Unstable Version 0.7.3.4

New features / content / improvements

 * Added Creative mode where you can build and explore freely.
 * Build anything you want with all the blocks from Campaign mode.
 * Save everything you build in the Creative Mode game save.


 * New GSO Missions
 * Added a new GSO Grade 2 mission introducing the Auto Miner block.
 * Added a new GSO Grade 3 mission introducing the Component Factory block.


 * Limited blocks available in Trading Stations and Terminals
 * The selection of Blocks available to buy in the Trading Station and Terminals is now restricted.
 * Each provide a limited selection of Blocks that gets restocked each morning (in-game time).
 * There is a wider selection of Common Blocks, a medium selection of Uncommon and a very small selection of Rare Blocks each day.


 * UI Enhancements
 * Improved the Fabricator and Component factory UI to show which items are available and what ingredients are needed to make items.


 * Saved Game Enhancements
 * Saved games now shows corporation license levels on the Load Game screen.


 * New R&D Content
 * Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
 * The R&D Test Chamber can now be saved.


 * Other Revisions
 * Added more in-game SFX.
 * Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
 * Alex Nunes
 * Bebiezaza
 * Bram "Kirchhoffs" Hazeveld
 * Bram Kamies
 * Gendel Vladimir Grigorievich
 * J. "Trippeh" Quinn
 * Jakub "M0dEx" Kubik
 * Jason Coombes
 * Malte "SRQ" Hübner
 * Marcus
 * Moisés Ojeda Gutiérrez
 * Oliver "Olli_DXD" Jonsson
 * Olivier Barruhet
 * Oskar "Zargn" Anderson
 * River_
 * Ryo Tanimoto
 * Sir Rekington
 * Tobie "Sylver" Praz
 * Viktor Bengtsson

Game Design Tweaks

 * Block Revisions:
 * Increased the power of all Booster Blocks.
 * Increased the fuel capacity of all Fuel Tank Blocks.
 * Increased the load bearing strength of the GSO Little Trekker wheels.
 * Increased the load bearing strength of all GeoCorp wheels by around 25% each.
 * Re-added the Hawkeye Elbow and Flat Brackets to Hawkeye Grade 1 and added the Hawkeye Long Jack Bracket to Hawkeye Grade 2.
 * Increased the rotation options for the Hawkeye One Block.


 * Updated Block Recipes for:
 * Venture Silo
 * Venture Flamethrower
 * Venture One Block
 * Venture Small Wheel
 * Venture Hover Plate
 * Venture Steering Hover Jet
 * All Venture Brackets
 * Hawkeye STEN SMG
 * Hawkeye Shotgun
 * Hawkeye Rail Gun
 * Hawkeye Sentry AI


 * Tech Revisions:
 * Increased the delay time before wheels spark when overloaded slightly. When moving over bumpy terrain sometimes one wheel is taking more load than normal for a split second, as the weight of the vehicle shifts around. Rather than immediately showing sparks, we delay for a moment to see if the wheel is still overloaded. This reduces the amount of 'false positive sparking' that happens in these situations. If wheels are consistently sparking for a long time whilst drive, your Tech is overloaded. If it sparks for an instant, it was probably just the weight shifting.
 * Reduced the chances for fleeing enemies to spawn in the population from around 40% to 15%.
 * Removed Tech repulsion effect from Shield Bubbles (both GSO and Venture).
 * Techs can once again pass through shield bubbles freely and cause damage to Techs within with melee weapons.


 * Mission Revisions:
 * Reduced number of enemy Techs to defeat in Salvage Mission from 4 to 3.
 * Techs can once again pass through shield bubbles freely and cause damage to Techs within with melee weapons.
 * Updated the filters that determine which Techs can spawn during the missions in which you chase and destroy an enemy Tech. Techs with blocks from higher grades can no longer spawn early.


 * Resource Distribution Revisions:
 * Updated Resource Giver Distribution: Common resources; Plumbite, Titanite, Wood, Rubber & Luxite are still readily available in most locations.
 * Uncommon resources; Rodite, Carbite & Oleite are now available as underground deposits under rocks. They can be harvested with the Auto Miner Block.
 * Rodite is available in the Mountains.
 * Oleite is available in the Desert.
 * Carbite is available in the Salt Flats.
 * Rare resources; Ignite, Erudite & Celestite are visible by the crystals, but also contain underground deposits accessible with the Auto Miner Block too.
 * Celestite can be found in the Salt Flats.
 * Erudite in the Grasslands.
 * Ignite in the Desert.
 * Roughly 1/3 rocks will contain a Common metal (Plumbite or Titanite).
 * Roughly 1 rock in every other patch of rocks will contain an Uncommon resource deposit underneath.
 * There should be roughly 2 or 3 Rare crystal deposits in each biome (except Mountains which have no crystals).
 * Increased the area around resource deposits that the GSO Auto Miner will start working.
 * Updated Recipe Table with new increased prices for Carbite, Rodite, Oleite, Ignite, Celestite and Erudite. The increase in value for those also increases the price for anything made from them.

Art Tweaks

 * Added new corporation logo sprites to mission message boxes.
 * Added new rocks to Salt Flats biome.
 * All rocks are now breaking apart more naturally.

Bug Fixes

 * Fixed issue with resources not going into the initial Trading Station.
 * Fixed shotguns not damaging shields
 * Fixed an issue caused by reaching GSO Grade 2 before fighting the Trader Troll.
 * Fixed items falling from largest GSO silo.
 * Items are now correctly routed through Component Factories when user chooses to build an item.
 * Fixed incorrect tooltips on the Component Factory menu.
 * Removed some inaccurate information from the 'Send Invader' description text.
 * Techs that are tweeted as invaders are now saved as snapshots.
 * Made the GeoCorp cab drive properly again.
 * Fixed overpowered Techs being able to spawn in GeoCorp Grade 3 missions.
 * In the Chase and Destroy Enemy Tech missions, the Techs will not turn neutral anymore if you fail to catch them. They will continue to flee and may be destroyed after the time has expired.
 * Fixed enemy Techs in Chase and Destroy missions sometimes disappearing on reload.

Known Issues

 * Anchored blocks can be placed in close proximity to each other, causing them to overlap.
 * Celestite crystals have not been set up yet to crumble in stages.
 * Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
 * 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.
 * 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.