Unstable Version 0.7.3.2

**Version chronology**

**External links**

## New features / content / improvements

* New Blocks
	+ Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks to be added later).
	+ Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
	+ Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
	+ Added the Venture Avalanche Missile Launcher to Venture Grade 3.

* New Missions
	+ Added missions which task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.

* New Crafting Content
	+ The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component \*\*Chunks to be crafted. The recipes also now reflect corporation style too, eg. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.
	+ Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.

* UI Enhancements
	+ Tutorial hint animations have been added.
	+ Tech markers now show AI state if an AI cab is attached.
	+ Tech markers now show if a Tech is anchored.
	+ Tech AI radial selection menu is now more explicit about which AI states can be selected.

* New R&D Content
	+ Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint (Only available in R&D Test Chamber at this stage).
	+ Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill. (Only available in R&D Test Chamber at this stage).
	+ Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
	+ The R&D Test Chamber now has a new skydome.

## Other Revisions

* Added lots of new Techs to the enemy population.
* Added new SFX for drills, hammers and saws.
* Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
	+ Christoph Beitzinger
	+ Gendel Vladimir Grigorievich
	+ J. "Trippeh" Quinn
	+ Moisés Ojeda Gutiérrez
	+ Oliver "Olli\_DXD" Jonsson
	+ Olivier Barruhet
	+ Oskar "Zargn" Anderson
	+ Philipp "3D" ten Brink

## Game Design Tweaks

* Increased the amount of XP earned for all missions.
* Added incremental usability improvements to GSO Grade 1 missions.
* Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
* Increased the pickup range of GSO and GeoCorp Collectors slightly.

## Art Tweaks

* Cursors have been updated and should be more visible against different colour backgrounds.
* Various prototype EXP blocks in R&D to allow Techs to be connected.

## Bug Fixes

* Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.
* Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
* Removed an anchored base type Tech from the offline Invaders list.
* Fixed issue where Twitter authorisation setting could be lost if requests were sent and cancelled in quick succession.

## Known Issues

* Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
* Certain names for missions may incorrectly change after a reload.
* 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.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.