Thank you everyone for the kind reviews and feedback over the last week, Christmas and the Holidays are approaching. We had one last present in mind, a Free Week and 42% off Kabounce for the holidays!
DECEMBER UPDATE
If you haven't checked it out yet, Kabounce has skins and presents hidden all throughout the challenges and the Advent Calendar! Claim rewards daily by simply booting up Kabounce.
If you have already been busy claiming all the treats, great! Please invite your friends for a free week of Kabounce and spread the word!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
Minor Tweaks:
Press the C key to quickly switch between control schemes.
Multi-binding is now supported in control schemes:
Players can set the same movement key pairs to control multiple axes, e.g. A & D both control Roll and Yaw.
Players can also set two different movement pairs for one axis, e.g. both W & S and Up & Down can both accelerate and reverse.
Doubling will not extend to the Options Menu Key Bind screen."
Improved the handling of a Tech with hover pads when going over trees.
The example Techs in Creative Mode have now been updated.
Remnants of destroyed rocks no longer block Tech spawning positions.
Bug Fixes:
Fixed issue preventing the player from right-clicking on objects to interact with them when the Tech Loader is open.
Fixed issue preventing ability to swap Techs, even though there seems to be enough free space.
Fixed issue with Techs jittering uncontrollably when holding blocks with a magnet.
Fixed issue with Venture hover pads bouncing uncontrollably when no input is given.
Fixed issue causing Tech deployment bubbles to interact with Techs that have hover pads.
Fixed issue causing a stabilising computer to conflict with throttle controls when attached to a Tech with hover pads.
Fixed bug preventing Repair Bubbles to be turned on if Shield Bubbles are turned off using Better Future block controller switches.
Fixed bug preventing propellers from spinning with Thrust 1 controls when Better Future stabilising computers are onboard.
Fixed issue with loading Techs from snapshots, causing Up Conveyors to load in unconnected.
Fixed issue causing AI controlled multi-Techs to explode upon splitting.
Corporation icons on XP bars now appear at the correct brightness.
Known Major Issues:
Wheels may orientate incorrectly in particular situations based on their relative position from the Tech's centre of mass.
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.
Today we're happy to bring you the first edition of our new "Quality of Life" Upgrade series! This series will differ slightly from Upgrades we've released in the past, as we shift our focus toward a new stage of development dedicated to evaluating all game content to date. This means looking at improving performance, filling in remaining holes in content, and rebalancing existing systems (hooray!).
The intent of QoL Mk 1 is to begin working through the important issues that have been brought up by users on our forums (thank-you for your feedback and reports!), as well as eliminating major game-impacting bugs, and improving the quality of Oxygen Not Included's early game for new users. As a result, QoL Mk 1 introduces new recipe queuing UI options, more building copy settings, and a bunch of new content expanding the decor system such as varieties on existing paintings, sculptures and flower pots (plus a whole assortment of crash fixes and performance tweaks).
Throughout the rest of the QoL Upgrades, we will be continuing to monitor the forums and your reports for more feedback on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still more to come! We've still got even more systems to balance and optimization to perform.
In addition, the team will be taking a two week break over the holidays and getting back to it in the New Year. The next update will be on schedule in 8 weeks, coming out February 7th.
Thank you to everyone who participating in our open testing branch, we hope you enjoy the decor!
«Остров мёртвых» будет доступно в пятницу, 14 декабря с 13:00 по Московскому времени и продлится 5 дней.
«Ха-ха-ха, приветствую, Демиург! Узнаёшь меня? Ну, ещё узнаешь! Добро пожаловать в твой личный Ад! Все те, чьи жизни ты загубил, ожидают тебя здесь, и ты ничего не сможешь поделать, чтобы не дать им добраться до тебя! Большинство из них переродились в качестве вампиров, в то время как другие заключили пакт с самим Дьяволом. Они тебя достанут. А если нет, я позабочусь о том, чтобы ты никуда не делся отсюда! Наслаждайся!»
Комментарий разработчиков: все значения соответствуют непрокаченным версиям карт.
"Смерть" 14/10, ближний бой; ✔5 DMG всем существам (улучшение умения после повышения уровня стало более значительным); ✔При смерти: +7 ATK всем союзникам (новое умение);
"Граф Влад" 6/20, ближний бой; ✔В начале хода: наносит врагам 3 DMG и лечится на сумму нанесенного урона (новое умение);
The new "Event" is coming: "Island of the Dead" (starts on December 14th at 10:00 (UTC)):
«Hahaha, greetings, Demiurge! Don't you recognize me? Well, you will! Welcome to your personal hell! All the lives you've destroyed are waiting for you in here and there's nothing you can do to stop them from getting to you! Most of them were reborn as power vampires while others made a pact with the Devil himself. They are gonna get you. And if they don't, I'll make sure that you won't escape anywhere! Enjoy your time!»
Dev's Note: Be aware that all numbers are shown for the unpromoted versions of cards.
New monsters:
Legendary:
“Mr. Flap” 11/28, melee; ✔️ Immunity; ✔️ Attacked: sets attacking enemy health to 1 HP; ✔️ Ally death: deals 6 DMG to ranged enemies;
Epic:
“Demon The Ripper” 5/15, melee; ✔️ Death: sets 2 random enemies health to 1 HP; ✔️ End of turn: gets +4 ATK for each wounded;
Rare:
“Butcher” 3/12, melee; ✔️ Sets random enemy health to 1 HP;
Rebalanced monsters:
Legendary:
“Death” 14/10, melee; ✔️ 5 DMG to all units (skill improvement after level-up becomes higher); ✔️ Death: +7 ATK to all allies (new skill);
“Count Vlad” 6/20, melee; ✔️ Stat of turn: gives enemies 3 DMG and heals himself for the amount of damage inflicted (new skill);
Epic:
“Annoying Demon” 6/18, melee; ✔️ Death: 5 DMG to random enemy (new skill); ✔️ Ally’s Vampire triggered: deals 2 DMG to enemies in line (new skill);
“Blood Lord” 4/18, melee; ✔️ Attack: Vampire 4 HP (skill improvement after level-up becomes higher);
Head to our Discord Channel for the #2 Challenge and a chance to be featured in our game! 🚛❗️ Hit the road to Alaskan Truck Simulator Discord➡️ https://discord.gg/YfMJF4u
Today we have added a number of updates about which you requested. Thank you for helping to improve the game and make management easier, clearer and more convenient! So, what updated today: - Added: Button in the market for selling all resources except weapons and industry. - Added: When you click on an adviser, the help card disappears. Perfectionists asked - we did) - Added: With a double click on the building icon, the window for improving this building opens. This will reduce the waiting time for the popup menu. - Added: Now after two bankruptcies, if you don’t have enough money at the end of the turn, a message will pop up about it. - Added: Pop-up message about changing the minimum allowable capital. Now the mechanics of knocking out the game, if the player or the AI of gold in the account, resources and property is too small. And this amount grows every turn. Now you will be notified when this amount grow up to keep you informed. - Changed: Mechanics of the "+" button in the Workshop and other buildings. Now when you click on this button, all resources are selected. - Added: "Sell All" button in weapon sales window - Added: In the start window near the flag the name of this localization is added (in international transliteration). We remind you that there you can change the language just by clicking on the flag icon of the language you need.
Thank you for the list of improvements you give. A dozen remained in the queue - but we will try to deal with him as soon as possible;)
The latest route for Train Sim World is finally here! The Northern Trans-Pennine route is set in the 1980s in an era of industrial decline. Tear across the hills of England in 3 different locomotives and resurrect a classic part of English rail history.