In this update4
Full notes
Full Territory Control 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Security
- UI and audio
- Fixes
- Store
Territory Control 2 changes
Hiya, TFlippy's been struggling a bit and has been dealing with burnout so he's been taking a break. This is this is the first chunk of a larger update that should come out soon-ish after this one, thank you all for your patience & activity.
New Stuff
Added Pills recipe
Added world setting for configuring damage multipliers inside faction-claimed areas (e.g. reduced damage against structures by enemies)
Added clan tags to player names in chat
Added several recipes for various vehicle parts (by KoreZack & Michael)
Tweaks
Made more GUI stuff faction-restricted (e.g. essence emitter sliders)
Restricted inserting new items into single-use pouches to prevent exploits
Filled-in some missing material names (e.g. short names, imperial names)
Disabled various deprecated/unused components
Added a small chance to flagpoles to be hit by projectiles (so you can destroy sky-poles)
Made GUI fading toggleable in settings
Optimized soundscapes and sound loading
Fixes
Fixed blueprint slot index being incorrectly clamped in GUI
Fixed some premade blueprints missing recipe references
Fixed chat input not scrolling horizontally
Fixed some assets/prefabs having references to removed/disabled stuff
Fixed log spam if NPC tries to store a storable item in toolbelt, but is rejected by toolbelt's filter
Fixed wrench not using proper recipe validation (found by SUStreason)
Fixed SG ammo incorrectly producing 4x less ammo
Fixed a memory leak when serializing HashSet to hjson
Fixed Tower Mount not mirroring when being placed with wrench
Fixed Tongs+Failure pellet flight
Fixed explosives being able to explode multiple times when entering buildings
Official Server
Wiped Map
Source
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