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Hotfix 27

[p]Just a few things I wanted to get out to players sooner than later. I had not even noticed the inconsistency in hotkeys between androids and vehicles/mechs, but after it was pointed out to me, I wanted to solve it right away![/p]

[expand]
[h2]Hotfix 27 Changelog[/h2]
[h3]Quality Of Life[/h3]
  • Item Use Button Consistency: Mechs and vehicles now have their "shields up" (or cloaking) swapped with their "use items" ability bar entry so that they're consistent with androids.
  • Standby Button Consistency: All androids now have "force conversation" in their slot 2, and "stand by" in slot 9. This makes them consistent with mechs and vehicles in terms of standby, and allows slot 2 in both cases to be "the thing that is unique but frequently useful" (more so for mechs and vehicles, but still).
  • Tweaks When Not A Landlord: If you don't have any sheltered humans, then "Shelter Coordinators are Slow" and "Homeless People Are Scattered Around" won't show up, since they're not yet relevant.
[h3]Bugfixes[/h3]
  • Solo Extraction: Extraction drones no longer give double resources (once on the actual extraction and once a turn later). This was a relic of how they used to work.
  • Fear For Captured Troops: Fixed an issue where captured troops could not get fear or argument attack power properly.
  • Chief Branch Managers Stop Hanging Around You Awkwardly: In Civil Spycraft, the Chief Branch Managers now properly leave after you talk to them, or after the final doom, whichever comes first.
  • Extra Sprinkles Text Correction: Corrected the "Extra Sprinkles" description to no longer incorrectly state that if you buy donuts from Hudson it is invalid.
  • Invisible Furniture Fixed: In the "Improved Apartments" project, it now shows the amount of furniture you need to build correctly from the start, rather than only after you select the furniture option.

[/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]

https://steamcommunity.com/ogg/2001070/announcements/detail/518606895910489482 https://steamcommunity.com/ogg/2001070/announcements/detail/518606895910487435

Update 53: Levels Of Survival We're Willing To Accept

[p]To be completely honest, I forgot this update was coming up. I guess that shows how many things are going on at once. The features in this one have been in localization for only like a week and a half, and already it had slipped my mind. So it was a nice surprise even for me when that came back today.

There's one more batch in localization before the year-end break for the translators. And then I'm working on lots of other stuff that I've showed off some in recent builds and on the Steam forums and discord.

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 53 Changelog[/h2]
[h3]Tier 1 Goal: Lower Level Of Survival[/h3]
  • This Is Hard To Find: This is another post-apocalyptic scenario. Once we get into some of the Tier 3 goals, it will be easier to accidentally make your way here. To do this one on purpose, you need to speak with STATION, and then hit the final doom. My notes on this are very brief, because I don't want to put spoilers in here much.
[h3]Quality Of Life[/h3]
  • Would You Like To Park?: The "Lock Movement" ability is now present on all vehicles and mechs in the second slot, with Standby moving to the 9th slot. This allows you to get rid of clumsy movement controls being in your way if you want to just park somewhere for a while and shoot things or use items on things.
  • Remembering Water Exists: If you get the Apiary without otherwise having the ability to filter water, it now unlocks both the well and cistern, and the water filtration tower.
[h3]Bugfixes[/h3]
  • Canneries No Longer Stop Functioning When Too Many Bodies Stack Up: Fixed some issues where integer overflows from very large available storage for a resource could lead to that resource not being collected. The code in question now is much more aggressive about being sure not to overflow, and to properly cast to a high 32bit integer if it one is really needed. The only case I am aware of with this happening was canned protein, but I'm sure it could eventually have happened with other things.
  • Remember Your Equipment: Fixed an issue where the "Missing Equipment" notice wasn't showing up properly in some timelines beyond the first.
  • Off By One Again: Fixed an issue where if you had exactly the amount of scientific research required to do unlock something, it wasn't allowing you to unlock it.

[/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 52: Captured Minds (And Spines)

[p]This build is only a small update, but there's also a preview of some upcoming stuff down at the bottom of the post.

In general at the moment, I'm working on the Tier 3 goals as my last stuff required for the 1.0 set of content. The second path through chapter one is currently going through localization. That said, there are little tweaks and fixes I also am doing, and this build is one of those.

One other thing is that I really need to do some special thanks (belatedly) for folks who helped on the prior build, Update 51. Ken Schulte in wrote the stuff with the tricky robot, and the emotional scenes with an old friend. He did a phenomenal job, and overall is one of the people who I rely on the most out of the writing group to keep me on track. But special thanks also really have to go out to the entire writing group, with Joe Liu and James Yew being other constant companions who help elevate everything.

I feel bad for not mentioning everyone who participates in the writing group, as there are so many folks who offer very useful thoughts and help. But I did want to particularly call out those three given the scale of their help.

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 52 Changelog[/h2]
[h3]General[/h3]
  • Captured Unit Visibility: These are now shown at the bottom of the Hardware screen, so that you can see how many of each kind you have at the moment, and also see when they are missing equipment.
  • High-Density Rounds Balance: These have been given +30 attack power and +20 armor piercing, to help make them a better choice when shoulder mounted lasers exist.
  • Regional Map Rework: The regional map, which you can get a peek at in one of the in-progress T3 goals on the beta branch, has been reworked and now reflects the actual topography of Siberia in a really cool way. You can also scroll to the bottom of this post to see more.
  • Simplified Economy Cost-Corrections: If there is a cost per attack on a unit or piece of equipment that is removed based on being in the simplified economy, that now properly gets taken off. This applies primarily to heavy metals.
  • Unwanted Quicksilver: Fixed a very unlikely situation where an enemy unit could do an attack of opportunity on your unit if your unit was right at the edge of the enemy's attack range, and your unit did an attack that did not move themselves. Attacks that don't move the target unit no longer ever cause attacks of opportunity to result in return.
[h3]Biological Mainframe Rebalance[/h3]
  • "Bootstrapped Mind" Availability: This contemplation is now possible properly if you have gone the "no landlord" route. You can do this at any time once "Building A Better Brain" starts.
  • No Faking-Out, Fake-Outer: "Building A Better Brain" no longer allows anyone to try for intelligence class 3 before moving onwards. This was a false choice, and was needlessly confusing, and added nothing. It was meant to be illustrative of why you need VR, but it's just not worth it.
  • Correctly-Predicted Spinal Damage: The dual versions of the biological mainframes are no longer in place, as this was continually confusing to players. Rather than having them state a high value and then rot, it now just states that you know that they will rot, and what the final value is.

[/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]

[h2]Regional Map Preview[/h2]
A regional map is coming to the game in some of the Tier 3 goals, to go along with that "other" map that I've previewed before. This one is less spoilery, so I'm not marking this under spoiler tags. You can see some images of it here:







If you've spent much time looking at maps of Siberia, then you'll recognize a lot of the terrain there. However, you'll also notice the huge sea level rise from, you know, World War 3 and all that general destruction of the planet.

The regional map will allow players to target other cities belonging to Vorsiber, for subterfuge or missile strikes or similar. You'll still be physically located in the capital city, where your all your hardware and androids are (actually unlike the "other" new map), so this isn't turning into a globe-trotting situation or anything like that. But the ability to affect some of the world around you, and to target the executive bunkers directly for example, is... definitely going to be fun.

Update 51: Spycraft And Petting Dogs

[p]This build is one that a lot of folks have been waiting on for quite a while. The second half of Civil Spycraft is now here, and brings to light several twists and turns. Related to that, you can also pet dogs... and fail to pet dogs. Mimics are the only units that can pet dogs, but your early-game mimics have... issues.

There's also a new thing in this update where you can meet... a tricky robot. You may have briefly met this robot in the past, if you have played through International Scrutiny a certain way. If that's the case, then keep an eye out, because you may find this robot appearing in places you don't expect. I'm being horribly vague here, but this is a case where I'm trying not to drop spoilers.

There are some other balance updates and bugfixes in this build, too.

Lastly: in English only, the second path through chapter one (the one where you "choose fire" and then don't wind up housing the homeless) is now in place. This will be available in all languages late next week.

Speaking of my schedule, this is pretty much everything done for 1.0 except for the Tier 3 goals, which is very exciting. I'm going to be spending the rest of the month working on those T3 goals, and then localization for those will happen in January. Beyond that, for 1.0 it's just going to be balance tweaks, any needed bugfixes, and any other quality of life enhancements that come up.

I am planning post-1.0 content already, so don't worry about that. But 1.0 is a really big milestone where you can play through the game and a bunch of endings, and I'm excited for folks to experience that.

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]Major Update 51 Changelog[/h2]
[h3]Civil Spycraft Act Two[/h3]
  • Two Distinct Routes: One of these routes involves the second Obsession seen in the game, the other involves something completely different.
  • A Big Betrayal: This has been out in the beta branch for a while, so I'm relieved that players have reacted well to it so far. But in terms of the story beats that happen in this part of Civil Spycraft, as a writer I'm definitely "playing with fire." I've been glad that players so far have been angry at individuals in the game, and not me as the writer. That's good, as it will make the revenge sweeter in-game.
  • Petting Dogs: Mimics no longer try to just rescue wild dogs, but try to pet them. This is ultimately related to one of the two paths of Civil Spycraft.
  • 9 New Achievements: This build has 9 new achievements in all, most of which are related to Civil Spycraft, but a few of which are related to the Tricky Robot.
[h3]First Meeting With Tricky Robot[/h3]
  • How To Initiate: Make sure and play the International Scrutiny dooms set if you have not already. Also make sure that you complete the Dog Of War achievement. If you've already done that, you don't need to do it again. In other timelines from that original one with the achievement, you should see some new stuff before long.
[h3]Balance[/h3]
  • More Microforges: You start with 90 of these rather than 80.
  • Raven Cost: These no longer cost any Neodymium. This has very little impact on anything except for players at the end of chapter one having an easier time, particularly if they have nuclear skimmers rather than geothermal power.
  • Chapter One Project Removed The "Extraction" project in the main path of chapter one is now removed, as it's really an extra step and not needed.
  • Scandium Buffs From Transports: Shooting down military troop carriers for Scandium now gives 10x what it used to (the same amount it used to on extraction only), and the amount they give on extraction is now 1.5x to 2x.
  • New Wealth Source: You can now earn some wealth by shooting down or extracting regular haulers around the city.
  • New Neodymium Source: You can now earn some neodymium by shooting down or extracting mining haulers around the city.
  • Vegetable Seeds Retired: This resource has been removed from the game in general, as they did not add anything to the game in terms of meaningful complexity or content. In the non-simplified economy, you can grow hydroponic greens based simple on filtered water and biomulch, that means.
  • Faster Repair Spots: Repair Spiders and Crabs are now built instantly rather than taking 4 turns to install.
  • Faster Decoy Rebuild: The Decoy Tower is now built instantly rather than taking 2 turns to install.
  • Faster Network Expansion: Network range extenders and Point-To-Point Microwaves are now built instantly rather than taking 2 turns to install.
  • Post-Structure-Construction Boosts: This new mechanic has some structures give you extra resources after they are built. In all cases, they do this during chapter 1 and during the setup phase of new timelines, OR only on some interval that has a cooldown per type of job doing this.
  • Computronium Jumpstart: Computronium Refineries now have a +250k post-construction boost of computronium cubes, with a 50 turn cooldown.
  • Drones Jumpstart: Drone Factories now have a +8 post-construction boost of drone frames, with a 10 turn cooldown.
  • Aircraft Jumpstart: Aerospace Hangars now have a +9k post-construction boost of morphologic lattice, with a 10 turn cooldown.
  • Android Jumpstart: Neuroweave Factories now have a +2.5k post-construction boost of neuroweave, with a 10 turn cooldown.
  • Build Unit Jumpstart: Robotic Motivator Factories now have a +45 post-construction boost of robotic motivators, with a 5 turn cooldown.
[h3]Bugfixes[/h3]
  • I Don't Want To Share: Fixed an issue where equipment changes to captured units (which was newly added in Update 49) were also applying to the versions of those units controlled by third parties.
  • Faster Scanning: Fixed an issue where sometimes when you built a structure that would give you increased visibility (like a scanner), it wouldn't give you the visibility for a little while.
[h3]English-Only Preview[/h3]
  • Second Path Through Chapter One: Choose to "solve it with fire," and then when it prompts you after you flamethrower a bunch of things, say "I Really Don't Want To Be A Landlord."

[/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]

Major Update 50: Complexity Management

[p]This is a very exciting update for me! I've been doodling designs for this build for 4+ months, but it always seemed like a huge undertaking, and I was also worried that giving these sorts of "complexity reduction" options would strip away parts of the soul of the game. I'm happy to report that, having actually implemented it, I don't think it harms the game at all.

First of all -- of course you can keep playing the game the way you always have. But there are a number of key areas that bothered some players (I counted six areas in all), and so there are now options to make those parts of the game simpler. For the people who bounced off the game because of the complexity, or who didn't like the resource management, I hope this will make the game something they can now enjoy.

There's also the hope that this opens the door at least somewhat to players who are just interested in the story, but aren't really strategy gamers. I'm not sure if this really gets it all the way in that direction, but... maybe? That's the sort of thing that I really can't evaluate without feedback from players of that type.

Speaking of feedback, this is the sort of addition I never would have made without player feedback. It's been mainly the negative reviews, but also a number of the positive ones (I like it despite xyz) that helped shape how this turned out. This isn't the sort of thing that comes up on discord or even the steam forums. I'm incredibly grateful for that feedback, as I think this will open up the game to a wider group of people.

With this done, I've only got a few more big things to focus on before 1.0. The big things are of course the Tier 3 endings. But there's also the second path through chapter one, which I hope to also have done this week. With that done, I can just focus on the T3s for the rest of the month.

Last note: the complexity/accessibility options are only available in English for about another week or so. They need to go through the localization process, but I wanted to get it into the hands of players to test in the meantime.

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]Major Update 50 Changelog[/h2]
[h3]Complexity/Accessibility Modes[/h3]
  • Change Complexity Now?: Whenever you are in a new timeline beyond chapter 1, or if you've reached the part of chapter 1 where it asks you to build neuroweave factories, there is now a task popup that asks if you want to customize the complexity of the game.
  • Change Complexity Any Time: You can also change the complexity at any time from the system menu in the game. It is labeled "Complexity/Accessibility."
  • Story Mode, In Parts: The idea here is that you can simplify certain aspects of the game if you're not into some parts of it. Rather than just having a singular "story mode," this allows you to choose a bit more granularly, without getting too much into the details.
  • Achievements And Difficulty Levels: Simplifying complexity has no impact on achievements, and these are not considered cheats. However, some are not available on Hard or Extreme mode, since that would defeat the purpose of those modes in those cases.
  • The Demo IS Updated: The demo is always kept up to date with the latest versions of the game, but it feels particularly relevant to point that out now. You can play all the way through chapter one in the reduced-complexity modes and make a choice about the game before having to purchase.
[h3]Option: Simplified Economy[/h3]
  • Resource Reduction: The number of intermediate resources will be reduced. Available on any difficulty level. In general, in chapter 1 the normal set of resources is reduced to about half what it was before. The resource set for the game as a whole is reduced to 70% of what it was before.
  • Why Use More Resources?: The normal resource set simulates being in charge of a wildly-complex organization, and managing it by delegation and reports. If that feels overwhelming, use the simplified version.
  • Speed Of Chapter One: For a really experienced player who knows the game really well, in the regular economy it would probably take about 2.5 to 3 hours to play through chapter one. In the simplified economy, it should take them under an hour.
  • Some Flavor Is Lost: But honestly, not nearly as much as I thought there would be. If you don't like the complex resource system, you definitely shouldn't feel like you're missing out by using this simplified version.
  • Balance Is About The Same: A few things are slightly easier in the simplified economy, but overall it just reduces complexity, not difficulty.
[h3]Option - Easier Combat[/h3]
  • The Main Effect: Your units do 300% as much damage and take 20% as much damage in return. Deploying units does not cost Mental Energy, and you get an extra 3 Mental Energy per turn. You also gain some free armor upgrades. This erases any need for nuance in how you approach combat. Available on Normal difficulty only.
  • Some Folks Aren't Into Tactics: And that's okay! If combat was kicking your butt or wearing you out, then this is a good adjustment you can make. You can also toggle it on temporarily if one fight is giving you too much grief, and then turn it back off after that.
  • More Durability In Chapter One: When you have easier combat on, you get specifically +80 to armor materials study, +120 to reinforced milstyle armor, +6 to milstyle armor mobility, and +100 to reinforced security jacket. This is useful throughout the game, but it's by far the most useful in chapter one.
  • The Soul Of This Game Isn't Combat: The chief focus of this game is on making decisions and then seeing how those play out. Combat is one part of that, but if you want to basically nullify the combat part, there's still a ton of game here to enjoy.
[h3]Option - Instant Construction[/h3]
  • The Main Effect: All buildings are constructed instantly. Removes the need to plan ahead. Available on Normal and Hard difficulty only.
  • My Thoughts: This is... uh... surprisingly fun. I will admit that I'm a fairly impatient gamer, but I really like the flow of immediately seeing the thing I build get completed. This makes a few aspects of the game easier, so purists won't want this, but in my opinion you shouldn't be shy about using this.
[h3]Option - Simplified Defenses[/h3]
  • The Main Effect: Removes the need for you to maintain troops around buildings in order to avoid aggression from enemies. (Deterrence and Protection removed.) This eliminates a lot of the strategy of the game, since you can devote almost all your resources to offense. Use this if you're not really into strategy, but like tactics or the story. Available on Normal difficulty only.
  • My Thoughts: I think a lot is lost with this, if you're into strategy games. Which I very much am! But if you're more of a tactics gamer, or just like RPGs, then this is probably the single-most-intimidating aspect of the game (maybe even more than the economy). Being able to turn this off is a really big deal for folks who are just here for an RPG.
  • Flying Factories Project Skipped: If you're in this mode, then the chapter one project "Flying Factories" is skipped, because you don't need to worry about it. You can still use the foundry and bulk units, but it doesn't bother to teach you how, since it doesn't matter for you.
[h3]Option: Auto-Debate[/h3]
  • The Main Effect: Any time you start the debate mini-game, you will automatically win. If you're not a fan of that mini-game. Available on any difficulty level.
  • My Thoughts: The minigame is pretty fun for a lot of folks, and most importantly it gives you a sense of time passing and effort being put in. But if that's not how you feel about it, then by all means have it automatically win these for you; it doesn't affect the rest of the difficulty of the game in any way.
[h3]Option: Ultra-Simplified Hacking[/h3]
  • The Main Effect: In most circumstances, the hacking mini-game will not be available, and the costs of simplified hacking will remain their base values. There are a few rare cases where you will still need to engage in the hacking mini-game, but it will be greatly simplified. If you're not a fan of that mini-game. Available on Normal and Hard difficulty only.
  • My Thoughts: The hacking minigame is one that is very mixed in popularity. You can already quick-hack even without this mode on. However, you pay increased resource costs if enemy hacking resistance is higher than your hacker's skill. This mode removes that cost penalty.
  • Costs Still Exist: Even if you play the main hacking minigame, there are baseline costs for every hack. But in this mode, you only ever pay the base rate (as if your hacker was equal to or better than the target's resistance, or as if you won the minigame manually).
  • Specific Hacking Scenarios: There are a couple of hacking scenarios that still use the minigame, even with this option. Those are clustered around the post-apocalypse scenario. With this mode on, those are reduced in complexity to be extremely simple even if you have no idea how the hacking minigame works.
[h3]Clarity[/h3]
  • Talking It Out Helps: The "Dialog Available" notice is now more explicit in general about being a key way forward, and has less text so that it's less likely to be overlooked what you need to do with it.
  • Smaller Health Bars: Health bars are now scaled to 80% of what they were before by default.
  • Adjustable Health Bar Scale: You can now adjust the scale of health bars up and down in the UI Scale section of the settings menu.
  • Help The Abandoned Humans: The abandoned humans tooltip now tells you to build refugee towers to help them. It was really non-obvious to do this otherwise.
  • Faster Refugees: When you build refugee towers, it now moves people into that immediately rather than only doing so on the next turn. This is both clearer, and also prevents needless deaths.
  • Network Expansion: The game always suggests that you build at least three network range extenders and one point-to-point microwave, as otherwise new players could easily miss those. And it's a good idea in general.
  • Stealthy But Still Trespassing: Stealthy actions that don't draw extra attention now clarify that you may still be attacked for trespassing.
  • Quieter Post-Apocalypse: Some unlock clutter in the post-apocalypse has been toned-down.
[h3]Balance[/h3]
  • Instant Bunkers: Storage Bunkers are now created instantly, rather than taking 5 turns to install. This saves some busywork for advanced players, and makes early chapter one go quicker. In reality, for advanced players they probably have these auto-rebuilding already, and might need to speed that up to help it. If they lose a bunker, they're already losing the resources that were in them, so making them also have a technician get the bunker back up isn't really adding much.
  • Instant Microbuilders: Microbuilder mini-fabs now are constructed instantly rather than taking 2 turns to construct. This has very little impact on anyone except folks in early chapter one, and it makes things faster for them.
  • Instant Wind: Wind Towers are now constructed instantly rather than over 5ish turns. This makes the early chapter one go a bit smoother, yet again, but also provides a contrast to Geothermal Wells that give a lot more power but take so much longer to get in place. For advanced players, the wind turbines are likely just a minor extra source of power, not their main power.
  • More-Productive Spiders: The base amount generated by slurry spiders is now 9000 rather than 6000. This prevents issues in chapter one on some paths through, and in general provides more breathing room for everyone's economy.
  • More Numerous Spiders: Slurry Spiders now only use 30 5cm crabs rather than 50. This means that you can build 5 of them at the start, rather than just 3. Further upgrades to 5cm crabs are now given in batches of 30 rather than 50, too. This solves some resource pinches that could happen in chapter one that players were powerless to stop.
  • Not Helping In An Emergency: Mech, Vehicle, and Android extenders, and Drone Factories are all now unavailable in post-apocalyptic scenarios. They were not useful there, anyway.
  • Out Of Place In An Emergency: Repair Spiders, Repair Crabs, Scanners, and Coprocessors are all now unavailable in post-apocalyptic scenarios. They were mildly useful, but not thematically fitting.
[h3]Prologue Improvements[/h3]
  • What's In The Box!?: If you have been tech-blotted, it now more reliably shows the "look in the box" instructions in the task stack.
  • Don't Make Me Wait: After a variety of events, but most notable getting healed from tech-blotting, it now updates things much more reliably so that there are new things to do in StreetSense rather than it potentially making you wait until the next turn. This was a regression over the last half year as other things have improved.
  • I Don't Know What That Is Yet: In the prologue and early chapter one, it no longer talks about extraction in the StreetSense lens dropdown.
  • Is It There? How About Now?: During the prologue, it now checks every second to make sure that there are not any missing StreetSense items. I was still getting some cases where things were not showing up until the next turn without this in place.
[h3]Chapter One Improvements[/h3]
  • First-Turn Boost: At the start of chapter one, you're now given 19400 microbuilders rather than just 6400. This makes it so that you can build all of the suggested buildings immediately, rather than having to end some turns in order to finish it.
  • Initial Construction In A Turn: Given the balance changes to the buildings involved in the Initial Construction project of chapter one, it's now much faster and does not require the player to infer they must skip some turns to make it complete.
  • Ad-Blocker: During chapter one, some of the unlocks that were kind of overwhelming in terms of the batch of them showing up, but also not really needed in terms of being able to see that in the notices list, are now unlocked quietly instead. You can still use them, but it just doesn't focus them in quite the same way, again reducing mental overload. In the build menu or similar, they are suggested right after that anyway, so it is kind of pointless to also have a popup in the cases where this is being done.
  • Fastest Water In The West: The securing water project now completes as soon as you have two fully-functional water filters and well-and-cisterns, rather than requiring you to end the turn and actually see it produce that much.
  • Stand by... Stand-By: The standby ability is no longer unlocked in the same mass of stuff that gets unlocked as soon as the vehicle security path is applied, but instead two turns later. This was a key place where a bunch of things were too noisy all at once, and are now quieter in particular.
  • Again, Stop Making Me Wait: Fixed an issue in chapter one where you had to end a turn after starting Building A Better Brain before Securing Alumina would show up.
  • Those Belong In A Museum: Partway through chapter one, there were some handbook entries popping up to the task stack that are useful, but no longer super central (have not been for months). These still exist in the handbook, but no longer pop up to the task stack.
  • Do Build These: The game always now suggests that you build at least two coprocessors, since it's easy to miss those otherwise, especially in chapter one.
  • Also Build These!: The game now always suggests you build at least one of the android extenders, mech extenders, and vehicle extenders once you gain access to them, since those also can be missed easily.
  • Megastructures Delayed: In general in chapter one, residential megastructures are not unlocked until you get to the point of the "Prepare VR Cradles" project.
  • Build A Megastructure: The "Prepare VR Cradles" now also requires you to build 1 residential megastructure, and gives you one steward upgrade to make that possible without having to delete any buildings. This makes it so that in the simplified economy mode, it can't complete immediately without you having a chance to see it.
  • Pipe Down, Intelligence Class 3: The flood of unlock messages that were hitting your main screen when you reach intelligence class 3 had grown quite insane. It was 17 notifications, which is nuts. Those all remain in your full log, but the main view now just highlights the most-important 6. That's still a lot, but it's actually an amount you can parse.
  • Die, Rogue Icon: Fixed the icon for the expanded VR simulation to not be mistakenly related to something else memorable that you encounter at intelligence class 4.
[h3]Bugfixes[/h3]
  • Homunculus Go Home: Fixed an issue where a Homunculus was being granted at the start of a fresh chapter 1+ start.
  • Be Lonely, Technician: Fixed an issue where the Homunculus, CombatUnit, and Nickelbot were showing up as visible in the hardware window before you have any of them.
  • But I Equipped Everything!: Fixed a regression in the prior update where the game was complaining about missing equipment on units you don't actually own -- namely, mechs controlled by enemies that you have not captured yet.
  • Off By One... Sigh: Fixed a bunch of places in the VR screen where you couldn't activate abilities or buy research if you had exactly the amount needed, only if you had more than the amount needed.
  • Green Gel, Not Purple Potatoes: Fixed a bug where the Wood Laminar Refinery and Glue Factory were using Purple Murnong rather than Cultured Zinnia Gel.

[/expand][p]Full notes here.

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