Heart of the Machine

Heart of the Machine

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Stuck with Solve homelessness Project
I've built all the housing agencies and residential megastructures I've can. But there is no more progress going on. I have checked, the residential megastructres aren't all full either. So I'm a bit at a loss what to do now.
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I think you have to build a new ship that unlocked and use its drone skill on slums
If you toss your save onto the bugtracker, or email it to arcenbugs at gmail, then I can take a look at it for the next update cycle in a couple of days. Sorry for the confusion there, whatever it winds up being.

I have a sneaky suspicion that maybe this is a case of homeless tents being in military bases, and that being a problem.
Exewon Feb 4 @ 4:49pm 
Originally posted by x-4000 (Chris McElligott-Park):
If you toss your save onto the bugtracker, or email it to arcenbugs at gmail, then I can take a look at it for the next update cycle in a couple of days. Sorry for the confusion there, whatever it winds up being.

I have a sneaky suspicion that maybe this is a case of homeless tents being in military bases, and that being a problem.

Thank you! Though as soon as I made this post suddenly the tracker started moving again. So a reload of the save might've fixed it?

That or it's the usual IT thing of, you bring attention to an issue and it now works.
The slums obsession is, quiet frankly, ridiculous. It shows up entirely unprompted and completely derails a play through.
Rakeela Feb 4 @ 4:59pm 
Originally posted by legoguy0410:
The slums obsession is, quiet frankly, ridiculous. It shows up entirely unprompted and completely derails a play through.

It's not unprompted. There's a specific trigger for it, and I found it clearly signposted.
Glad that worked for you, at least!

---

On the slums obsession, that is a direct result of two prior choices you made, that it said were very risky. And this is the end result of taking the risky choice earlier. When you complete it, it reveals what is going on and why, and you can choose to show mercy or wrath to those responsible (aside from yourself that led to this).

In the next content update, in a couple of days, there are two major additions coming to this route:

1. The ability to do some brain surgery to get out of it.

2. The ability to turbocharge your microbuilder production to make the whole thing more reasonable, whether or not you then do the brain surgery.

In general, I'll be honest, I did not expect so many people to choose the risky option, which is telegraphed as risky, and which then has an achievement of "I'm sure this will never backfire." After that happens, if you trip another condition later, then the obsession starts. It's a direct result of a choice that the game describes as "a lot of trust to put in anyone."

Amongst playtesters, this was both a favorite scenario, and also not one that they ran headlong into as much. So I've had a rude awakening to the reaction from the wider playerbase. I have heard you folks, and I get where you're coming from, and the next update should give you the outs that you need -- or the ability to get through it in a less taxing way, at your option.

My expectation was that so few people would choose the super-risky option that people would wonder how to trigger the obsession, and would have to work backwards to figure it out. That's more or less how the playtesters seemed to be. I really did not expect for massive numbers of people to wander into it by accident in this fashion. That was a miscalculation on my part, and the big content build coming up late this week resolves it.

Thanks for your patience!
Originally posted by x-4000 (Chris McElligott-Park):
Glad that worked for you, at least!

---

On the slums obsession, that is a direct result of two prior choices you made, that it said were very risky. And this is the end result of taking the risky choice earlier. When you complete it, it reveals what is going on and why, and you can choose to show mercy or wrath to those responsible (aside from yourself that led to this).

In the next content update, in a couple of days, there are two major additions coming to this route:

1. The ability to do some brain surgery to get out of it.

2. The ability to turbocharge your microbuilder production to make the whole thing more reasonable, whether or not you then do the brain surgery.

In general, I'll be honest, I did not expect so many people to choose the risky option, which is telegraphed as risky, and which then has an achievement of "I'm sure this will never backfire." After that happens, if you trip another condition later, then the obsession starts. It's a direct result of a choice that the game describes as "a lot of trust to put in anyone."

Amongst playtesters, this was both a favorite scenario, and also not one that they ran headlong into as much. So I've had a rude awakening to the reaction from the wider playerbase. I have heard you folks, and I get where you're coming from, and the next update should give you the outs that you need -- or the ability to get through it in a less taxing way, at your option.

My expectation was that so few people would choose the super-risky option that people would wonder how to trigger the obsession, and would have to work backwards to figure it out. That's more or less how the playtesters seemed to be. I really did not expect for massive numbers of people to wander into it by accident in this fashion. That was a miscalculation on my part, and the big content build coming up late this week resolves it.

Thanks for your patience!
Thanks for the quick response. I will say I'm pretty sure I know what decision. you're referencing- My interpretation of the "risk" was the attack launched on a building related to that decision when it was completed. Overall though I'm really enjoying the game so far- I'm sure it will only get even better with iteration.
Last edited by legoguy0410; Feb 4 @ 5:18pm
Thank you for the kind words -- and the understanding! I'm really looking forward to the next content update and how people react to it in general. This one thing is a minor part of it, which shaves off a major pain point that was unexpected, but in retrospect obvious.

I was ambiguous on the language of what might go wrong, since it felt like the right thing to do, and... well, yeah. Ambiguity works well, but can backfire with people thinking that things are out of the blue. Which I kind of wanted to happen, but not with such frequency, or without players knowing they took a risk. As in, I wanted there to be an "ohhh" moment later, when they realize what happened, versus knowing immediately. But there definitely needed to be an out, and some other things like the boost that is planned.

So we'll see how this shifts people's feelings about it, and titrate more as needed!
Cassa Feb 4 @ 5:32pm 
I found in my playing that destroying the Slum Deconstruction Hub would significantly drop aggro and give me a bit of breathing space.

Related, is there any way to have the worker predators help out in the later game? I would love the 215 killers to do ANYTHING against the waves of opponents.
Last edited by Cassa; Feb 4 @ 5:33pm
Exewon Feb 4 @ 5:36pm 
Yeah, I just went with the non-risky option I don't even have the slum deconstruction one. I just am building housing and slowly seeing it fill up.

I do am getting sometimes other issues with projects though. Like for the protection required one, I'm just not getting any streetsense oppertunities with it anymore. And I'm now stuck because I want to build my mindfarms but syndicates keep blowing it up. But I don't know how to build defenses.
I've been diving headlong into the risky, stupid decisions as a matter of roleplaying. I haven't yet reached the consequences of my stupid decision yet, but as long as the dialogue is clear enough that it's easy to see what decision led you there in hindsight, there's no issue in my mind.
Worker units show up for various goals, and if you stay in a given goal, then you can have them active at various points. So for example, if you are building the cyberocracy, you can have worker predators (but they will do murders, so watch out), or worker Sledges or PMCs.

So if you start the cyberocracy stuff, get the point where you would be building them, and then just... don't... then you have that on hold. Go do whatever else is giving you trouble where you want that firepower, and then build the controllers for them. Boom, you've got extra firepower wandering around.

Right now those are the only two ways to get the workers, but there will be more in the future.
Fascinating will workers always be the same 3 Android types or will we eventually get stuff like versions of the shell company units, hacker units, post apocalypse designs or even initial 3 androids since getting em in the first place is context sensitive?
For workers, these are kind of more broad and archetypal, and their function is determined by the building that is spawning them. So I figure that three types is enough kind of forever for the workers. They represent kind of a spectrum of nice, neutral, and fierce, if that makes sense. What that means in each context can be really different, but it's easier for players to juggle if the numbers here are kept small.

They're just a bit more separate and limited compared to bulks or elites, and I think the KISS principle of design applies here. With bulks and elites, it's nice to have the flexibility and the ability to personalize, but for the workers I think it's nice to keep it simple, and the choice of which of the three types to use plays into your personality and goals different ways based on the context.
Interesting, I do hope we get to see other types of indirect control at work but your description of the workers makes sense.... even if it is kind of gunny the grenade tosser appears to be the nice one.
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Date Posted: Feb 4 @ 4:14pm
Posts: 15