1. ∑∆®†∫n.

    Tougher Enemies, AI Changes.

    Some time ago, There was an unstable ver. patch where the enemies were beefed up way too much, to where i needed to make a combat tech dedicated to beating tougher techs. I had a lot of fun beating these hard enemies, more than the underleveled techs that you often find now in the endgame. I...
  2. ZeroGravitas

    [1.0.1] Floating enemies that probably shouldn't

    I think there's a fair few general population enemy techs that started floating/flying about uncontrollably after the buff to hover plates. Just saw this one in creative mode: Please post your own screenshots of sighting and most importantly the names of enemies like this, that have got a...
  3. ZeroGravitas

    [] Enemy spawning idiosyncracies

    Maybe some of these are undesired behaviours, I'm not sure. I can envision reasoning behind each, but maybe it's time to tweak some... This report stems from this thread by @Redlegdaddy, where he rightly identified that all spawn activity ceases if you stay still. Even if you kill all the...
  4. xSoNz

    Invader Calling button/block?

    Well there's not much you can do at the endgame of TerraTech... And also you got that many blocks and money that you basically have everything you need. If you need a wep, you could craft/buy it or even take it from enemies. But when you got all that, you're basically indestructible and any tech...
  5. ZeroGravitas

    [0.7.9] Spawn rate stays too low... (in niche circumstances)

    OK, so maybe a bit cheeky, to report this as a 'bug' - an oversight, perhaps... I was doing a "Recalcitrant Play-through" test run - i.e. no missions at all - which appears viable, but the game seems to stay stuck on the lower spawn rate (half, or less?), or enemy cap, that Campaign has in the...
  6. ZeroGravitas

    [] R&D enemy turrets apparently set to Idle

    Only the first 3 enemy turrets in R&D will turn to face and shoot. Appears like the rest are in "Idle" mode, from the way they jiggle. The forth one is just over 600 meters from origin, so I wonder if this is related to the way they were loaded in; world load = OK, tile load = AI mis-set...
  7. ZeroGravitas

    [] Guns target middle of techs, not their cabs {when it's closer - not a bug}

    This seems true for friendly/enemy AI and player controlled techs, while shooting at anchored and mobile techs: Guns target a block close to the centre of an enemy they are shooting, rather than the cab. e.g. try to shoot this nicely exposed cab on the side of this mobile(ish) tech in R&D...
  8. ZeroGravitas

    [] Bug - (Virtually) no enemies in Creative mode (with spawns enabled).

    On 2 repetitions of loading a new creative mode, with enemy spawns enabled, I saw only 2 enemy techs, near to the spawn point, and then 1, or none in 10 minutes or so of wandering about. This the same for other people? Was it working in I don't think I properly tested it out there. How...
  9. GameSpender

    We Need enemies!

    add something to shot at in the r&d!