TT_Unstable 1.2.0.1 now available on Steam

Sai Wun

PAYLOAD STUDIOS
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#1
Design Tweaks:
  • Reduced the prices of the GeoCorp, Venture and Hawkeye Explosive Bolts.
    • GeoCorp Frame Explosive Bolt’s new price is BB 1914
      • New recipe: Fibron x 2, Blast Caps x 2
    • Venture Shove-it Explosive Bolts new price is BB 957
      • New recipe: Fibron x 1, Blast Caps x 1
    • Hawkeye Z4 Explosive Bolts new price is BB957
      • New recipe: Fibron x 1, Blast Caps x 1
  • Increased the power output of the Better Future Solar Panel.
  • Slightly increased the corrective power of the Venture and Better Future Active All Axis Gyroscopes.
  • Slightly decreased the corrective power of the GSO Active All Axis Gyroscope.
  • Increased the health and corrective power of the Hawkeye and GeoCorp Active All Axis Gyroscopes.
  • Increased the price of the Better Future Pitch Trim Gyroscope to BB 20,826
    • New recipe: Fibre Plating x 8, Rugged Fiblar x 4, Cyclone Jet x 6, Thermo Jet x 1

Localisation:
  • Updated French translations.

Bug Fixes:
  • Fixed drill collision preventing GSO cab firing.
  • Corrected the centre of gravity on the GeoCorp SCU.
  • Fixed bug causing players in Deathmatch to all spawn in the same location, after completion of a prior Deathmatch game then the host changes settings.

Known Major Issues:
  • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
  • Translations for non-English language support is work-in-progress for most languages.
 
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Saelem Black

Tinker, Tailor, Soldier, Spy
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#2
Design Tweaks:
  • Increased the health and corrective power of the Hawkeye and GeoCorp Active All Axis Gyroscopes.
I just checked the coercive power of these gyros. !!!They remain unchanged from Stable 1.2!!!
@ZeroGravitas can you double check me, please?

[Edit]: I guess they were *minorly* changed. My airships still fall out of the sky... sigh.
 
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ZeroGravitas

Breaker of Games
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#3
@Sai Wun - It's not in the notes (here or on Steam) but I see that the build beam strafe control was added to build beam, as promised!:D

I just checked the coercive power of these gyros. !!!They remain unchanged from Stable 1.2!!!
@ZeroGravitas can you double check me, please?
Checked and posted in the existing thread. (You only had to ask once, geez!:p;))
 
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zanzistar

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#5
I just checked the coercive power of these gyros. !!!They remain unchanged from Stable 1.2!!!
@ZeroGravitas can you double check me, please?

[Edit]: I guess they were *minorly* changed. My airships still fall out of the sky... sigh.
As you say, they are changed from 1.2

Follow along on this thread for gyro balancing discussions: https://forum.terratechgame.com/ind...gyro-nerfed-too-much.18967/page-2#post-136124

Further changes to those two are coming in the next unstable.
 
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SadKen

PAYLOAD STUDIOS
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#6
Oh, you guys tweaked the default GSO skins so the Stud Laser lost it's red. Deliberate?
Yes, a load of GSO models were updated recently to address some inconsistencies across skins. The red colour was used in a few places, which looked odd in some skin variations so we decided to make the dishes on the lasers a more neutral colour.