Not an especially huge changelog, just a tiny addendum to
last week's massive release. Seeing as I wanted to put out a couple of important fixes anyway, I decided to throw in a few other items from the short list that I could get done in a reasonable amount of time, so today we have a mostly QoL-oriented Beta 10.1!
Beta 10 saves from runs in progress
are compatible with this release, so you can upgrade/switch over right away to get all the benefits immediately!
Cogmind Beta 10.1 "Warlord Forever More" (200921) changelog:- NEW: Removing or dropping a part that will be destroyed due to insufficient space gives a warning and requires confirmation
- NEW: Matter/energy storage utility descriptions indicate that stored matter can also be extracted directly if on the ground at current position.
- NEW: Simply waiting long enough in W base is enough to trigger the event without interacting with any other triggers
- MOD: Field Recycling Units now only collect parts when activated a second time for new COLLECTING mode, also collect more quickly (once/turn)
- MOD: Field Recycling Units no longer limit parts they'll collect based on remaining scrap storage, always top off regardless of waste
- MOD: Borebot Coring immunity is now full Critical immunity
- MOD: Swarm Drones now melt down if parent destroyed or lost bay
- MOD: Updated core reset interactions with Beta 10's new extended endings
- MOD: Transport Network Couplers and Trojans relaying 0b10 bot positions now only report active bots
- FIX: Some conditions for a certain scoresheet history log message were not being checked against one of the new endings [JackNine]
- FIX: [Player 2 mode] Crash on bringing Player 2 to one of the new endings [Minty]
- FIX: Multitile robot AI update in Beta 10 caused Behemoths to sometimes fail to return to their original guard location after losing all targets [Tone]
- FIX: Q-Series were unable to relaunch drones after the first retrieval
- FIX: Direct dropping currently attached Storage Unit containing items did not give warning or require confirmation like unequipping to inventory did
- FIX: Unequipping a part under certain conditions did not deduct energy
- FIX: Beta 10 fix to improve rapid label closing via Escape broke both advanced options: disableEscMenuAccessKeyboard, disableEscMenuAccessMouse
QoLField Recycling Units have a new mode to help avoid accidental situations where it might eat something you actually wanted to pick up but forgot that your FRU was active and munching away. Now like overloading a part you simply toggle it a second time to go from activated (processing accumulated matter) to the next step, collecting (eating parts under you!). In this mode it will show in a brighter color as well have a special tag.
General FRU usage was made even more friendly by not caring about wasted resources--just run over stuff to suck it up, even if it will overflow the unit's capacity.
And hooray for yet more warnings! Dropping parts will now warn if there isn't enough room to do so, in which case the result will be to crush it.
As scheduled, leaderboards were reset just last week the day after Beta 10 released. No need to reset again--10.1 and 10 will remain on the same board.