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

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* There is also a new contemplations tab in the history window, which shows you the contemplations in a list format.  This allows you to also filter them, to see things like what things are related to the critical path of goals.
 
* There is also a new contemplations tab in the history window, which shows you the contemplations in a list format.  This allows you to also filter them, to see things like what things are related to the critical path of goals.
 
** Here again, the goal was to make sure that players are able to plan properly when they are thrown in and there are a ton of options, most notably by filtering down the options at least somewhat.
 
** Here again, the goal was to make sure that players are able to plan properly when they are thrown in and there are a ton of options, most notably by filtering down the options at least somewhat.
 +
 +
* The "starting conflicts" choice when starting a new timeline (in the end of time) has been shifted to "doom type" instead, and now folds in a lot more things than just the conflicts at the start.
 +
** This is part of a much larger new feature in general, which will finally give some time pressure in chapter two, but in a bit of a twist than games that bother me about how they handle it.
  
 
=== Zodiac Path ===
 
=== Zodiac Path ===

Revision as of 15:56, 28 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.
  • Added a new cheat that enables a mode that allows you to delete any unit you select.
    • Useful for when I need to test certain combat situations over and and over again, but not for balance reasons. I need all the speed I can get.
  • Both StreetSense and Contemplations now have a dropdown above them on the radial menu, where you can select subsets of them by purpose.
    • These were getting crowded even in chapter one, and it is only going to get drastically worse as chapter two and onward grows. So this allows players to quickly filter to the sorts of things they are interested in out of what is available at the moment.
    • As an aside, this in particular makes it easier to see how to start a shell company, with that option then disappearing after you have started one.
  • Timeline goals are now visible for the first time, in a new tab in the history window. Wow that window has a lot of tabs now.
    • You can now see what the available timeline goals are, in broad terms, and also filter by collections that are provided for it. In their tooltips, it also shows what resources you will get for the metagame without explaining those at all, and if there are multiple tiers of accomplishing that timeline goal.
  • There is also a new contemplations tab in the history window, which shows you the contemplations in a list format. This allows you to also filter them, to see things like what things are related to the critical path of goals.
    • Here again, the goal was to make sure that players are able to plan properly when they are thrown in and there are a ton of options, most notably by filtering down the options at least somewhat.
  • The "starting conflicts" choice when starting a new timeline (in the end of time) has been shifted to "doom type" instead, and now folds in a lot more things than just the conflicts at the start.
    • This is part of a much larger new feature in general, which will finally give some time pressure in chapter two, but in a bit of a twist than games that bother me about how they handle it.

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