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.
Game Design Tweaks:
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.
Art Tweaks:
Rodite seams are now the same colour as rodite chunks.
Bug Fixes:
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.
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.
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.
Game Design Tweaks:
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.
Art Tweaks:
Rodite seams are now the same colour as rodite chunks.
Bug Fixes:
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.
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.
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.
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.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
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.
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.
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.
UI Enhancements
Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.
Saved Game Enhancements
Saved games now shows corporation license levels on the Load Game screen.
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.
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.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
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.
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.
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.
UI Enhancements
Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.
Saved Game Enhancements
Saved games now shows corporation license levels on the Load Game screen.
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.
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.
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!
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.
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.
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.