Home Creators Posts Import Register Favorites Logout

Content

While Beta 13 is indeed scheduled to include the UFD (and of course "Scraptown") hence the official name of this release, that is not actually what this X1 prerelease is about! I'm doing all the background/other stuff first, and as you'll see it's... a fair amount ;)

We have the revamped combat log, which I wrote about here.

Among a collection of new mechanics we finally have examples of the "temporary" slot mechanic I wrote about before as well, something I'd been wanting to add for a long time but took a while to get around to having both the tech and content opportunity to include it (the bulk of associated items have already been added, but there are a few more planned for Beta 14).

Oh yeah, and there's another new map :). Technically I wrote about the beginnings of this one last year as well, but now it's actually got stuff in it.

Naturally the greatest concentration of fresh Beta 13 content is found in the new map, once you learn how to reach it. It's not always going to be 100% obvious for various reasons, including 1) lore, and 2) I didn't want newer players to be able to stumble upon it as easily (it is likely punishing for the uninitiated!).

But even outside that, as mentioned the experience has been streamlined, improved, and expanded in other ways.

We've now got a Tractor Beam animation (w/SFX)...

(that is a gif, please do not turn on your speakers ;)

Salvageable matter can merge with other matter on the ground, as it does here when this Recycler is destroyed

Also there's a bunch of cool new items to play with, some in the new map, but a few found elsewhere.

A multitool for repairing broken interactive machines...

Plasma Cutters are being "nerfed" in terms of their original specialty use, but will be replaced in that role with a new item, which are not extremely accessible at the moment, but more prevalent sources are planned for the future (including as early as the full Beta 13).

Good luck finding this one, but if you do...

Another very rare item (that may be somewhat more accessible in the future via special means?):

Share the Triangles

A new and unexpected experimental feature?! Recently I got curious about potential Discord integrations (without doing anything that would require bloating the game with a bunch of their junk), and realized it could be fun to add a way to see player updates on the server, so... yeah we have that now :)

This feature allows everyone to follow runs in progress, including:

a (mostly) full history log as it's being created (excluding some stuff that could be repetitive/annoying/less interesting to have out there in this form)

newly-acquired achievements

scoresheet links and a summary at the end of each run, for example:

(pay no attention to the build--it was a bunch of stuff I had for testing various things :P)

This feature is of course disabled by default, but can be activated simply by adding an empty file named "discord.txt" to your Cogmind directory before starting up the game. (To be specific, this is a regular text file, so if you do not have file extensions visible in Windows, you simply want to create a "text file" named "discord". If you do have extensions visible, then you want to create a .txt file named "discord".)

Possible optional content for that file:

Putting a Discord webhook URL on its own line will send all the output there instead (like to your own Discord server or whatever)

Adding "history=0" on its own line will exclude the sharing of history log info, but include the other content

For this feature to work, when Cogmind starts up your player name cannot be anonymous.

I've attached this feature to a new public channel, #cogmind-activity, and it does not spoiler anything, so depending on the run(s) in progress it could include lots of spoilers and redacted content. I don't have other plans for it yet, just kinda created it and we'll see what happens!

Share and enjoy :)

I hope to be able to join in the fun myself next week on my normal streaming day for once, finally, for however long I can. Still been dealing with lots of issues, not least of them being post-concussion effects, so unfortunately I've had to stay away from streaming for a while. If I did that, where of course the goal would be to experience some of the new content in real runs, next week would be a one-off anyway since I will be out the following week for a trip, after which I might be able to get back to streaming more regularly again, we'll see.

LuigiAI

If you're familiar with Luigi over in the Discord community, you might know about his ongoing project to develop an AI that can play Cogmind. As part of that goal, some time back I added dedicated data structures that can be parsed for relevant info if you can (among other things) write a program to read the game's memory and input commands etc.

I'm bringing it up now since the current memory structure is available on GitHub, and I just expanded it a bit further in this build (to include robot inventory items).

You can find his project online here, and he has shared some interesting related videos and streams before.

Changelog

NEW: Branch map "Subcaves"

NEW: 34 new items (including new mechanics)

NEW: 18 new encounters

NEW: 3 new Complex 0b10 map events

NEW: 3 new derelict robot classes, each with new AI

NEW: 2 more unique named NPCs

NEW: 2 new trap types

NEW: 1 new turret variant

NEW: Multiple lore entries related to new content

NEW: Adding '!' anywhere in item tag forces it to require confirmation to attach

NEW: Salvageable matter may merge with existing free matter when dropped

NEW: Tractor Beam effect includes animation and SFX

NEW: More unique Subatomic Replicator interactions

NEW: Mines infestation event includes input block when triggered, to ensure time to respond even when playing fast

NEW: Contextual tutorial message about moves that may cause cave-ins

NEW: Setting combat log detail to High or above includes victim name when part or core hit or destroyed

NEW: Setting combat log detail to High or above reports disruptions, projectile penetration, and some critical effects

NEW: Setting combat log detail to Full reports all critical effects, immediate meltdowns due to thermal transfer, and most terrain destruction

NEW: Combat log explicitly identifies melee followups, sneak attacks, and Cogmind gunslinging target switches where applicable

NEW: Programmer hacking attempts/results also reported in combat log

NEW: While combat log detail set to High or above, manually scrolling contents away from bottom automatically opens and scrolls expanded combat log view

NEW: Tutorial message about combat log on opening it for first time

NEW: Added new combat log features to Advanced UI > Combat Log Window manual section

NEW: Scoresheet entry to record damage ignored by resistances

NEW: Optional warning when move might cause a cave-in (advanced.cfg: warnOnCaveinMove)

NEW: Option to block movement commands while ruler overlay active (advanced.cfg: rulerBlocksMovement)

NEW: Advanced quickStart option defined in manual explicitly indicates that it prevents acheivements requiring certain propulsion usage restrictions

NEW: Support for 5K screens (multiple size 48 font sets)

MOD: Ramming no longer explicitly increases target salvage potential

MOD: Reduced falloff of all electromagnetic launchers by 1

MOD: Increased range of all 12-range electromagnetic launchers to 14

MOD: Plasma Cutters remixed to become higher-range saw/tearclaw hybrid

MOD: Newly spawned robots start with full energy reserves instead of base energy amount

MOD: Cave outpost Sentry that requests backup can be jammed

MOD: Sterilization system takes longer to melt objects in maps which start at colder ambient temperature

MOD: Sterilization system prevents further accumlation of machine destruction value towards score

MOD: EX-Prototypes terminal data name and purpose converted to more generic Derelict Prototypes

MOD: Optional Data Miner mission results in a controllable instead of uncontrollable ally

MOD: NPC dialogue '?' indicator colors no longer darkened for unarmed robots

MOD: CALC window renamed COMBAT

MOD: Multiprojectile weapons merge all projectiles into single combat log entry for hit tally reporting

MOD: Combat log no longer includes hit part/core coverage/exposure value, regardless of setting

MOD: Opening combat log, or performing any action while open, automatically scrolls it to the end

MOD: Message log reporting of Core Stripper effect switched from darkened version to standard brightness

MOD: Combat log friendly hit/miss messages displayed in shades of white/gray instead of green

MOD: Default combatLogLimit increased from 200 to 1000

MOD: Colorblind mode uses light gray for all three uppermost core HUD stats in help UI

MOD: [Player 2 mode] Player 2 ignores items under immobile robots

FIX: Perforator lore specified incorrect number of projectiles [Plexion]

FIX: Scoresheet "Parts Damaged" due to scanalyzing only tallied on successful scans [Plexion]

FIX: Potential rare crash during W base assault [Plexion]

FIX: ECA unique bodyguard units of same name could be dispatched at once [Plexion, Infomantis]

FIX: Particular plot-related history log message may appear in scoresheet under incorrect conditions [lyra]

FIX: Manual Attack Resolution section referenced old name for Armor Integrity Analyzer [lyra]

FIX: Using Supercharged TR to bypass an inhibitor in extended map had an unintended side effect [lyra, Runia]

FIX: Construct weapons losing heat transfer and therefore any Burn critical effect retained their critical chance despite having no effect [MTF]

FIX: New crash as of Beta 12 while animating one of the rarer ending sequences [MTF]

FIX: Holding cursor over Allies console ALL button while moving via keyboard with allies present caused order highlighting to retain old orientations [MTF]

FIX: Constructs undergoing some types of integrity changes may not update parts list integrity color [Infomantis]

FIX: [RPGLIKE mode] New Beta 12 caves encounter crashed map on first turn after entry [Infomantis]

FIX: Crash on shifting certain multislot weapons to end of weapon slot list [Cracklepappy, Wilfeymon]

FIX: Masking the only free items desired by Recyclers on a map prevented them from moving [Cracklepappy]

FIX: Under circumstances including playing many runs without restarting Cogmind in between, ECA bodyguard count might be reduced [aoemica]

FIX: Scoresheet could record triggered sapper charges and rigged power sources not set by Cogmind [leiavoia]

FIX: Despite addition of Relay Coupler [Prototype], Program Shield and Alert ID Control RIF abilities did not work on those allies [Savant]

FIX: Multiprojectile weapons firing as part of larger volley could have projectiles interspersed with later weapons in volley [Valguris]

FIX: Holding wait did not autopause when a Crusher enters view [kiedtl]

FIX: O-32 Director analysis text still mentioned Backup Module [Sardaukar]

FIX: Beta 11 extraction of custom notes from manual to notes.txt broke "-nonportable" command line switch functionality [Ms Vella]

FIX: Alternative Meltdown critical strike effect for Cogmind class could not actually cause described heat increase

FIX: Active Sensor Suite activity paths ignored Materials storage cache

Get Beta 13 X1

On Steam, Beta 13 X1 is located on the new beta branch "beta_13_x1" accessible with the code "13LogsDontLie", 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 13 cycle notification list. (This is a new list being created from scratch since Beta 12 development ended.)

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.

Edit: Our first save-compatible hotfix, 230622a:

NEW: Full-detail combat log indicates when occupied Twisted Machinery absorbs attack against robot within it

MOD: Multitool matter cost to use as a weapon increased to match machine repair cost

FIX: 4L-MR0 dialogue was stuck part way through

FIX: Potential crash during at the beginning of one of the Subcaves events

FIX: Data Miner terminals were missing some entries

Save-compatible 230623a!

FIX: Items dropped on other items could land much further away

Files

Comments

No comments found for this post.