Difference between revisions of "HotM:Chapter Two Initial Set"
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* 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?"). | * 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?"). | ||
+ | |||
+ | |||
+ | * The way that the "can a giant mech step on this" logic works has been expanded a ton. Instead of a binary yes/no answer, it now is a rating system, with progressively larger mechs being allowed to step on progressively more-important things. | ||
+ | ** This makes it so that Stalkers and even more-so Titans have a much easier time moving around, while simply smooshing most things in their way. | ||
+ | |||
+ | * Added logic so that units can either just destroy things that they step on at their target (this is a lot less destructive), or so that they destroy everything along the path as they move. | ||
+ | ** The Titans now use this latter form of logic. | ||
+ | ** Thanks to KenKen244 for suggesting quite a while back. | ||
+ | |||
+ | * Added logic so that some NPC units won't show the ghost of where they were last turn. In the case of these units, it's both not helpful, and actively confusing. | ||
+ | ** This is now applied to pretty much all of the NPC mechs, but not any npc vehicles or smaller combatants (npc vehicles move far and fast, and seeing where they were can be super helpful). | ||
+ | |||
+ | * Added in logic to progressively gate the number of explosions when a mech is blowing up buildings in a path. Visually this makes almost no difference, but basically it keeps it from kneecapping your performance with explosions that would just be a solid mass of overlap, anyhow. | ||
+ | ** If you skip a ton of turns at as fast as possible, AND there are a bunch of NPC mechs that are all moving and exploding buildings every turn, then you'll see some gaps in explosions, but it doesn't cause any drop in the number of buildings they destroy. Beyond that, it doesn't affect anything visually, particularly. | ||
+ | |||
+ | * Added logic which allows showing excessively large units on the map directly. | ||
+ | ** This is only used for NPC titans at this point. The player-based titans do not do this, nor do any of the other mechs or vehicles of anyone. | ||
=== Post-Apocalypse === | === Post-Apocalypse === | ||
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** If players choose the Harbinger in the post-apocalypse, and they didn't already have a store of Neodymium with them, then there was no way for them to actually build the Harbinger. | ** If players choose the Harbinger in the post-apocalypse, and they didn't already have a store of Neodymium with them, then there was no way for them to actually build the Harbinger. | ||
** If they lack even a tiny amount of determination when heading into the post-apocalypse, then they STILL can't build the harbinger, which is fine at that point. They may be able to to something that eventually gets them determination, or they'll just have to do without. | ** If they lack even a tiny amount of determination when heading into the post-apocalypse, then they STILL can't build the harbinger, which is fine at that point. They may be able to to something that eventually gets them determination, or they'll just have to do without. | ||
+ | |||
+ | * After the "Searching For Friends" project is complete in the post-apocalyptic scenario, the space nations drop in a Titan to investigate just what the heck is going on, at or very close to the spaceport if possible. | ||
+ | ** This mech then periodically moves at random, leave trails of destruction as it does so. It's a hyper-aggressive stance, and much stronger than any of the military base guards, so it can absolutely just take out military bases if it is near one. | ||
</spoiler> | </spoiler> |
Revision as of 16:42, 1 November 2024
Contents
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)
Balance
- Nickelbot movement range has been increased from 42 to 60, making them much quicker to traverse long distances.
- Keanu, Exator, and Carver have all had their move ranges increased from 60 to 80, making them insanely mobile for an android, and fitting with their agility-style nature.
- Carver now has Shadowdweller instead of Innately Alarming, as that is much more effective for that unit to be useful at all.
- There is a new Expert Shadowdweller perk that some of the more advanced units have. This works the same as shadowdweller, but allows movement up to clearance 4 rather than clearance 3. It's also a way to provide some different gates on some events.
- Primarily Exator, Carver, Harbinger, and Mindrunner.
- The prismatic tungsten event now has a "sneak past" option that only applies to expert shadowdwellers, and has 1000:1 odds of being a success with no cost.
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?").
- The way that the "can a giant mech step on this" logic works has been expanded a ton. Instead of a binary yes/no answer, it now is a rating system, with progressively larger mechs being allowed to step on progressively more-important things.
- This makes it so that Stalkers and even more-so Titans have a much easier time moving around, while simply smooshing most things in their way.
- Added logic so that units can either just destroy things that they step on at their target (this is a lot less destructive), or so that they destroy everything along the path as they move.
- The Titans now use this latter form of logic.
- Thanks to KenKen244 for suggesting quite a while back.
- Added logic so that some NPC units won't show the ghost of where they were last turn. In the case of these units, it's both not helpful, and actively confusing.
- This is now applied to pretty much all of the NPC mechs, but not any npc vehicles or smaller combatants (npc vehicles move far and fast, and seeing where they were can be super helpful).
- Added in logic to progressively gate the number of explosions when a mech is blowing up buildings in a path. Visually this makes almost no difference, but basically it keeps it from kneecapping your performance with explosions that would just be a solid mass of overlap, anyhow.
- If you skip a ton of turns at as fast as possible, AND there are a bunch of NPC mechs that are all moving and exploding buildings every turn, then you'll see some gaps in explosions, but it doesn't cause any drop in the number of buildings they destroy. Beyond that, it doesn't affect anything visually, particularly.
- Added logic which allows showing excessively large units on the map directly.
- This is only used for NPC titans at this point. The player-based titans do not do this, nor do any of the other mechs or vehicles of anyone.
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.