Patch Notes for unstable update 0.6.2-unstable.1
Hi everyone
Here are the patch notes for the latest update which contains new features, more content, more game balancing revisions and several bug fixes that have been reported by the community. As always, thank you very much to our amazing TerraTech Worlds community for all the invaluable bug reports being posted via Discord.
If you have any feedback, please share your thoughts with us.
Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version
[h2]Tech Hot Swapping[/h2]
[h2]Onboarding[/h2]
[h2]Fire Groups and Channels[/h2]
[h2]Swamp Progression and Bastion[/h2]
[h2]Power Updates[/h2]
[h2]Scanners[/h2]
[h2]New Structure Blocks[/h2]
[h2]Game Balancing[/h2]
[h2]Bug fixes[/h2]
[h2]Known Issues[/h2]
We will get these fixed in 0.6.2-unstable.2 which will be coming ASAP.
Here are the patch notes for the latest update which contains new features, more content, more game balancing revisions and several bug fixes that have been reported by the community. As always, thank you very much to our amazing TerraTech Worlds community for all the invaluable bug reports being posted via Discord.
If you have any feedback, please share your thoughts with us.
Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version
[h2]Tech Hot Swapping[/h2]
- You can now quickly switch between multiple Tech builds - on the fly and anywhere in the world.
- Craft a Hot Swap Module (after meeting the Ocean Trader) and attach it to your Tech Yard to enable Hot Swapping.
- You need all your blocks to Hot Swap, so use a repair charge first if you are missing blocks!
- First, set up the Tech that appears in each Hot Swap slot at your Tech Yard and then Hot Swap between them by holding R (or controller Y) for a radial menu or using the number keys for specific slots.
- Instantly switch from car to boat to plane wherever you are (for example).
- Unlock additional slots by crafting the higher tier modules.
- Snapshotting a Tech doesn’t require a Tech Yard module anymore.
- That block is being removed from the game so we have coloured it magenta.
- That block is being removed from the game so we have coloured it magenta.
- Craft a Hot Swap Module (after meeting the Ocean Trader) and attach it to your Tech Yard to enable Hot Swapping.
[h2]Onboarding[/h2]
- If you are already familiar with the game you can now turn off all the popup hints.
- Added an introduction to scanning using the Scanner Mk I to the initial tutorial.
- This happens when you’ve been asked to craft a Block Storage Module and need to find Silicate for the first time.
- Also upgraded the starting Tech that you are given if you skip the tutorial to include a Scanner Mk I (as you get that block in the tutorial now).
- This happens when you’ve been asked to craft a Block Storage Module and need to find Silicate for the first time.
[h2]Fire Groups and Channels[/h2]
- There are now Fire Channels that save your fire group setups, so you can change channels and gain a completely separate assignment to the 4 fire group buttons.
- Select the channel in the Weapons & Equipment tab and assign keys to devices as normal. These will be the activations used when that channel is active.
- Swap channels by using the F1-F10 keys on the keyboard or bring up a radial selector on the controller by holding D-pad Left and the right stick to select and change the current fire group.
- Hold F on keyboard to access a radial menu for switching fire channels.
[h2]Swamp Progression and Bastion[/h2]
- Added a set of objectives that guide you through the Swamp continent.
- Added a Bastion structure to complete in the Swamp continent.
[h2]Power Updates[/h2]
- New hydroponics structure that generates Organics from Saline Canisters and power.
- Fuelled generators on a power grid now all activate at once and share the work evenly between them. Diesel generators will be used with priority over other types of generator.
- Rebalanced Power Cells to be more functionally consistent.
- They have a smaller charge rate - the amount of power they can pull from a system to charge the cell.
- The discharge rate increases as the size grows.
- These rates can be seen in the structure description.
- Max stored power has been changed to reflect the new structure balance.
- They have a smaller charge rate - the amount of power they can pull from a system to charge the cell.
- Power Cells will pull from power systems based on their charge rate regardless of the source of power.
[h2]Scanners[/h2]
- Scanners now only reveal relevant resources for the area where you get them.
- This makes it easier to find new resources in the Swamp (for example) instead of being overwhelmed with Lithium dots from all the needleberry plants.
- See the descriptions for each scanner block for details on which specific resources are revealed by each one:
- Scanner Mk I shows resources that are present in the Forest
- Scanner Mk III reveals resources that are first encountered in the Swamp
- Scanner Mk. IV for resources first encountered in the Polar region
- Scanner Mk V for resources first encountered in the Desert
- Scanner (Mk II is a placeholder for Ocean resources, but we don’t have them yet)
- Oil can also now be found with Scanners Mk III, IV and V
- Scanner Mk I shows resources that are present in the Forest
- This makes it easier to find new resources in the Swamp (for example) instead of being overwhelmed with Lithium dots from all the needleberry plants.
[h2]New Structure Blocks[/h2]
- These are available from the platform fabricator:
- Railings
- Posts
- Panels
- Fins
- Large Platform - Window
- Rugged Light
- Railings
[h2]Game Balancing[/h2]
- Reduced Extractor power needs.
- Increased Organics and Syncoal power generation lifetime.
- Reduced crafting recipe of all girder structure blocks types to 1 x Iron Ingot.
- Reduced knockback for B-22 'Meteor' Turret, IDR-7 'Quake' Grenade Launcher, DU-120 'After Shock' Mounted Rifle, T12 Coaxial Cannon and the IDR-33 'Bolas' Grenade Launcher.
- Updated Heater Fuel recipe to 1x SynCoal and 1x Petroleum Barrel.
- Added a few more oil fields to the polar biome.
- The Fragmenter has bigger output pockets to hold more resources
- Increased the temperature of the polar thermal areas during storms, making them pockets of safety without heaters during both day and night even when storms are blowing.
- Tactical Axle now correctly discounts the Reactor Load of attached wheels.
- Tweaked the flight model in an attempt to make it more realistic.
[h2]Bug fixes[/h2]
- Gold can now be dug up and removed with a tractor beam.
- Wind turbines aren't tripped when loading into a new game.
- Q and E should work with the tractor beam again.
- Heater fuel being consumed when loading into a game has been fixed.
- Heater fuel is now consumed at a reasonable rate when exploring the polar.
- Fixed keybinds randomly switching.
- Fixed the issue where pressing Q and detaching a block will rotate the Tech indefinitely in build beam.
- Fixed a bug where the small cargo block wasn't dropping from enemies.
- Fixed scanner flickering in multiplayer
- Distance markers have been given distance on the minimap again.
- The two missing flight corporation blocks (Wide Cab and Skid) are now available from the swamp trader.
[h2]Known Issues[/h2]
We will get these fixed in 0.6.2-unstable.2 which will be coming ASAP.
- Stopping you from being able to mine under traders and destroying them.
- Updating the scanner block descriptions so they don't reference resources that are no longer available.
- Fix for the launchpad delivery mission that asks for purified tantalum.
- Fix for Fragmenters crashing dedicated servers