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  3. Patch Notes for Update 0.6.9

Patch Notes for Update 0.6.9

[p]Hi there prospectors,[/p][p][/p][p]Welcome to another update with two key features being the introduction of Resource Harvesting Progression and improvements to the UI/UX. Other quality of life improvements and game balancing tweaks are also included in this update.[/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][h3]Resource harvesting progression[/h3]
  • [p]The current resource laser that the player gets at the start of the game that can harvest all resources has now been replaced with a set of increasingly better resource lasers that can harvest a new tier of previously unmineable resources as well as those that the previous tier resource laser can harvest. A new tier resource laser also benefits from increased yield, speed and power savings when harvesting lower tier resource givers.[/p]
    • [p]Basic Resource Laser[/p]
      • [p]The starter tool[/p]
      • [p]Lowest power and yield[/p]
      • [p]Can harvest Hematite (Iron), trees and Quartz[/p]
    • [p]Tier 2 Wide Gauge Resource Laser[/p]
      • [p]Available for purchase from the Forest Trader[/p]
      • [p]Slightly improved power and yield[/p]
      • [p]Can harvest Cuprite (Copper), Tantalite (Tantalum) and all lower tier resources[/p]
    • [p]Tier 2 AMP 'Sirocco' Laser[/p]
      • [p]Updated to work as an alternative to the new Tier 2 Wide Gauge Resource Laser[/p]
      • [p]Has similar attributes to the Tier 2 Wide Gauge Resource Laser, but has a longer range for combat[/p]
    • [p]Tier 3 Magma Arc Resource Laser[/p]
      • [p]Available for purchase from the Swamp Trader[/p]
      • [p]Mid tier power and yield[/p]
      • [p]Can harvest Halite (Chlorine), Bauxite (Aluminium) and all lower tier resources[/p]
    • [p]Tier 4 Sunfire Prism Resource Laser[/p]
      • [p]Available for purchase from the Polar Trader[/p]
      • [p]High tier power and yield[/p]
      • [p]Can harvest Wolframite (Titanium), Fluorite (Fluorine) and all lower tier resources[/p]
    • [p]Tier 5 GigaVolt Resonator Resource Laser[/p]
      • [p]Available for purchase from the Desert Trader[/p]
      • [p]Highest-tier power and yield[/p]
      • [p]Can harvest Gold, Kimberlite (Diamonds) and all lower tier resources[/p]
[p][/p][h3]Improvements to UI/UX (work-in-progress)[/h3]
  • [p]The in-game UI/UX has been decluttered and streamlined to provide more screen space when playing the game.[/p]
    • [p]Tech Cargo panel width has been reduced in size[/p]
      • [p]Reduced from 8 cells across to 6 cells.[/p]
      • [p]Cell height of storage containers updated accordingly.[/p]
      • [p]Inventories from previous game saves should auto-arrange to the new layout.[/p]
    • [p]Tech Cargo block info panel now replaced with prompt to see more information via "L Show in Xpedia"[/p]
      • [p]Reactor Load and Mod Props of a block are shown in the space below the Tech Cargo.[/p]
    • [p]Storage panel width has been reduced in size[/p]
      • [p]Reduced from 4 cells across to 3 cells.[/p]
    • [p]Block inventory pagination has been replaced with scrolling.[/p]
    • [p]Reactor Load panel has been reduced in size.[/p]
  • [p]Controls for cloning a block now appear in the button prompt ribbon.[/p]
  • [p]In the storage panel and Blockpedia, buttons have been added to show all Tech blocks, all structure blocks and all resources.[/p]
  • [p]When harvesting a resource giver with a resource laser, the yield is now shown in the form of resource icons and multipliers.[/p]
[p][/p][h3]Blocks[/h3]
  • [p]When blocks are picked up from the ground (not from a structure or Tech), right mouse button now sends them to storage or cargo, if storage isn't available.[/p]
  • [p]The 5 ramps from the Large Platform block variant group have now been moved into a separate Large Ramp group.[/p]
    • [p]Some ramps are now given to the player towards the end of the onboarding.[/p]
  • [p]The ramp from the Small Platform block variant group has now been moved into a separate Small Ramp group (of 1).[/p]
[p][/p][h3]Quality of life improvements[/h3]
  • [p]Players are now told when no cargo space is available to receive the Bootstrap Power Generator if they happen to fill it up beforehand.[/p]
[h3][/h3][p][/p][h3]Game balancing[/h3]
  • [p]Initial enemy Techs are now less likely to flee.[/p]
  • [p]Reduced the toughness and damage of swamp enemies by 25%.[/p]
  • [p]Removed grenade launchers from all regular swamp enemies.[/p]
  • [p]Stack sizes for structure blocks has increased from 25 to 100 across all game modes.[/p]
[p][/p][h3]Bug fixes[/h3]
  • [p]The following bugs should now be fixed in this update:[/p]
    • [p]Structure blocks can be duplicated when a block dropped, when one underneath is removed, can be collected by driving into it, but there's also a structure block crate that can also be collected. [/p]
    • [p]Block variant selection doesn't work properly in the Blockpedia.[/p]
    • [p]The Tech Yard hologram doesn't always show.[/p]
    • [p]If you attach the Journeyman cab before progressing to the objective, then you must redo the objective to progress.[/p]
      • [p]The game now retroactively recognises the completion of this objective.[/p]
    • [p]When Block Crafting is selected in the game settings, there are multiple mentions of "licensed blocks."[/p]
      • [p]Alternative text messages are now displayed that don't mention "licensed blocks."[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
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