the option to add Easy, Medium or Hard enemy Techs to the game.
- Can be set before a game starts and changed via the Options screen.
- Players can now roam in all directions as a tethered group of players.
- If players separate and go in different directions, some will encounter a border wall until the players regroup again.
- Players can now select a team to be on and switch teams.
- Batteries, repair bubbles, shield bubbles, solar generators and wireless chargers are now available.
- Removed "Enemy Nearby" Tech spawn restriction in Co-op Creative.
- GeoCorp Frame Explosive Bolt
- Hawkeye Z4 Explosive Bolt
- Better Future Repair Bubble Projector
- Better Future Air Receiver
- Better Future Small Hover Flipper (left and right)
- Better Future Small Long Halo Wheel
- Better Future DOT Laser
- Better Future CLAW Plasma Cutter
- Better Future Small Air Rig Extender
- Better Future Small Rotor
- Better Future Medium Air Rig Extender
- Better Future Plasma Flamethrower
- Better Future Medium Angled Halo Wheel
- Better Future Medium Long Halo Wheel
- Better Future Medium Rotor
- Better Future Large Straight Halo Wheel
- Better Future Large Side Halo Wheel
- Better Future Speedometer
- Better Future Altimeter
- Better Future Class D Laser Ray
- Better Future Large Air Rig Extender
- Better Future Large Booster
- Better Future Large Outside Wing
- GeoCorp Cat Nine Mining Flail
- GeoCorp Windmill Mining Flail
- GeoCorp Active All Axis Heavy Gyro
- Hawkeye Active All Axis Horizon Gyro
- GeoCorp Jetson Adjustment Thruster
- Venture Sonic Lance
- Venture Dual Auto Cannons
- Venture Medium F1 Wheel
- Venture Large F1 Wheel
- Hawkeye Flying Fortress Hover
- Hawkeye Plasma Jaws
- Hawkeye Hunter Rail Gun
- Better Future Plasma Furnace Generator
- EXP Zero Point Energy Gun
- The Care Package near the start of the game now gives an extra solar generator, battery and regen bubble.
- The 3 variations of the Trader Troll have now been replaced with a less threatening anchored new Trader Troll Tech.
- "FTUE" respawn Techs from GSO Grade 2 onwards now include a solar generator and a few more blocks in general.
- Increased the health of the Hawkeye Railgun.
- Reduced the anti-gravity power of the Zero Point Gun projectiles. The bubbles effect can now be counteracted by using a Gravity Magnifier Engine on your Tech.
- Fixed the issue where the Better Future Medium Flipper Hover Pads were weaker than the Small Flipper Hover Pads.
- Increased the damage of the Better Future FS and Cyber Disc Lasers.
- Updated the Better Future Gatling Laser to deploy when near to an enemy target, like some of the other Better Future weapons.
- The popup notification for live Twitch streams only applies to the Payload stream now.
- Updated block recipes:
- Better Future Small Air Rig Extender
- Better Future Medium Air Rig Extender
- Better Future Large Air Rig Extender
- Better Future Medium Angled Halo Wheel
- Multiple undo stacking has now been removed as it was considered too confusing to the player. The revised behaviour is as follows:
- When any operation creates an undo, it replaces any previous undo that was available.
- When a block-detach undo (as opposed to send-to-SCU) is available, if you detach a block from the Tech that the operation applies to, the undo will be invalidated (the button disappears).
- You can still do the exploit where you detach a block, replace it with a different block, then hit undo to attempt to rebuild the Tech around the replacement block - provided that you don't detach any more blocks after the initial detach.
- "Report a Bug" has been removed from the pause menu
- Bugs posted on the TerraTech forum are handier for the dev team to manage as it's easier to respond to and ask for more information where necessary.
- Fixed saves failing (and game being unplayable) when your documents folder is a network drive accessed with a UNC path (\\something).
- Fixed bug where player colours are not updated in Deathmatch scoreboard when players change their colours.
- Fixed issue with scenery destruction missing animations in multiplayer.
- Fixed issue with detonating explosive bolts not being visible for other players.
- Fixed crash bug after closing inventory in Deathmatch.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed various crash bugs that occur when the player Tech takes damage.
- In Co-op Creative, players are now spawned away from enemy Techs.
- Latest translations from TT Translators added to the game.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- The active mission box in Campaign mode will now close if the custom skins palette is opened to prevent overlapping UI.
- Tooltips added to mute and kick buttons in Co-op Creative.
- Custom skins "Flood Fill Tech" tooltip renamed to "Flash Fill."
- Fixed bug where player colours are not updated in Deathmatch scoreboard when players change their colours.
- Fixed issue with scenery destruction missing animations in multiplayer.
- Fixed issue with detonating explosive bolts not being visible for other players.
- Fixed crash bug after closing inventory in Deathmatch.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Removed "Enemy Nearby" Tech spawn restriction in Co-op Creative.
- Fixed saves failing (and game being unplayable) when your documents folder is a network drive accessed with a UNC path (\\something).
- Fixed issue where the Venture Sonic Lance was only available to players that own the R&D Test Chamber pack.
- In the custom skins palette, fixed the grab mode icon not highlighting when selected.
- Fixed issue causing the respawn Tech panel to appear incorrectly oversized after sending an invader.
- Fixed issue causing damage indicator to not appear to be synced across clients in multiplayer modes.
- In Co-op Creative mode, fixed issue causing clients to not see explosion VFX from explosive bolts.
- In Co-op Creative, fixed bug causing custom skinned blocks to revert to default skin when picked up by a connected client.
- In Co-op Creative mode, fixed issue causing client to still be shown custom skin blocks when the host switches back to default skin blocks.
- Fixed crash bug when a kill streak reward incorrectly appears in Co-op Creative mode.
- Fixed bug preventing second player from connecting to Creative Co-op when coming from a deathmatch game.
- In Team Deathmatch, fixed issue allowing players to build on their teammates' Techs.
- In Multiplayer Deathmatch, shotguns now inflict damage again.
- In Multiplayer Deathmatch, fixed crash when the host opens the scoreboard.
- In Multiplayer Deathmatch, the timer now disappears when the block skins panel is open to ensure the panel functions correctly.
- In Gauntlet, fixed bug causing custom skin blocks to revert to default skin blocks when a Tech is sent back to the nearest checkpoint.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Reduced the anti-gravity power of the Zero Point Gun projectiles. The bubbles effect can now be counteracted by using a Gravity Magnifier Engine on your Tech.
- Fixed the issue where the Better Future Medium Flipper Hover Pads were weaker than the Small Flipper Hover Pads.
- Increased the damage of the Better Future FS and Cyber Disc Lasers.
- Updated the Better Future Gatling Laser to deploy when near to an enemy target, like some of the other Better Future weapons.
- The popup notification for live Twitch streams only applies to the Payload stream now.
- Fixed bug causing Better Future FS Laser and Cyber Disc Laser to damage friendly Hawkeye and Better Future shields.
- When you are boosting and you swap to another Tech, boosters of the same type will no longer produce any audio when fired. This has now been fixed.
- Fixed bug causing the Better Future Scatter Laser to incorrectly play firing SFX when it is being deployed.
- Fixed bug causing anti-grav bubbles to incorrectly block beam lasers.
- Adding a 2nd cab to a Tech will incorrectly define the Tech's orientation when loading the Tech Snapshot. This has now been fixed.
- In Co-op Creative mode, the scoreboard now shows which team other players are on.
- In Co-op Creative mode, fixed bug causing upturned Techs with no player control to try and right themselves.
- In Co-op Creative mode, fixed bug allowing players to just be left with an A.I. cab and no way to control it.
- In Co-op Creative mode, fixed bug allowing multiple instances of the control schemes window to be open.
- In Co-op Creative, the remote charger beam will appear attached to the Tech which last used it no matter the distance moved. This has now been fixed.
- The custom skins palette is now present in Multiplayer Deathmatch.
- Fixed bug preventing pressing Esc in Multiplayer Deathmatch to not open the pause menu.
- Fixed bug causing location avatars to be incorrectly present in Multiplayer Deathmatch.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed graphical issue with block skins on computers with lower specs.
- Fixed issue causing wheel sounds to not play.
- Fixed bug causing the info panel for Techs to not auto-minimise.
- Fixed bug in Co-op Creative allowing build beam to heal Techs.
- Fixed bug in Co-op Creative causing a Tech to respawn if their cab is thrown beyond the boundary.
- Fixed issue in Co-op Creative where non-player controlled Techs and enemy Techs will vanish abruptly.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Features:
- Alternative skins are available for the sets of blocks for each corporation.
- One alternative skin per corporation.
- Available in all game modes except multiplayer deathmatch.
- Players can now roam in all directions as a tethered group of players.
- If players separate and go in different directions, some will encounter a border wall until the players regroup again.
- Players can now select a team to be on and switch teams.
- Batteries, repair bubbles, shield bubbles, solar generators and wireless chargers are now available.
- GeoCorp Frame Explosive Bolt
- Hawkeye Z4 Explosive Bolt
- Better Future Plasma Furnace Generator
- Better Future Small Long Halo Wheel
- Better Future DOT Laser
- Better Future CLAW Plasma Cutter
- Better Future Small Air Rig Extender
- Better Future Small Rotor
- Better Future Medium Air Rig Extender
- Better Future Plasma Flamethrower
- Better Future Medium Angled Halo Wheel
- Better Future Medium Long Halo Wheel
- Better Future Medium Rotor
- Better Future Large Straight Halo Wheel
- Better Future Large Side Halo Wheel
- Better Future Speedometer
- Better Future Altimeter
- Better Future Class D Laser Ray
- Better Future Large Air Rig Extender
- Better Future Large Booster
- Better Future Large Outside Wing
- GeoCorp Jetson Adjustment Thruster
- Venture Sonic Lance
- Venture Dual Auto Cannons
- Venture Medium F1 Wheel
- Venture Large F1 Wheel
- Hawkeye Flying Fortress Hover
- Hawkeye Plasma Jaws
- Hawkeye Hunter Rail Gun
- EXP Zero Point Energy Gun
- Increased the health of the Hawkeye Railgun.
- Updated block recipes:
- Better Future Small Air Rig Extender
- Better Future Medium Air Rig Extender
- Better Future Large Air Rig Extender
- Better Future Medium Angled Halo Wheel
- Players with lower spec computers may encounter a graphical issue with blocks just appearing black.
- We are currently working on a fix for this issue for the next TT Unstable update following this one.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed a crash bug caused when trying to grab a block that a block magnet on your Tech has attracted.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Features:
- Creative and Co-op Creative modes now have the option to add Easy, Medium or Hard enemy Techs to the game.
- Can be set before a game starts and changed via the Options screen.
- GeoCorp Cat Nine Mining Flail
- GeoCorp Windmill Mining Flail
- GeoCorp Active All Axis Heavy Gyro
- Hawkeye Active All Axis Horizon Gyro
- The Care Package near the start of the game now gives an extra solar generator, battery and regen bubble.
- The 3 variations of the Trader Troll have now been replaced with a less threatening anchored new Trader Troll Tech.
- "FTUE" respawn Techs from GSO Grade 2 onwards now include a solar generator and a few more blocks in general.
- Multiple undo stacking has now been removed as it was considered too confusing to the player. The revised behaviour is as follows:
- When any operation creates an undo, it replaces any previous undo that was available.
- When a block-detach undo (as opposed to send-to-SCU) is available, if you detach a block from the Tech that the operation applies to, the undo will be invalidated (the button disappears).
- You can still do the exploit where you detach a block, replace it with a different block, then hit undo to attempt to rebuild the Tech around the replacement block - provided that you don't detach any more blocks after the initial detach.
- "Report a Bug" has been removed from the pause menu
- Bugs posted on the TerraTech forum are handier for the dev team to manage as it's easier to respond to and ask for more information where necessary.
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hi Prospectors
Co-op Creative mode has now arrived for everyone to play with up to 3 other players. It's the first major stage on our journey towards creating one of the most requested features that the TerraTech community are asking for - a Co-op Campaign mode.
Also arriving in this update are Better Future missions with even more Better Future blocks to add to the extensive set that are already available.
And along with those major additions, the update also has Tech swapping in Campaign mode, more blocks for other corporations, Steam invites and more multiplayer lobby settings.
Enjoy, Sai Wun
New Features:
- Co-op Creative mode.
- Up to 4 players creating and collaborating in a sandbox environment.
- Better Future Campaign missions.
- Available to unlock from GSO Grade 4.
- You can now swap your active Tech from the Tech loader while in Campaign mode.
- Multiplayer lobbies can now be set to Private, Public or Friends only. Players can only enter Private lobbies via invitation from the host. Private lobbies shouldn't be visible on the lobby list.
- Steam invites are set up so that players can accept the invite when the game is opened or closed. If closed the game should open and join the lobby instantly. The host must be in the joinable lobby to invite.
- Sound effects added to the user interface.
- The range of Wireless Chargers is now indicated by a spherical effect.
- New translations from the TT Translator team.
- GeoCorp Standard blocks:
- GeoCorp Outside Corner Bumper
- GeoCorp Outside Corner Bracket Bumper
- Venture Wheel blocks:
- Venture Medium Retractable Landing Gear
- Venture Large Retractable Landing Gear
- Hawkeye Wheel blocks:
- Hawkeye Small Landing Skid
- Hawkeye Medium Landing Skid
- Hawkeye Large Landing Skid
- Better Future Standard blocks:
- Better Future Two Face Blank Block
- Better Future Three Face Blank Block
- Better Future Stream Fillet Block
- Better Future Stream Internal Corner Block
- Better Future Small Air Rig
- Better Future Medium Air Rig
- Better Future Large Air Rig
- Better Future Weapon blocks:
- Better Future FS Laser
- Better Future Scatter Laser
- Better Future Trapdoor Assault Laser
- Better Future Cyber Disc Laser
- Better Future Accessory blocks:
- Better Future Small Light
- Better Future Radar
- Better Future Payload Terminal
- Better Future Power blocks:
- Better Future Solar Panel
- Better Future Shield Bubble Projector
- Better Future Manufacturing blocks:
- Better Future Sky Anchor
- Better Future Fabricator
- Better Future Scrapper
- Better Future Flight blocks:
- Better Future Tail Wing
- Better Future Gravity Magnifier Engine
- Better Future Medium Hover Ring
- Better Future Large Fuel Tank
- Better Future Large Air Brake
- Better Future Anti-gravity Eco Engine
- Moved all Anchor blocks for all corporations to the Manufacturing blocks section of the block Inventory.
- Tank tread turning has now been improved when multiple tank treads are attached to a Tech.
- Reduced the amount of time it takes to send a Tech to the SCU from the Tech Radial Menu.
- Removed all batteries, all wireless chargers, all shield and repair bubbles from Gauntlet mode.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design Tweaks:
- Reduced the amount of time it takes to send a Tech to the SCU from the Tech Radial Menu.
- Removed Better Future sky anchors and Better Future anti gravity engines, all batteries, all wireless chargers, all shield and repair bubbles from Gauntlet and Sumo Modes.
- Fixed issue causing progression to be blocked if after reaching GSO grade 2, the player is unable to interact with the trading station if the available missions popup is closed.
- Fixed issue causing a small pause to occur after undoing a cab removal from an anchored Tech.
- When flying a Tech and then switching to an anchored Tech, the game now checks the terrain to avoid the Tech anchoring into scenery.
- In Co-op Creative, fixed bug causing some trees to be indestructible when there are multiple people playing.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo New Features & Improvements:
- New Better Future combat music added.
- New translations from the TT Translator team.
- Tank tread turning has now been improved when multiple tank treads are attached to a Tech.
- Fixed crash when delivery bomb lands on an unloaded tile.
- Fixed bug where undoing cab removal can result in the player not having control of any Tech.
- Fixed Tech intersection issue caused when using Undo after attaching a cab to another Tech.
- The tutorial plane will now remain after cancelling the Learn To Fly mission.
- The Better Future Tail Wing now has correct pitching behaviour.
- If a Better Future race mission is dropped before completion, the purchased hover or anti-grav Tech from Hubl won't vanish now.
- Better Future lasers don't collide with friendly shields now.
- Levelling up to Better Future grade 3 now displays the correct Better Future logo.
- Fixed bug causing a client to not be able to control their Tech after accepting a multiplayer invite on the main menu.
- Loading a Co-op Creative game now notifies the player that the game is private by default.
- In Co-op Creative, fixed bug preventing blocks spawned before joining a session to be scavenged.
- In Co-op Creative, a Tech is now left in build beam if switched to another Tech.
- After reaching GSO grade 2, the user is unable to interact with the trading station if the available missions popup is closed. If this occurs, then game progression is blocked.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Design tweaks:
- Updated several ramp positions in the Skyways Valley multiplayer level to move them away from the arena border.
- Missions now despawn scenery when completed e.g. race mission start gates.
- When swapping a current Tech via the Tech Loader, fixed bug preventing the name and control scheme settings of the new Tech from updating correctly.
- Fixed bug causing certain accessories to stretch when placed on a tall Tech.
- Fixed bug preventing multiplayer invites from functioning correctly.
- In Co-op Creative, fixed intermittent crash bug when Techs go beyond the boundary.
- In Deathmatch, fixed issue with map size selection not functioning.
- Fixed bug causing player names and avatars failing to appear for players upon rejoining a Deathmatch.
- In multiplayer, after accepting an invite while on the main menu, the client may be unable to control their Tech.
- If this happens, leave the session and try re-joining.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Enhancements:
- Swap Current Tech now animates to blocks of the new Tech forming while the blocks of the previous Tech disappear, with blocks that are reused from old to new animating into their new positions.
- Added more sound effects to Better Future blocks.
- Fixed issue causing TerraTech to pause during the initial load to main menu if "Keep game running in the background" is unchecked and applicationfocus is away from TerraTech.
- Fixed crash by disabling undo when the player's Tech is destroyed.
- Fixed bug with game soft locking by preventing using Build Beam nudge controls when player controls are locked.
- Fixed bug preventing the Venture Refinery to attach to the Hawkeye and GeoCorp Delivery cannons.
- Fixed issue with Better Future XP bar tooltip being blank.
- Fixed bug causing Better Future license mission to appear again at the Trading Station after already completing the mission.
- Fixed bug preventing Better Future anti-gravity race missions from appearing on Trading Stations.
- Fixed issue causing a sky anchor to detach for a split second when explosive bolts are released and the primary cab is not attached via the sky anchor.
- Fixed issue where the Better Future Solar Panel was causing a problem when placed upside down in a position where it will intersect with the ground on an anchored Tech.
- Fixed bug with Better Future laser weapons incorrectly passing through shields.
- Fixed error in the Better Future Speed Lance Laser recipe. It's now: Hardened Titanic x2, Titanic Alloy x2, Acid Electrode x2, Ion Pulse Cell, as it was meant to be.
- Fixed bug with scenery sometimes not being cleared from tracks for Better Future race missions.
- In Co-op Creative, fixed issue allowing the player to move beyond the boundary wall using the Build Beam.
- In Co-op Creative, fixed crash if an anchored Tech is pulled apart via cab detaching then grabbing the anchor again.
- In Co-op Creative with co-op building enabled, fixed bug where a single block can be grabbed by host and client at same time.
- In Deathmatch, fixed bug causing earned blocks to not be saved.
- In Deathmatch, fixed bug with kill streak rewards incorrectly being claimable when near enemies and persisting after death.
- In Deathmatch, fixed bug with deaths not registering correctly..
- In Deathmatch, fixed bug where after accepting an invite, players may be unable to control Techs.
- When accepting a multiplayer invite, players may find that they are incorrectly returned to the main menu. If this happens, entering Find a Game in multiplayer should trigger the invite and allow the player to join the game correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here: https://www.youtube.com/watch?v=r_ce_yPOflo Bug Fixes:
- Fixed issue with enemy Techs not attacking the player.
- Fixed issue with most turrets incorrectly being friendly instead of enemies that attack the player (including the ones in R&D Test Chamber).
- Fixed graphical glitch causing a large shadow to appear on the ground before enemies drop down.
- Fixed bug causing the playback of certain sound effects (e.g. propellers, fans, Better Future lasers) to stutter or not play at all.
- Hover sound now plays correctly on the Better Future eCab.
- Checkpoint gates for the Better Future race missions now have correct collision.
- Fixed repeating message in Better Future aniti-gravity track mission.
- In multiplayer modes, "Press R to rename" is now disabled.
- In Co-op Creative, Techs are now prevented from spawning too close to each other.
- In Co-op Creative, loose blocks beyond the red wall are now repelled back into the play area.
- In Co-op Creative, Techs loaded from the Tech Loader can no longer be placed beyond the red wall.
- In Co-op Creative, Techs can no longer anchor themselves beyond the red wall.
- In Co-op Creative, fixed crash when quitting while holding a block.
- Fixed bug where certain hotkeys function while typing in a chat box.
- Fixed issue when splitting a Tech into multi-Techs using explosive bolts, causing wheels to partially fall through the ground.
- The game will soft lock during the Striking Out mission if you initiate the mission while in build beam and then float outside of the mission area.
- You cannot exit the mission or the game, you must force quit the game to resume normal gameplay.
- After accepting Deathmatch invites, players may be unable to control Techs.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey Prospectors, Matt here with some big news for you... Co-op Creative has made its way to TT_Unstable! There have been a lot of technical hurdles to overcome, such as reworking the network code to allow smoother, more stable gameplay. However, thanks to our amazingly talented team of designers and coders, were now ready to reveal our first co-op mode, which you can play with your best (or worst) buds right now! This is the first of several stages of development that will flesh out our various co-op modes, with the aim of releasing a Co-op Campaign mode further down the line. For this iteration, you can expect:
- Up to 4 players per game
- Peer2Peer hosting
- Local saving (host only)
- Build on each others Techs (with option to not allow it)
- A selection of preset biomes
- Toggleable Friendly Fire
- Spectator Mode
- Enemy Techs
- Crafting Blocks
- EXP Blocks
- Blocks with holding beams (receivers, SCU, block magnets, etc)
- Co-op Creative mode.
- Better Future Campaign missions.
- Available to unlock from GSO Grade 4.
- Sound effects added to the user interface.
- Standard blocks:
- Better Future Two Face Blank Block
- Better Future Three Face Blank Block
- Better Future Stream Fillet Block
- Better Future Stream Internal Corner Block
- Better Future Small Air Rig
- Better Future Medium Air Rig
- Better Future Large Air Rig
- Weapon blocks:
- Better Future FS Laser
- Better Future Scatter Laser
- Better Future Trapdoor Assault Laser
- Better Future Cyber Disc Laser
- Accessory blocks:
- Better Future Small Light
- Better Future Radar
- Better Future Payload Terminal
- Power blocks:
- Better Future Solar Panel
- Better Future Shield Bubble Projector
- Manufacturing blocks:
- Better Future Sky Anchor
- Better Future Fabricator
- Better Future Scrapper
- Flight blocks:
- Better Future Tail Wing
- Better Future Gravity Magnifier Engine
- Better Future Medium Hover Ring
- Better Future Large Fuel Tank
- Better Future Large Air Brake
- Better Future Anti-gravity Eco Engine
- Moved all Anchor blocks for all corporations to the Manufacturing blocks section of the block Inventory.
- Added persistent beam effect to Better Future Laser Turrets.
- Certain enemy AI will not attack the player.
- Most turrets are incorrectly friendly instead of enemies that atack the player (including the ones in R&D Test Chamber).
- After accepting Deathmatch invites, players may be unable to control Techs.
- The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue causing non-Latin characters to not display correctly in various parts of the game.
- TerraTech is able to connect to Twitter again when trying to link an account.
- Fixed bug where the control scheme switches back to default after Tech respawn in certain game modes.
- The Sky Anchor, mentioned in Air Rig block descriptions is not available yet.
- The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New Features:
- You can now swap your active Tech from the Tech loader while in Campaign mode.
- Multiplayer lobbies can now be set to Private, Public or Friends only. Players can only enter Private lobbies via invitation from the host. Private lobbies shouldn't be visible on the lobby list.
- Steam invites are set up so that players can accept the invite when the game is opened or closed. If closed the game should open and join the lobby instantly. The host must be in the joinable lobby to invite.
- The range of Wireless Chargers is now indicated by a spherical effect.
- GeoCorp Standard blocks:
- GeoCorp Outside Corner Bumper
- GeoCorp Outside Corner Bracket Bumper
- Venture Wheel blocks:
- Venture Medium Retractable Landing Gear
- Venture Large Retractable Landing Gear
- Hawkeye Wheel blocks:
- Hawkeye Small Landing Skid
- Hawkeye Medium Landing Skid
- Hawkeye Large Landing Skid
- Better Future Standard blocks:
- Better Future Two Face Blank Block
- Better Future Three Face Blank Block
- Better Future Stream Fillet Block
- Better Future Stream Internal Corner Block
- Better Future Small Air Rig
- Better Future Medium Air Rig
- Better Future Large Air Rig
- Better Future Weapon blocks:
- Better Future Trapdoor Assault Laser
- Better Future Cyber Disc Laser
- Better Future FS Laser
- Better Future Scatter Laser
- Better Future Accessory blocks:
- Better Future Small Light
- Better Future Radar
- Better Future Power blocks:
- Better Future Shield Bubble Projector
- Better Future Solar Panel
- Better Future Flight blocks:
- Better Future Tail Wing
- Better Future Large Fuel Tank
- Better Future Large Air Brake
- Non-Latin characters are not displaying correct in various parts of the game.
- The Sky Anchor, mentioned in Air Rig block descriptions is not available yet.
- The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.
- TerraTech fails to connect to Twitter when trying to link an account.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Hey prospectors,
With it being the festive season we thought now would be a good time to treat you all to a lovely update! Probably one of the biggest we've done!
It's cram-packed with new features as well as a whole new corporation, Better Future! With Better Future comes a tonne of new blocks and technology, including anti-gravity! Check out the trailer here:
https://www.youtube.com/watch?v=TFbe5jMBxCQ&feature=youtu.be
Not only that but we've added new control schemes which allow you to create custom controls for your Techs.
Merry Christmas!
Enjoy!
Matt
*** NEW CORPORATION ***
Better Future has arrived with a new set of blocks available in Creative Mode:
- Better Future One Block
- Better Future Faired One Block
- Better Future Blanked One Block
- Better Future Stream One Block
- Better Future Stream Two Block
- Better Future Stream Three Block
- Better Future Stream Four Block
- Better Future Stream Five Block
- Better Future Stream Corner One Block
- Better Future Stream Corner Two Block
- Better Future Stream Corner Three Block
- Better Future Stream Corner Four Block
- Better Future Stream Corner Five Block
- Better Future Stream Wide Two Block
- Better Future Stream Wide Three Left Block
- Better Future Stream Wide Three Right Block
- Better Future Stream Wide Four Left Block
- Better Future Stream Wide Four Right Block
- Better Future Stream Wide Five Left Block
- Better Future Stream Wide Five Right Block
- Better Future Stream Extender Two Block
- Better Future Stream Extender Three Block
- Better Future Stream Extender Four Block
- Better Future Stream Extender Five Block
- Better Future Fin
- Better Future Two Block
- Better Future Three Block
- Better Future Four Block
- Better Future Five Block
- Better Future Chassis One
- Better Future Chassis Two
- Better Future Chassis Three
- Better Future Chassis Four
- Better Future eCab
- Better Future Small Angled Halo Wheel
- Better Future Small Straight Halo Wheel
- Better Future Small Side Halo Wheel
- Better Future Medium Straight Halo Wheel
- Better Future Medium Side Halo Wheel
- Better Future Small Skid Landing Gear
- Better Future Medium Skid Landing Gear
- Better Future Large Skid Landing Gear
- Better Future Laser Rifle
- Better Future Assault Laser Streamlined
- Better Future Speed Lance Laser
- Better Future Gatling Laser
- Better Future Active All Axis Gyro
- Better Future Medium Skid Light
- Better Future Stabilising Computer
- Better Future Active Single Axis Gyro
- Better Future Trim Gyro
- Better Future Passive All Axis Gyro
- Better Future Block Controller Switch
- Better Future Hover Power Controller
- Better Future Medium Outside Wing
- Better Future Medium Middle Wing
- Better Future Small Wing
- Better Future Small Hover Ring
- Better Future Large Hover Ring
- Better Future Orb Booster
- Better Future Left Medium Hover Flipper
- Better Future Right Medium Hover Flipper
- Better Future Left Large Hover Flipper
- Better Future Right Large Hover Flipper
- Better Future Medium Fuel Tank
- Better Future Large Adjustment Thruster
- Better Future Medium Adjustment Thruster
- Better Future Small Adjustment Thruster
- Better Future Anti-gravity Pip Engine
- Better Future Small Ion Drive
- Better Future Medium Ion Drive
- Better Future Small Air Brake
- Better Future Medium Booster
- Better Future Anti-gravity Apple Engine
- Better Future Small Fuel Tank
- Better Future Linear Motion Engine
- Better Future Medium Air Brake
- Better Future anti-gravity blocks allow Techs to float.
- Better Future Block Controller Switch allows Anti-gravity, Shield Bubbles, Repair Bubbles and Hover Pads to be independently turned on and off.
- Better Future Hover Power Controller allows Hover Pads to be turned on and off and for the hover height to be adjusted.
- Customisable game controls for different types of vehicles.
- Press the C key to quickly switch between control schemes.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed bug preventing Crafty Business II mission from being completed if the player chooses to craft something else.
- Fixed bug with Craftier Business mission due to conveyors not pushing resources correctly.
- Fixed issue with text strings in Tech Loader not appearing correctly when no snapshot is selected.
- Fixed bug preventing the options menu from being exited if opened while the Tech Loader is open.
- Fixed bug causing camera control to be disabled when entering "View Tech Blocks" on the Tech Loader.
- Fixed bug allowing blocks from a Tech being sent as an invader to be pulled off.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Minor Tweaks:
- Block Controller Switch on/off settings are now saved in snapshots.
- Better Future Speed Lance Laser
- Better Future Gatling Laser
- Better Future Stabilising Computer
- Better Future Active Single Axis Gyro
- Better Future Trim Gyro
- Better Future Passive All Axis Gyro
- Better Future Block Controller Switch
- Better Future Hover Power Controller
- Better Future Anti-gravity Pip Engine
- Better Future Small Air Brake
- Better Future Medium Booster
- Better Future Anti-gravity Apple Engine
- Better Future Small Fuel Tank
- Better Future Linear Motion Engine
- Better Future Medium Air Brake
- Fixed bug with Craftier Business mission due to conveyors not pushing resources correctly.
- Fixes issues causing wheels to be incorrectly orientated for particular Tech designs.
- Fixed issue allowing the list of missions to be so long, it goes off the bottom of the screen.
- Fixed bug causing anchor blocks to fall through the ground when it has been detached, sent to the SCU then player clicks Undo.
- Fixed issue with Better Future anti-gravity VFX appearing bright pink.
- Updated Gauntlet tutorial message to explain boosters on Left Control key.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Minor Tweaks:
- Press the C key to quickly switch between control schemes.
- Multi-binding is now supported in control schemes:
- Players can set the same movement key pairs to control multiple axes, e.g. A & D both control Roll and Yaw.
- Players can also set two different movement pairs for one axis, e.g. both W & S and Up & Down can both accelerate and reverse.
- Doubling will not extend to the Options Menu Key Bind screen."
- Improved the handling of a Tech with hover pads when going over trees.
- The example Techs in Creative Mode have now been updated.
- Remnants of destroyed rocks no longer block Tech spawning positions.
- Fixed issue preventing the player from right-clicking on objects to interact with them when the Tech Loader is open.
- Fixed issue preventing ability to swap Techs, even though there seems to be enough free space.
- Fixed issue with Techs jittering uncontrollably when holding blocks with a magnet.
- Fixed issue with Venture hover pads bouncing uncontrollably when no input is given.
- Fixed issue causing Tech deployment bubbles to interact with Techs that have hover pads.
- Fixed issue causing a stabilising computer to conflict with throttle controls when attached to a Tech with hover pads.
- Fixed bug preventing Repair Bubbles to be turned on if Shield Bubbles are turned off using Better Future block controller switches.
- Fixed bug preventing propellers from spinning with Thrust 1 controls when Better Future stabilising computers are onboard.
- Fixed issue with loading Techs from snapshots, causing Up Conveyors to load in unconnected.
- Fixed issue causing AI controlled multi-Techs to explode upon splitting.
- Corporation icons on XP bars now appear at the correct brightness.
- Wheels may orientate incorrectly in particular situations based on their relative position from the Tech's centre of mass.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Minor Tweaks:
- The lights on top of the block controller turn on/off based on which categories are selected.
- When resetting controls to default, a confirmation dialogue box has been added to prevent accidentally resetting.
- Hover Techs with stabilisers are now able to stop completely, even when on gentle slopes.
- On certain flying Tech designs, holding the button to pitch down whilst flying using the button bound to power the propellers will cause the propellers to reverse and stall while in the air. This has now been fixed.
- Fixed issue with player unable to switch a Tech to an enemy using 'T' key if it has been binded to another function by making it non-rebindable. Other keys with functionality have also been added to the list of non-remappable keys.
- Wheels incorrectly turn inward when trying to turn on the spot.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Reduced the energy burn rate of both Better Future Anti-gravity Engines by 50%.
- Reduced all Steering Hover Blocks power by 25%.
- Fixed bug where the Hover Power Controller function will not reset when removed from a Tech.
- Game now prevents a snapshot to be renamed with a blank name.
- When trying to load a Tech, the list of missing blocks now updates when some are acquired.
- The Tech Loader search bar now has a 30 character limit to match the snapshot name limit
- Fixed bug with radial menu tootip not dismissing properly and obscuring controls as it doesn't get dismissed.
- Fixed crash when losing in Ranked Sumo when the Tech has never been controlled.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Control schemes added to allow customisable game controls for different types of vehicles.
- Anti-gravity blocks allow Techs to float.
- Better Future Block Controller Switch allows Anti-gravity, Shield Bubbles, Repair Bubbles and Hover Pads to be independently turned on and off.
- Better Future Hover Power Controller allows Hover Pads to be turned on and off and for the hover height to be adjusted.
- Tech Loader enhancements.
- Better Future Speed Lance Laser
- Better Future Gatling Laser
- Better Future Stabilising Computer
- Better Future Active Single Axis Gyro
- Better Future Trim Gyro
- Better Future Passive All Axis Gyro
- Better Future Block Controller Switch
- Better Future Hover Power Controller
- Better Future Anti-gravity Pip Engine
- Better Future Small Air Brake
- Better Future Medium Booster
- Better Future Anti-gravity Apple Engine
- Better Future Small Fuel Tank
- Better Future Linear Motion Engine
- Better Future Medium Air Brake
- Standard Blocks
- Better Future Two Block
- Better Future Three Block
- Better Future Four Block
- Better Future Five Block
- Better Future Chassis One
- Better Future Chassis Two
- Better Future Chassis Three
- Better Future Chassis Four
- Wheel Blocks
- Better Future Small Skid Landing Gear
- Better Future Medium Skid Landing Gear
- Better Future Large Skid Landing Gear
- Weapon Blocks
- Better Future Laser Rifle
- Better Future Assault Laser Streamlined
- Accessory Blocks:
- Better Future Medium Skid Light
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. 1st set of Better Future blocks now available for everyone in Creative Mode:
- Standard Blocks
- Better Future One Block
- Better Future Faired One Block
- Better Future Blanked One Block
- Better Future Stream One Block
- Better Future Stream Two Block
- Better Future Stream Three Block
- Better Future Stream Four Block
- Better Future Stream Five Block
- Better Future Stream Corner One Block
- Better Future Stream Corner Two Block
- Better Future Stream Corner Three Block
- Better Future Stream Corner Four Block
- Better Future Stream Corner Five Block
- Better Future Stream Wide Two Block
- Better Future Stream Wide Three Left Block
- Better Future Stream Wide Three Right Block
- Better Future Stream Wide Four Left Block
- Better Future Stream Wide Four Right Block
- Better Future Stream Wide Five Left Block
- Better Future Stream Wide Five Right Block
- Better Future Stream Extender Two Block
- Better Future Stream Extender Three Block
- Better Future Stream Extender Four Block
- Better Future Stream Extender Five Block
- Better Future Fin
- Control
- Better Future eCab
- Wheels
- Better Future Small Angled Halo Wheel
- Better Future Small Straight Halo Wheel
- Better Future Small Side Halo Wheel
- Better Future Medium Straight Halo Wheel
- Better Future Medium Side Halo Wheel
- Accessories
- Better Future Gyro
- Flight
- Better Future Medium Outside Wing
- Better Future Medium Middle Wing
- Better Future Small Wing
- Better Future Small Hover Ring
- Better Future Large Hover Ring
- Better Future Orb Booster
- Better Future Left Medium Hover Flipper
- Better Future Right Medium Hover Flipper
- Better Future Left Large Hover Flipper
- Better Future Right Large Hover Flipper
- Better Future Medium Fuel Tank
- Better Future Large Steering Hover
- Better Future Medium Steering Hover
- Better Future Small Steering Hover
- Better Future Small Ion Drive
- Better Future Medium Ion Drive
- Standard Blocks
- Better Future Two Block
- Better Future Three Block
- Better Future Four Block
- Better Future Five Block
- Better Future Chassis One
- Better Future Chassis Two
- Better Future Chassis Three
- Better Future Chassis Four
- Wheel Blocks
- Better Future Small Skid Landing Gear
- Better Future Medium Skid Landing Gear
- Better Future Large Skid Landing Gear
- Weapon Blocks
- Better Future Laser Rifle
- Better Future Assault Laser Streamlined
- Accessory Blocks:
- Better Future Medium Skid Light
- The tooltips for the Better Future Ion Drives incorrectly say "Spins" instead of "Thrusts."
- Crafty Business IV might not complete correctly at the first attempt. If this happens, cancel the mission, then accept it again. The mission should now complete correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New Better Future blocks added to R&D Test Chamber:
- Standard Blocks
- Better Future One Block
- Better Future Faired One Block
- Better Future Blanked One Block
- Better Future Stream One Block
- Better Future Stream Two Block
- Better Future Stream Three Block
- Better Future Stream Four Block
- Better Future Stream Five Block
- Better Future Stream Corner One Block
- Better Future Stream Corner Two Block
- Better Future Stream Corner Three Block
- Better Future Stream Corner Four Block
- Better Future Stream Corner Five Block
- Better Future Stream Wide Two Block
- Better Future Stream Wide Three Left Block
- Better Future Stream Wide Three Right Block
- Better Future Stream Wide Four Left Block
- Better Future Stream Wide Four Right Block
- Better Future Stream Wide Five Left Block
- Better Future Stream Wide Five Right Block
- Better Future Stream Extender Two Block
- Better Future Stream Extender Three Block
- Better Future Stream Extender Four Block
- Better Future Stream Extender Five Block
- Better Future Fin
- Control
- Better Future eCab
- Wheels
- Better Future Small Angled Halo Wheel
- Better Future Small Straight Halo Wheel
- Better Future Small Side Halo Wheel
- Better Future Medium Straight Halo Wheel
- Better Future Medium Side Halo Wheel
- Accessories
- Better Future Gyro
- Flight
- Better Future Medium Outside Wing
- Better Future Medium Middle Wing
- Better Future Small Wing
- Better Future Small Hover Ring
- Better Future Large Hover Ring
- Better Future Orb Booster
- Better Future Left Medium Hover Flipper
- Better Future Right Medium Hover Flipper
- Better Future Left Large Hover Flipper
- Better Future Right Large Hover Flipper
- Better Future Medium Fuel Tank
- Better Future Large Steering Hover
- Better Future Medium Steering Hover
- Better Future Small Steering Hover
- Better Future Small Ion Drive
- Better Future Medium Ion Drive
- The tooltips for the Better Future Ion Drives incorrectly say "Spins" instead of "Thrusts."
- Crafty Business IV might not complete correctly at the first attempt. If this happens, cancel the mission, then accept it again. The mission should now complete correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
We're super excited to announce that the Better Future corporation is coming to TerraTech!
You can read up on what will be coming, and when, here.
Hey prospectors,
Now TerraTech has officially launched it's time to add the first post-release update!
We've got a brand spanking new Tech Loader than makes managing your Techs super simple. You can search, filter, delete and load your Techs, all in a few in-game clicks.
As well as some new blocks, cloud save support, bug fixes and optimisations, we've reworked the matchmaking and lobby code in order to get us one big step closer to Co-Op modes.
Enjoy!
Matt
New features:
- The Tech Loader has now been improved:
- New filtering options
- New Tech management options
- Ability to search Techs by name
- Auto-disabled placement in Sumo and Gauntlet
- Graphics quality settings have now been simplified to 3 options;
- 1. Fast
- 2. Good
- 3. Fantastic
- The game now runs faster, using Unity's optimised post-processing.
- Steam cloud saves are now supported.
- Your save files and Tech snapshots now live in a sub-folder named by your Steam ID.
- Windows path:
\Documents\My Games\TerraTech\
\ - Mac path:
~/Users/YourUserName/Library/Application Support/TerraTech/
/ - Linux path:
~/home/user/.local/share/TerraTech/
/
- Windows path:
- This allows multiple Steam users to have cloud saves on the same computer.
- Your save files and Tech snapshots now live in a sub-folder named by your Steam ID.
- GeoCorp Octo Block
- Venture Corner Block
- Venture Z1 Block
- Venture Z2 Block
- Hawkeye Four Block
- Hawkeye Six Block
- EXP Big Top Nose Propeller
- EXP Cat Nine Flail Guard
- EXP Dual Auto Cannons
- EXP Heavy Gyroscope
- EXP Horizon Gyroscope
- EXP Hunter Railgun
- EXP Jetson Steering Hover
- EXP Plasma Jaws
- EXP Sonic Lance
- EXP Windmill Flail Guard
- Make AI Techs detonate explosive bolts. Currently does this when it has a hostile target.
- Updated GSO Grade 5 Defeat Tech Gang and Defeat Enemy Waves missions to include Techs that use Explosive Bolts to break into smaller ones (The Techs used were made by the Community).
- Reward crates in Campaign mode now offer wheels in pairs.
- Added lots of Venture Techs from the community.
- Removed all of the corporation block dispensers. Those blocks are still available from the Inventory.
- Added a turret with Explosive Bolt Mini-Minions - Beware!
- More translations updated from the TT Translator team.
- Fixed various bugs that may cause the game to crash.
- Fixed certain wheel setups having different turning circles when turning left and right.
- The player is now prevented from placing blocks inside the anchor part of anchored blocks.
- Game save issues caused by read/write access now report a meaningful message to the player.
- Fixed bug in multiplayer causing game to soft lock when detaching a cab to self destruct.
- Fixed issue in multiplayer with insufficient spawn points in small arena area to accommodate max player count
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bugs Fixes and Design Tweaks:
- Fixed game crash on colour change in multiplayer.
- Fixed, snapshots not having images of techs.
- Depth of Field reduced in response to feedback from the community.
- Added some new techs to the population.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Tech Loader Tweaks:
- When previewing a Tech thumbnail from Steam Workshop, the Steam user name is now displayed.
- A Tech thumbnail can now be viewed directly in Steam Workshop by clicking the "View in Workshop" button.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Art Tweaks:
- Adjusted the depth of field to make the foreground and distance less blurry.
- Reduced the opacity of the shields and the regen bubbles.
- Graphical polish added to the Tech Loader.
- Tech Loader Fixes
- Swapping Techs in Campaign mode is work-in-progress and has been disabled for now.
- Can now display more than 50 Techs from Steam Workshop.
- Empty filter search results now tell the player that there are "No Techs Found."
- Increased the size of the clickable search box.
- 'Missing Blocks Required' and 'View Tech Blocks' now respond straight away.
- Fixed the scroll bar in the 'Missing Blocks Required' section.
- Fixed bug where you could spawn a Tech from Sumo design mode into Campaign.
- Fixed bug in Gauntlet mode where pressing Esc during a replay would crash the game.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features:
- The Tech Loader has now been improved:
- New filtering options
- New Tech management options
- Ability to search Techs by name
- Auto-disabled placement in Sumo and Gauntlet
- Graphics quality settings have now been simplified to 3 options;
- 1. Fast
- 2. Good
- 3. Fantastic
- The game now runs faster, using Unity's optimised post-processing.
- Added lots of Venture Techs from the community.
- More translations updated from the TT Translator team.
- Fixed various bugs that may cause the game to crash.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features:
- Steam cloud saves are now supported.
- Your save files and Tech snapshots now live in a sub-folder named by your Steam ID.
- This allows multiple Steam users to have cloud saves on the same computer.
- More translations updated from the TT Translator team.
- Fixed certain wheel setups having different turning circles when turning left and right.
- Fixed bug in multiplayer causing game to soft lock when detaching a cab to self destruct.
- Fixed issue in multiplayer with insufficient spawn points in small arena area to accommodate max player count
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New blocks added to Campaign mode:
- GeoCorp Octo Block
- Venture Corner Block
- Venture Z1 Block
- Venture Z2 Block
- Hawkeye Four Block
- Hawkeye Six Block
- EXP Big Top Nose Propeller
- EXP Cat Nine Flail Guard
- EXP Dual Auto Cannons
- EXP Heavy Gyroscope
- EXP Horizon Gyroscope
- EXP Hunter Railgun
- EXP Jetson Steering Hover
- EXP Plasma Jaws
- EXP Sonic Lance
- EXP Windmill Flail Guard
- Significant Techs' names along with the Trading Stations can now be displayed with a translated name.
- More translations updated from the TT Translator team.
- Game save issues caused by read/write access now report a meaningful message to the player.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Make AI Techs detonate explosive bolts. Currently does this when it has a hostile target.
- Updated GSO Grade 5 Defeat Tech Gang and Defeat Enemy Waves missions to include Techs that use Explosive Bolts to break into smaller ones (The Techs used were made by the Community).
- Reward crates in Campaign mode now offer wheels in pairs.
- Removed all of the corporation block dispensers. Those blocks are still available from the Inventory.
- Added a turret with Explosive Bolt Mini-Minions - Beware!
- The player is now prevented from placing blocks inside the anchor part of anchored blocks.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is work-in-progress for most languages.
Well, here we are. This update marks the end of TerraTech Early Access. We've come a long way over the past 4 years of development and are very happy to release what we're calling version 1.0 out into the world. Of course, as you saw in our Future of TerraTech post yesterday, this is just another step on the road of TerraTech's journey - but a very important one that we're all proud to be taking.
Enjoy the game, tell your friends, destroy them in multiplayer and discuss what kinds of awesome designs you will be making once we release Co-Op Creative to the world. We'll see you there!
https://www.youtube.com/watch?v=rC2bU_6lixI
Now that TerraTech 1.0 is imminent, we're busy planning for the future of the TerraTech IP. We have lots of plans - some realistic, some a little more ambitious, but they all form part of our ideal view of what TerraTech could become.
We haven’t put a time limit on how much more we want to do to TerraTech. Some of that will be dictated by resources, but more importantly it will be affected by you, the community. You have been the lifeblood of the game since we launched back in 2015, and we wanted to share our roadmap outline for post 1.0 TerraTech and beyond.
The below is in a rough order of priority, but of course somethings will be subject to change depending on how progress goes. We haven't explicitly listed bug fixes and general polish because those are ongoing activities.
Next up
These will be our first priority post launch.
- Hot swapping between tech snapshots (store and deploy in a single action)
- Improving core AI behaviours (Follow, Harvest etc)
- Co-op Creative mode
- Full gamepad support (PC)
- Weapon types and ranges
- Fuel & energy systems, and storage
- Shields, health and regen
- Player 'death' and recovery mechanics
- SCU and inventory management
- Intelligent block rotation
- Semi-automated build/re-build function
- Flying AI
- Enemy encampments that spawn AIs and affect the local environment
- Water and other fluid environments: physics, game mechanics and world generation
- Jointed and animated Techs
- Structural stress simulation
- World deformation (tunnelling)
- Dynamic economy simulation
- Spherical planets, space propulsion, interplanetary travel
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- The game is now paused when we open the Steam overlay.
- Fixed number of obscure crash bugs.
- The game now displays "No Techs Available To Load" when the load Techs menu is empty.
- Fixed issue where the game would forget the 'Last Used Tech' when loading a game saved while mid death.
- Info for saving Techs and sharing Techs now displays the correct path to your snapshots folder.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is still work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Buying the last stocked item in a shop used to reset the view to the top of the list. It will now try select the nearest item instead.
- Reduce maximum distance blocks anchor at to previous value.
- Snapshots copied into their folder now appear in-game instantly without having to restart.
- Improvements to Sumo menus.
- Wireless chargers are working again.
- Fixed a duplication bug when shooting or boosting while adding blocks from inventory.
- Fixed scrollbars not working if the game loses focus while loading the main menu.
- Fixed dropdown UI getting stuck open when the parent screen was closed.
- Make sure filter radial menu closes when you release the right mouse button, even if nothing is selected.
- Fixed getting stuck when uploading a Steam Workshop snapshot and a local snapshot at the same time.
- "Mute All Chat" button removed from Multiplayer pause menu.
- Removed all aspect ratios that aren't 16:9 and 4:3. All other aspect ratios are no longer supported.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is still work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features:
- New music for every corporation and biome!
- Swapped Lift Off for Venture Lift Off as a Creative mode starter Tech.
- Added two new example Base Techs to Creative mode.
- Increased the passive braking of the following wheels:
- GeoCorp Big-Boy Wheel
- GeoCorp Behemoth Wheel
- Hawkeye Big Daddy Wheel
- Hawkeye Warhorse Wheel
- Venture Monster Truck Wheel
- Venture Titan Truck Wheel
- Venture Race courses now have less variation in terrain height to increase their chances of being completed.
- Hints are now automatically hidden after 60 seconds.
- Adjusted the default volume settings. (shoutout to Zed).
- Changing conveyor direction now has a short hold delay to avoid accidentally changing direction while moving the camera.
- Fixed not being able to enter build beam when piloting a Tech with no wheels that is on top of another Tech.
- Increased terrain thickness to prevent objects sometimes passing through the ground.
- Fixed Gauntlet times being overwritten if you hit Retry instead of going back to the menu.
- Fixed booster audio glitches and disappearances in Gauntlet.
- Fixed being able to salvage high-grade Hawkeye blocks during Bird of Prey mission.
- Fixed Trader Troll destroying scenery objects when driving near them.
- Fixed some spawning issues with Hawkeye missions.
- Fixed nearby starting Techs in Creative Mode spawning on top of scenery.
- Resource chunks no longer obstruct blocks being attached.
- Fixed issue with rotating anchor when building over 32 blocks in one direction.
- Players can now craft blocks from the grade above them as intended.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Translations for non-English language support is still work-in-progress for most languages.
- Mute All Chat button is visible in Multiplayer.
- Wireless Chargers do not currently function.
We’re delighted to announce that TerraTech will officially leave early access and fully launch on the 10th August! Check out the trailer: https://www.youtube.com/watch?v=kuoGkzdhXxk
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Localisation:
- The game is now fully localised (barring a few exceptions) for French, Italian, German, Spanish, Russian, Japanese, Simplified Chinese and Traditional Chinese.
- Fixed crash when playing Ranked Sumo.
- Fixed crash when starting a multiplayer game in "Teams Match" mode.
- Fixed crash when clicking a player name in a multiplayer lobby set to "Teams Match" mode.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is still work-in-progress for most languages.
- Changing language setting during a game does not update all instances of on-screen text.
Hey guys,
We've been working away at bug fixing and stabilisation goodness as the 1.0 hype train makes it's way along the tracks at ever increasing speed.
However, we couldn't resist the urge to make a pit stop and throw some new Multiplayer maps, block balancing and anti-cheat technology your way - so here's 0.8.2...
Enjoy!
Jamie xo
Design Tweaks:
- Added two new Multiplayer levels.
- Reduced the times it takes for all SCUs to power up by half.
- Added some example Techs at the start of Creative mode.
- Added a bunch of new Techs to the population.
- Updated Defend Friendly Tech Missions, reduced the area in which the player must stay to avoid abandoning the Tech and failing the mission.
- Updated GSO Multiplayer loadout Tech to make the Cab more visible and help players recognise which end is the front and which is the back.
- Increased the rate of fire of:
- Venture 360 Mortar.
- Hawkeye DFA Mortar.
- Hawkeye Zeus Laser
- Increased the damage of:
- GSO 3-Pound Cannon
- GSO ZK-47 Gun
- GeoCorp Diamond and Articulated Drills
- Venture 360 Mortar
- Venture Crossfire Rifle
- Venture Flamethrower
- Venture Hail Fire Rifle
- Venture Oozee SMG
- Venture Pip Gun
- Hawkeye Auto Cannon
- Hawkeye Burst Gun
- Hawkeye Machine Gun
- Hawkeye Repeater Rifle
- All Shotguns for GSO, Venture and Hawkeye
- EXP Plasma Flamethrower
- Reduced the health of:
- All GeoCorp blocks (slightly)
- Venture Flamethrower
- Hawkeye Railgun
- Hawkeye Zeus Laser
- EXP Plasma Flamethrower
- Reduced the range of the GSO Shotgun, increased the range of the Venture Shotgun. Updated all Shotguns muzzle flash effects to better reflect the actual range of each Shotgun.
- Increased the rotation speed of the Hawkeye Zeus Laser.
- Increase the turning power of Hawkeye Single Wheels.
- Added an extra Shotgun to the Venture Assault Multiplayer Loadout.
- Moved all Special Holiday Blocks out of GSO Grade 2 & 3 and into GSO Grade 3, 4 & 5 to stop them from clogging up the early Reward Crates.
- Game fully localised for French, German, Italian, Spanish, Russian, Chinese and Japanese (barring some recent new text strings that require translation).
- Fixed issue with pulling the cab off a Tech in beam mode not keeping the Tech intact when the cab is still held.
- Fixed issue with a Tech that has an AI controller still being drivable if the cab is destroyed.
- Stopped the output_log.txt file getting spammed with unnecessary multiplayer related logs.
- Fixed multiple crash bugs.
- Fixed dropping out of build beam when trying to relocate the only cab on a Tech.
- Fixed various crashes related to removing unused resources in memory.
- Stopped block shop resetting to the top whenever owned money changed.
- Fixed crash trying to write Announcement cache file to write protected location.
- Fixed all anchored Techs not having any audio.
- Fixed GSO Large Receivers being able to deliver resources (this was causing them to pass resources between each other).
- Fixed being able to climb on top of spawn bubbles in multiplayer using the build beam.
- Fixed crash that may occur at the end of a multiplayer match for the host.
- Game will crash when a multiplayer lobby is started in ‘Teams Mode.’
- Game can crash when the player clicks a name in a multiplayer lobby set to ‘Teams Mode.’
- Ranked Sumo crashes on entry.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is still work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed all anchored Techs not having any audio.
- Fixed GSO Large Receivers being able to deliver resources (this was causing them to pass resources between each other).
- Fixed being able to climb on top of spawn bubbles in multiplayer using the build beam.
- Fixed crash that may occur at the end of a multiplayer match for the host.
- Game will crash when a multiplayer lobby is started in ‘Teams Mode.’
- Game can crash when the player clicks a name in a multiplayer lobby set to ‘Teams Mode.’
- Ranked Sumo crashes on entry.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is still work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Added two new Multiplayer levels. The 3 available Multiplayer levels are called:
- Badlands
- Skyway Valley
- Colosseum
- Reduced the times it takes for all SCUs to power up by half.
- Added some example Techs at the start of Creative mode.
- Added a bunch of new Techs to the population.
- Updated Defend Friendly Tech Missions, reduced the area in which the player must stay to avoid abandoning the Tech and failing the mission.
- Updated GSO Multiplayer loadout Tech to make the Cab more visible and help players recognise which end is the front and which is the back.
- Increased the rate of fire of:
- Venture 360 Mortar.
- Hawkeye DFA Mortar.
- Hawkeye Zeus Laser
- Increased the damage of:
- GSO 3-Pound Cannon
- GSO ZK-47 Gun
- GeoCorp Diamond and Articulated Drills
- Venture 360 Mortar
- Venture Crossfire Rifle
- Venture Flamethrower
- Venture Hail Fire Rifle
- Venture Oozee SMG
- Venture Pip Gun
- Hawkeye Auto Cannon
- Hawkeye Burst Gun
- Hawkeye Machine Gun
- Hawkeye Repeater Rifle
- All Shotguns for GSO, Venture and Hawkeye
- EXP Plasma Flamethrower
- Reduced the health of:
- All GeoCorp blocks (slightly)
- Venture Flamethrower
- Hawkeye Railgun
- Hawkeye Zeus Laser
- EXP Plasma Flamethrower
- Reduced the range of the GSO Shotgun, increased the range of the Venture Shotgun. Updated all Shotguns muzzle flash effects to better reflect the actual range of each Shotgun.
- Increased the rotation speed of the Hawkeye Zeus Laser.
- Increase the turning power of Hawkeye Single Wheels.
- Added an extra Shotgun to the Venture Assault Multiplayer Loadout.
- Moved all Special Holiday Blocks out of GSO Grade 2 & 3 and into GSO Grade 3, 4 & 5 to stop them from clogging up the early Reward Crates.
- Game fully localised for French, German, Italian, Spanish, Russian, Chinese and Japanese (barring some recent new text strings that require translation).
- Fixed dropping out of build beam when trying to relocate the only cab on a Tech.
- Fixed various crashes related to removing unused resources in memory.
- Stopped block shop resetting to the top whenever owned money changed.
- Fixed crash trying to write Announcement cache file to write protected location.
- Host will crash at the end of an MP game when it tries to bring up the scoreboard.
- Game will crash when a multiplayer lobby is started in ‘Teams Mode.’
- Game can crash when the player clicks a name in a multiplayer lobby set to ‘Teams Mode.’
- Ranked Sumo crashes on entry.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is still work-in-progress for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue with pulling the cab off a Tech in beam mode not keeping the Tech intact when the cab is still held.
- Fixed issue with a Tech that has an AI controller still being drivable if the cab is destroyed.
- Stopped the output_log.txt file getting spammed with unnecessary multiplayer related logs.
- Fixed multiple crash bugs.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is still work-in-progress for most languages.
Play Terra Tech for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Terra Tech 40% off the regular price!*
TerraTech is an open-world, sandbox adventure game, where you design and build your own creations through a mix of crafting, combat and discovery. Explore a hostile alien landscape, or design with creative freedom. The choice is yours!
*The opportunity to try the game for free ends Sunday at 1pm Pacific Time, but the discount lasts until Monday at 10am Pacific Time.
Hey
Thanks for all the feedback and bug reports that you've posted for our recent 0.8 update. We've fixed a few of the important things to give you a new and improved update for 0.8.1.
Enjoy
Important note for players updating from version 0.7.9 or earlier:
The location for save files and Tech snapshots has changed:
Windows:
My Documents/My Games/TerraTech/
Mac:
~/Library/Application Support/TerraTech/
Linux:
~/.local/share/TerraTech/
The game should automagically move your existing game saves and Tech snapshots to the new location, but if it doesn't and you run into any problems, drop us an email to help@terratechgame.com and we'll get things working for you again.
Design Tweaks:
- Multiplayer front end options have been re-ordered to Quick Match, Join Game, Host Game.
- When viewing a list of available multiplayer games, the list of games is now initially sorted by most number of players in a game.
- Reduced the amount of cosmetic blocks given from multiplayer reward crates.
- Fixed issue with blocks being pulled towards the SCU with too much force.
- Hawkeye Zeus Laser Cannon now fires correctly when aiming in all directions.
- Fixed scroll bar not appearing when viewing a list of available multiplayer games when there are more than 9 games being played.
- Multiplayer filter options: Removed option to set game types filter to game modes that are not available yet.
- Fixed issue with buttons not appearing at the end of a multiplayer game if the scoreboard is being shown when the game ends.
- Fixed memory leak while playing multiplayer.
- Fixed game crashing when opening a Twitch stream via the notification panel.
- Fixed blocks not having physics when taken from the dispensers in the R&D Test Chamber.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is incomplete for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Multiplayer front end options have been re-ordered to Quick Match, Join Game, Host Game.
- When viewing a list of available multiplayer games, the list of games is now initially sorted by most number of players in a game.
- Reduced the amount of cosmetic blocks given from multiplayer reward crates.
- Fixed issue with blocks being pulled towards the SCU with too much force.
- Hawkeye Zeus Laser Cannon now fires correctly when aiming in all directions.
- Fixed scroll bar not appearing when viewing a list of available multiplayer games when there are more than 9 games being played.
- Multiplayer filter options: Removed option to set game types filter to game modes that are not available yet.
- Fixed memory leak while playing multiplayer.
- Fixed game crashing when opening a Twitch stream via the notification panel.
- Fixed blocks not having physics when taken from the dispensers in the R&D Test Chamber.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is incomplete for most languages.
‘Sup, Prospectors?
It’s been a while, we know, but all of your waiting is totally going to be worth it when you check out this latest update.
After our announcement of reaching 1.0 and releasing on console this Summer, you may have noticed us throwing out frequent unstable updates. There’s only one explanation for it: 0.8 is here!
0.8 is perhaps the biggest update we’ve put out yet, so you’ll have plenty to play around with.
One of the main features is that we’ve promoted multiplayer from Pre-Alpha to Beta, and it is now available for everyone to enjoy on the main branch. In terms of the main game, there’s a bunch of new blocks, a bucketful of optimisation, a cup of bug fixes and plenty more.
LOL (lots of love), Zeena
IMPORTANT NOTE:
One thing that’s very important to note is that the location for save files and Tech snapshots has changed:
Windows:
My Documents/My Games/TerraTech/
Mac:
~/Library/Application Support/TerraTech/
Linux:
~/.local/share/TerraTech/
The game should automagically move your existing game saves and Tech snapshots to the new location, but if it doesn't and you run into any problems, drop us an email to help@terratechgame.com and we'll get things working for you again.
Multiplayer:
- Play Deathmatch with up to 16 players
- All vs All or Team vs Team
- Search and view all available games
- Join games that are in progress
- GSO Big Bertha Cannon
- GSO Gigaton Cannon
- GeoCorp Eagle Heavy Booster
- GeoCorp Excavator
- GeoCorp Gimbal Mounted Plasma Cutter
- GeoCorp Powerlifter Hover
- GeoCorp TB Thresher
- Venture 360 Shotgun
- Venture Cluster Missile Launcher
- Venture Crossfire Rifle
- Venture Dropper
- Venture Filter
- Venture Hurricane Track
- Venture Lance Laser Turret
- Venture NEEDLE Laser
- Venture Rapid Cannon
- Venture Ripsaw Track
- Venture Roundabout Mortar
- Hawkeye Axis Shotgun
- Hawkeye Big Daddy Wheel
- Hawkeye DFA Mortar
- Hawkeye Ion Battery
- Hawkeye Large Armour Plate
- Hawkeye Mk3 Battleship Cannon
- Hawkeye Medium Armour Plate
- Hawkeye Monster Mortar
- Hawkeye Notch Armour Plate
- Hawkeye Small Armour Plate
- Hawkeye Warhorse Wheel
- Hawkeye Zeus Laser Cannon
- EXP AA Repulsor Cannon
- EXP Flying Fortress Hover Plate
- EXP Plasma Flamethrower
- Block backstories
- Balanced difficulty of missions
- Tech population refined
- Wheel and weapon strength balanced
- Damage dealt by weapons balanced
- Achievements are now visible and can be unlocked.
- Lots of audio enhancements made to the game.
- We've optimised a whole bunch of stuff in the game over the last few months. Let us know if it runs at a noticeably improved framerate for you.
- More translations for non-English language support added courtesy of our awesome team of TT Translators.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Translations for non-English language support is incomplete for most languages.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue where drills would not damage blocks or resource givers.
- Fixed crash that might occur when starting Multiplayer.
- The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Low repro crash when attempting Rolling Thunder.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Design Tweaks:
- Achievements are now visible and can be unlocked.
- Big Pete now flies off at end of the GeoCorp license mission.
- Suzie Vroom now flies away at end of the Venture license mission.
- Fixed issue with wheels jittering when idle, causing Techs to slide.
- Prevented crash when renaming Tech that is picked up and placed on ground.
- Fixed issue where blocks would be auto selected when opening the Inventory.
- Fixed problem with blocks not ejecting properly from crates.
- Fixed bug with Delivery Crate mission not starting properly sometimes.
- Fixed issues with Delivery Crates sometimes not opening.
- Localised “Add New Player” when creating a new profile.
- Localised buttons along bottom of multiplayer Find a Game screen.
- Fixed crash when entering R&D Test Chamber.
- The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Low repro crash when attempting Rolling Thunder.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Wireless Chargers are now working again.
- The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Gauntlet tutorial can sometimes load an already made Tech.
- Low repro crash when attempting Rolling Thunder.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
IMPORTANT NOTE:
When switching TerraTech from the default branch or TT_Unstable_MP to TT_Unstable, game save files and Tech snapshots are moved to the following new locations:
Windows:
My Documents/My Games/TerraTech/
Mac:
~/Library/Application Support/TerraTech/
Linux:
~/.local/share/TerraTech/
Game Balancing Tweaks:
- Restored regular block explosion timeout. Only apply instant fuse to cab blocks.
- Fixed issue that caused characters from languages that do not use the Latin alphabet to be missing in various parts of the game.
- The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
IMPORTANT NOTE:
When switching TerraTech from the default branch or TT_Unstable to TT_Unstable_MP, game save files and Tech snapshots are moved from Windows:
C:Users*YourUserName*AppDataLocalLowPayloadTerraTech
Mac:
~/Users/*YourUserName*/Library/Application Support/unity.Payload.TerraTech/
Linux:
~/.config/unity3d/Payload/TerraTech/
to
Windows:
My Documents/My Games/TerraTech/
Mac:
~/Library/Application Support/TerraTech/
Linux:
~/.local/share/TerraTech/
New Multiplayer mode:
- Play Deathmatch with up to 16 players
- All vs All or Team vs Team
- Search and view all available games
- Join games that are in progress
- GSO Gigaton Cannon
- GSO Big Bertha Cannon
- GeoCorp Powerlifter Hover
- GeoCorp Excavator
- GeoCorp Gimbal Mounted Plasma Cutter
- Venture Filter
- Venture Dropper
- Venture Ripsaw Track
- Venture Lance Laser Turret
- Venture Hurricane Track
- Venture NEEDLE Laser
- Venture Crossfire Rifle
- Venture Rapid Cannon
- Venture Roundabout Mortar
- Venture 360 Shotgun
- Venture Cluster Missile Launcher
- Hawkeye Zeus Laser Cannon
- Hawkeye Mk3 Battleship Cannon
- Hawkeye Ion Battery
- Hawkeye DFA Mortar
- Hawkeye Monster Mortar
- Hawkeye Warhorse Wheel
- Hawkeye Big Daddy Wheel
- Hawkeye Small Armour Plate
- Hawkeye Medium Armour Plate
- Hawkeye Large Armour Plate
- Hawkeye Notch Armour Plate
- Hawkeye Axis Shotgun R&D Test Chamber
- EXP AA Repulsor Cannon
- EXP Plasma Flamethrower
- EXP Flying Fortress Hover Plate
- Removed the fuse time where Cabs will flash before exploding. Cabs and AI Modules will now explode without any delay when they reach 0 health.
- Increased Tech rotation speed in build mode when A or D keys are held.
- Reduced the rotation options for the Hawkeye Tread and Garrison wheels. They can now only be attached in an upright rotation because they were a pain to attach without scrolling through lots of sideways and inverted options.
- Reduced the rotation options for the Hawkeye Tread and Garrison wheels. They can now only be attached in an upright rotation because they were a pain to attach without scrolling through lots of sideways and inverted options.
- Decreased the blast radius of the GSO Megaton Cannon.
- Added all Corporation Fabricators to the list of Blocks that will always be available to purchase from Trading Stations.
- Reduced the filled space on the Hawkeye Auto Cannon, but also restricted it’s lateral rotation range. Increased the vertical rotation range to include a slight downward angle.
- Updated the Damage Multiplier Table:
- Increased the Damage dealt by all Machine Gun / Bullet based weapons.
- Reduced the Health of the GSO Cab Armour Plate from 550HP down to 500HP.
- Reduced the Health of the GeoCorp Jaws Wheel from 2640HP down to 1980HP.
- Increased the Health of the Venture Radar from 140HP up to 200HP.
- Increased the Health of the Hawkeye Radar from 200HP up to 300HP.
- Reduced the weight of the GSO Repair Bubble from 3 to 2.
- Reduced the weight of the GSO Shield Bubble from 3 to 2.
- Reduced the weight of the GSO Solar Generator from 2 to 1.5.
- Increased the capacity of the Venture Battery to match the GSO Battery.
- Increased the health of the GSO Battery from 200HP to 250HP
- Fixed Recipe errors for Hawkeye Zeus Laser, GSO Medium Armour Plate, GSO Large Armour Plate, GeoCorp Small Shock Plating, GeoCorp Large Shock Plating, GeoCorp Jaws Wheel.
- Reduced the Force of the Venture Hover Plate.
- Reduced the rotation options for the GSO Hub Wheel and the Venture
- Dune Wheels to only allow upright rotation options.
- Reduced the health of all GeoCorp Blocks by 10%.
- Added Monuments to the R&D Test Chamber (R&D Pack owners only).
- Reduced the price of the Venture Hail Fire Rifle to BB522, the new recipe is: Fibron x 2, Titania x 2, Fibre Plating x 2
- Increased damage of the GSO, Hawkeye and Venture Fixed Shotguns.
- Renamed the Hawkeye Shotgun to Hawkeye Bayonet Shotgun.
- Updated Projectiles for all Cannon, Mortar and Missile weapons to help them hit their targets more reliably.
- Increased the damage of the Hawkeye Zeus Laser.
- Increased the kickback of the Hawkeye Battleship Cannon and increased its ability to aim laterally (only slightly).
- Reduced the ranges of the more powerful Cannon weapons.
New features / content / improvements:
- Level map now has ramps and monuments added.
- Improvements to scoreboard.
- Shotguns have been nerfed.
- Load Tech, which doesn’t work yet in Co-Op Creative, has been disabled.
- The premature change to the location for storing game saves and Tech snapshots in the previous TT_Unstable_MP update has now been disabled. It will be tidied up to a more user-friendly location in the next TT_Unstable update.
- There’s sometimes a long delay when joining a game with many people and the game is missing a message “Waiting for other players…”
- Highlight for lobby selections is incorrectly coloured as pure red.
- Spamming blocks in Co-op Creative will cause lag for both host and client.
Hello!
We've been tirelessly working away at some Multiplayer improvements based on your feedback of the first build we put up just before Christmas. The focus for this update is to have lots more games happening and to get a lot more people playing together. We look forward to hearing your thoughts on this update, be sure to let us know in the forums over at https://forum.terratechgame.com/index.php?forums/multiplayer.26/
IMPORTANT NOTE:
When switching TerraTech from the default branch or TT_Unstable to TT_Unstable_MP, game save files and Tech snapshots are moved from C:SteamsteamappscommonTerraTech Beta
to C:Users*User*AppDataLocalLowPayloadTerraTech
This change was intentionally made for the TT_Unstable branch leading up to the next Stable update in order to retain game saves and Tech snapshots if TerraTech is uninstalled, so they're still available later after re-installing. This change has inadvertently made its way into the multiplayer branch earlier than we planned so apologies to all for any confusion caused.
When switching back from TT_Unstable_MP to another branch, please manually copy game saves and Tech snapshots back from C:Users*User*AppDataLocalLowPayloadTerraTech
to C:SteamsteamappscommonTerraTech Beta
Co-Op Creative Mode.
Brand new game mode where players can all build together in a peaceful world with infinite blocks.
New Lobby System.
All lobbies currently active will be listed in the new lobby system. Games in progress can now be joined, lobbies can be filtered by game mode, ping, players and a bunch of other things. This should make finding and playing games a LOT easier.
Linux is now supported along with Windows and OSX.
Known Issues list.
So here it is! We've spent a long time building, experimenting and fixing things up behind the scenes on Multiplayer modes for TerraTech -- and now we feel like the time has come to let you guys get your hands on the first playable version available to everyone.
In order to gain access to the Pre Alpha Multiplayer Branch, follow the instructions on this video and select the TT_Unstable_MP branch.
This initial rollout allows you to play Deathmatch with up to 16 players, with a Team Deathmatch option too. Some cool features include Crate Drops to race to so you can grab more blocks to enhance your Tech, Kill Streak rewards when you defeat other Techs and Death Streak rewards to get you back into the fight if you've had some bad luck. Scavenging in multiplayer is more immediate by driving into loose blocks to absorb them straight into your inventory!
We recommend all players jumping on between 5pm-7pm GMT/12pm-2pm EST. This will hopefully help people find more games as the player count will be a lot higher during these times.
We hope you enjoy helping us break this multiplayer build -- be sure to report any crashes/bugs you find in-game and post any feedback you have on our official forums.
https://www.youtube.com/watch?v=s-VvhTvMSCk
Known Issues:
As of TerraTech 0.7.9 -- players are able to share Techs using Steam Workshop using the in-game Snapshot feature.
Head on over to the Steam Workshop page - http://steamcommunity.com/app/285920/workshop/ to check out all the Techs people have shared. These can be listed by Popularity, Corporation, Tech Type (Tank, Flyer, Anchored Base etc) in order to help you find exactly what you're looking for.
Simply click "Subscribe" on a Tech that you want to play with -- and it will appear in your Snapshot folder the next time you enter CREATIVE MODE. In order the load that Tech into the main campaign, you will need to take a Snapshot of it in Creative Mode. We will be working on making this process more streamlined in future updates.
We look forward to seeing what kinds of Techs are created and shared using this new functionality -- and hope to see a lot more awesome creations like the ones we have had sent to us this year.
https://www.youtube.com/watch?v=rYp_DTFYp50&feature=youtu.be
Hello all,
Merry (early) Xmas! We wanted to spend a little longer on getting this update ready to push out to all of you -- as we want to make sure it's as awesome (and stable) as it can be before we go away for the Holidays.
We're excited to hear your thoughts on some big features that have been a long LONG time coming -- Steam Workshop and Manual Targeting, and are also keen to see what kind of festive goodness you can come up with using the new Christmas blocks.
As always, be sure to let us know your thoughts over on our official forums and have fun playing with these new toys!
- Jamie xoxo
Steam Workshop:
- You can now share your Techs with other players via the Steam Workshop.
- Use Middle Mouse Button to click on an enemy Tech to target it.
- Camera will adapt to try to keep player and targeted Tech in view.
- GSO Combat Shotgun
- GSO Missile Battery
- Venture Fixed Anchor
- Venture Rotating Anchor
- Venture Contact Shotgun
- Hawkeye Small Jet Engine
- Hawkeye Fixed Anchor
- Hawkeye Rotating Anchor
- Special Rudolf Red Nose
- Special Reindeer Antlers
- Special Roast Turkey
- Special Blue Bauble Deely Bopper
- Special Silver Bauble Deely Bopper
- Special Gold Bauble Deely Bopper
- Special Green Present Deely Bopper
- Special Red Present Deely Bopper
- Special Silver Present Deely Bopper
- Special Figgy Pudding Deely Bopper
- Special Star Deely Bopper
- Special Robin Deely Bopper
- Special Christmas Tree
- EXP Big Man Bomb
- EXP Ramp Small
- EXP Ramp Medium
- EXP Ramp Large
- EXP Platform
- Added new Hawkeye combat mission and added a new Hawkeye Character to all core Hawkeye missions.
- Player Tech can now auto-target enemy bases that have no cab.
- Rotating Anchors now use physics to spin. If you put heavier loads on them, it will take more power to allow them rotate at a normal speed.
- GSO Anchors have less power, but a higher rotational top speed.
- GeoCorp Anchors have more power, but a lower rotational top speed.
- Updated the inventories of blocks available to use in Gauntlet and Sumo.
- More translated text from the TT Translation team.
- Graduated the Monster Truck Wheel from EXP to Venture Grade 2.
- Graduated the Titan Truck Wheel from EXP to Venture Grade 3.
- GSO:
- Increased the amount of damage the GSO 3-Pound Cannon deals.
- Reduced the damage and rate of fire of the GSO Mortar.
- Venture:
- Increased the Venture Avalanche Missile damage and equalised the firing rate to make fire at regular intervals between the bursts and reloading.
- Hawkeye:
- Increased the damage and blast radius of the Hawkeye Cannon Turret.
- Reduced the blast radius of the Hawkeye Pod Missile, but increased its rate of fire.
- Reduced the blast radius of the Hawkeye Cruise Missile, also increased its rate of fire and damage.
- Fixed various crash bugs.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue where undoing a dismantled anchored Tech could result in the Tech re-anchoring at a strange angle.
- Fixed various crash bugs.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Polished various aspects of enemy Tech targeting.
- Improved camera behaviour to keep player and enemy Techs in view.
- Improved the appearance of the target reticule graphic .
- Added sound effects when targeting an enemy Tech and coming out of targeting.
- Fixed various crash bugs.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Explosives Updates:
- Reduced the GSO Megaton Cannon damage but increased its blast radius. Increased the Venture Avalanche Missile damage and equalised the firing rate to make fire at regular intervals between the bursts and reloading.
- Reduced the size of the blast radius for Hawkeye Seeker Missile Pod but upped the damage that they deal.
- Reduced the rate of fire of the Hawkeye Cruise Missiles, increased the blast radius. Also upped the damage, to bring it back up to par in terms of DPS with when it was faster firing.
- Increased the GSO Missile Battery rate of fire.
- Fixed issue where AI turrets in R&D Test Chamber would not attack the player.
- Fixed issue with Snapshots not appearing correctly in Sumo mode.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Block updates:
- The Skirting blocks have been removed from the game for the time being as they glitch when an anchored base goes into Build Beam and then can’t re-anchor.
- Reduced the seeking ability of the GSO Mortars to fix the 'swarm of bees' issue.
- Reduced the manual targeting range down to 100 units in line with enemy vision range to ensure that if you can target them, they can see you (stops sniping of passive enemies).
- Fixed incorrect Techs being shown under the Load Tech community tab in Sumo Design mode.
- Fixed crash caused by Block Magnets picking up too many blocks.
- Switching between game modes may cause the Tech targeting to stop working correctly.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Player can manual target enemy Techs.
- Use Middle Mouse Button to click on enemy Tech to target it.
- Camera will adapt to try to keep player and targeted Tech in view.
- Skirting blocks can now intersect the terrain.
- Updated explosive weapons with new explosions:
- Increased the amount of damage the GSO 3-Pound Cannon deals.
- Reduced the damage and rate of fire of the GSO Mortar.
- Massively increased the Venture Avalanche Missile's rate of fire, but reduced its damage and blast radius.
- Reduced the blast radius of the Hawkeye Pod Missile, but increased its rate of fire.
- Reduced the damage and rate of fire of the GSO Missile Battery.
- Reduced the blast radius of the Hawkeye Cruise Missile, also increased its rate of fire and damage.
- Increased the damage and blast radius of the GSO Megaton Cannon.
- Increased the damage and blast radius of the Hawkeye Cannon Turret.
- Increased the damage, blast radius and rate of fire of the EXP Big Man Bomb.
- Fixed issue with large Techs causing brief frame rate freezes in Creative mode.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Using “Return to Checkpoint” in R&D Test Chamber can cause dispensers and bases to be displaced.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Increased the damage dealt by all melee weapons.
- Improved handling for GSO Dirt, Venture Zoomer and Hawkeye Bike Wheels.
-
Hawkeye Fixed Anchor
- Description: A Hawkeye Fixed Anchor. Place it on the ground and build an anchored base around it. Just don't expect it to rotate ok? It's also pretty tough.
- Rarity: Common
- Grade: 1
- Price: BB915
- Recipe: Luxian x 1, Plumbia x 3, Titania x 3, Hardened Titanic x 1
- Description: This Hawkeye Rotating Anchor is pretty powerful, it can handle a fairly heavy load and still rotate at a reasonable speed. Faster than GeoCorp, but slower than GSO.
- Rarity: Common
- Grade: 2
- Price: BB1293
- Recipe: Luxian x 4, Plumbia x 4, Titania x 4, Hardened Titanic x 1
- Description: This is a Venture Fixed Anchor, for all you Venture fans who love to make fixed bases... have fun!
- Rarity: Common
- Grade: 1
- Price: BB 414
- Recipe: Fibron x 3, Plumbia x 3, Titania x 1
- Description: This is the fastest turning Rotating Anchor available. Just don't expect it to carry too much weight though. It's a great choice for light defence turrets that need to target fast moving targets.
- Rarity: Common
- Grade: 2
- Price: BB612
- Recipe: Fibron x 4, Plumbia x 4, Titania x 2
- Description: The GSO Combat Shotgun is just the tool for when things get up close and personal. This boomstick packs a real punch, dealing scattershot damage and knock back to close quarters targets. Just don't expect it to do too much over a longer range.
- Rarity: Common
- Grade: 4
- Price: BB1434
- Recipe: Plumbia x 4, Titania x 2, Blast Caps x 1
- Description: The Venture Contact Shotgun is a powerful weapon to use at close range. but it won't work very well from a distance.
- Rarity: Common
- Grade: 2
- Price: BB1047
- Recipe: Fibron x 1, Titania x 1, Blast Caps x 1
- Description: The GSO Missile Battery really brings the pain. Four lock-on missiles can be launched from this pod in quick succession. They take a while to reload, but they also pack a punch when they hit, so it's not usually a problem. Their range isn't as far as Hawkeye, but they are more powerful than Venture.
- Rarity: Rare
- Grade: 5
- Price: BB13008
- Recipe: Plumbia x 1, Carbius x 1, Blast Caps x 1, Seed AI x 1
- Description: Aww, ain't it just the cutest? This little jet is serious business though. Strap a couple of these babies on and you can exfil from any hot zone on the double.
- Rarity: Rare
- Grade: 1
- Price: BB6753
- Recipe: Rugged Fiblar x 1, Blast Caps x 1, Hard Light Drive x 1, Heat Coil x 1
- Description: These odd blocks are used to fill in the gaps when building an anchored, walled base. They can be used all over the place. What they lack in APs, they make up for in armour.
- Rarity: Common
- Grade: 2
- Price: BB216
- Recipe: Rubber Brick x 1, Plumbia x 2
- Description: These odd blocks are used to fill in the gaps when building an anchored, walled base. They can be used all over the place. What they lack in APs, they make up for in armour.
- Rarity: Common
- Grade: 2
- Price: BB1044
- Recipe: Rugged Fibron x 3, Plumbia x 3, Titania x 8
- Description: These odd blocks are used to fill in the gaps when building an anchored, walled base. They can be used all over the place. What they lack in APs, they make up for in armour.
- Rarity: Common
- Grade: 2
- Price: BB342
- Recipe: Fibron x 3, Plumbia x 1, Titania x 2
- Description: These odd blocks are used to fill in the gaps when building an anchored, walled base. They can be used all over the place. What they lack in APs, they make up for in armour.
- Rarity: Common
- Grade: 2
- Price: BB411
- Recipe: Luxian x 1, Plumbia x 2, Titania x 2
- Description: The Big Man, things are getting serious now. A high explosive bomb to be used in air to ground combat. Just make sure you don't use this the wrong way up or you might accidentally have it go off on your own Tech.
- Rarity: Rare
- Grade: Available at GSO Grade 4
- Price: BB10000
- Recipe: N/A EXP Blocks cannot be crafted.
- Description: Do you want to build large Techs and then drive smaller Techs all over them? Use this Ramp, the smooth surface is much easier to drive over than all those knobbly APs.
- Rarity: Common
- Grade: Available at GeoCorp Grade 3
- Price: BB711
- Recipe: N/A EXP Blocks cannot be crafted.
- Description: Do you want to build large Techs and then drive smaller Techs all over them? Use this Ramp, the smooth surface is much easier to drive over than all those knobbly APs.
- Rarity: Common
- Grade: Available at GeoCorp Grade 3
- Price: BB828
- Recipe: N/A EXP Blocks cannot be crafted.
- Description: Do you want to build large Techs and then drive smaller Techs all over them? Use this Ramp, the smooth surface is much easier to drive over than all those knobbly APs.
- Rarity: Common
- Grade: Available at GeoCorp Grade 3
- Price: BB1332
- Recipe: N/A EXP Blocks cannot be crafted.
- Description: Do you want to build large Techs and then drive smaller Techs all over them? Use this Platform, the smooth surface is much easier to drive over than all those knobbly APs.
- Rarity: Common
- Grade: Available at GeoCorp Grade 3
- Price: BB1422
- Recipe: N/A EXP Blocks cannot be crafted.
- Description: Who ever heard of a reindeer with a red nose?
- Rarity: Common
- Grade: Available at GSO Grade 1
- Price: BB100
- Recipe: N/A Special Blocks cannot be crafted.
- Description: A festive set of Antlers! Ho! Ho! Ho!
- Rarity: Common
- Grade: Available at GSO Grade 2
- Price: BB200
- Recipe: N/A Special Blocks cannot be crafted.
- Description: This is it! The main event! A giant Roast Turkey, fresh out of the oven! Just check that the juices are running clear guys, seriously, food poisoning is no joke.
- Rarity: Common
- Grade: Available at GSO Grade 3
- Price: BB500
- Recipe: N/A Special Blocks cannot be crafted.
- Description: What a lovely shiny bauble!
- Rarity: Common
- Grade: Available at GSO Grade 1
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: What a lovely shiny bauble!
- Rarity: Common
- Grade: Available at GSO Grade 2
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: What a lovely shiny bauble!
- Rarity: Common
- Grade: Available at GSO Grade 3
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: Oh a present! For me? You shouldn't have! I haven't got you anything.
- Rarity: Common
- Grade: Available at GSO Grade 1
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: Oh a present! For me? You shouldn't have! I haven't got you anything.
- Rarity: Common
- Grade: Available at GSO Grade 2
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: Oh a present! For me? You shouldn't have! I haven't got you anything.
- Rarity: Common
- Grade: Available at GSO Grade 3
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: This Figgy Pudding is a bit divisive, do you like it?
- Rarity: Common
- Grade: Available at GSO Grade 3
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: It's time to decorate everything! Here use this star!
- Rarity: Common
- Grade: Available at GSO Grade 4
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: Look at this rocking little Robin. He'll bob back and forth if you move him around. Careful he doesn't get whiplash.
- Rarity: Common
- Grade: Available at GSO Grade 4
- Price: BB250
- Recipe: N/A Special Blocks cannot be crafted.
- Description: A festive tree with twinkling lights, gather around it, let's all sing a carol!
- Rarity: Common
- Grade: Available at GSO Grade 5
- Price: BB500
- Recipe: N/A Special Blocks cannot be crafted.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Using “Return to Checkpoint” in R&D Test Chamber can cause dispensers and bases to be displaced.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- More translated text from the TT Translation team.
- Fixed instances of Big Tony and Little Thief being unable to move properly.
- Fixed bullet trails not showing on some weapons.
- Fixed issue where bases on rotating anchors would sometimes disappear.
- Adjusted the ground point on blocks with anchors. They now sit higher off the ground, making it easier to anchor these blocks on uneven surfaces.
- Fixed radar icons failing to update their position under certain circumstance when their Tech was suddenly moved a large distance.
- Increased the amount of time between Chunk Dispense Interval on the GSO Autominer from 0.25 seconds up to 10 seconds when it tries to catch up with the number of chunks it should have produced whilst you were away. This means it will not suddenly spit out lots of chunks and drop the FPS if you leave one alone for a very long time. Instead, it will take 10 seconds to drop each of the chunks that it owes you when you return, a more manageable handover of chunks.
- Disabled Tech AI driving around and shooting while the game has not faded up yet.
- Fixed edge case where some physics values on a Tech could be calculated incorrectly.
- Fixed occasional crash when changing Techs while driving.
- Fixed occasional crash when undoing an anchor removal.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- GeoCorp Anchored Delivery Cannons might not anchor on what looks like flat terrain.
- Using “Return to Checkpoint” in R&D Test Chamber can cause dispensers and bases to be displaced.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Added new Hawkeye combat mission and added a new Hawkeye Character to all core Hawkeye missions.
- Player Tech can now auto-target enemy bases that have no cab.
- Rotating Anchors now use physics to spin. If you put heavier loads on them, it will take more power to allow them rotate at a normal speed.
- GSO Anchors have less power, but a higher rotational top speed.
- GeoCorp Anchors have more power, but a lower rotational top speed.
- More translated text from the TT Translation team.
- R&D Test Chamber: GSO Fuel Gauge, when attached to a Tech, shows the fuel level on the HUD at the bottom of the screen.
- R&D Test Chamber: GSO Power Gauge, when attached to a Tech, shows the power level on the HUD at the bottom of the screen.
- Updated all Hawkeye Missions. Removed kill missions that require players to attack Techs of specific corporations.
- Updated XP and BB rewards for all missions across all corporations.
- Updated the inventories of blocks available to use in Gauntlet and Sumo.
- Techs with rotating anchors are now prevented from rotating into the terrain.
- Anchored blocks are now prevented from being placed in spots where they would intersect with other blocks.
- Corrected issue that caused some Simplified Chinese characters to be displayed using Traditional Chinese characters.
- NPCs might disappear from the world as you approach them.
- Workaround: Cancelling and accepting the mission again should correct this.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Steam Workshop:
- You can now share your Techs with other players via the Steam Workshop.
- Graduated the Monster Truck Wheel from EXP to Venture Grade 2.
- Graduated the Titan Truck Wheel from EXP to Venture Grade 3.
- Updated lots of blocks to allow them to overlap with each other, following the update where blocks from separate Techs are not allowed to intersect with each other. Block include:
- Both EXP Explosive Bolts
- All EXP Joints (Ball and Sockets, Bearings and Axles etc.)
- All EXP Tow Rings and Hooks
- All GeoCorp Armour Plates
- All GeoCorp Half Blocks
- All GeoCorp Girder Blocks
- All GeoCorp Bumper Blocks
- GeoCorp Small Light
- All GSO Conveyor Blocks (inc. Filter, Dropper, Pacemaker etc.)
- All GSO Armour Plates
- All GSO Half Blocks
- Both GSO Fuel Tanks
- Both EXP Gauges (Fuel and Electric)
- Both GSO Hover Plates
- The GSO Strip and Stud Lights
- All the Hawkeye Angled Armour Blocks
- All the Hawkeye Bracket Blocks
- Venture Altimeter
- All Venture Brackets
- Venture Conveyor
- Venture Hover Plate
- All Venture Lights
- All Venture Streamlined Blocks
- Venture Tractor Pad
- Reduced the kickback for all of the Venture machine guns.
- Increased the speed of GeoCorp's Rugged and Krusher Wheel.
- Reduced the top speed of the GSO Bumper and Muddy Dog wheels.
- Decreased the amount of time that it takes for a Cab to explode after health reaches zero from 3 seconds to 1 second.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
OMG LOOK @ ALL THOZE BLOCKS!!1!
Hey guys,
There's a ton of multiplayer work going on behind the scenes (we're coming ever nearer to our beta release...can't wait for you guys to get your hands on that one) -- but that hasn't stopped us from jamming this update full with new toys.
This is the most amount of blocks we've ever managed to squeeze into a release! That, plus manual game saving, a new NPC (hey there Big Pete) and some long awaited Build Mode camera improvements are what makes up the gargantuan of an update that is 0.7.8.
https://www.youtube.com/watch?v=lvtoHC74RYE
Be sure to let us know what you think of the new additions. Enjoy!
New Blocks:
- Added GSO Techa Track to Grade 4.
- Added GeoCorp Anchored Mass SCU to Grade 3.
- Added Venture Bub Spoiler to Grade 1.
- Added 5 Venture streamlined blocks:
- Added Venture Hooked Beak Block to Grade 1.
- Added Venture Small Dino Block to Grade 1.
- Added Venture Medium Dino Block to Grade 2.
- Added Venture Large Dino Block to Grade 3.
- Added Venture Duck Bill Block to Grade 3.
- Added Venture Zero Propeller to Grade 3.
- Added Hawkeye Anchored Maze SCU to Grade 3.
- Added Venture Pinwheel Propeller to Grade 1.
- Added Venture Rudder Tip Wings (both left and right) to Grade 3.
- Added EXP 2-Way Explosive Bolt, unlockable at GSO Grade 3 (only available to R&D Test Chamber owners).
- Added EXP 6-Way Explosive Bolt, unlockable at GSO Grade 5 (only available to R&D Test Chamber owners).
- Added 9 new GeoCorp Bumper Blocks. This set of blocks can be used to make strong Bull Bars, Bumpers and Rams.
- GeoCorp Half Block.
- GeoCorp Half Corner Block.
- GeoCorp Long Half Block.
- GeoCorp Behemoth Wheel - which is now the biggest wheel in the game.
- GeoCorp Anchored Delivery Cannon Block.
- EXP Anchored Plasma Furnace Generator Block (R&D Test Chamber only).
- Added the Hawkeye Anchored Delivery Cannon to Grade 2.
- Graduated the Pacemaker Block from EXP to GSO Grade 3.
- Graduated the Dropper Block from EXP to GSO Grade 3.
- Graduated the Short Fork Springer Wheel from EXP to Venture Grade 3.
- Graduated the Mid Fork Springer Wheel from EXP to Venture Grade 3.
- Graduated the Long Fork Springer Wheel from EXP to Venture Grade 3.
- Added 12 new EXP axle & bearing and ball & socket blocks for multi-Tech builds (only available to R&D Test Chamber owners).
- EXP Small Axle - an axle with built in caps, to be used with the small bearing.
- EXP Small Bearing - to be used with the axle block above.
- EXP Small Inverted Axle - a variant type of axle that requires its own caps.
- EXP Small Cap - a cap which is good for holding bearings onto an inverted axle.
- EXP Small Ball - the ball for a ball and socket joint.
- EXP Small Socket - the socket for a ball and socket joint.
- EXP Small Pole - a pole which is good to add to the ball on a ball and socket joint.
- EXP Medium Axle - a larger axle.
- EXP Medium Pole - a longer pole
- EXP Medium Bearing - a larger bearing.
- EXP Medium Ball - a larger ball.
- EXP Medium Socket - a larger socket.
- EXP Medium Pole - a longer pole
- Updated the GeoCorp License mission in which resources must be gathered and delivered to a new NPC.
- Added new “Find Delivery Crate” missions for all corporations; these missions task the player to find a delivery crate within an area marked on the radar; if not found within the time limit, an enemy Tech arrives to guard the crate and must be defeated.
- Can now save games to a new game save slot or overwrite an existing game save slot.
- Can also rename and delete existing game save slots.
- Can select a particular point on the Tech for the Build Mode camera to look at with Right Mouse Button.
- This only works while in Build Mode.
- Improved the zoom range on large Techs to allow zooming in further.
- New physics sounds for blocks, Tech collision and resource chunks.
- Weapons balanced and lowered in the mix
- Manufacturing resource calling beep reduced.
- General mix tweaks and bug fixes.
- Sound added when anchoring/unanchoring Techs.
- Sound added to deploying Techs from Inventory.
- Block Tweaks:
- Increased the health of all armour blocks for GSO, GeoCorp and Hawkeye.
- Increased the mass and health of the GSO Bumper, Muddy Dog and Ground Clearing wheels.
- Decreased the weight of the GSO SCU.
- Updated the selection of blocks that each corporation's Payload Terminal always offer for sale. Each one now includes a selection of basic blocks, where appropriate.
- Techs created as a result of splitting a larger Tech have their AI default to Guard/Follow mode. (Normally spawned AI default to Idle.)
- Fixed issue where starting the Crafty Mike IV mission could crash the game.
- Added a fix to the Learn to Fly mission to prevent players sending the plane to their SCU before the mission has been completed.
- Fixed bug that could cause scenery in damaged state to float above the terrain.
- Fixed issue where trees would regrow through a player’s base.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed awkward camera jump when camera spring is set to maximum.
- Fixed crash when being crowned as Sumo Ranked champion.
- Fixed Sumo Ranked Techs not being added to the population of Sumo Techs.
- Fixed macOS Metal rendering issues (black screen) by forcing OpenGL rendering instead.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed various right-click menus and functionality not working on allied Techs.
- Fixed unresponsiveness when right-clicking the filter without selecting the correct option during Crafty Business III.
- Fixed awkward camera jump when camera spring is set to maximum.
- In Ranked Sumo, if the game fails to find any opponents you will automatically be declared Sumo Champion, after which the game will crash.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Art Tweaks:
- Revised the EXP icon in the block inventory.
- Fixed long Tech names getting cut off on display panels.
- Fixed the display name of GSO Trading Stations.
- Fixed issues with crafting missions when interacting with played-controlled crafting blocks instead of the blocks on the crafting base.
- Fix various issues with cancelled missions leaving behind some of its components (race gates).
- Fixed issue where autominers wouldn’t work when loading a saved game without manually replacing them.
- Fixed another instance of Invaders spawning in Grasslands.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- If you click once instead of holding right mouse button on the filter in Crafty Business III the mission will no longer progress. Rebooting the game and following the mission instructions correctly will fix this.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New Blocks:
- Added the Hawkeye Anchored Delivery Cannon to Grade 2.
- Graduated the Pacemaker Block from EXP to GSO Grade 3.
- Graduated the Dropper Block from EXP to GSO Grade 3.
- Graduated the Short Fork Springer Wheel from EXP to Venture Grade 3.
- Graduated the Mid Fork Springer Wheel from EXP to Venture Grade 3.
- Graduated the Long Fork Springer Wheel from EXP to Venture Grade 3.
- Updated the weight and health of all GeoCorp and Hawkeye Manufacturing Blocks, in relation to each other.
- Fixed Enemy Ambush mission completing early when saving and reloading part way through.
- Fixed Delivery Crate search area missions spawning in unintended biomes.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue that caused OSX versions to not launch correctly.
- Fixed issue where filters couldn’t tell the difference between fuel chunks or regular ones.
- Latest translations from TT Translators added to the game.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New Blocks:
- Added 9 new GeoCorp Bumper Blocks. This set of blocks can be used to make strong Bull Bars, Bumpers and Rams.
- GeoCorp Half Block.
- GeoCorp Half Corner Block.
- GeoCorp Long Half Block.
- GeoCorp Behemoth Wheel - which is now the biggest wheel in the game.
- GeoCorp Anchored Delivery Cannon Block.
- EXP Anchored Plasma Furnace Generator Block (R&D Test Chamber only).
- Updated the GeoCorp License mission in which resources must be gathered and delivered to a new NPC.
- Added new “Find Delivery Crate” missions for all corporations; these missions task the player to find a delivery crate within an area marked on the radar; if not found within the time limit, an enemy Tech arrives to guard the crate and must be defeated.
- Payload terminals in Campaign mode now stock an unlimited amount of each block already discovered; as a result, they are only unlocked when maxing out the license of the corporation they belong to.
- Added visualisation for XP earned when defeating enemy techs.
- Added sounds for Tech anchoring. Makes it more obvious when a Tech can’t anchor.
- Added sounds for sending to and loading Techs from inventory.
- Fixed crash caused by corrupted snapshots. This solves the crash, but does not recover the snapshot file.
- Fixed issue where the inventory was unlocked too early in Campaign mode.
- Removed the Venture Terminal from Suzie Vroom to prevent interaction with it.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New Blocks:
- Added GSO Techa Track to Grade 4.
- Added GeoCorp Anchored Mass SCU to Grade 3.
- Added Venture Bub Spoiler to Grade 1.
- Added 5 Venture streamlined blocks:
- Added Venture Hooked Beak Block to Grade 1.
- Added Venture Small Dino Block to Grade 1.
- Added Venture Medium Dino Block to Grade 2.
- Added Venture Large Dino Block to Grade 3.
- Added Venture Duck Bill Block to Grade 3.
- Added Venture Zero Propeller to Grade 3.
- Added Hawkeye Anchored Maze SCU to Grade 3.
- Added Venture Pinwheel Propeller to Grade 1.
- Added Venture Rudder Tip Wings (both left and right) to Grade 3.
- Added 12 new EXP axle & bearing and ball & socket blocks for multi-Tech builds (only available to R&D Test Chamber owners).
- EXP Small Axle - an axle with built in caps, to be used with the small bearing.
- EXP Small Bearing - to be used with the axle block above.
- EXP Small Inverted Axle - a variant type of axle that requires its own caps.
- EXP Small Cap - a cap which is good for holding bearings onto an inverted axle.
- EXP Small Ball - the ball for a ball and socket joint.
- EXP Small Socket - the socket for a ball and socket joint.
- EXP Small Pole - a pole which is good to add to the ball on a ball and socket joint.
- EXP Medium Axle - a larger axle.
- EXP Medium Pole - a longer pole
- EXP Medium Bearing - a larger bearing.
- EXP Medium Ball - a larger ball.
- EXP Medium Socket - a larger socket.
- EXP Medium Pole - a longer pole
- Added EXP 2-Way Explosive Bolt, unlockable at GSO Grade 3 (only available to R&D Test Chamber owners).
- Added EXP 6-Way Explosive Bolt, unlockable at GSO Grade 5 (only available to R&D Test Chamber owners).
- Can now save games to a new game save slot or overwrite an existing game save slot.
- Can also rename and delete existing game save slots.
- Can select a particular point on the Tech for the Build Mode camera to look at with Right Mouse Button.
- This only works while in Build Mode.
- Improved the zoom range on large Techs to allow zooming in further.
- New physics sounds for blocks, Tech collision and resource chunks.
- Weapons balanced and lowered in the mix
- Manufacturing resource calling beep reduced.
- General mix tweaks and bug fixes.
- Block Tweaks:
- Increased the health of all armour blocks for GSO, GeoCorp and Hawkeye.
- Increased the mass and health of the GSO Bumper, Muddy Dog and Ground Clearing wheels.
- Decreased the weight of the GSO SCU.
- Increased health of the GeoCorp SCU.
- Updated the selection of blocks that each corporation's Payload Terminal always offer for sale.
- Each one now includes a selection of basic blocks, where appropriate.
- Updated the recipe for the Venture Front Spoiler to fit the new spoiler in.
- The new recipe is: 3 x Fibron, 1 x Plumbia, 1 x Rubber Brick.
- Techs created as a result of splitting a larger Tech have their AI default to Guard/Follow mode. (Normally spawned AI default to Idle.)
- Fixed issue where starting the Crafty Mike IV mission could crash the game.
- Added a fix to the Learn to Fly mission to prevent players sending the plane to their SCU before the mission has been completed.
- Fixed bug that could cause scenery in damaged state to float above the terrain.
- Fixed issue where trees would regrow through a player’s base.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Hi guys,
There's been a lot going on under the hood recently with multiplayer work and ongoing system improvements -- but that hasn't stopped us from throwing a bunch of cool new features your way.
0.7.7 will mark the release of Enemies in Creative Mode, Inventory access in Campaign mode much sooner than before, the ability to Cancel Missions, a ton of new blocks and loads more! We're looking forward to hearing your thoughts on what we're rolling out with this update and shall see you on the forums - https://forum.terratechgame.com/index.php
Check out the Update Video here - https://www.youtube.com/watch?v=WDBwXye3RCY&feature=youtu.be
Have fun guys!
Jamie.
New features / content / improvements:
- New Blocks:
- Added GSO Bumper Wheel to GSO Grade 2.
- Added GSO Muddy Dog Wheel to GSO Grade 3.
- Added GeoCorp Rotating Anchor to GeoCorp Grade 2.
- Graduated the EXP Anchored Furnace Generator to GeoCorp Grade 1.
- This larger anchored generator is more efficient at generating energy, but it burns fuel at a slower speed.
- Added GeoCorp Refinery to GeoCorp Grade 2.
- Added GeoCorp Block Magnet to GeoCorp Grade 2.
- Added Venture Fuel Pod Block to Venture Grade 1.
- Added Venture Double Booster to Venture Grade 2.
- Added Venture 1-Way Steering Hover block to Venture Grade 3.
- Added Venture 2-Way Steering Hover block to Venture Grade 3.
- Added Venture Altimeter to Venture Grade 3,
- Added Hawkeye Refinery to Hawkeye Grade 2.
- Added Hawkeye Block Magnet to Hawkeye Grade 2.
- Added Hawkeye Counter AI Module to Hawkeye Grade 3.
- New Missions:
- Added new GSO Grade 1 mission introducing Delivery Crates. This replaces the Salvage Mission.
- Added new GSO Grade 2 mission introducing the Trading Station SCU and AI modules. This replaces the GSO Grade 3 SCU and AI missions.
- Added four new Venture Flying Missions:
- Learn To Fly - Venture Grade 2
- Flying Slalom Lateral - Venture Grade 2
- Flying Slalom Corkscrew - Venture Grade 3
- Flying Circuit - Venture Grade 3
- Missions can now be cancelled from the Mission Log.
- You need to be further than 500m away from the mission centre in order to cancel it.
- Cancelled missions can be re-accepted from Trading Station Mission Boards.
- New Biomes:
- Added new Grassland ‘Woodland Valley’ sub-biome. This area has rolling grassy hills with a wide flat valley below. Medium to large patches of Trees and Rocks are streaked across the landscape.
- Added new Mountain ‘Step Slopes’ sub-biome. This mountain range consists of gradual to steep slopes that climb to jagged peaks. The slopes are stacked into broken graphite-like layers at varying levels that create some medium cliffs and gorges where they converge with other layers.
- Creative Mode:
- Can now select whether you want enemies in Creative Mode.
- Toggle enemy Techs on and off at start of Creative Mode and via the Options screen.
- Can now select whether you want enemies in Creative Mode.
- Game Save revision:
- Going forward, saves from a newer version can no longer be loaded into a previous version of the game e.g. a save created in 0.7.7.1 Unstable would not be able to load in 0.7.7 Stable. This is not supported and can have adverse effects on your save game.
- Updated Trading Stations to include a SCU Storage Unit.
- This allows access to the inventory and block storage much earlier in Campaign.
- Techs with multiple cabs can now be split into multiple Techs when the Tech is pulled apart.
- Added 9 new Flying Checkpoint Tracks to the R&D Test Chamber (for R&D Test Chamber owners only).
- Latest translations from the TT Translators updated in the game.
- Block tweaks:
- Increased the range, rate of fire, damage and seeking ability of the GSO Mortar.
- GSO Boosters provide less force but also consume fuel slower.
- GSO Fuel Tanks now have a larger capacity for their size, but refill slower.
- Venture Fuel Tanks have a smaller capacity, relative to the GSO tanks, but refill faster.
- Venture Boosters provide more force, relative to their size, but consume fuel faster.
- Increased the pick-up range of all Scrappers.
- Increased the weight of all Resource Blocks for all corporations.
- Mission Tweaks:
- The Venture License mission is now a time trial race instead of a combat mission.
- Updated track for the Venture Grade 1 time trial mission.
- Biome Tweaks:
- Updated resource distribution for all biomes. Metals are easier to find in Grasslands, Rodite, Oleite and Carbite are easier to find in their respective biomes too.
- Ice Biome now first appears two times further away from the start then it did previously.
- Enemy Population Tweaks:
- Removed a large number of enemy Techs which were causing lag or contributing towards a negative playing experience, such as walls of guns and Megaton pyramids.
- Doubled the amount of offline invaders from 100 to 200.
- Other Tweaks:
- Blocks can no longer be sold to earn money at Trading Stations.
- Blocks can be scrapped into resources which can then be sold at a Trading Station. This should make the flow of money earning in TerraTech a lot easier to balance and understand from a player's point of view.
- Blocks can no longer be sold to earn money at Trading Stations.
- Fixed multiple display resolutions appearing in the options menu for some players.
- Fixed some issues with player and enemy Tech pathfinding.
- Fixed Battery tree spawning inside another tree.
- Fixed blocks getting stuck above the Trading Station SCU.
- Prevented receivers in early crafting missions from picking up resources chunks from the player’s collectors.
- Fixed being able to store crafting bases during certain points in crafting missions.
- Fixed bug on filter menu where all chunks were not selectable in some aspect ratios.
- Fixed sending certain snapshots to the SCU would break any future Tech spawning.
- Stopped invaders from spawning in Grasslands.
- Fixed slow physics routines on bullet casings. Dramatically improves performance in some situations where large techs are firing a large volume of guns.
- Fixed audio performance issues - more stable FPS in R&D and situations with lots of Techs.
- R&D Test Chamber EXP wheels can now drive on blocks.
- Non-English text introducing Trading Stations contains incorrect information about being able to sell blocks and Terminals being found on the corners.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Stopped invaders from spawning in Grasslands.
- Fixed bug where explosions causing enemy Tech splitting can force blocks out of alignment.
- Fix for screen size being reset to native resolution when Alt-Tabbing out of the game.
- R&D Test Chamber EXP wheels can now drive on blocks.
- If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following: [olist]
- Open your Steam Library
- Right click Terratech
- Select Properties
- Select Local Files tab
- Select Browse Local Files
- Open the Saves folder
- Delete the userdata.sav file [/olist]
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed SCU not taking blocks during Turret Defense mission.
- Fixed scenery not being cleared from tracks correctly during Time Trial missions.
- Fixed GSO Anchored SCU not being discoverable.
- Fixed clouds jumping about as player moves through world.
- Fixed crash when there are 3 or more Techs in Sumo versus mode.
- If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following: [olist]
- Open your Steam Library
- Right click Terratech
- Select Properties
- Select Local Files tab
- Select Browse Local Files
- Open the Saves folder
- Delete the userdata.sav file [/olist]
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed multiple display resolutions appearing in the options menu for some players.
- Fixed buggy snapshots and save game previews when High Dynamic Range (HDR) was disabled.
- Fixed sending certain snapshots to the SCU would break any future Tech spawning.
- Fixed bug on filter menu where all chunks were not selectable in some aspect ratios.
- Fixed some issues with player and enemy Tech pathfinding.
- If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following: [olist]
- Open your Steam Library
- Right click Terratech
- Select Properties
- Select Local Files tab
- Select Browse Local Files
- Open the Saves folder
- Delete the userdata.sav file [/olist]
- Trading Stations in existing saves are not fully updated to the new version. This means that they don’t have a SCU but players cannot sell blocks to them either.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Missions:
- Missions can now be cancelled from the Mission Log.
- You need to be further than 500m away from the mission centre in order to cancel it.
- Cancelled missions can be re-accepted from Trading Station Mission Boards.
- Added new GSO Grade 1 mission introducing Delivery Crates. This replaces the Salvage Mission.
- Added new GSO Grade 2 mission introducing the Trading Station SCU and AI modules. This replaces the GSO Grade 3 SCU and AI missions.
- Added four new Venture Flying Missions:
- Learn To Fly - Venture Grade 2
- Flying Slalom Lateral - Venture Grade 2
- Flying Slalom Corkscrew - Venture Grade 3
- Flying Circuit - Venture Grade 3
- Added 9 new Flying Checkpoint Tracks to the R&D Test Chamber (for R&D Test Chamber owners only).
- Missions can now be cancelled from the Mission Log.
- New Blocks:
- Added GeoCorp Refinery to GC Grade 2.
- Its recipe is: 2 x Plumbite, 3 x Titanite, 1 x Carbite, 1 x Oleite.
- Added Venture Double Booster to Grade 2.
- Its recipe is: 2 x Fibre Plating, 2 x Cyclone Jet, 1 x Thermo Jet.
- Added Venture 1-Way Steering Hover block to Venture Grade 3.
- Its recipe is: 2 x Fibron, 1 x Ion Pulse Cell.
- Added Venture 2-Way Steering Hover block to Venture Grade 3.
- Its recipe is: 2 x Fibron, 1 x Fibre Plating, 1 x Ion Pulse Cell.
- Added the new Venture Altimeter to Venture Grade 3,
- The recipe is: 1 x Fibron, 1 x Luxian, 1 x Plumbia, 1 x Fibre Plating
- Added Hawkeye Refinery to Grade 2.
- Its recipe is: 1 x Plumbia, 2 x Titania, 1 x Fibre Plating, 1 x Acid Electrode.
- Added GeoCorp Refinery to GC Grade 2.
- Creative Mode:
- Can now select whether you want enemies in Creative Mode.
- Toggle enemy Techs on and off at start of Creative Mode and via the Options screen.
- Can now select whether you want enemies in Creative Mode.
- Game Save revision:
- Going forward, saves from a newer version can no longer be loaded into a previous version of the game e.g. a save created in 0.7.7.1 Unstable would not be able to load in 0.7.7 Stable. This is not supported and can have adverse effects on your save game.
- Removed some troublesome enemy Techs from the population.
- Added a hint to go and find resources during Craftier Business III.
- Reduced the amount of blocks that a GeoCorp Block Magnet can hold at one time.
- Reduced GSO Mortar damage slightly and increased their price.
- Its new recipe is: 2 x Plubonic Greebles, 2 x Carbius, 2 x Blast Caps.
- Adjusted the Venture Speedometer recipe to match pricing of the Altimeter.
- Its new recipe is: 1 x Luxian, 1 x Titania, 1 x Fibron, 1 x Fibre Plating
- Component Chunk sprites now have a clearer angle.
- Updated Suzie Vroom’s head
- Fixed Battery tree spawning inside another tree.
- Fixed blocks getting stuck above the Trading Station SCU.
- Prevented receivers in early crafting missions from picking up resources chunks from the player’s collectors.
- Fixed soft lock during Crafty Business missions when right-clicking crafting blocks outside their normal interaction distance.
- Fixed being able to store crafting bases during certain points in crafting missions.
- Fixed a save/load issue during crafting missions.
- Fixed enemies sometimes not finding enough room to spawn in Defend Tech missions.
- Fixed friction on Treasure Blocks.
- Fixed collision on Auto Miner.
- Fixed seam on moon texture.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- New Biomes:
- Added new Grassland ‘Woodland Valley’ sub-biome. This area has rolling grassy hills with a wide flat valley below. Medium to large patches of Trees and Rocks are streaked across the landscape.
- Added new Mountain ‘Step Slopes’ sub-biome. This mountain range consists of gradual to steep slopes that climb to jagged peaks. The slopes are stacked into broken graphite-like layers at varying levels that create some medium cliffs and gorges where they converge with other layers.
- New Blocks:
- Added the new Hawkeye Counter AI Module to Hawkeye Grade 3.
- Its recipe is: 2 x Rugged Fiblar, 1 x Acid Electrode, 1 x Ion Pulse Cell, 1 x Mother Brain.
- Added new GeoCorp Block Magnet to Grade 2.
- Its recipe is: 4 x Plumbia, 8 x Titania, 4 x Rodius.
- Added new Hawkeye Block Magnet.
- Its recipe is: 3 x Titania, 2 x Plumbia, 1 x Rodius, 1 x Acid Electrode.
- Added the new Hawkeye Counter AI Module to Hawkeye Grade 3.
- Block tweaks:
- Increased the range, rate of fire, damage and seeking ability of the GSO Mortar.
- Increased the torque power and suspension dampening on the GSO Bumper and Muddy Dog Wheels.
- GSO Boosters provide less force but also consume fuel slower.
- GSO Fuel Tanks now have a larger capacity for their size, but refill slower. Increased the pick-up range of all Scrappers.
- Venture Fuel Tanks have a smaller capacity, relative to the GSO tanks, but refill faster.
- Venture Boosters provide more force, relative to their size, but consume fuel faster.
- Increased the weight of all Resource Blocks for all corporations.
- Block Recipe Tweaks
- GSO Popper Fuel Tank: 3 x Plubonic Greebles, 3 x Rodius, 1 x Fuel Injector.
- GSO Big Poppa Fuel Tank: 1 x Olastic, 1 x Plasma Emitter, 1 x Dervish Gel.
- GSO Tetrox Booster Jet: 1 x Fibre Plating, 2 x Carbius, 2 x Fuel injectors.
- GSO Mega Booster: 2 x Z4 Explosives, 1 x Cyclone Jet, 1 x Thermo Jet.
- Venture Pod Fuel Tank: 1 x Fibre Plating & 1 x Sensory Transmitter.
- Venture Large Fuel Tank: 1 x Fibre Plating, 1 x Rugged Fiblar, 2 x Z4 Explosives, 1 x Dervish Gel.
- Venture Booster: 1 x Fibron & 1 x Plasma Emitter.
- Biome Tweaks:
- Updated resource distribution for all biomes. Metals are easier to find in Grasslands, Rodite, Oleite and Carbite are easier to find in their respective biomes too.
- Ice Biome now first appears two times further away from the start then it did previously.
- Enemy Population Tweaks:
- Removed a large number of enemy techs which were causing lag or contributing towards a negative playing experience, such as walls of guns and Megaton pyramids.
- Doubled the amount of offline invaders from 100 to 200.
- Other Tweaks:
- Restricted the Venture High Climb and Loop De Loop missions from spawning in biomes with rough terrain.
- Increased the pickup range of the Trading Station SCU from 12m to 40m.
- Fixed audio performance issues - more stable FPS in R&D and situations with lots of Techs.
- Trading Stations now fire out purchased blocks from their chute.
- Trading Stations on old save games upgraded with a SCU.
- Trading Stations’ SCU now take blocks from Block Magnets.
- Closed exploit where SCU would be replaced infinitely when sent to inventory at the end of the GSO Grade 3 SCU Mission.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Latest translations from the TT Translators updated in the game.
- Fixed intermittent crashes in the main menu attract mode.
- Trading Stations in existing saves are not fully updated to the new version. This means that they don’t have a SCU but players cannot sell blocks to them either.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue that causes Techs to fall below the terrain when loading game saves from 0.7.6 into TT_Unstable 0.7.6.1.
- Fixed incorrect filename formatting for screenshots.
- Trading Stations in existing saves are not fully updated to the new version. This means that they don’t have a SCU but players cannot sell blocks to them either.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Updated Trading Stations to include a SCU Storage Unit.
- This allows access to the inventory and block storage much earlier in Campaign.
- Added new GSO Bumper Wheel to GSO grade 2.
- This wheel can be used to scale steeper hills early in the game.
- Added new GSO Muddy Dog Wheel to GSO grade 3.
- Added new Venture Fuel Pod Block to Venture Grade 1.
- Added the new GeoCorp Rotating Anchor to GeoCorp grade 2.
- Graduated the EXP Anchored Furnace Generator to GeoCorp Grade 1.
- This larger anchored generator is more efficient at generating energy, but it burns fuel at a slower speed.
- Blocks can no longer be sold to earn money at Trading Stations.
- Blocks can be Scrapped into Resources which can then be sold at a Trading Station . This should make the flow of money earning in TerraTech a lot easier to balance and understand from a player's point of view.
- The Venture License mission is now a time trial race instead of a combat mission.
- Updated track for the Venture Grade 1 time trial mission.
- Venture Large Fuel Tank has now been moved to Venture Grade 2.
- Renamed Venture POD Cab to Venture Cruz Cab to avoid confusion with the Venture Fuel Pod.
- Renamed some population Techs that had rude names.
- Fixed slow physics routines on bullet casings. Dramatically improves performance in some situations where large techs are firing a large volume of guns.
Hi there,
So it's been a productive few weeks while working on this update and we have a whole bunch of new toys for you guys to play with in 0.7.6 -- a whole new way to store, transport and load Techs into the world to/from your inventory, coupled with the introduction of Resource Blocks to manage all your precious harvested resources. With new things dotted around the place like Venture Stunt Ramp missions, the Glacier biome and Tyre Tracks being generated by your Techs, there are a bunch more reasons for you to get your move on in this new update!
Be sure to check out our Update Video here and let us know what you think of the changes in the comments section below. Enjoy!
Jamie.
New features / content / improvements:
- Tech blocks can now be sent to SCU using the radial menu. Be sure to save a Snapshot of them before sending -- otherwise you'll need to quickly press undo to get them back!
- Tech placement - Can manually choose where to place a Tech when loading from your inventory.
- Added new Venture Stunt Missions to Venture Grades 1, 2 & 3. Stunt Missions include all sorts of time trials, ramp jumps and some really big set piece stunts in Venture Grade 3.
- Added new Compressed Resource blocks for each corporation. These blocks hold multiple refined resource chunks of a single type for easier resource transport and storage. The contained resources can be retrieved using a Scrapper. To be used as an easy way to transport large numbers of resources -- be careful not let enemies blow them up though!
- Graduated the EXP Tank Track Left, Right and Middle to GeoCorp Grade 3.
- Techs can now be anchored/unanchored at the touch of a button (in the bottom left of the screen, next to your Snapshot button.
- Added new Ice biome. Wrap up warm and try not to slip.
- Added tyre tracks when driving.
- Optimised the speed at which block Attach Points appear when building. This should make building huge Techs a lot faster (4x faster actually).
- Added three new Hawkeye Blocks to the game:
- Hawkeye Havoc Shield (Grade 2).
- Hawkeye Payload Terminal (Grade 2).
- Hawkeye Pack Collector (Grade 1).
- Latest translations from the TT Translators updated in the game.
- Increased the Block Survival Chance when blocks are detached from a destroyed enemy Tech, increasing opportunities to gain blocks via combat.
- A selection of Basic Blocks now have unlimited stock in the Trading Station.
- The Trading Station and Terminal shops now always stock a minimum of 4 GSO Small Collectors.
- Certain blocks sold in the Terminals and Trading Stations are now offered in pairs. These blocks include all types of wheels, all pairs of left and right wings and various other Blocks that are less useful when encountered on their own.
- Large Techs will slow down the speed of rotating anchors.
- Saving snapshots will now prompt if you’d like to overwrite the old one instead of auto-renaming the new one.
- Increased the damage of the Hawkeye Auto Cannon.
- Special Hats and Colour Blocks are now available to buy at Trading Stations and Terminal shops in Campaign mode.
- Increased the amount of Chunks that can be harvested from Slow to Mine Resource Givers (Oleite, Carbite, Rodite, Erudite, Celestite & Ignite) up to around 1000 Chunks total.
- Slowed down the rate at which Auto Miners produce a Chunk to once every 30 seconds. It now takes roughly 8 hours to fully exhaust an underground deposit.
- Adjusted the amount of energy gained from burning various Fuel Chunks:
- Olite and Olastic now produce less energy than Carbite and Carbius, as Carbite and Carbius are more rare.
- GSO Static Furnace Generators yield the same amount of energy for Raw and Refined versions of the Chunks. However, Refined Chunks will burn faster in a GSO Furnace Generator. GSO Mobile Furnace Generators do the same, but only yield half the amount of energy.
- Added new EXP Pacemaker block to R&D Test Chamber. This enables control over the speed at which crafting bases operate. Attach it to a crafting base, then right-click the block and hold to access the speed controls. Available in Campaign from GSO Grade 3 (R&D Pack only).
- EXP blocks are now available in Campaign mode.
- EXP blocks cannot be crafted, but they can be purchased, awarded for completing missions and scavenged from enemy Techs.
- Various Blocks have been promoted from R&D and are now available as various corporation blocks in the main game.
- Resources in crafting missions now spawn directly onto the base to prevent players intercepting them as they drop from the sky.
- Fixed recipes switching between component factories, which loses resources.
- Inventory now closes when exiting the Build Beam.
- Closing the Inventory will no longer drop the currently selected block.
- Loads more bug fixes that aren't worth listing here.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed bug where power from solar generators was not transferring correctly to wireless chargers.
- Tyre tracks no longer float above the terrain.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Game Design Tweaks:
- Slightly reduced the maximum healing rate of all Repair Bubbles.
- Prevent Invaders from spawning in the Grasslands.
- Fixed incorrect recipe for Hawkeye Carbius Block.
- Fixed Repair Bubbles healing too slowly when attached to a Solar Generator.
- Some scenery clutter objects no longer spawn above the ground.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Game Design Tweaks:
- Updates to Enemy Filters to reduce some of the Techs in GSO Grade 2 and GeoCorp Grade 2 Missions.
- Load Techs sidebar is now sorted alphabetically.
- Added new tyre track visuals.
- Fixed new snapshots not showing in the correct order in the Load Techs sidebar.
- Fixed solar generators and bubbles having to power up when you save and reload.
- Fixed Venture Race missions occasionally spawning in uncompletable locations (e.g. into mountains or through artefacts).
- Fixed Venture stunt ramps occasionally clipping through steep terrain.
- Fixed blank tooltip when trying to store a Tech near enemies.
- Undo now restores conveyor directions and filter states.
- Can re-anchor Techs on artefacts.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Solar panels, shield bubbles and regen bubbles deploy more slowly, to prevent exploits in anchoring Techs near to enemies.
- Optimised the speed at which block Attach Points appear when building.
- Modified the ending stretches of Venture Time Trial races to avoid accidentally crossing the start line again to trigger another race session.
- Anchoring Techs will be disabled if enemies are nearby.
- Large Techs will slow down the speed of rotating anchors.
- Solar Generators no longer store residual energy.
- Increased the explosive damage of the GSO Megaton Cannon and the Hawkeye HG1 Cannon Turret.
- Added a hint the first time anchoring your Tech fails for any reason.
- Improved the distribution weighting of Venture stunt and race missions.
- Venture Time Trials have priority over other stunt missions on the Mission Board.
- Fixed issue present in 0.7.5.6 where block Attach Points would not appear and function correctly when trying to place a larger block then trying to attach a smaller block. This also affected the ability to rotate the block.
- Fixed issue with tyre tracks not rendering properly sometimes.
IMPORTANT: This build has a relatively serious bug with block attachment so TT_Unstable has now been rolled back to 0.7.5.5 while we fix the bug for a new update. Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Solar panels, shield bubbles and regen bubbles deploy more slowly, to prevent exploits in anchoring Techs near to enemies.
- Optimised the speed at which block Attach Points appear when building.
- Modified the ending stretches of Venture Time Trial races to avoid accidentally crossing the start line again to trigger another race session.
- Anchoring Techs will be disabled if enemies are nearby.
- Large Techs will slow down the speed of rotating anchors.
- Solar Generators no longer store residual energy.
- Fixed issue with tyre tracks not rendering properly sometimes.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Tech placement - Can manually choose where to place a Tech when loading from your inventory.
- Updated the track layouts of Time Trial Venture missions.
- Reduced the likelihood of Venture race missions spawning on difficult terrain.
- Added new start gates to Venture stunt mission which show the correct direction to drive through.
- Single cabs should no longer fall through the floor when released.
- Inventory now closes when exiting the Build Beam.
- Closing the Inventory will no longer drop the currently selected block.
- Anchoring Techs will no longer intersect the ground.
- Fixed some cases of loading Techs from inventory spawning below ground.
- Fixed crates awarded for Venture Stunt missions unfairly landing on platforms.
- Pacemaker block settings are now saved.
- Fixed sparkles on resource scenery from appearing corrupted.
- The Lemon block is now lit again.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Game Design Tweaks:
- Added track lines for ground-based racing challenges.
- Increased the out of bounds limits for all stunt challenges.
- Increased time limits for ramp and slalom challenges.
- Increased amount of starting money in Campaign.
- Loading and storing techs using inventory blocks disabled when enemies are nearby.
- Fixed recipes switching between component factories, which loses resources
- Fixed failure to load a save from hanging the game
- Fixed rendering glitches & improved visibility when driving under stunt ramps.
- Fixed blocks overflowing on Grade 3 license screens
- Fixed Venture missions occasionally dominating the Mission Board
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Game Design Tweaks:
- Increased the length of all Drag races by 200m each, upped the time allowed for each one accordingly to maintain their difficulty.
- Increased the encounter area size for all Stunt Challenges. This means that stunt challenges will spawn further apart from each other (150m apart).
- All Stunt Challenges must be accepted from the Trading Station before they will spawn in the world. This stops overcrowding the world with more stunts.
- Trader Troll variation has been drastically decreased to reduce the likelihood of unfairly difficult battles. Players with underpowered techs will fight the “Mini” version, otherwise they are likely to encounter the normal version (this is the classic Trader Troll design from 0.7.4 and before).
- Fixed severe framerate issues caused by Venture stunt missions.
- Fixed SCU deactivating when nearby tech anchors / unanchors.
- Removed a Tech called Warroir, for causing slow down.
- Fixed HE Bracket Collision.
- Fixed GC Shock Plating falling through ground
- Fixed Giant Erudian Crystal outcrops
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here New features / content / improvements:
- Added new Venture Stunt Missions to Venture Grades 1, 2 & 3. Stunt Missions include all sorts of time trials, ramp jumps and some really big set piece stunts in Venture Grade 3.
- Added new Ice biome. Wrap up warm and try not to slip.
- Graduated the EXP Tank Track Left, Right and Middle to GeoCorp Grade 3.
- Anchor/Unanchor Tech button added.
- Added new Compressed Resource blocks for each corporation. These blocks hold multiple refined resource chunks of a single type for easier resource transport and storage. The contained resources can be retrieved using a Scrapper. To be used as an easy way to transport large numbers of resources -- be careful not let enemies blow them up though!
- Added tire tracks when driving.
- Added three new Hawkeye Blocks to the game:
- Hawkeye Havoc Shield (Grade 2).
- Hawkeye Payload Terminal (Grade 2).
- Hawkeye Pack Collector (Grade 1).
- Added new EXP Pacemaker block to R&D. This enables control over the speed at which crafting bases operate. Attach it to a crafting base, then right-click the block and hold to access the speed controls. Available in Campaign from GSO Grade 3 (R&D Pack Only).
- Saving snapshots will now prompt if you’d like to overwrite the old one instead of auto-renaming the new one.
- EXP and Hawkeye Tank Tracks now behave properly by applying constant torque even when some of the internal wheels are not in contact with the ground.
- Fixed rare issue where the Trader Troll wouldn’t spawn.
- Can now load Snapshots with EXP blocks into campaign (R&D Pack Only).
- Resources in crafting missions now spawn directly onto the base to prevent players intercepting them as they drop from the sky.
- Some Venture Stunt missions may appear in very challenging terrain
- Anchoring a tech on a slope might result in it clipping into the terrain
- Occasional camera clipping issues with Venture Stunt ramps
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here New features / content / improvements:
- Re-enabled Save Tech Blocks to SCU and Load Snapshot Techs from SCU features.
- Save Tech Blocks and Load Snapshot Techs now feature new animations.
- Latest translations from the TT Translators updated in the game.
- General tweaks:
- Added some more hints at the start of the game for first-time players.
- Increased the Block Survival Chance when blocks are detached from a destroyed enemy Tech, increasing opportunities to gain blocks via scavenging.
- A selection of Basic Blocks, that were previously guaranteed to have at least 100 instances in the Terminals and Trading Stations, are now infinitely available instead.
- The Trading Station and Terminal shops now always stock a minimum of 4 GSO Small Collectors.
- Certain blocks sold in the Terminals and Trading Stations are now offered in pairs. These blocks include all types of wheels, all pairs of left and right wings and various other Blocks that are less useful when encountered on their own.
- Block tweaks:
- Moved the GSO Block Magnet Mini and GSO Block Magnet down a grade each (now GSO Grades 1 & 2). The Block Magnet is now common rather than uncommon.
- Decreased the downward force applied by all Venture Spoilers.
- Increased the damage of the Hawkeye Auto Cannon.
- Special Hats and Colour Blocks are now available to buy at Trading Stations and Terminal shops in Campaign mode.
- Resource tweaks:
- Increased the amount of Chunks that can be harvested from Slow to Mine Resource Givers (Oleite, Carbite, Rodite, Erudite, Celestite & Ignite) up to around 1000 Chunks total.
- Slowed down the rate at which Auto Miners produce a Chunk to once every 30 seconds. It now takes roughly 8 hours to fully exhaust an underground deposit.
- Adjusted the amount of energy gained from burning various Fuel Chunks:
- Olite and Olastic now produce less energy than Carbite and Carbius, as Carbite and Carbius are more rare.
- GSO Static Furnace Generators yield the same amount of energy for Raw and Refined versions of the Chunks. However, Refined Chunks will burn faster in a GSO Furnace Generator. GSO Mobile Furnace Generators do the same, but only yield half the amount of energy.
- EXP Block tweaks:
- All EXP blocks are now available to discover, unlock and use in Campaign mode (for R&D Test Chamber owners only).
- EXP blocks cannot be crafted, but they can be purchased, awarded for completing missions and scavenged from enemy Techs.
- The blocks can be unlocked across various Corporation grades:
- GSO Grade 2
- EXP Power Gauge (requires functionality)
- EXP Tow Hook 1
- EXP Tow Ring 1
- EXP Passive Wheel Small
- GSO Grade 3
- EXP Dropper
- EXP Fuel Gauge (requires functionality)
- GeoCorp Grade 1
- EXP Tow Hook 2
- EXP Tow Ring 2
- EXP Anchored Furnace Generator
- EXP Resource Radar (requires functionality)
- EXP Plasma Cutter Angled
- GeoCorp Grade 2
- EXP Tow Hook 3
- EXP Tow Ring 3
- EXP Hammer Piston Straight
- EXP Articulated Drill
- EXP Monster Wheel
- GeoCorp Grade 3
- EXP Tow Hook 4
- EXP Tow Lock 4
- EXP Tow Ring 4
- EXP Tow Ring 4 Alt
- EXP Caterpillar Track Left (requires extra functionality)
- EXP Caterpillar Track Middle (requires extra functionality)
- EXP Caterpillar Track Right (requires extra functionality)
- Venture Grade 1
- EXP Fireworks Launcher
- EXP Vibro Knife
- EXP Dune Wheel Left
- EXP Dune Wheel Right
- Venture Grade 2
- EXP F1 Wheel Small
- Venture Grade 3
- EXP Springer Straight Fork Wheel
- EXP Springer Angled Short Fork Wheel
- EXP Springer Angled Long Fork Wheel
- EXP F1 Wheel Large
- GSO Grade 2
- Added generator-based scaling to the Basic grassland trees.
- Optimised Front End “New Game buttons.”
- Updated Grasslands Rock terrain texture.
- Fixed progress blocker due to shop window not appearing on Striking Out mission.
- Fixed Trading Stations restocking slightly later than intended.
- When destroyed, some EXP Blocks were showing the wrong bits when they explode.
- Fixed vertical rotation issue with the Hawkeye Auto Cannon, it can now angle up to aim at targets above.
- Fixed failure when loading snapshots containing deprecated blocks.
- Fixed Ranked Sumo Tech loader issues in some resolutions.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Hi guys,
0.7.5 marks the release of a long awaited reworking of the way the world is generated in TerraTech. We are now capable of spawning a much wider variety of biomes with extensive mountain ranges, vast rolling hills, tricky-to-pass terrain and a bunch more. We also see the addition of the brand new Pillars biome -- and this is only the start. More biomes will be coming in future updates.
Another long awaited feature that has arrived is the ability to move while in build beam. This should help with getting your Techs unstuck from any tricky terrain -- as well as positioning your Sentry Turrets and bases in the perfect places. Increased Trading Station Inventory, Hints, permanent Inventory Access, new blocks, optimisations, bug fixes and a load more make up an update we're very excited to be putting in your hands. Let us know your thoughts in the comments below! Good luck out there.
Jamie xoxo
IMPORTANT NOTE:
We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. Game saves from TT_Unstable version 0.7.4.4 to 0.7.4.9 will not load into properly into this version or newer. Game saves from this version can be continued in newer updates.
New features / content / improvements:
[olist]
- Up/Down moves Tech forwards/backwards relative to the camera angle and Left/Right rotates the Tech.
- Bebiezaza
- Bram "Kirchhoffs" Hazeveld
- Bram Kamies
- Gendel Vladimir Grigorievich
- J. "Trippeh" Quinn
- Ko Ui Ryeom "WillyGamesYT"
- Marcus
- Moisés Ojeda Gutiérrez
- Oliver "Olli_DXD" Jonsson
- Olivier "Mr-Vagabond" Barruhet
- Robert "Deadwing" Galatik
- Ryo Tanimoto
- 列支敦士登yuki
- Added several new sub-biomes to appear in the game. Sub-biomes are alternate versions of the existing biomes but with different terrain height patterns, textures and resource distribution. The all new sub-biomes that have been added are:
- Grasslands:
- Copse - a more sparsely populated grasslands with less trees in small groups
- Rocky Ridge - undulating hills with less trees and more rocks
- Desert:
- Small Dunes - a desert with small sand dunes in a regular rippled pattern
- Mountain:
- Terraced Hills - several stepped platforms with smooth ramps between
- Grasslands:
- General tweaks:
- Once the SCU has been anchored, the player inventory is available from that point onwards, regardless of whether any SCU is anchored.
- Block tweaks:
- The shops now stock a significantly larger amount of blocks.
- GeoCorp Fixed Anchor, GSO Fixed Anchor and GSO Rotating Anchor Anchor Blocks from 'Standard' are now listed as 'Manufacturing' type.
- Reduced the survival chance of blocks when detaching from a destroyed Tech from 60% to 50%.
- Updated Hover Plate beam heights. Venture Double Hover Plate is now the tallest hover beam at 15m, GSO Large Quad Hover Plate has a 7.5m beam and the GSO Small Single Hover Plate remains the lowest at 1m beam (as it was before).
- Updated recipe for GSO Refinery to only require unrefined resource chunks (2 Plumbite + 1 Carbite + 1 Oleite).
- Increased the load bearing strength of the Hawkeye Armoured and Enclosed Wheels.
- Mission tweaks:
- Added a set of 30 different Trader Troll variants. The Trader Troll mission now selects an appropriately sized opponent for you to fight depending on the size of your own Tech.
- Added all the Special Colour Blocks and Hats to the list of Blocks that can be offered in Block Reward Crates.
- Doubled the amount of blocks gifted in Reward Crates.
- Enemy Tech tweaks:
- Increased the size of enemy Techs spawned in missions and the population. The greatest differences can be seen from Grade 3 GSO onwards.
- Included smaller population enemy spawns in GSO Grade 4 and 5 (previously they were switched off).
- Reduced the chance for larger population enemies to appear (enemies will more likely be smaller ones).
- R&D Test Chamber:
- Changed EXP Tow Rings and Hooks from Accessories to Standard Blocks category (R&D Test Chamber owners only).
- Added new Experimental blocks to R&D Test Chamber (R&D Test Chamber owners only):
- EXP Small F1 Wheel
- EXP Large F1 Wheel
- EXP Right Dune Wheel
- EXP Left Dune Wheel
- EXP Monster Truck Wheel
- EXP Mid Fork Springer Wheel
- EXP Short Fork Springer Wheel
- EXP Long Fork Springer Wheel
- EXP Titan Truck Wheel
- EXP Angled Plasma Cutter
- EXP Articulated Diamond Drill
- EXP Straight Jackhammer
- EXP Dropper
- Venture Avalanche Launcher, Hawkeye Sentry Turret, Moustache, Sombrero and Viking Helmet have been moved from dispensers to the inventory to free up space.
- Created art assets for new 5th Pillars biome and its resource givers.
- Various minor fixes for missing attach points, filled cell issues and collision material errors.
- Updated desert terrain textures.
- General fixes:
- Fixed bug that caused the Main Menu to appear whilst in a game mode.
- Invaders should no longer spawn near any missions.
- Fixed enemies and missions spawning on top of scenery.
- Fixed being able to purchase unlimited blocks when a SCU powers up whilst viewing the shop.
- Fixed bug where AI turrets fire on enemies that are out of range.
- Mission fixes:
- Fixed issue where some missions were clearing 100m wide areas of their resource givers when spawning.
- Fixed issue where a large player Tech could encounter a small Trader Troll.
- Fixed chase missions not giving rewards when sniping from a distance.
- Fixed rare issue where SCU and crafting missions couldn't be completed.
- Fixed issue of crafting missions spawning on sloped terrain.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. Game Design Tweaks:
- Disabled feature to Save Tech Blocks to SCU and Load Snapshot Techs from SCU in run up to the pending stable update. The feature needs a bit more polishing before we’re happy to release it to the stable branch.
- Increased the passive braking of the Hawkeye Single Wheels.
- Fixed player being initially spawned on top of scenery in Campaign and Creative modes.
- Fixed issue of Techs not being anchored when spawned from SCU.
- Fixed bug where revising position of anchored Tech stops anchoring if you try to anchor it on something invalid like a rock or a tree.
- Fix progress blocker due to shop window not appearing on Striking Out mission.
- Fixed incorrect appearance of the columns in the Pillars biome.
- Techs are now prevented from moving up the giant artefacts via the Build Beam.
- Fixed enemies spawning on top of scenery.
- Prevent Fabricator and Component Factory select menu scrollbars from becoming inactive.
- Improved frame rate stutters in R&D Test Chamber.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. New features / content / improvements:
- Visual and functional improvements to saving Tech blocks to SCU and loading Techs via snapshots from SCU.
- Techs are now prevented from intersecting and moving up the giant artefacts.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. Game Design Tweaks:
- Sending Tech blocks to the SCU now has an undo option.
- Techs can now only be loaded from the player inventory if a snapshot has been made. This undo feature has been added in case the player forgets to take a snapshot.
- An in-game hint has been added to remind the player of this functionality.
- Fixed chase missions not giving rewards when sniping from a distance.
- Fixed rare issue where SCU and crafting missions couldn’t be completed.
- The undo feature for sending Tech blocks to the player inventory is currently unlimited e.g. if you send 10 sets of Tech blocks to the SCU, you can repeatedly click undo 10 times to undo them all. A timer will be added where the undo per Tech will only be available for a short amount of time.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. Game Design Tweaks:
- Techs loaded from SCUs now spawn with empty batteries.
- Prototype 5th Biome resource givers replaced with final harvestable versions.
- Further polish to the biome height maps.
- Fixed issue where a large player Tech could encounter a small Trader Troll.
- Fixed SCU mission marker not appearing on the radar.
- Fixed issue where mission Techs could be placed into the SCU.
- Fixed mission blocks being picked up by the SCU and Scrappers on reload part way through the mission.
- Invaders should no longer spawn near any missions.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. Game Design Tweaks:
- Doubled the amount of basic blocks available in shops.
- Temporarily disabled some of the new Mountain sub-biomes that were proving tricky to navigate; these will be re-enabled again at a later date
- Tuned the F1 wheels.
- Various tweaks to the biome height-map generators and environment parameters.
- Added signs to the R&D Test Chamber Stunt Rings to explain what type of challenge they are.
- Fixed enemies and missions spawning on top of scenery.
- Grassland Biomes are now safe from Invaders again.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. New features / content / improvements:
- Build Beam - Better fine grain control: Up/Down moves Tech according to camera angle, Left/Right rotates Tech.
- Added lots of new experimental work-in-progress Stunt Challenges to the R&D Test Chamber.
- Increased the area of the starting Grasslands.
- Fixed bug that caused the Main Menu to appear whilst in a game mode.
- Fixed issue of crafting missions spawning on sloped terrain.
- Fixed being able to purchase unlimited blocks when SCU powers up whilst viewing shop.
- No longer lose inventory access when the only SCU is stored.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. New features / content / improvements:
- Build Beam - Better fine grain control: Up/Down moves Tech according to camera angle, Left/Right rotates Tech.
- Added lots of new experimental work-in-progress Stunt Challenges to the R&D Test Chamber.
- Increased the area of the starting Grasslands.
- Fixed bug that caused the Main Menu to appear whilst in a game mode.
- Fixed issue of crafting missions spawning on sloped terrain.
- Fixed being able to purchase unlimited blocks when SCU powers up whilst viewing shop.
- No longer lose inventory access when the only SCU is stored.
- Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. New features / content / improvements:
- Build Beam: Can slowly reposition a Tech’s position to get unstuck and better place anchored Techs.
- Added a rare occurring 5th “Pillars” biome.
- Fixed a crash that occurred accessing the Mission Board after Crafty Business III, preventing the player from accepting further missions.
- Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. Bug Fixes:
- Fixed bug when player's Tech is destroyed that caused a crash instead of the respawn Tech panel appearing.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here IMPORTANT NOTE: We've performed a big overhaul of the underlying tech to create greater variety in the world of TerraTech. During the TT_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Feel free to explore the new biomes in each TT_Unstable update from 0.7.4.4 onwards and give us feedback here or via the TerraTech forum at forum.terratechgame.com. Game saves will be fully supported again as of Stable Update 0.7.5. New features / content / improvements:
- Added an onscreen Hints System to provide useful gameplay information to the player as they play the game.
- Player Techs can now be stored in SCUs and the Tech’s blueprint can be used to load multiple versions of Techs from the SCU as long as the required blocks are available.
- New snapshots will be saved inside a dedicated Snapshots folder, with each Tech in its own sub-folder.
- Added several new sub-biomes to appear in the game. Sub-biomes are alternate versions of the existing biomes but with different terrain height patterns, textures and resource distribution. The sub-biomes that can be played in the game include:
- Grasslands:
- Grasslands - the old grasslands
- Copse of Trees - a more sparsely populated grasslands with less trees in small groups
- Rocky Ridge - undulating hills with less trees and more rocks
- Desert:
- Desert - the old desert
- Moguls - a desert with some tight low bumps with large spaces between
- Small Dunes - a desert with small sand dunes in a regular rippled pattern
- Low Mesas - similar to Moguls but larger Mesa style bumps emerge from the ground
- Mountain:
- Mountains - the old mountains biome
- Terraced Hills - several stepped platforms with smooth ramps between
- Peaks - typical 'mountain' style terrain, pointed peaks, low valleys
- Canyons - deep, steep canyons winding through tall sided cliffs
- Eagles Nest - sheer tall cliffs with flat platforms at the top and little peaks above
- Gorges - sheer tall cliffs with a wide flat valley below
- Salt Flats:
- There is only one variant of Salt Flats at the moment.
- Grasslands:
- Added a set of 30 different Trader Troll variants. The Trader Troll mission now selects an appropriately sized opponent for you to fight depending on the size of your own Tech.
- Updated recipe for GSO Refinery to only require unrefined resource chunks (2 Plumbite + 1 Carbite + 1 Oleite).
- Changed all GeoCorp Fixed Anchor, GSO Fixed Anchor and GSO Rotating Anchor Anchor Blocks from 'Standard' type to 'Manufacturing' type.
- Added all the Special Colour Blocks and Hats to the list of Blocks that can be offered in Block Reward Crates.
- Increased the load bearing strength of the Hawkeye Armoured and Enclosed Wheels.
- R&D Test Chamber:
- Changed EXP Tow Rings and Hooks from Accessories to Standard Blocks category (R&D Test Chamber owners only).
- Added new Experimental to R&D Test Chamber and Creative modes (R&D Test Chamber owners only):
- EXP Small F1 Wheel
- EXP Large F1 Wheel
- EXP Right Dune Wheel
- EXP Left Dune Wheel
- EXP Monster Truck Wheel
- EXP Mid Fork Springer Wheel
- EXP Short Fork Springer Wheel
- EXP Long Fork Springer Wheel
- EXP Titan Truck Wheel
- Removed Venture Avalanche Launcher, Hawkeye Sentry Turret, Moustache, Sombrero and Viking Helmet from R&D Test Chamber dispensers to make way for new blocks (these blocks can still be found in the inventory, they've just been removed from dispensers).
- Various minor fixes for missing attach points, filled cell issues and collision material errors.
- Updated desert terrain textures.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here Bug Fixes:
- Fixed bug where resources passed to Silos did not stack correctly. When moving from Conveyor to Silo, resources would sometimes fall off then be picked up again from nearby Receivers.
- Players who created a save game on an earlier TT_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT_Unstable version.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here Game Design Tweaks:
- Doubled the amount of blocks gifted in Reward Crates.
- Reduced the survival chance of blocks when detaching from a destroyed Tech from 60% to 50%.
- Updated Hover Plate beam heights. Venture Double Hover Plate is now the tallest hover beam at 15m, GSO Large Quad Hover Plate has a 7.5m beam and the GSO Small Single Hover Plate remains the lowest at 1m beam (as it was before).
- Increased the size of enemy Techs spawned in missions and the population. The greatest differences can be seen from Grade 3 GSO onwards.
- Included smaller population enemy spawns in GSO Grade 4 and 5 (previously they were switched off).
- Reduced the chance for larger population enemies to appear (enemies will more likely be smaller ones).
- Added new Experimental Blocks to the R&D Test Chamber (and Creative Mode for everyone with the R&D Test Chamber):
- EXP Angled Plasma Cutter - An angled version of the Plasma Cutter, better for reaching low rocks.
- EXP Articulated Diamond Drill - A Diamond Drill that can reach low and high targets.
- EXP Straight Jackhammer - A new Jackhammer that can actually be used to hit things with. BAM! BAM! BAM!
- EXP Dropper - A block that will drop chunks from conveyors. Helps move chunks back to collectors or gets unwanted ones out of a base.
- Players who created a save game on an earlier TT_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT_Unstable version.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here New features / content / improvements:
- Memory allocation optimisations for 32-bit versions of the game.
- Latest translations from the TT Translators updated in the game.
- Increased the variety and quantities of blocks available for sale in the Trading Stations and the Terminals.
- Players who created a save game on an earlier TT_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT_Unstable version.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Today's Deal: Save 33% on TerraTech!*
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Hi guys,
Creative Mode is a feature that has been greatly requested in our Suggesions forums for as far back as most of us can remember. A world where you are free to roam and build whatever you want -- without any limitations, or annoying baddies to show up and spoil the fun (converting friendly Techs to enemies is currently being tested in R&D and will make its way into Creative Mode once it's deemed worthy). Well here it is!
This coupled with awesome new toys like the Auto Miner block -- Multiple game mode saves and extensive performance enhancements combine to make 0.7.4 something we're very happy to be shouting about! We look forward to seeing what kinds of awesome creations you can come up with in this version of TerraTech.
Be sure to share your findings on the Official Forums. Have fun out there!
- Jamie xo
New features / content / improvements:
[olist]
- Build anything you want using all the blocks from Campaign mode.
- Save your world with the Creative Mode game save.
- R&D Test Chamber owners also have access to EXP blocks in Creative Mode.
- Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks).
- Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
- Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
- Added the Venture Avalanche Missile Launcher to Venture Grade 3.
- Added a new GSO Grade 2 mission introducing the Auto Miner block.
- Added a new GSO Grade 3 mission introducing the Component Factory block.
- Added missions that task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.
- Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.
- The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component Chunks to be crafted. The recipes also now reflect corporation style too, e.g. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.
- Added new sound effects for Techs, drills, hammers, saws and crafting blocks.
- The selection of blocks available to buy in the Trading Station and Terminals is now restricted.
- Each Trading Station provides a limited selection of blocks that gets restocked each morning (in-game time).
- There is a wider selection of Common blocks, a medium selection of Uncommon and a very small selection of Rare blocks each day.
- Some simple blocks such as the GSO building blocks, conveyors and wheels etc will appear in abundance in all Terminals and Trading Stations every day.
- Tutorial hint animations have been added.
- Tech markers now show AI state if an AI cab is attached.
- Tech markers now show if a Tech is anchored.
- Tech AI radial selection menu is now more explicit about which AI states can be selected.
- Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.
- Saved games now shows corporation license levels on the Load Game screen.
- Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint.
- Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill.
- Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
- Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
- The R&D Test Chamber now has a new skydome.
- The R&D Test Chamber can now be saved.
- Various frame rate optimisations including how resources are stored in Silos and move along Conveyors.
- Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
- Alex Nunes
- Bebiezaza
- Bram "Kirchhoffs" Hazeveld
- Bram Kamies
- Christoph Beitzinger
- Gendel Vladimir Grigorievich
- J. "Trippeh" Quinn
- Jakub "M0dEx" Kubik
- Jason Coombes
- Malte "SRQ" Hübner
- Marcus
- Moisés Ojeda Gutiérrez
- Oliver "Olli_DXD" Jonsson
- Olivier "Mr-Vagabond" Barruhet
- Oskar "Zargn" Anderson
- Philipp ten Brink
- _River
- Ryo Tanimoto
- Sir Rekington
- Sys Gabriel
- Tobie "Sylver" Praz
- Viktor Bengtsson
- Zwip-Zwap Zapony
- Increased the power of all Booster blocks.
- Increased the fuel capacity of all Fuel Tank blocks.
- Increased the load bearing strength of the GSO Little Trekker wheels.
- Adjusted the suspension for the GSO Stabiliser Wheel to make it less bouncy.
- Increased the pickup range of GSO and GeoCorp Collectors.
- Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
- Increased the load bearing strength of all GeoCorp wheels by around 25% each.
- Reduced the suspension dampener on Venture Wheels, making them more bouncy.
- Re-added the Hawkeye Elbow and Flat Brackets to Hawkeye Grade 1 and added the Hawkeye Long Jack Bracket to Hawkeye Grade 2.
- Increased the rotation options for the Hawkeye One block.
- Venture Silo
- Venture Flamethrower
- Venture One Block
- Venture Small Wheel
- Venture Hover Plate
- Venture Steering Hover Jet
- All Venture Brackets
- Hawkeye STEN SMG
- Hawkeye Shotgun
- Hawkeye Rail Gun
- Hawkeye Sentry AI
- Increased the delay time before wheels spark when overloaded slightly. When moving over bumpy terrain sometimes one wheel is taking more load than normal for a split second, as the weight of the vehicle shifts around. Rather than immediately showing sparks, we delay for a moment to see if the wheel is still overloaded. If wheels are consistently sparking for a long time whilst drive, your Tech is overloaded.
- Reduced the chances for fleeing enemies to spawn in the population from 40% to 15%.
- Removed Tech repulsion effect from Shield Bubbles (both GSO and Venture).
- Techs can once again pass through shield bubbles freely and cause damage to Techs within with melee weapons.
- Enemies with batteries now spawn in with the batteries charged.
- Increased the amount of XP earned for all missions.
- Allowed missions to knock down trees and and break rocks when they spawn.
- Increased the encounter radius for most missions, meaning they will spawn further apart from each other.
- Reduced number of enemy Techs to defeat in Salvage Mission from 4 to 3.
- Restricted the Crafty Mike missions from spawning in the Mountains (as the loose blocks roll down hills).
- Made it a requirement that you unlock the Auto Miner in the Crafty Mike mission before being offered any harvesting missions for which you will need an Auto Miner.
- Renamed the GeoCorp Grade 2 Harvesting Missions to reflect which resources they are asking you to collect.
- Restructured GeoCorp Grade 2 Harvest Missions to start with easy to find resources and end with harder ones, after the Auto Miner has been unlocked.
- Updated Resource Giver Distribution: Common resources; Plumbite, Titanite, Wood, Rubber & Luxite are still readily available in most locations.
- Uncommon resources; Rodite, Carbite & Oleite are now available as underground deposits under rocks. They can only be harvested with the Auto Miner Block.
- Rodite is available in the Mountains.
- Oleite is available in the Desert.
- Carbite is available in the Salt Flats.
- Rare resources; Ignite, Erudite & Celestite are visible by the crystals, but also contain underground deposits accessible with the Auto Miner Block too.
- Celestite can be found in the Salt Flats.
- Erudite in the Grasslands.
- Ignite in the Desert.
- Cursors have been updated and should be more visible against different colour backgrounds.
- Added corporation logo sprites to mission message boxes.
- Added new rocks to Salt Flats biome.
- All rocks are now breaking apart more naturally.
- Optimised scenery objects to improve frame rate.
- Blocks:
- Fixed shotguns not damaging shields
- Made the GeoCorp cab drive properly again.
- Fixed GeoCorp Anchor 222 bottom attach points.
- Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
- Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.
- Missions:
- Fixed progression blockers in several missions when playing multiple playthroughs.
- Fixed an issue caused by reaching GSO Grade 2 before fighting the Trader Troll.
- Fixed progression blocker in Striking Out when selling the Collector.
- Fixed crafting mission objective markers occasionally pointing at a Trading Stations.
- Fixed Crafty Business IV spawning outside of the Desert biome.
- Neutral Techs that require your protection during Defend Friendly Tech missions will now turn into enemies if you move out of range and abandon them before the mission is complete.
- In the Chase and Destroy Enemy Tech missions, the Techs will not turn neutral anymore if you fail to catch them. They will continue to flee and may be destroyed after the time has expired.
- Fixed enemy Techs in Chase and Destroy missions sometimes disappearing on reload.
- Fixed overpowered Techs being able to spawn in GeoCorp Grade 3 missions.
- Audio:
- Fixed audio bug causing stuck sounds and errors.
- Tech sounds no longer play while the game is paused.
- The SCU may incorrectly suck resources into it.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Certain names for missions may incorrectly change after a reload.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here Game Design Tweaks:
- Updated friendly Techs in the defend Tech missions. They should be more appropriate sizes now.
- Increased the range at which Fleeing Tech in Catch the Tech missions can spot you approaching and start fleeing.
- Decreased price for the block re-buy and recovery at death.
- Fixed intermittent mission related crashes.
- Fixed crash in crafting system.
- Fixed crash when checking for Twitch streams.
- Fixed up ‘Stuffed Your Face’ Tech which was missing a Cab.
- Players who created a save game on an earlier TT_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT_Unstable version.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here Art Tweaks:
- Tilted Rodius, Oleus and Fibron capsule resource chunks so the rotation on them in silos is apparent.
- Cleaned up GeoCorp Anchor Fixed mesh.
- Fixed bug with resource deposits not being their correct state.
- Resolved crash when searching for Twitch streams.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here New features / content / improvements:
- A few more frame rate optimisations.
- Resources in anchored Techs rotate again.
- Added some more Techs to the enemy population.
- Increased the power and suspension travel of the EXP Tank Tracks (R&D Owners only).
- Fixed issue where SCUs would sometimes drop stored blocks after taking damage.
- Fixed mined out resource deposits not appearing as empty.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here New features / content / improvements:
- Various frame rate optimisations including how resources are stored in Silos and move along Conveyors.
- Blocks:
- Adjusted the suspension for the GSO Stabiliser Wheel to make it less bouncy.
- Trading Stations:
- Added a single GSO SCU Storage Device to the list of blocks that always appear for sale in the Trading Station and Terminals, once the SCU has been unlocked. (Some players were struggling to regain a SCU after it was destroyed.)
- Missions:
- Increased the encounter radius for most missions, meaning they will spawn further apart from each other.
- Set most missions to ignore scenery when choosing a place to spawn, meaning there are many more options to successfully space encounters away from each other.
- Set most missions to destroy the nearby scenery when the Techs arrive by Payload Bomb.
- Renamed the GeoCorp Grade 2 Harvesting Missions to reflect which resources they are asking you to collect.
- Made it a requirement that you unlock the Auto Miner in the Crafty Mike mission before being offered any harvesting missions for which you will need an Auto Miner.
- Decreased the amount of Chunks needed to complete the Rubber Harvest Mission and increased the amount of Chunks needed for the Harvest missions that focus on Auto Mined resources.
- Restructured GeoCorp Grade 2 Harvest Missions to start with easy to find resources and end with harder ones, after the Auto Miner has been unlocked.
- Rodite seams are now the same colour as rodite chunks.
- Tech sounds no longer play while the game is paused.
- Fixed incorrect message playing when driving away from the Solar Generator while holding the Repair Bubble.
- Carbite seam in Salt Flats rocks now disappears once it’s completely mined out.
- Fixed up GeoCorp Techs in the population that had issues because the Digger Scoops now take up more space.
- Fixed repeating message in Forum Registration confirmation message.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Improvements to recipe display overlay on fabricators and component factories.
- Improved rock destruction effects.
- Slightly modified attach points locations of GSO Component Factory and GSO Component Factory Dongles.
- Added attach points to sides of EXP Caterpillar Track Middle.
- R&D Test Chamber owners now have access to EXP blocks in Creative Mode.
- Updated resource distribution for new save games only, old save games will not be affected by this change. The following estimates are subject to random distribution, so they are just rough guides. Whilst playing you will sometimes find more or less than what is stated below in some locations, overall it should equal out. Here is a idea of what to expect:
- Trees and Luxite are plentiful and can be found in most places.
- Roughly 1 out of 3 rocks in all biomes have Plumbite or Titanite.
- Roughly 1 out of 3 groups of rocks have Carbite, Rodite or Oleite (in the Salt Flats, Mountain and Desert biomes)
- Each Desert and Salt Flats biome contains roughly 2 to 4 Ignite or Celestite crystals.
- The Grasslands have roughly 8 Erudite crystals per biome, but they're harder to find amongst the trees.
- Made Little Thief in the Radar mission slightly more mobile.
- Increased the amount of blocks available for sale from the Trading Station each day. Added fixed quotas of at least 30 units of each of the following blocks to appear in all Terminals and Trading Stations every day, once they are discovered (these are in addition to the random selection of other blocks):
- GSO One, Two, Three, Four and Five Blocks
- GSO Conveyors, Up, Down and Step Conveyors
- GSO Receivers
- GSO Little Trekker Wheels
- Allowed lots of missions to knock down trees and and break rocks when they spawn.
- Restricted the Crafty Mike missions from spawning in the Mountains (the loose blocks roll down hills).
- Redesigned base in Craftier Business III to allow the Fabricator to call from the Component Factory.
- Restricted the Catch Fleeing Enemy missions from spawning in the Grasslands (the Techs crash into trees).
- Reduced the suspension dampener on Venture Wheels, making them more bouncy.
- Increased the torque and passive brake of the EXP Tank Tracks.
- Optimised scenery objects to improve frame rate.
- Improved collision for the final stage of rock damage.
- Fixed crafting mission objective markers occasionally pointing at a Trading Stations.
- Fixed progression blocker in Striking Out when selling the Collector.
- Fixed progression blockers in several missions when playing multiple playthroughs.
- Fixed blank text box when carrying the Solar Generator over to the Battery tree during GSO Grade 1.
- Fixed Crafty Business IV spawning outside of the Desert biome.
- Fixed incorrect resource name in Crafty Business IV objectives.
- Fixed GeoCorp Anchor 222 bottom attach points.
- Fixed date display to use correct locale.
- Updated description of Auto Miner Block to mention ability to harvest Ignite, Rodite and Celestite deposits.
- Neutral Techs that require your protection during Defend Friendly Tech missions will now turn into Enemies if you move out of range and abandon them before the mission is complete.
- Fixed bug where the GeoCorp and Venture Terminals were offering unlimited blocks for sale.
- Fixed empty mission log opening in Creative Mode.
- Fixed inventory accidentally being hidden during Trading Station tutorials.
- Fixed various obscure crafting mission bugs.
- Fixed Invasions spawning in grassland biome.
- Fixed changing allegiance of block dispensers in R&D Test Chamber to enemies.
- Fixed audio bug causing stuck sounds and errors.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements: [olist]
- Build anything you want with all the blocks from Campaign mode.
- Save everything you build in the Creative Mode game save.
- Added a new GSO Grade 2 mission introducing the Auto Miner block.
- Added a new GSO Grade 3 mission introducing the Component Factory block.
- The selection of Blocks available to buy in the Trading Station and Terminals is now restricted.
- Each provide a limited selection of Blocks that gets restocked each morning (in-game time).
- There is a wider selection of Common Blocks, a medium selection of Uncommon and a very small selection of Rare Blocks each day.
- Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.
- Saved games now shows corporation license levels on the Load Game screen.
- Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
- The R&D Test Chamber can now be saved.
- Added more in-game SFX.
- Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
- Alex Nunes
- Bebiezaza
- Bram "Kirchhoffs" Hazeveld
- Bram Kamies
- Gendel Vladimir Grigorievich
- J. "Trippeh" Quinn
- Jakub "M0dEx" Kubik
- Jason Coombes
- Malte "SRQ" Hübner
- Marcus
- Moisés Ojeda Gutiérrez
- Oliver "Olli_DXD" Jonsson
- Olivier Barruhet
- Oskar "Zargn" Anderson
- River_
- Ryo Tanimoto
- Sir Rekington
- Tobie "Sylver" Praz
- Viktor Bengtsson
- Block Revisions:
- Increased the power of all Booster Blocks.
- Increased the fuel capacity of all Fuel Tank Blocks.
- Increased the load bearing strength of the GSO Little Trekker wheels.
- Increased the load bearing strength of all GeoCorp wheels by around 25% each.
- Re-added the Hawkeye Elbow and Flat Brackets to Hawkeye Grade 1 and added the Hawkeye Long Jack Bracket to Hawkeye Grade 2.
- Increased the rotation options for the Hawkeye One Block.
- Updated Block Recipes for:
- Venture Silo
- Venture Flamethrower
- Venture One Block
- Venture Small Wheel
- Venture Hover Plate
- Venture Steering Hover Jet
- All Venture Brackets
- Hawkeye STEN SMG
- Hawkeye Shotgun
- Hawkeye Rail Gun
- Hawkeye Sentry AI
- Tech Revisions:
- Increased the delay time before wheels spark when overloaded slightly. When moving over bumpy terrain sometimes one wheel is taking more load than normal for a split second, as the weight of the vehicle shifts around. Rather than immediately showing sparks, we delay for a moment to see if the wheel is still overloaded. This reduces the amount of 'false positive sparking' that happens in these situations. If wheels are consistently sparking for a long time whilst drive, your Tech is overloaded. If it sparks for an instant, it was probably just the weight shifting.
- Reduced the chances for fleeing enemies to spawn in the population from around 40% to 15%. Removed Tech repulsion effect from Shield Bubbles (both GSO and Venture).
- Techs can once again pass through shield bubbles freely and cause damage to Techs within with melee weapons.
- Mission Revisions:
- Reduced number of enemy Techs to defeat in Salvage Mission from 4 to 3.
- Techs can once again pass through shield bubbles freely and cause damage to Techs within with melee weapons.
- Updated the filters that determine which Techs can spawn during the missions in which you chase and destroy an enemy Tech. Techs with blocks from higher grades can no longer spawn early.
- Resource Distribution Revisions:
- Updated Resource Giver Distribution: Common resources; Plumbite, Titanite, Wood, Rubber & Luxite are still readily available in most locations.
- Uncommon resources; Rodite, Carbite & Oleite are now available as underground deposits under rocks. They can be harvested with the Auto Miner Block.
- Rodite is available in the Mountains.
- Oleite is available in the Desert.
- Carbite is available in the Salt Flats.
- Rare resources; Ignite, Erudite & Celestite are visible by the crystals, but also contain underground deposits accessible with the Auto Miner Block too.
- Celestite can be found in the Salt Flats.
- Erudite in the Grasslands.
- Ignite in the Desert.
- Roughly 1/3 rocks will contain a Common metal (Plumbite or Titanite).
- Roughly 1 rock in every other patch of rocks will contain an Uncommon resource deposit underneath.
- There should be roughly 2 or 3 Rare crystal deposits in each biome (except Mountains which have no crystals).
- Increased the area around resource deposits that the GSO Auto Miner will start working.
- Updated Recipe Table with new increased prices for Carbite, Rodite, Oleite, Ignite, Celestite and Erudite. The increase in value for those also increases the price for anything made from them.
- Added new corporation logo sprites to mission message boxes.
- Added new rocks to Salt Flats biome.
- All rocks are now breaking apart more naturally.
- Fixed issue with resources not going into the initial Trading Station.
- Fixed shotguns not damaging shields
- Fixed an issue caused by reaching GSO Grade 2 before fighting the Trader Troll.
- Fixed items falling from largest GSO silo.
- Items are now correctly routed through Component Factories when user chooses to build an item.
- Fixed incorrect tooltips on the Component Factory menu.
- Removed some inaccurate information from the 'Send Invader' description text.
- Techs that are tweeted as invaders are now saved as snapshots.
- Made the GeoCorp cab drive properly again.
- Fixed overpowered Techs being able to spawn in GeoCorp Grade 3 missions.
- In the Chase and Destroy Enemy Tech missions, the Techs will not turn neutral anymore if you fail to catch them. They will continue to flee and may be destroyed after the time has expired.
- Fixed enemy Techs in Chase and Destroy missions sometimes disappearing on reload.
- Anchored blocks can be placed in close proximity to each other, causing them to overlap.
- Celestite crystals have not been set up yet to crumble in stages.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Hey guys,
Update 0.7.4 will mark the release of a long anticipated feature - Creative Mode!
With this new game mode, we have added the ability to keep seperate game saves for Campaign, Creative Mode and R&D. We're very excited to see what kind of epic creations you guys will build given this new space for freedom and creativity.
Unfortunately - given that this is a pretty significant rework of the saving system, it will mean that game saves from previous versions of the game will NOT work as of 0.7.4.
We do our best to avoid this kind of thing happening - as we understand how annoying it can be to lose progress like this. We have also managed to squeeze some other game save breaking changes into this update to avoid it happening too often in the future.
We will, as always have the previous stable version of the game (0.7.3) available through the beta branch selection on Steam so that you can continue your game save if you are feeling particularly attached :) We also encourage you to Snapshot all of the Techs that you wish to keep -- as you will be able to buy them back into your adventures in the new update.
ALSO...GeoCorp tank treads confirmed.
Let us know if you have any questions/concerns below!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed issue with resources incorrectly getting sucked into SCUs.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Certain names for missions may incorrectly change after a reload.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
New features / content / improvements: [olist]
- Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks to be added later).
- Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
- Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
- Added the Venture Avalanche Missile Launcher to Venture Grade 3.
- Added missions which task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.
- The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component Chunks to be crafted. The recipes also now reflect corporation style too, eg. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.
- Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.
- Tutorial hint animations have been added.
- Tech markers now show AI state if an AI cab is attached.
- Tech markers now show if a Tech is anchored.
- Tech AI radial selection menu is now more explicit about which AI states can be selected.
- Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint (Only available in R&D Test Chamber at this stage).
- Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill. (Only available in R&D Test Chamber at this stage).
- Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
- The R&D Test Chamber now has a new skydome.
- Added lots of new Techs to the enemy population.
- Added new SFX for drills, hammers and saws.
- Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
- Christoph Beitzinger
- Gendel Vladimir Grigorievich
- J. Quinn
- Moisés Ojeda Gutiérrez
- Oliver "Olli_DXD" Jonsson
- Olivier Barruhet
- Oskar "Zargn" Anderson
- Philipp "3D" ten Brink
- Increased the amount of XP earned for all missions.
- Added incremental usability improvements to GSO Grade 1 missions.
- Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
- Increased the pickup range of GSO and GeoCorp Collectors slightly.
- Cursors have been updated and should be more visible against different colour backgrounds.
- Various prototype EXP blocks in R&D to allow Techs to be connected.
- Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.
- Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
- Removed an anchored base type Tech from the offline Invaders list.
- Fixed issue where Twitter authorisation setting could be lost if requests were sent and cancelled in quick succession.
- Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
- Certain names for missions may incorrectly change after a reload.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Beta of GRABit 3D Printing has now been enabled.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Hi guys,
With on-going multiplayer work coming along very nicely (we'll have more to announce about this very soon) - we've decided to add a bunch of widely requested features to add more awesomeness to TerraTech while our code team stretch their multiplayer muscles.
Mobile SCU & Refineries, Tutorial Skip and more info on each block in the game are all things that players have been looking forward to for a while now - and here they are! We hope you enjoy the changes as much as we do.
Take a look at the shiny new 0.7.3 Update video here and as always, be sure to let us know your thought over on the Official Forums.
Have fun out there!
- Jamie xo
New features / content / improvements:
[olist]
- Within each game profile, once a game is saved after Big Tony is defeated, any subsequent playthrough within the same game profile allows the option for the opening turial sequence to be skipped.
- Press "i" while hovering over a block to view the following information about it:
- Block Category
- Corporation & Grade
- Rarity
- Sell Price
- Block Description
- Other helpful information, e.g. anchored, needs power, stores fuel, etc
- Press "R" while hovering over any non-player controlled Tech you want to rename.
- Missions are now available to select from Trading Station "Mission Boards" (the top panels) from GSO Grade 2 onwards. An introduction to the Mission Board is available after defeating the Trader Troll.
- Defend a friendly Tech for a set amount of time while enemies spawn to attack you and your friend.
- These missions start appearing after the Distress Signal mission in GSO Grade 3, from GeoCorp Grade 2 onwards, and both Venture and Hawkeye by default.
- Added Recover Delivery Crate Missions for all corporations at all grades and updated them so that you only get ambushed by enemies some of the time.
- When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.
- Venture Grade 3
- It's an SCU block that works whilst attached to your Tech.
- It has a shorter pick-up range and it's more expensive than the regular SCU, but it's mobile.
- Venture Grade 2
- Works the same way as a regular refinery - but no longer needs to be anchored.
- Hawkeye Grade 3 missions are now available in Campaign.
- Updated all Hawkeye Tech Hunting Missions, added new ones and spread them out across all 3 grades.
- Increased the passive braking strength of the Hawkeye Tank Tracks to prevent them sliding around when carrying a heavy weight.
- Stopped Hawkeye Shotgun from applying damage to itself, occasionally causing a crash as a result.
- First pass of new audio, including new SFX for weapons, wheels and ambient sound.
- Old GSO AI Module
- Old GSO Up Conveyor
- Old GSO Down Conveyor
- Old GSO Mobile Delivery Cannon
- Old GSO Foundry
- Old GSO Mobile Furnace Generator
- Old GSO Refinery
- Old GSO Scrapper
- Old GSO Silo for Large Blocks
- Old GSO Fabricators (4 in total)
- Block revisions
- Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
- Reduced the bullet spray for all machine guns.
- Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
- Reduced the booster falloff time on all Steering Hover blocks.
- Increased the power of the GSO Hover Plates, in line with the Venture one.
- Increased the damage of most melee weapons (GeoCorp Buzz Saw, GeoCorp Hammer Piston, GeoCorp Plasma Cutter, GeoCorp Diamond Drill, GeoCorp Cerberus Bore and GSO Small and Large Drills).
- Increased the range for all Venture machine guns.
- Increased the damage for all Hawkeye machine guns.
- Adjusted the fall-off rate for all Booster jets. The Venture Booster is the most twitchy and it falls off faster. GSO are in the middle and Hawkeye have the most powerful Booster, but also have a slower fall off, so they cannot be used for fine feathering, they provide a big, bold, blast.
- Boosters now require a minimum amount of fuel available before they can be used.
- Remote Chargers won't charge batteries which are almost full.
- The regular SCU now powers up faster and has a longer pick-up range.
- Increased the pick-up range of all Collectors. Venture has the longest range (but smallest capacity), GeoCorp has the shortest range (and highest capacity) and GSO is in the middle, but all ranges are still longer than they were before.
- Increased rotation options for the Venture Shield Bubble.
- Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.
- Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
- Added new special blocks Sombrero and Moustache (courtesy of Señor Ragequit).
- Mission revisions
- Added a tutorial message about block rotation controls after defeating Big Tony.
- Changed the design of Little Thief enemy during the Radar mission to slow it down a little, making it a bit easier to catch him.
- Restructured the Block Rewards to stop players from being awarded Crafting Blocks until after they have completed the appropriate Crafty Business missions.
- Added mission board descriptions for all missions.
- Added variant name and descriptions for generic missions.
- Trading Station revisions
- Allowed the Trading Station mission to occur at any Trading Station. The Trader Troll now lands from orbit when you get there.
- Trading Stations now restock their Mission Boards every day at dawn.
- Other tweaks
- Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).
- Added lots of new Techs to the enemy population.
- Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
- Removed the Techs "Bricky" and "Cannonz" from the enemy population for being a nuisance and causing a drop in frame rate.
- In R&D Test Chamber, a wireless charging station has been added.
- Various tweaks to the HUD graphics.
- Adjusted the Fog settings to help prevent terrain clipping.
- Added Venture Mobile SCU art asset.
- Added Venture Mobile Refinery art asset.
- Fixed issue with transparent Hawkeye block painting shader.
- Added Sombrero and Moustache special blocks.
- Combined the tree, rock and clutter materials into one material to improve batch rendering.
- Optimised Shroom trees for batch rendering.
- General fixes
- Improved performance by optimising the amount of world that is loaded.
- Fixed various crash issues while loading the terrain.
- Fixed cause of possible crash bugs.
- Fixed certain shroom trees not producing Rubber Jelly
- Fixed Thermal Generators being inactive after reloading.
- Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
- Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.
- Block related fixes
- Fix for missing collision on anchor component of anchorable blocks.
- Fixed issue where the GeoCorp Geothermal Generator could not power Wireless Chargers on its own.
- Fixed wheel juddering when using just Hawkeye Single Wheels on a cab.
- Fixed being unable to purchase Lemon block in Campaign.
- Mission related fixes
- Fixed bug with missions spawning in the same location.
- Fixed rare case where block rotation wasn’t re-enabled after attaching the repair bubble in the Solar Generator mission.
- Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
- Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
- Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.
- Fixed issue where Shopping For Parts mission could cause a blank message box to appear.
- UI related fixes
- Improved the way we handle HUD pop-up menus to reduce instances of overlapping menus.
- Fixed display of Fabricator and filter menus in 21:9 aspect ratio.
- The Solar Generator mission may break if the other early missions are completed before it.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
- Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
- Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- Corrected sound volume of the older sound effects.
- "L" hotkey to toggle display of the Mission Log works again.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- Registration for full forum access now asks for a 2nd input of the email address to verify that the intended email address is correctly being registered.
- Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
- Fixed bug with missions spawning in the same location.
- Collectors and Silos placed vertically now stack resources correctly again.
- Fixed SFX for Delivery Cannon and SCU blocks.
- Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
- Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.
- "L" hotkey to toggle display of the Mission Log doesn’t work. You can still click on the current mission to bring up the Mission Log.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Game Design Tweaks:
- Before the generic Capture Enemy Base missions can spawn, the player must complete the first Crafty Business mission. This helps to avoid situations where the player encounters Receivers and Delivery Cannons before they’ve had a chance to learn about them.
- Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).
- Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
- Fixed cause of possible crash bugs.
- "New Missions Available" mission is now correctly removed when new missions are added to the Mission Log.
- GSO SCU now picks up blocks correctly, including when placed sideways and upside down.
- Delivery Cannon has no audio when it fires.
- Collectors and Silos placed vertically will stack resources as if placed horizontally.
- Can incorrectly rename non-player bases.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements:
- In R&D Test Chamber, a wireless charging station has been added.
- Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
- Mobile SCU now gets interrupted when any part of the Tech takes damage.
- Fixed crash bug when saving after selling blocks at the Trading Station.
- Fixed missions involving crates becoming blocked and unable to progress.
- Fixed issue where various blocks had missing audio.
- Fixed missing icon in chunk filter menu.
- Fixed bug with filters and fabricators showing missing items if the user saves and loads the game.
- Fixed arrows on crafting blocks becoming offset from the base.
- GSO Crafty Business III has been updated to match the change with the filter UI.
- Inverted and sideways SCUs now function correctly.
- Fixed issue with the Venture SCU dragging blocks behind it instead of dropping them when they’re a certain distance away.
- Fixed bug where 2 instances of Bird of Prey Hawkeye Licence missions would occur.
- In R&D Test Chamber, the fences around the explosive targets have now been removed as they can't be destroyed now.
- The Venture Mobile SCU behaves unexpectedly when orientated sideways.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements: [olist]
- When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.
- Press "R" while hovering over any non-player controlled Tech you want to rename.
- Behaviour has been improved to reduce screen clutter.
- Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
- Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
- Reduced the booster falloff time on all Steering Hover blocks.
- Increased the power of the GSO Hover Plates, in line with the Venture one.
- Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.
- Made the Level Up and Level Maxed dialogue backgrounds more opaque.
- Improved Erudite Crystals
- Explosion SFX are now affected by the SFX volume slider.
- In-game music now plays correctly with no stuttering.
- Fuel tanks spawn in fully charged.
- Fixed bug where using "L" in a Tech name snapshot brings up the Mission Log.
- Fixed crafting missions spawning with bases embedded in the terrain.
- Fixed scenery being spawned too close to trading stations.
- Drills now open up steam vents correctly instead of destroying them.
- Fixed Corporation License missions not showing their rewards in the Mission Log.
- Fixed crafting missions spawning with bases embedded in the terrain.
- Fixed rare bug where controls could be locked during "Crafty Business II" mission.
- Fixed incorrect tooltips on the Filter Block radial menu.
- Fixed bug with the titles of all Recover Delivery Crate missions for Venture, GeoCorp and Hawkeye. They were all appearing as 'Defeat Enemy Ambushers' instead of their proper titles.
- Fixed bug where AI cabs could not be placed into the Venture SCU.
- Removed placeholder Timed Mission which caused crashes.
- Removed exploit allowing players to gain bigger Techs on the "Tech Defeated" screen.
- Fixed issue where player might spawn out of world upon death.
- The Venture Mobile SCU behaves unexpectedly when orientated sideways.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. Bug Fixes:
- The volume of most sound effects can now be adjusted with the volume slider in the Options screen.
- Some older sound effects such as explosions are not hooked up to the volume slider in the Options screen.
- The Venture Mobile SCU behaves unexpectedly when orientated sideways.
- The new audio does not respond to the volume sliders yet.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- SFX Volume slider does not currently control new sounds.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here. New features / content / improvements: [olist]
- Venture Grade 3
- It's an SCU block that works whilst attached to your Tech.
- It has a shorter pick-up range and it's more expensive than the regular SCU, but it's mobile.
- Venture Grade 2
- Works the same way as a regular refinery - but no longer needs to be anchored.
- Within each game profile, once a game is saved after Big Tony is defeated, any subsequent playthrough within the same game profile allows the option for the opening turial sequence to be skipped.
- Press "i" while hovering over a block to view the following information about it:
- Block Category
- Corporation & Grade
- Rarity
- Sell Price
- Block Description
- Other helpful information, e.g. anchored, needs power, stores fuel, etc
- Defend a friendly Tech for a set amount of time while enemies spawn to attack you and your friend.
- These missions start appearing after the Distress Signal mission in GSO Grade 3, from GeoCorp Grade 2 onwards, and both Venture and Hawkeye by default.
- Added Recover Delivery Crate Missions for all corporations at all grades and updated them so that you only get ambushed by enemies some of the time.
- First pass of new audio, including new SFX for weapons, wheels and ambient sound.
- Block revisions
- Reduced the bullet spray for all machine guns.
- Increased the damage of most melee weapons (GeoCorp Buzz Saw, GeoCorp Hammer Piston, GeoCorp Plasma Cutter, GeoCorp Diamond Drill, GeoCorp Cerberus Bore and GSO Small and Large Drills).
- Increased the range for all Venture machine guns.
- Increased the damage for all Hawkeye machine guns.
- Adjusted the fall-off rate for all Booster jets. The Venture Booster is the most twitchy and it falls off faster. GSO are in the middle and Hawkeye have the most powerful Booster, but also have a slower fall off, so they cannot be used for fine feathering, they provide a big, bold, blast.
- Boosters now require a minimum amount of fuel available before they can be used.
- Remote Chargers won't charge batteries which are almost full.
- The regular SCU now powers up faster and has a longer pick-up range.
- Increased the pick-up range of all Collectors. Venture has the longest range (but smallest capacity), GeoCorp has the shortest range (and highest capacity) and GSO is in the middle, but all ranges are still longer than they were before.
- Increased rotation options for the Venture Shield Bubble.
- Trading Station revisions
- Allowed the Trading Station mission to occur at any Trading Station. The Trader Troll now lands from orbit when you get there.
- Trading Stations now restock their Mission Boards every day at dawn.
- Mission revisions
- Added mission board descriptions for all missions.
- Added variant name and descriptions for generic missions.
- Other tweaks
- Added a tutorial message about block rotation controls after defeating Big Tony.
- Changed the design of Little Thief enemy during the Radar mission to slow it down a little, making it a bit easier to catch him.
- Restructured the Block Rewards to stop players from being awarded Crafting Blocks until after they have completed the appropriate Crafty Business missions.
- Removed mention of Alloys from some Chunk descriptions.
- Added Venture Mobile SCU art asset.
- Added Venture Mobile Refinery art asset.
- Various tweaks to the HUD graphics.
- Fixed issue where Shopping For Parts mission could cause a blank message box to appear.
- Fixed certain shroom trees not producing Rubber Jelly
- Fix for missing collision on anchor component of anchorable blocks.
- Fixed issue where the GeoCorp Geothermal Generator could not power Wireless Chargers on its own.
- The Venture Mobile SCU behaves unexpectedly when orientated sideways.
- The new audio does not respond to the volume sliders yet.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- SFX Volume slider does not currently control new sounds.
New features / content / improvements: [olist]
- Missions are now available to select from Trading Station "Mission Boards" (the top panels) from GSO Grade 2 onwards. An introduction to the Mission Board is available after defeating the Trader Troll.
- Hawkeye Grade 3 missions are now available in Campaign.
- Updated all Hawkeye Tech Hunting Missions, added new ones and spread them out across all 3 grades.
- Increased the passive braking strength of the Hawkeye Tank Tracks to prevent them sliding around when carrying a heavy weight.
- Stopped Hawkeye Shotgun from applying damage to itself, occasionally causing a crash as a result.
- Old GSO AI Module
- Old GSO Up Conveyor
- Old GSO Down Conveyor
- Old GSO Mobile Delivery Cannon
- Old GSO Foundry
- Old GSO Mobile Furnace Generator
- Old GSO Refinery
- Old GSO Scrapper
- Old GSO Silo for Large Blocks
- Old GSO Fabricators (4 in total)
- Added new special blocks Sombrero and Moustache (courtesy of Señor Ragequit).
- Added lots of new Techs to the enemy population.
- Inactive Trading Stations now display a warning when attempting to interact with them instead of when you approach them.
- Slightly increased the range of the GeoCorp Scrapper.
- Removed the Techs "Bricky" and "Cannonz" from the enemy population for being a nuisance and causing a drop in frame rate.
- Cleaned out the Hawkeye regular blocks from the R&D Test Chamber. The newer Crafting Blocks, EXP Blocks and new Hats still remain in the dispensers.
- Added Sombrero and Moustache special blocks.
- Adjusted the Fog settings to help prevent terrain clipping.
- Combined the tree, rock and clutter materials into one material to improve batch rendering.
- Optimised Shroom trees for batch rendering.
- Fixed issue with transparent Hawkeye block painting shader.
- Increased the firing arc for the Hawkeye rail gun.
- Improved performance by optimising the amount of world that is loaded.
- Fixed various crash issues while loading the terrain.
- Fixed Thermal Generators being inactive after reloading.
- Fixed wheel juddering when using just Hawkeye Single Wheels on a cab.
- Fixed rare case where block rotation wasn’t re-enabled after attaching the repair bubble in the Solar Generator mission.
- Improved the way we handle HUD pop-up menus to reduce instances of overlapping menus.
- Fixed display of Fabricator and filter menus in 21:9 aspect ratio.
- Fixed being unable to purchase Lemon block in Campaign.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
We're very happy to be a part of the Steam Holiday sale this year. 30% off TerraTech - Happy Holidays everyone!
We're celebrating by uploading a brand new TerraTech trailer to the store page which you can view here.
We've also just released update 0.7.2 and you can check out the release notes here.
Hi everyone
Well, here we are. Our final update of 2016 - and what a year it has been! The game has come a long way and we still have a ton of awesome features working their way up the pipeline as we move into 2017.
We've focused on getting a rock solid build out to you guys ahead of the holiday season, where we'll be taking some much needed rest -- as well as throwing in a couple of new toys. Hope you like what makes up 0.7.2 and be sure to leave your thoughts for what you'd like to see in the new year below.
- Jamie
New Features / Content / Improvements:
- Added new Mission Log which provides more information about your current missions, such as how far away they are and what rewards they give. Press the 'L' key or click on the current objective panel to open the Mission Log.
- Added a mission tracker which gives notifications when new missions are added to the Mission Log or objectives are updated.
- New blocks:
- Added the Hawkeye Scrapper to the game (Hawkeye Grade 3, available once Hawkeye Grade 2 is maxed out).
- Added the new Hawkeye Fabricator (Grade 2).
- Added the new Hawkeye Helios AI Sentry (Grade 2).
- Added lots of new Techs to the population.
- Implemented an early test version of the Grabit 3D model viewer. This option appears when taking a snapshot of a Tech. Tech models can then be uploaded to Grabit and viewed in the online 3D viewer.
- Eventually, you will be able to purchase 3D printed Techs through this method, but that option won't be available until the New Year. Feel free to upload your favourite builds and view them in various materials that will be available.
- Performance improved for machines with lower end graphics cards.
- Updated translations from the TT Translator team (many thanks to José Prieto, Kristian Sipkes, Moisés Ojeda Gutiérrez, Malte "SenorRageQuit" Hübner, Raúl “Cusuno” Zeas and Viktor Bengtsson for the recent translation updates).
- Block revisions:
- Increased the pick-up range of all Scrappers. Geocorp has the largest radius, then Hawkeye is a little smaller and GSO and Venture have the smallest pick-up range.
- Increased the range of Hawkeye Missiles and decreased their damage slightly.
- Increased the lift power of the Hawkeye Rotors and the Venture Nose Propeller.
- Added Hawkeye & Venture Blocks to Sumo. Expanded the GSO and GeoCorp Block selection too.
- Updated the enemy population spawning filters to reduce keep the sizes of enemy Techs in missions consistent per grade whatever the size of the player Tech.
- Updated mission reward Payload Crates to gift multiple blocks. Higher grade missions give more blocks.
- Prevent player attaching the SCU to their Tech during the SCU mission.
- Fabrication of all blocks is now allowed once a corporation's level has been maxed out.
- The in-game HUD layout has been revised to have the current mission objective in the top right and the corporation XP bars in the top left.
- Improved the Tech snapshot overlay.
- Updated the appearance of Crafty Mike.
- Added clearer input and output indicators on the Hawkeye crafting blocks.
- Crash bug fixes:
- Multiple crash bug fixes.
- Game now ignores corrupted save files in load saves screen instead of crashing.
- Fixed crash bug when loading game saves from particular older builds.
- Fixed crash when saving larger snapshots.
- Prevent crash occurring when crafting blocks produce resources onto unloaded tiles.
- Mission related bug fixes:
- Fixed radar mission text interrupting the solar generator mission text on reload.
- Fixed progression blocker when saving during the explanatory text at the end of the Battery mission.
- Fixed crates not unlocking when mission objectives are met.
- Fixed incorrect mission description for Master Harvester I.
- Fixed progression blocker when dragging wood onto filter during Crafty Business III mission.
- Fixed being able to spawn multiple Generators in Crafty Business III mission.
- Fixed bug where killing a Tech with only missiles wouldn’t always count it towards your enemies defeated score.
- Fixed Hawkeye Fabricator not being given as a mission reward.
- Prevented Trading Station being on top of landmarks (only fixed for new playthroughs).
- The block palette is now made available whenever you have a SCU.
- Can now manually place blocks into a GeoCorp Scrapper.
- Fixed issue with blocks getting stuck when going into a GeoCorp Scrapper.
- Fixed placement of overlays on non 16:9 resolutions.
- Fixed display of Snapshot screen to appear correctly in non-16:9 aspect ratio screen sizes.
- If the last player Tech is defeated, any open shop now automatically closes.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely near the start of 2017. This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Rocks on steam vents can respawn after reloading.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Design Tweaks:
- Prevent player attaching the SCU to their Tech during the SCU mission.
- Updated the Crafty Mike messaging image to match the current in-game Crafty Mike.
- Added clearer input and output indicators on the Hawkeye crafting blocks.
- Fixed incorrect mission description for Master Harvester I.
- If the last player Tech is defeated, any open shop now automatically closes.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Rocks on steam vents can respawn after reloading
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Bug Fixes:
- Fixed crash bug when loading game saves from particular older builds.
- Fixed display of Snapshot screen to appear correctly in non-16:9 aspect ratio screen sizes.
- Fixed progression blocker when dragging wood onto filter during Crafty Business III mission.
Design Tweaks:
- Renamed 2nd part of the Trading Station mission to "Shopping For Parts."
- Fixed crash bug when loading game saves from particular older builds.
- Fixed display of Snapshot screen to appear correctly in non-16:9 aspect ratio screen sizes.
- Fixed progression blocker when dragging wood onto filter during Crafty Business III mission.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Rocks on steam vents can respawn after reloading
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Multiplayer.
We've been talking about how work on Multiplayer has been on-going in the background while we focus on pushing out fun new content for you guys to play in the mean time.
Yesterday on the live stream, we were able to reveal some early stage multiplayer testing of the system we have been working on. Very fun, but there is a lot of work yet to be done.
We hope to roll out a closed beta for Canaries sometime in the New Year. For more info on how to become a Canary, check out this post over on the Official Forum - http://forum.terratechgame.com/index.php?threads/how-to-become-a-canary.8893/
To stay up to date with the progress, be sure to follow us on Twitch and join in on the live streams over at https://www.twitch.tv/terratechgame .
Design Tweaks:
- The Mission Log no longer appears immediately at start of game.
- Fabrication of all blocks is now allowed once acorporation's level has been maxed out
- Fixed anchors sometimes facing in the wrong direction.
- Fixed radar mission text interrupting the solar generator mission text on reload.
- The radar mission now always appears on the Mission Log at the correct time.
- Can now manually place blocks into a GeoCorp Scrapper.
- Fixed issue with blocks getting stuck when going into a GeoCorp Scrapper.
- The block palette is now made available whenever you have a SCU.
- Now prevent Alternators from being "trained" to accept a certain resource (like Filters).
- Fixed placement of overlays on non 16:9 resolutions.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Rocks on steam vents can respawn after reloading
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Bug Fixes:
- Multiple crash bug fixes.
- Prevent crash occurring when crafting blocks produce resources onto unloaded tiles.
- Fixed issue with Techs changing allegiance .
- Fixed bug where killing a Tech with only missiles wouldn’t always count it towards your enemies defeated score.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Cannot drop blocks directly into the GeoCorp Scrapper.
- Rocks on steam vents can respawn after reloading
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
New features / content / improvements:
- Added new Mission Log which provides more information about your current missions, such as how far away they are and what rewards they give. Press the ‘L’ key or click on the current objective panel to open the Mission Log.
- Added a mission tracker which gives notifications when new missions are added to the Mission Log or objectives are updated.
- Added the Hawkeye Scrapper to the game (Hawkeye Grade 3, available once Hawkeye Grade 2 is maxed out).
- Added the new Hawkeye Fabricator (Grade 2).
- Added the new Hawkeye Helios AI Sentry (Grade 2).
- Added Hawkeye & Venture Blocks to Sumo. Expanded the GSO and GeoCorp Block selection too.
- Added lots of new Techs to the population.
- Updated translations from the TT Translator team (many thanks to Kristian Sipkes, Moisés Ojeda Gutiérrez, Malte "Senorragequit" Hübner and Viktor Bengtsson for the recent translation updates).
- Updated the Enemy Population spawning filters to reduce keep the sizes of enemy Techs in missions consistent per grade whatever the size of the player Tech.
- Updated mission reward Payload Crates to gift multiple blocks. Higher grade missions give more blocks.
- Removed Tech "potokjthk" from enemy population as it was too overpowered.
- Increased the range of Hawkeye Missiles and decreased their damage slightly.
- Increased the lift power of the Hawkeye Rotors and the Venture Nose Propeller.
- Increased the pick-up range of all Scrappers. Geocorp has the largest radius, then Hawkeye is a little smaller and GSO and Venture have the smallest pick-up range.
- The in-game HUD layout has been revised to have the current mission objective in the top right and the corporation XP bars in the top left.
- Improved the Tech snapshot overlay.
- Game now ignores corrupted save files in load saves screen instead of crashing.
- Fixed crates not unlocking when mission objectives are met.
- Fixed some missing text box logos.
- Fixed bug where population enemies were guarding their spawn area. They now chase the player as before.
- Fixed missing icon in Solar Generator mission.
- Fixed being able to spawn multiple Generators in Crafty Business III mission.
- Fixed Hawkeye Fabricator not being given as a mission reward
- Prevented Trading Station being on top of landmarks (only fixed for new playthroughs)
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Cannot drop blocks directly into the GeoCorp Scrapper.
- Rocks on steam vents can respawn after reloading
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Introducing 0.7.2 - The Update of the Sentry!
Following on from the great feedback we've had from the Crafting Update - we've decided to bring Christmas to you a little earlier this year.
We've added a brand new block -- the Hawkeye Sentry Turret, and taken a look at the existing GSO AI Anchor to make it a little more trigger happy to ensure that your base is protected while you're off exploring and completing missions with the aid of the brand new Mission Log.
There has been some good progress made on Multiplayer work in the background and we hope to have something to announce regarding that very soon - but for now, keep your eyes open and your turrets set to stun for this update coming in the next couple of weeks.
Hi guys,
Phew! Okay so this is a big one. Crafting has always been a fundamental part of how we envision the world of TerraTech and is an important part of the game for a lot of players. We've spent the last few weeks taking a close look at what place crafting has in the game economy and how it should interact with the rest of what the player gets up to around the world.
This is a pretty large rework on how resources are used to fabricate blocks -- and we're very keen to see what creations you make with the new base blocks.
This is the first wave of the crafting rework that we have planned - things like mobile refining and selling, combining resources, Trading Station stocks, 'buffed' blocks and loads more are in the pipeline (conveyor-line...?), so stay tuned!
For more info on what is new and how all the new blocks work, you can view our Crafting Update video here - https://www.youtube.com/watch?v=wF8erUJG6AM
- Jamie
New Features / Content / Improvements:
- Updated the internal structure of save files to reduce the amount of RAM needed when saving. Additionally the new files will load faster in the front end and into the game. Old saves are compatible and will convert to the new format when saved. We’ve also added an integrity check, though we won’t stop you from loading files you’ve edited. This is mainly to help us determine whether we’re dealing with a clean save file or if data has been modified outside the game.
- Optimised memory usage when TerraTech launches.
- Crafting changes:
- New Crafting missions added to GSO Grades 2 & 3.
- Crafting selection menu now allows user to repeat recipes and cancel building.
- Undiscovered blocks from the current tier can now be crafted.
- Crafting sped up by increasing the movement rate of resource chunks by streamlining the passage of chunks through crafting blocks.
- Added arrows and better placement guidance to tutorials.
- Replaced the GSO Mobile Delivery Cannon and GSO Mobile Furnace Generator blocks with new larger versions to allow more space for the new input slots and because the older version were a bit too small compared with how useful they are as blocks. The old versions will be removed and should be manually replaced on any affected Techs.
- Graduated the new crafting blocks from R&D into the main game:
- GSO Refinery - Grade 2
- GSO Fabricator - Grade 2
- GSO Scrapper - Grade 3
- GeoCorp Fabricator - Grade 2
- GeoCorp Scrapper - Grade 3
- Venture Refinery - Grade 2
- Venture Fabricator - Grade 2
- Venture Scrapper - Grade 3
- Started preparing the old GSO crafting blocks for removal. The following blocks should be removed from any Techs that use them and replaced with new crafting blocks (above). They may be sold at Trading Stations for the value of the their equivalent new crafting block:
- Old GSO Fabricators
- Old GSO Refinery
- Old GSO Foundry
- Old GSO Scrapper
- Old GSO Up and Down Conveyors
- Old GSO Mobile Generator
- Tech Revisions
- Added lots of new Techs to the enemy population.
- Adding some fleeing Techs to the types of Population enemies that can spawn.
- Enemy Techs destroyed by the player grant small amounts of XP and BB.
- Block Additons and Revisions
- Added the new Power Gauge and Fuel Gauge blocks to the Game (R&D only as extra functionality is required).
- Added the new GSO AI Anchor Module block. These feature an integrated Guard AI Module that will automate your turrets. They cannot be used to control a mobile Tech.
- All colour blocks and Holiday Hat Blocks are now available from the start of the game from any Payload Terminal or Trading Station.
- Integrated new Venture Delivery Cannon (221) to Venture Grade 2, featuring a new anchor. This replaces the old 1x1x1 version, the old version can now be sold for enough to replace it with the new one at a Trading Station.
- Added Stig's Viking Helmet to the game.
- Updated translations from the TT Translator team (many thanks to Jakub "M0dEx" Kubik, Ko Tezuka, Leonardo Gobbi, Olivier Barruhet, Pedro "Greybear" Moreira, Ryo Tanimoto, Tobie "Sylver" Praz and Victor "PVD" Fuchadzhi for the recent translation updates).
- General changes:
- Added a small BB (money) reward for completing each mission in the main game.
- Increased the vision range of all Cabs and thus all Techs from 50 to 100 units.
- Enemies will now spot and engage the player from further away.
- Increased the price of weapons by 50%, pricing them up according to their power.
- Updated the Send Invader description to remove mention of receiving rewards for Invader victories, as we do not yet offer those rewards.
- Reduced the frequency of enemy population and mission spawns.
- Added delivery crates to ambush missions.
- Added the GeoCorp Scrapper to the game (Grade 3, R&D Test Chamber only at the moment).
- Updated Gauntlet Block List with new Hawkeye blocks.
- Added armoured block to R&D Test Chamber to test Tech firepower.
- Resource changes:
- Renamed some resource chunks:
- Wood = Fibrewood Chunk
- Sap Jelly = Rubber Jelly
- Hydrocarb Capsule = Fibron Chunk
- Oleus Capsule = Olastic Brick
- Increased the chunk drop rate for all resource givers by 25%.
- Reduced the amount of energy gained from burning resource chunks in a Mobile Furnace Generator.
- Decreased the amount of energy gained for burning Refined Resource Chunks. They now yield the same amounts as their unrefined counterparts, but burn twice as fast.
- Renamed some resource chunks:
- Block changes:
- General
- Blocks with pick-up ranges (Collectors, Receivers, Block Magnets, Scrappers, SCUs) now display their pick-up range on the terrain.
- Fixed Shield Bubbles to repel Techs.
- Increased the holding strength of all Collectors, they will drop less chunks at high speeds.
- Increased the chunk capacity of all Collectors by 25%.
- Base blocks
- Updated existing Silos to hold multiple items for larger ones and single chunk types for small ones.
- Updated the names and descriptions of all Silos to describe which ones are Filtered and which ones are mixed (the former take only one type of chunk and the latter take all types of chunks mixed together until they reach capacity).
- Increased the capacity of the GSO Filtered Node Silo (the small one), to 10 chunks.
- Reduced the pickup range of all Scrappers.
- Added Venture Filter Stack Silo to the Game (Grade 2).
- GSO blocks
- Increased the price of the GSO Solar Generator.
- Block Magnets now pick up from a longer distance.
- Hawkeye blocks
- Reduced the top speed of the Hawkeye Tank Tracks (Grade 3).
- Increased health of Hawkeye Rotor Blocks.
- Reduced the range of the missiles to a point where enemies can spot you and fight back (no missile sniping). They're still awesome to use from flying Techs though.
- Missiles now aim for a random block on your target Tech, rather than the centre of the enemy’s cab.
- Increased the health of the Hawkeye, Venture and GeoCorp Cabs and AI Modules.
- General
- Tightened up the main menu.
- Optimised the collision geometry on GSO, Venture and Geo Corp blocks to use primitive colliders.
- Crafting block additions and revisions
- New GSO Conveyors.
- Modified GSO filter asset to better distinguish it from conveyors.
- Modified & polished most of the rest of the crafting blocks too.
- Updated Crafting UI for the Fabricator.
- Tweaked a couple of graphical errors on blocks and scenery objects.
- Added prototype anchor geometry to basic GSO, Venture and GeoCorp crafting blocks for their un-anchored and state.
- Fixed a lot of minor issues when playing in 4:3.
- Fixed various crash bugs.
- Friendly anchored AI now attack enemies again.
- Fixed exploit where the player can remove a block off of their Tech, drop it in the Trading Station for sale, then click the Undo button, they can get the value of the block from selling it and reclaim the block as it gets automatically put back on the Tech.
- Fixed issue where the GSO Thimble Collector was gifted for upgrading to GSO Grade 2 and thus bypassing the step where players are encouraged to purchase one from the Trading Station.
- Removed the GSO Dispenser Block from a few population Techs.
- Fixed instances where the SCU block wasn’t spawning.
- Fixed issue where Geo Corp Geothermal Generator was not rotatable.
- Steam Vents now continue working after being unloaded.
- Fixed issue where Venture Delivery Cannon was selling chunks for half of their value.
- Fixed orphaned waypoints on radar (left over waypoints from completed missions).
- Alien Artefacts now actually spawn at the correct height above the ground.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Bug Fixes:
- In Crafty Business missions, the player is now prevented from driving off with blocks that are delivered part-way during the missions.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Bug Fixes:
- Message boxes now display correctly in different screen aspect ratios.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
LIVE NOW! https://www.twitch.tv/terratechgame
Today is Community Core, where we take YOUR creations and add them to the game as Enemies complete with the original designer's name plate.
Come join us over at https://www.twitch.tv/terratechgame and see what kinds of awesome creations have been submitted this week!
Game Design Tweaks:
- Added pickup time delay to GeoCorp and Venture Scrappers.
- Updated Crafty Mike’s head and message box portrait.
- Added particle effect to blocks waiting to get picked up by Scrappers.
- Various crash bug fixes.
- Stopped conveyors updating when taking a Tech snapshot.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
New features / content / improvements:
- Delivery crates now fade out and disappear after they have dispensed their contents.
- Various crash bug fixes.
- Fixed crash caused by objects initially failing to spawn.
- The initial missions are correctly spread out again.
- Tooltips for resources in the Fabricator menu now appear during Crafty Business missions.
- Fixed progression blocker in Crafty Business V mission.
- XP is no longer incorrectly awarded for killing enemies outside the main game (e.g. in R&D Test Chamber).
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
LIVE NOW! https://www.twitch.tv/terratechgame
Come and hang out with the dev team and get your TerraTech questions answered.
New features / content / improvements:
- Optimised memory usage when TerraTech launches.
- Crafty Mike now flies away when his missions are completed.
- Added Stig's Viking Helmet to the game.
- Reintegrated the basic GSO Rotating Anchor to use alongside the GSO AI Anchor, not instead of.
- Added armoured block to R&D Test Chamber to test Tech firepower.
- Various crash bug fixes.
- Friendly anchored AI now attack enemies again.
- Venture Delivery Cannons now take resources from adjacent Silos.
- Alien Artefacts now actually spawn at the correct height above the ground.
- Fixed Fabricators spawning with repeat enabled by default.
- Fixed block not being selectable in menu of Fabricator tutorial.
- Fixed purchased Techs not spawning if game saved and reloaded.
- Fixed extra Refineries being delivered during Crafty Business I when saving/reloading at a certain point in the mission.
- Fixed Fabricators not outputting if player save/loads during operation.
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
LIVE NOW! https://www.twitch.tv/terratechgame
We're creating the first Hawkeye Crafting Blocks live on stream right now - head on over and give us your thoughts on how they look...as it happens!
https://www.twitch.tv/terratechgame
LIVE NOW! https://www.twitch.tv/terratechgame
Today is Community Core, where we take YOUR creations and add them to the game as Enemies complete with the original designer's name plate.
Come join us over at https://www.twitch.tv/terratechgame and see what kinds of awesome creations have been submitted this week!
New features / content / improvements:
- Added a small BB (money) reward for completing each mission in the main game.
- Increased the price of the GSO Solar Generator.
- Fixed OutOfMemory crash caused by saving whilst crafting block (refinery, fabricator or scrapper) has items in it.
- Fixed rare crash on releasing items into crafting blocks or trading stations
- Fixed crash caused by a crate landing on top of a Tech.
- Fixed issue to allow the GeoCorp Geothermal Generator to be rotatable.
- Fixed exploit where the player can remove a block off of their Tech, drop it in the Trading Station for sale, then click the Undo button, they can get the value of the block from selling it and reclaim the block as it gets automatically put back on the Tech.
- Fixed crash when parsing received twitch stream data in unexpected format.b
- Re-added Full Forum Registration button to options menu (R&D Test Chamber only).
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
LIVE NOW! https://www.twitch.tv/terratechgame
Want to see what's coming in the next update? Jump in the chat over at https://www.twitch.tv/terratechgame and let us know what you think of the changes.
Grab this TT_Unstable update to get your hands on the new Crafting System and tell us what you think of it. New features / content / improvements:
- Updated the internal structure of save files to reduce the amount of RAM needed when saving. Additionally the new files will load faster in the front end and into the game. Old saves are compatible and will convert to the new format when saved. We’ve also added an integrity check, though we won’t stop you from loading files you’ve edited. This is mainly to help us determine whether we’re dealing with a clean save file or if data has been modified outside the game.
- Crafting changes:
- New Crafting missions added to GSO Grades 2 & 3.
- Crafting selection menu now allows user to repeat recipes and cancel building.
- Undiscovered blocks from the current tier can now be crafted.
- Crafting sped up by increasing the movement rate of resource chunks by streamlining the passage of chunks through crafting blocks.
- Added arrows and better placement guidance to tutorials.
- Replaced the GSO Mobile Delivery Cannon and GSO Mobile Furnace Generator blocks with new larger versions to allow more space for the new input slots and because the older version were a bit too small compared with how useful they are as blocks. The old versions will be removed and should be manually replaced on any affected Techs.
- Graduated the new crafting blocks from R&D into the main game:
- GSO Refinery - Grade 2
- GSO Fabricator - Grade 2
- GSO Scrapper - Grade 3
- GeoCorp Fabricator - Grade 2
- GeoCorp Scrapper - Grade 3
- Venture Refinery - Grade 2
- Venture Fabricator - Grade 2
- Venture Scrapper - Grade 3
- Started preparing the old GSO crafting blocks for removal. The following blocks should be removed from any Techs that use them and replaced with new crafting blocks (above). They may be sold at Trading Stations for the value of the their equivalent new crafting block:
- GSO Old Fabricators
- GSO Old Refinery
- GSO Old Foundry
- Added lots of new Techs to the enemy population.
- Adding some fleeing Techs to the types of Population enemies that can spawn.
- Enemy Techs destroyed by the player grant small amounts of XP and BB.
- Added the new Power Gauge and Fuel Gauge blocks to the Game (R&D only as extra functionality is required).
- Added the new GSO AI Anchor Module block to replace the older Rotating Anchor Blocks. These feature an integrated Guard AI Module that will automate your turrets. They cannot be used to control a mobile Tech.
- All colour blocks and Holiday Hat Blocks are now available from the start of the game from any Payload Terminal or Trading Station.
- The prices of all Holiday Hat Blocks have increased.
- Integrated new Venture Delivery Cannon (221) to Venture Grade 2, featuring a new anchor. This replaces the old 1x1x1 version, the old version can now be sold for enough to replace it with the new one at a Trading Station.
- Updated translations from the TT Translator team (many thanks to Jakub "M0dEx" Kubik, Ko Tezuka, Leonardo Gobbi, Olivier Barruhet, Pedro "Greybear" Moreira, Ryo Tanimoto, Tobie "Sylver" Praz and Victor "PVD" Fuchadzhi for the recent translation updates).
- General changes:
- Increased the vision range of all Cabs and thus all Techs from 50 to 100 units. Added the GeoCorp Scrapper to the game (Grade 3, R&D only at the moment).
- Enemies will now spot and engage the player from further away.
- Increased the price of weapons by 50%, pricing them up according to their power.
- Updated the Send Invader description to remove mention of receiving rewards for Invader victories, as we do not yet offer those rewards.
- Reduced the frequency of enemy population and mission spawns.
- Added delivery crates to ambush missions.
- Updated Gauntlet Block List with new Hawkeye blocks.
- Resource changes:
- Renamed some resource chunks:
- Wood = Fibrewood Chunk
- Sap Jelly = Rubber Jelly
- Hydrocarb Capsule = Fibron Chunk
- Oleus Capsule = Olastic Brick
- Increased the chunk drop rate for all resource givers by 25%.
- Reduced the amount of energy gained from burning resource chunks in a Mobile Furnace Generator.
- Decreased the amount of energy gained for burning Refined Resource Chunks. They now yield the same amounts as their unrefined counterparts, but burn twice as fast.
- Renamed some resource chunks:
- Block changes:
- Blocks with pick-up ranges (Collectors, Receivers, Block Magnets, Scrappers, SCUs) now display their pick-up range on the terrain.
- Fixed Shield Bubbles to repel Techs.
- Increased the holding strength of all Collectors, they will drop less chunks at high speeds.
- Increased the chunk capacity of all Collectors by 25%.
- Updated existing Silos to hold multiple items for larger ones and single chunk types for small ones.
- Updated the names and descriptions of all Silos to describe which ones are Filtered and which ones are mixed (the former take only one type of chunk and the latter take all types of chunks mixed together until they reach capacity).
- Block Magnets now pick up from a longer distance.
- Increased the capacity of the GSO Filtered Node Silo (the small one), to 10 chunks.
- Added Venture Filter Stack Silo to the Game (Grade 2).
- Reduced the top speed of the Hawkeye Tank Tracks (Grade 3).
- Increased health of Hawkeye Rotor Blocks.
- Reduced the range of the missiles to a point where enemies can spot you and fight back (no missile sniping). They're still awesome to use from flying Techs though.
- Missiles now aim for a random block on your target Tech, rather than the centre of the enemy’s cab.
- Increased the health of the Hawkeye, Venture and GeoCorp Cabs and AI Modules.
- Reduced the pickup range of all Scrappers.
- Tightened up the main menu.
- Optimised the collision geometry on GSO, Venture and Geo Corp blocks to use primitive colliders.
- New GSO Conveyors.
- Modified & polished most of the rest of the crafting blocks too.
- Updated Crafting UI for the Fabricator.
- Tweaked a couple of graphical errors on blocks and scenery objects.
- Modified GSO filter asset to better distinguish it from conveyors.
- Added prototype anchor geometry to basic GSO, Venture and GeoCorp crafting blocks for their un-anchored and state.
- Fixed a lot of minor issues when playing in 4:3.
- Fixed issue where the GSO Thimble Collector was gifted for upgrading to GSO2 and thus bypassing the step where players are encouraged to purchase one from the Trading Station.
- Removed the GSO Dispenser Block from a few population Techs.
- Replaced old unused GSO AI module with the current AI module in most population Techs.
- Fixed instances where the SCU block wasn’t spawning.
- Fixed issue where Geo Corp Geothermal Generator was not rotatable.
- Steam Vents now continue working after being unloaded.
- Fixed issue where Venture Delivery Cannon was selling chunks for half of their value.
- Fixed orphaned waypoints on radar (left over waypoints from completed missions).
- Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Markers for missions and bases when playing in 4:3 are offset slightly.
LIVE NOW! https://www.twitch.tv/terratechgame
Want to see what's coming in tonight's TT_Unstable update? Jump in the chat over at https://www.twitch.tv/terratechgame and let us know what you think of the changes.
LIVE NOW! https://www.twitch.tv/terratechgame
Today is Community Core, where we take YOUR creations and add them to the game as Enemies complete with the original designer's name plate.
Come join us over at https://www.twitch.tv/terratechgame and see what kinds of awesome creations have been submitted this week!
LIVE NOW! https://www.twitch.tv/terratechgame
We stream live game development, Q&A sessions and Update Previews three times a week. Come hang out with us!
Jump in the chat over at https://www.twitch.tv/terratechgame and ask us any TerraTech questions that you have.
Hey guys,
In case anyone thinks we've been a bit quiet recently, we're actually working away on a pretty massive system overhaul - the new Crafting Update for 0.7.1.
Update 0.7.1 will include these features/improvements (and probably a few more too):
- New crafting blocks for GSO, GeoCorp and Venture.
- All GSO, GeoCorp and Venture blocks will be craftable & scrappable.
- New crafting menus on all Fabricators that allow any block to be selected and have the required recipe resources 'called' from attached Silos.
- Refineries that automatically switch to a mode that refines resources that the Fabricator needs.
- New Crafting tutorial missions.
- Redesign of the base conveyors and how they connect to each other.
- Game economy re-balancing.
Hi guys,
One of the most requested features we've been hearing from you during our time in Early Access has been the addition of a new corporation. Well here it is - we bring you Hawkeye!
They come complete with New Guns, Armoured Blocks, Motorcycle wheels, Powerful Guns, Helicopter Blades, Homing Missiles, Mini-guns, Not-so-mini-guns, Tank Treads, MORE GUNS, and loads more... (but mostly guns!). We hope you enjoy playing with these new blocks as much as we enjoy making them. Let us know what you think. Enjoy!
- Jamie
New Features / Content / Improvements:
- Introducing the fourth corporation to TerraTech: Hawkeye PMC.
Check out the announcement trailer here.
- Added Hawkeye corporation to the game.
- Added Hawkeye License mission, available in GSO Grade 4.
- Added Hawkeye Grade 1 and 2 missions.
- Added Hawkeye Grade 1 and 2 blocks to the game.
- Added lots of Hawkeye Techs to the enemy population.
- Added new salvage mission to GSO Grade 1.
- Radar now displays up to the three closest player bases at long range, to make them easier to find.
- There are now multiple trading stations, placed at locations throughout the game world (new save games only).
- Made the world seed in pause menu selectable to copy and share.
- Added Czech to language options.
- Added Thai to language options.
- Updated translations from the TT Translator team (many thanks to Bebiezaza, Kristian Sipkes, Marcus, Moises Ojeda, Olivier Barruhet, Tim Vankan and Victor Fuchadzhi for the recent translation updates).
- R&D Test Chamber:
- Added Hawkeye Grade 3 Blocks to experiment with.
- Added new crafting blocks.
- Crafting menus added for new Fabricators
- Added the new GSO Inside Corner block to the game (a Grade 4 half block).
- Remove older blocks from dispensers. They are still available via the Inventory, but dispensers now only offer the new Hawkeye and R&D-only blocks.
- Added multiple things to shoot at (targets and turrets).
- Added a Smoker Rock and more resource givers.
- Moved various elements in R&D to be more accessible from the initial spawn point.
- Updated the XP grade boundaries for all corporations (500, 4900, 15400, 38150).
- Random missions now only appear from GSO Grade 2 onwards.
- Decreased the frequency of new random mission spawns (from one every minute to once every two minutes).
- Trading stations now spawn vertically rather than at an angle perpendicular to the terrain.
- The SCU Storage device is now treated like a normal block. You can buy multiple versions of it and you won’t be gifted a new one when it is lost or destroyed.
- Updated GeoCorp mission enemies to be more challenging and impressive.
- Restricted the rotation options for crafting blocks to ensure that they are placed facing upwards (existing Techs with alternate orientations are still loadable and useable if they were before, but newly attached blocks can only be placed in upwards facing orientations from now onwards).
- Added more tooltips to the HUD.
- Block mass tweaks:
- Decreased the mass of the GSO Static Generator.
- Increased the mass of the GeoCorp Geothermal Generator.
- Block health tweaks:
- Increased the health of the GeoCorp Battery slightly.
- Increased the health of the the GSO Mobile Generator, GSO Static Generator and the GeoCorp GeoThermal Generator.
- Block energy related tweaks:
- Doubled the efficiency of the GSO Static Generator. It now produces double the energy of the GSO Mobile Generator in half the time.
- Increased the health and efficiency of the EXP Static Generator. It now has the greatest return for consuming fuel chunks, but takes longer than the GSO Static Generator to consume them.
- Increased the passive drain and energy consumption per point of damage repelled for the GSO and Venture Shield Bubbles.
- Reduced the energy drain of the GeoCorp Repair Bubble and slowed down its heal speed.
- Reduced the energy drain of the Venture Repair Bubble and sped up its heal speed.
- Active Steering hovers no longer prevent fuel cells from recharging.
- Block price tweaks:
- Increased the price of the GSO Solar Generator slightly.
- Decreased the price of the GSO Static Generator.
- Increased the price of the GeoCorp Repair Bubble.
- Block miscellaneous tweaks:
- Increased effectiveness of Plasma Cutter against rocks and trees.
- Reduced effectiveness of ranged laser weapons against rocks and trees.
- Increased the capacity of the GeoCorp Battery.
- Increased the explosion size and damage of the GeoCorp Battery.
- Reduced the size of the Venture Shield Bubble.
- Reduced the size of the Venture Repair Bubble and the GeoCorp Repair Bubble.
- Increased the power of the Venture Nose Prop.
- Increased the fuel drain of all Boosters (back up a bit, not as much as before still).
- Updated the names of the Generators that consume fuel chunks; they are now called Furnace Generators.
- Changed name of Receivers to 'Resource Receivers.'
- Changed name of Scrap Magnets to 'Block Magnets.'
- Moved the GSO Block Magnet Mini from Grade 3 to 2.
- Moved the GSO Block Magnet from Grade 5 to 3.
- Updated TerraTech logo in the intro sequence.
- Replaced current Screen Space Ambient Occlusion implementation with a Horizon Based one.
- Added animations and effects to the new crafting blocks.
- Created new Hawkeye blocks.
- Added Hawkeye GUI elements.
- Added Hawkeye Intro Mission animation.
- Crash Bug Fixes:
- Fixed multiple crash bugs.
- Fixed intermittent crash on attaching or removing blocks.
- Fixed crash bug caused when a player has a SCU on their Tech, their Tech blows up and they choose to buy the previous Tech back again.
- Fixed crash bug caused when loading a saved game with an active invader
- Mission Bug Fixes:
- Fixed bug where certain seeds caused the player to spawn too close to the scenery.
- Fixed blank text box when running away from Tony and going straight to the Solar Generator at the start of the game.
- Fixed mission descriptions at the start of the Radar and Shield missions
- Fixed GSO Grade 1 crater missions spawning too close to the player’s start point.
- Fixed bug with missions disappearing from the Mission Log.
- Fixed getting rewarded for missions that the player hasn’t discovered.
- Block Bug Fixes:
- Fixed bug where the GSO Delivery cannon animation incorrectly opens when attached to a mobile Tech.
- Fixed issue where the GSO Static Generator would not work at night.
- Fixed issues with Delivery Cannons not animating when they deliver chunks.
- Fixed issue with the Venture Battery not accepting energy from Remote Chargers.
- Corrected Venture Bubble descriptions to remove mention of growing and shrinking, as they don’t have that behaviour yet.
- Base Bug Fixes:
- Fixed base direction arrows not displaying when graphics quality setting is below Good.
- Fixed issue with enemy bases not anchoring correctly.
- Fixed exploit allowing a single resource to be sold by multiple chained Delivery Cannons
- Fixed exploit allowing a single resource to be consumed by multiple chained Generators
- Fixed exploit allowing two adjacent Fabricators to process a single resource
- Other Bug Fixes:
- Fixed an issue with the ‘Back’ button being misplaced in some cases when playing in 4:3.
- Depth of Field reintroduced to graphics options.
- Fixed issue with large rocks appearing in R&D Test Chamber.
- Removed second speedo from Gauntlet and fixed the timer scaling issue.
- Playing with older game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- GSO Anchored Furnace Generator doesn’t function.
- Gaps in the terrain may be visible on rare occasions.
- Hawkeye Laser Targeting block doesn’t fully function yet.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Bug Fixes:
- More fixes for several crash bugs.
- GSO Anchored Furnace Generator doesn’t function.
- Gaps in the terrain may be visible on rare occasions.
- Hawkeye Laser Targeting block doesn’t function.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Game Design Tweaks:
- Reduced the turn speed of the Cruise Missile.
- Reduced the impulse strength of the Missile explosions.
- Reduced the boost speed of Hawkeye Missiles (Pod and Cruise)
- Reduced damage of Missiles.
- Increased damage of GSO Megaton and Hawkeye Cannons.
- Updated the projectiles for Hawkeye Cab, Hawkeye Burst Gun and Hawkeye Cannon.
- Blocks now despawn under similar rules to Campaign mode, but for 30 seconds instead of 2 minutes.
- Fixes for several crash bugs.
- GSO Anchored Furnace Generator doesn’t function.
- Gaps in the terrain may be visible on rare occasions.
- Hawkeye Laser Targeting block doesn’t function.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Markers for missions and bases when playing in 4:3 are offset slightly.
New features / content / improvements:
- Radar now displays up to the three closest player bases at long range, to make them easier to find.
- Decreased the load bearing strength of the Hawkeye Tank Tracks (Grade 3).
- Increased the speed of the Hawkeye Tank Tracks (Grade 3).
- Removed Hawkeye Landing Gear block.
- Reintroduced the Hawkeye Laser Targeting block.
- Added new Hawkeye bullets and shell casings.
- Added proper 3D assets for the missile blocks.
- Removed second speedo from Gauntlet and fixed the timer scaling issue.
- Fixed issues with Delivery Cannons not animating when they deliver chunks.
- Fixed intermittent crash on attaching or removing blocks.
- Fixed an issue with the ‘Back’ button being misplaced in some cases when playing in 4:3.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Markers for missions and bases when playing in 4:3 are offset slightly.
New features / content / improvements:
- Replaced R&D Test Chamber TerraTech sign with a larger one.
- Added the Venture Scrapper (Grade 3) to the R&D Test Chamber.
- Added the following Hawkeye blocks to the main game:
- Added new Hawkeye Corner Bracket block (Grade 1).
- Swapped Hawkeye Flat Bracket for new Hawkeye Jack Bracket (has more attach points) (Grade 1).
- Swapped old Hawkeye One block for a new one with more bevelled edges (Grade 1).
- Added new Hawkeye Wing Tip (Grade 2).
- Increased the fuel drain of all Boosters (back up a bit, not as much as before still).
- Reduced kickback of the Hawkeye Railgun (Grade 2).
- Updated rotation order for Hawkeye Missiles to prefer forward facing first (Grade 3).
- Balanced the damage of the Hawkeye Missile Pod and the Cruise Missile (Grade 3).
- Increased the prices of the Hawkeye Rotors (Grade 3).
- Fixed bug where certain seeds caused the player to spawn too close to the scenery.
- Depth of Field reintroduced to graphics options.
- Fixed mission descriptions at the start of the Radar and Shield missions
- Fixed rare occurrence of the Hawkeye mission not being completable if the crashed plane doesn’t spawn properly.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
Game Design Tweaks:
- Blocks now time out when not on a loaded tile. They will despawn if not within 100 units from a player base and have not been looked at or interacted with for 2 minutes.
- Fixed bug where it incorrectly became possible to build under the terrain again.
- Fixed bug that caused overlays to disappear intermittently.
- Fixed crash bug caused when loading a saved game with an active invader
- Fixed issue with enemy bases not anchoring correctly.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some enemy bases do not get anchored correctly in the terrain.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
New Features / Content / Improvements:
- Added the GeoCorp Fabricator to the R&D Test Chamber.
- Added the new GSO Scrapper to the R&D Test Chamber.
- Added the new Venture Fabricator to the R&D Test Chamber (not yet functional).
- Added the new Venture Scrapper to the R&D Test Chamber (not yet functional).
- Added the new GSO Inside Corner block to the game (a Grade 4 half block).
- Added multiple things to shoot at in the R&D Test Chamber (targets and turrets).
- Updated translations from the TT Translator team (many thanks to Bebiezaza, Kristian Sipkes, Marcus, Moises Ojeda, Olivier Barruhet, Tim Vankan and Victor Fuchadzhi for the recent translation updates).
- Updated the XP grade boundaries for all corporations, contracted the later grades (3, 4 and 5), extended grade 2 slightly.
- Changed name of Receivers to 'Resource Receivers.'
- Changed name of Scrap Magnets to 'Block Magnets.'
- Renamed the Hawkeye Chain Gun to "Hawkeye Repeater Rifle."
- Renamed the Hawkeye Minigun to "Hawkeye Auto Cannon."
- Renamed the Hawkeye Suppressed Gun to "Hawkeye Burst Gun."
- Modified Hawkeye Burst Gun to fire five shots in a burst before a pause.
- Moved the GSO Block Magnet Mini from Grade 3 to 2.
- Moved the GSO Block Magnet from Grade 5 to 3.
- Increased the capacity of the GeoCorp Battery.
- Increased the power of the Venture Nose Prop.
- Increased the power of the Hawkeye Booster.
- Increased the power of the Hawkeye Rotors.
- Reduced the fuel burn rate of all Boosters.
- Reduced the turn on the spot power of the Hawkeye Bike Wheels.
- Reduced the mass of various Hawkeye blocks.
- Adjusted the prices for various blocks.
- Adjusted the damage values for various blocks.
- Restricted unfinished and alternate versions of Hawkeye Blocks, Experimental Blocks the new Crafting Blocks to the R&D Test Chamber.
- Restricted the rotation options for crafting blocks to ensure that they are placed facing upwards (existing Techs with alternate orientations are still loadable and useable if they were before, but newly attached blocks can only be placed in upwards facing orientations from now onwards).
- Added animations and effects to the new crafting blocks.
- Tweaks to the Hawkeye block models and texture.
- Improved the Hawkeye damage shader.
- Replaced current Screen Space Ambient Occlusion implementation with a Horizon Based one.
- Fixed GSO Grade 1 crater missions spawning too close to the player’s start point.
- Fixed blank text box when running away from Tony and going straight to the Solar Generator at the start of the game.
- Fixed getting rewarded for missions that the player hasn’t discovered.
- Fixed bug where the GSO Delivery cannon animation incorrectly opens when attached to a mobile Tech.
- Corrected Venture Bubble descriptions to remove mention of growing and shrinking, as they don’t have that behaviour yet.
- Fixed wheel judder on the Hawkeye Bike Wheels.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Graphical overlays for blocks may intermittently stop displaying.
- Twitch stream integration is currently not working as a result of an API change on their end.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some enemy bases do not get anchored correctly in the terrain.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
Introducing the fourth corporation to TerraTech: Hawkeye PMC. Check out the announcement trailer here. New Features / Content / Improvements:
- Added Hawkeye corporation to the game.
- Added Hawkeye License mission, available in GSO Grade 4.
- Added Hawkeye Grade 1 and 2 missions.
- Added Hawkeye Grade 1 and 2 blocks to the game.
- Added lots of Hawkeye Techs to the enemy population.
- Added new mission to GSO Grade 1.
- Made the world seed in pause menu selectable to copy and share.
- R&D Test Chamber:
- Added Hawkeye Grade 3 Blocks to experiment with.
- Added new EXP crafting blocks to R&D.
- Crafting menus added for new Fabricators
- Updated R&D to remove older blocks from dispensers. They are still available via the Inventory, but dispensers now only offer the new Hawkeye and R&D-only blocks.
- Added a Smoker Rock and more resource givers to R&D
- Moved various elements in R&D to be more accessible from the initial spawn point.
- Random missions now only appear from GSO Grade 2 onwards.
- Trading stations now spawn vertically rather than at an angle perpendicular to the terrain.
- Block mass tweaks:
- Decreased the mass of the GSO Static Generator.
- Increased the mass of the GeoCorp Geothermal Generator.
- Block health tweaks:
- Increased the health of the GeoCorp Battery slightly.
- Increased the health of the the GSO Mobile Generator, GSO Static Generator and the GeoCorp GeoThermal Generator.
- Block energy related tweaks:
- Doubled the efficiency of the GSO Static Generator. It now produces double the energy of the GSO Mobile Generator in half the time.
- Increased the health and efficiency of the EXP Static Generator. It now has the greatest return for consuming fuel chunks, but takes longer than the GSO Static Generator to consume them.
- Increased the passive drain and energy consumption per point of damage repelled for the GSO and Venture Shield Bubbles.
- Reduced the energy drain of the GeoCorp Repair Bubble and slowed down its heal speed.
- Reduced the energy drain of the Venture Repair Bubble and sped up its heal speed.
- Active Steering hovers no longer prevent fuel cells from recharging.
- Block price tweaks:
- Increased the price of the GSO Solar Generator slightly.
- Decreased the price of the GSO Static Generator.
- Increased the price of the GeoCorp Repair Bubble.
- Block miscellaneous tweaks:
- Increased effectiveness of Plasma Cutter against rocks and trees.
- Reduced effectiveness of ranged laser weapons against rocks and trees.Increased the explosion size and damage of the GeoCorp Battery.
- Reduced the size of the Venture Shield Bubble.
- Reduced the size of the Venture Repair Bubble and the GeoCorp Repair Bubble.
- Updated the names of the Generators that consume fuel chunks; they are now called Furnace Generators.
- Created new Hawkeye blocks.
- Added Hawkeye GUI elements.
- Added Hawkeye Intro Mission animation.
- Fixed issue with Techs spawning above the ground then dropping down as the player approaches.
- Fix bug with missions disappearing from the Mission Log.
- Fixed crash bug caused when a player has a SCU on their Tech, their Tech blows up and they choose to buy the previous Tech back again.
- Trading Stations are now inactive until the Find Trading Station mission.
- Fixed issue where the GSO Static Generator would not work at night.
- Fixed issue with the Venture Battery not accepting energy from Remote Chargers.
- Fixed base direction arrows not displaying when graphics quality setting is below Good.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some enemy bases do not get anchored correctly in the terrain.
- Some radar markers may point towards things that are missing in the world.
- Some arrows in certain base designs incorrectly point in the wrong direction.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New Features / Content / Improvements:
- There are now multiple trading stations, placed at locations throughout the game world (new save games only).
- Added Czech to language options.
- Added Thai to language options.
- The SCU Storage device is now treated like a normal block. You can buy multiple versions of it and you won’t be gifted a new one when it is lost or destroyed.
- Reduced the amount of damage that bullets deal against trees and rocks; the tree in the Battery mission is unaffected by this change.
- Decreased the frequency of new random mission spawns (from one every minute to once every two minutes).
- Updated GeoCorp mission enemies to be more challenging and impressive.
- Increased pickup range of the GeoCorp Receiver.
- Extended the Suspension Spring of the GeoCorp Small Metal Wheel to allow it to reach the ground when used with other wheel types.
- Slowed down the GeoCorp Ram Drill spin speed to make it clearer to see it turning at variable frame rates.
- Increased the capacity of the Venture Battery.
- Added more tooltips to the HUD.
- Updated TerraTech logo in the intro sequence.
- Fixed several crash bugs.
- Fixed issue with large rocks appearing in R&D Test Chamber.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Graphical issues with red projector on terrain when enemies spawn in.
- Some enemy bases do not get anchored correctly in the terrain.
- Some radar markers may point towards things that are missing in the world.
- The Mission Log may disappear, but the missions remain active. A workaround is to save your game and exit TerraTech completely then restart TerraTech and continue your game.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
A minor update to 0.6.4 with a series of HUD improvements and refinements along with some important crash bug fixes.
HUD Improvements:
- Added ability to toggle XP bars on and off by clicking on the bar.
- Added more tooltips to the HUD elements to explain what various icons are for.
- The Payload Terminal & Trading Station buy blocks & Techs panel now has a dedicated close button.
- The inventory now gets hidden after taking a snapshot of a Tech to prevent the Tweet panel overlapping it.
- Adjusted the Twitch notifications to fit in with the new style of the HUD.
- Revised various HUD elements to make them clearer against the various backgrounds.
- Fixed several crash bugs.
- Updated the AI radial menu to stay circular at all aspect ratios.
- Fixed the altitude value in R&D to be close to zero for the Tech when it’s on the ground instead of being at 330 feet and above.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New Features / Content / Improvements:
- Added ability to toggle XP bars on and off by clicking on the bar.
- Added more tooltips to the HUD elements to explain what various icons are for.
- The Payload Terminal & Trading Station buy blocks & Techs panel now has a dedicated close button.
- The inventory now gets hidden after taking a snapshot of a Tech to prevent the Tweet panel overlapping it.
- Adjusted the Twitch notifications to fit in with the new style of the HUD.
- Revised various HUD elements to make them clearer against the various backgrounds.
- Fixed several crash bugs.
- Updated the AI radial menu to stay circular at all aspect ratios.
- Fixed the altitude value in R&D to be close to zero for the Tech when it’s on the ground instead of being at 330 feet and above.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
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Along with all the new features, improvements, optimisations and bug fixes from version 0.6.3 (see the list of 0.6.3 updates here), we now have a much better looking in-game HUD for update 0.6.4.
Along with all the new features, improvements, optimsiations and bug fixes from version 0.6.3, we now have a much better looking HUD for update 0.6.4.
HUD and User Interface Improvements:
- Improved the appearance and layout of the in-game HUD.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Welcome to version 0.6.3!
Following on from the goliath that was 0.6.2, we felt like it was a good time to expand on some features that have been in need of a bit more love. Primarily focusing on A.I., introducing the Scrap Magnets and a new "player defeated" mechanic -- alongside a ton of polish, bug fixing, optimisations, balancing and some secret stuff (yeah that's right ... we've managed to keep something a secret this time). We're super excited to see what you guys think of how the game is coming along in this new update.
- Jamie
New features / content / improvements:
- Missions:
- Added GSO Grade 4 & 5 Missions.
- Added new harvesting missions for GeoCorp.
- Added a new mission to help players become familiar with the new AI control menu. This is unlocked after the player completes the SCU mission in GSO Grade 3.
- Reworked spawning of non-mission enemies to allow a greater variation and more control over what is spawned.
- HUD and User Interface Improvements:
- Radar display improvements:
- Logarithmic scale, providing more positional accuracy close to player
- Graphics updated: new icons and radar backdrops
- Added player position coordinate display
- Certain types of icon remain always visible: closest vendor, closest player base and active quest
- If there are no missions on the missions log, the radar will point towards the nearest undiscovered mission
- Radial menu added for changing Tech and setting AI behaviour type. Bring up the menu with right click & hold.
- Radar display improvements:
- Player A.I.:
- Improved friendly AI pathfinding to allow player Techs to follow much better.
- Player Tech Defeated:
- Added ability to respawn as your last Tech for a fee when destroyed; you can instead choose to respawn for free as a “starter Tech” appropriate for your current GSO grade. better.
- Block Revisions:
- When attaching blocks, the block being attached is now surrounded in a colour box; green for a valid attachment, red for an invalid attachment (e.g. going into the terrain).
- Reward blocks when levelling up a grade now drop in a ring around the player’s Tech.
- Scrap Magnet and Mini-Scrap Magnet now work correctly.
- Added the GSO Up Conveyor to match the GSO Down Conveyor (previously ‘Corner’ Conveyor), both of these enable building bases that transfer chunks across different axes.
- Audio:
- Added SFX for block rewards spawning for the player when completing a mission or levelling up to the next grade.
- Optimisations:
- Reduced idle block and resource despawn time from 5 minutes to 2 minutes.
- Optimisations made to weapon aiming, picking up resources, regeneration and remote charging.
- Localisation:
- Updated translations from the TT Translator team (many thanks to Hankey Camping, Honcharuk, Matthew, Moises, Olivier, River_, Ryo, Viktor and Zwip-Zwap Zapony for the recent translation updates).
- General Revisions:
- Campaign now starts off with BB1000 in the bank to help cover costs for respawning as your last Tech during GSO Grade 1.
- Awarded more XP for certain missions.
- Added a full charge to the first battery the player gets (from the burning tree).
- Reduced the size of the Trader Troll.
- Added lots of new Techs to the enemy population.
- Rebalanced the day/night cycle; daytime now lasts 25 minutes, night time lasts 5 minutes; sunrise and sunset are a little longer now too.
- Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
- Block Revisions:
- Assigned EXP blocks to GSO:
- Scrap Magnet
- Mini Scrap Magnet
- Altimeter
- Large Hover Plate
- Revised which blocks belong to which grade:
- Added the GSO Small Silo back to Grade 2
- Moved GSO Battery & Shield to Grade 1
- Moved GSO Dirt Wheel to Grade 1
- Moved GSO Medium Silo to Grade 3
- Moved GSO Guard Controller to Grade 3
- Reintroduced GSO Large Silo to Grade 4
- Moved GSO Megaton Cannon to Grade 5
- Moved GeoCorp Repair Bubble to GeoCorp Grade 3.
- Moved Venture Repair Bubble to Venture Grade 2.
- Made certain weapon types more effective at harvesting:
- Drills are now more effective at drilling rocks and resource outcrops.
- Flamethrowers are now more effective at burning down trees, but ineffective against rocks and resource outcrops.
- Buzzsaws are now more effective at cutting down trees, but less effective against rocks and resource outcrops.
- Updated the passive brake power of all wheels to reduce slipping down hills when stationary.
- GSO Steering Thruster has changed into Steering Hover and no longer consumes fuel.
- Reduced GSO Megaton Cannon effectiveness; reduced area of effect, rate of fire and force of the explosion on other objects, also removed initial bullet impact damage.
- Tractor Pads are now called Collectors, as it's more descriptive of their function, in-line with the other crafting and harvesting blocks.
- Reduced GSO Large Receiver holding capacity from 10 per stack to 3; the GeoCorp Receiver is able to hold more resources than this now.
- Assigned EXP blocks to GSO:
- Resources:
- Reduced the value of several rarer resources and thus, the cost of most blocks in the game. The resources that had their value reduced are:
- Carbite from 100 to 25
- Rodite from 120 to 35
- Oleite from 180 to 30
- Erudite from 140 to 50
- Ignite from 160 to 50
- Celestite from 200 to 50
- Bunching the prices of all resources closer together gives a smoother curve to the difference in the value of all blocks rather than having some ultra expensive and others be too cheap.
- Also adjusted the relative price of each specific block to bring them more into line with their relative usefulness.
- Reduced the value of several rarer resources and thus, the cost of most blocks in the game. The resources that had their value reduced are:
- Gauntlet:
- Unified the selection of blocks across the two tracks with regards to the use of weapons and lights, although flight blocks are restricted on Home Run and not restricted on Rolling Thunder.
- Front End:
- Replaced the Payload splash screen text with the Payload logo.
- Improved the disclaimer screen during startup with a better layout
- Added a loading graphic to the disclaimer screen.
- Block Revisions:
- GSO Half Blocks are now same colour.
- GSO Mortar and 3 Pound Cannon projectiles now have now explosion effect.
- GSO Steering Thruster has been remodelled.
- Resource Giver Revisions:
- Replaced Shroom tree with a new model.
- Oleite Seams have been made brighter.
- General:
- Fixed various crash bugs.
- Now scans game saves folder on startup for any folders (profiles) that it may be missing from the settings file. This should resolve users being unable to access their save files after the UserData file has been corrupted/lost.
- Fixed possible gaps that sometimes appear in the terrain.
- Fixed ability to grab blocks that are in the process of being sucked in by the SCU.
- Blocks:
- Fixed various blocks having a value of 0BB in the Payload Terminal.
- Fixed issue where blocks could be placed directly under anchored blocks.
- Fixed issue of blocks attached to the underside of Techs ending up under the terrain.
- Fixed issue where GSO Large Hoverplate was untextured.
- Fixed Mortar and 3-Pound Cannon bullets sending resources flying on impact.
- Fixed GeoCorp Receiver not working; it now holds up to 24 resource chunks.
- The GeoCorp Geothermal Generator now works correctly.
- Fixed bounce issue with Venture Landing Gear Wheel.
- Missions:
- Temporary fix for shield and radar being destroyed during GSO Grade 1 missions; if the player hasn’t attached the block after a certain amount of time, a replacement block will spawn above the player.
- Fixed Little Thief / Little Robber being invulnerable if you complete the Radar/Shield mission by finding one of these blocks elsewhere in the world.
- Fixed issue with GSO Static Generator not being unlocked or awarded for completed missions in game correctly.
- Fixed SCU waypoint marker not appearing on the radar before anchoring the SCU.
- Fixed SCU waypoint marker not disappearing under certain conditions after the mission has been completed.
- Fixed SCU mission not completing under certain conditions.
- Fixed harvesting missions being duplicated in the Mission Log.
- Fixed bug where ambush missions were not showing in the Mission Log.
- Fixed GeoCorp missions being able to appear on the mission log before the GeoCorp license is unlocked.
- Crafting:
- Removed exploit which allowed players to craft steering thrusters then scrap them for more ingredients than they cost to craft initially.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Game Design Tweaks:
- Scrap Magnets now drop items when they are damaged.
- Fixed issue with the player Tech hopping briefly when adding blocks to your Tech.
- Fixed problem with the level up screen staying on-screen when returning to the main menu while it’s still present.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- When attaching blocks, the block being attached is now surrounded in a colour box; green for a valid attachment, red for an invalid attachment (e.g. going into the terrain).
- Added SFX for block rewards spawning for the player when completing a mission or levelling up to the next grade.
- Replaced the Payload splash screen text with the Payload logo.
- Improved the disclaimer screen during startup with a better layout
- Added a loading graphic to the disclaimer screen.
- Fixed various crash bugs.
- Fixed issue of blocks attached to the underside of Techs ending up under the terrain.
- Fixed SCU waypoint marker not appearing on the radar before anchoring the SCU.
- Fixed SCU waypoint marker not disappearing under certain conditions after the mission has been completed.
- Fixed SCU mission not completing under certain conditions.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- *NEW* When adding blocks to your Tech, it sometimes hops up briefly.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Reward blocks when levelling up a grade now drop in a ring around the player’s Tech instead of directly on top of the player’s Tech.
- Added a new mission to help players become familiar with the new AI control menu. This is unlocked after the player completes the SCU mission in GSO Grade 3.
- Receivers now draw resources from collectors at a slightly further distance.
- Oleite Seams have been made brighter.
- Fixed instances of incorrect enemy Techs spawning during missions.
- Fixed GSO Grade 2 Collector mission occasionally taking longer than normal to appear on the mission log.
- Fixed issue where blocks could be placed directly under anchored blocks.
- Fixed issue where GSO Large Hoverplate was untextured.
- Fixed Harvesting missions being duplicated in the Mission Log.
- Save button works again for Tech snapshots.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Certain types of base set ups can duplicate resources.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Improved friendly AI pathfinding.
- Tech respawn menu now shows images for each of the Tech choices.
- Optimisations made to weapon aiming, picking up resources, regeneration and remote charging.
- Reworked spawning of random enemies so that a greater variety are seen.
- Scrap magnets now work correctly.
- The player is now gifted a selection of basic blocks for each grade when they upgrade their licence.
- Campaign now starts off with BB1000 in the bank to help cover costs for respawning as your last Tech during GSO Grade 1.
- Awarded more XP for certain missions.
- Added a full charge to the first battery the player gets (from the burning tree).
- Updated tree battery messages to explain battery use, drain and re-charging.
- Renamed the Base blocks category to Manufacturing Blocks.
- Increased the price of the GSO 3 Pound Cannon.
- Moved Collectors and Scrap Magnets from the Accessory Blocks to the Manufacturing Blocks category.
- Set the GeoCorp Harvest missions and the GSO Trading Station mission to allow the Point of Interest Quest Log entry to show simultaneously.
- Re-organised unlock structure of GeoCorp Grade 2 harvesting missions.
- Added community-made Venture Techs to the population.
- Fixed counter going into negative numbers during Sell Resources missions.
- Fixed Mortar and 3-Pound Cannon bullets sending resources flying on impact.
- Fixed GeoCorp missions being able to appear on the mission log before the GeoCorp license is unlocked.
- Fixed GeoCorp harvesting missions appearing blank in the mission log for non-English languages.
- Fixed mission log appearing when reloading a game saved whilst you’re fighting Tony.
- Fixed name of the Geothermal Vent (was misnamed as Rodite Seam).
- Unified display of BB in game and removed scientific notation.
- Now scans game saves folder on startup for any folders (profiles) that it may be missing from the settings file. This should resolve users being unable to access their save files after the UserData file has been corrupted/lost.
- Fixed bug where sometimes a mobile Tech would spawn instead of an anchored base in a Capture Enemy Base mission during GSO grade 2.
- Fixed possible gaps that sometimes appear in the terrain.
- Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
- Harvesting missions can be duplicated in the Mission Log if you exit the game before they unlock.
- Reloading whilst the Harvesting missions are active can cause multiple waypoints to appear that point to nothing.
- Certain types of base set ups can duplicate resources.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Added GSO Grade 4 & 5 Missions.
- Added new harvesting missions for GeoCorp.
- Added ability to respawn as your last Tech for a fee when destroyed; you can instead choose to respawn for free as a “starter Tech” appropriate for your current GSO grade.
- Radar display improvements:
- Logarithmic scale, providing more positional accuracy close to player
- Graphics updated: new icons and radar backdrops
- Added player position coordinate display
- Certain types of icon remain always visible: closest vendor, closest player base and active quest
- If there are no missions on the missions log, the radar will point towards the nearest undiscovered mission
- Radial menu added for changing Tech and setting AI behaviour type. Bring up the menu with right click & hold.
- Reworked spawning of non-mission enemies to allow a greater variation and more control over what is spawned.
- Added the GSO Up Conveyor to match the GSO Down Conveyor (previously ‘Corner’ Conveyor), both of these enable building bases that transfer chunks across different axes.
- Optimisation: Reduced idle block and resource despawn time from 5 minutes to 2 minutes.
- Assigned EXP blocks to GSO:
- Scrap Magnet
- Mini Scrap Magnet
- Altimeter
- Large Hover Plate
- [NOTE: Scrap Magnets are not working properly yet].
- Reduced GSO Megaton Cannon effectiveness; reduced area of effect, rate of fire and force of the explosion on other objects, also removed initial bullet impact damage.
- Tractor Pads are now called Collectors, as it's more descriptive of their function, in-line with the other crafting and harvesting blocks.
- Reduced GSO Large Receiver holding capacity from 10 per stack to 3; the GeoCorp Receiver is able to hold more resources than this now.
- Gauntlet: Unified the selection of blocks across the two tracks with regards to the use of weapons and lights, although flight blocks are restricted on Home Run and not restricted on Rolling Thunder.
- Revised which blocks belong to which grade:
- Added the GSO Small Silo back to Grade 2
- Moved GSO Battery & Shield to Grade 1
- Moved GSO Dirt Wheel to Grade 1
- Moved GSO Medium Silo to Grade 3
- Moved GSO Guard Controller to Grade 3
- Reintroduced GSO Large Silo to Grade 4
- Moved GSO Megaton Cannon to Grade 5
- Moved GeoCorp Repair Bubble to GeoCorp Grade 3.
- Moved Venture Repair Bubble to Venture Grade 2.
- Reduced the size of the Trader Troll.
- Added lots of new Techs to the enemy population.
- Rebalanced the day/night cycle; daytime now lasts 25 minutes, night time lasts 5 minutes; sunrise and sunset are a little longer now too.
- Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
- Made certain weapon types more effective at harvesting:
- Drills are now more effective at drilling rocks and resource outcrops.
- Flamethrowers are now more effective at burning down trees, but ineffective against rocks and resource outcrops.
- Buzzsaws are now more effective at cutting down trees, but less effective against rocks and resource outcrops.
- Updated the passive brake power of all wheels to reduce slipping down hills when stationary.
- Incremental improvements to GSO Grade 1 tutorial missions.
- Reduced number of enemies that spawn in the second wave of GSO Grade 2 Enemy Waves mission.
- GSO Steering Thruster has changed into Steering Hover and no longer consumes fuel.
- Reduced the value of several rarer resources and thus, the cost of most blocks in the game. The resources that had their value reduced are:
- Carbite from 100 to 25
- Rodite from 120 to 35
- Oleite from 180 to 30
- Erudite from 140 to 50
- Ignite from 160 to 50
- Celestite from 200 to 50
- Bunching the prices of all resources closer together gives a smoother curve to the difference in the value of all blocks rather than having some ultra expensive and others be too cheap.
- Also adjusted the relative price of each specific block to bring them more into line with their relative usefulness.
- Updated the Radar Mission enemy to include Dirt Wheels.
- Updated the GeoCorp unlock Mission enemy to include a Plasma Cutter.
- UI is more consistent (used to have different colours, sizes and font weights).
- Replaced Shroom tree with a new model.
- GSO Half Blocks are now same colour.
- GSO Mortar and 3 Pound Cannon projectiles now have now explosion effect.
- GSO Steering Thruster has been remodelled.
- Radar graphics updated.
- Fixed bug where ambush missions were not showing in the Mission Log.
- Edited 'level up' text to omit mention of the other corporation Trading Stations (as they are no longer planned, just GSO will stay).
- Removed exploit which allowed players to craft steering thrusters then scrap them for more ingredients than they cost to craft initially.
- Fixed various blocks having a value of 0BB in the Payload Terminal.
- Temporary fix for shield and radar being destroyed during GSO Grade 1 missions; if the player hasn’t attached the block after a certain amount of time, a replacement block will spawn above the player.
- Fixed Little Thief / Little Robber being invulnerable if you complete the Radar/Shield mission by finding one of these blocks elsewhere in the world.
- Fixed incorrect text displaying for mission complete message on GSO Grade 2 Enemy Waves mission.
- Fixed issue with GSO Static Generator not being unlocked or awarded for completed missions in game correctly.
- Added descriptions for GSO Step Conveyor, GeoCorp Fixed Anchor & Venture Flamethrower.
- Fixed ability to grab blocks that are in the process of being sucked in by the SCU.
- Fixed GeoCorp Receiver not working; it now holds up to 24 resource chunks.
- Fixed one of the GeoCorp missions not rewarding blocks.
- The GeoCorp Geothermal Generator now works correctly.
- Fixed bounce issue with Venture Landing Gear Wheel.
- Updated rotation options for Venture Shield Bubble to include more aesthetic alternatives.
- Updated the disclaimer text to reflect the new streaming schedule.
- The new resource selling mission to sell 50 resources starts counting from around -134.
- The scrap magnets do not work properly yet and currently exhibit odd physics.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Gaps may appear in the terrain depending on the random seed chosen.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Hello Here we are with the goliath that is 0.6.2. We have now added grades 1-3 for all three corporations currently in the game; GSO, GeoCorp and Venture. This should give you plenty to explore in the Campaign mode while we work on more upcoming features. It also gives you access to every block in the game so far via the Trading Station or Payload Terminal and through random encounters. This, plus a bunch of game design tweaks, bug fixes and optimisations are what makes up 0.6.2. We look forward to hearing your thoughts on the recent changes. What's lined up next? AI improvements. - Jamie New features / content / improvements:
- Added GeoCorp missions Grade 1, 2 & 3. Unlock these missions by completing the GeoCorp License mission during GSO Grade 2.
- Added Venture missions Grade 1, 2 & 3. Unlock these missions by completing the Venture License mission during GSO Grade 3.
- GeoCorp and Venture licenses are now unlocked by completing their license missions instead of picking up a block belonging to that corporation.
- Added new Tech loader UI to Gauntlet tracks.
- Double-clicking on a saved game will now load it.
- Conveyors now auto-reconnect their links in response to structural changes.
- Conveyors no longer support the 'push' behaviour (purple arrow) which is phased out in the upcoming crafting release. Instead, use a filter to pass between conveyor loops.
- Added GSO Corner Conveyor, for building bases that transfer from one axis to another.
- Multi-stack Silos (eg GSO 2x2, GSO 3x3) function as a single unit. Previously they emulated several connected single-stack silos.
- Added Steam trading cards.
- Reduced the size and amount of enemy Techs that appear in some GSO missions.
- Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
- Increased range at which new encounters can be seen on compasses and radars.
- Graduated the EXP Alternator Conveyor to GSO Grade 2 and moved the GSO Filter Conveyor to GSO Grade 2.
- Tweaks to the Conveyors, Filter and Alternator.
- Addition of 2 "Edge Conveyors" to do concave and convex 90 degree transitions.
- Fixed various crash bugs which may occur when continuing your playthrough from previous game saves.
- Allow new missions to be triggered when continuing your playthrough from previous game saves.
- Fixed question marks remaining on radar for some missions if the enemy Techs wander off.
- Fixed Repair Bubble not being invulnerable during Solar Generator mission.
- Fixed objective marker not being attached to the Trading Station when purchasing the Tractor Pad.
- Increased rotation options for GSO Half Block, Venture Gyro Stabiliser and GeoCorp Plasma Cutter.
- Fixed resources disappearing or being having an incorrect scale when leaving a refinery.
- Fixed issue where the camera would be locked and no Tech would respawn if they used Save and Quit while their Tech was destroyed.
- Fixed crash that happened if you loaded a save and hit exit before the screen faded from black.
- Fixed too many enemy Techs spawning in base missions when saving and reloading.
- Fixed collision error on GSO small plough.
- Fixed crash bug that occurs when connecting Venture conveyor blocks.
- Various small UI fixes where the back buttons would not return to the expected screen.
- Prevent snapshots uploaded to Twitter not loading into game (note: snapshots uploaded by older builds of the game may still not load).
- Fixed bug where redesigning saved Sumo Techs would not work.
- Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- New dynamic mission system may sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Refineries may sometimes output resources that are smaller than expected.
- Gaps may appear in the terrain depending on the random seed chosen.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Bug Fixes:
- Fixed some more crash bugs which may occur when continuing your playthrough from previous game saves.
- Fixed crash bugs that occur the game incorrectly manages to go past the current maximum GSO Grade 3 and tries to spawn GSO Grade 4 missions.
Bug Fixes:
- Fixed some more crash bugs which may occur when continuing your playthrough from previous game saves.
- Fixed crash bug that occurs when connecting Venture conveyor blocks.
Bug Fixes:
- Fixed various crash bugs which may occur when continuing your playthrough from previous game saves.
- Allow new missions to be triggered when continuing your playthrough from previous game saves.
- Fixed collision error on GSO small plough.
New features / content / improvements:
- Added Venture missions Grade 1, 2 & 3. Unlock these missions by completing the Venture License mission during GSO Grade 3.
- GeoCorp and Venture licenses are now unlocked by completing their license missions instead of picking up a block belonging to that corporation.
- Reduced the size and amount of enemy Techs that appear in some GSO missions.
- Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
- Fixed issue where the camera would be locked and no Tech would respawn if they used Save and Quit while their Tech was destroyed.
- Fixed crash that happened if you loaded a save and hit exit before the screen faded from black.
- Fixed too many enemy Techs spawning in base missions when saving and reloading.
- Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
- Blocks may fall onto the player's Tech as the result of missions incorrectly completing because of other enemy Techs.
- Gaps may appear in the terrain.
- The block cursor may incorrectly scale to become larger or smaller than the size of the block.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Added GeoCorp missions Grade 1, 2 & 3. Unlock these missions by completing the GeoCorp License mission during GSO Grade 2.
- Added new Tech loader UI to Gauntlet tracks.
- Double-clicking on a saved game will now load it.
- Conveyors now auto-reconnect their links in response to structural changes.
- Conveyors no longer support the 'push' behaviour (purple arrow) which is phased out in the upcoming crafting release. Instead, use a filter to pass between conveyor loops.
- Added GSO Corner Conveyor, for building bases that transfer from one axis to another.
- Multi-stack Silos (eg GSO 2x2, GSO 3x3) function as a single unit. Previously they emulated several connected single-stack silos.
- Increased range at which new encounters can be seen on compasses and radars.
- Graduated the EXP Alternator Conveyor to GSO Grade 2 and moved the GSO Filter Conveyor to GSO Grade 2.
- Tweaks to the Conveyors, Filter and Alternator.
- Addition of 2 "Edge Conveyors" to do concave and convex 90 degree transitions.
- Increased rotation options for GSO Half Block, Venture Gyro Stabiliser and GeoCorp Plasma Cutter.
- Fixed bug where redesigning saved Sumo Techs would not work.
- Various small UI fixes where the back buttons would not return to the expected screen.
- Fixed Repair Bubble not being invulnerable during Solar Generator mission.
- Fixed objective marker not being attached to the Trading Station when purchasing the Tractor Pad.
- Fixed question marks remaining on radar for some missions if the enemy techs wander off.
- Prevent snapshots uploaded to Twitter not loading into game (note: snapshots uploaded by older builds of the game may still not load)
- Fixed resources disappearing or being having an incorrect scale when leaving a refinery.
- Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
- Blocks may fall onto the player's Tech as the result of missions incorrectly completing because of other enemy Techs.
- Gaps may appear in the terrain.
- The block cursor may incorrectly scale to become larger or smaller than the size of the block.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Our biggest update yet! Hi guys, So for those of you that do not partake in our TT_Unstable branch updates, here is a summary of everything that is in in 0.6.1. Our biggest update yet! We've added a new challenge mode - GAUNTLET! Click here to view the trailer. Race around one of two challenging Gauntlet tracks with your custom built racing (or flying) Techs to achieve the best time you possibly can. Players can also race against themselves using ghost data for an extra dose of competitiveness! The old mission system has been revamped with something a lot more robust which will make unlocking new blocks and progressing through the main game a breeze! We have integrated GSO grades 1-3 with the new system and will have GeoCorp and Venture Grades 1-3 added to the next Stable update. Other highlights include Enemies landing on the planet in Payload Bombs, a brand spanking new UI, lots of optimisation work and a TON of bug fixes. This and many many more chunks of awesome make up 0.6.1. Read below for a more detailed list of changes and additions or watch this video summary of the Release Notes. As always, we look forward to hearing your feedback - so be sure to get in touch with your thoughts and suggestions. - Jamie New features / content / improvements:
- New Gauntlet Mode added to the game with 2 tracks; Rolling Thunder and Home Run.
- Old checkpoint and flight challenges have been retired, to be replaced by the new Gauntlet tracks.
- First iteration of new Front End UI.
- Random Encounter spawning - provides randomly-generated mission encounters for the player to discover and engage in. These currently include hunting enemies, capturing and destroying bases. Different encounter types will be added over time. Players are rewarded with XP and blocks for completing these encounters. Question marks appear on the radar when players get near them.
- GSO mission progression reworked as follows:
- Added new random encounter missions to all grades.
- Trading Station mission unlocked after completing Radar, Shield and Battery missions.
- Moved SCU block mission to GSO Grade 3
- Removed all previous Grade 2 and 3 missions; these will be replaced with improved versions or alternatives over time
- XP System changed as follows:
- XP can now only be awarded by completing missions and encounters
- XP is no longer awarded by killing population Techs
- XP automatically ticks over to next level instead of maxing out at end of a level
- XP thresholds have been adjusted to increase exponentially.
- Block painting enhancements:
- Block painting filters are now selected as an individual category or all.
- Double-tap ALT to remove current selection in Block Painting UI.
- When painting or dragging, attach point gathering biases towards the current position first.
- Added several new blocks to the game:
- Venture Zero G Hover Plate
- Venture 5-way Steering Hover
- Venture Payload Terminal
- Venture Delivery Cannon
- Venture Conveyor
- Venture Receiver
- Added new colour blocks to the game, as chosen by winners of the Pixel Art Challenge.
- Graduated EXP Buzz Saw to GeoCorp.
- Added Danish to the language selection.
- Updated translations from the TT Translator team (many thanks to Calvin, Django, Jakub, Moisés, Olivier, Stig, Viktor and Zwip-Zwap Zapony for the recent translation updates).
- Improved the generic GSO 1-3 missions to spawn randomly selected enemies based on filters (each mission is different now).
- Added an entry to the Mission Log during GSO Grade 2 to explain how to find more missions and earn XP.
- Set invaders to spawn from GSO Grade 2 onwards.
- Increased the chance of enemy population spawns to have new or undiscovered blocks.
- Reduced the range of all lights and adjusted their intensity (aiming to reduce FPS drops at night).
- Wheel balancing tweaks:
- Increased grip for all GeoCorp Wheels.
- Updated Venture wheels' turn speed to allow them to turn faster, without losing control.
- Reduced torque on all Venture wheels, except the landing gear, which has a slight power increase. Venture wheels are a bit easier to control now, with little loss of speed.
- Added the GSO Payload Terminal to the list of items available to buy from Payload Terminals.
- Moved GeoCorp Cab to its correct category.
- Increased thrust of all boosters, but also increased fuel burn rate.
- Decreased refill rate of all fuel tanks by a tad.
- Balanced the Venture wings to be less twitchy (flap angles and lift power).
- Reduced the corrective power of the Gyro by half (you can add more of them to restore back to same power as before).
- Permanently re-added the GSO, Venture and GeoCorp Fixed Light blocks to the game.
- Updated the Recipe Table and Block Unlock Tables:
- Moved GSO Cow Catcher to Grade 3
- Moved all non-GSO Refineries to Grade 2
- Moved GSO Refinery to Grade 3
- We will be keeping the GSO Silo 212 instead of the Silo 111 which will be phased out.
- GSO Shield moves to Grade 2, it will soon also be removed from the starting craters.
- Expanded basic set of blocks for all grades to be more of a treat when upgrade happens and to allow the enemy population more blocks to use.
- GeoCorp grade 1 mission disabled temporarily, while new GeoCorp grades 1-3 are in progress with the new mission system.
- Art related optimisations:
- Asset and shader optimisations to improve batch rendering in game.
- Various blocks have been optimised for performance.
- Improved and optimised collision on some of the more common blocks in the game.
- Switched the projectile and casing shader to the standard no 2nd UV shader to allow the objects to batch.
- Added projector onto terrain to show where Techs are about to land before they fall from above.
- Visual tweaks have been made to some GeoCorp blocks to bring them up to par with the newer blocks.
- Mission related bug fixes:
- Fixed question mark appearing on radar when the player first spawns.
- Fixed objective markers not correctly pointing at blocks during missions.
- Fixed the Battery Tree sometimes spawning inside another tree.
- Fixed shield and radar blocks being able to be destroyed during their respective missions.
- Fixed enemy in shield mission being invulnerable occasionally.
- Fixed Trading Station appearing as an enemy on the radar.
- Fixed multiple Trading Stations appearing when saving and loading during its mission.
- Singularity Containment Unit (SCU) related bug fixes:
- Fixed messages looping when saving and loading during the SCU mission.
- Fixed issue with the SCU not picking up blocks correctly.
- Fixed SCU trying to pick up resources.
- Fixed bug where SCU disappears after block painting then trying to move the SCU. If your SCU has disappeared then a new game is required to get it back again.
- UI related bug fixes:
- Fixed prompts with buttons automatically disappearing after 8 seconds.
- "Save Options" text in Graphics Settings no longer gets cropped for non-English languages.
- Fixed issue with being unable to switch to Blocks tab in Payload Terminal after entering the Techs tab.
- Fixed issue where EXP blocks were not available to purchase from the Payload Terminal or Trading Station (only applies to R&D Pack owners).
- Fixed issue with GeoCorp cabs breaking the physics of the Tech it's attached to so you can now build working Techs with GeoCorp cabs.
- Fixed occasions where sending an invader would not return control to the player after flying up.
- Fixed the issue that made GSO Cabs cost 0BB.
- Extended cab vision range all around, eradicating the blind spot behind cabs where guns would not aim.
- Updated the Flamethrower effect to reduce blowback when moving at faster speeds.
- Fixed issue with Geothermal Generator not working at night.
- Fixed EXP blocks not flashing when damaged.
- Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Refineries may sometimes output resources that are smaller than expected.
- Gaps may appear in the terrain depending on the random seed chosen.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Bug Fixes:
- Fixed issue with GeoCorp cabs breaking the physics of the Tech it's attached to so you can now build working Techs with GeoCorp cabs.
Game Design tweaks:
- Reduced the range of all lights and adjusted their intensity (aiming to reduce FPS drops at night).
- Reduced the number of new mission spawns that appear near to the player, pushed them further away and reduced their frequency to make the experience less frantic.
- Added an entry to the Mission Log during GSO Grade 2 to explain how to find more missions and earn XP.
- Restricted Gauntlet ‘Home Run’ track to ground vehicle blocks only (sorry flight enthusiasts!).
- Added new colour blocks to the game, as chosen by winners of the Pixel Art Challenge.
- Improved the generic GSO 1-3 missions to spawn randomly selected enemies based on filters (each mission is different now).
- Some missions that have always used the same Tech for a long time will now use a new one.
- Set invaders to spawn from GSO Grade 2 onwards.
- Switched the projectile and casing shader to the standard no 2nd UV shader to allow the objects to batch.
- Fixed various physics issues with wheels.
- Fixed issue with the Singularity Containment Unit (SCU) not picking up blocks correctly.
- Fixed shield and radar blocks being able to be destroyed during their respective missions.
- Fixed enemy in shield mission being invulnerable occasionally.
- Fixed objective markers not correctly pointing at blocks during missions.
- Fixed Trading Station appearing as an enemy on the radar.
- Fixed multiple Trading Stations appearing when saving and loading during its mission.
- Removed R&D-only blocks from Gauntlet ‘Home Run’ track inventory.
- Properly disabled GeoCorp license and missions from being unlocked.
- Fixed issue where EXP blocks were not available to purchase from the Payload Terminal or Trading Station (only applies to R&D Pack owners).
- Fixed occasions where sending an invader would not return control to the player after flying up.
- Fixed question mark appearing on radar when the player first spawns.
- Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
- New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
- Gaps may appear in the terrain.
- The block cursor may incorrectly scale to become larger or smaller than the size of the block.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Random Encounter spawning - provides randomly-generated mission encounters for the player to discover and engage in. These currently include hunting enemies, capturing and destroying bases; different encounter types will be added over time. Players are rewarded with XP and blocks for completing these encounters. Question marks appear on the radar when players get near them.
- GSO mission progression reworked as follows -
- Added new random encounter missions to all grades.
- Trading Station mission unlocked after completing Radar, Shield and Battery missions.
- Moved SCU block mission to GSO Grade 3.
- Removed all previous Grade 2 and 3 missions; these will be replaced with improved versions or alternatives over time
- GeoCorp missions disabled temporarily
- XP System changed as follows -
- XP can now only be awarded by completing missions and encounters
- XP is no longer awarded by killing population techs
- XP automatically ticks over to next level instead of maxing out at end of a level
- XP thresholds have been adjusted to increase exponentially
- Graduated EXP Buzz Saw to GeoCorp.
- First iteration of new Front End UI:
- Main Menu is updated, Announcer still needs a lift
- New Game menu is updated, still got issues with prioritizations. We want to allow Gamemode descriptions and options be present at same time.
- Load Game menu got a facelift. Still not showing all the information we want.
- “Popup” menus, like the Bug Reporter, Pausescreen, Twitter Dialogue, etc. all got an update.
- Old checkpoint and flight challenges have been retired, to be replaced by new gauntlet tracks.
- New Gauntlet track added.
- Performance optimisations for Gauntlet.
- Block painting filters are now selected as an individual category or all
- Added armour plates to Gauntlet inventory.
- Updated rotation options for all blocks.
- Further updated the enemy population spawns to favour picking enemies with new / undiscovered blocks.
- Returning enemy population spawn selection to pre 6.0 state. Population should spawn a variety of different Techs, but not necessarily give new blocks as often. Further fixes to follow.
- Tweaked physics on GSO wheels.
- Updates for GC and GSO wheel grip. Updates to stop weird bounciness on all GC wheels.
- Increased the friction on all biomes too.
- Increased the load bearing strength of GSO Wheel and Stabiliser Wheel.
- Updated lateral friction of GSO Wheel and GSO Stabiliser Wheel to reduce sideways slipping.
- Increased the friction of GeoCorp Metal Wheels.
- Modified default tech for Gauntlet mode.
- Fixed the Battery Tree sometimes spawning inside another tree.
- “Save Options” text in Graphics Settings no longer gets cropped for non-English languages.
- Fixed objective marker pointing at the ground during GeoCorp missions.
- Fixed Vendor not appearing correctly on Radar if game saved/reloaded whilst Vendor is active quest object.
- Fixed prompts with buttons automatically disappearing after 8 seconds.
- Fixed Gauntlet mode starting tech not being reset when user exits to front end and then re-enters Gauntlet mode.
- Fixed multiple enemies appearing on the GSO shield mission.
New features / content / improvements:
- Performance optimisatons for Gauntlet.
- Improved look of the track edges so they’re clearer to see.
- Fixed bug with the Gauntlet inventory blocks not being limited as they’re supposed to be.
Game Design tweaks:
- Increased grip for all GeoCorp Wheels.
- Fixed bug where SCU disappears after block painting then trying to move the SCU. If your SCU has disappeared then a new game is required to get it back again.
New features / content / improvements:
- Gauntlet Mode now accessible via Challenges menu.
- Improved block filtering in Block Painting and Shop UI.
- Double-tap ALT to remove current selection in Block Painting UI.
- When painting or dragging, attach point gathering biases towards the current position first.
- Updated Venture wheels’ turn speed to allow them to turn faster, without losing control.
- Corrected several typos in block names and hooked up some broken ones.
- Moved GeoCorp Cab to its correct category.
- Added the GSO Payload Terminal to the list of items available to buy from Payload Terminals.
- Updated "Shop", "Block Painting" and "Name entry screen" GUI.
- Asset and shader optimisations to improve batch rendering in game.
- Improved and optimised collision on some of the more common blocks in the game.
- Fixed messages looping when saving and loading during the SCU mission.
- Fixed issue withbeing unable to switch to Blocks tab in Payload Terminal after entering the Techs tab.
- Fixed EXP blocks not flashing when damaged.
- Gaps may appear in the terrain.
- The block cursor may incorrectly scale to become larger or smaller than the size of the block.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
Game Design tweaks:
- Re-added the ability to sell blocks via Trading Stations.
- Delivery Cannons now only sell resource chunks.
- Blocks can now be held in GSO Silos again.
- Conveyors now only hold resource chunks.
- Reduced refinery from grade 3 to grade 2 to fix refinery mission.
- Increased the chance of enemy population spawns to have new or undiscovered blocks.
- Fixed Refinery mission being uncompletable during GSO Grade 2.
- Fixed GSO Scrapper not accepting blocks.
- Fixed Scrap Magnets not picking up loose blocks nearby.
- Fixed dispensers potentially not holding onto their items properly.
- Fixed issue where forum sign up screen would get stuck when entering R&D.
- Prevented filters from accepting blocks.
- Fixed the issue that made GSO Cabs cost 0BB.
- Fixed game save thumbnail being blurry.
- Fixed SCU trying to pick up resources.
- Gaps may appear in the terrain.
- Block painting does not work properly for some blocks.
- The block cursor may incorrectly scale to become larger or smaller than the size of the block.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Added several new blocks to the game:
- Venture Zero G Hover Plate
- Venture 5-way Steering Hover
- Venture Payload Terminal
- Venture Delivery Cannon
- Venture Conveyor
- Venture Receiver
- Added Danish to the language selection.
- Updated translations from the TT Translator team (many thanks to Moisés, Olivier, Stig, Viktor, WastedRhino and Zwip-Zwap Zapony for the recent translation updates).
- Added Lemon.
- Reduced torque on all Venture wheels, except the landing gear, which has a slight power increase. Venture wheels are a bit easier to control now, with little loss of speed.
- Re-added the Foundry and Grades 3, 4 and 5 Fabricators temporarily until we complete the change over to the single fabricator crafting system. Increased thrust of all boosters, but also increased fuel burn rate.
- Decreased refill rate of all fuel tanks by a tad.
- Balanced the Venture wings to be less twitchy (flap angles and lift power).
- Reduced the corrective power of the Gyro by half (you can add more of them to restore back to same power as before).
- Temporarily re-added the GSO Large Receiver to the game.
- Permanently re-added the GSO, Venture and GeoCorp Fixed Light blocks to the game.
- Updated Venture wheels - lowered their turning speed and torque to make them more manageable whilst maintaining their higher acceleration and top speeds.
- Updated the Recipe Table and Block Unlock Tables:
- Moved GSO Cow Catcher to 3
- Moved all non-GSO Refineries to Grade 2
- Moved GSO Refinery to Grade 3
- We will be keeping the GSO Silo 212 instead of the Silo 111 which will be phased out.
- GSO Shield moves to Grade 2, it will soon also be removed from the starting craters.
- Expanded basic set of blocks for all grades to be more of a treat when upgrade happens and to allow the enemy population more blocks to use.
- Added projector onto terrain to show where Techs are about to land before they fall from above.
- Various blocks have been optimised for performance.
- Visual tweaks have been made to some GeoCorp blocks to bring them up to par with the newer blocks.
- Extended cab vision range all around, eradicating the blind spot behind cabs where guns would not aim.
- Updated the Flamethrower effect to reduce blowback when moving at faster speeds.
- Fixed issue with Geothermal Generator not working at night.
- SCU Storage block related bugs:
- When block painting. The selected block is opaque instead of semi-transparent.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
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TerraTech 0.6 is here.
In the biggest update to TerraTech yet, we have some awesome new toys for you to play with! - The SCU (Singularity Containment Unit) Storage block makes its debut. This handy little thing will pick up any stray blocks surrounding it and add it to your new in-game inventory.You can view a tutorial on how to use the SCU here: https://www.youtube.com/watch?v=WnsSes1DpeM - Block Painting. When the inventory is open, all your blocks are at your very finger tips - ready to be placed onto your Tech in the most streamlined building experience ever. The R&D test chamber also offers access to the inventory, with an infinite quantity of blocks to build with. - Base Bombs: enemy Techs, replacement SCU's and player Techs will now all appear in the form of a base bomb hurtling towards the planet from the skies above! This, plus a ton of bug and crash fixes, crafting table tweaks, a GeoCorp makeover and new Venture blocks -- 0.6 is shaping up to be one giant leap for Intergalactic Miners!
Game Design tweaks:
- Set enemy guard behaviour to pursue the player within 100 units of its spawn position before returning.
- Now ensure the player respawns a safe distance away after blowing up.
- Fixed TerraTech logo colours in intro cutscene.
- Reverted the hand icons back to the previous cursor icons.
- Tweaked the VFX when blocks are about to get sucked into the SCU Storage.
- Added damage VFX to the colour blocks.
- Fixed bug that causes Delivery Cannon to damage itself when delivering.
- Fixed bug that caused missions to appear multiple times and crashing the game.
- Fixed bug that caused SCU Storage glow particles to not disappear.
- Fixed intermittent crash bug caused as blocks shrink into the SCU Storage.
- Allow Techs with EXP Alternator to spawn / be purchased.
- Fixed missing “Current Speed” in racing challenges.
- SCU Storage block related bugs:
- When block painting. The selected block is opaque instead of semi-transparent.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
New features / content / improvements:
- Mouse cursor changes to reflect block interactions.
- Added a tooltip to the snapshot icon.
- Doubled safe area range at start of game to prevent day/night cycle kicking off too frequently during Grade 1.
- Made player healing more apparent when entering the repair bubble in the Solar Generator mission.
- Made the SCU Storage block much harder to destroy.
- Removed symmetrical airflow over Venture Wings, meaning they will not work identically either way up, but will be easier to get Venture-only planes off the ground.
- Prevent situations where the Wireless Charger mission might not be completable.
- Improved block painting cursors and icons.
- Improved particle effects for the SCU Storage block when it is charged up.
- Fixed warning message about leaving the initial safe area never getting triggered.
- Fixed scaling issues with grabbing items being consumed by the SCU Storage block.
- Fixed progression blocker where the SCU could be destroyed during its mission.
- Fixed issues related to the block palette in open and closed states.
- Fixed not being able to block paint if user alt-Tab process switches away.
- SCU Storage block related bugs:
- The block palette is not positioned correctly on the screen in non-16:9 resolutions.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Ensure one mission is always selected, when the Mission Log is active.
- Added particles to blocks being picked up by the SCU Storage block.
- Added Tab to toggle display of the block palette - needs a new user profile to work.
- The block palette automatically closes when opening the shop.
- Moved enemies that attack the SCU Storage block slightly further away.
- Added better mission log description while waiting for the messages to finish at the end of the SCU Storage block mission.
- Added end caps to the block anchors.
- Improved the block category icons in the block palette and shop.
- Refined the look of the block palette and Shop HUD.
- In build mode, prevent held block being incorrectly rotating with the mouse wheel.
- Improvement to the block palette position on screen in non-16:9 aspect ratios.
- Improved SCU Storage block so it can collect multiple blocks at once.
- After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions were sometimes initiated during the new game. This bug is now fixed.
- Reduced the impulse strength of Cab explosions.
- Fixed fire animation on the Refinery.
- Fixed bug that caused the Trader Troll to flee.
- SCU Storage block related bugs:
- The block palette is not positioned correctly on the screen in non-16:9 resolutions.
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- Markers for missions and bases when playing in 4:3 are offset slightly.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Improved positioning of Tech description pins.
- Added tooltips to the Inventory panel.
- Added warning when the SCU Storage block is attacked.
- In build mode, mapped the mouse scroll wheel back onto camera zoom in and out.
- The held block is still being incorrectly rotated.
- Fixed bug where you couldn’t pick up blocks when camera is under the terrain.
- Fixed bug with attaching block to itself whilst holding alt.
- SCU Storage block related bugs:
- The block palette is not positioned correctly on the screen in non-16:9 resolutions (in 4:3, it’s not possible to open the block palette manually).
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions are sometimes initiated during the new game.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Improved block painting flow:
- Block painting has a button to expand / collapse the UI.
- Select a block to enable painting.
- To disable painting, either collapse the block palette, click on the selected block or click on the grab/hand icon.
- Hold Left Alt to temporarily revert to grabbing blocks.
- Updated translations from the TT Translator team (many thanks to Moisés, Olivier, Sir Rekington, Viktor and WastedRhino for the recent translation updates).
- When the player Tech is in Beam Mode, the camera can now pass under the terrain to allow better access to the Tech’s underside.
- Added 4 new attach points to the bottom of the SCU Storage block.
- SCU Storage block waits a few seconds before picking up blocks.
- Expanded the range of the SCU Storage block by 33%.
- Battery and SCU Storage block LEDs will now light up when it’s dark.
- Polished Block Painting HUD.
- Polished SCU Storage block.
- Replaced the SCU Storage block "heart" radar icon with a "black hole" icon.
- Fixed player bases appearing as SCU Storage block symbol on the radar.
- Prevented SCU Storage block charging when attached to a Tech.
- SCU Storage block discovers blocks on taking them in.
- Fixed issue with block palette not resetting properly when going from R&D Test Chamber to the main menu.
- SCU Storage block related bugs:
- The block palette is not positioned correctly on the screen in non-16:9 resolutions (in 4:3, it’s not possible to open the block palette manually).
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions are sometimes initiated during the new game.
- Cannot pick up blocks when the camera is under the terrain.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn't open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- The SCU Storage rings now light up from red to green to indicate its powering up status.
- Added a slide-on block palette for standard building and block painting.
- You don't need to go into Beam Mode to block paint.
- The buttons to switch between block painting and standard build mode don't function correctly (see known issues).
- Fixed bug with SCU Storage block sucking up resources that are held in tractor pads.
- Fixed bug when SCU Storage block incorrectly goes into its powering up state when attached to your Tech.
- Fixed bug that caused the game to occasionally remove the block from beneath the player cursor (including blocks on your Tech) when the SCU Storage block swallows a block.
- Fixed bug that caused SCU Storage block to spit out blocks it didn’t swallow when it gets damaged.
- Fixed bug that allowed the player cab to get sucked into the SCU Storage block.
- Fixed bug that would sometimes cause the SCU Storage block to just vanish completely.
- Fixed bug where starting a new game after completing the SCU Storage block mission, the enemy Techs don't spawn.
- Fixed bug where starting a new game after completing the SCU Storage block mission, the block palette is enabled whilst you're building your first Tech.
- Fixed issue with missing EXP blocks in R&D Test Chamber.
- Fixed cause of frame rate slowdown in R&D Test Chamber.
- SCU Storage block related bugs:
- Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
- After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions are sometimes initiated during the new game.
- New slide-on block palette related bugs:
- The toggle from block painting mode to standard build mode doesn’t switch correctly until the block palette has been collapsed.
- Returning from R&D Test Chamber to the main menu leaves the slide-on block palette on screen.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn’t open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Added new SCU Storage block which acts as the player’s inventory; the inventory can be accessed whilst your Tech is in the build beam.
- When in Beam Mode, press Alt to toggle between block painting and normal build mode.
- Added new GSO Grade 1 mission to introduce the SCU Storage block.
- New corporation blocks added:
- GeoCorp AI Module added.
- GeoCorp Remote Charger added.
- GeoCorp Terminal added.
- Venture AI Module added.
- Venture Remote Charger added.
- Enemy techs can now drop from orbit.
- Removed the chance for any stones / rocks to spawn from any resource givers.
- Moved all Venture Wings to the Flight section of the Terminal.
- Balanced the Venture wings. They now have more lift and are balanced to work either way up.
- Block Graduation:
- EXP Speedometer now joins Venture.
- EXP Gyro now joins Venture.
- Fixed bug where EXP Radar was not showing in the Terminal.
- Fixed issues with the shop grid not scrolling correctly.
- Fixed bug in GeoCorp missions where objective marker would point at the ground instead of at the enemy Tech.
- Fixed mapping issues with some Venture blocks.
- Fixed minor bug when building your first Tech where the same message would appear twice in succession.
- SCU Storage block related bugs:
- You can put your cab into storage if you release it directly in the centre of the SCU Storage block hole - causes a soft lock.
- SCU Storage block sucks up resources that are held in a tractor pad beam - loose resources on the ground aren't affected by this.
- SCU Storage block goes into its powering up state when attached to your Tech - it doesn't ever power up fully however.
- When starting a new game after completing the SCU Storage block mission, the enemy Techs don't spawn - causes a soft lock in the progression.
- When starting a new game after completing the SCU Storage block mission, the block palette is enabled whilst you're building your first Tech.
- The game occasionally removes the block from beneath your cursor (including blocks on your Tech) when the SCU Storage block swallows a block.
- Techs with a GeoCorp cab do not drive properly.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn’t open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Optimised initial load time from disclaimer screen to main menu.
- 16 colour blocks have been added to R&D Test Chamber.
- Added new blocks:
- Venture Repair Bubble
- Venture Shield Bubble
- Venture Tractor Pad
- GeoCorp Repair Bubble
- EXP Buzz Saw
- EXP Dynamo Generator (not working yet)
- Added new blocks to main game - promoted from R&D Test Chamber:
- GSO Ground Clearing Wheel
- GSO Static Generator
- GeoCorp Anchor Fixed
- GeoCorp Large Armour Plate
- Venture Regen
- Venture Landing Gear
- Venture Radar
- Venture Battery
- Venture Flamethrower
- Venture Tractor
- Venture Wing Tail
- Venture Wing Middle
- Venture Wing Expander
- Megaton Cannon shells now explode on impact (use with extreme caution).
- New block painting mode in R&D Test Chamber:
- In R&D Test Chamber, press B to enter beam mode and start block painting mode.
- A palette is displayed of all available blocks.
- Select desired block and start "painting" with it.
- Press Alt to de-select block and toggle back to standard build mode.
- Updated translations from the TT Translator team including new language options for Chinese and Japanese (many thanks to André, Demind, Dr.E, Honcharuk, Kitty, Martin, Moisés, Mr.E, Olivier, Sir Rekington, Tamaster, Viktor for the recent translation updates).
- Buffed the carry load and speed of Venture Springer Wheels.
- Nerfed the capacity of the GeoCorp Battery.
- Increased the power of all boosters and decreased their drain too.
- Fixed missing attach points on some GSO base blocks.
- Reduced XP values for completing GeoCorp Grade 1 missions.
- Graduated several blocks from EXP to their corporations:
- GSO Small Plough
- GeoCorp Plasma Cutter
- Venture Zoomer Wheel
- Venture Pip Machine Gun
- Venture Battery
- Removed Tech called "Cab-cab" from the game.
- Reduced the value of selling all uncraftable blocks to BB100 each.
- Tweaked all tractor pad holding strengths according to corporation.
- Reduced GSO Flatbed Tractor Pad capacity per stack from 10 to 3.
- Reduced both GeoCorp Tractor Pad capacity per stack from 10 to 5.
- Optimised block rotation sequence.
- Blocks can be rotated in air, before placing on a Tech.
- While being placed, blocks remember their orientation when dragged between attach points.
- GSO Cab can now fire if it has a clear line of sight.
- Blocks reassigned to different grades.
- For further details, please refer to the TerraTech Release Notes
- Clouds and celestial bodies have been added to the sky.
- Improved blend between the sky and the ground.
- Moved all corporation materials over to the "No 2nd UV Shader", which will improve batching especially at night and help performance.
- Various crash bug fixes.
- Fixed issue of resources that are blocked from getting onto tractor pads applying a force that flips the Tech over.
- Fixed missing Attach Points on some GSO base blocks.
- Fixed crash bug during the Woodstock quest when the 3 harvesters are destroyed.
- Fixed a bug where enemy bases would spawn as allies.
- Fixed a bug causing some game saves to load in at the wrong time of day e.g. night time instead of day time.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn’t open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
New features / content / improvements:
- Optimised initial load time from disclaimer screen to main menu.
- Updated translations from the TT Translator team (many thanks to Viktor for a bulk of Swedish translations).
- Removed explosive damage from 3 Pound Cannon shells and from Mortar shells for the time being.
- Restored block rotation key bindings to F and G keys.
- Racing challenges are working again.
- Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
- The Delivery Cannon shouldn’t open up when attached to a moving Tech.
- The Delivery Cannon incorrectly causes damage to itself when it delivers things.
TerraTech
Payload Studios
Payload Studios
2015-02-06
Action Indie Strategy Singleplayer
Game News Posts 547
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(18201 reviews)
http://www.terratechgame.com
https://store.steampowered.com/app/285920 
The Game includes VR Support
TerraTech Beta Linux 64 [761.28 M]TerraTech DLC Pack Linux 64 [7.5 M]Year One Payload Linux 64 [744 ]
TerraTech: R&D Labs
TerraTech - Skin Pack: Space
TerraTech - Skin Pack: Historical
TerraTech - Kickstarter Skin Pack
TerraTech - Skin Pack: Samurai vs Ninja
TerraTech - Skin Pack: Fantastic Contraptions
TerraTech - Skin Pack: Falcon Genesis
Build crazy vehicles out of modular blocks! Hunt down enemies, shoot parts off them and scavenge the remains, to make your vehicle harder, better, stronger and faster.
Build anything you can imagine! Heavy battle tanks? Yes. Fast scout vehicles? Indeed. Flying carpet bombers? Why not? Simply drag and snap new blocks onto your creation, and get straight back into the fray!
- OS: Ubuntu 64-bit 12.04 or higher
- Processor: 2.33Ghz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
- Storage: 1 GB available spaceAdditional Notes: Three-button mouse strongly recommended. Spec may be subject to revisions.
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