This run took a lot of work (and luck!), and I figured we should give the forum some love (folks on Discord are already aware of this run).
Cogmind - Alpha 11
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (5) 25
Value Destroyed (253) 253
Prototype IDs (4) 80
Alien Tech Recovered (0) 0
Bonus (68359) 68359
TOTAL SCORE: 73217
Cogmind
---------
Core Integrity 1362/1600
Matter 23/300
Energy 262/325
System Corruption 2%
Temperature Cool (8)
Location Surface
Parts
-------
Power (4)
Anti-Matter Reactor
Propulsion (11)
Centrium Leg
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Nuclear Pulse Array
Impulse Thruster Array
Utility (8)
Advanced Cooling System
Enhanced Optical Array
Improved Light Armor Plating
Layered Light Armor Plating
Hacking Suite
Weapon (2)
Micro-nuke Launcher
Inventory (4)
Quantum Reactor
Biometal Leg
Gravity Neutralizing Apparatus
Peak State
------------
Power
Light Ion Engine
Anti-Matter Reactor
Anti-Matter Reactor
Particle Reactor
Propulsion
Centrium Leg
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Nuclear Pulse Array
Impulse Thruster Array
Utility
Advanced Cooling System
Enhanced Optical Array
Advanced Transmission Jammer
Hardened Light Armor Plating
Improved Light Armor Plating
Improved Light Armor Plating
Layered Light Armor Plating
Advanced System Shield
Weapon
Micro-nuke Launcher
Inventory
Quantum Reactor
Biometal Leg
Gravity Neutralizing Apparatus
Micro-nuke Launcher
[Rating: 132]
Favorites
-----------
Power Ion Engine
Engine Ion Engine
Reactor Anti-Matter Reactor
Propulsion Biomechanical Wings
Treads Light Treads
Leg Centrium Leg
Flight Unit Biomechanical Wings
Utility Improved Light Armor Plating
Device Advanced Cooling System
Processor Enhanced Optical Array
Hackware Advanced System Shield
Protection Improved Light Armor Plating
Weapon Micro-nuke Launcher
Ballistic Cannon Enhanced Gauss Cannon
Launcher Micro-nuke Launcher
Stats
-------
Bonus Breakdown 68359
Win 3000
Win Speed 65359
Classes Destroyed 2
Recycler 1
Swarmer 4
NPCs Destroyed 0
Best Kill Streak 4
Combat Bots Only 4
Matter Collected 385
Salvage Created 159
Parts Attached 34
Power 7
Propulsion 13
Utility 11
Weapon 3
Parts Lost 11
Power 4
Propulsion 1
Utility 5
Weapon 1
Average Slot Usage (%) 64
Naked Turns 1
Spaces Moved 2291
Fastest Speed (%) 500
Average Speed (%) 374
Slowest Speed (%) 200
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Cave-ins Triggered 0
Heaviest Build 82
Greatest Support 94
Greatest Overweight (x) 2
Average Overweight (x) 0
Largest Inventory 4
Average Capacity 4
Most Items Carried 4
Average Items Carried 2
Final Capacity 4
Final Carried 3
Core Damage Taken 371
Average Core Remaining (%) 96
Depth 11 Exit 100
Depth 10 Exit 94
Depth 9 Exit 100
Depth 8 Exit 95
Depth 7 Exit 99
Depth 6 Exit 100
Depth 5 Exit 100
Depth 4 Exit 98
Depth 3 Exit 96
Depth 2 Exit 98
Depth 1 Exit 85
Volleys Fired 10
Largest 1
Hottest 49
Shots Fired 10
Gun 0
Cannon 0
Launcher 10
Special 0
Kinetic 0
Thermal 0
Explosive 10
Electromagnetic 0
Shots Hit Robots 1
Core Hits 10
Critical Hits 1
Kills 0
Parts Destroyed 0
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 929
Projectiles 0
Explosions 903
Melee 0
Ramming 26
Kinetic 0
Thermal 0
Explosive 903
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 324
Shots 5
Rammed 4
Highest Temperature 131
Average Temperature 31
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 2
Average Corruption 2
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 2
Targeting Errors 0
Weapon Failures 0
Depth 10 End 2
Depth 1 End 2
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 8
Communications Jammed 53
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 11
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 187
Machines Disabled 3
Data Cores Recovered 0
Used 0
Machines Hacked 8
Terminals 8
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 20
Successful 4
Failed 16
Catastrophic 7
Database Lockouts 0
Manual 7
Unauthorized 0
Terminals 20
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 4
Level Access Points 1
Emergency Access Points 1
Locate Traps 1
Zone Layout 1
Hacking Detections 8
Full Trace Events 2
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 0
Terminals 0
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 0
Garrisons Compromised 0
Fab Network Shutdowns 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
Retrieved Components 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
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
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 146
Average Influence 11
Final Influence 121
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 9
Investigation 2
Extermination 0
Reinforcement 7
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 0
Exploration Rate (%) 15
Regions Visited 12
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 2353
Turns Passed 764
Depth 11 21
Depth 10 54
Depth 9 36
Depth 8 33
Depth 7 104
Depth 6 69
Depth 5 65
Depth 4 96
Depth 3 152
Depth 2 36
Depth 1 98
Scrapyard 21
Materials 123
Factory 334
Research 154
Access 98
Armory 34
Prototype IDs
---------------
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Biomechanical Wings
Gravity Neutralizing Apparatus
Fabricated
------------
Nothing
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-6/Factory
-5/Factory
-4/Factory
-3/Research
-3/Armory
-2/Research (discovered 3 exits: *Acc x3)
-1/Access
Surface
Game
------
Seed: 1478523170
^Manual?: 0
Play Time: 39 min
Sessions: 3
Mod: N/A
Game No.: 300
Lore%: 83
Gallery%: 77
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
FOV Handling: Instant
X=9614222752338952733146594634
666941299597310629002905304341
565154300494732224050499097551
193597550190513297039232264232
353004424641070451146114134190
006569423202144120151127671792
246251027523529226244022241251
144142442151142141247441740103
247131142500332505242141241461
142101251404142116041151154141
242915147941241450299171541151
134252701151142141241151142141
241151142141241151142141241151
142233452400124224426105612517
124129244214156651305445229073
396095169379363136230457271525
406500602753245172939656406229
99955592457351475794522293929
I didn't record this one because speedrunning at the limits is a real grind. You go through so many attempts, quit many of them early when you get bad RNG, and often you just fail to find your way through factory or access fast enough. Decker and I were both having trouble beating my earlier 911 turn win, which I think we can agree was very lucky and slightly misplayed.
Turns Passed 764
Depth 11 21
Depth 10 54
Depth 9 36
Depth 8 33
Depth 7 104
Depth 6 69
Depth 5 65
Depth 4 96
Depth 3 152
Depth 2 36
Depth 1 98
Scrapyard 21
Materials 123
Factory 334
Research 154
Access 98
Armory 34
Turn benchmarks:
Depth|This win|911 turn win
-10|21|
17-9 |75|
60-8 |
111|136
-7 |
144|254
-6 |
248|319
-5 |
317|375
-4 |
382|457
-3 |
478|551
-2 |630|
604-1 |
666|801
0 |
764|911
As you can see, I was ahead of my 911 turn run consistently until the slow -3, which put me ~25 turns behind. -2 was blazing fast however and the 911 turn run really failed that floor. -1 was also a slight improvement. Overall, I shaved 147 turns off.
Materials was fast. One of the fastest I've done, emerging in factory at 144 turns. I didn't take any screenshots at this stage because it was just another run.
I arrived in -5 at 318 turns, where I took my first screenshot:
https://i.imgur.com/oDw4ris.png . The build focused on being a fast ball of armour, which is how I like to do my speedruns generally. Hackware is hard to come by.
Barely a few steps into the floor, I got a cache of biomech wings:
https://i.imgur.com/DyDbbOu.png . This elevated the run to
serious business. Biomech wings are a great find because they have such tiny upkeep. It's easy to support loads of them, and the stack of flight units brings your move delay right down.
Arrived in -4 at 384 turns,
https://i.imgur.com/hdWTFxb.png . The previous floor was amazing because of the flight units and the fast exit. I ran into a troublesome ambush trap
https://i.imgur.com/jZiw1dH.png which spawned derelicts, but I was able to escape quickly.
Arrived in -3 at 479 turns,
https://i.imgur.com/p0e8yY5.png . Build's looking great here. Random tip: it's slightly better to heat up vs run out of energy when speedrunning, because heat is reset on new floors, and energy is spent on part swapping (and can go in flames when power sources are blown off). Defensive hackware sucks for speedruns, but I never found offensive ones. I really like optical arrays for speedruns, because they are complete by themselves (sensors need signal interpreters), are slot efficient, help to spot exits, and have 0 mass / low coverage. I was able to reach 20 speed when I acquired some new power and a cooling system, though I took damage in the process:
https://i.imgur.com/AJwHDvK.pngI came across an exit to armory, and decided to take it, at turn 597. I'm not sure if that was a wise decision. I think it reduced variance slightly, as the armory exit(s) are very predictably placed, but are a bit of a trek. I figure I would've needed to trek some more in research anyway, so at least this way I was assured the exit in a decent length of time.
It took 34 turns to get through armory. Perhaps a good call, then? I entered -2 at 667 turns,
https://i.imgur.com/x7nV1Ga.png . This floor was amazing, as I found an exit really quickly. It was in the middle of a wide corridor, guarded by a sentry, so it wasn't clear that it was a main exit. A terminal was on my direct route there though, and with the 5% chance to hack access(main) indirectly on a level 1 terminal actually worked on the second attempt. That was the only time I was able to hack an exit location this run.
Arrived in -1 at 666 turns,
https://i.imgur.com/x7nV1Ga.png . This is where I got really nervous, as Access can shut you down so hard if you get unlucky. I found and destroyed a cycler at 685 turns, and traversed about 2/3 of the map along the main axis before taking a turn and coming back on a parallel path, like the shape of a J. It was a bit of a risk, as there was still a bunch of the map remaining ahead, but more of it was behind me, and I didn't cover it thoroughly because I kept to one of the main highways.
My escape plan was to march through if I got the terminal side (due to the cycler), else blast through with my micro-nuke launcher if I encountered the behemoth side. Fortunately, I spotted the behemoths around 745 turns,
https://i.imgur.com/hSpJ2Ma.png . The micro-nuke launcher made short work of the barrier:
https://i.imgur.com/tShhSca.png . I took some damage because I moved into the barrier when I opened some of it up, so that I would be less likely to miss, and so that the behemoths' volleys would be hitting the barriers, potentially opening them up by themselves and thereby saving some time. They didn't, however, so I had to blast through the final bits with point-blank nukes. Interestingly, you can see that if I had ESP (or hackware), I could've blasted through the other side on my way down from the north-east corner, which would've saved about 50 turns.
I believe we can go faster yet, but it would take an astonishing amount of luck. I'm very happy with how I played this one, unlike the 911 turn one (which, to be fair, was a lucky first attempt
). It's just too bad I didn't bother to record this! I was listening to Riverside this time, if that helps anyone with their speedrun attempts...
I don't think I'll be doing more speedruns for a while. You have to get amazing RNG, and then you need to make the absolute most of it. Also, you need to
keep getting good RNG, right up until the end. There is a bit of a snowball effect though, because strong builds (like I had in factory onwards) can move faster, find exits more quickly, and waste less time replacing parts.