Next week Tuesday it's Alpha 6 time! This will of course be the latest and greatest Cogmind. I mean, that's what progress is all about, right?
We'll get into the details with the release notes, but know that the main focus of this version is revamping two important sets of mechanics, propulsion and hacking. Everything flows even more smoothly now
I've also added
two new maps (one more than planned
), some more plot stuff (yes, I'm being vague there as usual), and bunch of other little enhancements and tweaks, many related to propulsion or hacking as a "while we're at it" kind of thing.
Below is a collection of some of the more showable features ready for Alpha 6:You'll notice more interactive machines, especially in the mid- and late-game, because there has never been enough room to place all those I wanted, but now they can be embedded into walls.
Processors and hackware are now destroyed on removal, so they needed a new color for their drag-drop box as a warning, and are also indicated with a faint colon to the left of their letter. (And of course there's a new animation and sfx for their removal.)
Quality of life: All manual hacking commands are now case-insensitive!
Double your quality of life: All fully-disarmed combat robots are shown at half brightness.
All Field Recycling Units now have completely different behavior. They basically suck up parts from the ground and convert them to matter for you over time. You'll see new indicators on your HUD matter readout when you have one active as well--you can essentially generate matter!
Hcp. Storage Units are no more! Wave goodbye! You can certainly still achieve large inventory sizes, but will have to sacrifice a little more slot space to do so.
Just for fun, the new smallest font is no longer size 10--it now goes down to size 8 and allows the game to be played in a 480p window.
(As usual I can't spoil the new map areas, otherwise there would be some much more awesome stuff to show here )