Hello all! We have a big update for you today! Here are the latest Patch Notes for update 0.2 that's just gone live for everyone. [b]Please also be aware that new structures, such as enemy bases, will not show up in old saves. You will need to create a new save in order for these to exist in the world.[/b] [h1]Bug Fixes[/h1] [list] [*] Fixed an issue of the game crashing when flipping a respawned non-cab block [*] Further optimised the game to better handle LARGE endgame bases. You should see less stuttering when building/using these [*] Fixed the issue where subsequent Tech Cargo pages are ignored if the currently selected one is full when attempting to quick stack blocks from a Workbench [*] Fixed an issue where players were colliding with loose blocks and resource chunks on the ground when their cargo was full [*] Fixed an issue when putting a slash or backslash in a snapshot name hid it permanently in the UI [*] Fixed an issue causing enemies to do 30% less damage than intended…pew pew restored [*]The Medium Auxiliary Reactor licence is no longer offered as a reward for completing the Expert: Launch Rare Resources objective [*]Players using gamepad are now able to rotate Blocks by pressing Y. Pressing Y while not hovering over a block or any inventory UI will still bring up the Objectives tab ([url=https://feedback.terratechworlds.com/4]as reported here, thank you![/url]) [*]Added a hint for players for when a Fusion Core is powered but not attached to a Tech Yard [*]Fixed an issue wherein Fusion Reactor costs were not updating in the Block Info Panel until the player exited and re-entered Build Mode [*]The Rapid Fire Mount is no longer missing the modifiers ([url=https://feedback.terratechworlds.com/16]thanks Vltrykin for flagging this![/url]) [*]Reduced ammo cost of Coaxial Cannon to 1 from 2 because it now fires in series [/list] [h1] Balancing Updates[/h1] [h2] Enemy Techs[/h2] [list] [*] Increased the accuracy of enemy Techs slightly [*] Moved some weapons to better positions on enemies and/or added a few more guns to them [*] Enemies are no longer less active during the night…[i]be afraid[/i] [/list] [h2]Crafting Recipes[/h2] [list] [*] Reduced Heater Fuel recipe to 1x Refined Phosphorus and 1x Purified Carbon [*] Reduced Tech Wash Solution recipe to 1x Refined Chlorine and 2x Refined Copper [*] Reduced conduit block recipes to 1x Copper and 1x Carbon [/list] [h2]Inventory Stack Sizes[/h2] [list] [*] Refined resource stacks are now 60 (up from 30) [*] Purified resource stacks are now 60 (up from 30) [/list] [h2]Resource Updates[/h2] [list] [*] Primary & secondary yields of resources have been adjusted [*] Primary, secondary & debris resource stack sizes have been adjusted [*] Health & mass have been tuned [*] Refining times have been tuned [*] Fragmenter yield % has been tuned [/list] [h2]Weapon Updates[/h2] [u][b]General[/b][/u] [list] [*] All kickback and weapon impacts have been rebalanced [*] Explosives now trigger on fauna such as puffballs and needleberry plants. [*] Explosions have slightly higher terrain deformation [/list] [u][b]Individual[/b][/u] [list] [*] M-18 'Vindur' - increased initial accuracy. [*] M-8 'Hail Storm' MG - increased initial accuracy, increased accuracy return rate. [*] T12 Coaxial Cannon - Increased RoF, now correctly fires from first then second barrel, increased damage. [*] B-22 'Meteor' Turret - Range increase, removed spread increase from moving and turning, improved accuracy return rate after fire [*] DU-120 'After Shock` Mounted Rifle - decreased gravity effect on shots fired, increased damage [*] IDR-7 'Quake` Grenade Launcher - [*] NEW MODEL - updated model to match new Grenade Launcher style [*] Increased explosion size, added range compensation for target [*] S-101 'Zeus` Missile Launcher - increased damage. [/list] [h1]Major Feature Updates[/h1] [h2]Fusion Cores[/h2] Fusion Cores are a new resource acquired from building structures that you can spend to expand Tech reactor capacities: [list] [*] You can now build Fusion Core structures from the Workbench(es) attached to your Tech Yard [*] Fusion Core structures require power to maintain [*] Fusion Core structures allow Fusion Cores to attach/use special Tech blocks, on your Tech, for example: [*] Small Fusion Reactor block that increases reactor capacity [*] Fusion Restore block that increases restore charges [*] More updates on this to come soon…! [/list] [h2] Tech Size[/h2] [list] [*] We have increased the hardcoded Tech size limit from 16x16x16 to 32x32x32 which some players were encountering after the reactor capacity changes. [/list] [h2]Variable Structure Power[/h2] We have switched our power system over to variable power: [list] [*] Each structure has an operating power cost when active. When a structure is unpowered, off or idle, it does not consume its power cost. [*] The burn duration of a chunk of carbon in a carbon generator is now relative to how much power the grid is demanding (carbon generators burn slower/generate less power when the grid needs less power). [*] We have fixed how reserve power cell structures work: [*] Power cells now discharge an appropriate amount of power [*] Power cells now prevent the grid from tripping [*] We have added medium and large sized power cells that are craftable from the Workbench [/list] [h2] User interface improvements[/h2] [list] [*] You can now interact with pylons and other power-related buildings to view more detailed numbers of power generation [*] The tripper power UI has been updated. [*] Brand new machine animations and VFX: [*] Most machines now have animations and VFX when they are actively crafting/doing something [/list] [h2]Tech Yard Repair Charge Timer[/h2] [list] [*] We are offering new ways of increasing the number of Repair Charges a Tech has with the Fusion Core feature. As part of that we are reworking how Repair Charges are delivered. [*] Repair Charges take time to regenerate. [*] This timer starts when a Tech Yard is claimed, or after the owner has interacted with the Tech Yard and replenished any of their Repair Charges [*] A Tech with its maximum Repair charges will not trip this timer. [*] As part of this, Techs now respawn with any Repair charges left when the Tech was destroyed [*] The Tech Yard now has a UI panel that shows the Repair Charges available or the time left. [*] More Tech Yard upgrades are coming to expand this in the future. [/list] [h2]New Tech Blocks[/h2] [list] [*] Simple Blocks™: we are adding a wider variety of blocks that will aid new players as well as older players trying to build larger Techs. These blocks will have more attachment points, but come with a higher reactor cost [*] Triple Grenade Launcher: we have now officially added this block to the game rather than accidentally…oopsie! [*] It has a lovely new model as well…oooh…ahhh… [*] Grenade Launcher has had its model updated to match this new style [*] Halo Relocator [*] Speedometer [*] Antenna (Cosmetic only, but still fun) [/list] We have added new machine and structure blocks: [list] [*] Reserve Power Cell M2 [*] Reserve Power Cell L3 [/list] Planet Updates: [list] [*] We have added more bases, crates and points of interest to discover. [/list][h1] Minor Features Updates[/h1] [u][b]UI[/b][/u] [list] [*] We have added the popup panel to the planetary hazards [*] It will now show you how much health a lightning tree has [/list] [u][b]Tasks [/b][/u] [list] [*] Completed tasks now auto-claim their rewards (no more returning to the Tech Yard to claim rewards, wahoo!) [*] If a block is a reward for the task’s completion, it will drop in a crate near your Tech [/list] [u][b]Updated Active Task UI:[/b][/u] [list] [*] Shows whilst in all menus [*] Pulses and updates to draw attention when objectives update [*] Expands to offer more information periodically [*] Includes a reminder hint showing a shortcut to the objectives menu [*] Several onboarding objectives have been updated to help smooth out the onboarding flow. [*] Several older objectives have been removed as they are no longer needed (now that rewards auto-claim) [/list] [b]You’re now gifted several blocks during onboarding:[/b] [list] [*] A set of platforms and ramps when setting up your first base [*] A reserve power cell [*] A power display [*] A lightning rod before attempting to harvest Halite (near lightning trees) [*] A tractor beam after making the fragmenter [*] A navigator cab after completing the certification track (now with more reactor capacity) [/list] [u][b]Tech Inventory[/b][/u] [list] [*] We have added a sort button so you can tidy up your individual cargo blocks. [*] We have added a sort all button that will tidy up all your cargo blocks. [*] Cargo is now sorted in size order (smallest first) and should remain consistent when adding/removing cargo blocks [/list] [u][b]Key Bindings[/b][/u] [list] [*] Z is now available to be rebound [/list] [u][b] Save Games[/b][/u] [list] [*] The game now allows the creation of backup saves [*] Maximum backups to keep and backup interval can be set in Settings [/list] [u][b]Mini Boss[/b][/u] [list] [*] We have added a new mini-boss for you to find and destroy (more to follow…) [/list] [u][b]Main Menu [/b][/u] [list] [*] You can now see if more than four of your friends are playing TerraTech Worlds. As they should be! [/list] [u][b]Wind Go Brrr[/b][/u] [list] [*] We have slightly increased how much power Wind Generators make. [/list] That’s all for now: let us know what you think of the updates and changes in the comments below. And if you do find anything that looks a little strange whilst playing, we have a new way for you to report bugs by visiting https://feedback.terratechworlds.com/. Thank you as always for playing and giving us your feedback, we’ll have more updates for you in the next few weeks! Until then, Prospectors!