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First the bad news: Last Monday I got a fairly serious concussion, again xD

But the good news is that the next prerelease was close enough to completion that I still managed to finish it this week, and it is a mighty one.

Really wish I could play this version with you all on stream (and talk about it), but now I can't stream at all for the time being, hence the lack of a continuation of the sterilization run earlier. Unfortunately this week happens to be the CNY holiday, so I have to wait a whole week after my injury until I can see the doctor I need to see and start some proper treatment. Right now it's just lots of sleep and acetaminophen for me.

Due to resulting time constraints I didn't quite get to pack in everything I wanted for this version, in particular a planned NEM update and a bit more polish related to another new mechanic (which itself was unplanned anyway so that's not a huge deal :P), but regardless there's a lot of stuff to chew on in X10.

So yeah this is essentially the second half of what was meant to be X9 to begin with, representing the completion of Cogmind's huge rebalance, and I'd say it was a good request/suggestion to release what I had at the time for the end of the year, since 1) it meant everyone could have a new version with already quite a few changes to play with, and 2) allowed me more time to work with this version separately, which meant more flexibility to add even more stuff than was planned to begin with ;)

This release is indeed focused on rebalancing, and we're mostly done with that now (!), but there's also a greater amount of completely new stuff than I would've imagined adding as well... (not all of it will be discussed here--spoilers and discovery and all)

Rebalance

I covered a good bit of this process in my dev streams (archived on YouTube), and earlier in this post, but the next blog article should also cover the topic with more details in written form, something I'll be working on next.

In general the idea was to nerf or buff items as necessary now that Cogmind has a lot of new content and mechanics than it had when many of these things were first introduced, some untouched since the 7DRL days, or early alpha. So stats were tweaked, some mechanics redone, some items further differentiated from others, and you'll also see a fair amount of renaming going on either to reduce confusion or generally limit the number of names related to a given mechanic (the earliest versions had fewer items, so the idea was to for example add more flavor by using very different names for different utility tiers if possible, but now we have so many more truly unique items that it's better to mostly have naming reflect unique effects instead of pure flavor).

The rebalancing process was able to take into account all the new mechanics that have been added over the years (for example KI guns now have gunslinging, so it was fine to reduce their average max range below KI cannons so the latter have their own unique advantage there), and for this process I also transferred all the item data to Excel spreadsheets so I could examine it in a different way, without my usual syntax highlighting and instead taking advantage of alternative visualizations and highlighting rules. Looking at the same data in a different way is a good method for finding new angles from which to think about it, and in turn likely come up with different opinions or at least notice oddities that might be more likely to stand out when given a new representation.

One important thing to remember here is that item changes tend to affect bots that use those items! Some bots were slightly redesigned as a result, but for the most part the changes are just there, for example Hunters technically got indirectly nerfed due to the damage reduction on their weapons.

By far the biggest categorical change was a complete reimagining of impact melee weapons, taking into account their unique targeting mechanics, and what that means when fighting other bots. They've always been pretty scary when used against Cogmind, and I'll have to say they're technically now even scarier! But they also might be fairly more useful for Cogmind now (we'll have to see, but they might need to be nerfed again? this was quite a buff for weapons which were technically already starting to get good in their own niche xD).

Some Details

Trap Extractors are cool! I already showed it in the last quick update post, but here it is again: 

Basically they can now be "overloaded" to cycle them to their third state, DROP, which drops a contained trap once per turn. and their normal active state does the extraction as before. Only one type of trap can be contained at once, and different extractors have different capacities. It's our first inventory within an inventory item... let's see how this goes! (Also sorry but you can extract yet not store Stasis Traps.)

Here's the new Force Booster mechanic in action, allowing you to directly increase the max damage of a melee weapon (rather than the indirect effect from momentum-boosting, which was somewhat convoluted even if it did technically also benefit ramming and kicking, which is no longer the case):

As you know if you were in Discord or any of the multiple streams in which they were discussed (at length xD), Core Analyzers got a big change: they have a much more straightforward effect now, simply increasing core exposure on the target. And perhaps even more interesting: no bots are immune to its effect anymore. We'll see how that goes...

Early on Beta 11 already added a visual sequence to go along with program startup (which has certainly taken longer and longer over the years :P), and now we also have one for shutdown! Honestly the game shouldn't take that long to shut down, but I have yet to profile it and determine where/what is causing that. It takes a split second in my dev version, but clearly multiple seconds when I'm doing normal runs on Steam, so it's likely there's some external cause here but we'll see when I get around to that. Anyway, in the meantime you can look at the cool shutdown visual (which is recorded here in my IDE so it's shown for all of a split second, as noted xD):

Changelog

I ended up adding a lot of the specific stat changes directly to the changelog below, but it still doesn't cover every single number change, especially for weapons, so I've included my Excel sheet for those (attached to this post), the one that I used for the design process and shared while streaming, where all the changes are highlighted with red text. Remember that this file will include mega spoilers, because it lists every single weapon in the game. To be honest unless you're already closely familiar with every weapon out there and need to update your knowledge in a comprehensive manner, you can mostly rely on the changelog itself.

Here's the differences coming from X9:

NEW: 16 new parts (including new mechanics)

NEW: 12 new sound effects

NEW: 5 lore entries

NEW: Trap Extractors can hold multiple traps, cycle to DROP mode for placement

NEW: System Guard converted to Processor, given new effect: reduces effective system corruption

NEW: Corruption Screen converted to Processor, given new mechanic: degrades to block new system corruption

NEW: Neutron Cannons and Neutron Missiles given electromagnetic side effects

NEW: Fabnet mechanic has a potential drawback

NEW: System Guard effect reflected in HUD alongside System Corruption

NEW: Unique animation for tranforming parts

NEW: Exiting the game modifies display appearance and shows a message while that process is in progress

NEW: FPS display setting now stored in system.cfg (showFps) to recall between sessions

NEW: Gallery data exporting includes values for Unstable/Entropic weapons

NEW: Additional scoresheet entries for corruption blocking effects

NEW: Scoresheet entry recording parts lost to critical strikes

NEW: Scoresheet entry for best Force Booster effect

NEW: Scoresheet includes data on damage redirected to shielding

NEW: Scoresheet includes data on total part integrity restored via all sources of repairs and regeneration

NEW: Scoresheet includes entries for best trap extraction effect and carried trap counts

NEW: Manual Kinetic/Impact damage sections give details on chance of knockback to displace a second robot, and the damage inflicted

MOD: Any system corruption side effect can occur at any level, thresholds removed but relative corruption-based likelihood of each type unchanged

MOD: Further strengthened overload heat surges

MOD: Allies ignore Watcher targets if Cogmind has Watcher Feeds RIF ability

MOD: Researchers and Wizards given Corruption Screens

MOD: P-80 Master power source upgraded

MOD: Removed Heavy class Coring immunity, given Graphene Brace

MOD: Rebalanced various thermal cannon stats, including Hvy. Plasma Cannon, Matter Neutralizers

MOD: Rebalanced various EM cannon stats, including Hvy. Proton Cannon, Com. HERF Cannon, Hpw. Disruptor Cannon

MOD: Gamma Rifle no longer a prototype

MOD: Tachyon Dispersion Ray swithed from Wide to Fine spectrum

MOD: Hpw. Electrolaser damage reduced (23-26 -> 21-24)

MOD: Electrolasers renamed to Field Lasers

MOD: Force Rifle now a prototype, with increased integrity (90->110)

MOD: Enh. Gamma Rifle damage increased (25-29 -> 30-33), corruption crit reduced (4->2)

MOD: Rebalanced Dispersion Rifles to differentiate from similar thermal guns

MOD: Reduced Lgt. Assault Rifle coverage (100->60)

MOD: Rebalanced various kinetic gun stats, including Gauss Rifles, Coil Guns, KE Penetrators

MOD: Rebalanced various kinetic cannon stats, including Com. Linear Accelerators

MOD: Kinetic gun base range reduced from 22 to 18

MOD: Rebalanced all melee impact weapons: doubled integrity, coverage +50%, damage +50%, delays reworked, given -salvage modifiers, tripled Smash criticals

MOD: Removed innate wall concrete weakness to impact damage

MOD: Differentiated melee impact weapons with additional stat adjustments

MOD: Increased slashing weapon Sever critical chance

MOD: Melee Datajack delays reduced, lowered resource costs

MOD: Dropped heat of all Remote Datajacks

MOD: Increased Burn critical rate of all flamers

MOD: Stasis Beam special weapons never found in the wild, only as salvage

MOD: Thermal Generator coverage reduced (50->20)

MOD: Imp./Adv. Cryofiber Web energy upkeep reduced by one-third

MOD: Increased rating of YI-UF0's matter container (5->8)

MOD: Metafield Generator integrity decreased (100->80), coverage increased (8->30), upkeep reduced (20->15)

MOD: Tactical Coordination Suite integrity increased (30->50), energy upkeep reduced (12->10)

MOD: Armor Integrity Analyzer rating lowered (5->4)

MOD: Recoil Stabilizer effect increased (2->4)

MOD: Kinecellerators allowed to buff weapon's minimum damage beyond maximum

MOD: Force Booster momentum mechanic replaced with direct melee damage buff, accuracy malus

MOD: Force Booster effect now <half_stack>

MOD: Force Boosters mass, integrity, coverage increased, upkeep decreased, no longer as rare

MOD: Exp. Melee Analysis Suite less commonly found

MOD: Stasis Canceller reduced to one tier, rating reduced (8->5)

MOD: Stasis Canceller effect simplified to competely ignore all stasis effects, including both immobility and defensive benefits

MOD: Transmission Jammer ratings and upkeep increased, effects buffed at lower tiers

MOD: Maneuvering Thruster effect increased (6->8)

MOD: Maneuvering Thrusters renamed Reaction Control Systems and merged with the latter's existing tiers

MOD: 5H-AD0's Cloak integrity increased (100->400)

MOD: Hardlight Generator thermal resistance increased to match kinetic resistance

MOD: Hardlight Generator effects increased 25~50%

MOD: Tractor Beam coverage reduced (60->30)

MOD: Mobile Assembled Unit production time reduced (50->10), in turn reducing matter cost

MOD: Fusion Compressor type converted from Utility to Power

MOD: Fusion Compressor energy generation increased (15->20)

MOD: Matter Drive no longer a guaranteed find

MOD: Trap extraction consumes 5 matter per attempt

MOD: All flight array integrity increased

MOD: Mak. Power Source heat output increased (7->10)

MOD: Wardrone Bay size reduced (10->8)

MOD: Robots using Imp. KE Penetrator switched to new Adv. variant

MOD: CL-ANK's build reworked

MOD: Quantum Sheargun renamed (spoilers)

MOD: System Backup Modules renamed to merge with System Restoration Modules, total tier count reduced by 1

MOD: Gravity Neutralizing Apparatus renamed Gravity Neutralizer

MOD: Inertial Stasis Machine and Dimensional Manipulator renamed to prefixed variants of other mass support utilities

MOD: EM Shield and EM Dispersion Field renamed to merge into prefixed variants of EM Disruption Field

MOD: Chance of AOE EM damage triggering allied traps reduced to match chance of triggering hostile traps

MOD: Corruption-induced collisions use proper impact damage targeting rules rather than coverage-based

MOD: Corruption-induced collisions route damage through all normal defenses, rather than applying directly to parts

MOD: Core Analyzer effect changed to simply increase target core exposure for all coverage-based hits

MOD: Piercing damage side-effect changed to match new Core Analyzer effect

MOD: Critical and Coring immunities on a robot no longer confer immunity to Core Analyzers

MOD: Removed mid-tier Core Analyzers, updated stats of remaining ones

MOD: Executioner loadout modified due to Core Analyzer changes

MOD: Puncture critical strikes replaced with new Impale effect

MOD: Minigun and Barrage Gun SFX shortened by removing spinup and some spindown

MOD: SID effect increased

MOD: VSS Leg energy costs reduced

MOD: 8R-AWN's total armor coverage restored to earlier values

MOD: Claymore description reports explosion data rather than projectile data

MOD: Gallery CSV export for weapon data splits min/max damage into separate values

MOD: Updated "Attack Resolution" section of manual to reflect some item changes

FIX: Message log incorrect colored point defense interceptions [Sardaukar]

FIX: Adventurer/Explorer mode LOADED count reported in HUD may not immediately reset on starting a new run in some circumstances [Sardaukar]

FIX: Potential crash on opening a robot schematic on some systems [DeadlyBlueApples]

FIX: Several new Beta 11 features partially broke creation of a new keybinds file

FIX: "Deadly" heat transfer was only partially working

FIX: GAL Module upgrade to damaged inventory weapon did not immediately update integrity display

FIX: Since Beta 11 X4, overflow damage would almost never hit core

FIX: Earlier Beta 11 change broke off-turn spotting behavior of Sentries and other guard AIs

There are also a number of things not detailed above. Have fun!

Get Beta 11 X10

On Steam, Beta 11 X10 is located on the new beta branch "beta_11_x10" accessible with the code "BigGunzzzzzz", 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 11 cycle notification list. (Anyone already on the list will receive an email with a new link.)

Saves are not compatible with previous releases.

There's always the chance of another one or two small updates in the near term (for example if something goes wrong), which will be otherwise unannounced except to append a notice to this announcement on Patreon, and via an announcement on 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 announced here.

And after just a few hours in the hands of players we have our first X10 hotfix xD

FIX: Trap Extractor always remembered first type of trap contained, unable to switch to another type if emptied

FIX: Seismic Detector was intended to be removable, as with most Devices

FIX: Fusion Compressor energy output was not updated yet

Saves compatible so it just replaces the old one, and I changed the version number but not the archive name for DRM-free downloaders so if you got it before this change the same link will get the newer version.

Addendum 1: Wizardry++

For those of you using Wizard Mode, the 'g' command will now interpret substrings when you want to give a particular part, an even easier way to request certain items where abbreviations won't help and you otherwise have to type out the whole thing. It'll give the first substring match it finds, so it'll still need to be unique (but that's also perfect for spawning some of the items which are more unique in the first place, like NPC gear). For example simply "g boom" will give you 12-ASH's Boomstick, since there's no other item with the string "boom" in it. Or you could simply type "g clay" for extra fun ;)

Addendum 2: Luigi's GPU Mod

Luigi has been working on implementing a mod that provides DirectX and OpenGL support for Cogmind, which can help speed up the game (FPS++!) for streamers, very old machines, or Wine on Mac/Linux.

You can check out his working (but still work-in-progress) in his forum thread here: https://www.gridsagegames.com/forums/index.php?topic=1567.0 

Files

Comments

Menderbug

Oh no, hope the concussion isn't as bad as the last one!

JayNine

Thanks for the release! Now take good care of yourself, I hope you can get well soon pal~

Ourcana (Heni)

Imagine adding GPU support to Cogmind whoever did that must be insane. I bet it only works well on macOS and Linux too, and has some driver issues that require registry hacks. Your mileage might vary! I only really "suggest" it for people on macOS, and more specifically those with an M1 processor or those who notice sub-60 FPS scenarios on older MacBooks. I haven't seen any significant speedups on Linux yet, though I have only tested NVIDIA cards and my high performance desktop outside of my M1 MacBook Air. It's a work in progress! Glad to have a shoutout :) Very excited to play through all the changes in the latest update -- I'm in the middle of a run as we speak I hope you recover well Kyz, rest up when you can!