Bugfixes: - Fixed an issue where relationship wouldn't get filtered on the quest maps - Fixed missing duration for temporary Aura-effects in the tooltip description - Earthquake has a height tolerance of 99/99 now - Fixed Crafting Recipe for Legendary Winter's Embrace - Fixed an issue where the Location Modifiers on the Questmap wouldn't show their tooltips
Gameplay Changes: - Achievements (NOT STEAM-ACHIEVEMENTS) will now grant little statbonuses to make them more gratifying. Added new achievements(Some of them track new stats, so don't be surprised if it says that your adventurer hasn't suffered 500 points of damage yet :P ) - You can now select a custom portrait for unique characters - Sped up the animation for the Ragnarok Skill. Camera will also center on the sword at the start of the animation - Added the skill "Arcane Reach" to the Highmage Skill Tree, which increases the range of ranged arcane skills by 1. - optimized performance on ui for several screens where sometimes a large number of items could be displayed - Tooltip for Aura-Effects will now show the duration of the effect if it's temporary - Aura-Effects have been place behind units to be less distracting
It's time for another update – version 0.2.5! But that's not the only number that matters for this update; it's actually the 10th update since Mall Craze launched into Early Access 🎉 (not counting minor hotfixes)!
Let's see what's in store for us today:
New Pre-Made level: New Opportunities 🏬
A local mall needs a new management, and you've been given the priviledge to become the general manager. The first floor of the mall is already up and running, but there are still a few things that need your attention!
Fun fact: This mall was initially built for internal development purposes.
Mini Scenarios
With update 0.2.5, pre-made malls are no longer anonymous buildings, as each pre-made level now has its own unique backstory. Mini scenarios also provide a brief outline of what your next step with the new mall could be.
Thank you everyone for your support, and I will see you in the next update! - Milan, developer
Full Patch Notes 🔧
Additions & Improvements
"New Opportunities" pre-made level added.
Mini Scenario implemented and added for the following levels:
Empty Map
Small Garden
New Opportunities
80's Dream
Sunny Skies
Small Changes
Tutorial level thumbnail changed.
Main Menu:
News design improved.
Animations added.
Bug Fixes
Fixed: Game crashes when object move is active and Shop Construction UI is closed.
Fixed: Rare edge case in savefile load code that caused crashes during save loading.
Hi everyone - as promised, the larger update that we mentioned is now live. We do have further updates planned for TerraTech Worlds, including further game balancing and bug fixes, and we’ll share more on those ideally this week.
Before getting into this, we do just want to say thank you for the positivity and support sent our way after Monday’s update. We really appreciate you sticking with us, and we hope that pays off as we continue our Early Access journey together.
Now, about this update…
Resource Harvesting
Reduced health for trees, boulders, Hematite, and Cuprite
Boulders now only yield Debris.
Added Quartz (Silicon, Gold) to all forest areas, not just the blue forest as before (this change will re-add all resource givers across the planet in ongoing saves, meaning previously harvested resources will be back again).
Halite is less scattered throughout the coastline, but abundant near Lightning Trees.
Decreased the power consumption for the Resource Laser from 10 units of power per second to 6.5 so it can be fired for longer
Reduced the amount of heat generated by the Resource Laser to make it harder for players to overheat when using them. They were generating 0.5 degrees per second when fired, they now generate 0.2 degrees per second when fired.
Sped up processing times for the Fragmenter
Increased the resource yield for the Fragmenter
Cost reductions
Carbon now burns in Carbon Generators for 1 min (up from 20 seconds), Refined Carbon burns for 5 mins, Pure Carbon burns for 30 mins.
Cost to craft Heavy Ammo reduced from 1 Refined Iron + Refined Copper to 2 Iron + 2 Copper
Cost to craft Plasma Ammo reduced from 1 Refined Aluminium + 1 Refined Copper to 1 Refined Aluminium + 2 Copper
Reduced the crafting time for all ammo and consumables
Light Ammo 3 seconds
Heavy Ammo 5 seconds
Plasma Ammo 8 seconds
Grenade Ammo 10 seconds
Missile Ammo 15 seconds
Rocket Fuel 5 seconds
Heater Fuel 5 seconds
Wash Solution 5 seconds
Increased Light Ammo drops from enemies from 0-30 to 0-100
Decreased the recipe costs for the Block Fabricator so it now costs 5 Refined Aluminium and 5 Refined Copper to craft
Decreased the amount of Refined Aluminium needed to craft the Heavy Hauler Cab from 40 to 30
Enemy Block drop rates
Increased block drop chance from all enemies.
Storage
Increased the default Tech Yard block storage amount to 200, up from 100.
Tech Yard Storage expansions also offer 200 increased block storage, up from 50.
Larger Tech builds
Cab Reactor Capacities and Efficiencies have been increased across the board, significantly more so for later-game cabs:
Modified built-in cab cargo sizes across all cabs. Some are the same, some have had their cargo sizes increased. The distribution is now as follows:
8x3 for the Scout
8x4 for the Navigator, Centurion, C.R.A.B. XL, Engineer
8x5 for the Heavy Hauler and the Harvester
Camera
Reduced the default camera height from 550 down to 300
Allowed players to lower the camera focus with a slider
The new default behaviour is to adjust the camera height value automatically as you zoom in and out, to keep your Tech in the frame. There is a tick box in the options to turn this behaviour off, in which case you get a camera height slider to raise or lower it to your preference.
Onboarding
Moved the objective to craft a block fabricator from the base objectives track to the certification one and added an objective that asks players to claim a reward to ensure players know how to claim rewards and have claimed the block licence for the small cargo
These both auto-complete if they have already been done
Stability
Fixed various crashes reported to the crash reporter
A warning now displays if Steam libraries have become corrupt
Enabled crash reports for dedicated servers
Users are now notified if they’re kicked from a session, rather than just seeing ‘Connection Lost’
Prevented crashes caused by a discrepancy between client and server transforms when techs desync
Fixed some blocky shorelines
A message is now shown to the player and a forced exit given if if their CPU does not support required AVX instructions
Released quizzes for four more books of the New Testament! Colossians, Philippians, 1 Corinthians, and 2 Corinthians. Added 4 new achievements into the game. Added a total of 99 new questions with this update.
We are with you in what is, at the same time, a small and a big update. Previously, the save system was focused on autosaves, with the game being permanently stuck in a sort of rogue-lite mode where you couldn't load to roll back a defeat except by returning to title or forcibly quitting the game before it autosaved again. With this patch, we have now added the ability to freely save and load your game.
The intended Boat Crew experience was meant to be one where you roll with the punches and try to regain what you have lost upon defeat, This was meant to make each boat more precious and thus emphasize the survivability and decision making aspect of the game. However, for those who want to test things out or simply have a more relaxing experience, freely save slots were planned but meant to be focused on later.
After months of overwhelming feedback from you on how saving and loading at will was desired, that has been fast tracked. We hope that this addition, however small, will improve the enjoyment of the game for many of you.
That's all for now, Captain, T.T.
v1.4.3.4 Stable
- Added campaign manual save/load feature. - The game will no longer create an autosave immediately upon loading a save. - Loading a save will no longer immediately hang the game on click. - Fixed a bug causing the threat indicator to flash level five on campaign pause when staying undetected for too long. - Fixed some reported exceptions by error reporting.
It is minor update week! This weeks update includes a bunch of reworks, improvements, and quality-of-life fixes, as well as a bunch of bug fixes.
This update adds keyboard movement to some of the editor cameras that did not have them. It is a minor change, but is a player request that is great to add because it makes the various editors more consistent.
In response to player feedback, we have also reworked the oil spills, as well as adding the "clear oil spills" button, a change that will be supported by a great many players!
Several important issues have been resolved such as some of the dedicated files being missing from the main application (Steam adds these automatically to "dedicated server" applications). This change will help many dedicated servers.
Please see the patch notes for full details on this weeks changes and improvements.
We look forward to your thoughts and feedback on this update.
Much love <3,
The Stormworks Developers
Patch Notes
v1.10.8
Feature - Added directional WASDEQ movement to vehicle editor and addon editor cameras Feature - #20199 Clear oil spills button Rework - #22954 #23920 Rescaled and rebalanced oil spills Rework - #22954 #23920 Fixed oil spill cleaning issues Rework - #22954 #23920 Fixed oil spill map edge coordinates wrapping crash Fix - Fix issue with fluid level resolving not respecting a to b oil resolution as expected with pressure leveling Fix - #22814 Handheld and vehicle mounted weapon projectile start positions at high speed Fix - #23111 Aljon hospital name Fix - #23258 Fix ocean water surface clipping for ultrawide aspect ratios Fix - Fixed arecibo observatory microcontroller Fix - #24422 Included missing Valve dedicated server files Fix - #24574 Diesel burner air consumption values Fix - #24552 Modular engines air consumption not reacting to pressure
In today's Hotfix, we are fixing a list of things for you!
Changes
Improvements have been made to Monolith visuals and performance along with several bug fixes
Fixed a bug where some channeled movement skills such as Rampage could end abruptly in the Alpine Halls monolith echo
Fixed issues with trees obscuring your view in the Hidden Oasis monolith echo
Added a fix that will warn players when files must be verified.
Fixed Loot filter toggle "X" sensitivity
Fixed bugs where the following skills' damage areas were not scaling with area modifiers from their trees or from items
Abyssal Echoes
Dancing Strikes (not all parts of the combo were affected by this bug)
Erasing Strike (just the initial hit, not the void rifts)
Forge Strike
Healing Hands
Necrotic Mortar (from Summoned Skeletal Mages)
Reap (from Reaper Form)
Fixed Passive and Skill Tree localization issues
Updated visuals for Announcement banners
Updated Unique Reward icon in Monoliths from Ring to a generic icon
Added missing name to Graveyard
Bug Fixes
Skills & Passives
Fixed a bug where the player's Falcon could fail to be unsummoned after the player has died
Fixed a bug where Warpath would cause players to become stuck in place and unable to move
Fixed a bug where Drain Life with Blood Pact and Ghostflame with Arteries of Malice would stop channeling when at very low current health
Fixed a bug where Healing Hands was still scaling with cast speed instead of melee attack speed when Seraph Blade was allocated
Fixed a bug where Gathering Storm was still scaling with melee attack speed instead of cast speed when wielding a staff and Lagonian Diplomacy was allocated
Fixed a bug where Thunder Tempests from Tempest Strike's Cloudburst Conduit could not hit enemies
Fixed a bug where Added Spell Damage Affix with Tempest Strike did not work
The grace period for your minions now ends when your own grace period ends
Fixed a bug where attempts to cast minion-targeted abilities like Dread Shade on minions that were in grace period would always fail
Fixed a bug where stationary minions would never leave grace period, resulting in them never attacking
UI
Fixed a bug where items sold in Online mode were displaying original price in the "Buy Back" tab
Fixed a bug preventing Defensive Conversions from displaying in the character sheet online
Other
Fixed a bug where Soul Embers would persist after the dungeon was completed
Fixed a bug causing Void Despair to be invisible
Fixed an error when leaving Offline mode
Fixed a bug where, players spawning into a new location would reveal part of the map too soon.
We are updating the game with a second hotfix. Work continues on stabilizing and improving the experience. If you want to support the endeavor please report your issues in our Discord forum here. We read all your feedback.
Hotfix Patch 3.0.3
(27/03/2024)
The hotfix is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.
Kingdom of Rizia DLC
Gameplay and Story
Updated coup ending checks to reduce the likelihood of coups
Did a pass on ending outcomes
Cleaned up potential succession confusion
Content Updates
Added more trade decrees
Enacted decrees show cost text
Added narrative support for low energy scenarios
Included "Voice of Rizia" article for low budget situations
Added look-at resets in the intro scenes
Improved Summary Succeeded By checks and characters
Added country adjectives as keywords to codex entries
Updated the writing on the Plavo codex entry
Taddeus and Angelica codex entries added
Added codex entry updates for Vina, Rusty, Lucita, Rico, Hugo
Made naval resource names consistent between decrees and armed forces panel
Added Vina's possible spouses to some epilogue variants.
Technical
Royal decrees now feature a save checkpoint
Implemented story pack checks for turn and final save
Resolved other store deployments
Design and Balancing
Rebalanced Sordland relations
A slight negative impact of pulling out of reforms
Some impact of crossing Sal
Reduced admin cost starting points
Bug Fixes and Polish
Fixed retirement epilogue triggers
Fixed a few summary lines and pushed default states to latter ones
Fixed a few issues with some coup checks
Load checkpoint state fixed for royal decrees
Resolved issue with remove income tax decree reappearing.
Fixed remove income tax decree showing up again when increasing then removing tax
Fixed missing Terador codex entry
Improved several misc text
Fixed wrong state of treatment of foreigners
Fixed bug that jumped from coup ending to revolution
Fixed remove blasphemy law not disappearing from decrees panel after Derdia scene
Numerous spelling and grammar corrections
Added arrested checks in decree approvals panel for missing characters
Fixed MITZ vote condition error
Added correct removal of GRACE and Rumburg modifiers, resources, and policies
Corrected wrong Morella gas export modifier
Resolved problem with executions newspaper not showing who gets executed
Fix for Manus appearing when he is gone
Made sure other zombies don't plague us in Palas Rezna
Numerous spelling and grammar corrections
Missing Content List
Achievements beyond prologue and chapters
For some epilogues images, sounds, and dates might be missing
Transition images for turns
Suzerain Base
Changes
Re-added turn images to Sordland story
Fixed missing Pales text on the Sordland world map
There have been some changes made to eating in order to make needing food less punishing and make eating more impactful.
Creature bite size has been split into two separate variables. One for bite size and one for swallow size. Bite size is used for normal eating and swallow size is used for titanoboa swallowing prey and in the future will be used for other carnivores swallowing smaller dead creatures whole. Swallow size is now equal to the previous bite size and now normal bite size is 10x smaller than swallow size. This means that a creature can eat from a carcass for 10 times longer.
The hunger rate is now up to 5 times slower, where the younger a creature is the higher the hunger rate will be. This was done so you don't have eat as often if you're an older creature.
The thirst rate is now up to 5 times slower, where the younger a creature is the higher the thirst rate will be.
The amount of bites it takes to fill up on food has been increased up to 4x more for older and larger creatures. This was done so when you do need to eat you need to eat more and you may be more likely to need to defend your food from predators or scavengers. You may be less likely to fill up from one source, unless its a big source.
Hatchlings now grow at 200% of their previous rate. This now takes approximately 10 minutes for a large-sized species to grow from just eating food at the nest. Growth will be faster if doing tasks or eating more nutritious food.
Juveniles now grow at 56% of their previous rate. This now takes approximately 30 minutes for a large-sized species to grow from just eating food at the nest. Growth will be faster if doing tasks or eating more nutritious food.
Sub-adults now grow at 20% of their previous rate. This now takes approximately 2 hours for a large-sized species to grow from eating food with a mid-range nutritional value. Growth will be faster if doing tasks or eating more nutritious food.
Adults now grow at 10% of their previous rate.
Smaller-sized species grow faster than the above-noted large-sized growth times.
Fixed a problem where the player's nest wasn't getting set on session start after they had hatched and left the game. This fixed nest food not spawning for the player when entering the game again, and also fixed creatures from a previous session not getting cleared from the nest when entering the game as a new species.
The Great Sands map has been adjusted to not have so many big rocks, and should now perform better.