Update 65: Release Candidate 1
There's no one central exciting feature in this update, but there's a lot of various polished items. Players have gotten a bit of a boost when it comes to certain kinds of equipment, and also the Peace After Brutality scenerio has gotten a bit of a nerf on all difficulties except for Misery.
If you’ve spent time with Heart of the Machine and want to leave a review, that’d be appreciated. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. For a project like this — developed by a single person over many years, every review makes a difference.
Honest thoughts are what matter. Whatever your experience has been, sharing it helps. It’s a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.
Thanks for reading and for playing.
[expand type=details expanded=false]
Update 65 Changelog
Quality Of Life
- The Babelfish: The game now automatically detects your system language and assigns the game language if it is supported.
- Emphasizing The New Loadout Screen: Clicking "missing equipment" in the task stack now takes you to the Loadouts tab of the hardware window, rather than the Unit Type Overview.
- Confirmation On Screen Resolution Change: When you make changes in the settings menu that affect if the game is in fullscreen or not, or what the resolution is, then it now gives a popup with a 15 second timer to confirm that these changes are good, before it automatically shifts you back to the settings you had before. Just in case your screen is now unusable from the proposed changes.
Clarity
- All Languages Fully Localized: The localization for all of the recent new stuff is now fully in place for non-English languages.
- Why Small Arms Fire Doesn't Scare Mechs: Added the following note to the "suppressing fire" feat: Does not impact units that have enough armor to avoid any damage from the attack; they aren't intimidated.
- Removal Of New Redundancy: The "missing equipment" display style on the Unit Type Overview screen has been removed. It used to be the default, but is now very redundant.
- Clarify Filter: The "Feats And Perks" display style on the Unit Types Overview screen has been renamed to "All," so that it now works consistently with "Currently Exist" as a filter, not just a display style.
- Contraband Jammer Analysis Lens Addition: Added an extra line to the Contraband Jammer lens tooltips over buildings that specifies if buildings are in jammer range or not. This helps clarify what the colors are for.
- Bulk Unit Stats Now Include Default Stance Bonuses: In the hardware windows (unit type analysis, loadouts for a unit type as a whole, etc), the stats that are shown now include any bonuses to stats based on the default stance of units. This makes it a lot easier to see just how high the bulk nickelbot ranges can be, for example.
- Where Did These Numbers Come From!?: When hovering stats in the loadout window for a unit type, the tooltips now include a breakdown of where the stat boosts came from (including the "current stance" -- aka default stance), to match how it works when you select a specific unit and then look at the same. This is really useful for seeing how flat upgrades, deals, past project work, etc, are upgrading your various units.
- Predicted Stats Now Match Reality: On the various loadout windows, and deployment windows, bulk units now properly calculate their stats from "flat upgrades." There is supposed to be a multiplier based on their default squad size, and that was working properly for actual units, but it was not showing the multiplied amounts when giving you predictions.
- What Version Is It!?: Added the version number to the system menu (when you hit escape) so that you don't have to look on the main menu to see it.
Other Improvements
- Beta Visibility: The 23 upcoming achievements for 1.0 are now visible if you are playing on the beta branch.
- Proper Sound And Particles For Bulks: Bulk units now use the attack visuals and sound of weapons that they have equipped.
Balance
- Fewer Enemies In Peace After Brutality: Lowered the number of units spawned in PAB on normal difficulty and hard mode, and slightly on extreme as well (misery remains the same as before).
- Tricky Softlock-Seekers Find Out: In the event that you destroy all of the nuclear silos (probably with small nukes) during PAB rather than capturing them, the related project will be failed rather than stalled, and the game will jump immediately to the final doom.
- Shall We Let The Mimics Have Another Go?: If you try to send mimics out of the city to escape, but without thumpers, then that no longer blocks you from trying again with thumpers in the same timeline. However, in existing savegames, if you already sent one out without thumpers, then that will still block it in that existing savegame.
- Bigger Bulk Bonuses From Deals And Projects: Regarding the actual underlying stats for units, bulks and workers and such were getting a multiplicative bonus from "flat upgrades," but were not getting the corresponding bonus from project work (choices in project-related streetsense) or from deals. This wasn't a bug per se, but it was an inconsistency that works better if it's all consistent. This winds up being a bit of a buff for players.
Bugfixes
- Wrong Obsession, Please Try Again: You can no longer have a mental breakdown related to human filth if you're in a different obsession not related to that.
- Let Go Of My Mouse Zoom!: Fixed a issue since before EA launch where disabling the "zoom in toward mouse cursor" setting only worked on the city map, and not on any of the other screens.
- Certain Gamepads No Longer Prank You: Removed the dropdowns from being part of the normal "cancel handling" logic in unity. This was seemingly allowing some controllers to send "close" commands to it while plugged in, despite prior changes to try to avoid this. This has no effect on the ability to hit Escape or similar hotkeys as part of the game's custom input handling logic.
- Not Saying Which Building Due To Spoilers: Added some new code branches so that a specific special-effects-based building in CCA no longer draws strangely when it is selected or when it's on the city map.
- Contraband Jammer View Is No Longer Insane: Fixed an issue in the Contraband Jammer lens where it was showing colors on buildings based on if they were in repair range, not contraband jammer range.
- Invisible Airport Runways Called Back: Fixed an issue introduced with the new LOD system last month where airport runways and a few other minor details in some parts of the city were no longer drawing at all in the normal streets view.
- No Longer Pay Daring For Things You Would Immediately Fail: The "Shortcuts" actions can no longer be unlocked via Daring in timelines that are in the post-apocalypse, or which have already started a T3 goal. In the latter case, this prevents them from failing immediately as soon as you choose them.
- Your Character Now Always Remembers To Distribute Its Food In A Famine: Fixed an issue where if you had enough food to feed the city in CCA, you could still have the famine strike if you weren't far enough along the path in CCA.
- Fixed Vorsiber Being Too Lenient To Prisoners: Fixed an issue where CCA could stall under certain circumstances if Vorsiber was not as cruel to prisoners as they were expected to be.
- Fixed The Space Nations Never Leaving You Alone In Rare Circumstances: Fixed an issue where the space nations could decide not to stop harassing you even after you passed or canceled the doom they rode in on.
[/expand]Full notes here.
Connect with the Machine
Want to stay in the loop or share your thoughts? Join the conversation across these platforms:
💬 Discord – Best place to share feedback, get direct responses, and to talk about Heart of the Machine. 📜 Reddit – Discuss strategies, share ideas, and exchange tips with the community.
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.