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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 189543 times)

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1500 on: August 06, 2019, 07:26:38 am »

I've been working on a new article series, the first two parts of which are up now:

Building the Ultimate Roguelike Morgue File: Stats and Organization


Building the Ultimate Roguelike Morgue File: ASCII Maps


Also was able to put Cogmind on 10% discount for the week :)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1501 on: September 20, 2019, 06:18:03 pm »

Massive progress update, the last before the next major release, featuring siege mechanics, a huge scoresheet data expansion, lots of neat QoL stuff w/demos, rebranded difficulty modes, new parts, plenty more pretty fan art, and... well, MORE :)

Spoiler (click to show/hide)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1502 on: October 21, 2019, 07:13:22 pm »



Cogmind Beta 9 is out! As big as two major releases in one, it's got upgradable bothacking, siege mode for treads, Explorer/Adventurer modes with optional permadeath, even more detailed scoresheets, and much more...

In the works for more than half a year, this release brings us pretty close to 1.0, at least based on the fact that there's little left in terms of "must-have" features on the roadmap.

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

Spoiler (click to show/hide)

Cogmind Beta 9 "Wizardry" (191022) changelog:
  • NEW: 17 new items (4 new mechanics)
  • NEW: 2 new unique superweapons
  • NEW: 89 new scoresheet entries (total = 888)
  • NEW: 1 more Garrison Access hack
  • NEW: 1 more Trojan() hack (secret)
  • NEW: 1 more brute force hack (secret)
  • NEW: 2 more robot variants
  • NEW: 1 new robot hack: amplify_resonance
  • NEW: 1 new cave encounter
  • NEW: 6 more parse_system text entries for NPCs
  • NEW: Relay Interface Framework now upgradeable by connecting to more RIF Installers
  • NEW: RIF abilities UI accessed through new HUD button when available (or via keyboard: Shift-Alt-f)
  • NEW: Added dedicated difficulty selection menu on first startup
  • NEW: Adventurer/Explorer difficulty settings include a manual quicksave/load slot (Ctrl-F7/F8, or in game menu)
  • NEW: Option to remove quicksave/load feature for Adventurer/Explorer modes (activate in advanced.cfg: noManualSaving)
  • NEW: Manual includes a section on "Saving/Loading"
  • NEW: Additional tutorial message on first time using a RIF Installer
  • NEW: Siege mechanic available to all multislot treads via overloading, enforces temporary immobility but provides numerous buffs
  • NEW: Item info window lists Siege stat for all treads, either N/A, Standard, or High
  • NEW: Robots entering siege mode temporarily show as a flashing a yellow X on map
  • NEW: Option to automatically activate treads when attacking, if possible (activate in advanced.cfg: autoActivateTreadsOnAttack)
  • NEW: Option to automatically transition applicable treads out of siege mode on attempting to move (activate in advanced.cfg: autoDeactivateSiegeModeOnMove)
  • NEW: Most robots with Critical immunity converted to the new Coring immunity, only protects core instead of both core and parts
  • NEW: Scoresheet analyzes and records class distribution of Cogmind builds, and dominant class per map
  • NEW: Option to show dynamic build type analysis above parts list (activate in advanced.cfg: showBuildType)
  • NEW: Scoresheet includes ASCII map of surroundings at run end
  • NEW: Scoresheet data divided into more subcategories
  • NEW: Scoresheet records per-map values for many stats
  • NEW: Scoresheet records hacks counts at non-Terminal machines as well
  • NEW: Scoresheet explicitly lists all Trojans installed
  • NEW: Scoresheet includes brute force hack records
  • NEW: Scoresheet robot destruction tallies differentiate between subtypes
  • NEW: Scoresheet indicates specific cause of death, if lost
  • NEW: Scoresheet "Parts Attached" subsection divided into subtypes
  • NEW: Scoresheet fabrication list also indicates whether schematic preloaded
  • NEW: Scoresheet includes breakdown of all slot types and when added
  • NEW: Scoresheet subdivides average slot use by subtypes as well
  • NEW: Scoresheet includes last 20 message log lines preceding end of run
  • NEW: Scoresheet lists complete history of notable actions and events during the run
  • NEW: Scoresheet stats tally actions individually
  • NEW: Scoresheet "Game" and "Options" section entries have their values aligned
  • NEW: Scoresheet parts/inventory list includes content/attribute details, e.g. Drone Bay and Relay Coupler contents
  • NEW: Added score component "Regions Visited"
  • NEW: Several new sources of bonus points
  • NEW: Output stat dump for in-progress run (Shift-Alt-s or via Records menu)
  • NEW: Mid-run stat dumps also output full message log based on Log Output settings
  • NEW: Part swap menu includes autopairing detection for easier reswapping of multiple parts
  • NEW: Parts with an applicable autopair have a tick next to them
  • NEW: Show all applicable autopair names by holding Shift-Alt-a, or hovering cursor over an autopair tick for 500ms
  • NEW: Swap all applicable autopairs with Shift-Alt-w
  • NEW: Manual hacking autocomplete shows available relevant options as a list in most cases, including item schematics which are filtered while typing
  • NEW: Manual terminal hacks use the direct hack chance if an identical hack is listed at that machine
  • NEW: Added a way to teach new players about extermination squad tracking mechanics and assault dispatches
  • NEW: Advanced commands help explicitly lists F12 as a screenshot key alongside PrtScn
  • NEW: Manual "Advanced Commands" section lists every command, including a few otherwise previously undocumented special (rare) commands
  • NEW: Manual explicitly states that damage overflow from non-gun weapons has no additional defenses applied to it
  • NEW: Robot data CSV export includes precise core exposure beside percentage value
  • NEW: Robot data CSV export includes total energy generation
  • NEW: Alternative type of Proximity Caves base
  • NEW: Doubled the duration of Modified TNC Hauler realtime manifest popups
  • NEW: Control Modified TNC Hauler realtime manifest popup duration via advanced option "modifiedTncPopupDuration"
  • NEW: Integrity/mass sorting of inventory also subsort by integrity (high-to-low) for otherwise matching items
  • NEW: parse_system robot hack gives component IDs even for targets with otherwise special text
  • NEW: Scan window includes abbreviated explosion data for explosive props
  • NEW: Starting to move via overweight flight requires confirmation
  • NEW: Player-dropped parts crushed due to lack of room now reported in message log
  • NEW: Score data that should be uploaded but fails because offline or bad connection will be reattempted on subsequent startups until success
  • NEW: Scores and stats now uploaded to a proper database
  • NEW: Scoresheet appends URLs for online TXT/JSON access to that run, if uploaded
  • NEW: Special codes menu for manual hacking includes explicit notification about using Esc to enable typing in that mode
  • NEW: Tutorial message explicitly indicating that machine info contains effect descriptions for installed Trojans
  • NEW: Will Glynn added to credits for leaderboards database
  • NEW: All Alpha supporter names registered since Beta 8 added to in-game list (see Credits menu)
  • NEW: All patron supporter names registered since Beta 8 added to in-game list (see Credits menu)
  • NEW: All patron item-attribution names registered since Beta 8 added to the item collection gallery
  • MOD: Removed a number of scoresheet entries (obsolete under new format)
  • MOD: Renamed a number of old scoresheet entries
  • MOD: Degree of system corruption-induced component data loss differentiated in message log by text instead of only color
  • MOD: Scoresheet high/max security percentage folded into same system as lower alert levels
  • MOD: Scoresheet "Average Slot Usage (%)" and "Naked Turns" entries no longer tallied in Scrapyard
  • MOD: Scoresheet "Salvage Created" includes that from machines
  • MOD: Scoresheet "Spaces Dug" now records only intentional digging, while new "Terrain Destroyed" entries refer to all wall/earth destruction
  • MOD: Scoresheet "Major NPCs Destroyed" renamed "Uniques/NPCs Destroyed," includes broader range of non-primary plot characters
  • MOD: Scoresheet "Play Time" and cumulative value formats changed
  • MOD: Scoresheet speed records use time-based speed rather than percentage-based
  • MOD: Scoresheet no longer lists Prototype IDs
  • MOD: Scoresheet propulsion-related entries always list legs before wheels, matching part ordering behavior
  • MOD: Scoresheet route no longer records discovered exits blocked by special modes like Gauntlet and Super Gauntlet
  • MOD: A number of low-value sources of bonus points removed from scoresheet (included in history log instead)
  • MOD: Increased bonus point value of Zhirov's final act
  • MOD: Changed command line syntax for forcing AFD modes ("-forceMode:AFD[year]")
  • MOD: Command line parameter for preventing AFD/special modes now "-noSpecialMode"
  • MOD: Hvy. Explosive Trap (in deployed form) renamed to Heavy Explosive Trap
  • MOD: Gui. Missile Launcher slightly weakened
  • MOD: Quantum Capacitor size and integrity doubled
  • MOD: Weapon Cycler effect cap lowered to 30
  • MOD: Humpback mass doubled, capacity increased 25%
  • MOD: Doubled defensive hackware protective effect against allies being hacked by hostile Programmers
  • MOD: Greatly improved Q-Series loadout algorithm
  • MOD: Linked Autogun rating increased from 5 to 7
  • MOD: Cld. Cesium-ion Thruster coverage reduced
  • MOD: Cld. VTOL Module support reduced
  • MOD: Burnout rates on all hover/flight units increased
  • MOD: Desublimator matter output increased
  • MOD: Significantly increased mass of all Powered Armors
  • MOD: Mass of heavy armors increased 50%, medium armors increased 30%
  • MOD: Increased range of Sensor Array and Improved variant
  • MOD: Increased range of Terrain Scanner and Improved and Makeshift variants
  • MOD: Increased effectiveness of Seismic Analyzer and Terrain Scan Processor
  • MOD: Heat Shielding and Thermal Generators less common
  • MOD: High-tier slashing weapon delay increased, along with other smaller adjustments
  • MOD: Greatswords' coverage decreased
  • MOD: All electromagnetic weapons consume twice as much energy
  • MOD: All datajacks once again compatible with autoswapping system
  • MOD: Damaging a Garrison Access randomly destroys some of the Relay Couplers inside
  • MOD: Ejecting Relay Couplers from a Garrison Access never dispatches an investigation from that source
  • MOD: Coupling squads now always composed of a single Programmer
  • MOD: "Signature Confirmed" achievement conditions more specific
  • MOD: "Equal Opportunity Bot" achievement requirement increased to 30 to account for additional class divisions in new scoresheet
  • MOD: Being scanned by a Researcher no longer has the same effect in all Research branches
  • MOD: show_paths robot hack uses same coloring for Swarmer paths as for other common squads
  • MOD: Temporary input mode indicators at top of parts list now use background color matching UI borders
  • MOD: Overweight indicator at top of parts list now matching UI border color, and overweight flight/hover use yellow instead of red
  • MOD: Manual hacking autocomplete uses a two-step process where a command includes a variable, rather than treating a full command as one
  • MOD: Manual hacking autocomplete adds new content only via Tab, rather than Tab or Space
  • MOD: Ctrl-Backspace while typing a manual hack erases back to the previous '(' if there is one, rather than always clearing the command
  • MOD: Robot analyses from conduit interaction now included in scoresheet total
  • MOD: Breaching an Access Garrison triggers maximum security at turn 3 instead of 5
  • MOD: Scoresheet "Regions Visited" value excludes Scrapyard
  • MOD: High-rating Phase Shifter effect reduced
  • MOD: "Fragile Parts" challenge no longer applies its rule to any storage units
  • MOD: Disabled Programmers cannot be rewired with Datajacks
  • MOD: Disabled Imps can once again be rewired by bumping without a Datajack
  • MOD: Rebalanced one of the final branch fights
  • MOD: Assault squads are somewhat more powerful
  • MOD: High Security dispatches grow increasingly deadly with each dispatch
  • MOD: Proximity Caves base can only appear once per run
  • MOD: Piercing weapons double target core exposure for hit location calculations (was x1.33)
  • MOD: Coupling squads no longer appear randomly in -8/Materials
  • MOD: Machines that release parts push away nearby items if no immediate room to place, rather than rolling over to furthest available position
  • MOD: Ferrying EX-Prototypes out via allied Haulers will be caught as usual
  • MOD: Component Analysis Suites also show a log message when re-identifying common part data lost to corruption
  • MOD: Relay Coupler [NC] rating dropped to 1
  • MOD: advanced.cfg disablePersistentAccuracyInfo option itemLabelRelativeRatingCutoff does not affect Relay Coupler labeling
  • MOD: Adv. Salvage Targeting Computer no longer a prototype
  • MOD: Lab cheese tactics addressed (x2)
  • MOD: Core reset also clears sensor layout knowledge from a certain NPC's data core
  • MOD: 8R-AWN can no longer appear in Materials during Gauntlet or Super Gauntlet challenges
  • MOD: Difficulty modes rebranded, now referred to as Rogue/Adventurer/Explorer instead of default/easier/easiest
  • MOD: Reversed order of difficulty modes in options menu, hardest listed last
  • MOD: Manual "Difficulty" section updated
  • MOD: Options.cfg "easyMode" setting renamed "difficultyMode"
  • MOD: Removed log message reporting difficulty level at beginning of new runs
  • MOD: No Operators spawn at depth -10 in Adventurer/Explorer modes
  • MOD: No Operators spawn within view of starting location below depth -8/-7 in Adventurer/Explorer modes
  • MOD: No Alarm Traps found below depth -7 in Explorer mode
  • MOD: Increased brightness of bars and numbers for data visualization of inactive parts in Parts and Inventory windows
  • MOD: Gallery prompt for player name also mentions Sage+ patrons
  • MOD: References to "0.10" versioning removed from all changelogs
  • MOD: [Steam] Achievements retroactively downloaded from the cloud no longer count as achieved in the current run, CSV exports indicate ? for Game Number
  • FIX: Certain special/plot-related Terminal hacks could be accessed manually outside of the intended locations [lsend]
  • FIX: Explosives could reveal invisible triggers which protected floor cells from destruction [lsend]
  • FIX: Terrain Scanner activation animation temporarily pinpointed unrevealed traps [lsend]
  • FIX: Crash on passing time via 'p' menu action while an item inspection window is open when Chronowheel reversion takes effect [lsend]
  • FIX: Attaching a 1-integrity Chronowheel had no effect, but would continue the animation indefinitely [lsend]
  • FIX: Entering a backslash while tagging an inventory item briefly opens the full-size Evasion window [lsend]
  • FIX: Having a second info window open to inspect a target's part while tagging an inventory item would cover part of the tag UI [lsend]
  • FIX: Using the keyboard to open attached part info while dragging a part with the mouse then releasing the drag hard locked the interface [lsend]
  • FIX: If advanced.cfg stopOnThreatsOnly option set to 1, holding wait key wouldn't pause action for ARCs coming into view [Tone]
  • FIX: Holding wait key didn't pause action for approaching hostiles if no FOV changes involved [Tone]
  • FIX: Transport Network Couplers included inactive Haulers in mapwide Hauler count [Tone]
  • FIX: drop_inventory hack reported wrong numbers in message log when Hauler carrying multiple part types [Tone]
  • FIX: FarCom prevented specific robot variant name popups outside FOV [Tone]
  • FIX: Two log messages during a particular extended run battle appeared in reverse order [Tone]
  • FIX: Inventory item predicted coverage visualization values were incorrect, did not take into account the part itself [Tone]
  • FIX: Bypassing inventory via direct drop/attach of part in coverage or relative vulnerability mode did not update inventory visualization [Tone]
  • FIX: Scoresheet "Combat Hostiles" melted tally wasn't accrued in all cases, nor was "Pyromaniac" achievement always checked [Raine]
  • FIX: Gallery HTML export Drag stat added in Beta 8.1 caused misalignment in propulsion stat headers [Raine]
  • FIX: Phase Shifter effect description did not indicate they only work against ranged attacks [Raine]
  • FIX: Impact-caused corruption always showed as "1%" in the message log, regardless of the actual value [Raine]
  • FIX: advanced.cfg hudHeatPerMoveTurnwise/hudEnergyPerMoveTurnwise options displayed incorrect results in the HUD [Raine]
  • FIX: Assault squad support units dispatched against groups always favored Demolishers, and dispatched more than intended [Raine]
  • FIX: "Overflow Damage" in scoresheet was not being tallied based on player attacks [Valguris]
  • FIX: Derelict logs pre-locating and identifying specific exits was broken in some cases [Valguris]
  • FIX: Letting the Chronowheel take effect removed the multiconsole buttons until restart [Valguris]
  • FIX: Triggering a single Alarm Trap in the Extension main corridor did not deactivate others in same array [Valguris]
  • FIX: advanced.cfg disablePersistentAccuracyInfo option blinked the per-weapon targeting info rather than removing it [Valguris]
  • FIX: Crash on Mines cave-in encounter if no room for excavation squad's escort to enter map [Valguris]
  • FIX: Broken or unpowered bots could be considered threats in some cases [Joshua]
  • FIX: Slowdown when a squad leader stuck in any area inaccessible to other squad members [Joshua]
  • FIX: Allied Abots normally capable of activating kill switch for Enhanced bots did so even when the latter are allied [Joshua]
  • FIX: Random traps could still spawn in special encounter rooms [Joshua]
  • FIX: Derelict Logs recording an entrance to a later map only showed popup label when applied, no corresponding log message [Joshua]
  • FIX: "Fragile Parts" challenge crashed on attempting to swap parts affecting inventory capacity when at maximum capacity [CaptainWinky]
  • FIX: One of three Researcher part identification situations referred to Cogmind instead of the Researcher in message log [CaptainWinky]
  • FIX: Hallucinogenic terminal effect modifying sprite mode settings retained permanently if entered a new map while in progress [CaptainWinky, Pimski]
  • FIX: Targeting mode could not autotarget/tab to enemies currently on right or bottom edge of map [Maiker]
  • FIX: Gunslinging would never choose enemies currently on right or bottom edge of map [Maiker]
  • FIX: Taking a shortcut to Zion after visiting Exiles did not appear correctly on the world map [Maiker]
  • FIX: Researchers being disrupted while holding target in stasis kept the beam active for a bit afterward [3.14]
  • FIX: Data Miner dispatch redirects could still occur despite player having affected DM in certain ways [3.14]
  • FIX: Left an unintended clue about a secret superweapon [Trione]
  • FIX: A Beta 8.1 alert modification made it unlikely to trigger Ride The Lightning achievement [Gobbopathe]
  • FIX: Potential PHP issue related to score uploading [antifed]
  • FIX: "Label Object Under Cursor" command removed from in-game list since that already occurs automatically [Gerhard]
  • FIX: Some sources of system corruption might show in message log even after Core Membrane took effect [Happylisk]
  • FIX: Attempting to keyboard swap parts while the status window closing left swap menu open until '/' pressed again [Suslik]
  • FIX: Regular Thieves could steal as effectively as Master Thieves [Zyalin]
  • FIX: Autonomous weapons might target broken or unpowered targets [Sylvia]
  • FIX: Attacking Exiles while they're already under attack by others made the hostility announcement but did not turn them hostile [Decinym]
  • FIX: Hallucinogenic terminal effect modifying sprite mode settings did not correctly revert if applied a second time while already in effect [roushguy]
  • FIX: Dropping the SCP then attempting exoskeleton activation would make it impossible to successfully execute that command when SCP reacquired [muxecoid]
  • FIX: Comparing Latent Energy Streamer stats with other weapons did not match up explosion data properly [JSLIN]
  • FIX: Dropped items did not avoid turret positions, making them irretrievable until turret destroyed [MTF]
  • FIX: Opening a Scanalyzer Insert() list containing an unidentified non-scannable part would show it in blue, revealing otherwise unknown info [zxc]
  • FIX: Using Escape to close robot hacking menu to cancel hacking ended background sfx, but using close button would not [SirMrDrProf]
  • FIX: Scoresheet records of autonomous weapon attacks weren't limited to Cogmind only [NikolayAg]
  • FIX: Typos [Joshua, Rumbl3, Nxg, Valguris, Trione]
  • FIX: Beta 9 prerelease bugs hunted down by: [MTF, CaptainWinky, Sylvia, Raine, Joshua, Tone, SirMrDrProf, Suslik, Zyalin]
  • FIX: A Beta 8.1 tweak to the hacking UI architecture caused a crash in one of the special win animations
  • FIX: A Beta 8.1 tweak to one of the special endings could cause the animation to crash under certain conditions
  • FIX: Assimilating Q-Series renamed them incorrectly
  • FIX: Indirectly hacking an explicitly listed item or robot schematic that would normally be beyond the given Terminal's authorization wouldn't work
  • FIX: "DIRECT" and other temporary keyboard state indicators could appear over temporarily opened Evasion window
  • FIX: Defensive hackware did not block machine trace feedback effects as often as it should
  • FIX: Overflow damage destroying subsequent parts did not report them to the message log
  • FIX: 01-MTF sprite changed from Grunt to Programmer, to match propulsion
  • FIX: Misfires due to corruption could trigger autonomous weapons as well
  • FIX: Scoresheet "Download EX-ID Prototypes" entry renamed to fit within standard name width
  • FIX: Subspace Access Node destruction could be heard from any location on map, regardless of distance
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
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