Unstable Version 0.7.4.4

**Version chronology**

**External links**

**Note**

* During the TT\_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Game saves will be fully supported again as of Stable Update 0.7.5.

## New features / Content / improvements

* Added an onscreen Hints System to provide useful gameplay information to the player as they play the game.
* Player Techs can now be stored in SCUs and the Tech’s blueprint can be used to load multiple versions of Techs from the SCU as long as the required blocks are available.
* New snapshots will be saved inside a dedicated Snapshots folder, with each Tech in its own sub-folder.

## 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**
		- Grasslands - the old grasslands
		- Copse - a more sparsely populated grasslands with less trees in small groups
		- Rocky Ridge - undulating hills with less trees and more rocks
	+ **Desert**
		- Desert - the old desert
		- Moguls - a desert with small sand dunes in a regular rippled pattern
		- Low Mesas - similar to Moguls but larger Mesa style bumps emerge from the ground
	+ **Mountain**
		- Mountains - the old mountains biome
		- Terraced Hills - several stepped platforms with smooth ramps between
		- Peaks - typical 'mountain' style terrain, pointed peaks, low valleys
		- Canyons - deep, steep canyons winding through tall sided cliffs
		- Eagles Nest - sheer tall cliffs with flat platforms at the top and little peaks above
		- Gorges - sheer tall cliffs with a wide flat valley below
	+ *Salt Flats'*
		- There is only one variant of Salt Flats at the moment

* 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.
* Updated recipe for GSO Refinery to only require unrefined resource chunks (2 Plumbite + 1 Carbite + 1 Oleite).
* Changed all GeoCorp Fixed Anchor, GSO Fixed Anchor and GSO Rotating Anchor Anchor Blocks from 'Standard' type to 'Manufacturing' type.
* Added all the Special Colour Blocks and Hats to the list of Blocks that can be offered in Block Reward Crates.
* Increased the load bearing strength of the Hawkeye Armoured and Enclosed Wheels.

* **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 to R&D Test Chamber and Creative modes (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
* Removed Venture Avalanche Launcher, Hawkeye Sentry Turret, Moustache, Sombrero and Viking Helmet from R&D Test Chamber dispensers to make way for new blocks (these blocks can still be found in the inventory, they've just been removed from dispensers).

## Art Tweaks

* Various minor fixes for missing attach points, filled cell issues and collision material errors.
* Updated desert terrain textures.

## Bug Fixes

* Fixed bug where AI turrets fire on enemies that are out of range.
* Fixed issue where some missions were clearing 100m wide areas of their resource givers when spawning.
* Increased the time before trees and luxite respawn in R&D to reduce chances of them from pushing Techs when they respawn.
* Increased the distance at which fleeing Techs can spot you approaching in catch enemy Tech missions.

## Known Issues

* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Celestite crystals have not been set up yet to crumble in stages.
* 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.