Hey folks! I just won my first Cogmind game, the first of many I hope! Today I finished off an assignment for uni, so I treated myself to some Cogmind! I continued this game where I left it at -3, in a very good state (which is why I wanted to play carefully and not squander such a promising run).
This was my 13th game - perhaps a lucky number. I had reached -1 once before but my play was very disorganised and poor that time. I just ran around a lot on -1 and died after taking a ton of damage. This time round I was far better equipped, and I had a plan.
Random screenshot from -3:
Spoiler
(https://i.imgur.com/QP8u4s1.png)
From about factory or just before, I equipped hovercraft propulsion. I'm truly thinking they might be the best propulsion, at least for my playstyle. Flight is amazing of course, but the resource requirements are so high and the storage quite poor. Hovercraft seems to strike an excellent balance between fast speed, decent carry capacity, and high availability (all the watchers have them). Around that same time, I switched to a primarily stealth/speed build. This is what worked for me on my first good run, but with more experience now I was able to make better use of the various utilities on offer.
Sensors + signal interpreters are amazing, definitely the MVP of this run, alongside ECM suites. Being able to both outrun most enemies and know where they are all the time is a fantastic combo, allowing for a whole range of evasion maneuvers. This run was the first time I made use of ECM suites, and they are great. I also think sensors > optical arrays, in terms of sheer utility. Though the optical arrays were good vs hunters before I had long range sensor arrays / advanced signal interpreter (I suppose one of these helps to spot hunters). ECM suites are very expensive energy-wise but you only need to activate them when actually trying to lose enemies.
Also fantastically useful were rocket launchers. I tried to have one throughout the game, and I did manage that for the most part. They are great weapons to complement a stealth build. I got the idea off biomatter's stealth run image album. I also used melee weapons, either regular or datajack - mostly for getting rid of watchers and replenishing on matter off civilian robots when getting low due to rocket use / item switching.
Also super useful were transmission jammers. With a fast speed like I had - 26 - I could ambush watchers and get rid of them, reboot them, or whatever, very safely, without them giving out a distress signal. This allowed for many close-range shenanigans in the midst of many enemies.
Most of the run had been very smooth, but research became very tough because of some of the chokepoints, and -1 was just bonkers at times. I spent a long time on -1 observing and learning patrol patterns, and waiting for the right time to make a move. Reminded me of some classic stealth games like Chaos Theory. -1 was just massive. I can't believe how large that floor was - real epic. I explored pretty much the entire thing, and as I was suspecting, the most heavily defended area was around the exit. Nevertheless, I did manage to reach the exit without alerting anyone except for the occasional robot for brief periods.
One of the things I began to appreciate the most this run was the mechanic of secret/hidden doors. Over the course of this run I began to understand the sort of areas likely to contain hidden doors, and honestly it's pretty fantastic when you come across the perfect secret passage right when you could really use one. Also by observing robots with sensors, you can pick up on some passages that way. This game, played in stealth style, is all about chokepoints and sectors of the map that are in a sense separated from each other due to the terrain or due to certain enemy positions and patrol patterns. Hidden doors played a huge part in tackling -1, sometimes connecting otherwise very separate sections of the level together.
I still find hacking a bit weird. I mean, it's optimal to be using hacking utilities before going ahead with a terminal, but it's also optimal to have a more combat-useful utility equipped the rest of the time. This makes for a lot of switching, which I guess uses up matter, but I find it rather finicky.
Potential bug I found: The first screenshot I have my regular build. The second one I enable overloading on the aerolev unit, and my heat generation goes
down and my speed goes
down (the delay increases). This looks like a bug to me.
Spoiler
(https://i.imgur.com/SDUOSqA.png)(https://i.imgur.com/ohdZz1a.png)
Here I thought I found the exit to the surface! Poor me.
Spoiler
(https://i.imgur.com/hhHzdSl.png)
Screenshot near the very end of the game. Potentially massive spoiler, so be certain if you want to click. Nevermind, I decided to remove it just in case. I'll wait for what Kyzrati thinks. By the way, that method of ascending is very satisfying.
Some things I still don't quite understand but want to learn about: programmer tracking, and the log message for programmers to report to X location; and what the link hacking function on robots does.
Suggestions: I'd like a prompt when an enemy unexpectedly comes into view or notices me. One time I walked to a wall to start resting, but I just happened to open up a secret door, and a hunter was on the other side that got a shot off while I still hadn't realised what was going on. Something similar to the force_more prompts in DCSS would be sweet, and optional of course.
Final screen:
Spoiler
(https://i.imgur.com/V2x5lZc.png)
http://pastebin.com/cXVkAkKV
Cogmind - Alpha 1b
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (108) 540
Value Destroyed (2353) 2353
Prototype IDs (6) 30
Alien Tech Identified (0) 0
Bonus (2000) 2000
TOTAL SCORE: 9423
Cogmind
---------
Core Integrity 1471/1600
Matter 244/300
Energy 827/930
System Corruption 0%
Temperature Warm (134)
Location Surface
Parts
-------
Power (3)
Light Anti-Matter Reactor
Particle Reactor
Light Anti-Matter Reactor
Propulsion (5)
Anti-Grav Array
Aerolev Unit
Improved Anti-Grav System
Improved Gravmag System
Utility (14)
Power Amplifier
Large Storage Unit
Gravity Neutralizing Apparatus
Insulated Medium Armor
Energy Well
Advanced Force Field
Improved Transmission Jammer
Advanced Signal Interpreter
Enhanced Optical Array
Advanced Reaction Control System
Advanced Powered Armor
Long-range Sensor Array
Advanced ECM Suite
Improved Hacking Suite
Weapon (3)
Advanced Datajack
Smartbomb Launcher
Inventory
-----------
Advanced ECM Suite
Advanced Force Field
Anti-Grav Array
Improved System Backup Module
Improved Powered Armor
Advanced Signal Interpreter
Particle Reactor
Improved Anti-Grav System
Power Amplifier
Peak State
------------
Power
Particle Reactor
Light Anti-Matter Reactor
Light Quantum Reactor
Propulsion
Improved Anti-Grav System
Anti-Grav Array
Anti-Grav Array
Utility
Enhanced Optical Array
Power Amplifier
Long-range Sensor Array
Large Storage Unit
Insulated Medium Armor
Energy Well
Advanced Force Field
Power Amplifier
Advanced Reaction Control System
Gravity Neutralizing Apparatus
Improved Transmission Jammer
Advanced Signal Interpreter
Advanced Powered Armor
Advanced ECM Suite
Weapon
Advanced Datajack
Smartbomb Launcher
[Rating: 153]
Favorites
-----------
Power Light Anti-Matter Reactor
Engine Ion Engine
Power Core Neutrino Core
Reactor Light Anti-Matter Reactor
Propulsion Aerolev Unit
Treads Light Treads
Wheel Armored Wheel
Leg Aluminum Leg
Hover Unit Aerolev Unit
Flight Unit Xenon Bombardment Thruster
Utility Power Amplifier
Device Power Amplifier
Storage Large Storage Unit
Processor Enhanced Optical Array
Hackware Improved Hacking Suite
Protection Insulated Medium Armor
Weapon Advanced Datajack
Energy Gun Improved EM Shotgun
Energy Cannon Heavy Particle Cannon
Ballistic Gun Assault Rifle
Launcher Smartbomb Launcher
Special Weapon Plasma Cutter
Impact Weapon Powered Hammer
Slashing Weapon Falx
Special Melee Weapon Advanced Datajack
Stats
-------
Classes Destroyed 14
Worker 5
Builder 8
Tunneler 3
Hauler 12
Recycler 9
Mechanic 1
Operator 1
Watcher 5
Swarmer 28
Grunt 27
Duelist 1
Sentry 4
Hunter 1
Programmer 3
NPCs Destroyed 0
Best Kill Streak 31
Combat Bots Only 41
Matter Collected 3421
Salvage Created 4326
Parts Attached 184
Power 28
Propulsion 33
Utility 84
Weapon 39
Parts Lost 43
Power 9
Propulsion 11
Utility 10
Weapon 13
Average Slot Usage (%) 86
Naked Turns 176
Spaces Moved 16173
Fastest Speed (%) 434
Slowest Speed (%) 16
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 16
Cave-ins Triggered 2
Teleports 0
Heaviest Build 99
Greatest Overweight (x) 15
Average Overweight (x) 0
Largest Inventory 12
Most Items Carried 12
Core Damage Taken 1495
Volleys Fired 256
Largest 3
Hottest 166
Shots Fired 430
Gun 360
Cannon 7
Launcher 50
Special 13
Kinetic 213
Thermal 125
Explosive 50
Electromagnetic 42
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 168
Impact 12
Slashing 36
Piercing 0
Damage Inflicted 6957
Projectiles 3266
Explosions 2105
Melee 1514
Ramming 72
Highest Temperature 419
Average Temperature 54
Shutdowns 1
Energy Bleed 2
Interference 4
Matter Decay 2
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 2
Message Errors 1
Parts Rejected 2
Data loss (map) 5
Data loss (database) 1
Misfires 1
Misdirections 4
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 12
Robots Corrupted 0
Tactical Retreats 67
Communications Jammed 133
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 54
Terminals 42
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 6
Machines Hacked 54
Terminals 42
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 6
Total Hacks 156
Successful 64
Failed 92
Catastrophic 33
Database Lockouts 0
Manual 16
Terminals 129
Fabricators 3
Repair Stations 7
Recycling Units 1
Scanalyzers 16
Terminal Hacks 45
Record 2
Part Schematic 1
Robot Schematic 0
Robot Analysis 1
Prototype ID Bank 6
Open Door 4
Level Access Points 0
Branch Access Points 4
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 1
Alert Level 5
Unreport Threat 3
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 1
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 3
Registered Components 0
Registered Prototypes 1
Zone Layout 3
Sector Layout 0
Machine Controls 9
Hacking Detections 72
Full Trace Events 22
Feedback Events 2
Feedback Corruption 2
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 5
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 1
Part Repair Time 30
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 6
Part Schematics Acquired 4
Parts Damaged 0
Robot Analysis Total 1
Robots Rewired 0
Robots Hacked 5
Non-combat 21
Combat 0
Parse 1
Link 5
Rebooted 3
Overloaded 7
Assimilated 0
Manual 0
Secondary 5
Robot Hack Failures 17
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
Peak Influence 739
Average Influence 76
Maximum Alert Level 2
Low Security (%) 87
Level 1 5
Level 2 6
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 39
Investigation 19
Extermination 13
Reinforcement 7
Assault 0
Exploration Rate (%) 40
Regions Visited 11
Turns Passed 13386
Depth 11 109
Depth 10 757
Depth 9 1577
Depth 8 318
Depth 7 675
Depth 6 569
Depth 5 625
Depth 4 535
Depth 3 542
Depth 2 1119
Depth 1 6560
Scrapyard 109
Materials 2652
Factory 2404
Research 1661
Access 6560
Prototype IDs
---------------
Heavy Ion Engine
Improved Airjet
Improved Gravmag System
Aerolev Unit
Improved Medium Laser
Improved Spread Laser
Improved EM Shotgun
Improved Lightning Gun
Ion Burst Cannon
Improved KE Penetrator
Neutron Missile Launcher
Shock Maul
Kinetic Spear
Plasma Lance
Advanced Power Amplifier
Gravity Neutralizing Apparatus
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1436708605
Play Time: 405 min
Sessions: 17
Mod: N/A
Game No.: 22
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50
X=9976114572337430848636004003
803883488863808688603800080936
680869666000010108008038080484
861944069404363366688116603834
169691603831880649084914333363
333333303633333333338603341063
600363883333863330333336080004
931661333333336633311063336338
388636088866409068031109888064
610088086110880333333816483063
380600603333000680968048046036
088018098381068803303308300161
601630434131888618010986060630
709930860386018146868464816366
690831881180886401860816868316
864080006906180861860860181636
194083318813381648610093330333
03631810001011380836330836
:O
Love the itemisation! It's quite a bit different from the setups I have at Level -3 (although I don't tend to get much further than that). I'm a massive fan of the Enhanced Optical Array, it's probably my most favourite mid/late-game item. I know that good Sensor Arrays in combination with Signal Interpreters are
technically better, but the fact I usually get the Optical Array a little earlier I've always had a soft spot for it.
A couple of things I've not experimented with, but something you've used pretty effectively for this run, is the Datajack and the Transmission Jammer. I might have to try a few runs where I actually give them a shot. And it's good to see a nice melee weapon take you all the way to the end (I find they're great for replenishing the matter used up by Launchers) and it's so much fun to speed in
*whack* and speed out :)
I can see from the score sheet you spent about as much time in the last level as the rest of the game. I don't know if I would have kept the concentration up without making a silly mistake out of frustration.
Thanks for taking out that screen shot at the end. I really want to see it for myself (although I think I know what it might be).
Quote from: zxc on July 19, 2015, 01:59:46 PM
Some things I still don't quite understand but want to learn about: programmer tracking, and the log message for programmers to report to X location; and what the link hacking function on robots does.
In regards to the Linked function, the manual states that it adds "+15% for hack-linked targets" as a modifier for volleys and goes on to explain that it "embeds a program that broadcasts data to Cogmind and all allies via the datajack, helping predict what the robot will do next. This confers a +15% bonus to both targeting and damage against that robot."
The Programmer stuff I can't reliably explain, but through experience I find that Programmers are sent to your location if you cause too much of a fuss either by having a high Security Rating or just the fact you have made it too close to the surface. I've also noticed that they seem to always find you if called to your location, regardless to whether you have an ECM Suite equipped or not. I seem to recall biomatter or Kyzrati confirming this at one point, but I can't seem to find the link just now.
I did carry a melee weapon around a lot, but I almost never used it. I only really used melee weapons and datajacks on the occasional civilian robot to get some matter, and watchers (I love killing watchers!). But I highly recommend the transmission jammer for this style of play. Watchers become non-issues with one.
I did spend ages on -1. A lot of it was just waiting around in a safe area for the right moment to move through a chokepoint. It was also due to the fact that I explored the entirety of the level, and the level is indeed massive.
The link hack doesn't seem too useful then. Maybe for a fighting build.
The programmers were a bit weird, since they seemed to come to my general location when called, but when I left, they weren't quite following me (and I did experiment with using an adv. ECM suite).
Congratulations! Wow, that's an impressive amount of time spent on -1, and an amazing build for -3.
Quote from: zxc on July 19, 2015, 01:59:46 PM
Here I thought I found the exit to the surface! Poor me.
No, but it would've been a very interesting way to go had it not been locked :P
Quote from: zxc on July 19, 2015, 01:59:46 PM
Potential bug I found: The first screenshot I have my regular build. The second one I enable overloading on the aerolev unit, and my heat generation goes down and my speed goes down (the delay increases). This looks like a bug to me.
This is probably not a bug, but it is a bit complicated and I'd like to do something about that. When you have too many such active propulsion units the affect on speed and time does weird things with the numbers. I'll look into this issue specific to hover/flight and see what I can do. I believe it's properly following the current rules of the game, but the end result is problematic for the player. I need to reanalyze the design from the player's perspective and try to improve that. It's on my list of things to do for Alpha 3.
Quote from: zxc on July 19, 2015, 01:59:46 PM
I still find hacking a bit weird. I mean, it's optimal to be using hacking utilities before going ahead with a terminal, but it's also optimal to have a more combat-useful utility equipped the rest of the time. This makes for a lot of switching, which I guess uses up matter, but I find it rather finicky.
I might make some changes to that system eventually, but the full potential of hacking hasn't quite been unlocked. There will be more you can do with it later. Forcing you to attach parts for perfection is annoying, but is a necessary part of differentiating true hackers from the occasional "hobbyist." Honestly it wasn't in the original game or design, so it's been integrated with everything after the fact and doesn't quite fit perfectly as is.
Quote from: zxc on July 19, 2015, 01:59:46 PM
Screenshot near the very end of the game. Potentially massive spoiler, so be certain if you want to click. Nevermind, I decided to remove it just in case. I'll wait for what Kyzrati thinks. By the way, that method of ascending is very satisfying.
Glad you think so; biomatter said it gave him quite a rush of emotion =p
Yeah, for now I'd say let's keep spoilers like the end area off the forums. I guess you could use a spoiler tag and clearly indicate it as such for those who don't mind spoiling themselves, though we have to think about the players who prefer to avoid spoilers but have less self-control ;)
Quote from: zxc on July 19, 2015, 01:59:46 PM
Suggestions: I'd like a prompt when an enemy unexpectedly comes into view or notices me. One time I walked to a wall to start resting, but I just happened to open up a secret door, and a hunter was on the other side that got a shot off while I still hadn't realised what was going on. Something similar to the force_more prompts in DCSS would be sweet, and optional of course.
There already is a prompt, the flash-fade on their background means they've noticed you. The problem in this case (if you didn't get the flash) was that he
hadn't yet noticed you when the door opened. That must've been pretty funny/scary :P.
An indicator when
you spot an enemy, regardless of whether they've seen you, is something that auto-stopping on threats handles for you in mouse mode, but obviously you're using the keyboard here... I could add a sound effect to make it even more obvious, but that would get annoying. How else might you want it to be indicated? Anyone else? I'll think about it.
Quote from: jimmijamjams on July 20, 2015, 04:04:30 AM
but the fact I usually get the Optical Array a little earlier I've always had a soft spot for it.
The drawback is that they only work for you in corridors and very open areas--much less useful in tight quarters.
Quote from: jimmijamjams on July 20, 2015, 04:04:30 AM
The Programmer stuff I can't reliably explain, but through experience I find that Programmers are sent to your location if you cause too much of a fuss either by having a high Security Rating or just the fact you have made it too close to the surface. I've also noticed that they seem to always find you if called to your location, regardless to whether you have an ECM Suite equipped or not. I seem to recall biomatter or Kyzrati confirming this at one point, but I can't seem to find the link just now.
Yeah, I've mentioned it before, on /r/Cogmind I believe it was. There will be a place in the world (not in there yet) where you can learn how it works. For now know that basically they can track you no matter where you are and what you have, but once they see you they are like any other robot in their ability to lose trace of you. So if you plan to run away, let them spot you from a distance, then take off with your ECM. They'll keep hanging around and looking for you, though, so personally I prefer to just take them out rather than risk running into even more hostiles and Programmers at once later.
Won again!
Spoiler
(https://i.imgur.com/GU287Vw.png)
http://pastebin.com/d9zzCQhi
Cogmind - Alpha 2
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (30) 150
Value Destroyed (1056) 1056
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (2000) 2000
TOTAL SCORE: 7706
Cogmind
---------
Core Integrity 1600/1600
Matter 236/300
Energy 313/350
System Corruption 0%
Temperature Cool (25)
Location Surface
Parts
-------
Power (4)
Improved Deuterium Engine
Micro Nuclear Core
Light Fission Core
Propulsion (5)
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Utility (14)
Advanced Signal Interpreter
Long-range Sensor Array
Advanced ECM Suite
Power Amplifier
Improved Hacking Suite
Improved Maneuvering Thrusters
Advanced Transmission Jammer
Advanced Cooling System
Improved Utility Shielding
Improved Hacking Suite
Advanced Weight Redist. System
Advanced Powered Armor
Footprint Analyzer
Improved Propulsion Shielding
Weapon (2)
Improved Arc Projector
Inventory
-----------
Advanced Signal Interpreter
Advanced ECM Suite
Weight Redist. System
Micro-nuke Launcher
Peak State
------------
Power
Improved Deuterium Engine
Micro Nuclear Core
Light Fission Core
Propulsion
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Utility
Advanced Signal Interpreter
Long-range Sensor Array
Advanced ECM Suite
Power Amplifier
Improved Hacking Suite
Improved Maneuvering Thrusters
Advanced Transmission Jammer
Advanced Cooling System
Improved Utility Shielding
Improved Hacking Suite
Advanced Weight Redist. System
Advanced Powered Armor
Footprint Analyzer
Improved Propulsion Shielding
Weapon
Improved Arc Projector
Micro-nuke Launcher
[Rating: 105]
Favorites
-----------
Power Improved Deuterium Engine
Engine Improved Deuterium Engine
Power Core Micro Nuclear Core
Propulsion Improved Flight Unit
Leg Aluminum Leg
Flight Unit Improved Flight Unit
Utility Improved Heat Sink
Device Improved Heat Sink
Storage Medium Storage Unit
Processor Advanced Signal Interpreter
Hackware Improved Hacking Suite
Protection Improved Utility Shielding
Weapon Medium Laser
Energy Gun Medium Laser
Ballistic Gun Heavy Assault Rifle
Ballistic Cannon Improved Light Cannon
Launcher Heavy Missile Launcher
Special Weapon Mining Laser
Stats
-------
Classes Destroyed 6
Hauler 4
Recycler 2
Operator 1
Watcher 3
Grunt 19
Sentry 1
NPCs Destroyed 0
Best Kill Streak 30
Combat Bots Only 20
Matter Collected 1070
Salvage Created 1336
Parts Attached 81
Power 11
Propulsion 17
Utility 30
Weapon 23
Parts Lost 20
Power 4
Propulsion 5
Utility 2
Weapon 9
Average Slot Usage (%) 90
Naked Turns 1
Spaces Moved 6791
Fastest Speed (%) 1000
Slowest Speed (%) 33
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 5
Cave-ins Triggered 0
Teleports 0
Heaviest Build 58
Greatest Overweight (x) 6
Average Overweight (x) 0
Largest Inventory 8
Most Items Carried 8
Core Damage Taken 417
Volleys Fired 120
Largest 2
Hottest 100
Shots Fired 173
Gun 164
Cannon 0
Launcher 8
Special 1
Kinetic 28
Thermal 87
Explosive 8
Electromagnetic 50
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 2237
Projectiles 1482
Explosions 746
Melee 0
Ramming 9
Highest Temperature 299
Average Temperature 51
Shutdowns 0
Energy Bleed 2
Interference 1
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 4
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 4
Robots Corrupted 1
Tactical Retreats 25
Communications Jammed 15
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 43
Terminals 30
Fabricators 4
Repair Stations 5
Recycling Units 2
Scanalyzers 2
Machines Hacked 41
Terminals 28
Fabricators 4
Repair Stations 5
Recycling Units 2
Scanalyzers 2
Total Hacks 118
Successful 34
Failed 84
Catastrophic 26
Database Lockouts 0
Manual 40
Terminals 88
Fabricators 8
Repair Stations 13
Recycling Units 2
Scanalyzers 7
Terminal Hacks 18
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 5
Open Door 1
Level Access Points 4
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
Alert Level 1
Unreport Threat 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 1
Registered Components 1
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 5
Hacking Detections 47
Full Trace Events 23
Feedback Events 2
Feedback Corruption 2
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 1
Part Repair Time 45
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 2
Part Schematics Acquired 1
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
Peak Influence 285
Average Influence 46
Maximum Alert Level 1
Low Security (%) 95
Level 1 4
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 32
Investigation 23
Extermination 4
Reinforcement 5
Assault 0
Exploration Rate (%) 21
Regions Visited 11
Turns Passed 4643
Depth 11 52
Depth 10 952
Depth 9 577
Depth 8 101
Depth 7 368
Depth 6 343
Depth 5 521
Depth 4 223
Depth 3 171
Depth 2 347
Depth 1 988
Scrapyard 52
Materials 1630
Factory 1455
Research 518
Access 988
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1437397786
^Manual?: 0
Play Time: 131 min
Sessions: 13
Mod: N/A
Game No.: 26
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50
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2884
An aside about stealth/fast runs: I know they are comparatively easier than combat runs, but I just really enjoy the playstyle. In many other games across genres, it's easier to brute force your way through. The highly mobile and stealthy way of playing has always appealed to me, and so few games get it right, especially stealth. That's why I love it in Cogmind.
This one was smoother and a lot quicker, as you'd imagine after the first win. This time I went with flight propulsion. Managing energy/mass/heat was harder as a result, but 10 move delay is truly insane. The different approach is reflected in the utilities I carried, which you can compare to the other win. With flight and the sensor package, I was able to avoid fights almost entirely, which meant I didn't have to replace items at all. I actually found those flight units after hacking a terminal in -7 or something, and checking haulers. One was carrying all five of them, so I went hunting for haulers and found them. I even repaired one that was almost dead on -6 or something, which was my first time actually making good use of repairing. So the five of them lasted all game for me. Superb find! One minor mistake I made: the 4th power slot was entirely useless, as I didn't have the capacity to support another power unit, as by that stage of the game (-1, -2) all the good parts were so heavy. Perhaps I could've gone and killed a worker or something for something light. Either way, another utility slot would've been better.
The best -5 kit you've ever seen:
Spoiler
(https://i.imgur.com/hO30srt.png)
By this stage my endgame loadout was complete. Anything after this would be for redundancy, convenience, or marginal gains.
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Congratulations! Wow, that's an impressive amount of time spent on -1, and an amazing build for -3.
Yeah I was being really careful and avoiding any possibility of an engagement (though they still occurred a couple of times).
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Quote from: zxc on July 19, 2015, 01:59:46 PM
I still find hacking a bit weird. I mean, it's optimal to be using hacking utilities before going ahead with a terminal, but it's also optimal to have a more combat-useful utility equipped the rest of the time. This makes for a lot of switching, which I guess uses up matter, but I find it rather finicky.
I might make some changes to that system eventually, but the full potential of hacking hasn't quite been unlocked. There will be more you can do with it later. Forcing you to attach parts for perfection is annoying, but is a necessary part of differentiating true hackers from the occasional "hobbyist." Honestly it wasn't in the original game or design, so it's been integrated with everything after the fact and doesn't quite fit perfectly as is.
Well I went heavier on the hacking this time and it really paid off. Partly because I had a lot of slots to play with since I was endgame-ready since -5, and partly because with flight propulsion, utilities with low mass like hacking utilities were more attractive. Also, getting 30% boosts to hacks that would otherwise be 5% or something is huge. I was able to get the exit location for -1, which
really smoothed things out. And I went to town with that mini-nuke launcher!
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Quote from: zxc on July 19, 2015, 01:59:46 PM
Screenshot near the very end of the game. Potentially massive spoiler, so be certain if you want to click. Nevermind, I decided to remove it just in case. I'll wait for what Kyzrati thinks. By the way, that method of ascending is very satisfying.
Glad you think so; biomatter said it gave him quite a rush of emotion =p
Yeah, for now I'd say let's keep spoilers like the end area off the forums. I guess you could use a spoiler tag and clearly indicate it as such for those who don't mind spoiling themselves, though we have to think about the players who prefer to avoid spoilers but have less self-control ;)
It was not quite like that for me; it was more like eating a delicious chocolate.
I was going to have very obvious spoiler warnings but decided against the whole idea. I'm not entirely sure how large of a spoiler it might be for other people, if one at all, but really this is not for me to decide or to tempt others with.
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Quote from: zxc on July 19, 2015, 01:59:46 PM
Suggestions: I'd like a prompt when an enemy unexpectedly comes into view or notices me. One time I walked to a wall to start resting, but I just happened to open up a secret door, and a hunter was on the other side that got a shot off while I still hadn't realised what was going on. Something similar to the force_more prompts in DCSS would be sweet, and optional of course.
There already is a prompt, the flash-fade on their background means they've noticed you. The problem in this case (if you didn't get the flash) was that he hadn't yet noticed you when the door opened. That must've been pretty funny/scary :P.
An indicator when you spot an enemy, regardless of whether they've seen you, is something that auto-stopping on threats handles for you in mouse mode, but obviously you're using the keyboard here... I could add a sound effect to make it even more obvious, but that would get annoying. How else might you want it to be indicated? Anyone else? I'll think about it.
Actually I began noticing that flash this run. Seems good. Indeed, the trouble that time was they didn't notice me immediately. I was low on energy, so I backed to a wall and immediately started resting, but the door opened up before I realised and, of course, it's the robots that don't show up on the sensors. Terrible coincidence! Didn't hurt too much I guess.
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Quote from: jimmijamjams on July 20, 2015, 04:04:30 AM
but the fact I usually get the Optical Array a little earlier I've always had a soft spot for it.
The drawback is that they only work for you in corridors and very open areas--much less useful in tight quarters.
This is exactly it, since seeing around LOS obstacles is usually a bigger deal than being able to see further in an open space. However, I suppose the sensor route needs an interpreter to really begin to beat optics. The good ones extend past your vision as well.
Kyzrati: The energy change while stationary + moving both being shown is highly appreciated, as well as the prompt before slamming into dudes. Fantastic quality of life changes. :)
Also I just thought of a minor UI tweak that would be nice: an indicator next to 'Time: xxxx' which displays how long in time the last action you made took, be it movement, volley, part attachment, item dropping/grabbing, and so on. Actually it probably is not needed since your movement delay and volley time is visible already, but I still have no idea what length of time the other actions take.
Another one: When you have more than 10 items in your inventory, have a way to scroll through the list. Maybe like page up/down? Or is there a way to do this already which I foolishly don't know about?
So fast...
Quote from: zxc on July 20, 2015, 10:24:29 AM
Quote from: Kyzrati on July 20, 2015, 09:21:37 AM
Quote from: zxc on July 19, 2015, 01:59:46 PM
I still find hacking a bit weird. I mean, it's optimal to be using hacking utilities before going ahead with a terminal, but it's also optimal to have a more combat-useful utility equipped the rest of the time. This makes for a lot of switching, which I guess uses up matter, but I find it rather finicky.
I might make some changes to that system eventually, but the full potential of hacking hasn't quite been unlocked. There will be more you can do with it later. Forcing you to attach parts for perfection is annoying, but is a necessary part of differentiating true hackers from the occasional "hobbyist." Honestly it wasn't in the original game or design, so it's been integrated with everything after the fact and doesn't quite fit perfectly as is.
Well I went heavier on the hacking this time and it really paid off. Partly because I had a lot of slots to play with since I was endgame-ready since -5, and partly because with flight propulsion, utilities with low mass like hacking utilities were more attractive. Also, getting 30% boosts to hacks that would otherwise be 5% or something is huge. I was able to get the exit location for -1, which really smoothed things out. And I went to town with that mini-nuke launcher!
That's good, since it's in line with what I planned it for--hacking is more for players who will be attempting to avoid confrontation in the first place or (especially with later alphas) getting others to do your fighting for you as you take more of a support role.
Combat-focused Cogminds aren't supposed to be doing much hacking; I play mostly combat-focused builds and end up rarely bothering with hackware unless there's something I decide I
really need at a certain point.
Gotta love mini-nukes! Especially the guided ones... WTF WHERE DID THAT COME FR... KABOOM!
Quote from: zxc on July 20, 2015, 10:24:29 AM
Kyzrati: The energy change while stationary + moving both being shown is highly appreciated, as well as the prompt before slamming into dudes. Fantastic quality of life changes. :)
If I can do it, it will be done :D.
That one in particular came as a good last-minute suggestion shortly before Alpha 2's release. During my own playtesting I was using a flier (which I don't normally do) and could tell having both numbers available would really help plan out your strategy once you start maxing out on speed.
Quote from: zxc on July 20, 2015, 10:24:29 AM
Actually it probably is not needed since your movement delay and volley time is visible already, but I still have no idea what length of time the other actions take.
It's about time you read the manual ;)
Quote from: zxc on July 20, 2015, 10:24:29 AM
Another one: When you have more than 10 items in your inventory, have a way to scroll through the list. Maybe like page up/down? Or is there a way to do this already which I foolishly don't know about?
Of course there is! '[' / ']'
It's shown on the commands page (commands relevant to individual subconsoles are shown within their own console).
Quote from: Kyzrati on July 20, 2015, 10:12:43 PM
Quote from: zxc on July 20, 2015, 10:24:29 AM
Actually it probably is not needed since your movement delay and volley time is visible already, but I still have no idea what length of time the other actions take.
It's about time you read the manual ;)
Good call. I read most of it before I played my first game, but Time was one of the pages I skipped (supposedly the time aspect was complicated, but I don't think it is).
Quote from: Kyzrati on July 20, 2015, 10:12:43 PM
Quote from: Kyzrati on July 20, 2015, 10:12:43 PMquote author=zxc link=topic=192.msg1549#msg1549 date=1437409469]
Another one: When you have more than 10 items in your inventory, have a way to scroll through the list. Maybe like page up/down? Or is there a way to do this already which I foolishly don't know about?
Of course there is! '[' / ']'
It's shown on the commands page (commands relevant to individual subconsoles are shown within their own console).
Oops. Well, it's good you're one step ahead of me :). Weren't you going to replace '/' with the swap mode though? I scanned the changelog looking for that change, the one I was most anticipating, but I guess it is coming with Alpha 3.
I didn't say swap mode was coming in Alpha 2 ;)
I'm very fond of that idea, and was just thinking about it again yesterday (how to animate it a bit), so it'll definitely happen, but I put it on the "Alpha ?" list, which means I don't know when it would happen.
Since you ask, and since I do look forward to having that feature, for now I'll move it up to the Alpha 3 list, but I can't promise it'll stay there since there's already a number of seriously time-consuming features to prepare.