One of the new features coming in Alpha 14 is a framework within which I can add new "challenge modes" to Cogmind. Basically these are optional settings which change one or more aspect of the game/world, usually making a run more difficult in exchange for extra points.
I don't have a lot of time to be adding these now, but there could easily be more in the future so feel free to use this thread to drop any suggestions you have for these challenge modes. If a lot of people show support for a certain idea it's more likely to be added (as long as it makes sense and I think it will work in the context, and mechanically; also, I will prefer to stick with ideas that work thematically as well, rather than off-the-wall crazy stuff
).
The first challenge mode I've added is called "
Unstable Evolution," whereby you no longer have control over your slot evolution--they are selected at random!
Random slots chosen due to UNSTABLE status shown in the log:
Examples of random slot evolution from beginning to end:
The first there actually looks to be a fairly normal composition, although of course the order could be odd--not evolving what you need when you need it, forcing you to adapt; the second is kinda crazy due to that large number of power slots! This should lead to some interesting runs, and enable more types of replayability. (Note that selection
is weighted towards what players most often want--e.g. not a ton of power slots, so it's not necessarily that terrible, but you could get unlucky and have to deal with it... Adapt or die, such is evolution!)
Active challenges listed in score sheet (and also appended to score history record):
To give another idea, possibly the second mode I'll be adding is called "
Scavenger," wherein there are no part stockpiles and any solo randomly available items are damaged--everything else must be taken from other robots, or stolen from haulers! (Fabrication would be another option, but that has its own limits.)
Edit 170204: Okay, added that mode, too.
Edit 170420: Alrighty, challenge modes are fun, so I wanted to add some more for Alpha 15. I went through these posts to pick out some of the all-around best, considering implementation requirements and the challenge+fun potential, and ended up adding six more
. We'll now have... (manual excerpts:)
Devolution: Start with 20 slots chosen randomly (from a weighted distribution), and lose 1, also randomly, at each new evolution. Base integrity never changes, always resetting to 800 with each evolution, and inherent heat dissipation (20) is also static throughout the run. If there are no free slots of the type that devolves, a random excess part is dropped to the ground. Bonus points are applied at each evolution: (500 * ([# slots you'd normally have at given depth] - [slots you actually have - 2])), meaning large negative modifiers in the early game and even larger positive modifiers in the late game. Incompatible with Inhibited Evolution and Unstable Evolution (Devolution takes precedence).
Sample devolution build starting out on -10/Materials
Gauntlet: All branch access is blocked, as are all main access points except the furthest from your entry location. Waste is still accessible, as are Garrisons, but both always bring you back to the same depth. Incompatible with Super Gauntlet. (Gauntlet takes precedence.)
Inhibited Evolution: Only evolve half as many slots as usual.
No Salvage: Destroyed robots leave no salvageable parts, only matter (and inventory items, for special events that include those).
Pure Core: No inventory slots for the entire run. Storage utilities are instead converted to matter when stepped on.
Super Gauntlet: All access points are locked, as are all but one garrison access. The only way to advance to the next depth is to find that one garrison and pass through it. Hacking open the entry is guaranteed, and leaving a garrison always takes you upward rather than back to the same map. Waste is still accessible. (I did one of these runs in Beta 1.2, with a full writeup
here.)
Also, all active challenges will now be listed in the log at the start of your run, lest you forget what you've set yourself up to face
As usual, you can combine pretty much any number of challenges for mega points (and maximum pain!).
Edit 171216: More challenge modes coming with Beta 4!
Simple Hacker: No indirect or manual hacking of any kind.
Fragile Parts: All parts are destroyed on removal, mimicking the standard behavior of processors.
Sticky Parts: No parts can be removed or swapped out manually, and must be destroyed to free their slot(s).
Trapped: All non-garrison 0b10-controlled maps that have any traps multiply that number by 10. Also a +20% to trigger traps.
There's still no menu for selecting these in game, but we'll get around to that. It needs to wait for the general menu redesign to accommodate Achievements.