Version 0.7.5

**Version chronology**

**External links**

**Note**

* Game saves from TT\_Unstable version 0.7.4.4 to 0.7.4.9 will not load into properly into this version or newer. Game saves from this version can be continued in newer updates.

## New features / content / improvements

* The terrain now has greater variation with the addition of multiple sub-biomes.
* Added new 5th biome - the Pillars Biome.
* Build Beam: Can slowly reposition a Tech’s position to get unstuck and refine the position and orientation of anchored Techs.
	+ Up/Down moves Tech forwards/backwards relative to the camera angle and Left/Right rotates the Tech.
* Added an onscreen Hints System to provide useful gameplay information to the player as they play the game.
* New snapshots will be saved inside a dedicated Snapshots folder.
* Loading Techs from Inventory can now be done using blocks in a player's inventory.
* Added lots of new experimental work-in-progress Stunt Challenges to the R&D Test Chamber.
* Memory allocation optimisations for 32-bit versions of the game.
* Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
	+ Bebiezaza
	+ Bram "Kirchhoffs" Hazeveld
	+ Bram Kamies
	+ Gendel Vladimir Grigorievich
	+ J. "Trippeh" Quinn
	+ Ko Ui Ryeom "WillyGamesYT"
	+ Marcus
	+ Moisés Ojeda Gutiérrez
	+ Oliver "Olli\_DXD" Jonsson
	+ Olivier "Mr-Vagabond" Barruhet
	+ Robert "Deadwing" Galatik
	+ Ryo Tanimoto
	+ 列支敦士登yuki

## 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**
		- Copse - a more sparsely populated grasslands with less trees in small groups
		- Rocky Ridge - undulating hills with less trees and more rocks
	+ **Desert**
		- Small Dunes - a desert with small sand dunes in a regular rippled pattern
	+ **Mountain**
		- Terraced Hills - several stepped platforms with smooth ramps between

* **General tweaks**
	+ Once the SCU has been anchored, the player inventory is available from that point onwards, regardless of whether any SCU is anchored.

* **Block tweaks**
	+ The shops now stock a significantly larger amount of blocks.
	+ GeoCorp Fixed Anchor, GSO Fixed Anchor and GSO Rotating Anchor Anchor Blocks from 'Standard' are now listed as 'Manufacturing' type.
	+ Reduced the survival chance of blocks when detaching from a destroyed Tech from 60% to 50%.
	+ Updated Hover Plate beam heights. Venture Double Hover Plate is now the tallest hover beam at 15m, GSO Large Quad Hover Plate has a 7.5m beam and the GSO Small Single Hover Plate remains the lowest at 1m beam (as it was before).
	+ Updated recipe for GSO Refinery to only require unrefined resource chunks (2 Plumbite + 1 Carbite + 1 Oleite).
	+ Increased the load bearing strength of the Hawkeye Armoured and Enclosed Wheels.

* **Mission tweaks**
	+ 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.
	+ Added all the Special Colour Blocks and Hats to the list of Blocks that can be offered in Block Reward Crates.
	+ Doubled the amount of blocks gifted in Reward Crates.

* **Enemy Tech tweaks**
	+ Increased the size of enemy Techs spawned in missions and the population. The greatest differences can be seen from Grade 3 GSO onwards.
	+ Included smaller population enemy spawns in GSO Grade 4 and 5 (previously they were switched off).
	+ Reduced the chance for larger population enemies to appear (enemies will more likely be smaller ones).

* **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 blocks to R&D Test Chamber (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
		- EXP Angled Plasma Cutter
		- EXP Articulated Diamond Drill
		- EXP Straight Jackhammer
		- EXP Dropper
	+ Venture Avalanche Launcher, Hawkeye Sentry Turret, Moustache, Sombrero and Viking Helmet have been moved from dispensers to the inventory to free up space.

## Art Tweaks

* Created art assets for new 5th Pillars biome and its resource givers.
* Various minor fixes for missing attach points, filled cell issues and collision material errors.
* Updated desert terrain textures.

## Bug Fixes

* **Hot Fix - 14 June 2017**
	+ Fixed bug in Sumo menu where anyone without R&D Test Chamber would not get the Design Tech option.
* **Hot Fix - 13 June 2017**
	+ Reduced size of enemy Techs spawning in the late game. The world should be a little safer now - but hopefully still a nice challenge.
* **Hot Fix - 12 June 2017**
	+ Fixed crash bug triggered when a shield collides with an artefact.

* **General fixes**
	+ Fixed bug that caused the Main Menu to appear whilst in a game mode.
	+ Invaders should no longer spawn near any missions.
	+ Fixed enemies and missions spawning on top of scenery.
	+ Fixed being able to purchase unlimited blocks when a SCU powers up whilst viewing the shop.
	+ Fixed bug where AI turrets fire on enemies that are out of range.

* **Mission fixes**
	+ Fixed issue where some missions were clearing 100m wide areas of their resource givers when spawning.
	+ Fixed issue where a large player Tech could encounter a small Trader Troll.
	+ Fixed chase missions not giving rewards when sniping from a distance.
	+ Fixed rare issue where SCU and crafting missions couldn't be completed.
	+ Fixed issue of crafting missions spawning on sloped terrain.

## Known Issues

* Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* 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.