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Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 287742 times)

Toaster

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #690 on: May 21, 2015, 01:55:32 pm »

Speaking of Reddit, the Reddit link in the OP is broken.  (Missed ".com" in it.)
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #691 on: May 21, 2015, 09:11:04 pm »

I think he brought up the possibility of removing the entrance to these branches altogether in reddit, which seems like best way to solve this problem without affecting balance.
Yep, I'm pretty sure this is the solution I'll be going with, otherwise running to the surface would be way too easy because there are quite a few branch exits as you get higher--which explains why everyone's running into them a lot and getting frustrated. By design, you're supposed to generally find branch exits before you find a main complex exit, so... good that that's working, at least ;).

Speaking of Reddit, the Reddit link in the OP is broken.  (Missed ".com" in it.)
Thanks for the heads up Toaster.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Darkening Kaos

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #692 on: May 22, 2015, 03:47:02 am »

......Downloading now, looking forward to assploding horribly inside five minutes.
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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...

Aoi

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #693 on: May 22, 2015, 08:29:57 pm »

Oooo.

Attempt 1: Horrible death on the second floor. Woo!

I feel somewhat obligated to check... has anybody completed it yet? :D
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Draxis

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #694 on: May 22, 2015, 08:35:11 pm »

Nope.  Several people have died on level -1, which may or may not be the next to last.
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endlessblaze

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #695 on: May 22, 2015, 09:34:35 pm »

yes. I thought enemys had to enter the map, but aprently they can sometimes just teleport.
no hidden door, just a distress signal from a scout. 

those pest are aptly named..............


speaking of....at one point I hacked out a scamatic for pest.....

each fabrication produced four...

I fabricated to sets and had an army of 8 pest swarming around me.....

then the stronger bots wore us down and got me
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Darkening Kaos

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #696 on: May 23, 2015, 03:01:28 am »

     Had a CTD using a scanerator, RMB'ed a device, obviously that was not a valid option.

     Restarted back at the beginning of the level.  At least I keep my progress.


    Edit: HPW Shotguns FTW.
« Last Edit: May 23, 2015, 03:03:29 am by Darkening Kaos »
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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) - ALPHA RELEASED
« Reply #697 on: May 23, 2015, 04:00:10 am »

yes. I thought enemys had to enter the map, but aprently they can sometimes just teleport.
no hidden door, just a distress signal from a scout. 
No, no teleporting, they do have to enter the map from the stairs. The distress signal just calls whatever is within range. Actually, thanks for mentioning that, because I realized that will become another slight balance problem if I temporarily remove unavailable branch exits for the next release... I'll have to think about that some more.

speaking of....at one point I hacked out a scamatic for pest.....

each fabrication produced four...

I fabricated to sets and had an army of 8 pest swarming around me.....
This is the first report I've seen of successful fabrication, good job :D. (There might be more on the forums, but I haven't been visiting the strategy boards for lack of time.) Either way, AWESOME! (But yeah, there are consequences for raising an army of robots...)

     Had a CTD using a scanerator, RMB'ed a device, obviously that was not a valid option.

     Restarted back at the beginning of the level.  At least I keep my progress.


    Edit: HPW Shotguns FTW.
Thank you for the report. I'll have that fixed. RMB should work on items when scanalyzing, though (at least it did when I remember testing it).

And yeah, Hpw. Shotguns are some of my personal favorite weapons. Get in their face and BOOM!
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

forsaken1111

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #698 on: May 23, 2015, 05:44:32 am »

Just a small QOL thing... I really would like a 'comparison' view. Constantly clicking back and forth between two items is annoying and doesn't work well if one item is on the floor and another is in inventory
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Draxis

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #699 on: May 23, 2015, 06:41:21 am »

No, no teleporting, they do have to enter the map from the stairs. The distress signal just calls whatever is within range. Actually, thanks for mentioning that, because I realized that will become another slight balance problem if I temporarily remove unavailable branch exits for the next release... I'll have to think about that some more.
What about just making them red or something so it's more obvious that they're not real, or making them a new prop with a placeholder graphic that doesn't trigger the EXIT DETECTED notice?
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endlessblaze

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #700 on: May 23, 2015, 09:39:06 am »

I think I saw a bug with power production a few days ago but I can't be sure.....

If I see it again though I will report.



(As for the reinforcement of scouts' I guess I'm just to slow)
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Kyzrati

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #701 on: May 23, 2015, 10:03:38 am »

Just a small QOL thing... I really would like a 'comparison' view. Constantly clicking back and forth between two items is annoying and doesn't work well if one item is on the floor and another is in inventory
Yep, this is the #1 requested feature and something I'll be adding, though probably not right away because it'll take a bit to do a really good job of it.

No, no teleporting, they do have to enter the map from the stairs. The distress signal just calls whatever is within range. Actually, thanks for mentioning that, because I realized that will become another slight balance problem if I temporarily remove unavailable branch exits for the next release... I'll have to think about that some more.
What about just making them red or something so it's more obvious that they're not real, or making them a new prop with a placeholder graphic that doesn't trigger the EXIT DETECTED notice?
Good suggestion. I'm trying to think of what both works best and requires the least amount of work, as it's just a temporary change. I have a number of options I'll be reviewing soon.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

forsaken1111

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #702 on: May 23, 2015, 11:13:06 am »

Yeah making them red or just putting a padlock symbol over them would work
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Draxis

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #703 on: May 23, 2015, 11:22:16 am »

The problem with that is when that when there's a Defender standing on them and the little message pointing them out pops up, there's no way to tell if they're real or not; and, depending how the triggers are work, removing or changing that for only some staircases could be a lot of work.
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endlessblaze

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Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« Reply #704 on: May 23, 2015, 07:08:44 pm »

thanks to some terminal hacking, and a local fabricator. I now have a technician 2a and serf 2a.

are they good for anything besides drawing enemy fire?
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!
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