TerraTech - saiwun
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.

Game Design Tweaks:
  • 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.

Art Tweaks:
  • Optimised scenery objects to improve frame rate.
  • Improved collision for the final stage of rock damage.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
TerraTech - saiwun
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.

Game Design Tweaks:
  • 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.

Art Tweaks:
  • Optimised scenery objects to improve frame rate.
  • Improved collision for the final stage of rock damage.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
TerraTech - saiwun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New features / content / improvements:
  1. Added Creative mode where you can build and explore freely.
    • Build anything you want with all the blocks from Campaign mode.
    • Save everything you build in the Creative Mode game save.

  2. New GSO Missions
    • Added a new GSO Grade 2 mission introducing the Auto Miner block.
    • Added a new GSO Grade 3 mission introducing the Component Factory block.

  3. Limited blocks available in Trading Stations and Terminals
    • 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.

  4. UI Enhancements
    • Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.

  5. Saved Game Enhancements
    • Saved games now shows corporation license levels on the Load Game screen.

  6. New R&D Content
    • Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
    • The R&D Test Chamber can now be saved.

  7. Other Revisions
    • 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

Game Design Tweaks:
  • 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.

Art Tweaks:
  • Added new corporation logo sprites to mission message boxes.
  • Added new rocks to Salt Flats biome.
  • All rocks are now breaking apart more naturally.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
TerraTech - saiwun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New features / content / improvements:
  1. Added Creative mode where you can build and explore freely.
    • Build anything you want with all the blocks from Campaign mode.
    • Save everything you build in the Creative Mode game save.

  2. New GSO Missions
    • Added a new GSO Grade 2 mission introducing the Auto Miner block.
    • Added a new GSO Grade 3 mission introducing the Component Factory block.

  3. Limited blocks available in Trading Stations and Terminals
    • 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.

  4. UI Enhancements
    • Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.

  5. Saved Game Enhancements
    • Saved games now shows corporation license levels on the Load Game screen.

  6. New R&D Content
    • Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
    • The R&D Test Chamber can now be saved.

  7. Other Revisions
    • 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

Game Design Tweaks:
  • 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.

Art Tweaks:
  • Added new corporation logo sprites to mission message boxes.
  • Added new rocks to Salt Flats biome.
  • All rocks are now breaking apart more naturally.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
TerraTech - Jamie Finch
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!
TerraTech - Jamie Finch
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!
TerraTech - saiwun
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.

Known Issues:
  • 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.
TerraTech - saiwun
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.

Known Issues:
  • 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.
TerraTech - saiwun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New features / content / improvements:
  1. New Blocks
    • 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.

  2. New Missions
    • 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.

  3. New Crafting Content
    • 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.

  4. UI Enhancements
    • 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.

  5. New R&D Content
    • 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.

  6. Other Revisions
    • 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

Game Design Tweaks:
  • Enemies with batteries now spawn in with the batteries charged.
  • 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.

Art Tweaks:
  • 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.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
TerraTech - saiwun
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New features / content / improvements:
  1. New Blocks
    • 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.

  2. New Missions
    • 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.

  3. New Crafting Content
    • 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.

  4. UI Enhancements
    • 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.

  5. New R&D Content
    • 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.

  6. Other Revisions
    • 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

Game Design Tweaks:
  • Enemies with batteries now spawn in with the batteries charged.
  • 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.

Art Tweaks:
  • 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.

Bug Fixes:
  • 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.

Known Issues:
  • 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.
...