Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here:
https://www.youtube.com/watch?v=r_ce_yPOflo
https://www.youtube.com/watch?v=r_ce_yPOflo
Design Tweaks:
- Removed "Enemy Nearby" Tech spawn restriction in Co-op Creative.
Bug Fixes:
- Fixed saves failing (and game being unplayable) when your documents folder is a network drive accessed with a UNC path (\\something).
- Fixed issue where the Venture Sonic Lance was only available to players that own the R&D Test Chamber pack.
- In the custom skins palette, fixed the grab mode icon not highlighting when selected.
- Fixed issue causing the respawn Tech panel to appear incorrectly oversized after sending an invader.
- Fixed issue causing damage indicator to not appear to be synced across clients in multiplayer modes.
- In Co-op Creative mode, fixed issue causing clients to not see explosion VFX from explosive bolts.
- In Co-op Creative, fixed bug causing custom skinned blocks to revert to default skin when picked up by a connected client.
- In Co-op Creative mode, fixed issue causing client to still be shown custom skin blocks when the host switches back to default skin blocks.
- Fixed crash bug when a kill streak reward incorrectly appears in Co-op Creative mode.
- Fixed bug preventing second player from connecting to Creative Co-op when coming from a deathmatch game.
- In Team Deathmatch, fixed issue allowing players to build on their teammates' Techs.
- In Multiplayer Deathmatch, shotguns now inflict damage again.
- In Multiplayer Deathmatch, fixed crash when the host opens the scoreboard.
- In Multiplayer Deathmatch, the timer now disappears when the block skins panel is open to ensure the panel functions correctly.
- In Gauntlet, fixed bug causing custom skin blocks to revert to default skin blocks when a Tech is sent back to the nearest checkpoint.
Known Major Issues:
- If you have a large number of snapshots (e.g. 300), the initial load of this update may take slightly longer than usual.
- All subsequent load times should be quicker.
- All subsequent load times should be quicker.
- 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.