TerraTech Worlds is an open world, build-craft adventure game, set on an uncharted alien world. Play solo or with friends, explore your surroundings, craft unique vehicles, construct automated bases, and battle your way through hazards and enemies to harness the power of your environment
Hi everyone!
Thank you for being so patient whilst we've been working on TerraTech Worlds. This update is a big one, and there will be more updates to come to this build over the coming months! Your old saves will [b]not[/b] be compatible with 0.6. For the players that still want to play with their old saves, we'll set up and maintain a Legacy Steam beta branch for version 0.5 (please note that this branch won’t be receiving any further updates).
[b]Please note[/b]: This update is on Steam beta branch [b]ttw_unstable - Work-in-progress version[/b]
Now let's get into the fun stuff:
[h1]New Block Progression[/h1]
[h2]Block Scavenging Rework[/h2]
[list]
[*] Tech blocks are now scavenged from enemy Techs in a "Scavenged" state. These blocks can't be restored by a repair charge, and you can’t reskin them. They also look worn and rusty to signify their difference from a "Licensed" block and finally, when shot off your Tech, they will lay on the ground and must be manually picked back up again.
[*] Licensed blocks have more health and can be reskinned. They are also always available from your Tech Yard, so you can't lose them!
[*] To license a block, you now have to attach the appropriate Tech Yard module to your Tech Yard or visit one of the new in-game block traders.
[*] Licensing a scavenged block costs $crip which you can earn from completing missions and sending resources into space via the launch pad. You can also sell unwanted scavenged blocks to the trader or by building a shop Tech Yard module at your Tech Yard.
[/list]
[h2]Block Progression [/h2]
[list]
[*] The new scavenging system meant we needed to rework how and where you get new blocks. They are now spread out over the four biomes and increase in "quality" and power as you progress further through the planet. Each biome will also have a set of blocks (including special blocks) which can be obtained via the biome's trader or the enemy Tech population. (We'll explain this concept a bit further in an upcoming Dev Diary, but for now, enjoy exploring and let us know if you have any questions in the comments below!)
[/list]
[h2]New Cab Progression [/h2]
[list]
[*] Lots of new cabs have been added to the game. We have also re-balanced the existing cabs to take advantage of new progression. These are available at the trader stations and each biome will introduce new, more powerful cabs which can be unlocked and purchased.
[*] We've removed the concept of cab efficiency and re-balanced the efficiency points into the total reactor limit for each cab.
[*] We have removed the overheating state when a Tech reactor is pushed over its capacity. If you push your Tech over its capacity then it will simply be inoperable.
[/list]
[h2]Blockpedia[/h2]
[list]
[*] All Tech and structure blocks can now be tracked via the Blockpedia. It will tell you which blocks have been discovered and licensed.
[/list]
[h1]New 2D UI [/h1]
[list]
[*] We have removed the spatial UI. Players were having difficulty with legibility, as it was being affected by TAA (temporal anti-aliasing).
[*] We took this opportunity to update the UI with new designs and improved functionality. This is still a work-in-progress with lots more UI updates coming soon!
[/list]
[h1]Improved Building Controls[/h1]
[h2]Structure Block Clipping (Structure Blocks)[/h2]
[list]
[*] You can now turn on block clipping which will allow you to intersect structure blocks (this isn't available for Tech building). You can create some crazy art deco structures now.
[/list]
[h2]Block Nudge[/h2]
[list]
[*] We have added block nudge to the game, both for structure and Tech building. By holding CTRL you can nudge a block into a difficult spot if the block snapping isn't giving you your desired results.
[/list]
[h2]Improved Block Snapping[/h2]
[list]
[*] Blocks should be easier to snap together as we have been refining the snapping algorithm. We have also added a slight transition animation/lerp which has smoothed out the way blocks select and move to a different attach point.
[/list]
[h2]Free Rotation Mode (Structure Blocks)[/h2]
[list]
[*] You can now rotate a structure block around all its axes so you can get the perfect placement. You can toggle between block snapping and free placement modes.
[*] You can now also raise and lower a block using the Z and X keys.
[/list]
[h2]Planet / Terrain Block Alignment (Structure Blocks)[/h2]
[list]
[*] We have added a button to align structure blocks to the planet or the terrain.
[/list]
[h2]Driving With a Block[/h2]
[list]
[*] You can now drive with a block on your cursor while in build mode. You can rotate blocks or hold down Shift to drive your Tech around.
[/list]
[h2]New Camera Block Rotation Options[/h2]
[list]
[*] We have added a number of new block rotation options for you to choose from. You can now change how blocks rotate based on camera type (forward, dynamic and local). Do play around with these settings and see what ones you like best.
[/list]
[h2]New Platform Blocks[/h2]
[list]
[*] A new selection of platforms have been added to the game. These include corner ramps and platforms with different attach point configurations.
[/list]
[h1]Improved Tutorials[/h1]
[list]
[*] There has been further iteration of the tutorial to make it faster, simpler and easier to understand the core concepts of TerraTech Worlds.
[/list]
[h1]Scanner Rework[/h1]
[list]
[*] We have changed how the resource scanner works. It has been removed as a default option on your cab. This is now a block you will have to find out in the wild or purchase from a Trader.
[*] We have also simplified the scanner's behaviour and improved the UI so it should be far easier to understand and use.
[/list]
[h1]Forest Biome Rework[/h1]
[list]
[*] The forest biome has been substantially reworked. The biome's layout has been updated to include new distinct areas (including a deadly lightning forest).
[*] We have removed or smoothed a lot of the terrain that sometimes randomly destroyed your Tech.
[*] There are lots of new environmental assets from new shrubs to larger rocky cliffs. There is even a new lightning shrub.
[*] The forest faction's bases have been reworked to include the newer cosmetic blocks.
[*] The enemy boss now has an exciting new weapon.
[*] Lightning storms are now more frequent, but we have updated the VFX so the lightning strikes should be more obvious.
[*] The Tech lightning rod doesn't need to be activated anymore. Once added to your Tech, it will give your Tech protection from lightning.
[*] The structure lightning rod should once again generate power when hit with lightning.
[/list]
[h1]VFX Improvements[/h1]
[list]
[*] We have added a brand new set of status effects VFX that signify when your Tech is affected by a particular debuff. These will sometimes have a full screen effect as well.
[*] All the weapons VFX have had a polish pass to make them brighter and easier to identify. These also change based on block modifiers.
[*] All the storms have had their VFX improved.
[*] Each biome can now have its own atmospheric lighting setting so we have completed a pass to make the lighting more distinct across the planet.
[*] All the Needle, Acid and Snowberries have had their VFX update.
[/list]
[h1]Crafting, Automation and Resource Harvesting[/h1]
[h2]Improved Crafting Progression[/h2]
[list]
[*] As Tech blocks are no longer craftable, the whole crafting progression has been redesigned. New fabricators, combiners and other production line machines have been added to the game and spread out over the different biomes. They are also now only unlocked once you have discovered all the resources needed to craft them.
[*] A large amount of new components have been added to the game to give the crafting a bit more flavour.
[/list]
[h2]Structure Discovery and Researching[/h2]
[list]
[*] Structures are now unlocked by Discovery, similar to blocks. When you find a resource that is part of a structure's recipe, the structure becomes discovered and can be found in the ‘Structures' section of the X-pedia. This reveals the details about the structure as well as the other ingredients needed to finish research on the structure. To craft a structure you must have found all the resources that make up the recipe.
[*] This paces the number of structures to craft and helps you focus on the things you can craft but will tell you what else you need to find to craft the next structures. The Structure X-pedia is your helper in structure progression.
[/list]
[h2]Crafting System Rework[/h2]
[list]
[*] We have continued to iterate on the crafting system. We now make a distinction between manual crafters (one item at a time) and automated crafters (like a production line)
[*] We have broken the link between the crafting UI and the conduit attach points on each machine. Now recipes will dictate how many inputs and outputs are required so any conduit attach point can be used in any order.
[*] Automated crafters will only take resources that are needed for their currently selected recipe.
[*] Recipes which you don't have the ingredients for are now greyed out on the crafter.
[*] You can now select a recipe to track via the Blockpedia.
[/list]
[h2]Resources [/h2]
[list]
[*] We have reduced the amount of resource givers throughout the planet. However we have increased their size and the amount of materials that can be harvested from them. There are now also resources that are buried under the earth. You will need the appropriate scanner to find them though.
[*] A bunch of resources have been renamed in line with the new crafting progression. Probably the biggest change is that Carbon is now called Organics.
[/list]
[h1]Tech Yard Improvements [/h1]
[h2]New Tech Yard Modules [/h2]
[list]
[*] We have split out a bunch of functionality that used to sit on the Tech Yard so we can introduce it step by step. Things like repair charges and block storage now require their own modules to be attached to the Tech Yard.
[*] Tech Yard block storage is now shared between Tech Yards.
[*] We have added a module which will expand your Tech building area.
[/list]
[h2]Claiming Tech Yards[/h2]
[list]
[*] Tech Yards automatically claim themselves. You can thank us later.
[/list]
[h1]Map[/h1]
[list]
[*] There have been some big improvements made to the map. You can now zoom in and out. Biomes have their own distinct colours and we have added more map indicators which show important information.
[*] We have turned the fog of war back on which should help you find the areas of the planet you haven't explored yet.
[/list]
[h1]Damage Types[/h1]
[list]
[*] We have added a new underlaying system which allows us to better manage weapon damage types. We have used this to introduce some subtle tweaks, for example, lightning will do more damage to your Tech when it is wet! Moving forward it will give us far more options when adding new weapons and resource harvesting lasers to the game.
[*] As part of this work we added damage number indicators when attacking resources and enemy Techs with weapons/harvesters.
[/list]
[h1]Achievements[/h1]
[list]
[*] We have added achievements to the game for you to master and unlock.
[/list]
[h1]Optimisations and SDK Upgrades[/h1]
[list]
[*] We have been doing a huge amount of optimisations on CPU and GPU usage. We are hoping that you will see a big improvement in frame rate.
[*] We have upgraded to the latest version of Unreal 5.4.
[/list]
[h1]Notable Bug Fixes[/h1]
[list]
[*] We have improved the stuttering that occurs when multiple mergers are used in line.
[/list]
[h1]Known Issues[/h1]
[list]
[*] Some attach points on the Zephyr Wheel 1.5m cannot be used.
[*] There are text overrun issues in the controls screens for French and Spanish.
[*] Recent text changes have not been localised yet for non-English languages.
[/list]
Please let us know if you have any comments or questions, and remember that [url=https://discord.gg/w6ZHjPEyWA]you can join us over on the TerraTech Worlds Discord server[/url] to chat with devs and get the most up-to-date info on the game!