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Dev Diary: What's coming in the next release

[p][/p][p]Hello Prospectors![/p][p][/p][p]Following on from our Early Access roadmap update last week, we want to share more details with the community on the upcoming summer update.[/p][p][/p][p]Here are some things to look forward to in the next planned unstable update which we’re aiming to get into players’ hands next week:[/p][p][/p][h3]Game Progression[/h3]
  • [p]Overhaul of the initial game experience to improve how things are introduced and explained to the player.[/p]
  • [p]Added lots of oil wells to the Swamp biome.[/p]
  • [p]New Polar and Desert biome progression objectives with new Bastion objectives.[/p]
[p][/p][h3]Game Balancing[/h3]
  • [p]Lots of revisions to offer a significantly more generous game experience.[/p]
[p][/p][h3]Enemies[/h3]
  • [p]Added enemy threat markers to let the player know how dangerous they are.[/p]
  • [p]Enhanced all four boss battles:[/p]
    • [p]Multiple stages with different behaviours and attack patterns for each stage.[/p]
[p][/p][p][/p][h3]Blocks[/h3]
  • [p]Two new wheel blocks.[/p]
  • [p]Block purchasing and licensing:[/p]
    • [p]New settings to determine whether purchase/licensing costs are fixed or increase linearly.[/p]
[p][/p][h3]Structures[/h3]
  • [p]Updated names and descriptions to make it clearer what their purpose is.[/p]
  • [p]Individual structures will now deactivate if there is insufficient power.[/p]
  • [p]2 new Tech Yard Modules:[/p]
    • [p]Scanner Upgrade Module - Increases the range of your equipped scanners.[/p]
    • [p]Intermediate Repair Upgrade Module - Increases auto-repair speed and adds an additional repair charge.[/p]
[p][/p][h3]User Interface[/h3]
  • [p]Revisions to the crafting interface, snapshots and Xpedia to provide improved clarity on how they function and the information that they telegraph.[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team[/p]