Version 0.7.4

New features / content / improvements

 * Added Creative mode where you can build and explore freely.
 * Build anything you want using all the blocks from Campaign mode.
 * Save your world with the Creative Mode game save.
 * R&D Test Chamber owners also have access to EXP blocks in Creative Mode.


 * New Blocks
 * Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks).
 * Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
 * Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
 * Added the Venture Avalanche Missile Launcher to Venture Grade 3.


 * New 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.
 * Added missions that task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.


 * New Crafting Content
 * Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.
 * The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component Chunks to be crafted. The recipes also now reflect corporation style too, e.g. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.


 * New Audio
 * Added new sound effects for Techs, drills, hammers, saws and crafting blocks.


 * 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 Trading Station provides 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.
 * Some simple blocks such as the GSO building blocks, conveyors and wheels etc will appear in abundance in all Terminals and Trading Stations every day.


 * UI Enhancements
 * Tutorial hint animations have been added.
 * Tech markers now show AI state if an AI cab is attached.
 * Tech markers now show if a Tech is anchored.
 * Tech AI radial selection menu is now more explicit about which AI states can be selected.
 * 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 Test Chamber Content
 * Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint.
 * Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill.
 * Added 3 new EXP Caterpillar Tracks to the R&D Test Chamber.
 * Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
 * The R&D Test Chamber now has a new skydome.
 * The R&D Test Chamber can now be saved.


 * Other Revisions
 * Various frame rate optimisations including how resources are stored in Silos and move along Conveyors.
 * 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
 * Christoph Beitzinger
 * Gendel Vladimir Grigorievich
 * J. "Trippeh" Quinn
 * Jakub "M0dEx" Kubik
 * Jason Coombes
 * Malte "SRQ" Hübner
 * Marcus
 * Moisés Ojeda Gutiérrez
 * Oliver "Olli_DXD" Jonsson
 * Olivier "Mr-Vagabond" Barruhet
 * Oskar "Zargn" Anderson
 * Philipp ten Brink
 * _River
 * Ryo Tanimoto
 * Sir Rekington
 * Sys Gabriel
 * Tobie "Sylver" Praz
 * Viktor Bengtsson
 * Zwip-Zwap Zapony

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.
 * Adjusted the suspension for the GSO Stabiliser Wheel to make it less bouncy.
 * Increased the pickup range of GSO and GeoCorp Collectors.
 * Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
 * Increased the load bearing strength of all GeoCorp wheels by around 25% each.
 * Reduced the suspension dampener on Venture Wheels, making them more bouncy.
 * 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. If wheels are consistently sparking for a long time whilst drive, your Tech is overloaded.
 * Reduced the chances for fleeing enemies to spawn in the population from 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.
 * Enemies with batteries now spawn in with the batteries charged.


 * Mission Revisions:
 * Increased the amount of XP earned for all missions.
 * Allowed missions to knock down trees and and break rocks when they spawn.
 * Increased the encounter radius for most missions, meaning they will spawn further apart from each other.
 * Reduced number of enemy Techs to defeat in Salvage Mission from 4 to 3.
 * Restricted the Crafty Mike missions from spawning in the Mountains (as the loose blocks roll down hills).
 * Made it a requirement that you unlock the Auto Miner in the Crafty Mike mission before being offered any harvesting missions for which you will need an Auto Miner.
 * Renamed the GeoCorp Grade 2 Harvesting Missions to reflect which resources they are asking you to collect.
 * Restructured GeoCorp Grade 2 Harvest Missions to start with easy to find resources and end with harder ones, after the Auto Miner has been unlocked.


 * 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 only 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.

Art Tweaks

 * Cursors have been updated and should be more visible against different colour backgrounds.
 * Added corporation logo sprites to mission message boxes.
 * Added new rocks to Salt Flats biome.
 * All rocks are now breaking apart more naturally.
 * Optimised scenery objects to improve frame rate.

Bug Fixes

 * Blocks:
 * Fixed shotguns not damaging shields
 * Made the GeoCorp cab drive properly again.
 * Fixed GeoCorp Anchor 222 bottom attach points.
 * Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
 * Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.


 * Missions:
 * Fixed progression blockers in several missions when playing multiple playthroughs.
 * Fixed an issue caused by reaching GSO Grade 2 before fighting the Trader Troll.
 * Fixed progression blocker in Striking Out when selling the Collector.
 * Fixed crafting mission objective markers occasionally pointing at a Trading Stations.
 * Fixed Crafty Business IV spawning outside of the Desert biome.
 * Neutral Techs that require your protection during Defend Friendly Tech missions will now turn into enemies if you move out of range and abandon them before the mission is complete.
 * 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.
 * Fixed overpowered Techs being able to spawn in GeoCorp Grade 3 missions.


 * Audio:
 * Fixed audio bug causing stuck sounds and errors.
 * Tech sounds no longer play while the game is paused.

Known Issues

 * Players who created a save game on an earlier TT_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted, but not completed in the TT_Unstable version.
 * Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
 * Certain names for missions may incorrectly change after a reload.
 * 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.