Beta 10 Stat SummaryOnce again a
major new Cogmind version has been released, and that means it's time to look back at some of the stats for the previous version! Beta 11 was the longest ever cycle in Cogmind development history (being the huge overhaul that it was), meaning Beta 10 was active for quite a while and therefore includes a lot of runs, though that release itself was not uniquely interesting from a data perspective considering that much of the work that went into it was of a cosmetic nature, including for example the ambient audioscape and QoL-related features. By comparison I'm sure the future Beta 11 stats will be
very interesting when those come out, given how much was changed or added, but that's for next time on the blog. Here we'll be using the older forum-based format to explore some of the usual player stats, as well as of course poking around here and there looking anything that might be relevant to Beta 10 in particular.
As usual the leaderboards have been reset and the full archived Beta 10 leaderboards can be found here, with scoresheets for all runs accessible at the bottom.For Beta 10 we have a total
14,338 runs that made the 500-point threshold (
96.7% of a total
14,820 submitted runs) to be included in the leaderboards and results here. That count includes
12,545 regular runs, which we'll focus on for the purposes of the stats below, as well as
1,793 runs completed under special events or challenge modes, which I'll write a bit about separately.
1,320 unique named players submitted at least one qualifying Beta 10 run, or
10.5 per player, returning to earlier levels after having dipped a bit in Beta 9.
DifficultyBeta 10 was the second release after adding the difficulty selection menu, so the change in player distribution wasn't as stark as that seen between Betas 8 and 9, though we can still see a bit of a downtick in the portion of players using non-Rogue modes.
However, the number of players in
all categories increased for Beta 10, so the change in distribution here was at least partially a function of a more hardcore roguelike players joining the community (
+60.7% vs.
+20.3%/
+12.2% for Adventurer/Explorer). There was also likely a smaller number of players gradually shifting out of other settings (especially Adventurer) to play Rogue, having gained more experience and wanting to seek extra challenge.
WinsThe win rate in Beta 10 was
4.1%, a new low down from
5.7% in the previous release (and only slightly below Beta 8), though there's generally too much noise to read into such a broad value. As a better comparison to other releases, for my own purposes I looked at the number of Rogue-level players who won at least one run, mainly to more easily filter out runs where the player was doing weird stuff or not aiming to win, and excluding the other difficulty settings since they can use quicksaves (and aren't what the content is balanced around anyway).
There we see a fairly consistent rate across all releases from the past few years, solidly in the
12~14% range. I imagine the win-one-run rate won't fall too much in Beta 11 (those who can already win will find the new version challenging, but eventually figure out how to deal with the new content), although next time we do these stats I'll be very curious to see if the general win rate falls further, which is likely given that the difficulty of Complex 0b10 itself was increased.
516 wins were submitted by GJ (56), Jezoensis (47), CrossedViper (28), MTF (17), cptwinky (13), Wyvric (11), 3.14 (11), aperiodic (10), Savant (10), Alexbot (9), blelm (9), ChromeKnight (9), derk (9), ktur (9), LU-1G1 (9), Perseus (9), zzxc (9), Phaethon (8), Farfid (7), lsend (7), Palikka (7), thingamajigger (7), alice_fexa (6), Michael (6), Sanctumkeeper (6), cavemonk (5), KTG-V2 (5), leiavoia (5), OR-2NL (5), sentrybuster (5), WayneKnight (5), Exp. Geonium Core (4), Floating Point Exception (4), Pimski (4), the cat (4), Torako (4), Andru7428 (3), Azken Zutik (3), Boris (3), Cookedpoo (3), Demise (3), Finestep (3), Kenzurith (3), kerapace (3), Leebears (3), Mares (3), Tone (3), whisper (3), xerxia (3), youngster (3), Buffy (2), Coronach (2), Cracklepappy (2), Dawn (2), Decinym (2), Hermelin (2), KTG-V3 (2), MoonDog (2), muxecoid (2), Nikolayag (2), NoNeedToExplain (2), Peace (2), pointone (2), rath (2), Saya (2), Terminus (2), Valguris (2), Vectis (2), Xeram (2), and (1) by AF_C2_5001, albenzo, aoemica, Avari3l, buthix9, cinereoux, Cinquain, Cog, Crorem, CV-BEE, DaddyWalrus, darlorth, DEZA, Dhoby_Ghaut, Fleshy Vegetable Bird, FR-35H, gammafunk, Geraldon, Gitida, Gobbopathe, HawkeyeFierce, Hilbert, Howard, Infomantis, JackNine, Joel, Joking_Phantom, Joshua, kasaphescent, Krahie, Kyzrati, malcneuro, Matie Bal, MinorBread, MrPotato28, Nalzok, Needle, PerrySimm, Peter, PlasticHeart, raddakar, ShuSh, SirMrDrProf, soymachine, spruce, StarSirius, Stryker, szymekc, The Phoenix Tome, TheEpicPerson, Tmvn, Trione, Veritas, viper, Yosh, Zailor.
The Return of GJ inevitably means GJ is a strong contender for win count leader, though we also see pretty high numbers from other players, too. Jezoensis began with quite a few Adventurer mode wins before moving on to challenging Rogue mode (and getting some wins there, too), and CrossedViper played a relatively huge number of runs (
287!).
Of significant impact when it comes to our stats this time around is that core/OG players are somewhat underrepresented because many among that group are patrons and therefore played Beta 11 prerelease versions throughout the majority of the Beta 10 leaderboard period. For example I first realized this when I noticed aoemica has only a single Beta 10 win on record, but on closer inspection submitted
53 wins while helping test Beta 11 prereleases :D
Among the runs included above, MTF set a new record high Cogmind score of
423,663 (
scoresheet) by sterilizing 10 different maps (mostly in the late game) and earning
140,168 of that purely from bonus points for high-alert combat kills, destroying
3,721 robots in all.
Another run of particular note set an even higher record, a whopping
1,012,980-point run by Azken Zutik, excluded from our stats only because it was played under the Gauntlet challenge mode.
That run spanned a mind-boggling
91 hours, made possible by approaching the challenge as a bothacking/RIF build that led an army capable of protecting Cogmind from almost all attrition, repeatedly visiting Garrisons at the same depth to restock.
370,220 points came from allied kills alone. Even the
582 regions visited resulted in a bonus of
116,400 points, which is just... crazy xD
Very impressive stuff!
While we're on sterilization, that was the new mechanic added for Beta 10 as a sort of final cutoff for destruction, added especially for players otherwise endlessly crushing 0b10 on a single map using easier settings such as RPGLIKE mode or the Explorer difficulty. Only
17 players sterilized any maps at all, across
29 runs, so a pretty small number. The majority of those only sterilized one map, maybe two, aside from MTF's 10-map sterilization run and a 5-map sterilization by NikolayAg. (Since then I also attempted a "sterilization run," but quit after my 4th sterilization going into the late game because I was streaming it and my strategy was taking too long :P)
I'm sure we'll be seeing the frequency go up significantly in Beta 11, if only because this mechanic was further reused in
DSFs, as well as being much easier to trigger there, and even offering a decently reliable strategy.
Cogmind had seven win types prior to Beta 10, with that release adding two new ones for a total of nine. Both of the new endings and their requirements involve the extended game and are therefore very spoiler-heavy, so I'll put this (small) section behind a spoiler tag:
"w7" (win type 7) is the extended Warlord arc, which allows you to help him infiltrate Command to confront MAIN.C directly. Of course he's awesome so this was high on the list of desirable things to see happen, and I think Warlord in his upgraded form lives up to the hype :)
There were 14 submitted w7's, each by a different player (including the one I did on stream).
w8 requires you to surrender to MAIN.C half way through that fight, and then it doesn't end there since Command comes under attack by another force you need to help fend off, all while protecting MAIN.C.
Only 11 w8's were submitted, again each by a different player (I haven't had a chance to do this one yet, though certainly made it a goal a couple times). Pimski had the fastest win after surrendering, with 478 turns. And the fastest win from start to surrender to win was submitted by lsend, with a 6,179-turn w8, 15.7% (973 turns) of which was spent defending MAIN.C. Both of these were flight builds, but about half of the surrender runs were won with siege mode.
Of course we saw lots more of these achieved during the Beta 11 prereleases as well.
During Beta 10 I've heard yet more questions about the "length of a winning Cogmind run," something which is often compared across different roguelikes.
We know that it can vary greatly depending on goals and strategy, since Cogmind is designed as a "wide" game rather than being outright long, and you can have anything from 20-minute speed run wins to 10-hour marathons, or the more reasonable/likely/common 100~200-minute runs in between, but let's look at some real data on that for fun...
Again it depends on strategy and goals, so our statistical results are of course skewed by whichever types of players have greater representation. A more accurate approach would be to also look at the build types used here, and the number of optional areas visited, but that's probably not especially helpful beyond the general range we're looking to visualize.
This graph is composed of
181 w0/non-extended wins and
335 extended wins, and we can see that the shape of each is similar, with peaks at the lower end and trending downward into longer and longer runs, ending with another spike consisting of outliers doing special runs. Obviously extended runs are going to increase the average somewhat, though it's not an especially huge increase--extended wins averaged
5.4 hours, while others averaged
4.7 hours (the median for each category was 5 and 4 hours, respectively). As expected, a little over half of "standard" (non-extended) wins fall within the 2- to 4-hour range.
MechanicsBecause Beta 10 added six new RIF abilities, I thought it'd be interesting to see whether that had any impact on adoption of that strategy, but a comparison between the last two versions shows there was no meaningful effect (stats only include those runs which reached a depth of at least -6, which was about 44% in both versions):
Beta 9 Beta 10
Used only 1 RIF Installer 6.0% 6.4%
Used 2 or more RIF Installers 9.1% 8.2%
RIF builds hacked at least 3 robots 65.9% 61.0%However, the top 100 RIF runs by bot hacks applied increased pretty significantly, up from a median of
89 hacks in Beta 9, to
117 in Beta 10. So RIF builds are riffing harder. The median number of RIF Installers used in those runs was
7 in Beta 9, vs.
8 in Beta 10.
I also took a quick look at the most common primary classes used across a run, but didn't see any significant changes between the in-depth Beta 9 analysis and more recent Beta 10 runs. We'll almost certainly see more changes there headed into Beta 11, now that the "Hauler" concept has been refedined, so we'll look at those again then. This time around there were
76 unique build combinations (out of a theoretical maximum of 208), as opposed to the 67 from Beta 9.
Special EventsBeta 10 included some special events, as with previous versions (Beta 9 was especially prolific in this regard--
see stats), though not quite on the same scale. The big one was the
lore-centric ARG, and we also had a quick AFD mode called "Volatile" which wasn't even explicitly announced, so I imagine not as many people even actually played that one. Of course players are also still able to go back and play most prior events if they want to, and some do that, especially with RPGLIKE mode, for example. So let's take a look at what was played, and how much...
249 unique players (
17.6%) played at least one special event run, with
74% of them playing more than one run. There were
1,746 special event runs in all (
13.89% of all runs).
Sure enough, not many actually tried out Volatile mode, it being both unannounced and pretty short in duration. Another thing you'll notice is the much higher win rate under RPGLIKE, not exactly a surprise since it adds a healing mechanic which overall makes Cogmind an easier game. And of course the dominant event of the version was Forbidden Lore, being the major one held during Beta 10, and also requiring multiple runs to fully explore its content. That requirement was somewhat offset by the community working together in some cases, but it was still a run-heavy mode due to the drip of puzzles and metaknowledge it would offer with each run. Forbidden Lore also had a lower win rate since more players would be likely to simply self-destruct once they had what they were after, if it looked like their next clue was in a place they could no longer feasibly reach on their current run.