Difference between revisions of "HotM:After NextFest"

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*** Linux: ~/.config/unity3d/Arcen Games, LLC/Heart of the Machine/Player.log
 
*** Linux: ~/.config/unity3d/Arcen Games, LLC/Heart of the Machine/Player.log
  
== 0.548 ==
+
== 0.549 ==
 
(Not Yet Released)
 
(Not Yet Released)
 +
 +
== 0.548 High Visibility ==
 +
(Released June 17, 2024)
  
 
* Added outlines of units that show through buildings if they are being occluded by buildings.  It makes your own units, and npcs of various sorts, easier to find.
 
* Added outlines of units that show through buildings if they are being occluded by buildings.  It makes your own units, and npcs of various sorts, easier to find.

Revision as of 23:30, 17 June 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

0.549

(Not Yet Released)

0.548 High Visibility

(Released June 17, 2024)

  • Added outlines of units that show through buildings if they are being occluded by buildings. It makes your own units, and npcs of various sorts, easier to find.
    • Also added in the ability to hold the Ctrl key to make all units glow those colors when not being occluded. I still want to refine that a bit more, but it's very helpful when trying to quickly find your units.
    • Thanks to Puffin, Cblln, and lordtrogg for suggesting various elements around this.
  • Painstakingly got the outline shaders to work even better. There were a bunch of funky edge cases where they would show various NaN pixel distortions or just not appear at all, because of the nature of the zbuffer not being super precise.
    • I wound up having to make one of the variants (the kind that only shows if the shader is behind something) work on one camera, and the other kind (the kind if you hold Ctrl) show up on a higher camera in the stack, in order to make all of the cases actually work.
  • Added a new Use High Visibility Unit Colors option to the accessibility section of the game tab.
    • Normally only shown when you hold the Inspect key. Enemies glow bright red, your units bright gold, semi-allies-or-better bright blue, and guard units and secondary units a dimmer purple.
  • Inspect mode now only draws the floors of buildings if you're in either the structure lens or the scavenge lens.
  • Vehicles and mechs no longer say "squad of," which was confusing, but now say "crew of," which is actually accurate.
    • Thanks to Cel for suggesting.
  • "View Types" were confusingly named, as that is very generic. They have been renamed to "Lenses," since that's something that some other strategy games use lingo-wise, and it's more specific in its meaning.
    • Thanks to Creakit and teo4512 for inspiring this shift.
  • Rifle rebalance, Nickelbot-style.
    • The nickelbots are now noted as having "locking arms" that allow them to use some specific rifles that now no other units can use.
      • Other rifles can still be used by the same larger set of units as before.
    • The AN-14 Achilles is now Nickelbot-only. However, it ALSO now has a base damage of 35, rather than -10. So this is a total improvement of 45. This is very very useful in the hands of Nickelbots, which is honestly who this was always intended for. Sorry, Red CombatUnit.
    • The N150 Tactical is also now only for Nickelbots.
      • It has had its range dropped from 30 to 24, and its attack power increased from 15 to 30.
      • This prevents the insane balance problems that it had in the hands of more powerful bulk units, and it also allows you to still set up some bulk nickelbots with a very crazy amount of sniper coverage for your holdings.
    • Thanks to Kenken244, Lord Of Nothing, Strategic Sage, Gloraion, Creakit, EagleShark, and others for the discussion of the sniper rifle balance, and then loads of other people for the nickelbot notes.

Prior Release Notes

After The Transformation