Version 0.7.5

Note
 * Game saves from TT_Unstable version 0.7.4.4 to 0.7.4.9 will not load into properly into this version or newer. Game saves from this version can be continued in newer updates.

New features / content / improvements

 * The terrain now has greater variation with the addition of multiple sub-biomes.
 * Added new 5th biome - the Pillars Biome.
 * Build Beam: Can slowly reposition a Tech’s position to get unstuck and refine the position and orientation of anchored Techs.
 * Up/Down moves Tech forwards/backwards relative to the camera angle and Left/Right rotates the Tech.
 * Added an onscreen Hints System to provide useful gameplay information to the player as they play the game.
 * New snapshots will be saved inside a dedicated Snapshots folder.
 * Loading Techs from Inventory can now be done using blocks in a player's inventory.
 * Added lots of new experimental work-in-progress Stunt Challenges to the R&D Test Chamber.
 * Memory allocation optimisations for 32-bit versions of the game.
 * Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
 * Bebiezaza
 * Bram "Kirchhoffs" Hazeveld
 * Bram Kamies
 * Gendel Vladimir Grigorievich
 * J. "Trippeh" Quinn
 * Ko Ui Ryeom "WillyGamesYT"
 * Marcus
 * Moisés Ojeda Gutiérrez
 * Oliver "Olli_DXD" Jonsson
 * Olivier "Mr-Vagabond" Barruhet
 * Robert "Deadwing" Galatik
 * Ryo Tanimoto
 * 列支敦士登yuki

Game Design Tweaks

 * Added several new sub-biomes to appear in the game. Sub-biomes are alternate versions of the existing biomes but with different terrain height patterns, textures and resource distribution. The all new sub-biomes that have been added are:
 * Grasslands
 * Copse - a more sparsely populated grasslands with less trees in small groups
 * Rocky Ridge - undulating hills with less trees and more rocks
 * Desert
 * Small Dunes - a desert with small sand dunes in a regular rippled pattern
 * Mountain
 * Terraced Hills - several stepped platforms with smooth ramps between


 * General tweaks
 * Once the SCU has been anchored, the player inventory is available from that point onwards, regardless of whether any SCU is anchored.


 * Block tweaks
 * The shops now stock a significantly larger amount of blocks.
 * GeoCorp Fixed Anchor, GSO Fixed Anchor and GSO Rotating Anchor Anchor Blocks from 'Standard' are now listed as 'Manufacturing' type.
 * Reduced the survival chance of blocks when detaching from a destroyed Tech from 60% to 50%.
 * Updated Hover Plate beam heights. Venture Double Hover Plate is now the tallest hover beam at 15m, GSO Large Quad Hover Plate has a 7.5m beam and the GSO Small Single Hover Plate remains the lowest at 1m beam (as it was before).
 * Updated recipe for GSO Refinery to only require unrefined resource chunks (2 Plumbite + 1 Carbite + 1 Oleite).
 * Increased the load bearing strength of the Hawkeye Armoured and Enclosed Wheels.


 * Mission tweaks
 * Added a set of 30 different Trader Troll variants. The Trader Troll mission now selects an appropriately sized opponent for you to fight depending on the size of your own Tech.
 * Added all the Special Colour Blocks and Hats to the list of Blocks that can be offered in Block Reward Crates.
 * Doubled the amount of blocks gifted in Reward Crates.


 * Enemy Tech tweaks
 * Increased the size of enemy Techs spawned in missions and the population. The greatest differences can be seen from Grade 3 GSO onwards.
 * Included smaller population enemy spawns in GSO Grade 4 and 5 (previously they were switched off).
 * Reduced the chance for larger population enemies to appear (enemies will more likely be smaller ones).


 * R&D Test Chamber
 * Changed EXP Tow Rings and Hooks from Accessories to Standard Blocks category (R&D Test Chamber owners only).
 * Added new Experimental blocks to R&D Test Chamber (R&D Test Chamber owners only):
 * EXP Small F1 Wheel
 * EXP Large F1 Wheel
 * EXP Right Dune Wheel
 * EXP Left Dune Wheel
 * EXP Monster Truck Wheel
 * EXP Mid Fork Springer Wheel
 * EXP Short Fork Springer Wheel
 * EXP Long Fork Springer Wheel
 * EXP Titan Truck Wheel
 * EXP Angled Plasma Cutter
 * EXP Articulated Diamond Drill
 * EXP Straight Jackhammer
 * EXP Dropper
 * Venture Avalanche Launcher, Hawkeye Sentry Turret, Moustache, Sombrero and Viking Helmet have been moved from dispensers to the inventory to free up space.

Art Tweaks

 * Created art assets for new 5th Pillars biome and its resource givers.
 * Various minor fixes for missing attach points, filled cell issues and collision material errors.
 * Updated desert terrain textures.

Bug Fixes

 * Hot Fix - 14 June 2017
 * Fixed bug in Sumo menu where anyone without R&D Test Chamber would not get the Design Tech option.
 * Hot Fix - 13 June 2017
 * Reduced size of enemy Techs spawning in the late game. The world should be a little safer now - but hopefully still a nice challenge.
 * Hot Fix - 12 June 2017
 * Fixed crash bug triggered when a shield collides with an artefact.


 * General fixes
 * Fixed bug that caused the Main Menu to appear whilst in a game mode.
 * Invaders should no longer spawn near any missions.
 * Fixed enemies and missions spawning on top of scenery.
 * Fixed being able to purchase unlimited blocks when a SCU powers up whilst viewing the shop.
 * Fixed bug where AI turrets fire on enemies that are out of range.


 * Mission fixes
 * Fixed issue where some missions were clearing 100m wide areas of their resource givers when spawning.
 * Fixed issue where a large player Tech could encounter a small Trader Troll.
 * Fixed chase missions not giving rewards when sniping from a distance.
 * Fixed rare issue where SCU and crafting missions couldn't be completed.
 * Fixed issue of crafting missions spawning on sloped terrain.

Known Issues

 * 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.
 * 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.
 * Markers for missions and bases when playing in 4:3 are offset slightly.