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It begins. Our Beta 16 eponymous opponents are upon us.

So the Unchained are finally ready to make their appearance! Some time, somewhere, they're ready to toss an unexpected wrench into your plans, at least once they've deemed you a worthy enough target.

I've already given a general rundown of their design, so I won't rehash all that here.

Although ultimately the idea is to have Unchained be somewhat more selective in terms of which are dispatched based on your activity and why exactly they're coming for you, currently since only five of the total are ready and we 1) want to test them all out and 2) don't have the necessary variety to account for different responses anyway, the Unchained which might appear in your run (if any!) is entirely random. For the same reasons, I have not implemented any sort of tier system to have certain types of Unchained more likely to be operating at certain depths.

I would've preferred to at least have a few more Unchained ready for this particular release, at least that was the original idea, though the relative architectural complexity arising from not only their multi-floor nature, but also just their unique mechanics in general, and most importantly the decision to inject the new achievements into Beta 16 left less time for extra Unchained. Gotta get another public release out before too long a wait!

In the end this might be a good thing anyway, to allow for actual playtesting of the system overall before introducing yet more unique Unchained. Lengthier testing of a select group of Unchained could also better inform future design to ensure it's going in the right direction.

As expected, the Unchained update is not just about adding individual "robots" (and maybe some related behaviors)--each tends to come with unique parts or even other content, some of which you'll see reflected in the changelog entries.

Once we've confirmed that the current system is working out, adding more Unchained should go pretty smoothly, though the remaining bulk will come in Beta 17 rather than trying to edge in anything new right now--Beta 16 should be pretty much "done"... aside from fixing inevitable bugs.

On that note, X2 will probably be one of the most bug-prone releases ever put out--not to say it's filled with them or there will be a lot of common ones, just that the chance of very specific issues is higher due to the complicated nature of the new systems and how different runs interact with them. In any case, as usual I will be very responsive about fixing issues ASAP (mainly crashes is what I'm referring to here) in order to allow testing to continue as smoothly as possible. I did a bunch of explicit testing and caught what I could catch, but in this case it's not really possible to sufficiently cover the variety of runs we'll see from players. Reports appreciated, including likely save files in order to inspect game state (though I can of course take a quick look at the log to see if that's necessary, or if happens to be something obvious).

Another aspect worth pointing out is that this particular version isn't necessarily for everyone, in the sense that the majority of its content will not be accessible unless/until you are at the stage where you are consistently doing pretty well at Cogmind, winning or close to winning runs or at least being a bigger threat to Complex 0b10 in some way. Nonetheless it does include other fixes, so it's at least worth staying up to date on that.

Changelog

NEW: 5 Unchained

NEW: 17 turrets and drones

NEW: 3 new robot variants

NEW: 21 new items

NEW: 11 new sound effects (total = 1350)

NEW: Several more achievements

NEW: Manual lists specific Scanalyzer study effects for each part type

MOD: Search patrol dispatches may become applicable more quickly than before

MOD: "Search Patrol Dispatched" influence decrease reduced from 150 to 100

MOD: "Armchair Analyst" achievement more specifically limited to Terminal sources

MOD: Scoresheet instead records intercept dispatches on a one-to-one basis with announcements

MOD: System corruption visual effects no longer continue while in game menus

MOD: Context help for originally melee-specific damage types updated to remove melee-only references

MOD: Dimensional Slip Node armor reduced to 5

MOD: [RPGLIKE mode] UFD Drillbomb size reduced to 3

FIX: Arc weapons always hit within their potential arc, even on a miss [Runia, aoemica]

FIX: Using keyboard running alongside cleared edge of map would crash [aoemica]

FIX: Cryocooling Duct effect could take place at beginning of following run if new run started after triggered but before application [aoemica]

FIX: Full Concussive RPG description still did not appear correctly in some non-standard resolution/UI layout combos [Luna]

FIX: Overloading non-airborne propulsion increased mass support

FIX: "DIY Cooler" achievement worked with any type of cooling, not just Heat Sinks

FIX: "On My Own Terms" achievement did not check all requirements

FIX: "I'm Coming For You" achievement could not trigger

FIX: "Insider Info" achievement could be earned under some non-relevant circumstances

FIX: "There's More Where That Came From"/"Hydra" achievement requirements not as specific as intended

FIX: "Live, Flee, and Rebuild" achievement could be earned through a certain redacted means if hadn't already done that before

FIX: "Assassin" achievement could still be earned by sneak attacking inactive hostiles [Cingulata]

Achievements

Thanks to those of you who've reported on a handful of the achievements that weren't functioning as expected in X1. All know issues have since been resolved, though if you have a run in which should have earned an especially difficult challenge achievement and it failed to trigger due to a bug (there was at least one known such case), for this version I have added an optional new way to give yourself achievement(s).

Simply add a text file named "achievements" (so achievements.txt) to your Cogmind directory, and within that file list the exact name of any/all achievements you want to earn, one per line. If successful the results will appear in the log after you start the game and pass one turn. The results as well as any issues (like whether you maybe misnamed the achievement) will also appear in the run.log file.

Still, continuing to report any achievement issues before this whole new set goes public is greatly appreciated :D

Overall considering the huge array of achievements added so far, serious issues have been pretty minimal (except for that one time...), whew.

Get Beta 16 X2

On Steam, Beta 16 X2 is located on the new beta branch "beta_16_x2" accessible with the code "TrulyUnchained", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 16 cycle notification list if you're not already on it.

Saves are not compatible with previous releases. However, if you are in the middle of a run from an earlier version and would like to pause it to try this one immediately, you can technically do this then go back to the old version/branch (they are stored as separate save files), though reverting back will lose any specific account-based records (lore/gallery/achievements) that did not exist in the previous version.

Additional hotfixes may come for this release, unannounced except to append a notice here and via an announcement in the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and listed here.

Update 251009a

First save-compatible update addressing some issues with Unchained so far, and most importantly a couple of possible crashes:

MOD: Unchained general improvements

FIX: DSF trap caches always contained Fire Traps instead of intended variety of non-Derelict traps [Infomantis]

FIX: Crash on meeting second unique Unchained with FarCom enabled

FIX: "Physics Hates This One Trick" achievement check was too broad

FIX: Crash on attempting to check for a particular hidden Subcaves achievement

There are a couple other (minor) achievement fixes as well, but they require breaking saves, so those will be delivered later on with the upcoming full Beta 16 release. For now still need to see more results from prerelease runs to 1) weed out any more situational bugs with Unchained, and 2) continue analyzing data to tweak Unchained "triggers" for the desired frequency, or at least making sure they're working as expected. It's pretty complex overall, so while I think it looks mostly right so far, I need to be completely sure based on real numbers. I spent the past day and a half putting together a new system with which to do this, so I'm looking forward to seeing this weekend's runs!

If there aren't too many unexpected issues in the meantime, while I'm waiting for more data I may also have an opportunity to further expand on some of the existing Unchained. Some features were left out for now in order to get the release out quickly enough, so I'd like to catch up on that, though none of it is essential.

Update 251010a

FIX: Crash in one of the potential Unchained behaviors

Update 251015a

Lots of interesting runs coming in, and I've been analyzing the data to make further updates and fixes to the Unchained trigger systems, included here in another save-compatible update:

MOD: Unchained immune to Chute Traps

MOD: New "Avg Prop Armor Cover (%)" stat changed to include only values greater than 0

MOD: "Ghost 'Em" achievement description, behavior updated

FIX: Some Unchained trigger tracking was incorrect

FIX: Powered Cannon failed to assign temp slot

FIX: "Into The Breach" achievement did not trigger for some intended targets

There are a couple achievement fixes that require breaking saves, so I'm still holding off on those until we're about to go public with this, which is looking like it'll be next week! The current plan is to then, after doing the normal stat analysis, actually move forward with a new short-term release schedule where we'll just be getting another batch of Unchained, in a 16.1 build (put out here on Patreon first, of course). You'll get to meet BL-1NK and more...

Files

Comments

Ourcana (Heni)

I’ve been having a ton of fun with this release! I really like the new Unchained 4P-PL3 that only appears if you’re playing on macOS. I thought the jump scare on the loading screen with that fake 10 minute timer before it appeared that floor was fantastic. Great work and I can’t wait to see TR-VLD when I get Cogmind working on Steam Deck 🩷

Kyzrati

Uh huh, pretty quick on the uptake there, Heni :)

Luminiferous

Ohhh.. guess I know what I am doing this evening. That sounds awesome

Kyzrati

It's been fun so far seeing those who've managed to encounter them, even though such instances so far are relatively limited, having released this quietly late at night on a weekday for most prerelease players :P X2 run data is being included on the site now as of today as well, and I'll be watching these runs' data much more closely than I normally would beyond the usual anecdotal info/screenshots shared in the Discord channels...

Luminiferous

Update: God are the unchained stressful. But fun. I hate glados... also, are there some stages where they can't spawn? I got chased by clone through multiple stages (multiple as in 2), but after that i went to forge and he didn't followed me there? Also in Access I had 3, but in Command 0? So are only some stages eligible for the unchained?

Kyzrati

Mmm, Cogmind? Stressful? No way! (kidding--stress but also the sweetest victory over unexpected and significant challenges are par for the course :D) But sure they don't go everywhere, won't chase forever, and different ones may operate in different areas. So if/once you've got some quick exit options it might be a good idea to take them unless you're really ready for a fight. Glados is actually one of the easier ones to avoid the consequences of, though naturally they can still give you a headache depending on the map layout...

Kyzrati

Ah new information has come to light! I've been using my new data analysis tools each day to get a lot more insights into all the Unchained activity (or lack thereof), and I did get some data from your runs which was intriguing, then realized that your own experience is probably somewhat different from others given that I believe you're probably playing under RPGLIKE mode, eh? (Just an assumption since the one score you did upload was in that mode.)

Luminiferous

Glados really decided to place all her turrets in the one corridor I needed to go through to reach testing on -3 .. so yeah that was something. I lost way too much integrity during that; thank god for smart launchers - without one of those I would have been dead (or I would have had to give up on reaching testing). I killed her on -2 for that, but yeah.. that was pain. I only met Glados, Clone, 6Shot and dw4ll so far, and Glados was by far the worst one. The others I could handle quite well (one of them not so much, but that was more because I was running thin on protomatter).

Luminiferous

Ohhhhh new Data analysis tool? I guess there is no shot for us getting access to that cause it shows way too much/only internal stuff we can't do anything with anyway? Because new data tools sound really interesting. I actually did upload 2; but the second one ended in -9, we don't talk about that one.... And yeah, I mostly play RPGLIKE :P I am way too incompetent for default mode and I also enjoy the durability system more with it; I kinda like to stick to build for an extended period of time, and thats not happening on normal mode for me. Especially not with the fast propulsion types I like to use. Hmm.. and yeah, I guess my experience is quite a bit different to most people due to that. I also shamefully have to see, that I am the only one playing the patreon builds on any special mode xD But does RPGLIKE actually affect unchained spawns? I thought its basically the same game just without storage (my gallery will never see the high end storage units....), a different durability system, skill points and added Protomatter. Speaking of, I would love to see a mode with the RPGLIKE durability system and Protomatter, but with normal evolution, without a skill tree and with all the normal utilities including Storage Units (the storage requirements for carrying the UDF Protoforge bombs are... painful in RPGLIKE; fully RIF also sounds like a pain with all the couplers and the quickly escalating inventory costs)... and with existing HP scaling (not normal hp scaling, cause that would probably be unbalanced, but being in command with 600 HP in RPGLIKE would probably be a bit harsh.. like 1200 hp in -1 or so would be good?; then again, i am bad, so 1200 might be way of from a balance perspective) .....but in the end I would probably be the only person playing that "mode"... so eh...

Kyzrati

Hehe yeah Glados is problematic like that--really nasty if you want or need to access a specific area, but otherwise can sometimes even be ignored... Being in RPGLIKE certainly makes things easier in general, at least, and it sounds like you met all but one of them!

Kyzrati

Yeah just a private data analysis thing--don't want to release that internal info and give too much away :) And no problem about playing RPGLIKE, I'm glad it exists for the few who want to use it, and still enjoy it even if not balanced around that! I just need to keep in mind when any feedback comes from any source that isn't standard Rogue mode :P The spawns are indeed the same, there is no difference at all. Just not balanced with it in mind, of course. I did recently change the UFD bomb size specifically for RPGLIKE though, so you shouldn't have any trouble with that (it *has* been balanced properly specifically for the mode, and it's supposed to be as hard as it is, even after the Beta 16 update, just like in the regular mode: for the event you must explicitly sacrifice important and useful inventory space if you want to help them with that, but also they are better about installing themselves now, so helping them that way is even more viable as well).

Luminiferous

According to heni, I miss 4P-PL3 and TR-VLD since they are os specific? And yeah, there is also the drone boy, I saw on discord. Never met that one.

Luminiferous

Hmm yeah you can assume that everything from me will be in RPGLIKE :P Oh you changed the bomb size? What is the new size? And yeah, but the problem was not so much about sacrificing inventory but rather, that i went I to protoforce with 6 slots, looked at the bomb and saw, that I couldn't even fit half a bomb in my inventory, even if I cleared it out completely. And I didn't have like 10000 skillpoints to spare to bring the inv up to size xD In the end I let them carry the bombs and supported them with a new fancy Smart ZDS. That thing is insane btw. But okay, the matter costs are also insane, but that didn't matter too much in this run. And that run took like 5k turns on Protoforge alone and I pushed to Alert 10000, cause the UFD boys had alot of Problems with the Bomb target locations, which spawned like right next to 0b10s entrypoint. But overall it was a lot of fun. I do like my "warlike" scenarios (this, r17s research invasion, warlords research invasion and the surrender event)

Kyzrati

No... Heni just makes stuff up, sorry but you can't believe anything they write... (I would never add anything "OS-specific" to the game. I would never even add anything *Steam*-specific.)