Patch notes for Update 0.2!
Author: Grace,
published 6 months ago,
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!