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  3. Terminal Colony: Deep Core Update 1.1.6 is live

Terminal Colony: Deep Core Update 1.1.6 is live

[p]Hey miners, this update is all about stability and worker sanity. I tightened up worker assignment so presets stop pulling in locked roles, added stronger recovery so workers don’t get stuck doing the classic “stare at a wall forever” routine, and improved idle/wander behavior so they keep moving even when the mine runs dry. Late game balance also got a major tune up at level 17+: uranium drain spirals are now much harder to trigger thanks to reserve protection, passive uranium fallback, and a new reactor efficiency upgrade.

Balance (Level 17+ Endgame Stability)
[/p][p]Changed[/p]
  • [p]Quantum Analyst uranium consumption reduced: 0.15 → 0.05 uranium/sec per worker (-66%)[/p]
  • [p]Quantum Analyst Qbit generation increased: 0.02 → 0.025/sec[/p]
  • [p]Engineer energy consumption hysteresis: requires a 20% energy buffer before consuming to reduce active/idle oscillation[/p]
[p]Added[/p]
  • [p]Uranium reserve protection for Quantum Analysts: maintains a 5.0 uranium minimum reserve and pauses before dropping below threshold[/p]
  • [p]Passive uranium trickle (DarkMiners): 0.001 uranium/sec per worker after uranium prospecting is researched[/p]
  • [p]New upgrade: Reactor Fuel Efficiency[/p]
    • [p]Reduces reactor uranium consumption by 40%[/p]
    • [p]Cost: 30,000 ore, 150 crystals, 50 uranium[/p]
    • [p]Unlock: 1000m depth + Nuclear Power research[/p]
[hr][/hr][p]Worker Systems and Behavior[/p][p]Fixed[/p]
  • [p]Worker presets now validate unlock status before assigning worker types (skips locked types, notifies player, prevents early game energy drain)[/p]
  • [p]Resting workers now always recover energy (8% per second) and exit Resting above 60% energy[/p]
  • [p]Worker theft recovery: hire cost and mine field visuals now update to match remaining workforce (prevents ghost workers and inflated costs)[/p]
[p]Added[/p]
  • [p]Worker stuck detection and recovery (5 second movement tracking; escalation: reset state → nudge → teleport)[/p]
  • [p]Block claim timeout: claims expire after 12 seconds to prevent deadlocks[/p]
  • [p]Wander behavior: workers pick random exploration positions when no blocks exist[/p]
[hr][/hr][p]UI and Layout[/p][p]Added[/p]
  • [p]Worker preset lock status indicators:[/p]
    • [p]Green: all workers available[/p]
    • [p]Yellow with warning icon: some workers locked (will be skipped)[/p]
    • [p]Dark gray with lock icon: all workers locked[/p]
  • [p]Preset tooltips now show unlocked vs locked worker types, locked type count, and actual assignable workers[/p]
  • [p]Language specific panel ratios:[/p]
    • [p]Russian/Ukrainian: 58% world / 42% control[/p]
    • [p]Arabic: 65% world / 35% control[/p]
    • [p]Other languages: 67% world / 33% control[/p]
[p]Changed[/p]
  • [p]Quick Templates layout updated to a 2x3 grid (Early, Mid, Late/End, Research T1, Research T2)[/p]
  • [p]Energy UI now shows effective regen (prestige scaled) with base reference and “At max” hint; concise resource row restored (debug overlay still includes net energy/drain/cap)[/p]
[hr][/hr][p]Graphics and Rendering[/p][p]Added[/p]
  • [p]OpenGL backend support as a tertiary fallback for legacy hardware, virtual machines, and remote desktop environments[/p]
[p]Changed[/p]
  • [p]Automatic backend fallback chain: Vulkan (primary) → DirectX 12 (fallback) → OpenGL (tertiary fallback)[/p]
[hr][/hr][p]Platform/Build[/p][p]Changed[/p]
  • [p]Windows release builds now hide the console window for a cleaner user experience[/p]