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Update 66: Release Candidate 2

[p]This one is some last odds and ends. Getting close now! News on the specific release date will be coming out very soon.

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.[/p][p]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.[/p][p]Thanks for reading and for playing.
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[h2]Update 66 Changelog[/h2]
[h3]Quality Of Life[/h3]
  • Who's Missing Stuff?: For all of the hardware tabs that deal with units, it now has two additional filtered: Missing Equipment - All and Missing Equipment - Currently Exist. This allows you to see useful subsets for equipping units on the overview, loadouts screen, or unit type analysis screens.
  • Just Tell Me About The Hot New Replacement: More improvements so that the "well and filter" is suggested in place of the two buildings it supersedes in all places throughout the game, if you've unlocked it.
[h3]Balance[/h3]
  • Atca Takes The Gloves Off: At one point, Atca Retail is angry and sends some specialized CN-1 Machinist mechs against you. It has been noted that this is very wimpy on higher difficulties. On hard mode, they now send a CN-40 (a new unit that in many ways is a lot like a Mk.5 Convicter), on extreme they send a CN-90, and on Misery they send a CN-99. These new variants are lacking armor plating so that it doesn't softlock your progress forward, but has very high everything-else in order to make up for that.
  • Digging Out Melted Suburbs: On certain map types like industrial, there are very small suburbs. In some cases, those were so small that they were merging with nearby districts. The game now checks for that and makes sure there is at least one distinct suburb around, since some bits of the game rely on that. This includes fixing up existing maps. It just involves re-districting a few cells, since the buildings were already there.
  • Faster Recognition Of When You Killed Everyone: If you are trying for Throne Of Dust, then there is now extra code that checks to see if your target is reached even without advancing to the next turn. This prevents some edge cases where you could win and lose PAB at the same time due to timing.
  • If You Poison All Your Homes, Stragglers No Longer Survive: Fixed an issue where if you hit all of your own buildings with sheltered humans with a chemical weapons attack, they might not all die. Now the stragglers die shortly after the main batch.
[h3]Bugfixes[/h3]
  • Properly Noticing An Abundance Of AI Slop: Fixed an oversight in CCA where the "True To Your Name" achievement was not set up to trigger. It now triggers once you are actually feeding people, assuming you have enough to feed everyone.
  • Vorsiber No Longer Allowed To Nuke You After You Already Won: Fixed an issue where if you had won PAB, it was still possible for Vorsiber to change their mind and nuke you to death despite you having won the timeline. They no longer dare cross you in this way.
  • Fixed Misleading Road Signs: Corrected the goal-path hints in "Full Metal Myth." They were previously suggesting that Escape The City was on on the Deity path, when really it was on the Nemesis path. They were also suggesting that some of the other goals were on the Nemesis path, when really they are ended by that.

[/expand][p]Full notes here.

[/p][h3]Connect with the Machine[/h3][hr][/hr][p]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.[/p]