Hi there prospectors,
Here's an unstable update with a few more quality of life improvements and game balancing revisions.
Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.
⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.
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:
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.
Remember to always back up your save games before switching to the unstable branch.
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.
Game Balancing
Increased the health of Quartz (Silicate) by 50%.
Reduced the amount of Debris that drops from resource givers by 75%.
Reduced the amount of Debris required for all recipes in the Debris Tumbler by 75%.
Resource seams now glow for a bit longer.
Increased the amount of resources gained from each resource giver when seam mining (+5% to +15%).
Increased the yield from resource givers when using a Fragmenter (+10% to +20%).
The calculation for determining how many skulls an enemy Tech has to represent their threat level has been tweaked as follows:
One skull enemies only ever have one weapon
Two skull enemies only ever have two weapons
One and two skull enemies no longer have Hail Fire Rifles now
The ability to sell unwanted scavenged blocks is now highlighted when you first encounter the Forest Trader.
Changed 2 recipes, taking into consideration when the player gets hold of a scanner.
Block Storage Module:
Iron x20
Organics x20 (not Silicate)
Basic Repair Module:
Iron x20
Silicate x10 (not Lithium)
Updated the recipe for the Debris Tumbler (previously 'Nano Sieve') to make it available from the Swamp onwards.
It now requires:
Carbon Fibre x16
Copper Wiring x4
Sulphur Cake x6
Synthetic Polymer x24
It no longer requires FerroSteel or Photovoltaic, meaning it can be crafted once you have access to resources found in the Forest or Swamp and an Intermediate Fabricator, a Processor and a Chemical Plant.
The condition for detecting when a player's inventory is nearly full in order to initiate the "build a silo" objective has been increased from 30 scavenged blocks to 60 scavenged blocks.
Increased the conduit transfer amount for Debris from 1 to 10 per tick
Dialogue boxes that congratulate objective completion and introduce next objective in the same box have now been separated out into 2 boxes to avoid confusion.
Added Long, Small and Large Platform recipes to the Basic Fabricator to maintain parity with the Cab Crafting recipes.
Set up all boss battles to smoothly skip their introductory dialogue (in addition to their associated objectives) if they have been destroyed before their relevant objective is issued.
Tutorial
The player is now told that the HALO has disappeared if blocked.
Provided a clear explanation of the advantages of targeting the seams when resource mining:
"Targeting Seams when mining any resource type increases resource yields, reduces Debris drops and mining time."
When explaining about structure platforms, there's an added step to explain about how block variants can be selected.
Increased the number of platforms that the tutorial gives you to eight.
Updated descriptions for Sea and Air Cabs to note that their modifiers only work whilst floating or flying.
User Interface
Power improvements:
More consistent depiction of how much power each structure provides or uses.
Generators show grid power usage when there is insufficient power.
Simplified and fixed many issues with existing power and crafting UIs.
Added UI elements connecting the objective panel to the HALO and map.
Thumbnails of resources are now shown when they're collected.
An ON/OFF switch graphic has now been added to the related UI panels for added clarity.
Ammo counters now flash when ammo counts are low and at zero.
Other things
Re-added ability to overwrite an existing Tech snapshot.
Localisation
More work-in-progress translations added for early game text for non-English languages.
Corrections to current translated text that contain errors.
Many thanks to the players who've helped identify translation errors:
Anton
SugarMickVains
ZeVc
zhiza
Known Issues
Some content in the Prospector Portal needs updating as it shows older UI.
A significant amount of in-game text has been added or revised and has not been fully localised yet.
We will add more translations in following updates for all non-English languages.
Until next time, Prospectors!
- The TerraTech Worlds Team
Changed depots in ttw_unstable branch