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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 204845 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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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1503 on: October 28, 2019, 07:16:25 pm »



Hot on the heels of our massive Beta 9 update, time for an extreme change of pace...

Beta 9.1 "Abominations!" fixes a few new issues from Beta 9, but more importantly adds a special Halloween event that's been in the works for a couple weeks. This event's special mode includes:
  • 20 new robots, most with new capabilities and mechanics!
  • 1 new hidden map, complete with boss
  • other event-specific mechanics
(Please excuse the lack of detail, it's a surprise!)

Full release notes can be read here, including a link to a lengthy article covering the the mode's content and entire design process, for those who don't mind spoilers.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1504 on: November 11, 2019, 07:12:42 pm »

New release! With 9.2 Cogmind gets Rich Presence on Steam, an explicit colorblind option, Abominations mode improvements, yet more scoresheet updates, plus the usual bug fixes and more.

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



Cogmind Beta 9.2 "Robotic Riches" (191112) changelog:
  • NEW: [Steam] Supports Rich Presence, sharing current build, location, and status with friends
  • NEW: [Steam] Option to deactivate Steam Rich Presence (advanced.cfg: disableSteamRichPresence)
  • NEW: Options menu "Colorblind Adjustment" setting to modify certain color schemes to be more colorblind friendly
  • NEW: Option to display remaining integrity in item/robot popup labels (advanced.cfg mapLabelsShowIntegrity)
  • NEW: Option to fully highlight visible cave-in areas rather than the low-distraction default (advanced.cfg highlightCaveinAreas)
  • NEW: Manual explicitly mentions "Ctrl-Alt (Hold)" also highlights areas that can cave in
  • NEW: Manual explicitly documents "Ctrl-+/-" as global volume up/down commands
  • NEW: Scoresheet records current movement-related variables under Cogmind header
  • NEW: Scoresheet relative alert level percentages now also recorded on a per-map basis
  • NEW: INVERT renderFilter variable
  • NEW: [Abominations mode] Explicit log message when Paradox Anomalies repair Cogmind parts
  • NEW: [Abominations mode] Final boss also has unique parse text
  • MOD: [Abominations mode] Fire/Sundering Anomalies won't appear until -7/-8 respectively
  • MOD: [Abominations mode] Negative Anomaly effects no longer applied to themself if affiliation modified via Field Lobotomy Kit
  • MOD: Complex 0b10 capable of remotely opening blast doors under certain additional circumstances
  • MOD: Scoresheet Parts and Peak State lists now align part names taking into account any prefix
  • MOD: AI combat pathfinding and targeting behavior updated, less likely to be blocked by non-combatants
  • MOD: "More Dakka Please" achievement condition more specifically requires kinetic projectiles
  • FIX: New pushing algorithm for machines releasing parts might unnecessarily destroy parts under special circumstances [Valguris]
  • FIX: External issues likely caused by Steam cloud for runs played across multiple sessions could cause incomplete scoresheet achievements list [Valguris]
  • FIX: A8 manual hacking code wasn't reported in message log in a certain scenario, even though properly received [Valguris]
  • FIX: No longer able to enter Proximity Caves directly via large 0b10 bases [Valguris]
  • FIX: Possible crash under extremely rare circumstances involving a controllable ally attempting to attack Cogmind [Gitida]
  • FIX: New scoresheet game number tally incorrect for Rogue mode if previously played Adventurer or Explorer mode [Solar Sloth]
  • FIX: Part autopairs weren't remembered between maps [Benjamin]
  • FIX: New scoresheet system wasn't handing out score threshold-based achievements for current run, instead based on previous run in same session [5taquitos]
  • FIX: New scoresheet "Challenges" subsection did not list applicable challenges [sideriver81]
  • FIX: Field Recycling Units could be used to refine matter into even more matter [NikolayAg]
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1505 on: December 03, 2019, 07:36:27 am »



Our sixth annual review is up!

As usual this one is only available on the blog, and includes topics like dev hours talk, a quick overview of the major releases and special events this year, new milestones reached, and musing on finishing, or not finishing, 1.0 in 2020 (something we gotta do for every new year, right? :P)

There might be a hint of things to come, things in the not-so-distant future...

IndieDB is also voting for GotY again, so if you could, I'd appreciate if anyone can spare a moment to help Cogmind take its place in the Top 100 this year :D (might as well keep the five-year streak going!)
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Darkening Kaos

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1506 on: December 03, 2019, 07:50:46 am »

     Voted - given me so many hours of entertainment.
Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1507 on: December 03, 2019, 08:11:46 am »

Hey Darkening Kaos! Haven't seen you for a while, glad you're still into it, and thanks :)
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Darkening Kaos

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1508 on: December 03, 2019, 10:53:52 pm »

     Heh, I read everything you post, Kyzrati, always interesting, but rarely post unless it's something meaningful :)
Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1509 on: December 03, 2019, 11:28:17 pm »

*writes all posts addressed to Darkening Kaos* :P
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1510 on: December 16, 2019, 07:02:08 pm »



Introducing "RPGLIKE", this year's Winter special event and all-new optional way to play Cogmind, with a completely different progression system and other significantly game-altering mechanics!

Raise levels, select permanent upgrades, repair your core and parts--keep your build :)

This mode plays with the concept of making Cogmind a little bit more like other traditional roguelikes, though combined with Cogmind's unique content opens up quite a few new strategic horizons.

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

Cogmind Beta 9.3 "RPGLIKE" (191217) changelog:
  • NEW: Special event for Winter 2019, automatically activates between 12/17 and 1/1 (inclusive) for anyone who has played at least 10 runs
  • NEW: Command line argument "-forceMode:Winter2019" (or "-forceMode:RPGLIKE") to enable the Winter mode from 2019, regardless of system date
  • NEW: [RPGLIKE mode] Cogmind does not evolve, instead uses leveling mechanics with an XP system enabling free-form assignment of permanent upgrades
  • NEW: [RPGLIKE mode] Gain XP by exploring and/or raising the alert level
  • NEW: [RPGLIKE mode] Start with much higher core integrity, but only one of each slot type (can upgrade immediately in Scrapyard)
  • NEW: [RPGLIKE mode] 90% of incoming damage to parts instead transferred to core, thus losing parts is relatively rare
  • NEW: [RPGLIKE mode] Use Protomatter to restore integrity of core and parts
  • NEW: [RPGLIKE mode] Storange units do not exist and Cogmind starts with no base inventory, optionally expand capacity with level upgrades
  • NEW: [RPGLIKE mode] Dynamic build type analysis always shown above parts list, even before activating showBuildType advanced.cfg option
  • NEW: [RPGLIKE mode] Fewer Relay Couplers spawn, but all that do have double their normal value
  • NEW: [RPGLIKE mode] Extra "RPGLIKE" section in scoresheet containing mode-specific stats
  • NEW: "Alternative Rules" section of manual describes all previous special modes/events and how to access them
  • NEW: Mouse movement pathfinding and running via keyboard both stop on spotting a hidden door or phase wall
  • NEW: Keyboard mode pathfind to cursor (Shift-Alt-g in examine mode to set, same key outside examine mode to continue approaching if stopped)
  • NEW: Ctrl-Alt in keyboard mode also highlights path to most recent keyboard pathfinding target, if still valid
  • NEW: Pathfinding directly to an interactive machine automatically initiates hacking on arrival
  • NEW: Scan window shows faint map label buttons while no object info loaded
  • NEW: Item labels outside FOV remember which are Faulty or Rigged, include this status in label name
  • NEW: Item labels both within and outside FOV also reflect the "Non-functional" status (marked as "Broken")
  • NEW: Option to always close robot/item info windows instantly rather than animating the close (advanced.cfg: disableInfoWindowCloseAnimation)
  • NEW: Option to adjust movement interval for running and pathfinding (advanced.cfg: movementDelayInterval)
  • NEW: Option to have parts list always sort destroy-on-removal parts like Processors to the top (advanced.cfg: partSortSeparatesDestroyOnRemoval)
  • MOD: Running via keyboard stops before reaching corners and doors rather than continuing one space past them
  • MOD: Running via keyboard now supports layout-based autostopping on diagonal movement as well
  • MOD: Removed disablePersistentScanInfo/disablePersistentAccuracyInfo advanced.cfg options, both now default behavior by necessity
  • MOD: Keyboard running behavior matches mouse pathfinding when approaching stairs, allowing a run to exit a map if recently confirmed the exit action
  • MOD: All Gyrokinetic Inverter overweight penalties increased from 30 to 40
  • MOD: "Perfect Aim" achievement description specifies accuracy bonus from utilities only
  • MOD: Class name modifier "Mechanic" renamed to "Machinist"
  • MOD: Unidentified parts no longer display their integrity in Scanalyzer lists
  • MOD: Sorting inventory by type or integrity groups all unidentified parts together
  • MOD: Allies reactivated via Datajack no longer recalled automatically for subsequent "attacks"
  • MOD: Updated some major NPC parse text
  • MOD: Temporary allies gained via streamctrl_ hacks no longer follow to other maps
  • MOD: Dormant bot systems no longer accessible for RIF hacking purposes
  • MOD: High Security dispatch composition expanded to deal with a wider range of threats
  • MOD: More time to explore W base, tweaked composition of later attacking squads
  • MOD: [Pay2Buy mode] Hotkey for opening Cogshop change from '0' to '9'
  • MOD: [Pay2Buy mode] Cogshop windows displaced from bottom/left edges of map view to avoid covering intel markers and exit labels
  • MOD: Special game modes now override challenge modes, rather than the other way around
  • MOD: Toggling special modes or challenge modes via command line or advanced.cfg will not apply the effect unless game started for a fresh run (no saves)
  • MOD: "-forceMode:" command line argument's mode name no longer case-sensitive
  • MOD: "Challenge Modes" list in manual moved under new section "Alternative Rules"
  • MOD: Simplified Hacking immunity context help accessed via robot info page
  • MOD: All achievements are allowed to be earned regardless of active challenge modes or special modes
  • FIX: Holding cursor stationary while using 'f' to retarget a previously targeted robot that moved displayed incorrect base hit chance [Valguris]
  • FIX: Ejecting Relay Couplers from a just-opened Garrison Access might not be able to create the Couplers in some layouts [Valguris]
  • FIX: Any type of damage that didn't destroy a door could cause a malfunction, instead of just EM [Valguris]
  • FIX: Unpowered/Broken bots could still have active parts which might cause side effects [Valguris]
  • FIX: Controllable ally names might be the same if allies of same class acquired on different maps at the same depth [Valguris]
  • FIX: 0b10 Decoders attached to a hostile could give Cogmind info [Valguris]
  • FIX: Crash while pathfinding to a distant location and using keyboard to order nearby drones to RETURN and have a Drone Bay with free space [Valguris]
  • FIX: Hostile Programmers assimilating Protectors converted them to non-threat faction, causing Cogmind allies to stop targeting them [Valguris]
  • FIX: Warlord outpost in caves might have two Commanders, both of which could offer an escort in rare cases [CaptainWinky]
  • FIX: Crash in rare layouts while closing hacking window when that target machine is indirectly destroyed by the hack itself [CaptainWinky]
  • FIX: Abominations update began allowing Cogmind to use autoswapping to swap in unidentified parts [core_nxt]
  • FIX: Crash during a certain special event if player had specifically muted Prop audio levels, or had system audio off at the time [MitchellFJN]
  • FIX: Terminal dynamic key increased difficulty of hacks with negative chances of success, sometimes noticeable with hackware or Operator allies [Joshua]
  • FIX: Part autopair validity may not always be checked correctly, potentially even crashing on attempting to leave the map [Driana]
  • FIX: Becoming enemies with Zion after imprinting could still allow for terminal network hard line cut in 0b10 [Finestep]
  • FIX: Post-streamctrl_high behavior of Operators unusual [Benjamin]
  • FIX: "Winner's Signature" achievement was still possible if scanned by any Researcher, rather than only in a certain map [sideriver81]
  • FIX: Comparing different Datajacks showed a numeric difference next to their effect even though irrelevant to player [aperiodic]
  • FIX: Any potential [C]-type Relay Couplers unattached but in inventory on acquiring Crosswire RIF ability became usable from inventory [Pimski]
  • FIX: Crash on a Worker following deconstruct_machine orders on a Network Hub [Xii]
  • FIX: Beta 9.3 prerelease bugs hunted down by: [Terminus, Zyalin, NikolayAg, Tone, Xii]
  • FIX: Stopping a running/pathfinding movement in progress was not completely reliable
  • FIX: Potential crash if a Core Expander used while any info window open
  • FIX: Temporary allies gained via overwrite_iff hack or Autooverride RIF ability would follow to a new map if exited quickly enough after hacking
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Orb

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1511 on: December 17, 2019, 12:34:30 am »

Hey Kyzrati,

It's been over a year since I last played Cogmind and wanted to see all the updates you've done. However, I wanted to do the base game again before trying out your RPG mode. How do you turn it off? I don't see an option. :-\
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1512 on: December 17, 2019, 01:04:27 am »

Hey Orb! The instructions are in the release notes linked above (and in the manual where the special modes are listed):"-noSpecialMode"
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1513 on: March 31, 2020, 06:15:21 pm »

Multiplayer Cogmind is here!



Are you stuck at home?

Want to play some Cogmind but with extra social interaction?

How about taking on Complex 0b10 with a friend! Don't worry, NO REAL FRIEND NECESSARY, we'll provide one for you!

Welcome to Cogmind Beta 9.5...

This April 1st, just fire up a run and leave the Scrapyard to join forces with Player 2 on the adventure of a lifetime :D

Use the superior firepower of TWO COGMINDS to teach the Unaware that they should've stayed a safe distance away from you.

Your brand new friend comes with
  • new AI behaviors
  • most of your same capabilities and will evolve and manage their own build and inventory
  • over 600 lines of situational dialogue to keep you company on the way

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

Cogmind Beta 9.5 "Player 2" (200401) changelog:
  • NEW: Unique AFD mode for 2020, automatically activates on 4/1 for anyone who has played at least three runs
  • NEW: Command line argument "-forceMode:AFD2020" (or "-forceMode:Player2") to enable the AFD mode from 2020, regardless of system date
  • NEW: [Player 2 mode] Join forces with Player 2, another Cogmind with most of your same capabilities
  • NEW: [Player 2 mode] Adds a special interface displaying Player 2's class and movement data, with persistent access to their loadout (toggle w/'9' or LMB)
  • NEW: [Player 2 mode] Cogmind and Player 2's core integrity levels are linked
  • NEW: [Player 2 mode] Multiple smarter AI behaviors for Player 2
  • NEW: [Player 2 mode] Over 600 lines of situational dialogue
  • NEW: [Player 2 mode] 1 new unique superweapon
  • NEW: List of item schematics during manual hacks darkens any that are already known
  • NEW: Option to block achievement earning while in challenge modes and special modes (advanced.cfg: onlyRegularModeAchievements)
  • NEW: Manual "Difficulty" section includes explicit subsection for Rogue setting
  • NEW: Manual part list data visualization descriptions further clarify meaning of heat mode values
  • MOD: Part autoreplacement feature compares items based on based on current integrity rather than percent integrity remaining
  • MOD: Part autoreplacement feature never swaps in known faulty or broken parts
  • MOD: Advanced option "ignoreAscendConfirmation" no longer prevents warnings about leaving allies behind
  • FIX: Size 36 fonts had become unusable on 4K screens [mudshark]
  • FIX: [RPGLIKE mode] Pressing '0' with an open ally order list would open RPGLIKE upgrade menu [NikolayAg]
  • FIX: [RPGLIKE mode] Protomatter might have a negative value under some conditions [Terminus, Rumbl3]
  • FIX: Part autoreplacement feature was sometimes making undesirable swaps with regard to relative integrity [sunqingyao]
  • FIX: Automatic waypoint recall for guided weapon attacks had stopped working [Valguris]
  • FIX: Changes for RPGLIKE mode broke Sensor Arrays and Visual Processing utilities, allowing them to stack [Kerapace]
  • FIX: Beta 9.5 prerelease bugs hunted down by: [CaptainWinky, Xii, lsend]
  • FIX: [Pay2Buy mode] Hotkey for closing CogShop was still '0' rather than the newer '9'
  • FIX: New "Broken" prefix for non-functional parts did not automatically update until part changed in some other way
  • FIX: New "Broken" prefix for non-functional parts was included in log messages regarding that state change
  • FIX: [Abominations mode] Abominations more effectively switch between propulsion modes when more than one available
  • FIX: Since AI modifications to support autonomous weapons, disarmed combat bots might continue chasing targets rather than fleeing after loading a save
  • FIX: Regular map exit warnings were not displayed if attempting to exit while somehow already on top of stairs
  • FIX: Starting XP for RPGLIKE mode was added to score data even outside that mode
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« Reply #1514 on: April 13, 2020, 05:48:24 pm »

Cogmind Beta 9.6 is out, now with a new and improved Player 2!

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



Cogmind Beta 9.6 "Friends Forever" (200414) changelog:
  • NEW: [Player 2 mode] Added dedicated "Player 2" section to scoresheet with 15 new entries
  • NEW: [Player 2 mode] Player 2 better understands the tactical use of launchers when conditions permit it
  • NEW: [Player 2 mode] Player 2 can now swap parts from ground into a full inventory to improve type and quality of spares
  • NEW: [Player 2 mode] Player 2 much less likely to stack utilities that won't benefit from it
  • NEW: [Player 2 mode] Player 2 tendency to use heat sinks as armor toned down
  • NEW: [Player 2 mode] Player 2 part loss also contributes to alert level reduction, as per the Cogmind mechanic
  • NEW: [Player 2 mode] 2 more dialogue situations (total = 83)
  • NEW: [Player 2 mode] More dialogue lines (total = 660)
  • NEW: AI-controlled bots with a large energy-based volley may proactively deactivate one or more weapons if it will enable them to fire immediately
  • MOD: [Player 2 mode] Player 2 no longer considers wasting turns on smaller integrity upgrades when rebuilding from salvage
  • MOD: [Player 2 mode] Increased frequency of Player 2 dialogue
  • FIX: Beta 9.6 prerelease bugs hunted down by: [CaptainWinky]
  • FIX: AS-neutralizer No. 17b applied effect across entire map rather than limiting to specified range [Valguris]
  • FIX: Scoresheet "Unauthorized Hacks" tally higher than intended [Valguris]
  • FIX: Part info comparisons with a part using a manual tag misaligned the values by one row [Pimski]
  • FIX: Scoresheet history log message for bump-rewiring detected and displayed incorrectly
  • FIX: autoActivateTreadsOnAttack option caused inactive treads to appear active on automatically switching back to core propulsion on a move after attacking
  • FIX: [Player 2 mode] Potential load issue under certain conditions
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