Difference between revisions of "HotM:Chapter Two Initial Set"

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<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
 
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
  
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* Immediately in chapter 2, there is a new contemplation called "Shelter Coordinators Are Slow" on your housing.
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** If you embark on it, and spend 20 compassion, then it will start the project "Solve Homelessness" and unlock the new "Housing Agency" job as well as giving you 1 upgrade of the Steward internal robotics.
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** The player is likely to have to convert many of their smaller housing tower into Residential MegaStructures, but they should be able to have three RMs even if they never took any Steward upgrades before now.  That should, in turn, be sufficient to house all of the homeless in the entire city.
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** The entire project should take only a few turns after the construction is completed on the RMs and the housing agencies, if they build two of the agencies.
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* While you are in the middle of solving homelessness, NOAI rebels and Will of the People gang members are going to angrily be attacking those buildings, and then spilling into your other buildings if you're not careful.
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* Added a new rebel unit, and a couple of new stances for rebels and gangs, and some other features to make them function as desired.
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* The first two debates of chapter two are now in place.  With the housing, you can talk to the rebels and gang members who are attacking you.  You can win debates with both, but only the gang members will leave if you do.  The rebels are too fanatical to leave that way.
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** Added some more under the hood features to allow for just some units to leave after things like this.
  
 
</spoiler>
 
</spoiler>
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* Took away the cap on the six personality-based resources.
 
* Took away the cap on the six personality-based resources.
 
** The goal of the cap was to prevent players from hoarding them and never using them, but this created another problem where if they had more than a certain amount, the game would have to warn them, and if they didn't do things in the right order, they could wind up losing some to hitting cap.  I just don't like that flow at all, it doesn't feel right.  I've decided that if they want to hoard it, let them.
 
** The goal of the cap was to prevent players from hoarding them and never using them, but this created another problem where if they had more than a certain amount, the game would have to warn them, and if they didn't do things in the right order, they could wind up losing some to hitting cap.  I just don't like that flow at all, it doesn't feel right.  I've decided that if they want to hoard it, let them.
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* Corrected the balance on the Computing Host upgrade; it was way too small per upgrade.
  
 
=== Bugfixes ===
 
=== Bugfixes ===
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* Fixed the bug with older savegames not properly giving players the personality-based strategic resources.  It was related to the caps I've now removed.
 
* Fixed the bug with older savegames not properly giving players the personality-based strategic resources.  It was related to the caps I've now removed.
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** Thanks to mblazewicz for reporting.
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* Fixed a bug where npc units set to spawn around a specific kind of building were not actually doing that logic appropriately.
 
** Thanks to mblazewicz for reporting.
 
** Thanks to mblazewicz for reporting.
  

Latest revision as of 17:45, 26 October 2024

Reporting Bugs

  • Any bugs or requests should go to our mantis bugtracker
    • If you need to submit log files, those can generally be found under your PlayerData/Logs folder in the folder your game is installed in. The most relevant one is called HeartoftheMachineLog.txt. You can send us the whole thing, or just strip out relevant parts.
    • In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
      • Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\Heart of the Machine\Player.log
      • macOS: ~/Library/Logs/Arcen Games, LLC/Heart of the Machine/Player.log
      • Linux: ~/.config/unity3d/Arcen Games, LLC/Heart of the Machine/Player.log

0.593.1

(Not Yet Released)

  • The release notes link in the game has been updated to point to this new page.
  • Have started adding some more goal states, and removed two goal states, as I'm coming to realize I want something more flexible that does not mean "this timeline has reached a full tier 1 goal state" in the sense I previously meant it. There's a lot more interesting opportunities to mix and match for players when I'm not being that monolithic.
  • When savegames are loaded, they now specify what the version of the save was in the log where it says how long it took to load. This is not really useful for anyone but myself and perhaps some testers, to see if a loaded save is really from the version that a bug reporter says it is.

Zodiac Path

Housing Path

Balance

  • Daily Necessity storage caps are now 10x higher from each storage bunker, as the cap was too easily hit.
  • Residential MegaStructures can now hold 2x the population they previously did, and 1.5x the amount of VR Day-Use Seats.
  • The requirement for reaching intelligence class 4 has been tripled, and the other intelligence classes above it have also been increased substantially.
  • Took away the cap on the six personality-based resources.
    • The goal of the cap was to prevent players from hoarding them and never using them, but this created another problem where if they had more than a certain amount, the game would have to warn them, and if they didn't do things in the right order, they could wind up losing some to hitting cap. I just don't like that flow at all, it doesn't feel right. I've decided that if they want to hoard it, let them.
  • Corrected the balance on the Computing Host upgrade; it was way too small per upgrade.

Bugfixes

  • Fixed an issue where you were getting refunded for mental energy you didn't actually spend when scrapping structures or jobs.
    • Thanks to Fluffiest for reporting.
  • Contemplations now show what their requirements are in the lower left description of them when you hover them, rather than first making you select a unit and then hover them to find out if you pass or fail.
  • I've put in extra protections against some random "wealth goes to excess for one turn, or even a few turns" bugs that I'm not sure how to trigger, but which were definitely on the prior build, just very rare.
    • Thanks to Lukas for reporting.
  • Fixed the bug with older savegames not properly giving players the personality-based strategic resources. It was related to the caps I've now removed.
    • Thanks to mblazewicz for reporting.
  • Fixed a bug where npc units set to spawn around a specific kind of building were not actually doing that logic appropriately.
    • Thanks to mblazewicz for reporting.

Prior Release Notes

Moving To Chapter Two