Welcome to Cogmind (after hanging out and having talked for a while
. Most of what you say is within expectations, which is good.
> I got stuck later on with trying to add a bigger inventory slot thing and it would not automatically fit into the other slots like the weapons, propulsion and utilities did automatically by drop&drag (I already looked at the sea of keyboard commands and mentally tagged "for later..."!) I know having a bunch of storage for replacing burnt out bits is going to be vital, so this was a bit annoying wondering what to do...
You mean a Storage Unit? Those are just utilities (as labeled) and you attach them in the same way as other items. Were you trying to drag it to your inventory space or something? Not sure what you're describing here, but if you just attach storage to your utility slot you'll expand your inventory which will help.
> The intel on enemy robots hostile status or otherwise is v useful. However it was not clear to me if the scouts could see me or not and hence if I'd been detected which was something I'd like to be more clear on a first play-through: "vision field?"
When they spot you it flashes a '!' on them, and the Scan window in the HUD always shows a red '!' if they can currently see you.
I guess in part these are "learning the roguelike way" tbh. Maybe that is the expectation component on the part of the player to the game design /tutorial component.
True. While I could explain everything, I prefer to leave most of it to exploration, and provide only the really important usability info that
enables the player to further explore for themselves. Tools, really. All the (listed) hacking features are pretty easy to figure out, so that's definitely one of the areas I left for the player to discover gradually. It's mostly secondary features, anyway, not mechanics you absolutely need to survive (though they become increasingly important as you advance towards the surface, by then you're getting good
).
Your storage dilemma is something I haven't heard of anyone encountering before, but I'm sure you'll get the hang of this and other issues quickly.
...
And yeah in your second post I now see that you figured out Storage
. Really almost everything in the game is equippable (or activated by equipping it), unlike other roguelikes.
Apparently you also figured out the '!'
When it comes to energy, if you don't have enough power you might have to turn things off to restore it. Balancing energy needs is definitely a very important part of the game.
The keyboard wait command (as found in other roguelikes) is '.' or Numpad 5. Scroll wheel waiting is just a convenience for mouse users.
> So after 2 small sessions the game is already fairly playable and the whole set-up is becoming more familiar and ease of use. Need to work on streamlining the slotting weapons, which is involving plenty of clicks/drops and drags.
Sounds good! Cogmind benefits from really only needing to know a handful of things that can be learned in a few minutes, while the rest of the mechanics are many and deep, but you don't need them right away and can learn at your own pace.