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
Design Tweaks:
- Reduced the anti-gravity power of the Zero Point Gun projectiles. The bubbles effect can now be counteracted by using a Gravity Magnifier Engine on your Tech.
- Fixed the issue where the Better Future Medium Flipper Hover Pads were weaker than the Small Flipper Hover Pads.
- Increased the damage of the Better Future FS and Cyber Disc Lasers.
- Updated the Better Future Gatling Laser to deploy when near to an enemy target, like some of the other Better Future weapons.
- The popup notification for live Twitch streams only applies to the Payload stream now.
Bug Fixes:
- Fixed bug causing Better Future FS Laser and Cyber Disc Laser to damage friendly Hawkeye and Better Future shields.
- When you are boosting and you swap to another Tech, boosters of the same type will no longer produce any audio when fired. This has now been fixed.
- Fixed bug causing the Better Future Scatter Laser to incorrectly play firing SFX when it is being deployed.
- Fixed bug causing anti-grav bubbles to incorrectly block beam lasers.
- Adding a 2nd cab to a Tech will incorrectly define the Tech's orientation when loading the Tech Snapshot. This has now been fixed.
- In Co-op Creative mode, the scoreboard now shows which team other players are on.
- In Co-op Creative mode, fixed bug causing upturned Techs with no player control to try and right themselves.
- In Co-op Creative mode, fixed bug allowing players to just be left with an A.I. cab and no way to control it.
- In Co-op Creative mode, fixed bug allowing multiple instances of the control schemes window to be open.
- In Co-op Creative, the remote charger beam will appear attached to the Tech which last used it no matter the distance moved. This has now been fixed.
- The custom skins palette is now present in Multiplayer Deathmatch.
- Fixed bug preventing pressing Esc in Multiplayer Deathmatch to not open the pause menu.
- Fixed bug causing location avatars to be incorrectly present in Multiplayer Deathmatch.
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.
- 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.
