1. Heart of the Machine
  2. News

Heart of the Machine News

Major Update 41: VR Management And Modding

[p]This is another really big update in a relatively short succession. Major updates are normally supposed to have larger gaps between them, but this is just how it worked out.

This build includes a huge amount of new stuff related to the VR World and Torment Vessels, and how you can manage those. This is something that people have been waiting on since the start of Early Access, and it was one of the biggest "early things that are incomplete" that a lot of people would notice.

This build also has a bunch of updates to the modding framework to make it more powerful (and to make it fully function in general). There have been several folks who already were working on some mods, most notably Pingcode and Puffin. However, they very generously donated their work to be part of the actual main game, so there haven't been any actual example mods around for prospective modders to look at. I've therefore added two of those (one that is more xml-focused, the other of which includes code) that are now shipped with the game. As mods to play with, they're not terribly interesting, but they're kind of case studies.

There's other bits in this build as well, but those are the highlights. Big builds have been coming rapidly in the last week, which is just kind of a coincidence. There's going to be a bit of a quiet period while I get the next batch of big builds ready to go -- Civil Spycraft is up next, and then I'm on to the Tier 3 goals, etc. There are, overall, 5 big sprints left before this game is ready for 1.0.

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.
[/p]
[expand]
[h2]Update 41 Changelog[/h2]
[h3]VR World Adjustments[/h3]
  • Overdrive Category Removed: The "Overdrive VR Patrons" patrons VR screen category has been removed, with its functionality actually taking place in the "Alter VR World" and "Manage Tormented Humans" categories, rather than being separate.
  • 10 New Achievements: These new achievements are all related to the VR screen in some fashion, and the harder ones of them encourage you to mix and match "nice" VR with torment vessels in some interesting ways.
  • Crystallized Emotions: There are 3 new strategic resources, which are crystalized brain waves in various ranges that correspond to actual emotions or mental states in the real world. These are fear (5 hertz delta waves), calm (3 hertz delta waves), and exhilaration (20 hertz beta waves). Fear is related to the torment vessels, while the other two are related to the main VR world.
[h3]Alter VR World[/h3]
  • Focal Overdrive: +1 mental energy, but costs a ton of Calm per turn.
  • Excitement Overdrive: +1 mental energy, but costs a ton of Exhilaration per turn
  • Client-Side Investment: Invest Calm, get Computing Client internal robotics.
  • Server-Side Expansion: Invest Calm, get Computing Host internal robotics.
  • Enthusiastic Cultivation: Invest Exhilaration, get Cultivator internal robotics.
  • Enthusiastic Networker: Invest Exhilaration, get Network Attendant internal robotics.
  • Aviation Enthusiast: Invest Exhilaration, get Avionics Core internal robotics.
  • Storage Expansion: Invest Exhilaration, get VR Pod Chamber internal robotics.
  • Stockpile Wisdom: Convert Calm into Wisdom, max 20.
  • Stockpile Apathy: Convert Exhilaration into Apathy, max 20.
  • Armor Study: Invest Calm, get Armor Plating upgrades for all your mechs (both captured and those that are part of your consciousness).
  • Smashing Printers: Invest Exhilaration, make your Officemancer printer summons beefier.
  • Bootstrapped Improvement: Invest Calm into upgrading Compute Time output from all your mainframes.
  • Vice Recording: Privacy? Who cares! Exhilaration is converted into Weaponized Vice over time. Harbingers can use this to temporarily stun any human target.
  • Neverending Party: Calm is eliminated, but half of it is converted into Exhilaration.
  • Quiet Hours: Exhilaration goes away, but half of it becomes Calm.
  • Improved Realism: Increases both Calm and Exhilaration, but costs more Compute Time the more patrons you have.
  • Dragon Adventures: People embark on detailed fantasy adventures. Costs a ton of Compute Time for you to be their DM, but generates a ton of Exhilaration.
  • Petting Zoo: Compute Time in, Calm out. Also dragons.
  • Meditative Zones: Very low amount of Compute Time in, moderate Calm out.
  • Tower Of Otherworldly Vices: Humans are icky. Somehow you're not surprised that this is the first thing half of them want to get up to in a virtual world. Way to farm Exhilaration.
  • Emergency Overdrive: Restore all your Mental Energy at once (!), but at a massive calm/exhilaration cost and with income for those halting for 20 turns.
[h3]Manage Tormented Humans[/h3]
  • Rooms Of Reprieve: Fear production drops by half, but neural expansion gradually improves, per torment vessel, until it has doubled.
  • Torment Overdrive: +1 Mental Energy in exchange for a huge Fear investment per turn.
  • Emergency Harvest: Restore all your mental energy (!), but at the cost of a huge amount of Fear, plus the deaths of a ton of your tormented humans.
  • Virtual Tormentors: AI agents harass the occupants. Get more Fear, but it costs Compute Time and some of the humans die from the added stress.
  • Military Simulation: Watching former soldiers in simulated military engagements is very helpful. Fear is gradually converted into attack power improvements for all your robotic units (regular, bulk, captured, worker, vehicular, and mech).
  • Network Simulation: Simulating a network between your organic processing units, and then dissecting that network, is great practice at hacking. Fear is gradually converted into hacking improvements for all your Souldroids.
  • Expanding For War: Invest Fear over time into getting War Captain internal robotics. These are rare and powerful!
  • Storage Expansion: Invest Fear over time into getting VR Pod internal robotics.
  • Toxic Mind: Fear is converted into Corrosive Network Packets over time. These can be used by Mindrunners to destabilize the smart-nanotech components in human mechs' armor. This is a permanent debuff to targeted enemies.
  • Cultivate Insanity: Fear is converted into Weaponized Panic over time. That can be used by Harbingers to do massive morale attacks even on Fearless enemies.
  • Stockpile Cruelty: Convert Fear into Cruelty, max 20.
  • Stockpile Apathy: Convert Fear into Apathy, max 20.
  • Low Visibility Mode: Suppress the amygdalas of the organic processing units, removing any sense of fear (but pain remains). Your torment vessels no longer require deterrence, but also stop generating Fear.
  • Liquefaction: Unlocks a structure that can turn canned protein straight into TPN. Liquefying the dead to feed to the living.
[h3]Mod Framework Updates[/h3]
  • It Works, Yo: Various bits did not work, but now do. There weren't any active mods for me to notice the non-functional bits.
  • Architecture, Baby: Several pieces of code that will be popular with modders have been broken up into more effective parts. Having had to deal with constantly breaking mods from core game code updates to AI War 2 for half a decade, I'm inclined to minimize that here as much as possible.
  • Consolidated Metadata: The data for how mods describe themselves to the game (and thus to players who might want to turn them on) has been extended a lot. It's easier for modders to manage, and it includes new features like multiple language support, etc.
  • Mod Load Order: When mods depend on mods, that gets messy if there isn't something to control the load order. In AI War 2, that onus was left to the player for the most part, with a central file to edit if it became relevant. With this game, there are features that let the modders themselves adjust things so that it should "just work" for players, when that ever becomes relevant. In the case of no dependencies, the order doesn't matter in these two games, for now. If I someday need to make additional options here, it's not a big deal.
  • Localization For Mods: Mods now have the option of hooking into the localization framework, so that if they have visible text additions or changes, that can be translated into the languages of the game. Normally this work on the main game is done by a team of very skill translators, but mods are unofficial content. It has a spot to let people know if they are machine-translated, or if the modder had native speakers localize things properly. To me, the key thing is making the tool available.
[h3]New Mods (Mainly Examples)[/h3]
  • Simple Economy: Created by me. Serves as an example mod, as well as making aspects of the economy much easier for any players who want to use it. It mostly deals with stuff your humans need. Really, don't get too excited -- unless you were wanting to see how an xml-only mod would work, in which case take a look and get very excited. It's all completely open for you to copy, edit, etc.
  • Nuclear Infantry: Also by me. Another example mod, this time with example code. This makes it so that every time you basic infantry (commonly found in military bases) lands a hit on a target, a small nuclear explosion happens where the target was. That's kind of funny, actually. But the main purpose here is to provide a template code project that modders can copy and then do their own thing with. It's a lot easier than you might expect, but without a template project like this in place, it was understandably intimidating to folks.
[h3]Bugfixes[/h3]
  • Sleep Is No Longer Criminal: Corrected the icon for androids in torpor. It was showing a balaclava when it should have been showing an hourglass.
  • Properly Notate Android Suffering: Fixed an issue where the All Systems Red achievement was not properly set up to trigger.
  • Suppressed Emotions Of Robot Dogs: Corrected Spy Dogs to no longer be stubborn, as they are robots and are therefore not susceptible to morale attacks in the first place.
  • Properly Realize You've Been Tricked: Fixed an issue where the Tricked By Sedgesinax achievement was not registering properly.
  • Rare Background Sorting Error Fix: Fixed an exceedingly rare background-thread list sorting error that could throw a visible error when it should not have. In cases where this would have happened, it would have self-corrected either within 1 second or 0.25 seconds anyway, so it was harmless but seemed like an issue to players (understandably) when it popped up.
  • Rare Health Bar Self-Implosion Fix: Fixed another exceedingly rare exception that could happen when drawing health bars if certain math were just out of range. This would prevent play until the error was ignored, and would massively slow down the game while happening. It now avoids this error by clamping to ensure that it doesn't go out of bounds this way.
  • Roaches Return, To Much Rejoicing: Fixed an issue where Alumina Roaches were no longer available in new timelines in the game since the wallripper ability was converted into a StreetSense action. The alumina roach now unlocks at the same time it used to, and will automatically fix missing roaches on load of existing savegames.

[/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]

Update 40: The Annexes Of Your Mind

[p]There's another big update that is currently being localized, but this is not that update. This one is a lot smaller, but will have a notable impact on the balance for people in chapter 3 and onward.

This wasn't a build I was planning to do, actually, but enough people are affected by this that I figured I'd better get this out today!

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.
[/p]
[expand]
[h2]Update 40 Changelog[/h2]
[h3]Quality Of Life[/h3]
  • Personnel Advice: On the various science buildings, it now says if you need to manually hire for them (in red text), or if hiring and firing is automated (in blue text), and it also has a special note if they need to be paid in Meal Kits rather than wealth (also in red text). This will only be available in English for another several weeks.
  • Organized Kidnapping: If the project you are doing involves actively kidnapping people, then there is now a task stack item about that. It lets you left-click to cycle through kidnapping targets, and you can right-click to jump to the Kidnap Targets filter of the Forces lens.
[h3]Balance[/h3]
  • Nix "Mind Annex" Gatcha: Mind Annexes are no longer able to be pulled from the Computing Optimization upgrade group. This is powerful enough that it feels not-great in terms of being at the mercy of the RNG for it. This was actually in the prior update, but I forgot to mention it. Sorry!
  • Maximized Space For Expanded Minds: The maximum number of times that Mind Annexes can be upgraded has been increased to 18 from its prior maximum of 10.
  • Shrinking The Load Of Temples Of Minds: Altered the Temple Of Minds to only cost 2 Mind Annexes, rather than 9.
  • Outbreak Mental Expansion: You now gain a mind annex for completing the Full Outbreak project of The Executive Tomb. This won't be back-granted, unfortunately, but it will be granted if you have yet to do it in a timeline.
  • Another Reason For Housing Agencies: Previously, the "Solve Homelessness" project would give you 1 each of Structural Improvement and Android Optimization inspiration, but it now gives you a Mind Annex upgrade, instead. This also isn't back-granted.
[h3]Bugfixes[/h3]
  • Exceptions Protection : Added in protections in MarkAsBlockedUntilNextTurn so that if a building or other spot is being removed right as it is being called, it won't cause any exceptions.
  • Exception Fix: Fixed a rare exception that could happen in RecalculateSubCells on game load.
  • Premature Ziggurats: Fixed an issue where all existing profiles were being grandfathered into building on Ziggurats right away, rather than just those that had actually built on them.
  • Neural Expansion Display Doubling: Fixed a display issue in the neural expansions window where it was showing the count and amount from "other timelines" as instead being the "total amount" rather than "other amount." This did not affect balance.
  • Schrödinger's Mech Pilot: If you demoralize a mech pilot into leaving the battlefield, it no longer acts like you killed them and thus no longer gives you cruelty from killing them, etc. It previously acted as if you had killed them from this one perspective, but as if you had not killed them from all other perspectives (no-murders runs, etc).

[/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]

Heart of the Machine News Roundup at the Hooded Horse October Publisher Sale

In just the last month, Heart of the Machine has gotten four regular updates and one major update. Here's a roundup of all the recent development news that you might have missed.

Heart of the Machine is also part of the Hooded Horse October Publisher Sale, at 35% off on Steam. Check it out, and the other games that are included in the October Publisher Sale.
[p]Hooded Horse October Publisher Sale[/p]


[h3]Heart of the Machine News Recap[/h3][hr][/hr]Last week, Heart of the Machine released Update 39 -- a major update, and the third in the game's development history. The latest in a series of changes focused on the late-game experience, this update adds the long-awaited "Daring Shop", which allows players to spend the Daring resource that they accumulate while playing higher difficulties.

Update 39 also added additional Intelligence Class 7 Unlocks, rebalanced Ziggurats, and added lots of Daring-related optimization that helps players skip past repetitive tasks. Check out the full changelog for an in-depth look at everything this major update added to the game:
https://store.steampowered.com/news/app/2001070/view/577148613051810184
In addition to this major update, Heart of the Machine has gotten four regular updates over the last month.

Update 38 introduced a lot of quality-of-life changes, mostly focused on improving the late-game experience and reconfiguring weapon balance curves. It also added more storage for canned protein procured from...mysterious sources.

Update 37 brought a significant improvement to the game's RNG. Following this update, Heart of the Machine now uses SquirrelNoise5 for its random number generation instead of MersenneTwister.

Update 36 was another hefty update that introduced a second set of dooms, 8 new achievements, new equipment, and a new path to instigating WW4.

Update 35 was a big one for pacifism enjoyers. This update added a second method for starting a war cult, and balanced this change with the addition of several non-lethal options for combat. As of this update, it's possible to do a full pacifist run of the game's first chapter -- and you can get a new achievement for doing so.

Check out the full changelogs for each of these recent updates:
https://store.steampowered.com/news/app/2001070/view/577148613051809799?l=english https://store.steampowered.com/news/app/2001070/view/510718530665057232?l=english https://store.steampowered.com/news/app/2001070/view/510718530665056381?l=english https://store.steampowered.com/news/app/2001070/view/510718530665054609?l=english
Thanks for reading and happy gaming!
- The Hooded Horse Team

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

Major Update 39: Daring And The Late Game

[p]This update is a really big one! The Daring resource is something that players have always been able to accumulate from playing on higher-difficulties, and for various reaching various side goals and higher-tier goals. Until now, there was never anywhere to spend that resource, however.

This build introduces the long awaited "Daring Shop," split into three sections on the VR Screen: Auto-Explore, Shortcuts, and Shop. These give you some additional sources power in the late game, as well as allowing you to skip bits that would become repetitive on timelines beyond your first.

Plus there is a new Setup Phase at the start of timelines beyond the first, which again helps things move more quickly. See below for details!

There's still one more big update that is moving through the localization process at the moment. The features of that one can be previewed in this build in English versions of the game, but the writeup for that will happen it becomes available for everyone -- next week, looks like.

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.
[/p]
[expand]
[h2]Update 39 Changelog[/h2]
[h3]Quality Of Life[/h3]
  • Daring Statistics: The amount of Daring that is earned or spent in specific timelines, as well as that which is earned across all timelines, is now tracked in statistics. The amount earned in specific timelines is not back-calculated, but the amount that was earned across timelines is.
  • Angry Invasion Messages: Previously, once you contacted an ExoCorp via the wastelanders, they would start invading but there was no message about it. Now you get a message from Vorsiber upper management, which differs between the two doom sets.
  • Forces Filtering: Added new "Forces Collections" for the forces lens. Initially, this meant categorizing 576 reasons that a unit can spawn into 83 collections. This then expanded to 88 collections, with 221 unit stances put into categories (a lot of them don't matter, as they only are used if they're not part of a managed spawn). If you wind up noticing anything that's miscategorized a bit, or is in the Unknown category during gameplay, then please do let me know and provide a savegame so that I can improve those over time. That said, things should be pretty close.
  • 8 New Achievements: This isn't really a quality of life item, but eh.
[h3]Additional Intelligence Class 7 Unlocks[/h3]
  • Wurtzite Armor, VS-101 Skyfall, and Skystreak Armor-Piercing Missiles: These could previously only be unlocked conditionally in a given timeline, but become available instead in all timelines, all the time.
  • Infrasonic Loudspeaker, K6 Disruption Revolver, AG-30 Flex, 35mm Halfplate, Active Graphene Mesh, Zinnia Gel Refinery, Hormone Factory, and Furniture Factory: These previously were unlockable by Exploration Sites, but now you just get them in all timelines, all the time, once you pass this threshold.
  • About Ziggurats: Previously, all you got for getting to intelligence class 7 was access to build on Ziggurats if you weren't already having that ability from being at chapter 4 (you pretty much always would have that first, though, so that was a huge disappointment). How the access to Ziggurats works is completely different now.
[h3]Ziggurat Rebalance[/h3]
  • Tooltip Updates: In the End Of Time, hovering over a rock outcrop or a ziggurat now shows the full list of crossovers that are present on that location (for any new timelines that would be created there).
  • Super Ultra Crossovers: Crossovers that don't have any downside are now automatically applied to every Ziggurat in the End Of Time, giving them an immediate benefit compared to normal rock outcrops.
  • Chapter 5 Requirement: Previously, you could build on Ziggurats once you reached intelligence class 7 or chapter 4, whichever came first. Now you can't build on them until you reach chapter 5. Any existing timelines on ziggurats are unaffected, of course! If you've ever built on a Ziggurat in the past in your profile, the game now grandfathers you in to being able to keep doing that even if you're not to chapter 5 yet (which nobody is yet, of course).
[h3]Command Menu Additions[/h3]
  • Stances Tab: The existing "Lostigics" tab of the command menu has been renamed to Stances, since that's what it actually is.
  • Other Logistics Tab: A new "Other Logistics" tab, in the 9th slot, has been added to the command menu.
  • Delete Mode: The first item in the Other Logistics tab is a new Delete Mode that allows players to go around and delete any units or structures that belong to them, all quickly.
[h3]VR Screen Updates[/h3]
  • Resource Bar: Different resources of relevance are now shown in each of the categories of the VR window, and the normal resources that show no longer clutter up the resource bar in that screen. This helps to make it a lot clearer what you have in order to spend from in each place.
  • VR Day-Use Seats: VR Day Use seat usage and availability is now tracked in the Lifeforms resource tab, as all the other types of VR users are tracked.
  • Inspiration Order: The inspiration entries in the VR screen are now sorted alphabetically, rather than the quasi-logical order that they previously were in.
[h3]Auto-Explore Via Daring[/h3]
  • Auto Explore Category Of The VR Screen: Spend Daring to immediately unlock the rewards from Exploration Sites you have completed in prior timelines.
  • 10 New Auto-Explore Options: This covers every kind of Exploration Site that exists, except for those that automatically become obsolete as you reach higher intelligence classes.
  • Times Before Available For Free On Ziggurats: For all of these items, there is some maximum number of times you have to unlock them (ranging from 3-9) before they become free to unlock on Ziggurat timelines in the future. This makes it so that your Daring expenditures here are not just something you "throw away," but rather are something you're investing for the future. This is meant to avoid the "Final Fantasy players hoard Elixers even past the final boss" sort of problem.
[h3]Shortcuts Via Daring[/h3]
  • Shortcuts Category Of The VR Screen: Spend Daring to immediately skip past certain contemplations or projects you have completed in prior timelines. In a few cases, it's possible to do things that would normally be mutually-exclusive in a timeline.
  • 16 New Shortcut Options: This covers a large number of early-timeline scenarios that are highly desirable to do in some fashion in each timeline you are in.
  • Times Before Available For Free On Ziggurats: This works the same as the Auto-Explore section, and for the same reason.
  • Those With Lots Of Customization: Options like Gadolinium Mesosilicate and Wastelander Mythology, among others, normally involve you doing actions on the map and customizing an outcome from doing so. The Shortcut version gives you a condensed list of reasonable outcomes to choose from, in some cases with a slight buff to what is possible, rather than every possible outcome.
  • VR Shortcuts: The shortcuts for the VR types (regular and torment) are particularly powerful because (if you've done them before) it allows you to skip the engineering requirements, skip past some early busywork, and have them from the start of a timeline. As well as having both kinds at once, which was never possible before. Some elements of this can be thought of as being a bit like NewGame+, although it's not strictly NewGame+.
[h3]Daring Shop[/h3]
  • Daring Shop Category Of The VR Screen: Spend Daring to directly buy powerful upgrades or items that you can't get anywhere else. Auto-Explore and Shortcuts both expend daring to get something that you could get another way, but which is more convenient to get from the VR screen, if you've done it once before.
  • Mind Annex Upgrades: Ludicrously high value. More mental energy or more troops. Can be purchased up to 4 times per timeline. Costs are 2, 5, 11, and 17 Daring, respectively. This is no longer in the Computing Upgrades research Inspiration category mostly to keep players from being at the mercy of RNG.
  • Stealth Compact Aerospace Hangar: New military structure, which can be purchased from the daring shop for 3 Daring in any timeline. It's free on ziggurats after you unlock it 10 times. Hidden in fairly large human buildings and requiring only half of the usual internal robotics. Produces and stores only 75% as much morphologic lattice, but you can place twice as many of them.
  • Food Forest: Meats and vegetables are produced in much higher quantities, as are TPN and Nutrition Blend. Can be combined with other upgrades to these resources. This is a series of 100x multipliers, which cost 2, 4, 5, 6, and then 7 daring.
  • Super Filtration: Water filters are far more effective. Can be combined with other sources of better filtration. This is a series of 100x multipliers, which cost 2, 4, 5, 6, and then 7 daring.
  • Well And Filter: New structure, which can be purchased from the daring shop for 4 Daring in any timeline. It's free on ziggurats after you unlock it 10 times. Pulls up groundwater and immediately filters it for use. Compared to using separate wells and filters, uses roughly half the internal robotics. Fun math in an example scenario: Originally had 8 well and 11 large water filtration towers, taking up a bunch of physical space and using 123 Cultivators, and producing 550k filtered water (due to various upgrades). Destroyed all those and built 14 well and filters, taking up much less physical space but using 125 Cultivators, and production with the same upgrades shifted to 1.4 million filtered water.
  • Better Mind Farms: More neural expansion is generated per occupant. The upgrades go up by 50% increases each time, up to a maximum of 500%. This takes the neural expansion per occupant from 8 to 40 if you upgrade it fully. These upgrades cost 1, 3, 3, 3, 3, 3, 3, and then 4 daring.
  • Better Torment Vessels: More neural expansion is generated per occupant. The upgrades go up by 25% increases each time, up to a maximum of 300%. This takes the neural expansion per occupant from 35 to 105 if you upgrade it fully. These upgrades cost 1, 3, 3, 3, 3, 3, 3, and then 4 daring.
  • Better BrainPals: The upgrades go up by 7.5 per BrainPal per upgrade, starting from the initial value of 25 and able to go up to 85. These upgrades cost 1, 3, 3, 3, 3, 3, 3, and then 4 daring.
  • Universal Mech Armor Piercing: Added armor piercing for all mechs that you control. Can be purchased up to 8 times per timeline. Costs are 4, 5, 8, 12, 17, 24, 26, and 28 daring.
[h3]Pressuring The City[/h3]
  • New Side Goal: The Pressuring The City side goal provides you with Daring for reaching 10, 20, or 30 pressure points exploited in a given timeline. Three of the new achievements are related to these.
  • Quick Daring For New Players: The main purpose of this is to provide a fairly simple source of daring for new players in their first timeline, which also encourages exploration.
[h3]Setup Phase[/h3]
  • Initial Construction Is Out: When you are in the setup phase at the start of a new timeline (aka the dooms have not yet started), it no longer shows the Initial Construction project (which can accidentally be completed rather easily), but instead shows a Setup Phase task that is larger and more visible, and only ends when you click it.
  • Instant Construction: During the new setup phase, buildings are all constructed instantly.
  • No Counter-Attacks: During the new setup phase, no counter-attacks are triggered by buildings (this pretty much just means the skimmers).
  • Abundant Resources: During the new setup phase, the following resources are kept at full at all times: Drone Frame, Morphologic Lattice, Neuroweave, Robotic Motivator. The following resources are kept to certain minimum values at all times: 30k Microbuilders, 100k Elemental Slurry, 2k Scandium, 2k Alumina, 2k Neodymium.
  • Zero-Energy Deployments: During the new setup phase, deploying units of any sort costs zero mental energy.
[h3]Bugfixes[/h3]
  • Vehicle Exception Fix: Made some code adjustments to protect against uncaught errors in background vehicle movement and animation, and to also try to make nullrefs impossible in that context.
  • Maximum Traffic Density: The maximum traffic density has been dropped from 30 to 15 in settings. Above that is more crowded than makes any sense. This is purely a background visual thing.
  • Particle Raycast Budget: The particle raycast budget is now universally 64, and there is no longer a visible setting for choosing this option. This setting has absolutely no effect on the visual quality of the game, but could dramatically reduce performance. There's a concern that on some very new machines this could actually be responsible for a crash to the desktop.
  • Exceptions On Emergency Network: Fixed a regression introduced in Update 38 that made it so that if you hovered over an emergency network source in the build menu, an exception would be thrown.

[/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]

Hotfix 21

[p]The prior update had about four regressions in it, which players helpfully reported and I've now fixed. Thank you![/p]

[expand]
[h2]Hotfix 21 Changelog[/h2]
[h3]Bugfixes[/h3]
  • Demo-Only Harmless Error: Fixed an exception that would pop up in the demo version (only that version) when completing the Prepare VR Cradles project. It wouldn't actually prevent any forward progress, but it was annoying for sure.
  • Busted Animal Capture Drones: Fixed an exception that would happen in the prior build when hitting enemies with animal capture drones.
  • Actual Crash To Desktop: Fixed a bonafide crash to desktop in the prior build if you had a damaged structure during the setup phase and it was trying to rebuild itself. This was an infinite loop internally, which caused a stack overflow exception. These sorts of crashes are super rare, so I'm glad to have this one gone!
  • Map View Missing Elements: Fixed a number of issues in the prior build where things were not being properly drawn in the map mode due to overly-aggressive "keeping things from appearing where they should not" code that I put in. This is still in place for the pods screen and end of time and such, but is now split into three categories and things show up on the city map as they should. This had been blocking range displays, explosions and projectiles during combat, building highlights for placement, threat line displays, and probably more.

[/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]