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A long time in coming, and not quite what was expected, but Beta 13 is here :)

To really get the point across, this version is dubbed "Zoom All The Things," and this latest build should hopefully be the final one, to release next week Feb. 27 (my time).

Of course if any new issues pop up before then I'll be fixing them, but saves should remain compatible and this should ideally be more or less the version that goes out.

Changelog

Since X3 I've both streamed a full run and also done the usual "go down the near-term list for all the essentials I can quickly pack into the upcoming version," implementing that stuff alongside automated testing to catch other issues that screamed for a fix. So there's a bit of a changelog here:

NEW: If parts list headers hidden due to current state of modal interface layout, unused slots also indicate type

NEW: Transport Network Coupler places sabotage intel marker at location of third-party cargo convoy interruption if active at time of report

NEW: HUD temperature readout ends with "ITN" if applicable/installed

NEW: Tracking Trojan context help includes effect range info

NEW: Combat log inserts "???" where the source of an attack effect is unknown

NEW: Added information relevant to Heavies to "Reinforcement Squad" lore

NEW: Swanston typeface added at numerous font sizes

MOD: Modified formatting of run end submission comment

MOD: Toggling ruler on automatically moves cursor to Cogmind position if not somewhere over map view at activation time

MOD: Increased timing leniency of various repeat input required to confirm an action, especially with regard to part manipulation

MOD: Gameover screen once again reports score upload status in real time

MOD: Reduced offscreen object marker detection range when not zoomed in a modal UI layout

MOD: Workers in the wild no longer found with disabled Programmers

MOD: [Pay2Buy mode] Cargo convoy dispatches removed

MOD: Adjusted Golem naming scheme

FIX: Transfer Stations could continue operation following major events such as sterilization [leiavoia]

FIX: Gameover screen reported score upload success even when not possible due to having loaded save [core_nxt]

FIX: Offscreen multitile robot sensor data markers did not appear correctly

FIX: [RPGLIKE mode] LMB on Upgrades button within 500ms of closing machine hacking interface could put UI in an uncontrollable state [Luminiferous]

FIX: Special mode UIs did not hide themselves while game menu open [dr.hermelin]

FIX: RMB to close game menu while cursor over map area may also count as map input

FIX: Combat log hit chance rounding display might still appear off

FIX: Melee followups impossible since X2 update due to code rewritten for future Beta 14 mechanics

FIX: Tamsyn fonts >= size 16 were missing quote/double quote glyph

FIX: Final run results were not always appearing in Discord #cogmind-activity

FIX: Clippyterm entry that had been renamed was no longer accessible

FIX: C contained no patrols (X3 regression)

The full final Beta 13 changelog is also organized within. For public consumption it's been categorized and split into important/less-important changes, since it's grown pretty long at this point.

Saves from X3 are not compatible with this version, however, as I did go in any make content adjustments, including the removal of Botcubes and the secret shovel, just stuff that was in there for fun during prereleases. Beta 14 will be much more content-oriented and see the return of Botcubes and lots more fun stuff...

Get Beta 13

On Steam, Beta 13 is currently located on the new beta branch "beta_13_RC1" accessible with the code "ModalityCool", 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 (coming to an end now, of course :P). Anyone already signed up will receive a separate email with link.

If there are further updates they'll be documented here and the branch will be modified directly. Eventually it will be removed and the default branch will simply point to Beta 13, so you won't have to do anything manually if on Steam. (Non-Steam players will want to download the latest version if there were any updates between now and then.)

Modal UI, Streamed

Earlier this week I streamed the Modal UI layout, the further condensed version of the two modal layouts, and that went quite well. It seems like several people have been trying that out so far, with good results. My own stream is archived here, with some talk about the features and design: https://www.youtube.com/watch?v=XolIIvhIta0 

Beta 14

I'll be getting to the next version as soon as possible, but after 13 goes out there'll no doubt be a period of seeing how the new UI layouts perform and the potential for another near-term patch if necessary. In the meantime of course there's also a list of Beta 12 stats to compile and analyze.

Release is still some days away, but there's still a lot of prep work ahead, this being the first major release in a while, and an even bigger one in terms of marketing needs in that I'll be redoing all of Cogmind's screenshots now that we have new UI layouts. Yay?

Version 240227b

Update Feb 25: A save-compatible version has replaced the original one, fixing some UI issues.

Version 240227c

Update Feb 26: Another save-compatible version was released! Additional UI issues were discovered, as expected as more folks push the new layouts :)

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Comments

Marty McFly

with Cogmind updates, the road to an update (via blog posts) is almost more fun then the destination! ❤️

Kyzrati

Hehe, I would hope so, if only because it is a long road for both myself and anyone following along xD Finally, we are soon to reach the next major intersection!!! Really can't wait to be past this one...