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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 286980 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1455 on: August 03, 2018, 07:08:43 pm »

The new overload_power hack, amplified by nearby Power Conduits to take out all pursuers :D


Also we've got some simulcasted seeded speedrunning races coming up this weekend. More info in the SITREP.

The player community has also organized weekly topical strategy discussion threads, the first announced just today.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1456 on: August 15, 2018, 08:05:35 pm »

Huge blog post covering all 65 robot hacks coming in the next release :D



Also of course mixed in with design talk, as usual.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1457 on: August 24, 2018, 06:33:06 pm »

Beta 7 comes with a new map exporting feature :D
Spoiler (click to show/hide)

Even better, the release is coming soon, as per this week's SITREP :)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1458 on: August 31, 2018, 06:16:56 pm »

Beta 7 will be out in a few days...

Rejoice! Or smash the nearest Hunter into a boatload of power conduits!
Spoiler (click to show/hide)
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AlStar

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1459 on: September 03, 2018, 05:33:47 pm »

Just had my best game yet - got to Access (first time) and had the stairs to Surface on my map from a terminal hack(although there was still an awful lot of unexplored blackness around it.)

Zipping around with quad Impulse Thruster Arrays; almost unhittable due to a Phase Shifter and Advanced Reaction Control System; and an Advanced Force Field to blunt the sting of anything that did manage to hit me. In short, things were looking good.

I think my folly was digging too far - I was escaping a massive patrol while a behemoth-class bot was taking pot shots at me. I thought that the next corridor shouldn't be more than a couple of tiles away, but instead I ended up digging probably a dozen tiles. Pro: Got to watch two enemy bots get crushed by cave-ins. Con: Lost an array as well as the phase shifter when the tunnel collapsed on me as well. Without the array I was overloaded, losing pretty much all of my passive defense as well as massively slowing down.

After that, it was a quick decline - I tried to hit-and-run towards the stairs, but was losing more and more pieces with every encounter. Finally, down to just my core, I thought I might still have a tiny chance... when an arc burst right in front of me, filling the corridor with bots.

Ah well - managed to pick up seven new achievements. (The 50% corruption one was !!fun!!)
« Last Edit: September 03, 2018, 05:36:03 pm by AlStar »
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1460 on: September 03, 2018, 05:46:20 pm »

Congratulations! Now that you can make it to Access won't be long before you get your first win :)

Trying to dig far is incredibly dangerous so yep, that can be the unfortunate beginnings of a downfall xD

Quote
50% corruption
Oh man, that much corruption is crazy :P. I've been up to the 80s before, and we've had a couple people die from it, but it's not easy to get up that high without dying first, haha.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1461 on: September 03, 2018, 06:24:59 pm »

Fat changelog? CHECK. Lots of new toys to play with? CHECK. It's time to hack the planet!

The all-new robot hacking system creates new ways to play, and is expansive enough to integrate with existing strategies. Plus Beta 7 comes with more combat buffs and a heavy dose of QoL features, requested and otherwise.



For the full release notes and feature demo images, see here. Cogmind is also 10% off for the next week.

Cogmind Beta 7 "Hack the Planet" (0.10.180904) changelog:
  • NEW: 65 new robot hacks
  • NEW: Garrisons now contain an RIF Installer (required for most robot hacks)
  • NEW: 12 Relay Couplers (available from numerous sources), required to execute better robot hacks
  • NEW: 1 more brute force hack (secret)
  • NEW: 3 new items (new mechanic)
  • NEW: 75 new score sheet entries (total = 772)
  • NEW: Added several encounters
  • NEW: Info window for part types that cannot be repaired precedes the maximum integrity value with a *
  • NEW: Derelict Logs that give an exit location for the current map when Cogmind already knows it explicitly indicate that in the log
  • NEW: Blue '@' marker appears to indicate the direction of Cogmind's position when offscreen
  • NEW: New kind of squad dispatch under certain conditions
  • NEW: Standard robot hacks also accessible via manual entry
  • NEW: Manual robot hacking UI includes autocompletion and fully-featured command buffer (data stored in /user/buffer_robot.txt)
  • NEW: Option to alphabetize coupler-based robot hacks instead of based on cost (advanced.cfg: alphabetizeCouplerHacks)
  • NEW: Option to not have map center on Cogmind with every move, requiring manual panning instead (advanced.cfg: viewFollowsCogmind)
  • NEW: Option to disable mouse-based movement in mouse mode (advanced.cfg: disableMouseMovement)
  • NEW: Vi-keys (j/k) can be used to change selected entry in item/robot info page
  • NEW: Datajacks can be used on any bot
  • NEW: parse_system robot hack is an additional way to add items to gallery collection (and won't aggro friendlies)
  • NEW: Lower difficulty modes give Relay Couplers more uses
  • NEW: Additional lore giving the new robot hacking system a background
  • NEW: Shift-Alt-m exports PNG of entire current map, showing explored areas
  • NEW: Worker latching onto a disabled bot now has its own sfx and color
  • NEW: Assign text tags to inventory items (Shift-Alt-t + inventory item number)
  • NEW: Kinetic cannons can cause knockback, where the chance is a function of damage, range, and target size
  • NEW: Kinetic and Impact weapon knockback that causes one robot to hit another can damage and displace the second robot
  • NEW: Additional Garrison layouts
  • NEW: Export robot data with the "-exportRobots" command line argument (massive spoilers!)
  • NEW: Explicit log message for failure to rewire disabled bot via Datajack
  • NEW: Tutorial message reminding that items held in inventory do not themselves add to total mass
  • NEW: Explicit interface message about large part non-swappability when using dedicated swap mode ('/')
  • NEW: "Part Auto-Replacement" manual section expanded with an explanation of why the rules list is fairly short
  • NEW: "Volley" manual section expanded with description of resource cost timing
  • NEW: Non-forced melee attacks while flying require confirmation (toggle in advanced.cfg: ignoreFlyingMeleeConfirmation)
  • NEW: Numpad '/' behaves as regular slash, activating part swap mode
  • NEW: Heat flow errors due to corruption temporarily block movement (like part rejection)
  • NEW: Hit chance modifiers due to attacker/defender recent moves reset on ramming and knockback
  • NEW: Deploying ARCs list robots in message log
  • NEW: Active ARCs engage emergency deployment system just before destruction (effects vary)
  • NEW: Watchers can always jam sensors as long as Cogmind within their sensor range, even if using inferior Sensor Arrays
  • NEW: Fully modal part management system (in addition to existing systems), press 'p' to open new menu for part toggle/attach/info/remove/drop
  • NEW: Z-terminal access has limitations on each map
  • NEW: All 0b10 bot calls for reinforcements that didn't already have one now display that notification as an on-map ALERT message
  • NEW: Garrisons activated in response to calls for backup also display that notification as an on-map ALERT message
  • NEW: All Alpha supporter names registered since Beta 6 added to in-game list (see Credits menu)
  • MOD: Destroying Garrison Relays has a different effect
  • MOD: Hacking Suites no longer apply to robot hacking; chance-based robot hacking system removed
  • MOD: No longer any benefits from hitting target with multiple Datajacks
  • MOD: Target corruption no longer a factor when hacking a robot
  • MOD: Programmers no longer assimilate other Programmers
  • MOD: Less garbled text results from brute force hacks, just enough to more or less fill the window
  • MOD: PARSE/LINK/REBOOT/OVERLOAD/ASSIMILATE robot hacks removed
  • MOD: Rewrote Hacking Robots section of manual
  • MOD: Engineers far less likely to get stuck in groups when many of them try to to repair the same area
  • MOD: Disarmed Researchers won't trigger an attack warning
  • MOD: Machine hacking uses a new kind of RNG
  • MOD: Borebot weapon once again a prototype (since it can be discovered via parse_system)
  • MOD: Datajack hits against any robot are not considered an attack
  • MOD: For now the "Factory Defaults," "Error 47," and "Assimilation Complete" achievements refer to the hacks reboot_system, overload_power, and formatsys_
  • MOD: Robots assimilated by Programmers no longer immediately activate, require some reboot time
  • MOD: Updated offensive and defensive hackware effect descriptions to reflect changes in mechanics
  • MOD: All Datajacks always have a 100% to achieve system access (i.e. penetration mechanic removed)
  • MOD: All melee Datajacks' attack speed increased by at least 50%
  • MOD: All Remote Datajacks' stats adjusted, including significant reduction in matter cost and an increase in speed
  • MOD: Dirty Datajacks don't deteriorate as quickly
  • MOD: Remote Datajacks work like guided weapons in that they must be fired solo
  • MOD: RIF Installer incompatible with Super Gauntlet challenge
  • MOD: Removed some pieces of lore related to obsolete hacking mechanics
  • MOD: Robot info window no longer also displays speed as a percent in Tactical HUD mode
  • MOD: Robot hacking UI no longer closed by RMB
  • MOD: Shift-cursor method of panning map now ignored while robot hacking UI open
  • MOD: Robots with temporarily disabled weapons more readily return to fight once weapons reactivated
  • MOD: Executioner loadout improved
  • MOD: Desublimator now a prototype
  • MOD: Inventory scrolling keyboard commands under advanced help displayed as "]/[" instead of "[/]"
  • MOD: No turn progression or input allowed during special CRM and conduit interface animations
  • MOD: itemLabelRelativeRatingCutoff option no longer applies to any items that aren't placed randomly (always labeled)
  • MOD: Zhirov profile reduced from 7x7 to 5x5
  • MOD: Dedicated mapshift mode (`) no longer automatically recenters on completion (Enter is another option)
  • MOD: Mouse-based movement and other map commands disabled while cursor hidden in keyboard mode
  • MOD: Devolution challenge scoring formula now purely depth-based rather than slot-based
  • MOD: "Executioner" achievement description reworded for clarity
  • MOD: Updated "Turtlemind" achievement icon
  • MOD: "Hit/Miss Streak" score sheet entries changed to "Robot Hit/Miss Streak," and only shots targeting robots count towards them
  • MOD: "Crack Shot" and "Storm Trooper" achievements only count shots targeting robots, and exclude melee attacks
  • MOD: "Adventurous" achievement renamed to "Ooh, Shiny!"
  • MOD: Mines cave-in event can no longer kill low-integrity Cogmind
  • MOD: Melee follow-up attacks incur no additional time cost aside from the weapon's halved time delay
  • MOD: Exit labels for offscreen exits not shown if any part of the primary label for that exit is showing
  • MOD: Message on inapplicable use of '>' command refers to traps and drone bays as well, rather than just stairs
  • MOD: Secondary targeting (gunslinging) by guns is now guaranteed wherever applicable (100% chance)
  • MOD: Follow-up attacks when multiwielding melee weapons will always automatically switch to the next available target if any in range (100% chance)
  • MOD: Materials Terminals no longer list direct hacks for robot or item schematics
  • MOD: Field Recycling Units operate on purely turn-based checks rather than an action- or wait-based counter, so take effect faster if moving more slowly
  • MOD: S7 guaranteed to contain 1x TR
  • MOD: Core Expanders more rare
  • MOD: Part Auto-Activation feature active by default on a fresh install (still available in options menu)
  • MOD: Part Auto-Activation hotkey switched to F10
  • MOD: Tutorial messages involving part activation updated
  • MOD: While a modal input label is visible across top of map simultaneously with an interface message, the latter is pushed down to avoid overlap
  • MOD: Alert level decay from passing turns has diminishing returns over time (except in easier difficulty modes)
  • MOD: Revision 17 never spawns in Scrapyard if using the quickStart option
  • MOD: "SW" no longer much more likely to die from impact damage
  • MOD: Super Gauntlet challenge Garrison Access cannot have traps next to their interactive section
  • FIX: Under default config settings, faulty/broken unidentified prototypes excluded from mass labeling, revealing their state [zxc]
  • FIX: Attached faulty power sources still contributed to energy storage capacity [zxc]
  • FIX: Guided weapon waypoints were retained between maps [zxc]
  • FIX: Crash on destroying a machine as first action on entering a new map before machine-relevant Derelict Log data displayed [zxc]
  • FIX: "Spaces Moved" entry in score sheet didn't account for robot jumping by flight propulsion [zxc]
  • FIX: "Average Speed (%)" entry in score sheet included stasis escape attempts [zxc]
  • FIX: Derelict intel could ID the L exit [zxc]
  • FIX: Opening world map in keyboard mode unable to select a map if just left Waste or Garrison and previously visited another on the same route [Joshua]
  • FIX: "Watch This!" achievement couldn't be earned [Joshua]
  • FIX: "Oh No You Don't!" achievement could be earned if Cogmind last damaged Saboteur later destroyed by another non-specific attacker [Joshua]
  • FIX: "No Explosion For You" achievement also earned when your missiles shot down as well, not just those fired by hostiles [Joshua]
  • FIX: "Just Shoot The Terminal" achievement awarded if a hostile bot achieved the same effect via misfire [lsend]
  • FIX: "Fragile Parts" challenge was only applying rules to subsequent runs after game start, not the first [lsend]
  • FIX: Adjustments required to accommodate a certain possibility during special Z+M@C event [lsend]
  • FIX: Scrolling map view away from certain NPCs prior to dialogue skipped their dialogue, affecting the results [lsend]
  • FIX: Sticky Parts challenge also blocked inventory parts from dropping [Raine]
  • FIX: Sticky Parts challenge increased inventory contents beyond capacity if using get-attach shortcut on an already full inventory [Raine]
  • FIX: "Executioner" achievement wasn't obtainable by way of normal evolution [Raine]
  • FIX: Several typos in various messages and context help [Mhorre, Tzan, Rumbl3, Raine]
  • FIX: "Collateral Damage" achievement couldn't be earned [Mojo]
  • FIX: Certain late-game special event message might be shown globally even though it should require line-of-sight [Mojo]
  • FIX: As of Beta 6, prototypes in gallery info didn't show their full name at the bottom [Mojo]
  • FIX: Particular garrison layout could spawn any random disabled drone type, should be N-00 Fly [Mojo, GJ]
  • FIX: Ally distance warning before level exit may report incorrect number for some at edge of radius [Valguris]
  • FIX: Hacking bonus from allied Operators counted first Operator against the total, starting it at +5% instead of +10% [Valguris]
  • FIX: Central database lockouts in Recycling would still cause investigation dispatch [Valguris]
  • FIX: Full-sized evasion readout still listed Cloaking as a bonus, renamed to Phasing to match new corresponding utility name [PhenomPhear]
  • FIX: Unique swords weren't playing any hit sfx [PhenomPhear]
  • FIX: "Cya!" achievement was earned by flying over only two bots [PhenomPhear]
  • FIX: Tutorial messages about gallery and lore collection still mentioned old key commands [b_sen]
  • FIX: Drag-swapping parts with between 19 and 30 energy would only complete the first half of the action instead of giving the low-energy warning [b_sen]
  • FIX: Simultaneously using any Thermal Generator and Cryofiber Web dropped energy reserves, allowing them to even go negative [IrishDemon]
  • FIX: In rare cases an unknown open cell within ally transfer range may be highlighted while leading allies and standing adjacent to exit [DDarkRay]
  • FIX: Quickly pressing an up/down arrow key after closing a robot's part info window in keyboard mode would place the cursor incorrectly [Jivya]
  • FIX: RMB on hidden doors wouldn't enter targeting mode, revealing their presence [Malthusis]
  • FIX: Fleeing Workers continue pushing previously disabled bot even if bot rewired while fleeing [Laida]
  • FIX: Reaction Control Systems dodging a trap could jump Cogmind into a neighboring phase wall [Pimski]
  • FIX: Individual Researchers normally only call reinforcements once, but after a run save/load could call again immediately
  • FIX: <x2> consecutive message counters would not appear if not enough room remaining in the previous message log line
  • FIX: "Missiles Intercepted" score sheet entry tallied all instances rather than only Cogmind's
  • FIX: "Batter Up" achievement could be earned if an enemy Brawler knocked any bot into an exploding machine
  • FIX: Due to earlier changes, world map unable to display both a Waste and Garrison visit from the same map, or current Garrison marker
  • FIX: Multiwielding impact melee weapons allowed attacks to continue even after target already knocked away
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1462 on: September 14, 2018, 06:37:09 pm »

Stats are out for Beta 6!

The new map export feature has become popular:
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1463 on: October 15, 2018, 01:57:19 am »

I'm back! Had a great time in the US at this year's Roguelike Celebration, and wrote all about it here (includes tons of pictures)

I gave the opening talk, "How to Make a Roguelike," which was an opportunity to share info about a ton of other roguelikes :D
Spoiler: Blah blah blah (click to show/hide)
Was also great to hang out with so many other devs and roguelike friends for a while, including Tarn.

(Will be getting back to proper Cogmind work soon!)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1464 on: October 19, 2018, 06:27:16 pm »

We did a full melee run on stream this week, smashing, chopping, and slicing all the way to the end for a win :). It's been exported to YouTube now.

Just put up a few more notes on the forums, too, including a bit about where we go from here since we've hit over three and a half years of early access (1-year anniversary of Steam EA launch was this week).
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1465 on: October 26, 2018, 06:35:00 pm »

Surprise update!

Beta 7.1 makes the Relay Interface Framework and bot-hacking strategies even more interesting by tying the system much closer to Complex 0b10 with new alert management mechanics and Garrison interactions. (This week I started streaming a new RIF run, and man does 7.1 open up a lot of new possibilities!)

For the full release notes and feature demo images, see here.

Cogmind Beta 7.1 "RIF+" (0.10.181023) changelog:
  • NEW: RIF adds precise real-time alert level readout to HUD
  • NEW: RIF automatically detects nearby Garrison Access points
  • NEW: Garrison Access automatically open for Cogmind with RIF upon stepping adjacent to door location
  • NEW: If RIF installed, alert level no longer increases passively while inside a garrison
  • NEW: Garrison exits automatically open if Cogmind has RIF installed
  • NEW: Manual indicates BRIGHTNESS renderFilter can be used to increase brightness as well
  • NEW: Weapon cycling (' or [CYCLE] button) treats all guided, melee, and datajack weapons as separate options
  • MOD: While RIF installed, Unlock Access hack at Garrison Access always has a 100% chance
  • MOD: -8/Materials Garrison Access is always lowest security level
  • MOD: Relay Coupler [Swarmer] base value increased 40%
  • MOD: Operator purge_threat hack cost dropped from 20 to 10
  • MOD: A certain 5-letter bot that starts with a G (spoiler) now has the Disruption immunity
  • MOD: Non-hostile Researchers are not alerted by distress calls
  • MOD: Researchers ignore Datajack attacks against both self and allies
  • MOD: Thermal Generator effect description adjusted so it's harder to mistake for a type of heat sink
  • MOD: Tactical HUD mode energy readout displays both values separately even when stationary and movement turnwise deltas are identical
  • MOD: Non-zero ambient heat display is shown outside Tactical HUD mode as well, if applicable
  • FIX: Enumerate(Coupling) terminal hack gave no results [Valguris]
  • FIX: Dropped salvage would not remain in map knowledge if Cogmind stepped out of view prior to any FOV update [Valguris]
  • FIX: Melee sneak attacks were impossible against Researchers [GJ]
  • FIX: Loading a "Fragile Parts" run wouldn't apply the rules in subsequent sessions beyond the first [GJ]
  • FIX: -exportRobots command line argument inaccessible in release build [Raine]
  • FIX: Tactical HUD mode energy readout failed to show inventory-stored energy when stationary and movement values are identical [Trione]
  • FIX: Easiest difficulty mode didn't reduce the number of Garrison Access machines by 1 as intended
  • FIX: Drone Bay info in parts list sometimes didn't reflect correct number of remaining drones
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1466 on: November 02, 2018, 08:33:20 pm »

Wow there's been a crazy amount of Cogmind fan art these days... Zyalin's done some really wonderful portraits of minor NPCs (to avoid spoilers he's not doing any of the major ones), like the superhacker ME-RLN:



I'll be putting together a bigger collection of all this art next week, including I guess some new pieces that I'm working on for the game itself :)
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1467 on: November 09, 2018, 06:16:32 pm »

There's been so much community art recently that it's the theme of this week's progress update!

Spoiler: collage/summary (click to show/hide)

Zyalin even drew AD-0RF, one of the special non-plot related Cogmind NPCs who happens to be a reference to DF. (There are quite a few references to other things in the world of Cogmind, though many probably go unnoticed by the majority of players.)

Spoiler: AD-0RF! (click to show/hide)
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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1468 on: November 19, 2018, 02:59:11 am »

Spoiler: AD-0RF! (click to show/hide)
Note: the liquid canisters lubricating the gun actually contain booze.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1469 on: November 19, 2018, 03:25:19 am »

I wouldn't be surprised! (AD-0RF's weapon is his unique Magmablaster, which does a good job of melting things :D)
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