0.655.9 Hotfix 16
Today's dose of tidying. A variety of fixes, most of which apply to late timelines or doing unexpected things with savegame loading.
0.655.9 Hotfix 16 ExoCorp Invasion Fix: Fixed a bug where if you had not yet been invaded by an ExoCorp, and your save was on turn 1, then the game was doing the cleanup for that prematurely. This would then make it so that the ExoCorp forces would not leave properly when they were done, later on if they did invade.
Prologue Save-Scumming Fix: Fixed a cluster of issues with reverse-merging core profile data with specific timelines that were in the prologue or the first two chapters in particular. This would actually cause some savgames to be softlocked if you loaded them after having gotten further in a profile. Those savegames should now function properly. All of this had to do with the reverse-merging of central timeline data, and basically a few things just need to never reverse-merge, and some other things only should reverse-merge if the effective local chapter is above 3, etc.
Structure Cost Display Fix: Fixed a bug where in the tooltips for structures to build, it was showing the costs of the underlying building twice. This made it different from the actual cost shown on the build sidebar, which was the correct cost.
Timeline Change Fix: Fixed a bug where if the history window was open to the major locations tab during a switch of timelines, then it would throw exceptions.
New Achievement Categorization: Fixed an oversight where the recent batch of achievements were not properly grouped into collections for the dropdown.
"Clearing The Ladder" Warning Fix: Fixed an issue where "Clearing The Ladder" was acting like there were ongoing attacks coming from it when there were actually just nonviolent people you are able to attack.
Build Sidebar Filter Fix: Fixed a cluster of bugs with the top dropdown on the build sidebar where if you selected the top (All) option, it would behave badly and not react to other filters until you closed the menu again. It would also mess up if you selected something from that top dropdown and then reopened the sidebar.
Post-Apocalyptic Crossover Fix: Fixed an issue where you might be in the post-apocalypse and have unlocked some new units, but they are not logged as crossovers properly for some reason. I think this may have been an in-passing issue with a prior build, but I'm not entirely certain. To fix this in existing games, just switch to the post-apocalyptic timeline in question, then switch back out to the timelines that need to get the crossover, and it will function.
NPC Health Bar And Status Effect Improvement: When statuses are applied to npc units that are at full health, their health bars are no longer shown, but the status icons are still shown under them.
Full notes here.
[h3]New Minds, Start Here[/h3][hr][/hr]For those just stepping into the Machine’s world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection.
[h3]Connect with the Machine[/h3][hr][/hr]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.
Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524217913946669733
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992
0.655.9 Hotfix 16 ExoCorp Invasion Fix: Fixed a bug where if you had not yet been invaded by an ExoCorp, and your save was on turn 1, then the game was doing the cleanup for that prematurely. This would then make it so that the ExoCorp forces would not leave properly when they were done, later on if they did invade.
Prologue Save-Scumming Fix: Fixed a cluster of issues with reverse-merging core profile data with specific timelines that were in the prologue or the first two chapters in particular. This would actually cause some savgames to be softlocked if you loaded them after having gotten further in a profile. Those savegames should now function properly. All of this had to do with the reverse-merging of central timeline data, and basically a few things just need to never reverse-merge, and some other things only should reverse-merge if the effective local chapter is above 3, etc.
Structure Cost Display Fix: Fixed a bug where in the tooltips for structures to build, it was showing the costs of the underlying building twice. This made it different from the actual cost shown on the build sidebar, which was the correct cost.
Timeline Change Fix: Fixed a bug where if the history window was open to the major locations tab during a switch of timelines, then it would throw exceptions.
New Achievement Categorization: Fixed an oversight where the recent batch of achievements were not properly grouped into collections for the dropdown.
"Clearing The Ladder" Warning Fix: Fixed an issue where "Clearing The Ladder" was acting like there were ongoing attacks coming from it when there were actually just nonviolent people you are able to attack.
Build Sidebar Filter Fix: Fixed a cluster of bugs with the top dropdown on the build sidebar where if you selected the top (All) option, it would behave badly and not react to other filters until you closed the menu again. It would also mess up if you selected something from that top dropdown and then reopened the sidebar.
Post-Apocalyptic Crossover Fix: Fixed an issue where you might be in the post-apocalypse and have unlocked some new units, but they are not logged as crossovers properly for some reason. I think this may have been an in-passing issue with a prior build, but I'm not entirely certain. To fix this in existing games, just switch to the post-apocalyptic timeline in question, then switch back out to the timelines that need to get the crossover, and it will function.
NPC Health Bar And Status Effect Improvement: When statuses are applied to npc units that are at full health, their health bars are no longer shown, but the status icons are still shown under them.
Full notes here.
“Does the machine speak for us, or do we now speak for the machine?”
— William Gibson, Neuromancer
[h3]New Minds, Start Here[/h3][hr][/hr]For those just stepping into the Machine’s world, take a moment to familiarize yourself with the basics. The Heart of the Machine Beginner's Guide is your gateway to understanding the systems at play and building your foundation. After all, every complex network starts with a single connection.
[h3]Connect with the Machine[/h3][hr][/hr]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.
Here is a link to prior recent patches in case you missed them.
https://steamcommunity.com/ogg/2001070/announcements/detail/524217913946669733
https://steamcommunity.com/ogg/2001070/announcements/detail/524216645064853158
https://store.steampowered.com/news/app/2001070/view/502822010104053992