RELEASE NOTES

Version 0.7.3 

  • New features / content / improvements:

    1. Tutorial Skip
      • Within each game profile, once a game is saved after Big Tony is defeated, any subsequent playthrough within the same game profile allows the option for the opening turial sequence to be skipped.
    2. Extended Info Panel
      • Press "i" while hovering over a block to view the following information about it:
        • Block Category
        • Corporation & Grade
        • Rarity
        • Sell Price
        • Block Description
        • Other helpful information, e.g. anchored, needs power, stores fuel, etc
    3. Rename friendly Techs
      • Press "R" while hovering over any non-player controlled Tech you want to rename.
    4. Mission Board
      • Missions are now available to select from Trading Station "Mission Boards" (the top panels) from GSO Grade 2 onwards. An introduction to the Mission Board is available after defeating the Trader Troll.
    5. New Mission Types
      • Defend a friendly Tech for a set amount of time while enemies spawn to attack you and your friend.
        • These missions start appearing after the Distress Signal mission in GSO Grade 3, from GeoCorp Grade 2 onwards, and both Venture and Hawkeye by default.
      • Added Recover Delivery Crate Missions for all corporations at all grades and updated them so that you only get ambushed by enemies some of the time.
    6. New "Find Missions" mission
      • When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.
    7. Venture Mobile SCU Storage Device
      • Venture Grade 3
      • It's an SCU block that works whilst attached to your Tech.
      • It has a shorter pick-up range and it's more expensive than the regular SCU, but it's mobile.
    8. Venture Mobile Refinery
      • Venture Grade 2
      • Works the same way as a regular refinery - but no longer needs to be anchored.
    9. Hawkeye Updates
      • Hawkeye Grade 3 missions are now available in Campaign.
      • Updated all Hawkeye Tech Hunting Missions, added new ones and spread them out across all 3 grades.
      • Increased the passive braking strength of the Hawkeye Tank Tracks to prevent them sliding around when carrying a heavy weight.
      • Stopped Hawkeye Shotgun from applying damage to itself, occasionally causing a crash as a result.
    10. New Audio
      • First pass of new audio, including new SFX for weapons, wheels and ambient sound.
    11. Removed the following old deprecated blocks from the game:
      • Old GSO AI Module
      • Old GSO Up Conveyor
      • Old GSO Down Conveyor
      • Old GSO Mobile Delivery Cannon
      • Old GSO Foundry
      • Old GSO Mobile Furnace Generator
      • Old GSO Refinery
      • Old GSO Scrapper
      • Old GSO Silo for Large Blocks
      • Old GSO Fabricators (4 in total)

      Any older Techs that previously used deprecated blocks will still load, but these blocks will not appear. Any blocks hanging off of deprecated blocks will disappear too.

      Deprecated blocks will no longer appear anywhere in the game (as purple blocks or otherwise), and will yield no money when sold at Trading Stations.

  • Game Design Tweaks:

    • Block revisions:
      • Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
      • Reduced the bullet spray for all machine guns.
      • Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
      • Reduced the booster falloff time on all Steering Hover blocks.
      • Increased the power of the GSO Hover Plates, in line with the Venture one.
      • Increased the damage of most melee weapons (GeoCorp Buzz Saw, GeoCorp Hammer Piston, GeoCorp Plasma Cutter, GeoCorp Diamond Drill, GeoCorp Cerberus Bore and GSO Small and Large Drills).
      • Increased the range for all Venture machine guns.
      • Increased the damage for all Hawkeye machine guns.
      • Adjusted the fall-off rate for all Booster jets. The Venture Booster is the most twitchy and it falls off faster. GSO are in the middle and Hawkeye have the most powerful Booster, but also have a slower fall off, so they cannot be used for fine feathering, they provide a big, bold, blast.
      • Boosters now require a minimum amount of fuel available before they can be used.
      • Remote Chargers won't charge batteries which are almost full.
      • The regular SCU now powers up faster and has a longer pick-up range.
      • Increased the pick-up range of all Collectors. Venture has the longest range (but smallest capacity), GeoCorp has the shortest range (and highest capacity) and GSO is in the middle, but all ranges are still longer than they were before.
      • Increased rotation options for the Venture Shield Bubble.
      • Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.
      • Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
      • Added new special blocks Sombrero and Moustache (courtesy of Señor Ragequit).
    • Mission revisions:
      • Added a tutorial message about block rotation controls after defeating Big Tony.
      • Changed the design of Little Thief enemy during the Radar mission to slow it down a little, making it a bit easier to catch him.
      • Restructured the Block Rewards to stop players from being awarded Crafting Blocks until after they have completed the appropriate Crafty Business missions.
      • Added mission board descriptions for all missions.
      • Added variant name and descriptions for generic missions.
    • Trading Station revisions:
      • Allowed the Trading Station mission to occur at any Trading Station. The Trader Troll now lands from orbit when you get there.
      • Trading Stations now restock their Mission Boards every day at dawn.
    • Other tweaks:
      • Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).
      • Added lots of new Techs to the enemy population.
      • Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
      • Removed the Techs "Bricky" and "Cannonz" from the enemy population for being a nuisance and causing a drop in frame rate.
      • In R&D Test Chamber, a wireless charging station has been added.
  • Art Tweaks:

    • Various tweaks to the HUD graphics.
    • Adjusted the Fog settings to help prevent terrain clipping.
    • Added Venture Mobile SCU art asset.
    • Added Venture Mobile Refinery art asset.
    • Fixed issue with transparent Hawkeye block painting shader.
    • Added Sombrero and Moustache special blocks.
    • Combined the tree, rock and clutter materials into one material to improve batch rendering.
    • Optimised Shroom trees for batch rendering.
  • Bug Fixes:

    • General fixes:
      • Improved performance by optimising the amount of world that is loaded.
      • Fixed various crash issues while loading the terrain.
      • Fixed cause of possible crash bugs.
      • Fixed certain shroom trees not producing Rubber Jelly.
      • Fixed Thermal Generators being inactive after reloading.
      • Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
      • Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.
    • Block related fixes:
      • Fix for missing collision on anchor component of anchorable blocks.
      • Fixed issue where the GeoCorp Geothermal Generator could not power Wireless Chargers on its own.
      • Fixed wheel juddering when using just Hawkeye Single Wheels on a cab.
      • Fixed being unable to purchase Lemon block in Campaign.
    • Mission related fixes:
      • Fixed bug with missions spawning in the same location.
      • Fixed rare case where block rotation wasn’t re-enabled after attaching the repair bubble in the Solar Generator mission.
      • Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
      • Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
      • Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.
      • Fixed issue where Shopping For Parts mission could cause a blank message box to appear.
    • UI related fixes:
      • Improved the way we handle HUD pop-up menus to reduce instances of overlapping menus.
      • Fixed display of Fabricator and filter menus in 21:9 aspect ratio.
  • Known Issues:

    • The Solar Generator mission may break if the other early missions are completed before it.
    • Can incorrectly rename non-player bases.
    • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
    • When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
    • Graphical issues with red projector on terrain when enemies spawn in.
    • Some radar markers may point towards things that are missing in the world.
    • Markers for missions and bases when playing in 4:3 are offset slightly.

Version 0.7.2 

  • New features / content / improvements:

    • Added new Mission Log which provides more information about your current missions, such as how far away they are and what rewards they give. Press the 'L' key or click on the current objective panel to open the Mission Log.
    • Added a mission tracker which gives notifications when new missions are added to the Mission Log or objectives are updated.
    • New blocks:
      • Added the Hawkeye Scrapper to the game (Hawkeye Grade 3, available once Hawkeye Grade 2 is maxed out).
      • Added the new Hawkeye Fabricator (Grade 2).
      • Added the new Hawkeye Helios AI Sentry (Grade 2).
    • Added lots of new Techs to the population.
    • Implemented an early test version of the Grabit 3D model viewer. This option appears when taking a snapshot of a Tech. Tech models can then be uploaded to Grabit and viewed in the online 3D viewer.
      • Eventually, you will be able to purchase 3D printed Techs through this method, but that option won't be available until the New Year. Feel free to upload your favourite builds and view them in various materials that will be available.
    • Performance improved for machines with lower end graphics cards.
    • Updated translations from the TT Translator team (many thanks to José Prieto, Kristian Sipkes, Moisés Ojeda Gutiérrez, Malte "SenorRageQuit" Hübner, Raúl "Cusuno" Zeas and Viktor Bengtsson for the recent translation updates).
  • Game Design Tweaks:

    • Block revisions:
      • Increased the pick-up range of all Scrappers. Geocorp has the largest radius, then Hawkeye is a little smaller and GSO and Venture have the smallest pick-up range.
      • Increased the range of Hawkeye Missiles and decreased their damage slightly.
      • Increased the lift power of the Hawkeye Rotors and the Venture Nose Propeller.
      • Added Hawkeye & Venture Blocks to Sumo. Expanded the GSO and GeoCorp Block selection too.
    • Updated the enemy population spawning filters to reduce keep the sizes of enemy Techs in missions consistent per grade whatever the size of the player Tech.
    • Updated mission reward Payload Crates to gift multiple blocks. Higher grade missions give more blocks.
    • Prevent player attaching the SCU to their Tech during the SCU mission.
    • Fabrication of all blocks is now allowed once a corporation's level has been maxed out.
  • Art Tweaks:

    • The in-game HUD layout has been revised to have the current mission objective in the top right and the corporation XP bars in the top left.
    • Improved the Tech snapshot overlay.
    • Updated the appearance of Crafty Mike.
    • Added clearer input and output indicators on the Hawkeye crafting blocks.
  • Bug Fixes:

    • Crash bug fixes:
      • Multiple crash bug fixes.
      • Game now ignores corrupted save files in load saves screen instead of crashing.
      • Fixed crash bug when loading game saves from particular older builds.
      • Fixed crash when saving larger snapshots.
      • Prevent crash occurring when crafting blocks produce resources onto unloaded tiles.
    • Mission related bug fixes:
      • Fixed radar mission text interrupting the solar generator mission text on reload.
      • Fixed progression blocker when saving during the explanatory text at the end of the Battery mission.
      • Fixed crates not unlocking when mission objectives are met.
      • Fixed incorrect mission description for Master Harvester I.
      • Fixed progression blocker when dragging wood onto filter during Crafty Business III mission.
      • Fixed being able to spawn multiple Generators in Crafty Business III mission.
      • Fixed bug where killing a Tech with only missiles wouldn't always count it towards your enemies defeated score.
      • Fixed Hawkeye Fabricator not being given as a mission reward.
    • Prevented Trading Station being on top of landmarks (only fixed for new playthroughs).
    • The block palette is now made available whenever you have a SCU.
    • Can now manually place blocks into a GeoCorp Scrapper.
    • Fixed issue with blocks getting stuck when going into a GeoCorp Scrapper.
    • Fixed placement of overlays on non 16:9 resolutions.
    • Fixed display of Snapshot screen to appear correctly in non-16:9 aspect ratio screen sizes.
    • If the last player Tech is defeated, any open shop now automatically closes.
  • Known Issues:

    • Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely near the start of 2017. This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
    • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
    • When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
    • Graphical issues with red projector on terrain when enemies spawn in.
    • Some radar markers may point towards things that are missing in the world.
    • Markers for missions and bases when playing in 4:3 are offset slightly.

Version 0.7.1 

  • Hi guys,

    Phew! Okay so this is a big one. Crafting has always been a fundamental part of how we envision the world of TerraTech and is an important part of the game for a lot of players. We've spent the last few weeks taking a close look at what place crafting has in the game economy and how it should interact with the rest of what the player gets up to around the world.

    This is a pretty large rework on how resources are used to fabricate blocks -- and we're very keen to see what creations you make with the new base blocks.

    This is the first wave of the crafting rework that we have planned - things like mobile refining and selling, combining resources, Trading Station stocks, 'buffed' blocks and loads more are in the pipeline (conveyor-line...?), so stay tuned!

    For more info on what is new and how all the new blocks work, you can view our Crafting Update video here - https://www.youtube.com/watch?v=wF8erUJG6AM

    - Jamie

  • New features / content / improvements:

    • Updated the internal structure of save files to reduce the amount of RAM needed when saving. Additionally the new files will load faster in the front end and into the game.
      Old saves are compatible and will convert to the new format when saved.
      We've also added an integrity check, though we won't stop you from loading files you've edited. This is mainly to help us determine whether we're dealing with a clean save file or if data has been modified outside the game.
    • Optimised memory usage when TerraTech launches.
    • Crafting changes:
      • New Crafting missions added to GSO Grades 2 & 3.
      • Crafting selection menu now allows user to repeat recipes and cancel building.
      • Undiscovered blocks from the current tier can now be crafted.
      • Crafting sped up by increasing the movement rate of resource chunks by streamlining the passage of chunks through crafting blocks.
      • Added arrows and better placement guidance to tutorials.
      • Replaced the GSO Mobile Delivery Cannon and GSO Mobile Furnace Generator blocks with new larger versions to allow more space for the new input slots and because the older version were a bit too small compared with how useful they are as blocks. The old versions will be removed and should be manually replaced on any affected Techs.
      • Graduated the new crafting blocks from R&D into the main game:
        • GSO Refinery - Grade 2
        • GSO Fabricator - Grade 2
        • GSO Scrapper - Grade 3
        • GeoCorp Fabricator - Grade 2
        • GeoCorp Scrapper - Grade 3
        • Venture Refinery - Grade 2
        • Venture Fabricator - Grade 2
        • Venture Scrapper - Grade 3
      • Started preparing the old GSO crafting blocks for removal. The following blocks should be removed from any Techs that use them and replaced with new crafting blocks (above). They may be sold at Trading Stations for the value of the their equivalent new crafting block:
        • Old GSO Fabricators
        • Old GSO Refinery
        • Old GSO Foundry
        • Old GSO Scrapper
        • Old GSO Up and Down Conveyors
        • Old GSO Mobile Generator
    • Tech Revisions:
      • Added lots of new Techs to the enemy population.
      • Adding some fleeing Techs to the types of Population enemies that can spawn.
      • Enemy Techs destroyed by the player grant small amounts of XP and BB.
    • Block Additons and Revisions:
      • Added the new Power Gauge and Fuel Gauge blocks to the Game (R&D only as extra functionality is required).
      • Added the new GSO AI Anchor Module block. These feature an integrated Guard AI Module that will automate your turrets. They cannot be used to control a mobile Tech.
      • All colour blocks and Holiday Hat Blocks are now available from the start of the game from any Payload Terminal or Trading Station.
      • Integrated new Venture Delivery Cannon (221) to Venture Grade 2, featuring a new anchor. This replaces the old 1x1x1 version, the old version can now be sold for enough to replace it with the new one at a Trading Station.
      • Added Stig's Viking Helmet to the game.
    • Updated translations from the TT Translator team (many thanks to Jakub "M0dEx" Kubik, Ko Tezuka, Leonardo Gobbi, Olivier Barruhet, Pedro "Greybear" Moreira, Ryo Tanimoto, Tobie "Sylver" Praz and Victor "PVD" Fuchadzhi for the recent translation updates).
  • Game Design Tweaks:

    • General changes:
      • Added a small BB (money) reward for completing each mission in the main game.
      • Increased the vision range of all Cabs and thus all Techs from 50 to 100 units.
      • Enemies will now spot and engage the player from further away.
      • Increased the price of weapons by 50%, pricing them up according to their power.
      • Updated the Send Invader description to remove mention of receiving rewards for Invader victories, as we do not yet offer those rewards.
      • Reduced the frequency of enemy population and mission spawns.
      • Added delivery crates to ambush missions.
      • Added the GeoCorp Scrapper to the game (Grade 3, R&D Test Chamber only at the moment).
      • Updated Gauntlet Block List with new Hawkeye blocks.
      • Added armoured block to R&D Test Chamber to test Tech firepower.
    • Resource changes:
      • Renamed some resource chunks:
        • Wood = Fibrewood Chunk
        • Sap Jelly = Rubber Jelly
        • Hydrocarb Capsule = Fibron Chunk
        • Oleus Capsule = Olastic Brick
      • Increased the chunk drop rate for all resource givers by 25%.
      • Reduced the amount of energy gained from burning resource chunks in a Mobile Furnace Generator.
      • Decreased the amount of energy gained for burning Refined Resource Chunks. They now yield the same amounts as their unrefined counterparts, but burn twice as fast.
    • Block changes:
      • General :
        • Blocks with pick-up ranges (Collectors, Receivers, Block Magnets, Scrappers, SCUs) now display their pick-up range on the terrain.
        • Fixed Shield Bubbles to repel Techs.
        • Increased the holding strength of all Collectors, they will drop less chunks at high speeds.
        • Increased the chunk capacity of all Collectors by 25%.
      • Base blocks :
        • Updated existing Silos to hold multiple items for larger ones and single chunk types for small ones.
        • Updated the names and descriptions of all Silos to describe which ones are Filtered and which ones are mixed (the former take only one type of chunk and the latter take all types of chunks mixed together until they reach capacity).
        • Increased the capacity of the GSO Filtered Node Silo (the small one), to 10 chunks.
        • Reduced the pickup range of all Scrappers.
        • Added Venture Filter Stack Silo to the Game (Grade 2).
      • GSO blocks :
        • Increased the price of the GSO Solar Generator.
        • Block Magnets now pick up from a longer distance.
      • Hawkeye blocks :
        • Reduced the top speed of the Hawkeye Tank Tracks (Grade 3).
        • Increased health of Hawkeye Rotor Blocks.
        • Reduced the range of the missiles to a point where enemies can spot you and fight back (no missile sniping). They're still awesome to use from flying Techs though.
        • Missiles now aim for a random block on your target Tech, rather than the centre of the enemy's cab.
        • Increased the health of the Hawkeye, Venture and GeoCorp Cabs and AI Modules.
  • Art Tweaks:

    • Tightened up the main menu.
    • Optimised the collision geometry on GSO, Venture and Geo Corp blocks to use primitive colliders.
    • Crafting block additions and revisions:
      • New GSO Conveyors.
      • Modified GSO filter asset to better distinguish it from conveyors.
      • Modified & polished most of the rest of the crafting blocks too.
      • Updated Crafting UI for the Fabricator.
    • Tweaked a couple of graphical errors on blocks and scenery objects.
    • Added prototype anchor geometry to basic GSO, Venture and GeoCorp crafting blocks for their un-anchored and state.
    • Fixed a lot of minor issues when playing in 4:3.
  • Bug Fixes:

    • Fixed various crash bugs.
    • Friendly anchored AI now attack enemies again.
    • Fixed exploit where the player can remove a block off of their Tech, drop it in the Trading Station for sale, then click the Undo button, they can get the value of the block from selling it and reclaim the block as it gets automatically put back on the Tech.
    • Fixed issue where the GSO Thimble Collector was gifted for upgrading to GSO Grade 2 and thus bypassing the step where players are encouraged to purchase one from the Trading Station.
    • Removed the GSO Dispenser Block from a few population Techs.
    • Fixed instances where the SCU block wasn't spawning.
    • Fixed issue where Geo Corp Geothermal Generator was not rotatable.
    • Steam Vents now continue working after being unloaded.
    • Fixed issue where Venture Delivery Cannon was selling chunks for half of their value.
    • Fixed orphaned waypoints on radar (left over waypoints from completed missions).
    • Alien Artefacts now actually spawn at the correct height above the ground.
  • Known Issues:

    • Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
    • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
    • When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
    • Graphical issues with red projector on terrain when enemies spawn in.
    • Some radar markers may point towards things that are missing in the world.
    • Markers for missions and bases when playing in 4:3 are offset slightly.

Version 0.7 

  • Hi guys,

    One of the most requested features we've been hearing from you during our time in Early Access has been the addition of a new corporation. Well here it is - we bring you Hawkeye!

    They come complete with New Guns, Armoured Blocks, Motorcycle wheels, Powerful Guns, Helicopter Blades, Homing Missiles, Mini-guns, Not-so-mini-guns, Tank Treads, MORE GUNS, and loads more... (but mostly guns!). We hope you enjoy playing with these new blocks as much as we enjoy making them. Let us know what you think. Enjoy!

    - Jamie

  • New features / content / improvements:

    • Introducing the fourth corporation to TerraTech: Hawkeye PMC.
      Check out the announcement trailer here.
      • Added Hawkeye corporation to the game.
      • Added Hawkeye License mission, available in GSO Grade 4.
      • Added Hawkeye Grade 1 and 2 missions.
      • Added Hawkeye Grade 1 and 2 blocks to the game.
      • Added lots of Hawkeye Techs to the enemy population.
    • Added new salvage mission to GSO Grade 1.
    • Radar now displays up to the three closest player bases at long range, to make them easier to find.
    • There are now multiple trading stations, placed at locations throughout the game world (new save games only).
    • Made the world seed in pause menu selectable to copy and share.
    • Added Czech to language options.
    • Added Thai to language options.
    • Updated translations from the TT Translator team (many thanks to Bebiezaza, Kristian Sipkes, Marcus, Moises Ojeda, Olivier Barruhet, Tim Vankan and Victor Fuchadzhi for the recent translation updates).
    • R&D Test Chamber:
      • Added Hawkeye Grade 3 Blocks to experiment with.
      • Added new crafting blocks.
      • Crafting menus added for new Fabricators.
      • Added the new GSO Inside Corner block to the game (a Grade 4 half block).
      • Remove older blocks from dispensers. They are still available via the Inventory, but dispensers now only offer the new Hawkeye and R&D-only blocks.
      • Added multiple things to shoot at (targets and turrets).
      • Added a Smoker Rock and more resource givers.
      • Moved various elements in R&D to be more accessible from the initial spawn point.
  • Game Design Tweaks:

    • Updated the XP grade boundaries for all corporations (500, 4900, 15400, 38150).
    • Random missions now only appear from GSO Grade 2 onwards.
    • Decreased the frequency of new random mission spawns (from one every minute to once every two minutes).
    • Trading stations now spawn vertically rather than at an angle perpendicular to the terrain.
    • The SCU Storage device is now treated like a normal block. You can buy multiple versions of it and you won't be gifted a new one when it is lost or destroyed.
    • Updated GeoCorp mission enemies to be more challenging and impressive.
    • Restricted the rotation options for crafting blocks to ensure that they are placed facing upwards (existing Techs with alternate orientations are still loadable and useable if they were before, but newly attached blocks can only be placed in upwards facing orientations from now onwards).
    • Added more tooltips to the HUD.
    • Block mass tweaks:
      • Decreased the mass of the GSO Static Generator.
      • Increased the mass of the GeoCorp Geothermal Generator.
    • Block health tweaks:
      • Increased the health of the GeoCorp Battery slightly.
      • Increased the health of the the GSO Mobile Generator, GSO Static Generator and the GeoCorp GeoThermal Generator.
    • Block energy related tweaks:
      • Doubled the efficiency of the GSO Static Generator. It now produces double the energy of the GSO Mobile Generator in half the time.
      • Increased the health and efficiency of the EXP Static Generator. It now has the greatest return for consuming fuel chunks, but takes longer than the GSO Static Generator to consume them.
      • Increased the passive drain and energy consumption per point of damage repelled for the GSO and Venture Shield Bubbles.
      • Reduced the energy drain of the GeoCorp Repair Bubble and slowed down its heal speed.
      • Reduced the energy drain of the Venture Repair Bubble and sped up its heal speed.
      • Active Steering hovers no longer prevent fuel cells from recharging.
    • Block price tweaks:
      • Increased the price of the GSO Solar Generator slightly.
      • Decreased the price of the GSO Static Generator.
      • Increased the price of the GeoCorp Repair Bubble.
    • Block miscellaneous tweaks:
      • Increased effectiveness of Plasma Cutter against rocks and trees.
      • Reduced effectiveness of ranged laser weapons against rocks and trees.
      • Increased the capacity of the GeoCorp Battery.
      • Increased the explosion size and damage of the GeoCorp Battery.
      • Reduced the size of the Venture Shield Bubble.
      • Reduced the size of the Venture Repair Bubble and the GeoCorp Repair Bubble.
      • Increased the power of the Venture Nose Prop.
      • Increased the fuel drain of all Boosters (back up a bit, not as much as before still).
      • Updated the names of the Generators that consume fuel chunks; they are now called Furnace Generators.
      • Changed name of Receivers to 'Resource Receivers.'
      • Changed name of Scrap Magnets to 'Block Magnets.'
      • Moved the GSO Block Magnet Mini from Grade 3 to 2.
      • Moved the GSO Block Magnet from Grade 5 to 3.
  • Art Tweaks:

    • Updated TerraTech logo in the intro sequence.
    • Replaced current Screen Space Ambient Occlusion implementation with a Horizon Based one.
    • Added animations and effects to the new crafting blocks.
    • Created new Hawkeye blocks.
    • Added Hawkeye GUI elements.
    • Added Hawkeye Intro Mission animation.
  • Bug Fixes:

    • Crash Bug Fixes:
      • Fixed multiple crash bugs.
      • Fixed intermittent crash on attaching or removing blocks.
      • Fixed crash bug caused when a player has a SCU on their Tech, their Tech blows up and they choose to buy the previous Tech back again.
      • Fixed crash bug caused when loading a saved game with an active invader.
    • Mission Bug Fixes:
      • Fixed bug where certain seeds caused the player to spawn too close to the scenery.
      • Fixed blank text box when running away from Tony and going straight to the Solar Generator at the start of the game.
      • Fixed mission descriptions at the start of the Radar and Shield missions.
      • Fixed GSO Grade 1 crater missions spawning too close to the player's start point.
      • Fixed bug with missions disappearing from the Mission Log.
      • Fixed getting rewarded for missions that the player hasn't discovered.
    • Block Bug Fixes:
      • Fixed bug where the GSO Delivery cannon animation incorrectly opens when attached to a mobile Tech.
      • Fixed issue where the GSO Static Generator would not work at night.
      • Fixed issues with Delivery Cannons not animating when they deliver chunks.
      • Fixed issue with the Venture Battery not accepting energy from Remote Chargers.
      • Corrected Venture Bubble descriptions to remove mention of growing and shrinking, as they don't have that behaviour yet.
    • Base Bug Fixes:
      • Fixed base direction arrows not displaying when graphics quality setting is below Good.
      • Fixed issue with enemy bases not anchoring correctly.
      • Fixed exploit allowing a single resource to be sold by multiple chained Delivery Cannons.
      • Fixed exploit allowing a single resource to be consumed by multiple chained Generators.
      • Fixed exploit allowing two adjacent Fabricators to process a single resource.
    • Other Bug Fixes:
      • Fixed an issue with the 'Back' button being misplaced in some cases when playing in 4:3.
      • Depth of Field reintroduced to graphics options.
      • Fixed issue with large rocks appearing in R&D Test Chamber.
      • Removed second speedo from Gauntlet and fixed the timer scaling issue.
  • Known Issues:

    • Playing with older game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
    • GSO Anchored Furnace Generator doesn't function.
    • Gaps in the terrain may be visible on rare occasions.
    • Hawkeye Laser Targeting block doesn't fully function yet.
    • Twitch stream integration is currently not working as a result of an API change on their end.
    • Graphical issues with red projector on terrain when enemies spawn in.
    • Some radar markers may point towards things that are missing in the world.
    • Some arrows in certain base designs incorrectly point in the wrong direction.
    • Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
    • Markers for missions and bases when playing in 4:3 are offset slightly.

Version 0.6.5 

  • A minor update to 0.6.4 with a series of HUD improvements and refinements along with some important crash bug fixes.

  • HUD Improvements:

    • Added ability to toggle XP bars on and off by clicking on the bar.
    • Added more tooltips to the HUD elements to explain what various icons are for.
    • The Payload Terminal & Trading Station buy blocks & Techs panel now has a dedicated close button.
    • The inventory now gets hidden after taking a snapshot of a Tech to prevent the Tweet panel overlapping it.
    • Adjusted the Twitch notifications to fit in with the new style of the HUD.
    • Revised various HUD elements to make them clearer against the various backgrounds.
  • Bug Fixes:

    • Fixed several crash bugs.
    • Updated the AI radial menu to stay circular at all aspect ratios.
    • Fixed the altitude value in R&D to be close to zero for the Tech when it's on the ground instead of being at 330 feet and above.
  • Known Issues:

    • Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
    • Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
    • Certain types of base set ups can duplicate resources.
    • Markers for missions and bases when playing in 4:3 are offset slightly.
    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
    • Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.

Version 0.6.4 

  • Along with all the new features, improvements, optimisations and bug fixes from version 0.6.3 (see the list of 0.6.3 updates below), we now have a much better looking in-game HUD for update 0.6.4.

Version 0.6.3 

  • Welcome to version 0.6.3!

    Following on from the goliath that was 0.6.2, we felt like it was a good time to expand on some features that have been in need of a bit more love. Primarily focusing on A.I., introducing the Scrap Magnets and a new "player defeated" mechanic -- alongside a ton of polish, bug fixing, optimisations, balancing and some secret stuff (yeah that's right ... we've managed to keep something a secret this time). We're super excited to see what you guys think of how the game is coming along in this new update.

    -Jamie

  • New features / content / improvements:

    • Missions:
      • Added GSO Grade 4 & 5 Missions.
      • Added new harvesting missions for GeoCorp.
      • Added a new mission to help players become familiar with the new AI control menu. This is unlocked after the player completes the SCU mission in GSO Grade 3.
      • Reworked spawning of non-mission enemies to allow a greater variation and more control over what is spawned.
    • HUD and User Interface Improvements:
      • Radar display improvements:
        • Logarithmic scale, providing more positional accuracy close to player.
        • Graphics updated: new icons and radar backdrops.
        • Added player position coordinate display.
        • Certain types of icon remain always visible: closest vendor, closest player base and active quest.
        • If there are no missions on the missions log, the radar will point towards the nearest undiscovered mission
      • Radial menu added for changing Tech and setting AI behaviour type. Bring up the menu with right click & hold.
    • Player A.I.:
      • Improved friendly AI pathfinding to allow player Techs to follow much better.
    • Player Tech Defeated:
      • Added ability to respawn as your last Tech for a fee when destroyed; you can instead choose to respawn for free as a “starter Tech” appropriate for your current GSO grade.
    • Block Revisions:
      • When attaching blocks, the block being attached is now surrounded in a colour box; green for a valid attachment, red for an invalid attachment (e.g. going into the terrain).
      • Reward blocks when levelling up a grade now drop in a ring around the player's Tech.
      • Scrap Magnet and Mini-Scrap Magnet now work correctly.
      • Added the GSO Up Conveyor to match the GSO Down Conveyor (previously ‘Corner' Conveyor), both of these enable building bases that transfer chunks across different axes.
    • Audio:
      • Added SFX for block rewards spawning for the player when completing a mission or levelling up to the next grade.
    • Optimisations:
      • Reduced idle block and resource despawn time from 5 minutes to 2 minutes.
      • Optimisations made to weapon aiming, picking up resources, regeneration and remote charging.
    • Localisation:
      • Updated translations from the TT Translator team (many thanks to Hankey Camping, Honcharuk, Matthew, Moises, Olivier, River_, Ryo, Viktor and Zwip-Zwap Zapony for the recent translation updates).
  • Game Design Tweaks:

    • General Revisions:
      • Campaign now starts off with BB1000 in the bank to help cover costs for respawning as your last Tech during GSO Grade 1.
      • Awarded more XP for certain missions.
      • Added a full charge to the first battery the player gets (from the burning tree).
      • Reduced the size of the Trader Troll.
      • Added lots of new Techs to the enemy population.
      • Rebalanced the day/night cycle; daytime now lasts 25 minutes, night time lasts 5 minutes; sunrise and sunset are a little longer now too.
      • Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
    • Block Revisions:
      • Assigned EXP blocks to GSO:
        • Scrap Magnet
        • Mini Scrap Magnet
        • Altimeter
        • Large Hover Plate
      • Revised which blocks belong to which grade:
        • Added the GSO Small Silo back to Grade 2
        • Moved GSO Battery & Shield to Grade 1
        • Moved GSO Dirt Wheel to Grade 1
        • Moved GSO Medium Silo to Grade 3
        • Moved GSO Guard Controller to Grade 3
        • Reintroduced GSO Large Silo to Grade 4
        • Moved GSO Megaton Cannon to Grade 5
        • Moved GeoCorp Repair Bubble to GeoCorp Grade 3.
        • Moved Venture Repair Bubble to Venture Grade 2.
      • Made certain weapon types more effective at harvesting:
        • Drills are now more effective at drilling rocks and resource outcrops.
        • Flamethrowers are now more effective at burning down trees, but ineffective against rocks and resource outcrops.
        • Buzzsaws are now more effective at cutting down trees, but less effective against rocks and resource outcrops.
      • Updated the passive brake power of all wheels to reduce slipping down hills when stationary.
      • GSO Steering Thruster has changed into Steering Hover and no longer consumes fuel.
      • Reduced GSO Megaton Cannon effectiveness; reduced area of effect, rate of fire and force of the explosion on other objects, also removed initial bullet impact damage.
      • Tractor Pads are now called Collectors, as it's more descriptive of their function, in-line with the other crafting and harvesting blocks.
      • Reduced GSO Large Receiver holding capacity from 10 per stack to 3; the GeoCorp Receiver is able to hold more resources than this now.
    • Resources:
      • Reduced the value of several rarer resources and thus, the cost of most blocks in the game. The resources that had their value reduced are:
        • Carbite from 100 to 25
        • Rodite from 120 to 35
        • Oleite from 180 to 30
        • Erudite from 140 to 50
        • Ignite from 160 to 50
        • Celestite from 200 to 50
      • Bunching the prices of all resources closer together gives a smoother curve to the difference in the value of all blocks rather than having some ultra expensive and others be too cheap.
      • Also adjusted the relative price of each specific block to bring them more into line with their relative usefulness.
    • Gauntlet:
      • Unified the selection of blocks across the two tracks with regards to the use of weapons and lights, although flight blocks are restricted on Home Run and not restricted on Rolling Thunder.
  • Art Tweaks:

    • Front End:
      • Replaced the Payload splash screen text with the Payload logo.
      • Improved the disclaimer screen during startup with a better layout.
      • Added a loading graphic to the disclaimer screen.
    • Block Revisions:
      • GSO Half Blocks are now same colour.
      • GSO Mortar and 3 Pound Cannon projectiles now have now explosion effect.
      • GSO Steering Thruster has been remodelled.
    • Resource Giver Revisions:
      • Replaced Shroom tree with a new model.
      • Oleite Seams have been made brighter.
  • Bug Fixes:

    • General:
      • Fixed various crash bugs.
      • Now scans game saves folder on startup for any folders (profiles) that it may be missing from the settings file. This should resolve users being unable to access their save files after the UserData file has been corrupted/lost.
      • Fixed possible gaps that sometimes appear in the terrain.
      • Fixed ability to grab blocks that are in the process of being sucked in by the SCU.
    • Blocks:
      • Fixed various blocks having a value of 0BB in the Payload Terminal.
      • Fixed issue where blocks could be placed directly under anchored blocks.
      • Fixed issue of blocks attached to the underside of Techs ending up under the terrain.
      • Fixed issue where GSO Large Hoverplate was untextured.
      • Fixed Mortar and 3-Pound Cannon bullets sending resources flying on impact.
      • Fixed GeoCorp Receiver not working; it now holds up to 24 resource chunks.
      • The GeoCorp Geothermal Generator now works correctly.
      • Fixed bounce issue with Venture Landing Gear Wheel.
    • Missions:
      • Temporary fix for shield and radar being destroyed during GSO Grade 1 missions; if the player hasn't attached the block after a certain amount of time, a replacement block will spawn above the player.
      • Fixed Little Thief / Little Robber being invulnerable if you complete the Radar/Shield mission by finding one of these blocks elsewhere in the world.
      • Fixed issue with GSO Static Generator not being unlocked or awarded for completed missions in game correctly.
      • Fixed SCU waypoint marker not appearing on the radar before anchoring the SCU.
      • Fixed SCU waypoint marker not disappearing under certain conditions after the mission has been completed.
      • Fixed SCU mission not completing under certain conditions.
      • Fixed harvesting missions being duplicated in the Mission Log.
      • Fixed bug where ambush missions were not showing in the Mission Log.
      • Fixed GeoCorp missions being able to appear on the mission log before the GeoCorp license is unlocked.
    • Crafting:
      • Removed exploit which allowed players to craft steering thrusters then scrap them for more ingredients than they cost to craft initially.
  • Known Issues:

    • Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
    • Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
    • Certain types of base set ups can duplicate resources.
    • Markers for missions and bases when playing in 4:3 are offset slightly.
    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
    • Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.

Version 0.6.2 

  • Hello

    Here we are with the goliath that is 0.6.2. We have now added grades 1-3 for all three corporations currently in the game; GSO, GeoCorp and Venture. This should give you plenty to explore in the Campaign mode while we work on more upcoming features. It also gives you access to every block in the game so far via the Trading Station or Payload Terminal and through random encounters.

    This, plus a bunch of game design tweaks, bug fixes and optimisations are what makes up 0.6.2. We look forward to hearing your thoughts on the recent changes.

    What's lined up next? AI improvements.

    -Jamie

  • New features / content / improvements:

    • Added GeoCorp missions Grade 1, 2 & 3. Unlock these missions by completing the GeoCorp License mission during GSO Grade 2.
    • Added Venture missions Grade 1, 2 & 3. Unlock these missions by completing the Venture License mission during GSO Grade 3.
    • GeoCorp and Venture licenses are now unlocked by completing their license missions instead of picking up a block belonging to that corporation.
    • Added new Tech loader UI to Gauntlet tracks.
    • Double-clicking on a saved game will now load it.
    • Conveyors now auto-reconnect their links in response to structural changes.
    • Conveyors no longer support the 'push' behaviour (purple arrow) which is phased out in the upcoming crafting release. Instead, use a filter to pass between conveyor loops.
    • Added GSO Corner Conveyor, for building bases that transfer from one axis to another.
    • Multi-stack Silos (eg GSO 2x2, GSO 3x3) function as a single unit. Previously they emulated several connected single-stack silos.
    • Added Steam trading cards.
  • Game Design Tweaks:

    • Reduced the size and amount of enemy Techs that appear in some GSO missions.
    • Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
    • Increased range at which new encounters can be seen on compasses and radars.
    • Graduated the EXP Alternator Conveyor to GSO Grade 2 and moved the GSO Filter Conveyor to GSO Grade 2.
  • Art Tweaks:

    • Tweaks to the Conveyors, Filter and Alternator.
    • Addition of 2 "Edge Conveyors" to do concave and convex 90 degree transitions.
  • Bug Fixes:

    • Fixed various crash bugs which may occur when continuing your playthrough from previous game saves.
    • Allow new missions to be triggered when continuing your playthrough from previous game saves.
    • Fixed question marks remaining on radar for some missions if the enemy Techs wander off.
    • Fixed Repair Bubble not being invulnerable during Solar Generator mission.
    • Fixed objective marker not being attached to the Trading Station when purchasing the Tractor Pad.
    • Increased rotation options for GSO Half Block, Venture Gyro Stabiliser and GeoCorp Plasma Cutter.
    • Fixed resources disappearing or being having an incorrect scale when leaving a refinery.
    • Fixed issue where the camera would be locked and no Tech would respawn if they used Save and Quit while their Tech was destroyed.
    • Fixed crash that happened if you loaded a save and hit exit before the screen faded from black.
    • Fixed too many enemy Techs spawning in base missions when saving and reloading.
    • Fixed collision error on GSO small plough.
    • Fixed crash bug that occurs when connecting Venture conveyor blocks.
    • Various small UI fixes where the back buttons would not return to the expected screen.
    • Prevent snapshots uploaded to Twitter not loading into game (note: snapshots uploaded by older builds of the game may still not load).
    • Fixed bug where redesigning saved Sumo Techs would not work.
  • Known Issues:

    • Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
    • New dynamic mission system may sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
    • Markers for missions and bases when playing in 4:3 are offset slightly.
    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
    • Gaps may appear in the terrain depending on the random seed chosen.
    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.

Version 0.6.1 

  • Our biggest update yet!

    Hi guys,

    So for those of you that do not partake in our TT_Unstable branch updates, here is a summary of everything that is in in 0.6.1. Our biggest update yet!

    We've added a new challenge mode - GAUNTLET! Click here to view the trailer.

    Race around one of two challenging Gauntlet tracks with your custom built racing (or flying) Techs to achieve the best time you possibly can. Players can also race against themselves using ghost data for an extra dose of competitiveness!

    The old mission system has been revamped with something a lot more robust which will make unlocking new blocks and progressing through the main game a breeze! We have integrated GSO grades 1-3 with the new system and will have GeoCorp and Venture Grades 1-3 added to the next Stable update.

    Other highlights include Enemies landing on the planet in Payload Bombs, a brand spanking new UI, lots of optimisation work and a TON of bug fixes. This and many many more chunks of awesome make up 0.6.1. Read below for a more detailed list of changes and additions or watch this video summary of the Release Notes.

    As always, we look forward to hearing your feedback - so be sure to get in touch with your thoughts and suggestions.

    -Jamie

  • New features / content / improvements:

    • New Gauntlet Mode added to the game with 2 tracks; Rolling Thunder and Home Run.
      • Old checkpoint and flight challenges have been retired, to be replaced by the new Gauntlet tracks.
    • First iteration of new Front End UI.
    • Random Encounter spawning - provides randomly-generated mission encounters for the player to discover and engage in. These currently include hunting enemies, capturing and destroying bases. Different encounter types will be added over time. Players are rewarded with XP and blocks for completing these encounters. Question marks appear on the radar when players get near them.
    • GSO mission progression reworked as follows:
      • Added new random encounter missions to all grades.
      • Trading Station mission unlocked after completing Radar, Shield and Battery missions.
      • Moved SCU block mission to GSO Grade 3
      • Removed all previous Grade 2 and 3 missions; these will be replaced with improved versions or alternatives over time
    • XP System changed as follows:
      • XP can now only be awarded by completing missions and encounters
      • XP is no longer awarded by killing population Techs
      • XP automatically ticks over to next level instead of maxing out at end of a level
      • XP thresholds have been adjusted to increase exponentially.
    • Block painting enhancements:
      • Block painting filters are now selected as an individual category or all.
      • Double-tap ALT to remove current selection in Block Painting UI.
      • When painting or dragging, attach point gathering biases towards the current position first.
    • Added several new blocks to the game:
      • Venture Zero G Hover Plate
      • Venture 5-way Steering Hover
      • Venture Payload Terminal
      • Venture Delivery Cannon
      • Venture Conveyor
      • Venture Receiver
      • Added new colour blocks to the game, as chosen by winners of the Pixel Art Challenge.
    • Graduated EXP Buzz Saw to GeoCorp.
    • Added Danish to the language selection.
    • Updated translations from the TT Translator team (many thanks to Calvin, Django, Jakub, Moisés, Olivier, Stig, Viktor and Zwip-Zwap Zapony for the recent translation updates).
  • Game Design Tweaks:

    • Improved the generic GSO 1-3 missions to spawn randomly selected enemies based on filters (each mission is different now).
    • Added an entry to the Mission Log during GSO Grade 2 to explain how to find more missions and earn XP.
    • Set invaders to spawn from GSO Grade 2 onwards.
    • Increased the chance of enemy population spawns to have new or undiscovered blocks.
    • Reduced the range of all lights and adjusted their intensity (aiming to reduce FPS drops at night).
    • Wheel balancing tweaks:
      • Increased grip for all GeoCorp Wheels.
      • Updated Venture wheels' turn speed to allow them to turn faster, without losing control.
      • Reduced torque on all Venture wheels, except the landing gear, which has a slight power increase. Venture wheels are a bit easier to control now, with little loss of speed.
    • Added the GSO Payload Terminal to the list of items available to buy from Payload Terminals.
    • Moved GeoCorp Cab to its correct category.
    • Increased thrust of all boosters, but also increased fuel burn rate.
    • Decreased refill rate of all fuel tanks by a tad.
    • Balanced the Venture wings to be less twitchy (flap angles and lift power).
    • Reduced the corrective power of the Gyro by half (you can add more of them to restore back to same power as before).
    • Permanently re-added the GSO, Venture and GeoCorp Fixed Light blocks to the game.
    • Updated the Recipe Table and Block Unlock Tables:
      • Moved GSO Cow Catcher to Grade 3
      • Moved all non-GSO Refineries to Grade 2
      • Moved GSO Refinery to Grade 3
      • We will be keeping the GSO Silo 212 instead of the Silo 111 which will be phased out.
      • GSO Shield moves to Grade 2, it will soon also be removed from the starting craters.
    • Expanded basic set of blocks for all grades to be more of a treat when upgrade happens and to allow the enemy population more blocks to use.
    • GeoCorp grade 1 mission disabled temporarily, while new GeoCorp grades 1-3 are in progress with the new mission system.
  • Art Tweaks:

    • Art related optimisations:
      • Asset and shader optimisations to improve batch rendering in game.
      • Various blocks have been optimised for performance.
      • Improved and optimised collision on some of the more common blocks in the game.
      • Switched the projectile and casing shader to the standard no 2nd UV shader to allow the objects to batch.
    • Added projector onto terrain to show where Techs are about to land before they fall from above.
    • Visual tweaks have been made to some GeoCorp blocks to bring them up to par with the newer blocks.
  • Bug Fixes:

    • Mission related bug fixes:
      • Fixed question mark appearing on radar when the player first spawns.
      • Fixed objective markers not correctly pointing at blocks during missions.
      • Fixed the Battery Tree sometimes spawning inside another tree.
      • Fixed shield and radar blocks being able to be destroyed during their respective missions.
      • Fixed enemy in shield mission being invulnerable occasionally.
      • Fixed Trading Station appearing as an enemy on the radar.
      • Fixed multiple Trading Stations appearing when saving and loading during its mission.
    • Singularity Containment Unit (SCU) related bug fixes:
      • Fixed messages looping when saving and loading during the SCU mission.
      • Fixed issue with the SCU not picking up blocks correctly.
      • Fixed SCU trying to pick up resources.
      • Fixed bug where SCU disappears after block painting then trying to move the SCU. If your SCU has disappeared then a new game is required to get it back again.
    • UI related bug fixes:
      • Fixed prompts with buttons automatically disappearing after 8 seconds.
      • "Save Options" text in Graphics Settings no longer gets cropped for non-English languages.
      • Fixed issue with being unable to switch to Blocks tab in Payload Terminal after entering the Techs tab.
    • Fixed issue where EXP blocks were not available to purchase from the Payload Terminal or Trading Station (only applies to R&D Pack owners).
    • Fixed issue with GeoCorp cabs breaking the physics of the Tech it's attached to so you can now build working Techs with GeoCorp cabs.
    • Fixed occasions where sending an invader would not return control to the player after flying up.
    • Fixed the issue that made GSO Cabs cost 0BB.
    • Extended cab vision range all around, eradicating the blind spot behind cabs where guns would not aim.
    • Updated the Flamethrower effect to reduce blowback when moving at faster speeds.
    • Fixed issue with Geothermal Generator not working at night.
    • Fixed EXP blocks not flashing when damaged.
  • Known Issues:

    • Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
    • New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
    • Markers for missions and bases when playing in 4:3 are offset slightly.
    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
    • Refineries may sometimes output resources that are smaller than expected.
    • Gaps may appear in the terrain depending on the random seed chosen.
    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.

Version 0.6 

  • New features / content / improvements:

    • Added new SCU Storage block which acts as the player's inventory.
    • Added a slide-on block palette (player's inventory) for standard building and block painting.
      • Block painting has a button to expand / collapse the UI.
      • Or press Tab to toggle display of the block palette - needs a new user profile to work.
      • Select a block to enable painting.
      • To disable painting, either collapse the block palette, click on the selected block or click on the "cancel block painting" icon.
      • Hold Left Alt to temporarily revert to grabbing blocks.
    • Added new GSO Grade 1 mission to introduce the SCU Storage block.
    • When the Mission Log is active, it ensures one mission is always selected when there are missions available.
    • New corporation blocks added:
      • GeoCorp AI Module added.
      • GeoCorp Remote Charger added.
      • GeoCorp Terminal added.
      • Venture AI Module added.
      • Venture Remote Charger added.
    • Enemy Techs can now drop from orbit.
    • Improved positioning of Tech description pins.
    • Added warning when the SCU Storage block is attacked.
    • Updated translations from the TT Translator team (many thanks to Moisés, Olivier, Sir Rekington, Viktor and WastedRhino for the recent translation updates).
  • Game Design Tweaks:

    • When the player Tech is in Beam Mode, the camera can now pass under the terrain to allow better access to the Tech's underside.
    • Made player healing more apparent when entering the repair bubble in the Solar Generator mission.
    • Prevent situations where the Wireless Charger mission might not be completable.
    • Removed the chance for any stones / rocks to spawn from any resource givers.
    • Moved all Venture Wings to the Flight section of the Terminal.
    • Set enemy guard behaviour to pursue the player within 100 units of its spawn position before returning.
    • Now ensure the player respawns a safe distance away after blowing up.
    • Graduated several blocks from EXP to their corporations:
      • EXP Speedometer now joins Venture.
      • EXP Gyro now joins Venture.
  • Art Tweaks:

    • Refined the cursor icons.
    • Battery and SCU Storage block LEDs will now light up when it's dark.
    • Added damage VFX to the colour blocks.
    • Added end caps to the scenery items so they look fine when the camera goes under the terrain.
    • Refined animation and VFX on the SCU Storage block.
    • Refined some of the older GeoCorp blocks.
    • Fixed the Refinery VFX.
  • Bug Fixes:

    • Fixed bug that causes Delivery Cannon to damage itself when delivering.
    • Fixed bug where EXP Radar was not showing in the Terminal.
    • Fixed issues with the shop grid not scrolling correctly.
    • Fixed bug in GeoCorp missions where objective marker would point at the ground instead of at the enemy Tech.
    • Fixed bugs with the Trader Troll, Harvest Boss and GeoCorp Trader Beast sometimes fleeing from the player instead of attacking.
    • Fixed mapping issues with some Venture blocks.
    • Fixed minor bug when building your first Tech where the same message would appear twice in succession.
    • Fixed missing "Current Speed" in racing challenges.
  • Known Issues:

    • Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
    • Markers for missions and bases when playing in 4:3 are offset slightly.
    • Techs with a GeoCorp cab do not drive properly.
    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.

Version 0.5.22 

  • New features / content / improvements:

    • Optimised initial load time from disclaimer screen to main menu.
    • 16 colour blocks have been added to R&D Test Chamber.
    • Added new blocks:
      • Venture Repair Bubble
      • Venture Shield Bubble
      • Venture Tractor Pad
      • GeoCorp Repair Bubble
      • EXP Buzz Saw
      • EXP Dynamo Generator (not working yet)
    • Added new blocks to main game - promoted from R&D Test Chamber:
      • GSO Ground Clearing Wheel
      • GSO Static Generator
      • GeoCorp Anchor Fixed
      • GeoCorp Large Armour Plate
      • Venture Regen
      • Venture Landing Gear
      • Venture Radar
      • Venture Battery
      • Venture Flamethrower
      • Venture Tractor
      • Venture Wing Tail
      • Venture Wing Middle
      • Venture Wing Expander
    • Megaton Cannon shells now explode on impact (use with extreme caution).
    • New block painting mode in R&D Test Chamber:
      • In R&D Test Chamber, press B to enter beam mode and start block painting mode.
      • A palette is displayed of all available blocks.
      • Select desired block and start "painting" with it.
      • Press Alt to de-select block and toggle back to standard build mode.
    • Updated translations from the TT Translator team including new language options for Chinese and Japanese (many thanks to André, Demind, Dr.E, Honcharuk, Kitty, Martin, Moisés, Mr.E, Olivier, Sir Rekington, Tamaster, Viktor for the recent translation updates).
  • Game Design Tweaks:

    • Buffed the carry load and speed of Venture Springer Wheels.
    • Nerfed the capacity of the GeoCorp Battery.
    • Increased the power of all boosters and decreased their drain too.
    • Fixed missing attach points on some GSO base blocks.
    • Reduced XP values for completing GeoCorp Grade 1 missions.
    • Graduated several blocks from EXP to their corporations:
      • GSO Small Plough
      • GeoCorp Plasma Cutter
      • Venture Zoomer Wheel
      • Venture Pip Machine Gun
      • Venture Battery
    • Removed Tech called "Cab-cab" from the game.
    • Reduced the value of selling all uncraftable blocks to BB100 each.
    • Tweaked all tractor pad holding strengths according to corporation.
    • Reduced GSO Flatbed Tractor Pad capacity per stack from 10 to 3.
    • Reduced both GeoCorp Tractor Pad capacity per stack from 10 to 5.
    • Optimised block rotation sequence.
    • Blocks can be rotated in air, before placing on a Tech.
    • While being placed, blocks remember their orientation when dragged between attach points.
    • GSO Cab can now fire if it has a clear line of sight.
    • Blocks reassigned to different grades:
      • Moved GSO steering hover to grade 5
      • Moved GSO mini wing to grade 3
      • Moved GSO wing tail to grade 3
      • Moved VEN oozee to grade 3
      • Moved all spot lights to grade 3
      • Moved VEN fuel tank to grade 1
      • Moved VEN flame thrower to grade 2
      • Moved VEN nose prop to grade 2
      • Moved GSO terminal to grade 2
      • Moved VEN wing tail to grade 2
      • Moved VEN wing middle to grade 2
      • Moved VEN wing expander to grade 2
      • Moved GSO propeller to grade 3
      • Moved GSO fuel tank 222 to grade 4
      • Moved GSO mega booster 222 to grade 4
      • Moved GSO hover jet to grade 5
      • Moved GSO medium cannon to grade 4
      • Moved all cabs to grade 1
      • Moved GSO tractor mini to grade 2
      • Moved GSO battery to grade 2
      • Moved GSO tractor 212 to grade 4
      • Moved GSO small & cab armour plates to grade 4
      • Moved GSO medium & large armour plates to grade 5
      • Moved GSO cow catcher to grade 4
      • Moved GSO half block corner & block to grade 4
      • Moved GSO half long block to grade 5
      • Moved GSO AI guard module to grade 5
      • Moved GSO plough 311 to grade 1
      • Moved GC battery to grade 3
      • Moved all VEN brackets to grade 3
      • Moved VEN wings to grade 2
      • Moved VEN props to grade 2
      • Moved VEN battery to grade 3
      • Moved VEN shield to grade 3
      • Moved VEN tractor to grade 2
      • Moved all fixed anchors to grade 1
      • Moved all remaining silos to grade 2
      • Moved all remaining conveyors to grade 2
      • Moved all remaining fabricators to grade 2
  • Art Tweaks:

    • Clouds and celestial bodies have been added to the sky.
    • Improved blend between the sky and the ground.
    • Moved all corporation materials over to the "No 2nd UV Shader", which will improve batching especially at night and help performance.
  • Bug Fixes:

    • Various crash bug fixes.
    • Fixed issue of resources that are blocked from getting onto tractor pads applying a force that flips the Tech over.
    • Fixed missing Attach Points on some GSO base blocks.
    • Fixed crash bug during the Woodstock quest when the 3 harvesters are destroyed.
    • Fixed a bug where enemy bases would spawn as allies.
    • Fixed a bug causing some game saves to load in at the wrong time of day e.g. night time instead of day time.
  • Known Issues:

    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.
    • The Delivery Cannon incorrectly causes damage to itself when it delivers things.

Version 0.5.21 

  • New features / content / improvements:

    • GeoCorp missions added - 1 main and 8 side missions; pick up any GeoCorp block to start these missions.
    • Level up dialogue reworked.
    • Twitter authentication rework - hopefully resolving several issues.
    • Updated translations from the TT Translator team.
  • Game Design Tweaks:

    • Changed Steering Thruster to Grade 2.
      • Changed Steering Thruster to Grade 2.
    • Removed radars, batteries and shields from the early Techs that spawn in the game. Players are now expected to complete the crater missions to gain these items.
    • Increased the value of Carbite, Rodite, Erudite, Ignite and Celestite, which in turn has increased the value of all Blocks made from those resources.
    • Made Shield and Radar crater encounters complete early if player has already got a Shield or Radar from elsewhere.
    • Added basic versions of all GeoCorp Grade 1 Side Missions.
    • Graduated Experimental Blocks from R&D Test Chamber to Main Game GeoCorp Grade 1:
      • GeoCorp Girder Block
      • GeoCorp Battery Pack
      • GeoCorp One-Scoop Claw
      • GeoCorp Picker Tractor Pad
      • GeoCorp Shock Plating
      • GeoCorp Rugged Wheel
      • GeoCorp Jaws Wheel
    • Added New Blocks to R&D Test Chamber:
      • GeoCorp Shock Plating
      • GeoCorp GeoThermal Generator
      • EXP Plasma Cutter
      • EXP Resource Radar.
      • EXP Scrap Magnet
      • EXP Scrap Magnet Mini
    • Completing missions now rewards XP.
  • Art Tweaks:

    • Added new Shop Interface HUD for Blocks and Techs.
    • Revised Mission Log HUD to allow for more than 3 Missions.
    • Revised Level Up HUD.
    • Added GeoCorp Trading Station.
  • Bug Fixes:

    • Fixed bug with cab not flashing red when damaged from initial landing.
    • Prevented battery, shield and radar blocks from being destroyed during GSO crater missions.
    • Mission marker updates position correctly in "AI Drone" Grade 3 mission.
    • Payload Terminal - Added missing EXP and Special corporation buttons.
    • Payload Terminal - Fixed missing TECHS tab.
    • Fixed scroll bar for Mission Log when there are more than 3 missions.
    • Fixed bug with gun on GSO AI Guard Module.
    • Fixed issue with Xmas Hats and Santa Beards appearing too dark.
    • Fixed AI bug that causes Techs to remain stationary.
    • Fixed AI bug that causes Techs to get stuck and twitch when facing a mining resource.
    • Fixed bug with not being able to buy EXP blocks from the Payload Terminal.
  • Known Issues:

    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.
    • The Delivery Cannon incorrectly causes damage to itself when it delivers things.
    • The Fabricators no longer display their list of known recipes.
    • Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.
    • GeoCorp Trading Station receivers momentarily stop working until a block or resource has been delivered.

Version 0.5.20 

  • New features / content / improvements:

    • Added slider in Graphics options to adjust the draw distance.
    • Some improvements and fixes for information overlays.
    • Updated translations from the TT Translator team.
  • Game Design Tweaks:

    • Added 2 new GSO Grade 3 main missions including an end-of-grade boss fight.
    • Adding 3 Armour Plate Side Missions to progression (one per GSO Grade).
    • Battery, Shield and Radar missions appear on the mission log after completing Solar Generator mission.
    • Increased the transfer range of Wireless Chargers.
    • Increased the value of GSO Cabs (due to added danger of new built in guns).
    • Added EXP Digger Scoop 233 to the R&D Test Chamber.
    • Added EXP Tractor Pad 212 to the R&D Test Chamber.
    • Added EXP Static Generator 212 to the R&D Test Chamber.
  • Bug Fixes:

    • Game runs properly in full screen mode again.
    • Fixed various crash bugs.
    • Made missions in game progression more robust.
    • Fixed various minor issues with the Solar Generator mission.
    • Fixed mission markers (i.e. yellow “?” icons) disappearing when you get near to them.
    • Reworked XP level up system in order to resolve multiple issues.
    • Added diagnostics to help resolve Twitter issues.
    • Fixed exploit by grabbing a block just before it's sold, resulting in the block being duplicated (and shrunk). Also prevents any block being passed to another holder while the player is holding it.
    • Fixed bug with enemies spawning under the terrain.
    • Fixed crash bug caused by invader events not being unhooked.
  • Known Issues:

    • Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
    • The Delivery Cannon shouldn't open up when attached to a moving Tech.
    • The Delivery Cannon incorrectly causes damage to itself when it delivers things.
    • The Fabricators no longer display their list of known recipes.
    • Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.