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Update 0.6.2-unstable.2 - Introducing Classic mode

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.

This Unstable update contains a key new feature specifically aimed at players who want TerraTech Worlds to offer an experience more like the original TerraTech game: the Classic settings preset.

In the last Unstable release you saw the first pass of our Presets rework, designed to make game configuration options more prominent, so it's obvious when starting a new game that you have a range of different play styles to choose from. In this update we have reorganised the Presets, renaming them and rebalancing a bit to offer a clearer choice.
  • The "Prospector" preset, which represents the 'vanilla', as-designed TerraTech Worlds vision, is now named Balanced
  • The "Explorer" preset, offering a calmer, less constrained game flow, is renamed to Relaxed
  • And "Pioneer" and "1st Wave" (which were a bit confusing) have been combined into a single Intense preset, for players who know the ropes and want a more challenging experience.

And now there is a new one to try out: Classic adds a slate of new options specifically designed to alter some of the design changes that original TerraTech fans didn’t like. The reactor limit can be disabled completely, and block licensing is not required (every block you find is fully yours, straight away). Ammunition is no longer needed for any weapon, and you can rebuild from your full block collection, wherever you are in the world.

This is a first cut of the Classic settings, and will no doubt introduce balance issues and other consequences, so we’d really appreciate feedback on this addition: especially from those players who were looking for a more sequel-like game in TerraTech Worlds. Is this a step in the right direction? Is there something else needed to make it work? Something we need to change or rebalance? We will roll this out to Stable within the next few weeks, so any input that helps us to make it better will be gratefully appreciated.

And don’t forget, you don’t have to stick with the exact Presets as we have defined them! All the options can be mixed and matched as you like, and your alterations are stored in a Custom preset that’s remembered between game starts. Enjoy!

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]Introducing the Classic Preset[/h2]
  • A collection of new options specifically designed to offer a much more traditional TT1-like experience.
  • This includes the following options:
    • No reactor limit
    • No block licensing
    • No ammo requirements
    • Access your block collection anywhere (not just at the Tech Yard)
  • With block licensing turned off, all blocks are effectively licensed immediately on collection, which means you’re allowed to sell them at your Tech Yard and to the Traders.
  • When ammo requirements are turned off, enemy Techs will no longer drop ammo when they're destroyed.
  • When some settings are changed from the default (e.g. block licensing, block collection access and ammo requirements off) several tutorial messages and objectives are skipped as they're no longer relevant (further updates are planned to remove and hide other irrelevant elements based on settings choices).


[h2]Other Planet Settings Updates[/h2]
  • Changed preset names:
    • Explorer is now Relaxed
    • Prospector is now Balanced
    • 1st Wave is now Intense
    • Removed the Pioneer preset
  • Increased the reactor limit for the Relaxed preset.
  • Decreased the number of repair charges for the Intense preset and increased the respawn rate for enemies.

[h2]Enemies[/h2]
  • Added more enemy Techs to the starting area of the game, specifically on the islands nearby - for all modes (further finessing of enemy Techs will be an ongoing effort).

[h2]Blocks[/h2]
  • Renamed the larger 'Heavy Hauler Cab' to the 'Juggernaut Cab.'
  • Rebalanced the health and mass of all cab blocks to scale relative to each other based on corporation and size.

[h2]Game Balancing[/h2]
  • Increased the Tech size limit to 64x64x64 units.
  • Increased storage for Medium and Large Silos:
    • Medium Silo now has 64 storage slots, up from 32.
    • Large Silo now has 96 storage slots, up from 64.
      • The Large Silo still needs further storage increases to match the capacity relative to block size, but 8x12 is the current maximum for silo storage without adding scrolling or additional pages to make the storage fit on screen - we’re working on options for that.
      • As a temporary measure to get the value of Large Silos nearer to where they should be, you now get two Large Silos each time you craft one.
  • Reduced the recipe costs for Small, Medium and Large silos:
    • Small Silo is now 3x Iron and 6x Organics
    • Medium Silo is now 6x Iron Ingots and 3x Carbon Fibre
    • Large Silo is now 12x Iron Ingots and 6x Carbon Fibre (and you get two Large Silos each time you craft it, for now, as noted above)

[h2]Bug fixes[/h2]
  • Changed the required resource in Expert Delivery Mission 12 from Refined Tantalum (which is no longer available) to FerroSteel.
  • Updated descriptions for Scanners Mk III and IV - removed resources that are no longer present in the game or are only secondary ones that do not show up when scanning (as the primary resource shows in their place eg. Niobium in Tantalite, which appears as Tantalum - the primary).
  • Updated the objectives that prompt players to raid bases and steal their Gold Wiring to trade for the Lightning Rod. These objectives now make more sense and flow when they play in different orders.
  • Fixed crash on a dedicated server when using a Fragmenter.
  • Fixed graphic issue when flipping the Hydroponics Labs.
  • Fixed issue with the pole structure block that stopped you using the attach point on top.
  • Fixed issue with increased the fuel burn time of generators under certain workloads.
  • Fixed issue where some players were unable to access the forest trader.
  • Fixed issue with the mobile pulse heater. They will no longer heat your Tech until it bursts in the flames and destroys itself.
  • Fixed an issue where you could mine under the Traders and destroy them.
  • Added a third output slot to the Fragmenter to stop it getting blocked.
  • Added the Terrain Tool to the Swamp Trader's inventory. It is unlocked for purchase after defeating the Swamp Boss, Gator.
  • Modifiers for all Harvesting cabs now applying to all blocks.