Discuss the latest release! (
release notes)
Any opinions on new mechanics or features? Any experiences to share?
Note that if smaller updates are made to Beta 1, they will be announced in this thread rather than the announcements board!
Update 170511 / Beta 1.1 - "NERF Cannon"Okay, so it turns out there is/was a pretty major bug in Beta 1: Your shots aren't hitting very often! It did really feel somewhat off during my quick playtests, but I had gotten too busy in the days leading up to release to explore it more thoroughly in time for release day, so... hotfix time!
It just so happens I had already been working on a number of near-term fixes and tweaks for 1.1 release, so we can get all of this at once right now
You
definitely want to switch over to this version! In Beta 1 you're at a serious disadvantage with your volleys, especially when firing many weapons at once, regardless of targeting/accuracy. In this version you'll feel like a god by comparison
Beta 1.1 (0.10.170511) changelog:* NEW: Manual Advanced UI: Map section more explicit about where tunneling is safe through areas that can otherwise cave in
* MOD: Ramming time cost no longer a flat 100 (1 turn); now takes slowest of that and your movement speed* MOD: Tread crushing only possible against targets with no more than 50 core integrity remaining* MOD: Tactical Coordination Suite bonus increased from 5% to 10%
* MOD: Removed critical chance from Flak Cannon, Hvy. Flak Cannon, Proton Burst Cannon, Ion Burst Cannon
* MOD: Tri-rail Accelerator critical chance lowered from 3% to 1%
* MOD: Visible sound effect system no longer pinpoints origins of sounds played at less than a quarter of their volume due to relative distance* MOD: Data Miner ASCII changed from 'm' back to '0'
* MOD: Robot info page doesn't list damage modifiers that don't apply to that robot
* MOD: C Programmers gained critical immunity* FIX: The new system for preventing duplicate penetration caused consecutive single-projectile shots against the same target to have no effect [GJ]* FIX: Potential crash if Borebot destroys itself while clearing an explosive machine [GJ]
* FIX: Engineers building rooms could in certain rare layouts manage to build excessively long rows of doors [Widmo, BOYADD]
* FIX: Extermination squad dispatch referred to as incorrect type if affected by Trojan and the dispatch before it was of a different type [zxc]
* FIX: Typo in Transmission Jammer effect description [zxc]
* FIX: soundIgnoresDistance config file option allowed sounds to be both heard and seen across an entire map
* FIX: Map exit information obtained via derelict logs showed "exits" (plural) in log message even if only one
Saves are compatible, so you can migrate your /user/ data over to this version even if you're in the middle of a run, to take advantage of the changes!Only showing applicable damage modifiers:
The new and improved want-if-have-allied army TCS:
A note on the nerf to some weapon criticals: Those are multiprojectile weapons, especially the flak cannons, and each projectile checks for critical hits separately, so when combined with target analyzers they are too effective. There are still some very good multiprojectile weapons that also have (in some cases excellent) critical chances, but these were more common and shouldn't be quite that good
Update 170523 / Beta 1.2 - "Path to Success"Well, I managed to throw together quite a lot in the past week. All the confirmed bugs are taken care of, and Beta 1 is looking pretty nice overall. There's nothing critical here (so feel free to stick with 1.1 if you like!)--it's mostly QoL and some balance changes including both nerfs and buffs, although part of why I wouldn't want to sit on this release any longer is it fixes a problem with the 1.1 cave-in frequency which has been cramping the style of the expert players
Because there may be a bit more time between this and the next release as I take care of other stuff, I want to make sure there aren't any issues with this one that I'd want to fix right away. Therefore unlike the usual updates, Beta 1.2 is not yet available via your download link! BUT, you can get it now if you post in this thread saying you'd like to try it out. It should be as stable as a normal release, and is compatible with the current leaderboards, so it's fine to switch over now if you like, although 1) you have to leave a message in this thread saying you'd like to try out the build (requires that your forum email is the same you used to purchase) and 2) you'll have to ignore the in-game message that tells you your version is wrong
I'll be updating the link for everyone else next Tuesday. (1.2 is now generally available!)
Beta 1.2 (0.10.170523) changelog:* NEW: Mouse movement pathfinding automatically avoids non-hostile blocking robots (can deactivate via cogmind.cfg disablePathfindingRobotAvoidance)* NEW: When combat log detail set to Full, automatically mirrored to left side of map (tweak via cfg: mapCombatLogMaxLength/mapCombatLogDuration)* NEW: Armor Integrity Analyzers expanded to a full four tiers (+2 items)
* NEW: Particle Chargers expanded to three tiers (+2 items)
* NEW: Added meaning of part info summary ** and + prefixes to manual
* NEW: Manual available online, too: gridsagegames.com/cogmind/manual.txt
* NEW: Allied followers will not chase down Watchers that leave Cogmind's FOV* NEW: Allied followers will generally avoid taking incredibly circuitous routes when blocked, preferring to wait instead* NEW: Player and AI pathfinding both avoid traveling through potential cave-in areas where feasible* NEW: Attempting to fire in view of a Researcher will temporarily block attacks with a warning message, and highlight all such Researchers in view* NEW: Programmers capable of remotely rewiring disrupted robots* NEW: Energy restored to full on heading to new map (also fills any energy containers)
* MOD: Rating 10 items show their rating as 'X' in the part list info summary mode (instead of "10")
* MOD: Exp. Actuator Arrays and Exp. Shock Absorption System now classified as prototypes (though never found faulty)
* MOD: Free peeks inside rooms / around corners no longer guaranteed for fast Cogminds gaming the time system* MOD: Some utility effects no longer stack: Target Analyzers, Armor Integrity Analyzers, Particle Chargers* MOD: Some Particle Charger/Accelerator effects weakened, also lowered energy upkeep* MOD: Armor Integrity Analyzer effect no longer applied to AOE attacks* MOD: Programmers can no longer remotely repel hacks against allies made via direct melee Datajacks* MOD: Score sheet doesn't list tallies for specific effects of overheating or corruption if zero
* MOD: Scanalyzer Insert Component list no longer displays duplicate items with matching integrity
* MOD: A certain well-known stash has gotten even better* MOD: EM disruption no longer affects inactive robots
* FIX: May crash if standing adjacent to both a door and its terminal when [redacted] remotely unlocks that door [Sherlockkat]* FIX: Newest secret map may rarely have an unintended tunnel extending from its exit area [Sherlockkat]
* FIX: Adjustments to Command layout generation in Beta 1 introduced the possibility of requiring travel through a garrison [Sherlockkat, zxc]
* FIX: Potential UI crash if in possession of an Omega Cannon with INFO mode active [Nikola Kolodziejczyk]
* FIX: Dedicated robot destruction codes retrieved from [redacted]'s decrypted terminal stopped working after Alpha 14 [MTF]* FIX: New cave-in system allowing guaranteed passage through wall-earth-wall tunneling scenarios wasn't working as intended, might cave in [MTF]* FIX: Was possible for fabrication network matter reserves to fall slightly negative if randomly drained close to zero while a build in progress [MTF]
* FIX: New bonus points for Network Hub destruction tallied incorrectly [GJ]
* FIX: Reversed score sheet ending name (only in header) for two of the seven endings [zxc]* FIX: The conditions required for a plot-relevant end-game hack that used to be possible to obtain mid-game were no longer possible [zxc]
* FIX: Typo in Thermal Resupply hack name [zxc]
* FIX: Typo "Fabriactor" in new score sheet entry [zxc]
* FIX: Ramming a target off stairs may in some cases fail to immediately ascend [zxc, DDarkRay]* FIX: Pair of typos in Zion [DDarkRay]
* FIX: Missing space in intel message revealing a single exit to a particular map [Amphouse]
* FIX: A particular encounter in the Mines could make it impossible to exit from one of the two stairs, though still showed the stair label [Senjai]
* FIX: Scanalyzer Insert Component list showed all items with matching name and integrity as broken if the first in inventory was broken [Senjai]
* FIX: Repeat consecutive messages in calculations log did not immediately show their multiplier suffix unless scrolled out of view and back again
* FIX: Super Gauntlet challenge mode could crash on -8/Materials if no Garrison Access generated for that map
Some images and notes on the new features:
Demonstrating guaranteed safe passage through wall-earth-wall scenarios.
While I personally don't use the combat log, some players swear by its highest detail setting, so I can totally understand you'd want something larger than the meager six lines it contains
. Yeah it can be scrolled, but that's obviously not enough in a firefights with a half-dozen participants, much less when you yourself might fire 4-5 weapons in a single volley. So I put it right on the map.
There's plenty of room for it over there, and the default length of 20 lines will generally keep it from covering any of the action on most players' 16:9 map view. Plus it'll only be there for a bit before disappearing anyway. But you can adjust both the number of lines and duration in cogmind.cfg.
(And if you want to keep using the Full detail setting but
not the log mirroring, you can do that too by setting the number of lines to 0.)
Your allies got a little better. They'll no longer chase after fleeing Watchers, which are hard to hit and can distract from other targets or split up your army. Once the Watcher leaves your FOV they'll leave it alone, so if you want everyone to come along just keep moving.
Programmers can remotely rewire bots for you, so you don't have to do it yourself if you've got one of these awesome friends
.
(This ability actually applies to hostile Programmers, too, although it's a lot less often that your
enemies manage to disrupt a bot.)
A lot of 1.2 changes involve pathfinding QoL:
Mouse-based pathfinding intelligently avoids moving obstacles when it will save more time than waiting.
The maximum deviation from the most direct path is +2 spaces, and it's on by default but you can deactivate this feature and restore pathfinding to the way it used to work in the cfg (disablePathfindingRobotAvoidance).
Allied followers no longer take long circuitous routes when a more direct desired route is blocked. Extension will be a little less annoying to fight in with those narrow corridors!
Mouse pathfinding automatically avoids potential cave-in areas where feasible.
The AI will avoid those areas when they can as well!
Although leaderboards are compatible and won't be reset, saves are not compatible this time around.