Added random seed to generate an extremely high number of possible worlds.
Added a new type of population spawn. When travelling long distances, enemies will now spawn ahead of the player to populate tiles before you travel through them.
Enable DX11 if the hardware supports it.
Invaders now claim an area after invasion. The player has a set time to either leave or face attack. Invaders will stop pursuing players if they flee far enough from the claimed area.
Game Design Tweaks:
Refined the robustness/fragility of the blocks.
While holding RMB, the camera maintains its viewing angle.
Increased the push force for moving things away in beam mode.
Invasions can now happen in all biomes except the grasslands again.
Increased the grab range of the cursor for all modes except the main game, which is slightly reduced (this allows for easier large Tech builds in R&D and reduces the exploit of scavenging from a distance in the main game.
Increased the lock-on range of all Techs to 50 (from 30), this also increases the vision range of all enemies.
Spot lights are now more focused cones of light (45 degrees).
Increased the intensity of the Venture Strip Light.
Increased the amount of power generated by Wood (200 to 250).
Decreased the amount of power generated by Carbius (1500 to 1000).
Decreased the amount of power generated by Oleite (5000 to 4000).
Decreased the amount of power generated by Oleus (15000 to 8000).
Reduce spawning time of blocks in dispensers.
Reduced maximum distance at which the mini bases will spawn away from 0 (from 10K to 7.5K).
Art Tweaks:
Added a new tree type to the grasslands biome.
Made Shields and regen shields less obtrusive / more transparent.
Bug Fixes:
Fixed various crash bugs.
Fixed bug with Venture lights defaulting to on (even when not attached).
Fixed spot lights, now able to turn and aim at varying speeds.
Added random seed to generate an extremely high number of possible worlds.
Added a new type of population spawn. When travelling long distances, enemies will now spawn ahead of the player to populate tiles before you travel through them.
Enable DX11 if the hardware supports it.
Invaders now claim an area after invasion. The player has a set time to either leave or face attack. Invaders will stop pursuing players if they flee far enough from the claimed area.
Game Design Tweaks:
Refined the robustness/fragility of the blocks.
While holding RMB, the camera maintains its viewing angle.
Increased the push force for moving things away in beam mode.
Invasions can now happen in all biomes except the grasslands again.
Increased the grab range of the cursor for all modes except the main game, which is slightly reduced (this allows for easier large Tech builds in R&D and reduces the exploit of scavenging from a distance in the main game.
Increased the lock-on range of all Techs to 50 (from 30), this also increases the vision range of all enemies.
Spot lights are now more focused cones of light (45 degrees).
Increased the intensity of the Venture Strip Light.
Increased the amount of power generated by Wood (200 to 250).
Decreased the amount of power generated by Carbius (1500 to 1000).
Decreased the amount of power generated by Oleite (5000 to 4000).
Decreased the amount of power generated by Oleus (15000 to 8000).
Reduce spawning time of blocks in dispensers.
Reduced maximum distance at which the mini bases will spawn away from 0 (from 10K to 7.5K).
Art Tweaks:
Added a new tree type to the grasslands biome.
Made Shields and regen shields less obtrusive / more transparent.
Bug Fixes:
Fixed various crash bugs.
Fixed bug with Venture lights defaulting to on (even when not attached).
Fixed spot lights, now able to turn and aim at varying speeds.
Game detects fatal errors and allows output log file and game save file to be automatically uploaded to our server so we can investigate.
Added option in Pause screen to report other bugs directly to Payload Studios.
Optimise memory usage (saves up to 500MB at startup).
Changed the Mini Base encounters so that they can spawn in a new location each time a new game is started.
Updated the layouts of Mini Bases and the Techs that spawn with them to include more crafting parts and have a greater variation of Harvester and Guardian Techs.
New Resource Giver rocks have been added for Plumbite, Titanite, Rodite, Carbite and Oleite. There are also vanilla rocks that do not contain any of the resource chunks. Hunting for these resources is now more of a challenge than just spotting them. Due to this change the distribution of the resource givers has changed.
Improved the Sumo menu flow by simplifying it.
Game Design Tweaks:
The Payload Terminal is now indestructible.
Removed AP from underside of Fixed and Rotating Anchor.
GSO Machine Gun sound improved courtesy of TailsDeveraux’s input
Art Tweaks:
Added "Normal Maps" and "Smoothness" maps to the terrain types in all biomes.
Pushed back the Fog distance and adjusted the fog so that terrain in the distance loads smoothly.
Reduced the lighting to a “normal” level and adjusted the textures to a standard baseline.
Added new Rocks to the Grasslands, desert and mountain areas.
Adjusted transparency of trees to improve view of player Tech through a forest.
Bug Fixes:
Fixed various crash bugs.
Fixed base disappearing bug.
Fixed issue with GSO Techs sliding down hills.
Fixed bug with large Techs not snapshotting correctly.
Fixed numpad 0 not triggering spawning of Tony enemy Tech.
Correct damage shader colour when HDR is off.
Now prevent a block held by the player from disappearing.
Increased text box size for tutorial text to prevent it getting cropped.
Fixed pricing error on Thermia Ingot, it’s now worth BB200 again.
Fixed holes in Terrain (e.g. south of starting position).
Game detects fatal errors and allows output log file and game save file to be automatically uploaded to our server so we can investigate.
Added option in Pause screen to report other bugs directly to Payload Studios.
Optimise memory usage (saves up to 500MB at startup).
Changed the Mini Base encounters so that they can spawn in a new location each time a new game is started.
Updated the layouts of Mini Bases and the Techs that spawn with them to include more crafting parts and have a greater variation of Harvester and Guardian Techs.
New Resource Giver rocks have been added for Plumbite, Titanite, Rodite, Carbite and Oleite. There are also vanilla rocks that do not contain any of the resource chunks. Hunting for these resources is now more of a challenge than just spotting them. Due to this change the distribution of the resource givers has changed.
Improved the Sumo menu flow by simplifying it.
Game Design Tweaks:
The Payload Terminal is now indestructible.
Removed AP from underside of Fixed and Rotating Anchor.
GSO Machine Gun sound improved courtesy of TailsDeveraux’s input
Art Tweaks:
Added "Normal Maps" and "Smoothness" maps to the terrain types in all biomes.
Pushed back the Fog distance and adjusted the fog so that terrain in the distance loads smoothly.
Reduced the lighting to a “normal” level and adjusted the textures to a standard baseline.
Added new Rocks to the Grasslands, desert and mountain areas.
Adjusted transparency of trees to improve view of player Tech through a forest.
Bug Fixes:
Fixed various crash bugs.
Fixed base disappearing bug.
Fixed issue with GSO Techs sliding down hills.
Fixed bug with large Techs not snapshotting correctly.
Fixed numpad 0 not triggering spawning of Tony enemy Tech.
Correct damage shader colour when HDR is off.
Now prevent a block held by the player from disappearing.
Increased text box size for tutorial text to prevent it getting cropped.
Fixed pricing error on Thermia Ingot, it’s now worth BB200 again.
Fixed holes in Terrain (e.g. south of starting position).
Added a new encounter where Tony and his Minion come back for revenge. They attack you after the main intro bits are complete. They both have radars.
Added a sequence that gifts you enough blocks to build a whole new Tech when you first buy either an AI Module or Cab from the Payload Terminal (complete with confetti and a party hat, for those who are entitled to party hats).
Added a Plane Tech to the top of one of the mountains to the south of the starting area. You can take it and fly around.
Added 100 new community creations to the enemy population.
Added a special Summer Ice Cream Cone which can be purchased from the Payload Terminal.
Game Design Tweaks:
Set the intro crater encounters to finish even if you drive away whilst they are explaining the last messages.
Increased the health of all projectile weapons by 10%.
Upped the damage that Jack Hammers deal out.
Art Tweaks:
Added a “TerraTech” logo to the Intro cutscene.
Changed the appearance of the Twitch “Live Streaming” announcement.
Bug Fixes:
Fixed bug with scrapper not working after a while.
Fixed ability to remap controls to keyboard keys (rebinding to mouse buttons not possible yet).
Added a new encounter where Tony and his Minion come back for revenge. They attack you after the main intro bits are complete. They both have radars.
Added a sequence that gifts you enough blocks to build a whole new Tech when you first buy either an AI Module or Cab from the Payload Terminal (complete with confetti and a party hat, for those who are entitled to party hats).
Added a Plane Tech to the top of one of the mountains to the south of the starting area. You can take it and fly around.
Added 100 new community creations to the enemy population.
Added a special Summer Ice Cream Cone which can be purchased from the Payload Terminal.
Game Design Tweaks:
Set the intro crater encounters to finish even if you drive away whilst they are explaining the last messages.
Increased the health of all projectile weapons by 10%.
Upped the damage that Jack Hammers deal out.
Art Tweaks:
Added a “TerraTech” logo to the Intro cutscene.
Changed the appearance of the Twitch “Live Streaming” announcement.
Bug Fixes:
Fixed bug with scrapper not working after a while.
Fixed ability to remap controls to keyboard keys (rebinding to mouse buttons not possible yet).