Announcement and changelog (http://"http://www.gridsagegames.com/forums/index.php?topic=357.0")
QuoteAttaching parts while slots are full attempts to smartly auto-replace existing parts.
Another game-changer, only this one on the UI side. You'll now tend to see far fewer "no free slot" messages, since attaching parts will automatically attempt to pick an existing part that is in some way inferior and replace it by first either putting it the inventory (if there's room) or dropping it to the ground. This feature works whether attaching from the ground or your inventory, so it can be a really easy way to swap in parts (especially for keyboard users) by essentially halving the number of commands required.
The system is even capable of smartly replacing Storage Units and resource containers without losing their contents. Have a damaged Hcp. Storage Unit and found a fresh one? No more inventory fumbling required, just press 'a' while standing on it and bam you're ready to go!
This change sounds awesome! I'm also quite eager to try the decreased volley delay of larger volleys. It sounds like a sizeable buff (although alert purge was nerfed).
One thing I've noticed is that item replacing ought to replace the most damaged item. For instance I had two aluminium legs, one green integrity and one yellow. I tried attaching a brand new leg and it replaced the green one instead of the yellow one.
Edit: Also the tutorial level still plays even when you copy your config file over. It seems you need to turn it on and off in the options in order to get rid of it.
Sentries seem to have a much larger weapon range.
Quote from: zxc on December 17, 2015, 02:10:22 AM
One thing I've noticed is that item replacing ought to replace the most damaged item. For instance I had two aluminium legs, one green integrity and one yellow. I tried attaching a brand new leg and it replaced the green one instead of the yellow one.
Hm, oops. It was supposed to pick the one with the lowest integrity, but I was getting tired by the time I added this--the entire system was done last thing right before release, without time to test all possibilities (a bad idea, yes), but I thought it was important to at least get in there :).
We'll first see if there's anything else needing/worth fixing and I'll put out a 5b soon.
Edit: Yeah, damn, I'm looking at it now and there's a typo in the source which is causing it to compare the wrong integrity value :/. A whole 5b for one tiny little thing? Argh...
Quote from: zxc on December 17, 2015, 02:10:22 AM
Edit: Also the tutorial level still plays even when you copy your config file over. It seems you need to turn it on and off in the options in order to get rid of it.
The tutorial level playing or not isn't stored in your config. That's part of the game.bin data, which if you don't copy over you'll also lose all your item collection records, among other things. (This is why the migration guide says to copy your entire /user/ directory. It also contains your tutorial.bin and buffer.txt files.)
Quote from: zill on December 17, 2015, 02:33:42 AM
Sentries seem to have a much larger weapon range.
Nope, all changes are listed in the changelog :).
Quote from: Kyzrati on December 17, 2015, 04:36:47 AM
We'll first see if there's anything else needing/worth fixing and I'll put out a 5b soon.
Edit: Yeah, damn, I'm looking at it now and there's a typo in the source which is causing it to compare the wrong integrity value :/. A whole 5b for one tiny little thing? Argh...
;D
Quote from: Kyzrati on December 17, 2015, 04:36:47 AM
The tutorial level playing or not isn't stored in your config. That's part of the game.bin data, which if you don't copy over you'll also lose all your item collection records, among other things. (This is why the migration guide says to copy your entire /user/ directory. It also contains your tutorial.bin and buffer.txt files.)
Oops
Okay fine, you win, I uploaded Alpha 5b ;D
hahaha my first alpha 5 run is done and a 5b is out now :D and the a-key is cogminds new best friend^^ very good for the gameplay...more fun because of this in my opinion. it seems that cogmind is a little stronger now !? in -6 i came two times in a chute-trap, than leave successful and a few hacks later surrounded by 4 h's...and love to see my wifes name in the supporter-list ;) now i download and try the /b^^
Well, not a massive difference in 5b, but if you're using 'a' (like I assume everyone will now =p), it's definitely worth switching over real quick.
Overall the game is going to be easier now for anyone using three or more weapons at once, and that's certainly how a lot of people like to play :D. No difference in across-the-board mechanics other than that, but that's a really big one!
Glad to have you on the list, Enno. Or your wife, right =p
Played a combat cogmind for the first time since the tournament. I was going well until -4 ruined me (endless fighting loop + ran out of weapons). I think probably half the inventory space should be taken by weapons.
Oh and I went rampaging around in a garrison for the first time ;D - I think I owned those robots. While there were many enemies, they dropped good stuff (which never got taken away), so I probably benefited from it.
Also I spotted something slightly weird. In my morgue file it says:
Best Kill Streak 11
Combat Bots Only 14
Combat bots only > my best kill streak?
Cogmind - Alpha 5
Name: zzxc
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (231) 1155
Value Destroyed (10547) 10547
Prototype IDs (20) 400
Alien Tech Identified (0) 0
Bonus (200) 200
TOTAL SCORE: 15302
Cogmind
---------
Core Integrity 0/1150
Matter 260/300
Energy 11/50
System Corruption 33%
Temperature Cool (0)
Location -4/Factory
Parts
-------
Power (2)
Propulsion (3)
Utility (9)
Weapon (5)
Improved Plasma Cutter
Inventory
-----------
High-powered Tractor Beam
High-capacity Storage Unit
Advanced Heat Sink
Advanced Heat Sink
Peak State
------------
Power
Fusion Reactor
Improved Deuterium Engine
Propulsion
Heavy Treads
Durable Medium Treads
Utility
Energy Well
Reactive Heavy Armor
High-capacity Storage Unit
High-capacity Storage Unit
Advanced Heat Sink
Advanced Force Field
Advanced Heat Sink
Weapon
Heavy Gauss Cannon
Proton Cannon
Long-range Proton Cannon
Cooled Phase Cannon
Cooled Phase Cannon
[Rating: 102]
Favorites
-----------
Power Improved Deuterium Engine
Engine Improved Deuterium Engine
Power Core Neutrino Core
Reactor Fusion Reactor
Propulsion Light Treads
Treads Light Treads
Wheel Wheel
Leg Flexi-carbon Leg
Hover Unit Experimental Gravmag System
Utility High-capacity Storage Unit
Device Advanced Heat Sink
Storage High-capacity Storage Unit
Processor Improved Core Analyzer
Hackware Improved Hacking Suite
Protection Improved Light Armor Plating
Weapon Heavy Flak Cannon
Energy Gun Heavy Gatling Laser
Energy Cannon Proton Cannon
Ballistic Gun Flak Gun
Ballistic Cannon Heavy Flak Cannon
Launcher Micro-nuke Launcher
Special Weapon Improved Plasma Cutter
Stats
-------
Bonus Breakdown 200
Entered Garrisons 200
Classes Destroyed 17
Worker 17
Builder 12
Tunneler 1
Hauler 14
Recycler 24
Mechanic 1
Operator 4
Watcher 9
Swarmer 23
Grunt 54
Duelist 1
Protector 3
Sentry 20
Specialist 1
Hunter 19
Programmer 27
Behemoth 1
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 14
Matter Collected 7807
Salvage Created 10025
Parts Attached 265
Power 19
Propulsion 36
Utility 114
Weapon 96
Parts Lost 84
Power 8
Propulsion 12
Utility 28
Weapon 36
Average Slot Usage (%) 90
Naked Turns 39
Spaces Moved 3473
Fastest Speed (%) 200
Average Speed (%) 57
Slowest Speed (%) 47
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 16
Cave-ins Triggered 0
Teleports 0
Heaviest Build 143
Greatest Overweight (x) 28
Average Overweight (x) 0
Largest Inventory 28
Most Items Carried 23
Average Items Carried 14
Core Damage Taken 1605
Average Core Remaining (%) 85
Depth 10 Exit 85
Depth 9 Exit 69
Depth 8 Exit 92
Depth 7 Exit 74
Depth 6 Exit 97
Depth 5 Exit 95
Volleys Fired 460
Largest 5
Hottest 342
Shots Fired 1410
Gun 563
Cannon 803
Launcher 41
Special 3
Kinetic 805
Thermal 416
Explosive 41
Electromagnetic 148
Shots Hit Robots 942
Core Hits 590
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 28130
Projectiles 20136
Explosions 7915
Melee 0
Ramming 79
Kinetic 12085
Thermal 7291
Explosive 6524
Electromagnetic 2151
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 685
Shots 12
Rammed 16
Highest Temperature 738
Average Temperature 135
Shutdowns 15
Energy Bleed 11
Interference 9
Matter Decay 3
Short Circuit 1
Damage (minor) 2
Damage (major) 2
Damage (core) 0
Highest Corruption 33
Average Corruption 9
Message Errors 42
Parts Rejected 17
Data loss (map) 36
Data loss (database) 26
Misfires 14
Misdirections 18
Targeting Errors 92
Weapon Failures 25
Depth 9 End 3
Depth 7 End 2
Depth 5 End 5
Haulers Intercepted 14
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 10
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 4
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 21
Terminals 19
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 2
Machines Hacked 21
Terminals 19
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 2
Total Hacks 74
Successful 27
Failed 47
Catastrophic 13
Database Lockouts 0
Manual 25
Unauthorized 3
Terminals 66
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 8
Terminal Hacks 26
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 1
Open Door 1
Level Access Points 0
Branch Access Points 0
Emergency Access Points 1
Machine Index 0
Terminal Index 1
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 5
Unreport Threat 7
Locate Traps 1
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 5
Machine Controls 0
Hacking Detections 25
Full Trace Events 5
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 14
Largest Group 10
Highest-Rated Group 55
Highest-Rated Ally 10
Total Orders 4
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 4
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 48
Total Damage 457
Kills 9
Allies Corrupted 0
Allies Melted 0
Peak Influence 1777
Average Influence 496
Final Influence 1657
Maximum Alert Level 5
Low Security (%) 42
Level 1 19
Level 2 12
Level 3 4
Level 4 16
Level 5 4
Squads Dispatched 32
Investigation 8
Extermination 11
Reinforcement 5
Assault 7
Garrison 1
Exploration Rate (%) 16
Regions Visited 11
Garrisons Visited 1
Relays Disabled 2
Generators Disabled 0
Turns Passed 8642
Depth 11 174
Depth 10 469
Depth 9 1133
Depth 8 500
Depth 7 1098
Depth 6 815
Depth 5 1437
Depth 4 3016
Scrapyard 174
Materials 1581
Factory 5626
Storage 521
Garrison 740
Prototype IDs
---------------
Fusion Reactor
Experimental Gravmag System
Heavy Gatling Laser
Improved EM Shotgun
Advanced Beam Cannon
Cooled Phase Cannon
Improved Assault Rifle
Anti-matter Cannon
Tri-rail Accelerator
Scatter Rocket Array
Mini Smartbomb Launcher
Tiamat Missile Launcher
Guided EMP Blaster
Experimental Optical Array
Experimental ECM Suite
Inertial Stasis Machine
Quarantine Testbed
Quantum Shroud
Experimental Reclamation Unit
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1450343851
^Manual?: 0
Play Time: 210 min
Sessions: 3
Mod: N/A
Game No.: 20
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
X=9436428882328373724999978299
879342727329772983787384397297
972742723394741782773422991127
797229987717899979923984827379
772888199873237921722297712324
777777777797777777793399727777
777797777777777797777787777797
977773387397777777787797777977
923797779797799727778477777773
872927287227787199887797189987
777779777778779779793382213887
497978721983122788921997932942
279894477779398787791823478914
732127297877948777777779713879
479972973742972747737979873372
731321772287417134793432797928
487487797779772727777227212712
248894747178972192783879927427
999794819978297322179787998928
297787788794128772273999727787
399789232778778779777827379277
7933929287792731
I smashed up a garrison on my one weapons-heavy test run, too :D. You definitely need to carry more spares with that kind of build, but I think it can work quite well with the right tactics.
Never did finish that run due to time constraints, but stopped in good shape on -4. I'm eager to make a proper go of it in my next stream.
About the streak count error, thanks for pointing that out. It was all kinds of messed up a few months ago and I "fixed" it, but just looked now and apparently left one of the source lines in the wrong spot, causing the combat timer to reset even if you killed a non-combat robot, meaning it's possible through a confluence of events to extend your combat kill streaks even longer. Oops. I've fixed it for the next release. (If you'd caught it a couple hours earlier it would have been in 5b :P)
Quote from: Kyzrati on December 17, 2015, 06:35:16 AM
About the streak count error, thanks for pointing that out. It was all kinds of messed up a few months ago and I "fixed" it, but just looked now and apparently left one of the source lines in the wrong spot, causing the combat timer to reset even if you killed a non-combat robot, meaning it's possible through a confluence of events to extend your combat kill streaks even longer. Oops. I've fixed it for the next release. (If you'd caught it a couple hours earlier it would have been in 5b :P)
Difficult to spot before finishing a run and getting a morgue file!
You mean I can't blame you for not dying quickly enough? ;)
I still think something isn't right.
Spoiler
(https://i.imgur.com/zSNgIa3.png)
I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.
Edit: Another one bites the dust at -4 again. On the plus side, I don't think I've had a temperature as high as 1242 before. At the end I tried to see how high it could reach.
Cogmind - Alpha 5b
Name: zzxc
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (330) 1650
Value Destroyed (11735) 11735
Prototype IDs (14) 280
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 16665
Cogmind
---------
Core Integrity 0/1150
Matter 226/500
Energy 316/505
System Corruption 21%
Temperature Critical (1248)
Location -4/Factory
Parts
-------
Power (2)
Neutrino Core
Heavy Anti-Matter Reactor
Propulsion (5)
Heavy Treads
Improved Treads
Utility (7)
High-capacity Storage Unit
Large Storage Unit
High-capacity Matter Storage Unit
Layered Medium Armor Plating
Weapon (5)
Railgun
Long-range Proton Cannon
Heavy Plasma Cannon
Inventory
-----------
Micro Fission Core
Improved Treads
Medium Treads
Heavy Plasma Cannon
Heavy Plasma Cannon
Long-range Proton Cannon
Long-range Proton Cannon
KE Penetrator
Fusion Cannon
High-powered Tractor Beam
Peak State
------------
Power
Neutrino Core
Heavy Anti-Matter Reactor
Propulsion
Heavy Treads
Compact Heavy Treads
Improved Medium Treads
Medium Treads
Utility
Improved Cooling System
High-capacity Storage Unit
Improved Cooling System
High-capacity Storage Unit
Reactive Medium Armor
Advanced Heat Sink
Weapon
Improved Lightning Gun
Matter Neutralizer
Mini Assault Cannon
Long-range Proton Cannon
Fusion Cannon
[Rating: 96]
Favorites
-----------
Power Neutrino Core
Engine Improved Deuterium Engine
Power Core Neutrino Core
Reactor Heavy Anti-Matter Reactor
Propulsion Light Treads
Treads Light Treads
Leg Aluminum Leg
Hover Unit Hover Unit
Utility High-capacity Storage Unit
Device Improved Cooling System
Storage High-capacity Storage Unit
Processor Improved Targeting Computer
Protection Light Armor Plating
Weapon Coil Gun
Energy Gun Improved EM Shotgun
Energy Cannon Cooled Particle Cannon
Ballistic Gun Coil Gun
Ballistic Cannon Light Cannon
Launcher Mini Grenade Launcher
Stats
-------
Bonus Breakdown 0
Classes Destroyed 19
Worker 17
Builder 32
Tunneler 4
Hauler 15
Recycler 29
Carrier 1
Mechanic 3
Operator 1
Watcher 18
Swarmer 51
Saboteur 2
Grunt 78
Brawler 4
Duelist 5
Protector 1
Sentry 29
Hunter 16
Programmer 22
Behemoth 2
NPCs Destroyed 0
Best Kill Streak 17
Combat Bots Only 9
Matter Collected 7086
Salvage Created 14687
Parts Attached 258
Power 23
Propulsion 70
Utility 58
Weapon 107
Parts Lost 68
Power 4
Propulsion 13
Utility 23
Weapon 28
Average Slot Usage (%) 96
Naked Turns 3
Spaces Moved 3638
Fastest Speed (%) 200
Average Speed (%) 52
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 151
Greatest Overweight (x) 11
Average Overweight (x) 0
Largest Inventory 28
Most Items Carried 28
Average Items Carried 23
Core Damage Taken 2047
Average Core Remaining (%) 70
Depth 10 Exit 30
Depth 9 Exit 71
Depth 8 Exit 77
Depth 7 Exit 62
Depth 6 Exit 92
Depth 5 Exit 93
Volleys Fired 624
Largest 5
Hottest 359
Shots Fired 1851
Gun 818
Cannon 993
Launcher 40
Special 0
Kinetic 959
Thermal 524
Explosive 36
Electromagnetic 332
Shots Hit Robots 1088
Core Hits 563
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 28636
Projectiles 24227
Explosions 4401
Melee 0
Ramming 8
Kinetic 12523
Thermal 8538
Explosive 3463
Electromagnetic 4104
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 320
Shots 10
Rammed 1
Highest Temperature 1242
Average Temperature 96
Shutdowns 14
Energy Bleed 2
Interference 5
Matter Decay 5
Short Circuit 1
Damage (minor) 2
Damage (major) 18
Damage (core) 4
Highest Corruption 21
Average Corruption 5
Message Errors 19
Parts Rejected 8
Data loss (map) 19
Data loss (database) 18
Misfires 6
Misdirections 4
Targeting Errors 57
Weapon Failures 17
Depth 7 End 2
Depth 6 End 7
Depth 5 End 4
Haulers Intercepted 15
Robots Corrupted 24
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 20
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 1
Indirectly 1
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 24
Terminals 19
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 3
Machines Hacked 24
Terminals 19
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 3
Total Hacks 60
Successful 23
Failed 36
Catastrophic 15
Database Lockouts 0
Manual 31
Unauthorized 3
Terminals 53
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 2
Garrison Access 4
Terminal Hacks 19
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 2
Open Door 3
Level Access Points 1
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 5
Unreport Threat 2
Locate Traps 1
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 1
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 1
Registered Prototypes 0
Zone Layout 0
Sector Layout 1
Machine Controls 0
Hacking Detections 24
Full Trace Events 2
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 3
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 12
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 1847
Average Influence 497
Final Influence 1827
Maximum Alert Level 5
Low Security (%) 17
Level 1 29
Level 2 32
Level 3 14
Level 4 4
Level 5 2
Squads Dispatched 48
Investigation 4
Extermination 12
Reinforcement 11
Assault 8
Garrison 13
Exploration Rate (%) 19
Regions Visited 9
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 10108
Depth 11 68
Depth 10 1053
Depth 9 1567
Depth 8 829
Depth 7 1944
Depth 6 2067
Depth 5 953
Depth 4 1627
Scrapyard 68
Materials 3449
Factory 5103
Storage 1488
Prototype IDs
---------------
Heavy Ion Engine
Enhanced Nuclear Core
F-Cell Engine
Heavy Anti-Matter Reactor
Improved Medium Laser
Improved EM Shotgun
Improved Lightning Gun
Cooled Particle Cannon
Compact Ion Cannon
Enhanced Autogun
Enhanced Coil Gun
Mini Assault Cannon
Rocket Array
Scatter Rocket Array
Gravity Neutralizing Apparatus
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1450367201
^Manual?: 0
Play Time: 133 min
Sessions: 1
Mod: N/A
Game No.: 24
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
X=9420346922321651366633441524
459544535452626666211156441692
156694156524299692551216424512
945224944654222954224132264545
461491653562326524651694923262
139136266539626466254446263693
269566463625265551216252312963
524654246223924252452935332466
611366666466626135292259944663
252965363919942966692646442524
149251424692413264246595545522
559452946266662466446664629423
644329424464312239145634313462
294666662344662666645246666442
666664666646622292666436666669
266666646666662466666664666662
646666666466662664666666429594
546355454223325499912969424263
342264646466426646465924515665
254299136155255541251635925465
4566495635526424394294444251527
Quote from: zxc on December 17, 2015, 10:10:45 AM
I still think something isn't right.
I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.
Argh, okay, apparently I'll need to do more thorough testing of situations with many parts of the same kind, and on the system in general. It was a pretty big thing to be adding in such short time. Definitely not SOP :P
At least it seems to mostly work right? Is it helpful?
Quote from: zxc on December 17, 2015, 10:10:45 AM
Edit: Another one bites the dust at -4 again. On the plus side, I don't think I've had a temperature as high as 1242 before. At the end I tried to see how high it could reach.
High temperature are survivable, but the random nature of the effects can mean in some cases you end up severely crippled. Definitely an area of the game where you can push your luck in a pinch and just hope to get away with it :)
Also, I notice that you've visited Storage in both of these runs, but didn't take the new exit. Any particular reason?
QuoteAt least it seems to mostly work right? Is it helpful?
Halfway useful to me. It often saves time, but it's bad for optimal play since I sometimes get nasty surprises. Can you add an option to bypass the "smart" algorithm with an explicit target prompt?
Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
At least it seems to mostly work right? Is it helpful?
Yeah it's helpful. Sometimes I have to drop and replace stuff when it makes a mistake though :P . I still think the ideal would be to press "a" and then the letter of the item you want to replace.
Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
Also, I notice that you've visited Storage in both of these runs, but didn't take the new exit. Any particular reason?
I didn't even realise! I explored the second storage quite thoroughly but in my mind I only had the goal of leaving immediately. That there was a new exit didn't even occur to me.
Thought I was doing a weekly seed but I forgot to enter the damn thing. Oh well. Original post below.
Noooooot bad!
Spoiler
Cogmind - Alpha 5b
Name: karlnp
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (1) 500
Robots Destroyed (57) 285
Value Destroyed (1640) 1640
Prototype IDs (3) 60
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 2485
Cogmind
---------
Core Integrity 0/400
Matter 212/300
Energy 270/270
System Corruption 0%
Temperature Cool (5)
Location -9/Storage
Parts
-------
Power (2)
F-Cell Engine
Propulsion (3)
Utility (2)
Weapon (2)
Heavy Assault Rifle
Inventory
-----------
Hover Unit
Improved Hover Unit
Drone Bay
Peak State
------------
Power
F-Cell Engine
F-Cell Engine
Propulsion
Hover Unit
Utility
Drone Bay
Weapon
Heavy Assault Rifle
[Rating: 25]
Favorites
-----------
Power Improved Ion Engine
Engine Improved Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Treads Light Treads
Leg Aluminum Leg
Hover Unit Hover Unit
Utility High-capacity Storage Unit
Device Weight Redist. System
Storage High-capacity Storage Unit
Hackware Footprint Analyzer
Protection Core Shielding
Weapon Improved Light Cannon
Energy Gun EM Pulse Gun
Energy Cannon Light EM Pulse Cannon
Ballistic Gun Heavy Assault Rifle
Ballistic Cannon Improved Light Cannon
Launcher Grenade Launcher
Stats
-------
Bonus Breakdown 0
Classes Destroyed 9
Worker 3
Builder 4
Tunneler 1
Recycler 1
Watcher 1
Swarmer 14
Grunt 21
Duelist 2
Sentry 10
NPCs Destroyed 0
Best Kill Streak 6
Combat Bots Only 4
Matter Collected 1438
Salvage Created 1556
Parts Attached 67
Power 12
Propulsion 21
Utility 10
Weapon 24
Parts Lost 30
Power 4
Propulsion 11
Utility 1
Weapon 14
Average Slot Usage (%) 91
Naked Turns 4
Spaces Moved 1579
Fastest Speed (%) 200
Average Speed (%) 69
Slowest Speed (%) 14
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 50
Greatest Overweight (x) 13
Average Overweight (x) 0
Largest Inventory 12
Most Items Carried 12
Average Items Carried 9
Core Damage Taken 544
Average Core Remaining (%) 43
Depth 10 Exit 43
Volleys Fired 156
Largest 2
Hottest 131
Shots Fired 287
Gun 179
Cannon 99
Launcher 9
Special 0
Kinetic 198
Thermal 19
Explosive 9
Electromagnetic 61
Shots Hit Robots 182
Core Hits 75
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 4517
Projectiles 3235
Explosions 1270
Melee 0
Ramming 12
Kinetic 2470
Thermal 387
Explosive 1142
Electromagnetic 506
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 397
Shots 6
Rammed 1
Highest Temperature 222
Average Temperature 50
Shutdowns 0
Energy Bleed 0
Interference 1
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 0
Average Corruption 0
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 1
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 2
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 11
Terminals 10
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Machines Hacked 9
Terminals 8
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Total Hacks 17
Successful 7
Failed 10
Catastrophic 1
Database Lockouts 0
Manual 3
Unauthorized 0
Terminals 14
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Terminal Hacks 6
Record 2
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 2
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 1
Machine Controls 0
Hacking Detections 8
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 2
Largest Group 2
Highest-Rated Group 10
Highest-Rated Ally 5
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 380
Average Influence 125
Final Influence 370
Maximum Alert Level 1
Low Security (%) 74
Level 1 25
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 8
Investigation 0
Extermination 0
Reinforcement 3
Assault 2
Garrison 3
Exploration Rate (%) 40
Regions Visited 5
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 3194
Depth 11 80
Depth 10 1070
Depth 9 2044
Scrapyard 80
Materials 1020
Mines 506
Storage 1588
Prototype IDs
---------------
F-Cell Engine
Improved Medium Laser
Improved Assault Rifle
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1450423178
^Manual?: 0
Play Time: 42 min
Sessions: 1
Mod: N/A
Game No.: 16
ASCII: 1
Keyboard: 1
Movement: Vi
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50
X=9208270932336492642674792391
296163241154013131202431109109
246765405647032202004451290295
953693954402106540452297234677
541342042241342552455790635250
553302054912921721429247354909
341151142136475436209142500955
974234343151529354506151242141
241151142141242151102141241152
252141257951144279442131232141
094151102141241151242141241151
142141241152112141251151142141
241151142141241105114214150219
114214124115114214124152120357
147026644013134915546619124524
025715144914413694220165329795
0340432912002492202979644
Spoiler
And from Materials to Mines, found a Derelict facing 3 Pests and helped him out, then he joined me and helped me get to the next level, or so I thought - whoo boy, I love Storage! Piles and piles of Hover Units, and some really interesting encounters - particularly 2 Derelict hiding in a storage closet full of experimental flight units. Great, but then the assault team shows up with 2 ARCs full of katana-wielding death machines.
Weird behaviour/bugs:I realized why I didn't know that Alt-# dropped things, because in the vikeys setup alt-number row moves the map for some reason. Also, many times I tried to fire my guns & the 'closest armed' heuristic didn't see a Scout or ARCs - but maybe they're not armed? but surely it should fall through to Closest Hostile in that case?
It happened here, but it says 'cannot target self' because I was double-tapping by default and I guess I was the closest armed robot to me.
Spoiler
(http://puu.sh/lZVFS/ea3f277fb3.jpg)
(Highly recommend this album for Cogmind runs, btw.)
Quote from: Decker on December 17, 2015, 08:54:03 PM
QuoteAt least it seems to mostly work right? Is it helpful?
Halfway useful to me. It often saves time, but it's bad for optimal play since I sometimes get nasty surprises. Can you add an option to bypass the "smart" algorithm with an explicit target prompt?
Quote from: zxc on December 17, 2015, 09:36:20 PM
Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
At least it seems to mostly work right? Is it helpful?
Yeah it's helpful. Sometimes I have to drop and replace stuff when it makes a mistake though :P . I still think the ideal would be to press "a" and then the letter of the item you want to replace.
I should mention that this new option is
not intended to replace any of the "improved inventory management" schemes discussed earlier--it's something that was added entirely separate from that (which hasn't been done yet because it's a much bigger project).
This feature in particular can be avoided entirely by just not attaching when slots are full, so at least it won't get in the way of anyone who doesn't want to use it.
What I'll need to know are specific replacement cases that aren't working, or at least not according to the rules I've laid out, so I can make sure it's 100% predictable, as intended. As confirmed again by zxc there's still something up with the occasional integrity choice (not sure how that's still happening, but properly testing will tell...), but let me know if you spot anything else out of the ordinary. I'm sure I'll find some when I do my own testing, too.
Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D
Quote from: Kyzrati on December 18, 2015, 01:14:19 AM
Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement? ;D
By the way, I've always found it odd that if you target a civilian robot (usually haulers) the line of fire shows as red rather than green. Can it be green if you have a clear LOF to the target you have your cursor on?
Quote from: zxc on December 18, 2015, 01:16:58 AM
Quote from: Kyzrati on December 18, 2015, 01:14:19 AM
Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement? ;D
Sure. You design the heuristic and test it so that it accurately predicts it for all playstyles and Kyzrati will put it in.
Quote from: karlnp on December 18, 2015, 01:11:55 AM
Thought I was doing a weekly seed but I forgot to enter the damn thing. Oh well. Original post below.
Noooooot bad!
Here's to getting further :D
Storage can be pretty dangerous at that depth! Even for experienced players...
Quote from: karlnp on December 18, 2015, 01:11:55 AM
I realized why I didn't know that Alt-# dropped things, because in the vikeys setup alt-number row moves the map for some reason.
There's nothing different about the vi setup, since it's not an actual mode (it's active all the time). There's something else at work here--sounds like your number key row is set up to work like the numpad when you hold Alt on your system. Just a guess.
Quote from: karlnp on December 18, 2015, 01:11:55 AM
Also, many times I tried to fire my guns & the 'closest armed' heuristic didn't see a Scout or ARCs - but maybe they're not armed? but surely it should fall through to Closest Hostile in that case?
"Closest Armed" will literally only include those with weapons, yes. You'll want to switch back to the default, "Closest Threat," in the options menu in order to include Watchers and ARCs.
Quote from: zxc on December 18, 2015, 01:16:58 AM
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement? ;D
While adding this feature I thought of that and my first reaction was "wow that would be awesome!" followed by "oh my god that would be a nightmare to develop" :P
Quote from: zxc on December 18, 2015, 01:16:58 AM
By the way, I've always found it odd that if you target a civilian robot (usually haulers) the line of fire shows as red rather than green. Can it be green if you have a clear LOF to the target you have your cursor on?
Yeah, I think that could/should probably change. It started out that way (as early as the 7DRL), since they're not hostile. But I do believe the color should probably purely reflect LOS. Though if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)
Quote from: Kyzrati on December 18, 2015, 01:22:48 AM
Quote from: zxc on December 18, 2015, 01:16:58 AM
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement? ;D
While adding this feature I thought of that and my first reaction was "wow that would be awesome!" followed by "oh my god that would be a nightmare to develop" :P
:P
Quote from: Kyzrati on December 18, 2015, 01:22:48 AM
Yeah, I think that could/should probably change. It started out that way (as early as the 7DRL), since they're not hostile. But I do believe the color should probably purely reflect LOS. Though if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)
I'm thinking a simple confirmation prompt if you are about to fire directly at an ally.
Ahah! That's pretty funny.
Turns out it was the 'Mac key chords for special characters' option on my Mac-keyboard-emulator-in-Windows app. It was injecting movement key symbols when I pressed alt-5+.
Quote from: Kyzrati on December 18, 2015, 01:22:48 AMThough if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)
Orange/yellow?
Speaking of keyboards and things... I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
I *just* got through recycling and into factory. 10/10 would visit recycling again for the benefits. Not gonna spoil it :). But, it's pretty awesome. Though, based on what happened down there, I feel like there are gonna be some consequences.
Spoiler
I also ran into the other branch in factory during a different run in alpha 5 (not 5b), though didn't spend a lot of time there. Got scared by the ample number of behemoths and sentries and took the first exit.
Edit: The change in volley timings is quite fun. It seems to have a definite, positive impact on the pacing. I feel more powerful. I had a run in alpha 5 where I got to research -3 before I knew it. The game flowed so well.
Edit 2: Also, the new inventory swapping scheme is quite useful even with its quirks (which zxc already pointed out). It saved me a quite a bit of time.
Quote from: karlnp on December 18, 2015, 01:28:58 AM
Quote from: Kyzrati on December 18, 2015, 01:22:48 AMThough if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)
Orange/yellow?
I do like the idea of a different color for allies. Yellow (closer to green) sounds good if the LOF is clear and you're aiming at an ally (and still red in either case where LOF to cursor is blocked). Though requiring confirmation is probably still better since attacking allies is not something you generally want to do, anyway.
Quote from: zxc on December 18, 2015, 01:32:01 AM
I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
Are you Alt-Tabbing between programs occasionally? This is a known issue with SDL and Windows. When you Alt-Tab, the modifier key is often remembered in the wrong state. It's not something I can even detect, because it's a problem beyond my engine. I've tried several solutions but nothing works perfectly :/
It happens in a other Windows/SDL programs, too, but they don't use the Alt key so much, certainly not as much as Cogmind does... I had to! We needed all the keys :P
As such, you have to remember to tap the key once or twice after returning to the game to reset it :(
@Sherlockkat: Good to hear all that! And of course there are consequences ;). Maybe not big enough, but time will tell... I didn't want to start it out too serious.
Today while testing the new high scores output I see you've already topped the "furthest area reached" chart :) (I haven't uploaded the data yet--skipping a day due to the new release.)
Quote from: Kyzrati on December 18, 2015, 08:25:05 AM
Quote from: zxc on December 18, 2015, 01:32:01 AM
I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
Are you Alt-Tabbing between programs occasionally? This is a known issue with SDL and Windows. When you Alt-Tab, the modifier key is often remembered in the wrong state. It's not something I can even detect, because it's a problem beyond my engine. I've tried several solutions but nothing works perfectly :/
It happens in a other Windows/SDL programs, too, but they don't use the Alt key so much, certainly not as much as Cogmind does... I had to! We needed all the keys :P
As such, you have to remember to tap the key once or twice after returning to the game to reset it :(
I alt tab
a lot so this sounds like the culprit!
There you go. I Alt-Tab a ton, too, certainly a lot with Cogmind as well while it's under development, so a fix for this would be so awesome, but isn't going to happen :/. Using Alt in a control scheme is always somewhat dangerous since it's also sometimes a system key, but at least Windows doesn't outright co-opt the key in many situations like Linux does. (Since Windows has its own Windows key on keyboard, which is a really nice idea.)
It's probably worth mentioning this quirk in the Advanced UI section of the manual.
Alt-tab being a problem is what prompted Acen Games to put little notifiers next to the mouse showing modifier key state. E.g. "alt,ctrl" when both alt and ctrl were detected as being down (nothing if no modified were down).
And that's for games running on Unity! Is a pretty widespread problem.
Yeah, it's really annoying, a problem with Windows API messages. Interesting that Arcen did that! I got around most of the related problems by constantly detecting and storing the states, and resetting them when they look wrong, but unfortunately it doesn't work in all cases... sometimes SDL just doesn't have the right data at hand.
Also very interesting to know that even Unity has this issue.
Yeah, they tried the reset trick too and had the same issue: that it didn't always work.
Quote from: zxc on December 17, 2015, 10:10:45 AM
I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.
Hm, I've gone into to both explicitly test this as well as take a very close look at the small section of code governing this specific part of the feature (integrity comparison for same-type items) and I can't see or repeat any problem with it :/
I've got a test scenario set up with dozens of randomly damaged Lgt. Treads
and no matter what order I try to attach everything, directly from the ground and/or from the inventory, it always replaces the right ones.
today i explored the recycling-branch and just want to say something about.
Spoiler
you can find the access to recycling in the storage and i think in any storage you can find. it is a massive door sealed by a terminal. easy to identify. to unseal you have to hack the terminal (>>\\IAMDERELICT).after that easy hack the door opens and you can see the access.
if you are unsure use your signal interpreter to identify.
the first what i saw was one of our new enemies and they look beautiful with all the signal lights.
but nothing more means the spotters are the only enemy in here and you have many time to explore.
my highlight was my little army of 22 rewired friendly soldiers.
with on board bruiser, hunter, grenadier, defender, swarmer etc. ..
but i went in in -9 and came out in -7 and right before i can look for a terminal to look for
(and eventually purge) my alert-level my little army and me was shot down by heavy resistance.
i think these spotters raise the alert-level in a massive way...
the rewiered robots are not very strong and the weapons you can find are not special and half-dead.
so for me it's not worthwhile to visit the recycling again...the time will show because i newer owned so many friendly robots in this short time, hm.
i found nothing positive for the new cetus-branch yet...
ok sorry enemy-robots wear awesome weapons there.
...aaand question:
-any infos about the hacking-system in the future?
(how many botnet-trojans for a most effective hack, what parts are needed for if parts needed for, what i have to do that hacking becomes easier and not harder...it seems that the botnet-trojan is total senseless
because i had a botnet of 4 terminals and i was not able to seal a garrisson with security-level 1, a little overview about the system behind or so would be nice)
Hehe, whether or not you want to use the new branches will depend on your strategy. I promise they are all useful in one or more ways! Funny (but not unexpected) that your opinion of Recycling is the direct opposite of the only other player who's reported going there--they said they're definitely going back ;)
Congratulations on reaching some of the new areas; I see on the leaderboard that you were blown away in one of them :P
About botnet Trojans, the mechanic/benefit is show directly in the game. Examine the infected terminal and click on the botnet listing (or any other active Trojan) for a description of what it does.
Sealing a Garrison is intentionally quite difficult, meant only for really good hackers. (Right now good hackers are tough to build and maintain, though, something that will change later on.)
Anti-garrison tactics
If you really want to take out a Garrison Access point, hit it with a thermal cannon or jam it with Force(Jam).
Quote from: Kyzrati on December 21, 2015, 08:55:34 PM
About botnet Trojans, the mechanic/benefit is show directly in the game. Examine the infected terminal and click on the botnet listing (or any other active Trojan) for a description of what it does.
haha it seems to be a classic beginners mistake, because i never examined a infacted terminal...and yeah I did not see the forest for the trees cause thats the overview i was looking for. thanks.
I have been playing a bit more and it feels like Trojan(assimilate) can use a buff. Operators are starting to get annoying. It is difficult to catch up with operators, especially in the early game, without hover/flight units. They are also hard to shoot down and are usually much closer to the terminals than I am. I went to storage a couple of times trying to get into recycling and the damn operators kept locking that terminal down. (On other news, you can't blow your way into recycling...)
I am not sure how you would buff the Trojan (or even whether one is required). It would be kinda cool if Trojan(assimilate) can have a level-wide effect instead of a terminal specific one. It might be overpowered in that case as there would be no reason not to do install that Trojan in some low-level terminal. You can counteract it by making sure only one operator is taken over by a single installation of the Trojan. If you want more, then you have to install more.
In light of the planned hacking overhaul, it probably doesn't make any sense to just buff this Trojan in a vacuum without considering other hacking buffs. Though, I am quite excited for hacking to be a viable playstyle in the upcoming alphas.
What you describe sounds like it's working as intended, really.
Anti-Operator tactics
You shouldn't be able to overtake an Operator unless you're fast, and if you're not fast you have to resort to other options, such as destroying them as quickly as possible, outright destroying the terminal if it's in sight, using various sensors to find the relative locations of Operators and their likely assigned terminal (you know each Operator only has one terminal, right? They can't just operate any old terminal). You can also get lucky some of the time and be between an Operator and their terminal, or get to the terminal first (even when slow, because the Operator happens to be wandering around elsewhere/out of sight).
So Trojan(Assimilate) is a less important method of dealing with them, just kind of a bonus for those hackers that can pull it off. And good hackers will generally be faster builds, though as you know we've discussed it's currently tough to be a truly good hacker (I was working on this yesterday, actually).
It sucks when an Operator keeps you from accessing a particular important door (rather than just any old terminal), but I like that as is, an Operator nearby being something you have to figure out how to deal with and it could very well mess up your plans. That said, there are a few super important terminals in the game now which will never have Operators.
Fair enough!! I was just really salty after taking a detour into storage and having the terminal locked down 3 times :). There was very little I could have done about that. I walked out of a door and wham..terminal locked down. It kinda sucks to have your game plan ruined by something like that. But, I am guessing it's there to force you to adapt.
THREE times? Wow, that is bad luck...
secrets
(By the way, there is another chance to get in even after it's locked, too, but I'm not telling.)
I don't recall ever seeing that terminal locked down on my trips to Storage, but then maybe I didn't notice because it wasn't meaningful before Alpha 5 ;)
Quote from: Kyzrati on December 23, 2015, 12:13:42 AM
(By the way, there is another chance to get in even after it's locked, too, but I'm not telling.)
This is more of a clue than you offered me :P
Oh shoot, is it? I can't remember exactly what I said. I'm trying to be vague and there are so many levels of vagueness... I should keep my mouth shut on some topics :P
Quote from: Kyzrati on December 23, 2015, 12:24:09 AM
Oh shoot, is it? I can't remember exactly what I said. I'm trying to be vague and there are so many levels of vagueness... I should keep my mouth shut on some topics :P
Sometimes though...you just can't wait to spill the beans.
I have a secret mechanic in a Minecraft mod I made and I had more fun waiting to see if anyone would figure it out (even with full source code available!) The only people that did found it by searching the github repo (it still took a long time before anyone tried), though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
SometimesAlmost every day though...you just can't wait to spill the beans.
The only way to stop myself is to stay focused on adding
yet more :P
Quote from: Draco18s on December 23, 2015, 07:18:58 AM
I have a secret mechanic in a Minecraft mod I made and I had more fun waiting to see if anyone would figure it out (even with full source code available!) The only people that did found it by searching the github repo (it still took a long time before anyone tried),
That sounds great--it's definitely a lot of fun waiting! Just this evening I was wondering who would be the first to discover the chain of events that leads to this particular item in the Alpha 5 changelog:
Quote* NEW: 1 major plot event
Not that it's super secret--as a plot event it will be discovered before too long, but still... New releases are fun like that :D
The
really secret things are so rare that I generally completely forget about them myself :P. I have a dedicated secrets.txt file where I collect little things that I'll probably have no recollection of, because if I need to know them one day there's no way I'm going to find them in that pile o' source...
Quote from: Draco18s on December 23, 2015, 07:18:58 AM
though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
:'(
Very grateful that so far everyone around here has been really good about tagging.
Quote from: Kyzrati on December 23, 2015, 07:43:40 AM
Quote from: Draco18s on December 23, 2015, 07:18:58 AM
though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
:'(
Very grateful that so far everyone around here has been really good about tagging.
Yeah, I was a little annoyed. Still waiting for someone to figure it out without using the source code. :D
It isn't likely, as it requires both chance of timing and less than optimal use of resources. Bit the reward is worth finding.