The Omnissiah has blessed us with the news you’ve all been waiting for: the long-awaited sequel to the acclaimed Warhammer 40,000: Mechanicus is coming.
This time around, you’ll be able to take control of either the techno-religious acolytes of the Omnissiah or the ancient and deathless Necron legions rising up against them, with the fate of a world in your hands.
With two playable factions, two campaigns and two highly unique play-styles, who will you lead to victory in this arcane technological war of cold metal hatred?
・Fixed a bug where the succession points of other players displayed unintended values during the game, causing the game to stop progressing. ・Added a supply window display button to the top right of the screen. ・Fixed a bug where cards discarded due to the effect of "Glamour Witch" would not be face-up if the hand had already been revealed. ・Added new cards.
New Card Introduction
『Attendant Maid』
The common feature of these special cards is that they cost 4 and provide 2 succession points, but their other abilities and names differ. They are stacked as "Attendant Maid" in the market, and can only be purchased or acquired from that stack. Therefore, it's important to note that you may not always get the maid that suits your current situation.
Replaced the supply for both CPU and online matches.
After the update, these five supplies will be used. The next replacement is scheduled for May 31st. ※ Although the new card "Buried Treasure" remains, its implementation will be delayed as it affects the board UI.
- Rebalanced unlockable item prices to be cheaper - Put a limit on how expensive unlockable items can become - Fixed a bug where unlockable items would be much more expensive on an old save file compared to a new one
(tot means everything in Romanian) With TOT, you'll be able to quickly describe everything, compute new insights based on your data, custom views and dashboards, integrate any 3rd party providers, and that's just scratching the surface
Think Excel combined with Word, Powerpoint, Notion, Plex + potential for local or online 3rd party integrations- how Jira or Jenkins or any other of those monstruosities should've been. You won't have to worry like with Notion about constantly having to load online data on startup as your data will be offline-only by default, and you don't have to navigate 10 apps for 6 spreadsheets, 3 word documents and a presentation.
Server code will be open source.
From IAI to TOT
TOT is the aftermath of 5+ years of undoubtedly CRUSHING IT, scaling ImmaterialAI from 0.1 to 5.32.1 and going from being able to map 6 types of ideas to over infinity^3, saving a life, being able to offer recommendations backed by quantum entanglement, all the good stuff. While we're bringing some of TOT to IAI 6, we're going to have to start the app side over for TOT so it will take some time. IAI 3 and after (the Steam/Web/new Android version) were built fancy with alot of styling and animations, paths, logic, etc+ for it to be as welcoming to those that need help first. TOT will be data-first, so much will have to go.
On top of the wild data-centric features we currently support in IAI 5.31 like automatic data clustering or infinity^3+ dimensions of data, here's what to get excited for:
Convert
- basically the import/export from IAI on steroids - convert your spreadsheets, JSON, XML to TOT data - specify what world, tag, model the data gets - manually exclude parts of the data
Compute
- Compose your own functions, e.g. for all feelings, find all concepts dependent on them and their source - premade selectors: nodes, node types, worlds, tags, first, all - premade filters: has link of type X, has link data Y for link type X, node type - premade functions: earliest, root node, dependency
Communicate
- Infrastructure to easily talk to external APIs and convert them to Mesh functions and data - e.g. add your own API keys for 3rd party services and interact with them from the app (think Postman, RestNinja, etc) - + convert response data to nodes, node types - (SERVER ONLY) set up timers to call endpoints and perform actions
Transform
Convert Compute outputs to views like - timeline view (on map/not) - map view - lists - sum - Compute results - condensers (e.g. flatmap, reduce) Outputs of Transform functions can be used as inputs for new Transform functions
Host your own data servers
We've been working on an on open source server codebase that will enable you to host your own Mesh 2.0 server - adjust default data, meta data, cross data etc - manage user access, CORS, etc - can connect to same server from ImmaterialAI 6.0 and perform Sanity check (or other IAI Plus-only features) on the data
New data type: MODEL
- imagine having projection views across meta-data - i.e. models contain node and link types, hiding every other data or meta data that doesn't match this - e.g. only western-psychology-epistemics, only code-related types, etc.
TOT will be 50$ for a lifetime license (and lifetime free updates), expected to come in 2027, early access ASAP.
Much more to come- like with IAI- we will be releasing things as soon as we can in early access first, getting out of early access when we have everything we wanted for release.
Also looking into addon support, currently considering LUA for front-end only plugins, if you have experience reach out
Attention all pilots: A patch has just dropped for Lunar Lander Beyond and its demo featuring several quality of life improvements! Full patch notes can be found below.
We are celebrating the launch of this update with a 20% discount on the full game for one week only! Now's the perfect time to grab your lander pilot license and help Pegasus Corporation save the galaxy!
Attention all Fish or Chicken fans nationwide! Finally, the long Early Edition is finally coming to an end. (Unless we find any serious bugs, etc.) Thank you for your support over the years.
Now please take a look at the contents of this patch note!
Finally open
!We have added help that can be found in-game! Until now, it only existed in the patch notes and on the store page. You can now find all the in-game help you need, which was previously only available in the patch notes or on the store page! You'll be a great YoutuBird after reading this!
Easier to understand
.Have you ever wished you could know what an item looks like before you buy it? We are here to make your wish come true! When you hover the cursor over an item on the item purchase screen, a wipe screen appears! Now you can understand the item perfectly!
Various other adjustments
.Some animations and SEs have been added to click buttons from this issue! This should make it easier to visually recognize the buttons!
You are so engrossed in defeating Sakana that you end up staying on the stage too long to complete the mission. We've made it easier for you to understand the completion process! Now you won't miss anything anymore!
Achievements
!Thank you for your patience! We have implemented the much requested Achievements feature! The icons indicate the level of difficulty of acquisition! Please try your best to complete it!
Other
.Fixed minor bugs Added the difficulty level of each class in each game mode.
In the last dev diary, we shed some light on four aspects of Hell Galaxy that we are currently focusing on, and we hope you were intrigued by what we shared. One of those areas was the creatures found in the Galaxy of Neterun. In this new dev diary, we want to delve into the process that led to their development. Please keep in mind that the images we share are still works in progress, and some may be discarded or old concepts.
The question was: What does the Galaxy of Neterun contain? You see, we weren't just looking for alien creatures strange enough to intrigue players. We wanted something that would fit into the story of the raiders, a reason for their presence. So we decided to tie the creatures to sonic matter. We envisioned the creatures as the main source of sonic matter for the raiders, like a goldmine for gold miners. Well, some might argue that a goldmine isn’t trying to kill you, blow you up, survive your attacks, or crash into you... But a goldmine isn't alive, is it?
The creatures of Neterun are essentially agglomerations of sonic matter, making it the vital essence of life in the Galaxy of Neterun. This precious matter fuels the special attacks of the creatures and shapes their powers. When the first imperial explorers arrived in the Galaxy of Neterun and defensively slaughtered the first Zanion, they noticed that these creatures left behind a trail of sonic matter, a behavior common among the living beings of Neterun: when they die, they leave behind small clusters of "processed" sonic matter, that is not absorbed by the nebular banks where new creatures are formed, but remains available for the raiders to collect.
The mysterious structures left by the Neterunians before their disappearance act as attractors of unprocessed sonic matter, forming the alien creatures that inhabit the galaxy. The Human Empire has discovered that by not interfering with these monuments and structures, there is a virtually endless supply of creatures and sonic matter. This is one meaning of a raider's eternal exile: you fight, collect, and evolve as a machine, only to return and repeat the cycle.
Sonic matter can give rise to purely organic beings as well as strange combinations of organic and inorganic parts, and so some creatures have evolved true defenses against bullets and other firearms, as well as body parts that allow for rapid movement. A good raider is a raider who adapts quickly to what is out there... but maybe this is just Imperial propaganda.
That's all for now. We are happy to share with you the creative process that led us to define some of the elements of the world we are creating, and we look forward to you experiencing them as you find yourself lost amidst the dangers of deep space.