TerraTech - saiwun
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.

Bug Fixes:
  • 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.

Known Major Issues:
  • 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.
TerraTech - saiwun
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.

Design Tweaks:
  • Added lots of Venture Techs from the community.

Localisation:
  • More translations updated from the TT Translator team.

Bug Fixes:
  • Fixed various bugs that may cause the game to crash.

Known Major Issues:
  • 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.
TerraTech - saiwun
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.

  • IMPORTANT NOTE:
    • If you play this unstable build, your saves will get copied to
      \Documents\My Games\TerraTech\<SteamID>\
      where <SteamID> is your Steam account ID.

    • To play your saves again in the latest stable build, you will have to manually move the contents of this folder back to:

    • Windows path:
      \Documents\My Games\TerraTech\
    • Mac path:
      ~/Users/YourUserName/Library/Application Support/TerraTech/
    • Linux path:
      ~/home/user/.local/share/TerraTech/

Localisation:
  • More translations updated from the TT Translator team.

Bug Fixes:
  • 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

Known Major Issues:
  • 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.
TerraTech - saiwun
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

New blocks added to R&D Test Chamber:
  • 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

Localisation:
  • Significant Techs' names along with the Trading Stations can now be displayed with a translated name.
  • More translations updated from the TT Translator team.

Bug Fixes:
  • Game save issues caused by read/write access now report a meaningful message to the player.

Known Major Issues:
  • 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.
TerraTech - saiwun
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.

R&D Test Chamber Design Tweaks:
  • Removed all of the corporation block dispensers. Those blocks are still available from the Inventory.
  • Added a turret with Explosive Bolt Mini-Minions - Beware!

Bug Fixes:
  • The player is now prevented from placing blocks inside the anchor part of anchored blocks.

Known Major Issues:
  • 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.
TerraTech - contact@rockpapershotgun.com (Matt Cox)

Designing my own machines is a fantasy I often eagerly sign up to, then abandon when I remember I’m crap at it. For me, freedom is entwined with failure – though perhaps TerraTech can check my over-ambition. It has you roaming about on an alien planet “where you design and build your own creations through a mix of crafting, combat and discovery”, ostensibly collecting minerals for a resource-stricken Earth but actually pumping them into fancier vehicles. Payload Studios have launched version 1.0 after four years spent tinkering in early access, though they’ve still got plenty more planned.

(more…)

Aug 10, 2018
TerraTech - Jamie Finch

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
TerraTech - Jamie Finch


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)

Short Term
Things which we'll aim to add in successive updates this year and into next year.
  • Co-op Campaign mode. We're not promising a full implementation (it's very complicated!) but some form of real-time shared playthrough.
  • A map!
  • A proper in-game Blockpedia
  • Flexible Tech controls, to accommodate different vehicle archetypes and grouped Block functions
  • Ongoing improvement to AI behaviours: more variety and personality
  • General improvements to the current session-based multiplayer experience (hosting features, PvP balancing...)
  • Better management of user-generated content systems (eg Invasions)
  • Cloud saves
  • More new blocks
  • More environment biome variety
  • New mission and event types
  • Graphical enhancements and new customisation options

Medium Term
Less urgent (though no less important) goals. Some of these will make it into TT1.x, some potentially even this year, but some may prove slower or even be too big in scope for this version of TerraTech.
  • Re-working / re-balancing core systems to increase variety and gameplay depth:
    • Weapon types and ranges
    • Fuel & energy systems, and storage
    • Shields, health and regen
    • Player 'death' and recovery mechanics
    • SCU and inventory management
  • Quality of experience enhancements:
    • Intelligent block rotation
    • Semi-automated build/re-build function
  • Set piece mission locations in the world
  • New types of scripted content
  • New AI features:
    • Flying AI
    • Enemy encampments that spawn AIs and affect the local environment
  • More dynamic enemy population composition
  • Improved models for aerodynamics and wheel physics
  • New Corporation(s)
  • New multiplayer modes and quality improvements
  • Increased graphical detail and deep cosmetic customisation
Long Term
These are things that we believe in, but we really don't know how soon we'll be able to start them. Some these are real blue-sky topics!
  • 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
As always, we are hugely influenced by what you - our players - tell us, so please let us know what you're excited about, and what else you’d like to see.

This is a high-level list so don't worry about specific bug fixes or feature details - that's not what this is for.
Of course, everyone has different priorities so there is no one roadmap that will please everyone, but we do promise to take everything you tell us into account as we plan ahead.
TerraTech - saiwun
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.

Bug Fixes:
  • 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.

Known Major Issues:
  • 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.
TerraTech - saiwun
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.

Art Tweaks:
  • Improvements to Sumo menus.

Bug Fixes:
  • 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.

Known Major Issues:
  • 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.
...