Version 0.7.7

New features / content / improvements

 * New Blocks
 * Added GSO Bumper Wheel to GSO Grade 2.
 * Added GSO Muddy Dog Wheel to GSO Grade 3.
 * Added GeoCorp Rotating Anchor to GeoCorp Grade 2.
 * Graduated the EXP Anchored Furnace Generator to GeoCorp Grade 1.
 * This larger anchored generator is more efficient at generating energy, but it burns fuel at a slower speed.
 * Added GeoCorp Refinery to GeoCorp Grade 2.
 * Added GeoCorp Block Magnet to GeoCorp Grade 2.
 * Added Venture Fuel Pod Block to Venture Grade 1.
 * Added Venture Double Booster to Venture Grade 2.
 * Added Venture 1-Way Steering Hover block to Venture Grade 3.
 * Added Venture 2-Way Steering Hover block to Venture Grade 3.
 * Added Venture Altimeter to Venture Grade 3,
 * Added Hawkeye Refinery to Hawkeye Grade 2.
 * Added Hawkeye Block Magnet to Hawkeye Grade 2.
 * Added Hawkeye Counter AI Module to Hawkeye Grade 3.


 * New Missions
 * Added new GSO Grade 1 mission introducing Delivery Crates. This replaces the Salvage Mission.
 * Added new GSO Grade 2 mission introducing the Trading Station SCU and AI modules. This replaces the GSO Grade 3 SCU and AI missions.
 * Added four new Venture Flying Missions:
 * Learn To Fly - Venture Grade 2
 * Flying Slalom Lateral - Venture Grade 2
 * Flying Slalom Corkscrew - Venture Grade 3
 * Flying Circuit - Venture Grade 3
 * Missions can now be cancelled from the Mission Log.
 * You need to be further than 500m away from the mission centre in order to cancel it.
 * Cancelled missions can be re-accepted from Trading Station Mission Boards.


 * New Biomes
 * Added new Grassland ‘Woodland Valley’ sub-biome. This area has rolling grassy hills with a wide flat valley below. Medium to large patches of Trees and Rocks are streaked across the landscape.
 * Added new Mountain ‘Step Slopes’ sub-biome. This mountain range consists of gradual to steep slopes that climb to jagged peaks. The slopes are stacked into broken graphite-like layers at varying levels that create some medium cliffs and gorges where they converge with other layers.


 * Creative Mode
 * Can now select whether you want enemies in Creative Mode.
 * Toggle enemy Techs on and off at start of Creative Mode and via the Options screen.


 * Game Save revision
 * Going forward, saves from a newer version can no longer be loaded into a previous version of the game e.g. a save created in 0.7.7.1 Unstable would not be able to load in 0.7.7 Stable. This is not supported and can have adverse effects on your save game.


 * Updated Trading Stations to include a SCU Storage Unit.
 * This allows access to the inventory and block storage much earlier in Campaign.
 * Techs with multiple cabs can now be split into multiple Techs when the Tech is pulled apart.
 * Added 9 new Flying Checkpoint Tracks to the R&D Test Chamber (for R&D Test Chamber owners only).
 * Latest translations from the TT Translators updated in the game.

Game Design Tweaks

 * Block tweaks
 * Increased the range, rate of fire, damage and seeking ability of the GSO Mortar.
 * GSO Boosters provide less force but also consume fuel slower.
 * GSO Fuel Tanks now have a larger capacity for their size, but refill slower.
 * Venture Fuel Tanks have a smaller capacity, relative to the GSO tanks, but refill faster.
 * Venture Boosters provide more force, relative to their size, but consume fuel faster.
 * Increased the pick-up range of all Scrappers.
 * Increased the weight of all Resource Blocks for all corporations.


 * Mission Tweaks
 * The Venture License mission is now a time trial race instead of a combat mission.
 * Updated track for the Venture Grade 1 time trial mission.


 * Biome Tweaks
 * Updated resource distribution for all biomes. Metals are easier to find in Grasslands, Rodite, Oleite and Carbite are easier to find in their respective biomes too.
 * Ice Biome now first appears two times further away from the start then it did previously.


 * Enemy Population Tweaks
 * Removed a large number of enemy Techs which were causing lag or contributing towards a negative playing experience, such as walls of guns and Megaton pyramids.
 * Doubled the amount of offline invaders from 100 to 200.


 * Other Tweaks
 * Blocks can no longer be sold to earn money at Trading Stations.
 * Blocks can be scrapped into resources which can then be sold at a Trading Station. This should make the flow of money earning in TerraTech a lot easier to balance and understand from a player's point of view.

Bug Fixes

 * Fixed multiple display resolutions appearing in the options menu for some players.
 * Fixed some issues with player and enemy Tech pathfinding.
 * Fixed Battery tree spawning inside another tree.
 * Fixed blocks getting stuck above the Trading Station SCU.
 * Prevented receivers in early crafting missions from picking up resources chunks from the player’s collectors.
 * Fixed being able to store crafting bases during certain points in crafting missions.
 * Fixed bug on filter menu where all chunks were not selectable in some aspect ratios.
 * Fixed sending certain snapshots to the SCU would break any future Tech spawning.
 * Stopped invaders from spawning in Grasslands.
 * Fixed slow physics routines on bullet casings. Dramatically improves performance in some situations where large techs are firing a large volume of guns.
 * Fixed audio performance issues - more stable FPS in R&D and situations with lots of Techs.
 * R&D Test Chamber EXP wheels can now drive on blocks.

Known Major Issues

 * Non-English text introducing Trading Stations contains incorrect information about being able to sell blocks and Terminals being found on the corners.
 * Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
 * Anchored blocks can be placed in close proximity to each other, causing them to overlap.
 * Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.