We've been talking about it for months and, later today, the latest corporation to hit TerraTech will go live. Venture has been sparking interest ever since its adrenaline junkie fuelled design was first unveiled on our blog.
It's a look that sets it apart from the corporations already built into play and, with the arrival of an update to the TerraTech Beta late this afternoon, Beta players will be able to get to grips with the array of new parts it brings to the table.
If you missed our Lead Designer's in depth look at Venture a couple of months ago, then you'll be unaware that Venture is a company that sells extreme sports equipment and organises huge motor sports events back on Earth. The intergalactic mining effort is just the next level of thrills for the Venture crew and, rather than focusing on massive weapons or powerful mining equipment, they're all about riding speed, suspension and getting big air.
But we don't just want to talk up Venture from the comfort of our blog. We're also looking forward to seeing what you guys can do with them. That's why we want Beta players to put Venture's new pieces to the test and design a vehicle that can take on the all new Mountains of Doom challenge.
We want you to use Venture's parts to create the best contraption you can, tweet them from within play, and then let us take on the Mountains of Doom challenge using your wheels during one of our live streams. We want you to showcase TerraTech's finest on one of the game's most exciting challenges to date, all under Venture's colours.
And don't forget, for players who sign up to the Beta during EGX or the following week, you'll pick up an exclusive in-game 'GSO Pro' white vehicle skin with your final release copy fo the game! Just make sure you enter the code' 'GSO Pro' in the special instructions field when you purchase the Beta[/ur].
We've been talking about it for months and, later today, the latest corporation to hit TerraTech will go live. Venture has been sparking interest ever since its adrenaline junkie fuelled design was first unveiled on our blog.
It's a look that sets it apart from the corporations already built into play and, with the arrival of an update to the TerraTech Beta late this afternoon, Beta players will be able to get to grips with the array of new parts it brings to the table.
If you missed our Lead Designer's in depth look at Venture a couple of months ago, then you'll be unaware that Venture is a company that sells extreme sports equipment and organises huge motor sports events back on Earth. The intergalactic mining effort is just the next level of thrills for the Venture crew and, rather than focusing on massive weapons or powerful mining equipment, they're all about riding speed, suspension and getting big air.
But we don't just want to talk up Venture from the comfort of our blog. We're also looking forward to seeing what you guys can do with them. That's why we want Beta players to put Venture's new pieces to the test and design a vehicle that can take on the all new Mountains of Doom challenge.
We want you to use Venture's parts to create the best contraption you can, tweet them from within play, and then let us take on the Mountains of Doom challenge using your wheels during one of our live streams. We want you to showcase TerraTech's finest on one of the game's most exciting challenges to date, all under Venture's colours.
And don't forget, for players who sign up to the Beta during EGX or the following week, you'll pick up an exclusive in-game 'GSO Pro' white vehicle skin with your final release copy fo the game! Just make sure you enter the code' 'GSO Pro' in the special instructions field when you purchase the Beta[/ur].
As our backers will know, harvesting and crafting are both crucial elements when it comes to surviving in TerraTech's off-world – elements that Beta players have been lucky enough to get to grips with for a while now.
But what do both systems have to offer for Beta newcomers? And what new updates do we have planned to roll out in the future?
The man in the know is lead designer Kris Skellorn, who – in our latest blog post – details how we've always envisioned TerraTech to be “more than just endless battles and rebuilds”.
The idea is to layer that base with a wider range of experiences. As the man himself says, the additions of the harvesting and crafting systems is designed to evolve TerraTech from a nomadic foraging experience into one focused more on fleet leadership and resource management - and that's an evolution that's set to continue.
If you're new to the Beta then you'll not want to miss Kris's step-by-step video guide to making the most of these new harvesting and crafting systems, and if you've not signed up to the Beta at all yet then now could be the time! Head here to get involved.
You can check out Kris' exclusive blog on harvesting and crafting in the TerraTech Beta here.
As our backers will know, harvesting and crafting are both crucial elements when it comes to surviving in TerraTech's off-world – elements that Beta players have been lucky enough to get to grips with for a while now.
But what do both systems have to offer for Beta newcomers? And what new updates do we have planned to roll out in the future?
The man in the know is lead designer Kris Skellorn, who – in our latest blog post – details how we've always envisioned TerraTech to be “more than just endless battles and rebuilds”.
The idea is to layer that base with a wider range of experiences. As the man himself says, the additions of the harvesting and crafting systems is designed to evolve TerraTech from a nomadic foraging experience into one focused more on fleet leadership and resource management - and that's an evolution that's set to continue.
If you're new to the Beta then you'll not want to miss Kris's step-by-step video guide to making the most of these new harvesting and crafting systems, and if you've not signed up to the Beta at all yet then now could be the time! Head here to get involved.
You can check out Kris' exclusive blog on harvesting and crafting in the TerraTech Beta here.
Reduced the number of enemy vehicles being spawned in the first waves.
Enemies now spawn further away from the player
The calculation for size and firepower of enemy vehicles relative to the player vehicle(s) has been turned down a bit.
The rate of degradation of blocks knocked off enemy vehicles has been doubled so they should like twice as long before they self-destruct.
Bug fixes:
The shield of the player’s base no longer heals enemy vehicle blocks.
Right-clicking on the base menus no longer rotates the game camera.
Known issues and bugs:
The shield does not repel enemy vehicles yet.
When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
It is possible to jam the player's vehicle under the base.
When a damaged block is restored back to full health, the red damage effect does not disappear.
The damaged components of the base do not restore their health yet.
When the base shield is destroyed, it should be game over. Instead, the game carries on, allowing the player to attach the base parts to their vehicle.
Base components other than the receiver should not pass objects back to vehicles.
A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
GSO small wheels, Geo Corp wheels and Geo Corp metal wheels now steer allowing for vehicles to have tighter turning circles.
The standard cursor is now replaced with a custom TerraTech cursor.
The base shield is now powered by biofuel, which is refined from wood.
The base shield size grows and shrinks smoothly instead of snapping to the new size.
A back button has been added to allow a vehicle snapshot to be cancelled.
The camera has been improved to cater for vertical flight.
Guns can now aim up & down based on ballistic trajectory calculation.
A clock has been added to Sumo Showdown to time matches.
Esc key mirrors the functionality of the back button.
Bug fixes:
Major:
The base refinery will now correctly refine each resource instead of incorrectly grabbing 2 and outputting 1.
Checkpoint challenges now load the correct biome.
Trees no longer spawn in a fallen state.
Minor:
In the Main Menu, it's no longer possible to rotate the camera.
The cannon weapon is firing at the correct rate i.e. slower than the machine gun.
When taking a vehicle snapshot, the snapshot button is now hidden to prevent it being clicked on again and generating a blank snapshot.
Cannot double-click onto the base now.
At the base, when adding an item to the delivery cannon's queue, left clicking on the queue item quickly will no longer return a multiple of the proper amount of money back.
The basic functionality of the base is now working:
Receiver: Drop off point for resources
Power Source: Consumes wood to power the base & shield
Resource Silo: Stores resources, ready to be refined, delivered or fabricated
Delivery Cannon: Blast resources back to Earth for currency, spend currency on crafting recipes
Refinery: Turns raw ore into usable refined resources
Fabricator: Craft refined resources into vehicle blocks and unlock new crafting recipes
Known issues and bugs:
Major:
The shield does not repel enemy vehicles yet.
Checkpoint challenges can load the wrong biome.
Trees can sometimes spawn in a fallen state.
At the base, when the refinery has 2 different pinned items in its queue, it will grab 2 resource chunks from the silo, but the output will only be as if one resource chunk went in.
At the base, when adding an item to the delivery cannon's queue, left clicking on the queue item quickly will return a multiple of the proper amount of money back.
Minor:
In the Main Menu, it's possible to rotate the camera.
The cannon weapon is firing at the same rate as the machine gun and should be a lot slower.
When taking a vehicle snapshot, the button remains active and it's possible to click it again to create a blank thumbnail image.
It's possible to double-click onto the base which you're not supposed to be able to at the moment.
The sapphire crystal cacti are not casting shadows.
Reduced the number of enemy vehicles being spawned in the first waves.
Enemies now spawn further away from the player
The calculation for size and firepower of enemy vehicles relative to the player vehicle(s) has been turned down a bit.
The rate of degradation of blocks knocked off enemy vehicles has been doubled so they should like twice as long before they self-destruct.
Bug fixes:
The shield of the player’s base no longer heals enemy vehicle blocks.
Right-clicking on the base menus no longer rotates the game camera.
Known issues and bugs:
The shield does not repel enemy vehicles yet.
When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
It is possible to jam the player's vehicle under the base.
When a damaged block is restored back to full health, the red damage effect does not disappear.
The damaged components of the base do not restore their health yet.
When the base shield is destroyed, it should be game over. Instead, the game carries on, allowing the player to attach the base parts to their vehicle.
Base components other than the receiver should not pass objects back to vehicles.
A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
GSO small wheels, Geo Corp wheels and Geo Corp metal wheels now steer allowing for vehicles to have tighter turning circles.
The standard cursor is now replaced with a custom TerraTech cursor.
The base shield is now powered by biofuel, which is refined from wood.
The base shield size grows and shrinks smoothly instead of snapping to the new size.
A back button has been added to allow a vehicle snapshot to be cancelled.
The camera has been improved to cater for vertical flight.
Guns can now aim up & down based on ballistic trajectory calculation.
A clock has been added to Sumo Showdown to time matches.
Esc key mirrors the functionality of the back button.
Bug fixes:
Major:
The base refinery will now correctly refine each resource instead of incorrectly grabbing 2 and outputting 1.
Checkpoint challenges now load the correct biome.
Trees no longer spawn in a fallen state.
Minor:
In the Main Menu, it's no longer possible to rotate the camera.
The cannon weapon is firing at the correct rate i.e. slower than the machine gun.
When taking a vehicle snapshot, the snapshot button is now hidden to prevent it being clicked on again and generating a blank snapshot.
Cannot double-click onto the base now.
At the base, when adding an item to the delivery cannon's queue, left clicking on the queue item quickly will no longer return a multiple of the proper amount of money back.
The basic functionality of the base is now working:
Receiver: Drop off point for resources
Power Source: Consumes wood to power the base & shield
Resource Silo: Stores resources, ready to be refined, delivered or fabricated
Delivery Cannon: Blast resources back to Earth for currency, spend currency on crafting recipes
Refinery: Turns raw ore into usable refined resources
Fabricator: Craft refined resources into vehicle blocks and unlock new crafting recipes
Known issues and bugs:
Major:
The shield does not repel enemy vehicles yet.
Checkpoint challenges can load the wrong biome.
Trees can sometimes spawn in a fallen state.
At the base, when the refinery has 2 different pinned items in its queue, it will grab 2 resource chunks from the silo, but the output will only be as if one resource chunk went in.
At the base, when adding an item to the delivery cannon's queue, left clicking on the queue item quickly will return a multiple of the proper amount of money back.
Minor:
In the Main Menu, it's possible to rotate the camera.
The cannon weapon is firing at the same rate as the machine gun and should be a lot slower.
When taking a vehicle snapshot, the button remains active and it's possible to click it again to create a blank thumbnail image.
It's possible to double-click onto the base which you're not supposed to be able to at the moment.
The sapphire crystal cacti are not casting shadows.