Hello everyone - we're really pleased to share with you the patch notes for our latest update, 0.3. [h1]Major Features[/h1] [h2]Planet Settings[/h2] [list] [*] Another thing we've been talking about is how to best facilitate different play styles throughout TerraTech Worlds. [*] There's no wrong way to play TerraTech Worlds, and we think one of the best ways to allow you to customise your games but still have a balanced experience is through Planet Settings, where you'll be able to choose from the following options when starting a new planet or when starting an existing planet, so you can change your options whenever you want, without having to restart your game from scratch. [list] [*] Explorer: for those who want a friendlier experience, and are focused on harvesting resources, growing structures, and taking their time to explore the open road. [*] Prospector: this is pretty much the experience you're having in-game now (as of May 2024). [*] Pioneer: for any of you who are finding enemies too squishy. [*] 1st Wave: this is for those who really love a challenge. [*] Custom: this option is for anyone who wants to tweak any of the default planet settings. [/list] [*] Settings that can changed include, but are not limited to: [list] [*] Planet day length [*] Enemy Danger Level [*] Power Structure output levels [*] Weapons Use Ammo [*] Cab Reactor Limit [/list] [/list] [h2]Aim Assist Weapons[/h2] [list] [*] We have two new weapons blocks that will automatically target the closest enemy Tech or hostile flora in the weapon's range. This is independent of cursor based enemies. [/list] [h2]Lock-on Functionality[/h2] [list] [*] You can now use the ping system (middle mouse or R3, remappable in options) to ‘lock-on' to enemy Techs and hostile Flora. This is helpful for tracking techs at night or through terrain. [*] Aim Assist weapons will prefer lock-on targets over closer enemy targets when in range. [/list] [h2]New Static Conduits APs[/h2] This is phase 1 of our review of automation and crafting. Our next release will contain the much promised splitters and mergers. This release covers the first steps towards that piece of work. We have changed the conduit APs so they are static and match their corresponding UI slot. We have also changed the AP layouts on most of the machines so they are contained within a band that matches the UI. [list] [*] We have removed the inputs/outputs columns as they were misleading in what they were showing, so each machine now has a fixed number of APCs (Conduit Attachment Points) and corresponding slots in the UI. [*] Each machine's APCs are “linked” with a visual marking that indicates their order (we call it “a band”) - which corresponds to the way the UI slots are arranged in the structure's UI. [*] If a APC has a conduit attached, the slot UI will display an element to further indicate whether it became an Input slot OR an Output slot. [*] When you hover over a slot's UI the corresponding APC on the machine will be highlighted. [/list] [h2]Deprecating old structures[/h2] To make sure that old saves with big bases continue to work with our changes, we have kept the old structures in game and coloured them pink. You will still have access to them in your save games but you won't be able to craft them. You will only be able to craft the machines with the new AP layouts. This will give you the opportunity to fix your bases by replacing the old with the new. We will eventually remove the old (pink machines) from the game but we will give you plenty of warning. [h2]New Tutorial[/h2] [list] [*] The player is now introduced to the core game mechanics of the game with a new tutorial sequence. [*] We have removed the old tutorial planet and integrated the new tutorial into the start of Nibiru. [/list] [h1]New Blocks[/h1] [h2]Tech Blocks[/h2] [list] [*] The following blocks have been added to the current enemy population. [*] HV-30 ‘Hephaestus' Rotary Gun - multiple barrels for fast firing but requires power and ammo. [*] Aim Assist guns: [list] [*] MA-1 Auto Gun - small weapon with a slow rate of fire but packs a punch [*] MA-202 Auto Plasma Gun - fast moving plasma is here. [/list] [*] Tactical Axle [list] [*] Whenever any block takes damage, connected blocks gain +3 Turbo, Amplify and Superconductor for 10 seconds. [/list] [*] Split Weapon Mount [list] [*] Provides +2 Recycle and +2 Superconductor to connected blocks. [/list] [*] Hydra Weapon Mount [list] [*] Provides +3 Amplify to connected blocks. [/list] [/list] [h2]Structure Blocks[/h2] [list] [*] Nano Sieve - extracts trace amounts of resources from debris. This needs a lot of debris, so we've increased the stack size for debris to 600 [/list] [h1]Block Balance[/h1] [list] [*] General: Massive blocks are less heavy, many blocks have had their mass adjusted down. [*] General: Block health has been interrogated and increased where out of line. A rare few had health decreased. [*] General: Wheel weight allowances have been increased for all non-basic wheels. [/list] [h1]Bug Fixes[/h1] [list] [*] We have removed the music when a rocket is launched. It was getting a bit too repetitive. We will rethink our approach to musical cues. [*] Trees won't spawn through your base when you upgrade to a new version of the game. [*] Reloading a save in a downed state no longer leaves you with just a cab upon respawn. [*] We have fixed a bunch of spelling and grammatical issues. [*] Better handle the case where we can't connect to EOS, so you can still play single-player if EOS is unreachable. [*] Enemies were not attempting to repair themselves….they should be now! Be warned. [*] We have fixed an issue where the sky would flicker between night and day depending on your camera angle. [*] We have fixed the Pulse Furnace so it functions properly in the Arctic. [list] [*] It will no longer consume heater fuel rapidly in multiplayer. [*] It will now keep your tech warm in Multiplayer. [/list] [*] You can now see the Frost Regulator's dome when it's active in multiplayer. [*] The Frost Regulator will now function properly in Multiplayer. [*] When hovering over a slot in the crafting menu, the corresponding conduit Attach Points will now highlight on the machine. [*] We have fixed an issue where players were getting a blank screen when joining a multiplayer game. [*] We have fixed the Pulse Furnace so it functions properly in the Arctic. [list] [*] It will no longer consume Heater Fuel rapidly in multiplayer. [*] It will now keep your Tech warm in multiplayer. [/list] [*] You can now see the Frost Regulator's dome when it's active in multiplayer. [*] The Frost Regulator will now function properly in multiplayer. [*] When hovering over a slot in the crafting menu, the corresponding conduit Attach Points will now highlight on the machine. [*] We have fixed an issue where players were getting a blank screen when joining a multiplayer game. [*] We have fixed an issue preventing players using gamepads to rotate blocks when they pressed Y [*] We have buffed the Minigun after listening to your feedback. [*] We have boosted the health of all cab types on enemy Techs. [*] We have fixed an audio corruption issue that could potentially lag and crash your game if you had multiple pulse furnaces. Enemy Techs now repair faster, making them less invulnerable in battles Players are now told why they are unable to rebind a key if the new one is already being used [/list] [h1]Known Issues[/h1] [list] [*] Gamepad glyphs aren't present in the FTUE for the on-screen animations. [*] Players can softlock the tutorial by dropping blocks when using gamepad. [*] M-18 'Vindur' hint shown during FTUE before ammo is accessible. [*] Changing recipes in a crafting machine will take the resource from your Tech Cargo, even if it is present in the input already. [/list]