Patch Notes for unstable update 0.6.4-unstable.4
[p]Hi there prospectors,[/p][p][/p][p]Here's another unstable update with a few more quality of life improvements, game balancing revisions and bug fixes.[/p][p][/p][p]Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p]
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[p]⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.[p][/p][h3]Game Balancing[/h3]
In the run up to promoting the latest unstable update to the default version of TerraTech Worlds, we want to improve the quality of the build by finding and fixing as many bugs as possible and refining how the game is balanced.
To play the unstable:To send us your feedback and join the community:
- [p] Right click TerraTech Worlds in your Steam library, then select the "Properties" option from the drop down list. Now select "Betas" and then select the "Beta Participation" drop down box. Select the "ttw_unstable - work-in-progress version" from the drop down list. Your game will now update, and you will be playing on the unstable branch.
[/p]Remember to always back up your save games before switching to the unstable branch.
- [p] Join our discord server and select the unstable role via the #role-opt-in! channel. This will add you to the secret unstable channel where you can discuss your feedback/spoilers.
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- [p]All resource descriptions are now updated. They should have information on where you can get them or how you craft them, and some information on their uses.[/p]
- [p]Raised the enemy markers so that players can see the enemy Techs at a long distance.[/p]
- [p]Ammo counters will now flash when they fall below a minimum threshold to help indicate that they are running low:[/p]
- [p]50 for Light Ammo and Rocket Fuel[/p]
- [p]25 for Heavy, Plasma, Grenade and Missile Ammo[/p]
- [p]10 for Beacon Ammo and Heater Fuel[/p]
- [p]Updated Forest enemy Techs in the starter area to drop Light Ammo rather than Heavy Ammo.[/p]
- [p]Increased the Power Pylon connection range from 50m up to 300m.[/p]
- [p]Increased the range of Beacons dropped from the Beacon Layer from a few meters up to 500m.[/p]
- [p]Reduced how often you hear "enemies nearby" music.[/p]
- [p]The block despawning time on the dropped Tech blocks is now longer on Classic mode.[/p]
- [p]Updated the alt Rocket Fuel recipe (in the Fuel Refinery) to use Chlorine Ampules - rather than the unobtainable Refined Chlorine.[/p]
- [p]Increased the amount of rocket Fuel it yields from 100 to 200 units to recognise the extra effort required to render it from Chlorine rather than Petrol.[/p]
- [p]Increased the total units of power generated from Diesel Drums from 3500 to 4000 and the power generated from the Diesel Power Generator from 320 to 400 power.[/p]
- [p]Buffed the Water-cooled Radiator’s reduction in temperature danger zone when in use by 20%.[/p]
- [p]Added some passive cooling to the Tech’s temperature to Water Cooled Radiators too (less than Heat Sinks, but still useful).[/p]
- [p]Increased the passive cooling of the Tech’s temperature for Heat Sinks by around 33%.[/p]
- [p]Added a new recipe to the Chemical Plant that allows you to reform 3 x Diamond Chips into a complete Diamond.[/p]
- [p]The balanced mode tooltip has been updated to tell players this is the "intended game experience."[/p]
- [p]The player is now told about 'space to hover your Tech' at point of attaching Zephyr wheels.[/p]
- [p]Changed the crafting UI to indicate that structures are not craftable due to insufficient recipe ingredients rather than being locked.[/p]
- [p]The following list of bugs should now be fixed in this update:[/p]
- [p]Crash interacting with Power Displays and Power Pylons.[/p]
- [p]Crash when a base is merged to another base.[/p]
- [p]When selling cheap, unlicensed blocks to the trader while you are using the Block Price Discount setting, the blocks can sell for 0 $scrip.[/p]
- [p]Enemy indicators don't show at a medium range.[/p]
- [p]Low battery power causes power system to trip over and over.[/p]
- [p]The quest "Purchase a Lightning Rod" should actually read "Purchase a Mobile Lightning Rod."[/p]
- [p]Scanner upgrade module bottom APs do not work.[/p]
- [p]When the pulse furnace activates for a client in multiplayer, it will use four heater fuel for each activation instead of one.[/p]
- [p]Pulse furnace VFX cannot be seen by client in MP game.[/p]
- [p]Having four water-cooled radiators doesn’t stop the player Tech from overheating in the desert.[/p]
- [p]"No HUD" option renders scanner functionality useless.[/p]
- [p]More work-in-progress translations added for early game text for non-English languages.[/p]
- [p]Corrections to current translated text that contain errors.[/p]
- [p]Some content in the Prospector Portal needs updating as it shows older UI.[/p]
- [p]Some in-game text has been recently added or revised and has not been fully localised yet.[/p]
- [p]We will add more translations in following updates for all non-English languages.[/p]
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