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

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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
  
== 0.593.3 ==
+
== 0.593.8 ==
 
(Not Yet Released)
 
(Not Yet Released)
 +
 +
=== Framework Bits ===
 +
 +
* The system for having units do small things around the map for part of a project is now in place, and it allows costing and gaining resources.
 +
** This allows for a wide variety of new kinds of mission designs to go in the mix.
 +
 +
* There is also a related new system that allows for a SINGLE unit (and it's bulk version of itself) to gain some stats in a way that is not related to overall upgrades.
 +
** These show up in the tooltip for the unit's stat as "Total From Past Project Work," and this is a lot narrower than what you see with other forms of upgrades.
 +
** For example, you might be improving the Nickelbot on something, but not other Dynadroids (that is possible with the main upgrade system as well, but certainly a lot less common).
 +
** Perhaps a better example is the CombatUnit versus the CombatUnit Red. The red does not share buffs with the main version, but the main version shares buffs with the bulk version.
 +
*** This could arguably make the red version even less useful, but I think it gives it a chance to specialize in a way that diverges from its main-pair version.  I have something special in mind for this, actually.
 +
 +
* I've added the ability to have fallback seeding options for the new kind of project streetsense stuff, although I wound up not actually using it yet.
 +
 +
* There is a new "click to micro-nuke" cheat.
 +
** This cheat is extremely useful for testing "what if certain kinds of buildings did not exist after the final doom?"
 +
** As an example, I have one project that would only be possible if there happened to be cryogenic centers still remaining in the city.  If I go through and scalpel those out with a series of micro-nukes, then can the project still be completed?  It's not a guarantee this specific type of structure survives into the post-apocalypse, so there has to be a fallback if the project is definitely going to be the sort of thing that can be completed regardless of the state of the city.
 +
 +
* The list of cheats is now stable when tabbing back and forth between the streets view and the map view.  Previously if you were in a targeting mode, it would lose which mode you were in when you changed back and forth, which was very unhelpful when trying to verify certain things (like "did I get all the cryogenic centers, so no more of that quest marker can spawn at them?").
 +
 +
=== Post-Apocalypse ===
 +
 +
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
 +
 +
* The "Make Engineers Of Your Nickelbots" project is now fully in place, and it has four different groups of ways that you can help people and gain small amounts of the strategic resources as you also improve your engineering skill.
 +
** This is the first implementation of that new type of project, and it took a lot of refinement to get all of the feel exactly right on things.  The fact that when you're on the map it takes you to the streets view every time you act is no accident.  This helps to ground you in where you are looking at things, and in general slows things down very slightly in a way that I think is important.  It just makes this project a lot less abstract.
 +
 +
* After completing the Make Engineers Of Your Nickelbots project, the following unlocks:
 +
** Disguised Mainframe (which you cannot use yet, because you don't have any computronium cubes; this is not an accident).
 +
** Disguised Well And Cistern
 +
** Hidden Water Filter
 +
** There's not a lot of fanfare about these, as while they are useful, they're also not something the player needs to drop everything do to.
 +
 +
* A new contemplation also unlocks at this point, called Searching For Friends (yes, that is a direct Final Fantasy 6 reference, to essentially the situation that Celes finds herself in that is eerily similar to what the Nickelbot is up to.  I didn't do it on purpose at first, but now I'm leaning into it a bit, but with my own twist on things).
 +
** When you start this contemplation, it should automatically upgrade your Cultivator cap by one.
 +
 +
* When you accept the earlier "Redesign Your Entire... Everything" contemplation, that also now instantly gives you a 5cm Spiders upgrade. If you already did it in a prior build of the game, it does not bother giving them to you retroactively, since this is deep in beta territory.
 +
 +
* The "Searching For Friends" project now gives you four possibilities for unlocking androids.
 +
** The first one is the Red CombatUnit, which you must choose. This adds it back to your roster if you already had it, or adds it for the first time if you did not.
 +
** The remaining three are all first-time additions, but they have a second unlock with them that allows them to be used in the post-apocalypse.
 +
*** You get to choose two out of the three following units: Exator, Carver, and Harbinger.
 +
**** This is the only way to unlock these three units, seemingly making them not all that useful, since that would mean they are not in most of the game.  However, you'll be able to pull them into other timelines.  Aka, these are units you can only get after the apocalypse, and then you bring them back from the future to the past in other timelines.  Makes me very very happy to have them invented this way.
 +
 +
</spoiler>
 +
 +
== 0.593.7 Hotfix 2 ==
 +
(Released October 31st, 2024)
 +
 +
* Adjusted the visuals of the large nukes so that they look nicer, and made it so that there are up to 10 of them, rather than up to 5, when a certain thing happens.
 +
 +
* Fixed a regression from yesterday's changes to the "simple choice" windows.
 +
** If you were viewing the "results screen" from them, then clicking the button would not properly exit the event, instead taking you into an infinite loop.  I had been worried about this sort of thing, but missed this case.
 +
** I also added in some additional keybind handling for these cases, to handle both the spacebar and escape key (or whatever you rebind the equivalent to):
 +
*** If there is a nevermind option, then the escape key will trigger it.
 +
*** If there is only a single option of whatever sort, then the escape key or the spacebar will progress it.
 +
** Thanks to mblazewicz for reporting.
 +
 +
== 0.593.6 Hotfix ==
 +
(Released October 31st, 2024)
 +
 +
* The amount of microbuilders generated by microbuilder min-fabs has been doubled, and the amount of elemental slurry required to create that has been increased by about 30%.  This should create better balance for folks during chapter one in particular.
 +
** Thanks to Space, Pingcode, More_Dakka, and Fluffiest for reporting.
 +
 +
* Fixed a bug in the prior build where, due to a boolean inversion, any building that was not-not-post-apocalyptic would explode if it was not-yet-the-apocalypse.  Translation: all your buildings would explode on loading non-apocalyptic savegames.  Facepalm.
 +
** Thanks to MOREDAKKA for reporting.
 +
 +
== 0.593.5 Post-Apocalyptic Construction ==
 +
(Released October 30th, 2024)
 +
 +
* When there are distance restrictions on jobs that are embedded in human structures, it no longer shows highlights on any structures that would be too close to an existing job.  This makes planning such structures dramatically easier.
 +
 +
* The PMC Officer Sigil contemplation now requires you to be a PMC Imposter to move there.  Previously it would let you move there, and then to actually do it you had to be a PMC Impostor.
 +
** I corrected most other cases of this, but evidently missed this one.
 +
 +
* A bunch of work on that new kind of project that gives specialized StreetSense activities.
 +
** It's still not quite done yet, and the "Make Engineers Of Your Nickelbots" post-apocalyptic project is something you can softlock yourself on if you try to do it even though it says it's not ready yet.  I'll be finishing that up tomorrow.
 +
 +
=== Post-Apocalypse ===
 +
 +
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
 +
 +
* If you had a VR environment before the final doom, access to it is completely removed after the final doom.
 +
 +
* The dooms tab is grayed out in the post apocalypse, to signal there is no more important information in there, even though there is still legacy information in there.
 +
 +
* A bunch of various contextual limitations have been put into place, and nickelbots are now the only units on your roster after the apocalypse.
 +
** I didn't mean to start doing this, but once I was seeing them in place, and seeing the visuals I created for the fog in place, and so on, I started thinking of Final Fantasy 6, which is tied for my favorite game of all time with Chrono Trigger.  So I wound up realizing that focusing down on just a single unit type in this situation, and showing the loss of everything else would really help to sell the seriousness of what happened.  For me, it's the same feeling as waking up alone as Celes on the abandoned island, with the entire rest of the ensemble cast gone.
 +
 +
* There is a new contemplation in the post-apocalypse that is geared toward turning your nickelbots into actual functional engineers.
 +
** Upon doing this contemplation, you also get your first of the revised jobs, which is a worse-but-hidden version of microbuilder fabrication.
 +
 +
* Mineral Scroungers have been removed from the post-apocalypse.
 +
 +
* There is now actual proper text and iconography and percentages on the "Survive This Apocalypse" project.
 +
 +
* The final doom now does a maximum of 5 nukes, and it lets them overlap some because that looks very cool and makes for a less-round set of destruction.
 +
** However, it won't allow this chain of nukes to get too far out into the city, using math that even if they daisy-chain outwards at the maximum of 5 nukes, it can't possibly cover most of what exists.
 +
** This takes a giant bite out of the city, which is the goal of course, but it still leaves you lots of room for the post-apocalyptic rebuilding.  Otherwise depending on how you constructed things, there was always the possibility that you could lose so much of the city with this that the cool aftermath would be very boring indeed.
 +
 +
* Additionally as part of these changes, the game now makes sure to explode all of your existing building individually during the final doom.  It needs to be a fully clean slate, including not even leaving any remains, because having to clear the remains before rebuilding them near your new network was going to be something that would confuse some players, inevitably.
 +
** Normally I don't care about that kind of confusion in chapter two and onwards, but there's a lot happening at once, here, and losing the momentum for some silly reason like that is not a goal of mine.
 +
 +
* There is now a Hidden Network Relay and Tiny Electrical Parasite, which unlock after you get the Hidden Microbuilder Fab.
 +
** These are all tiny and hidden and do a much-worse version of the job that standalone versions do, but they allow you to create and extend a network, and power it, in the post-apocalyptic world.
 +
 +
* A disguised point to point microwave is now also part of the early arsenal for the post-apocalypse.  This is pretty important so that players don't get trapped in one corner of the map depending on where things are burned-out.
 +
 +
* When looking at the tooltips of upgrades, they no longer include things from before/after the apocalypse depending on which side you are on.
 +
** If it is pre-apocalypse, then it doesn't mention any of the stuff that appears ONLY after the apocalypse, like the new jobs that are specialized for that.
 +
** If it is post-apocalypse, then it doesn't mention any of the unit types that are gone, and it doesn't mention any of the jobs that don't work in the apocalypse (which is most of the existing ones).
 +
*** This can lead to some lists which show nothing in them, which is fine.
 +
 +
* Excess resources and bunker storage are no longer a thing in the post-apocalyptic scenario.
 +
** I was going to have there be an alternative form of storage, but it would just be recreating the normal mode of the game.  It's more interesting to keep things more limited.
 +
** Right as you transition into the apocalypse, you may see some TPS reports and ledger issues, but those go away after one turn.
 +
 +
* When the apocalypse starts, it now is very careful to make sure that all of your units are killed by explosions, including NPC units related to you, even if they are out of the primary blast radii.  Nothing should survive that you had prior to the apocalypse.
 +
** Additionally, any deals that you were involved in are terminated by the other party at this time.  It was already ending all projects in process, so that part is fine.
 +
 +
</spoiler>
 +
 +
=== Bugfixes ===
 +
 +
* The way that POIs are saved into savegames has been hardened so that if they happen to be collapsing right as the savegame is being saved, or they have a reference to a building that no longer exists, then the problematic POI will simply not be saved.
 +
** Also fixed a bug in the prior version where discovered POIs were being read as destroyed, which probably was not helping matters.
 +
** Thanks to mblazewicz for reporting.
 +
 +
* Fixed an issue that could happen with some of the new logic from the prior build where it was cleaning up destroyed buildings.  However, it was trying to do this too soon after loading a savegame, thus leading to errors.  It no longer does this logic during the load process.
 +
** Thanks to dlipiec for reporting.
 +
 +
* Fixed an issue where, after a network tower was completely destroyed, there could be a lingering reference to it from the network which would cause the emergency network source to not appear in the build menu.
 +
** Thanks to mblazewicz for reporting.
 +
 +
* Fixed yet another semi-rare exception that could happen when transitioning into the final doom (aka, it does not reliably reproduce).  I've also moved that into its own method and instrumented it better so that if another one happens again, I will know.
 +
 +
* Corrected the scale of the predator unit when it is in conversation screens.
 +
 +
* The way that minor events and "examining a background conflict" are opened has been completely rewritten from scratch.
 +
** It should no longer be possible to miss having an event of this sort pop up, but there may be some other bugs as side effects, like being unable to close certain events, especially background conflict examination windows, perhaps.
 +
** All of the cases I have tested are okay, but this was not a slight change.
 +
** Thanks to dlipiec for reporting.
 +
 +
* Fixed a bug where some buildings that were destroyed were trying to recreate their POIs fresh on loading older savegames.
 +
** This applied mainly in games with large amounts of previous destruction.
 +
 +
* Fixed an issue with point to point microwaves where they said they were out of network range while they were being built.  This was inaccurate, and they would show just fine after finishing construction.
 +
 +
* When an upgrade benefits bulk units, it now properly highlights those in white in the list if you have unlocked them, versus showing them in gray.
 +
** Thanks to Trogg for reporting.
 +
 +
== 0.593.4 Tower Loss ==
 +
(Released October 30th, 2024)
 +
 +
=== Tower Death ===
 +
 +
* In general, losing the network tower no longer immediately pops up a new one with a notice about "critical save."
 +
** This will be handled differently in general from now on.
 +
 +
* When you have lost a network tower, there is a new type of emergency network source that becomes available for you to build inside of other structures.
 +
** It provides less network range and almost no electricity, and since it is hidden in human buildings, it shows the network icon above itself in both the map and regular street views.
 +
 +
=== Post-Apocalypse And Related ===
 +
 +
* Irradiated cells now draw darker in the map so that you can see where there is this sort of hole in the city.  This applies well before the final doom, since some of the smaller explosions (or even the Baurcorp nuke) cause the irradiated status.
 +
 +
* Destroyed buildings no longer draw in the map view, and no buildings draw on the map view for cells that are irradiated in general.
 +
 +
* In general, if anything destroys the host building that one of your "hidden structures in a human building" is inside, your structure is now permanently destroyed (not to remains that can be rebuilt, because you can't rebuild the host structure around your hidden structure.
 +
 +
* POIs can now be destroyed.
 +
** If their entire cell is irradiated, and they are smaller than one cell, that will do it.
 +
** If they are from a specific building, and that building is destroyed, that also does it.
 +
** If they are a multi-cell tile (spaceport, larger military bases, etc), then ALL of their cells have to be irradiated in order for them to be destroyed.  Otherwise they will just be partially destroyed, but still there.
 +
** Once a POI is destroyed, it no longer has any reinforcements come to it, it no longer has any security clearance, and so on.
 +
 +
* After the final doom happens, there is now a gap of 8 seconds before you get a message about your intelligence class falling, and before you get any replacement units as a netslicer.
 +
** This helps to maintain the tone of this event better, and it also ensures that your new units don't jerk the camera away from what you are looking at, and also that they do not spawn in the blast area while that's still going off.  If at all possible, they will spawn outside of irradiated areas in general, but they will spawn in an irradiated area if there is nowhere in the city that is not irradiated.
 +
 +
=== Bugfixes ===
 +
 +
* When in the post-apocalyptic mode, any structures or jobs of yours that are invalid for that mode are now removed from the game.  Previously the ones that were burned-out were able to linger and be rebuilt.
 +
 +
* Fixed a bug where the "toggle delete any unit" cheat was throwing exceptions when you selected it or tried to use it.
 +
** Thanks to dlipiec for reporting.
 +
 +
* Fixed a bug where the "marker light" for structures inside destroyed buildings were still drawing.
 +
 +
* Fixed a bug where some of the structures of the player were being destroyed too early during the final doom, leading to the intelligence class to fall during the pop-up event right prior to the things that happen.
 +
 +
* When new units are spawned from things like the "critical save," they will no longer be able to appear in the wasteland around the city.
 +
** Thanks to dlipiec for reporting.
 +
 +
* Fixed a major issue with how reinforcements were happening, that was leading to doom-stacks of mechs in military bases in chapter 2.
 +
** Essentially, the pool from which units should seed are not including the mark 2 mechs, in order not to cause mark 2 mechs to start spawning into military bases too soon.  So normally, what happens during a reinforcement event is that a mark 1 mech is seeded, and instantly upgraded to mark 2, as an example.
 +
** However, since all mechs of this sort are upgraded to mark 2 after a certain point in the story, the game was detecting that there were no mechs at all in the base -- not of the kinds it should seed, anyway.  So it was then seeding more... and more... until they couldn't fit in terms of even walking around.
 +
** Now it has separate tags for seeding and for checking, and these mechs are counted properly.
 +
** If any of the categories of units that should seed as reinforcements are over the maximum cap of what is allowed, the game also now strips those out, so this should fix all existing savegames with the issue.
 +
** Thanks to mblazewicz for reporting.
 +
 +
* Fixed the "Null unitToUse!" error that could happen on final doom if there was no place to spawn a technician near where the camera was.  It now tries to do so in the entire map before giving up.
 +
** Thanks to dlipiec for reporting.
 +
 +
* Fixed a bug where if you had another window open when reaching the point where an event should pop up -- specifically the final doome, and perhaps no others at this point, actually, it would fail to fully open that event.
 +
** Thanks to dlipiec for reporting.
 +
 +
== 0.593.3 The Post-Apocalypse ==
 +
(Released October 29th, 2024)
  
 
* SecForce Stations are now POIs with specific names (really, more like numbers).
 
* SecForce Stations are now POIs with specific names (really, more like numbers).
 +
 +
* Added a new "Lightweight Components" piece of equipment that is available from the very start of the game.  IT gives +3 movement range and +15 agility.
 +
** A straightforward way to improve speed and agility. Multiple can be stacked in a single android.
 +
** Thanks to Fluffiest for doing LITERALLY everything with this. All I had to do was copy and paste her xml in, as she fully designed and implemented it.  Super cool!!
  
 
=== Doom Events ===
 
=== Doom Events ===
 +
 +
* Eleven new musical stingers have been added for use at the commencement of dooms.  There's a longer compound one for the final doom, in particular.
 +
** These are kind of along the lines of what happens during chapter changes, just used differently.
 +
 +
* The various music cues for doom events are all now in place, helping to accentuate the importance of those.
  
 
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
 
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
Line 34: Line 251:
 
** To that end, Vorsiber now announces a reversal of its centuries-held policy of looking the other way about religious observation happening in historic temples.  They precision-bomb all of the temples, taking them out as well as non-armored units right next to them, and buildings right next to them.  But these are such small explosions that they don't disrupt roads or walls, or cause a reduction in traffic, etc.
 
** To that end, Vorsiber now announces a reversal of its centuries-held policy of looking the other way about religious observation happening in historic temples.  They precision-bomb all of the temples, taking them out as well as non-armored units right next to them, and buildings right next to them.  But these are such small explosions that they don't disrupt roads or walls, or cause a reduction in traffic, etc.
 
** This is the calm before the massive storm of the final doom, and it gives players a chance to focus on that last 100 turns.
 
** This is the calm before the massive storm of the final doom, and it gives players a chance to focus on that last 100 turns.
 +
 +
* The final doom is now in place.  When it is time for it, a child approaches you and causes an event to happen.
 +
** QLOC testing notes:
 +
*** If you don't have any androids, it should create a technician for you and then talk to that one.
 +
*** If all your androids are in vehicles, or all of them are doing actions over time, it should work anyway.
 +
*** If you have no unit selected, or a vehicle selected, or a structure selected, or an enemy NPC selected, it should still work.
 +
*** In general if there are any edge cases where this event does not trigger, that's a really important problem, so testing variants as much as possible is good.
 +
** After the child hands you a note and you read it, 1 or more full nukes go off.  There are enough nukes to hit every building you own, plus some, and the devastation to the city is intense.  The child is implicitly vaporized.
 +
*** QLOC testing notes: if you have almost no buildings, or a ton of buildings very spread out, then this working properly is all very important.
 +
** After the horror of this happens, there's a new project that has started, called Survive This Apocalypse.
 +
 +
</spoiler>
 +
 +
=== Post-Apocalypse ===
 +
 +
<spoiler show="Click Here To Show Spoilers For This Build" hide="Spoilers">
 +
 +
* There are now two new weather styles for the post-apocalyptic part of the game.
 +
** These are uncomfortably foggy, which is a thing I have wanted to do for a long time because it's just so cool-looking, but during normal gameplay it would get really distracting.  So this is something that makes more sense with the post-apocalypse.
 +
 +
* Most of the various units that wander around the city are blocked by the post-apocalyptic part of the game.  It makes the city feel very empty, in a great way that is fitting for that section of the game.
 +
 +
* In the post-apocalyptic scenario, most contemplations disappear and are no longer available to be chosen.  Any that remain would have to be specifically mapped to be valid, and so far none of the existing ones are mapped that way.
 +
 +
* There is now a completely new set of music that plays during the post-apocalyptic sections.  This is music that was originally going to be used for the zodiac sub-screens that are no longer a part of the plan for the game.  Turns out that the vibe of these fits great for this section of the game.
 +
 +
* Most StreetSense actions that are event-related are no longer available during the post-apocalypse.  Gathering prismatic tungsten is, but all of the various shops, and other kinds of gathering, are not.
 +
 +
* Other StreetSense actions that are not event-related are mostly all still there, except for Wiretap, which is not available anymore during the post-apocalyptic period.
 +
 +
* In the post-apocalypse section of the game, only your buildings which are hidden can be built.  Nothing that is big and metallic is allowed.
 +
** Additionally, hidden buildings that require deterrence are blocked, so that means the protein cannery, for example.
 +
** There will be a new set of jobs that are all hidden style coming up shortly, but I don't have time to finish that tonight.
 +
** Also at the moment it is giving you a new network tower in this scenario, which will not be the case after the next build.
 +
 +
* Territory control flags are no longer available in the post-apocalyptic scenario.
 +
 +
* In the post-apocalyptic part of the game, all background conflicts are abandoned (which is a new status for them), and no more conflicts are able to start.
 +
** The tab in the history window is also showed as grayed out, since while there is data in there, it's all fairly irrelevant now.  This seemed like the clearer way to make that a lower priority.
  
 
</spoiler>
 
</spoiler>
Line 43: Line 299:
 
* Fixed two issues with units that wander: first that they could wander into the wasteland when they were not supposed to, and secondly that they all had a tendency to wander southwest because of an accidental bias in the wandering logic.  They COULD wander any direction, but southwest was a trend that would consistently show up over large timescales.
 
* Fixed two issues with units that wander: first that they could wander into the wasteland when they were not supposed to, and secondly that they all had a tendency to wander southwest because of an accidental bias in the wandering logic.  They COULD wander any direction, but southwest was a trend that would consistently show up over large timescales.
 
** Thanks to Wolfier and dlipiec for reporting.
 
** Thanks to Wolfier and dlipiec for reporting.
 +
 +
* StreetSense and Contemplation entries no longer show on buildings that have been destroyed.
 +
 +
* There is a rare exception that can happen when you are on the city map view, and trigger the final doom event while mashing 0 a bunch.
 +
** I have put in extra instrumentation to narrow down where the bug happens, but I've only been able to reproduce it one time, so I can't actually fix the root problem yet.
 +
 +
* There was a bug that could happen if a bunch of nukes had just gone off on the map, and you quickly reloaded into a new savegame directly after that.  It should be fixed now, but is worth checking more.
 +
 +
* Fixed a longstanding bug where the territory control category could be present with just the delete and pause functions in it, but no actual territory control flags to place.
 +
** Thanks to mblazewicz for reporting.
 +
 +
* Fixed a bug where if an existing window was open, then events that were popping up as a result of something like the final doom, or as a result of an action over time that has an event at the end of it, would fail to open.
 +
** So for example, have inventory or history open when one of those callbacks should happen, and the callback would be missed entirely.
  
 
== 0.593.2 Space Invasion ==
 
== 0.593.2 Space Invasion ==

Latest revision as of 23:53, 31 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

0.593.8

(Not Yet Released)

Framework Bits

  • The system for having units do small things around the map for part of a project is now in place, and it allows costing and gaining resources.
    • This allows for a wide variety of new kinds of mission designs to go in the mix.
  • There is also a related new system that allows for a SINGLE unit (and it's bulk version of itself) to gain some stats in a way that is not related to overall upgrades.
    • These show up in the tooltip for the unit's stat as "Total From Past Project Work," and this is a lot narrower than what you see with other forms of upgrades.
    • For example, you might be improving the Nickelbot on something, but not other Dynadroids (that is possible with the main upgrade system as well, but certainly a lot less common).
    • Perhaps a better example is the CombatUnit versus the CombatUnit Red. The red does not share buffs with the main version, but the main version shares buffs with the bulk version.
      • This could arguably make the red version even less useful, but I think it gives it a chance to specialize in a way that diverges from its main-pair version. I have something special in mind for this, actually.
  • I've added the ability to have fallback seeding options for the new kind of project streetsense stuff, although I wound up not actually using it yet.
  • There is a new "click to micro-nuke" cheat.
    • This cheat is extremely useful for testing "what if certain kinds of buildings did not exist after the final doom?"
    • As an example, I have one project that would only be possible if there happened to be cryogenic centers still remaining in the city. If I go through and scalpel those out with a series of micro-nukes, then can the project still be completed? It's not a guarantee this specific type of structure survives into the post-apocalypse, so there has to be a fallback if the project is definitely going to be the sort of thing that can be completed regardless of the state of the city.
  • The list of cheats is now stable when tabbing back and forth between the streets view and the map view. Previously if you were in a targeting mode, it would lose which mode you were in when you changed back and forth, which was very unhelpful when trying to verify certain things (like "did I get all the cryogenic centers, so no more of that quest marker can spawn at them?").

Post-Apocalypse

0.593.7 Hotfix 2

(Released October 31st, 2024)

  • Adjusted the visuals of the large nukes so that they look nicer, and made it so that there are up to 10 of them, rather than up to 5, when a certain thing happens.
  • Fixed a regression from yesterday's changes to the "simple choice" windows.
    • If you were viewing the "results screen" from them, then clicking the button would not properly exit the event, instead taking you into an infinite loop. I had been worried about this sort of thing, but missed this case.
    • I also added in some additional keybind handling for these cases, to handle both the spacebar and escape key (or whatever you rebind the equivalent to):
      • If there is a nevermind option, then the escape key will trigger it.
      • If there is only a single option of whatever sort, then the escape key or the spacebar will progress it.
    • Thanks to mblazewicz for reporting.

0.593.6 Hotfix

(Released October 31st, 2024)

  • The amount of microbuilders generated by microbuilder min-fabs has been doubled, and the amount of elemental slurry required to create that has been increased by about 30%. This should create better balance for folks during chapter one in particular.
    • Thanks to Space, Pingcode, More_Dakka, and Fluffiest for reporting.
  • Fixed a bug in the prior build where, due to a boolean inversion, any building that was not-not-post-apocalyptic would explode if it was not-yet-the-apocalypse. Translation: all your buildings would explode on loading non-apocalyptic savegames. Facepalm.
    • Thanks to MOREDAKKA for reporting.

0.593.5 Post-Apocalyptic Construction

(Released October 30th, 2024)

  • When there are distance restrictions on jobs that are embedded in human structures, it no longer shows highlights on any structures that would be too close to an existing job. This makes planning such structures dramatically easier.
  • The PMC Officer Sigil contemplation now requires you to be a PMC Imposter to move there. Previously it would let you move there, and then to actually do it you had to be a PMC Impostor.
    • I corrected most other cases of this, but evidently missed this one.
  • A bunch of work on that new kind of project that gives specialized StreetSense activities.
    • It's still not quite done yet, and the "Make Engineers Of Your Nickelbots" post-apocalyptic project is something you can softlock yourself on if you try to do it even though it says it's not ready yet. I'll be finishing that up tomorrow.

Post-Apocalypse

Bugfixes

  • The way that POIs are saved into savegames has been hardened so that if they happen to be collapsing right as the savegame is being saved, or they have a reference to a building that no longer exists, then the problematic POI will simply not be saved.
    • Also fixed a bug in the prior version where discovered POIs were being read as destroyed, which probably was not helping matters.
    • Thanks to mblazewicz for reporting.
  • Fixed an issue that could happen with some of the new logic from the prior build where it was cleaning up destroyed buildings. However, it was trying to do this too soon after loading a savegame, thus leading to errors. It no longer does this logic during the load process.
    • Thanks to dlipiec for reporting.
  • Fixed an issue where, after a network tower was completely destroyed, there could be a lingering reference to it from the network which would cause the emergency network source to not appear in the build menu.
    • Thanks to mblazewicz for reporting.
  • Fixed yet another semi-rare exception that could happen when transitioning into the final doom (aka, it does not reliably reproduce). I've also moved that into its own method and instrumented it better so that if another one happens again, I will know.
  • Corrected the scale of the predator unit when it is in conversation screens.
  • The way that minor events and "examining a background conflict" are opened has been completely rewritten from scratch.
    • It should no longer be possible to miss having an event of this sort pop up, but there may be some other bugs as side effects, like being unable to close certain events, especially background conflict examination windows, perhaps.
    • All of the cases I have tested are okay, but this was not a slight change.
    • Thanks to dlipiec for reporting.
  • Fixed a bug where some buildings that were destroyed were trying to recreate their POIs fresh on loading older savegames.
    • This applied mainly in games with large amounts of previous destruction.
  • Fixed an issue with point to point microwaves where they said they were out of network range while they were being built. This was inaccurate, and they would show just fine after finishing construction.
  • When an upgrade benefits bulk units, it now properly highlights those in white in the list if you have unlocked them, versus showing them in gray.
    • Thanks to Trogg for reporting.

0.593.4 Tower Loss

(Released October 30th, 2024)

Tower Death

  • In general, losing the network tower no longer immediately pops up a new one with a notice about "critical save."
    • This will be handled differently in general from now on.
  • When you have lost a network tower, there is a new type of emergency network source that becomes available for you to build inside of other structures.
    • It provides less network range and almost no electricity, and since it is hidden in human buildings, it shows the network icon above itself in both the map and regular street views.

Post-Apocalypse And Related

  • Irradiated cells now draw darker in the map so that you can see where there is this sort of hole in the city. This applies well before the final doom, since some of the smaller explosions (or even the Baurcorp nuke) cause the irradiated status.
  • Destroyed buildings no longer draw in the map view, and no buildings draw on the map view for cells that are irradiated in general.
  • In general, if anything destroys the host building that one of your "hidden structures in a human building" is inside, your structure is now permanently destroyed (not to remains that can be rebuilt, because you can't rebuild the host structure around your hidden structure.
  • POIs can now be destroyed.
    • If their entire cell is irradiated, and they are smaller than one cell, that will do it.
    • If they are from a specific building, and that building is destroyed, that also does it.
    • If they are a multi-cell tile (spaceport, larger military bases, etc), then ALL of their cells have to be irradiated in order for them to be destroyed. Otherwise they will just be partially destroyed, but still there.
    • Once a POI is destroyed, it no longer has any reinforcements come to it, it no longer has any security clearance, and so on.
  • After the final doom happens, there is now a gap of 8 seconds before you get a message about your intelligence class falling, and before you get any replacement units as a netslicer.
    • This helps to maintain the tone of this event better, and it also ensures that your new units don't jerk the camera away from what you are looking at, and also that they do not spawn in the blast area while that's still going off. If at all possible, they will spawn outside of irradiated areas in general, but they will spawn in an irradiated area if there is nowhere in the city that is not irradiated.

Bugfixes

  • When in the post-apocalyptic mode, any structures or jobs of yours that are invalid for that mode are now removed from the game. Previously the ones that were burned-out were able to linger and be rebuilt.
  • Fixed a bug where the "toggle delete any unit" cheat was throwing exceptions when you selected it or tried to use it.
    • Thanks to dlipiec for reporting.
  • Fixed a bug where the "marker light" for structures inside destroyed buildings were still drawing.
  • Fixed a bug where some of the structures of the player were being destroyed too early during the final doom, leading to the intelligence class to fall during the pop-up event right prior to the things that happen.
  • When new units are spawned from things like the "critical save," they will no longer be able to appear in the wasteland around the city.
    • Thanks to dlipiec for reporting.
  • Fixed a major issue with how reinforcements were happening, that was leading to doom-stacks of mechs in military bases in chapter 2.
    • Essentially, the pool from which units should seed are not including the mark 2 mechs, in order not to cause mark 2 mechs to start spawning into military bases too soon. So normally, what happens during a reinforcement event is that a mark 1 mech is seeded, and instantly upgraded to mark 2, as an example.
    • However, since all mechs of this sort are upgraded to mark 2 after a certain point in the story, the game was detecting that there were no mechs at all in the base -- not of the kinds it should seed, anyway. So it was then seeding more... and more... until they couldn't fit in terms of even walking around.
    • Now it has separate tags for seeding and for checking, and these mechs are counted properly.
    • If any of the categories of units that should seed as reinforcements are over the maximum cap of what is allowed, the game also now strips those out, so this should fix all existing savegames with the issue.
    • Thanks to mblazewicz for reporting.
  • Fixed the "Null unitToUse!" error that could happen on final doom if there was no place to spawn a technician near where the camera was. It now tries to do so in the entire map before giving up.
    • Thanks to dlipiec for reporting.
  • Fixed a bug where if you had another window open when reaching the point where an event should pop up -- specifically the final doome, and perhaps no others at this point, actually, it would fail to fully open that event.
    • Thanks to dlipiec for reporting.

0.593.3 The Post-Apocalypse

(Released October 29th, 2024)

  • SecForce Stations are now POIs with specific names (really, more like numbers).
  • Added a new "Lightweight Components" piece of equipment that is available from the very start of the game. IT gives +3 movement range and +15 agility.
    • A straightforward way to improve speed and agility. Multiple can be stacked in a single android.
    • Thanks to Fluffiest for doing LITERALLY everything with this. All I had to do was copy and paste her xml in, as she fully designed and implemented it. Super cool!!

Doom Events

  • Eleven new musical stingers have been added for use at the commencement of dooms. There's a longer compound one for the final doom, in particular.
    • These are kind of along the lines of what happens during chapter changes, just used differently.
  • The various music cues for doom events are all now in place, helping to accentuate the importance of those.

Post-Apocalypse

Bugfixes

  • Dramatically improved the performance of the wander logic for NPC units. It was taking quite a long time (a few hundred milliseconds, in aggregate) for a dozen or so units to wander. That has now been reduced to about 3 milliseconds for the same units.
  • Fixed two issues with units that wander: first that they could wander into the wasteland when they were not supposed to, and secondly that they all had a tendency to wander southwest because of an accidental bias in the wandering logic. They COULD wander any direction, but southwest was a trend that would consistently show up over large timescales.
    • Thanks to Wolfier and dlipiec for reporting.
  • StreetSense and Contemplation entries no longer show on buildings that have been destroyed.
  • There is a rare exception that can happen when you are on the city map view, and trigger the final doom event while mashing 0 a bunch.
    • I have put in extra instrumentation to narrow down where the bug happens, but I've only been able to reproduce it one time, so I can't actually fix the root problem yet.
  • There was a bug that could happen if a bunch of nukes had just gone off on the map, and you quickly reloaded into a new savegame directly after that. It should be fixed now, but is worth checking more.
  • Fixed a longstanding bug where the territory control category could be present with just the delete and pause functions in it, but no actual territory control flags to place.
    • Thanks to mblazewicz for reporting.
  • Fixed a bug where if an existing window was open, then events that were popping up as a result of something like the final doom, or as a result of an action over time that has an event at the end of it, would fail to open.
    • So for example, have inventory or history open when one of those callbacks should happen, and the callback would be missed entirely.

0.593.2 Space Invasion

(Released October 29th, 2024)

Doom Events

Bugfixes

  • Contemplations that happen at your own buildings should no longer have any security clearance check. Thus preventing you from being blocked on a wide variety, including the flower girl one.
    • Thanks to Wolfier for reporting.
  • Fixed a regression in the prior build where NPCs that were supposed to spawn in "near to humans" were not showing up at all.
    • This was due to my changes to fix the spawn location of the capture mechs during the prison segment so that they spawn closer to actual targets, and related to some of my new chapter 2 content that also spawns near specific buildings.
    • It turns out that there are two branches of code needed here, as one set of logic does not work for both cases.
    • Thanks to Wolfier, Alias50, and mblazewicz for reporting.
  • Made sure that things were compiled in such a way that there should not be an exception when opening the cheats menu.
    • Thanks to dlipiec for reporting.
  • Fixed two projects having references to Atmosphere Only, which no longer needed to be mentioned since it auto-unlocks.
    • Thanks to Fluffiest for reporting.

0.593.1 Dooms

(Released October 28th, 2024)

  • 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.
  • Chapter Two has been renamed to Strategy, and Chapter Three is now called Freedom. Previously, chapter two was called Freedom, but that was out of date for a while now.
  • The android archetypes handbook entry now mentions by name the different types of android that exist.
  • After you are warned about the dooms in chapter two, you now have a project which is to reach intelligence class 4. This will remain for probably most of the second chapter, unless players make it a priority.
    • Once escaping the first timeline, that is the catalyst to move to chapter three (which is the main time loop of the game, and includes all of the content from chapter two), and in chapter three and onwards it does not have this project since you are already at that level.

QoL

  • 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.

Doom Events

  • 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.
  • There is a new Dooms tab in the history window, which shows the list of dooms that are going to happen for this current timeline, and on what turn they will happen.
    • If the doom clock has not yet started, then it simply notes that this will happen in the future.
    • In general, you can see some information about dooms early (that they exist at all) by hovering that tab in the history window, as early as in the prologue. However, dooms themselves will not show up until chapter two.
    • Once you can see them, it shows you what turn they will happen on, exactly, and how many turns you have remaining before they do However, if you've never experienced a given doom before in any timeline, then it just shows "unknown doom" until it happens.
  • I should note that for the very first doom, you only get 99 turns, and for all the others you get 100 turns. This makes for round numbers when you are starting a fresh timeline on turn 1, where dooms hit on turns 100, 200, etc.
    • This doesn't apply when you are entering from chapter one on your first timeline, but every other timeline it will apply.
  • For the initial "Vorsiber's Wrath" doom type, the ten doom events have been defined and described.
  • When you are in chapter two, and you have a network tower, it now starts the doom counter and gives you a message about what dooms are.
    • It also gives you two new handbook entries in a new Timelines section, and it marks both as read immediately since they are duplicate information from the message that pops up and its extension for if you have more questions.
  • In chapter three and onward, it starts the dooms as soon as you build the network tower, but it doesn't have anything new to say about them that you don't already know.
    • Note to QLOC: you'll be able to test chapter 3 things within a week, so please keep a note of these things to test them later, since you can't test them yet.
  • When doom events happen, they now create a popup that is a must-look-at message on the task stack. You can either right-click to dismiss those, or left-click to see the full list of dooms.
    • The general idea here is to make sure that these are not missed.
    • Note to QLOC: if one of these is visible, it should save into the savegame and then load back out properly.

Zodiac Path

  • There are some goals related to this, and a contemplation that you have no way to complete yet. There's going to be some side-questing required before you can even start these paths.

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.

Cheat Adjustments

  • 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.
  • Sandbox mode was a misleading name, and has been renamed to "Cheat Mode."
    • It is also now per-timeline, versus infecting an entire profile forever once turned on a single time. That's a lot more fair.
  • The "Go To Chapter" cheat has been removed, as that did not really function in a useful way in general at this point.
  • The "End of Time Resource Grant" cheat has also been removed.
    • The other cheats relating to the end of time remain, as they can help players get un-stuck if they manage to get stuck somehow.

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