1. Cogmind
  2. News

Cogmind News

Polymind: This holiday season you are NOT the Cogmind



It's the end of another year, Cogmind's 10th, and to celebrate we have another special event that turns the world on its head for an extremely different experience in an otherwise familiar environment: Polymind!

Ever want to roleplay a Worker bot? Okay maybe not... What about a Behemoth? That's more like it... Well, in this version you may feasibly consider each option for their respective advantages, and many many more :)

In Polymind you can take control of almost any other robot--in more typical roguelike/game terms you can think of it as essentially "possession" mechanics.

This version is so non-Cogmind that you can't even attach or remove parts (say goodbye to inventory paralysis!), you don't even evolve slots! Instead you're entirely dependent on your host's capabilities.

The first thing you'll notice is the event-specific info panel that appears in the bottom left:



This allows you to reference the name of your host there at the left, your current Protomatter stores (45 in the example), get access to more info via the button (or the '9' key), and also keep track of a dynamic suspicion meter which we'll get to later.

As you can see, Protomatter is back. Originally introduced for our Winter 2019 RPGLIKE event/mode, it serves a different purpose in Polymind, functioning instead as your resource for taking control of an adjacent target. Collect Protomatter from among the salvage of some destroyed combat robots, or if you're really desperate you can eventually gain some by ramming other bots.

Pwned by Polymind


The cost of controlling a given robot is shown in its label as "p-X," where X is how much Protomatter you need. It shows as "N/A" if control is impossible, but very few are completely out of reach :)



When you have enough Protomatter, simply moving into an adjacent target will take control of them.



Releasing control, which you can do at any time, is handled by what is normally the "Purge All Parts" command from the special commands menu (Spacebar).

These instructions are available via the mode info button, as is other robot-specific information when you have a host:



Most of the robots and their functionality are pretty straightforward, but a handful of those with special functions are more complicated than others, so be sure to check out their info in the new panel when learning about new host types.

This mode will likely also help provide intimate experience with various other robots in terms of familiarizing yourself with their capabilities and limitations, including for example damage resistances/weaknesses, all of which are pretty important for improving play in the regular game.

Suspicion


Now why might you want to larp as a Recycler? Or a Worker? Or some other maintenance bot? Well if you look like a native of Complex 0b10, and aren't flagged as a suspicious system, they'll ignore you!

So you can walk right past patrols, or sneak right up to a particularly dangerous bot and just assimilate it. That said, generally speaking keeping your distance from too many potential hostiles is still the better option when possible, especially those you might imagine are likely to be especially suspicious, to avoid blowing your cover.

If undetected you can also swap places with Complex 0b10 bots as if they're normal allies. Overall you have a lot of freedom when not suspicious, so some players may often try to stay that way as long as possible. At the same time, the only way to get more Protomatter in order to switch control to other bots is to harvest it from combat bots, so you may need to do some fighting (or encourage their destruction some other way).

As long as you're not at or above very high suspicion, you can even dodge all targeted dispatches, meaning newly-dispatched Programmers and assaults will not even be sure where you are. You might notice the messages are different when that applies, along with their resulting behavior.

While in a host and unsuspicious, you'll have much darker UI borders to reflect that status (there are also audio cues):



If you want to take control of a true ally such as a derelict or fabricated bot (which as you might notice also has a cheaper cost), because they are allied you won't normally be able to move onto their position since the default behavior is a swap. For this you'd need to use a force melee/ram "attack."

Because not every input method has an easy time trying to force melee a target (and in fact diagonal force ramming has always been impossible with arrows/vi-keys), this was the perfect opportunity to finally add in a very important new feature for general Cogmind use: toggleable force melee mode!

Force melee mode is toggled via the Spacebar actions menu, under 'e', so a quick spacebar-e will get you ready to do this, or shut it off (Shift-Alt-e also works, as all other commands on that menu).



While active, a "FORCE" indicator pops up at the top of your parts list, and of course the usual attack/ramming warnings will apply to help you avoid making unnecessary mistakes.



Yep, everyone will now have easy access to force meleeing a target compatible with their preferred directional keys.

Despite the helpful warnings, I still suggest you toggle force melee on only for as long as you need it, then off again when done, because otherwise it could lead to unexpected behavior later on once you've forgotten about it! I predict many people unintentionally slamming into objects until the lesson is learned (I know this because it has been happening to me since I'm still not used to it :P).

Note that with the mouse you also won't be able to initiate an attack on a normally hostile 0b10 combat target while unsuspicious, since for movement purposes they are considered allies and you can walk to/through them, so if you want to start hostilities using mouse controls, you'd have to begin targeting mode through some other means, such as clicking on a wall first, or using 'f' to enter that mode. Or if your intent is to ram or take control of them, use a force melee action.

A new force melee option will be helpful in all runs, but is clearly especially useful for Polymind.

Polybonus!


This is a pretty big mode and I won't cover all of its nuances, but aside from the basics introduced above there are a few other features I'd like to mention.

For one, I did actually make it possible to control multitile bots. It was a crazy amount of work and almost delayed the entire release, but so worth it for obvious reasons :D

By nature they are more limited in what they can do, like they can't operate interactive machines, but they have a distinct advantage in terms of movement in contrast to how, I'm sure you know, smaller bots tend to have trouble moving around them. Large bots can basically wade through crowds of other non-large bots, pushing them out of the way (hostile or not!), so don't worry about that part, just worry about how to navigate areas with tighter tunnels ;)

They do have one other quirk as well, in that they can only interact with one space on the ground, specifically the one under their top-left cell. This is something I would explore addressing if it were important now, but you can't even do much with items in Polymind anyway, so just know that's how it is--they'll always pick up from (and drop to, or operate on) that location.

Controlling a multitile bot is also missing a few pre-movement warnings, though I tried to fit in what I could in the time available.

I have some cool gifs of multitile bots doing stuff, but let's call them spoilers and worth challenging yourself to explore on your own adventures :)

Taking control of different 0b10 bots can also give you useful intel! Both combat bots and non-combat bots alike will provide you with information corresponding to their normal duties, in most cases akin to the sort of informaton you can extract from them via RIF hacking. The types of intel are listed on their info page, for example that earlier Scavenger screenshot I shared indicates that it will mark a Recycling Unit for you (the nearest one, if you don't already know about it), which you can also see marked just to the north of where it was controlled.

And you thought controlling a Watcher with it's speedy movement and sensor package would already be decent enough, well how about free route data on host acquisition?



Engineer wallhacks.



Okay this one's not intel, it's simply being able to use all the parts found on different bots, like the Mechanic's Machine Analyzer because hell yeah rainbow chip.



There are also various bits of QoL to help you be a good Polymind, and in addition to those already mentioned, you'll also notice highlighted areas designated by 0b10 for your host to operate where it wouldn't otherwise be obvious. This way you can be a good Tunneler and get all the cookies.



For some gameplay QoL, you also automatically get the analysis of any bot type you take control of, for those that have them, which will help fight against others. (There's a log message about this when you control a new host that didn't yet have an analysis for.) Technically this is also a new way to collect them for your personal lore record purposes.

As usual I did add also some mode-specific tweaks for the easier difficulty settings, the details of which have been added to the respective lists in the manual.

In this mode the scoresheet also got a new dedicated Polymind section towards the bottom, which records a number of relevant stats.



Some of these stats and others from your run will also contribute to your Polymind-specific bonus score, which will likely be a significant component of your overall score, so we can do the normal event-specific leaderboard thing like with Player 2, RPGLIKE, and more. I haven't set it up yet (coming soon), but by extrapolation I would expect the leaderboards to appear here when ready :P

As with RPGLIKE, regardless of your showBuildType setting your current host class will be shown at the top of your parts list, and instead of the usual approach to build classification the scoresheet records will purely be using your host class instead of loadout, which should make for some interesting post-run analysis, not to mention comparisons across runs once everyone starts submitting run records. (Remember, the submission feature is off by default and you have to turn it on manually in the options, and set your player name, in order to participate.)

As in the past I'll be sharing data from the event later, probably on the dev blog along with other information about Polymind.

There's quite a lot of room to bring crazy ideas to life in Polymind, so I'm looking forward to the fun stories to come out of this event. As with regular Cogmind there's both ends of the spectrum, from a really aggressive approach to a super stealthy one, and everything in between, but Polymind provides many new tools to achieve either goal, and lots of new strategic and tactical considerations throughout, so I also look forward to putting in some real runs myself. I've been so busy lately trying to bring it together in time (and keeping this huge array of changes and new mechanics from falling apart at the seams xD) that I haven't even had a chance to just enjoy it!

How to Play


As a timed special event, Winter 2022/Polymind mode will automatically activate for you on new runs from 12/24 through 1/7 if you've played at least 10 runs of Cogmind before.

On days outside that range, or even if you haven't played that many runs before, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:Polymind". (Within Steam this is handled by going to Cogmind > Properties > Set Launch Options.) If you want to play a regular run during the event, you can suppress event date triggering by adding the "-noSpecialMode" command line parameter.

Important: Special events can only be activated if the game starts up without loading a save. Even restarting/self-destructing won't work in this case, because it requires modification of underlying game data on startup, which cannot be reloaded while the game is running. So if you have another run in progress, be sure to finish/end that first and launch Cogmind without any save in progress.

Cogmind Beta 11.2 "Polymind" (221224c) changelog:
  • NEW: Special event for Winter 2022, automatically activates between 12/24 and 1/7 (inclusive) for anyone who has played at least 10 runs
  • NEW: Command line argument "-forceMode:Winter2022" (or "-forceMode:Polymind") to enable the Winter mode from 2022, regardless of system date
  • NEW: [Polymind mode] Blend into Complex 0b10 as one of their own!
  • NEW: [Polymind mode] Cogmind does not evolve slots, and cannot attach or remove any parts
  • NEW: [Polymind mode] Collect Protomatter from destroyed combat bots and use it to take control of almost any other robot
  • NEW: [Polymind mode] Gain the form and functions of the controlled robot, and consider taking advantage of their capabilities to remain unnoticed
  • NEW: [Polymind mode] Performing class-related actions keeps suspicion low, but be wary of especially suspicious enemies
  • NEW: [Polymind mode] Once detected, either fight it out or try to lose your tail and blend in again by getting back to work as a local
  • NEW: [Polymind mode] Robots from other factions will always recognize you for what you really are, regardless of your current form
  • NEW: [Polymind mode] Extra "Polymind" section in scoresheet containing mode-specific stats
  • NEW: [Polymind mode] Significant bonus points awarded for various Polymind-related performance factors
  • NEW: Force melee mode, a new way to repeatedly force a melee/ramming attack (toggle via Spacebar+e or Shift-Alt-e), also compatible with vi-keys
  • NEW: 0b10 Mechanics assigned to Repair Stations eventually resupply with backup parts from a station if available
  • NEW: HUD Core/Energy/Matter readout uses higher contrast colors with Colorblind Adjustments option active
  • NEW: Accessibility section of manual detailing ASCII map fonts, closed caption audio, colorblind mode, color customization features, and more
  • MOD: Non-Cogmind-controlled Mechanics capable of carrying out full range of repairs, including allied robot cores and part integrity
  • MOD: Non-Cogmind-controlled Mechanics can no longer engage in repairs if self or target in combat, as with Cogmind-controlled Mechanics
  • MOD: Robot Size context help includes reference to that value's effect on lines of fire
  • MOD: Toggle Sound default hotkey (F11) changed to Ctrl-F11
  • FIX: Mechanics were capable of fixing even broken parts normally outside valid rating limits [MTF]
  • FIX: Stat values referenced in manual's Coverage/Exposure example calculations reflected data from earlier versions [aoemica]
  • FIX: Slow startup time on some M1 systems allowed muteAudioOnFocusLoss=1 to crash the game while alt-tabbing during loading [needausername]
  • FIX: noAudio=1 advanced.cfg setting no longer always worked, might crash program on startup [Luigi]
  • FIX: Using global audio toggle (Ctrl-F11) combined with muteAudioOnFocusLoss=1 still allowed audio to restart on returning to program from another
  • FIX: Now compatible with all versions of Steam Deck software


This release does not include all the big stuff I've been working on this year for Beta 12, which is a separate big expansion.
I did, however, backport a few things that would be helpful to have as soon as possible, so the changelog includes more than just Polymind stuff.

I didn't realize the noAudio setting was broken for a long time (nor that anyone might actually want to use it, but they do!), and fixing it means you really can tell Cogmind to not even load sound files on startup, effectively dropping its required disk size from 48 MB to 13 MB. Outright delete the /data/audio directory and it will still work with this setting. But... then of course there's also no sound effects.

I also made an adjustment to the built-in colorblind UI mode which recolors the HUD to rely more on contrast than shades:



Community


Some time next week I'll be streaming some Polymind, talking mechanics and strategy, though I'm not sure when. I've been pretty sick and extremely medicated for over a month now, hence the complete lack of streams since my health is just not up to it. Although I was hoping for a return to normal before starting again, it's been so long (plus there's an event!) that I'd like to try... (and also finish the final leg of that Zorbus run xD). If you want to check out my stream later on, it'l be archived with my other videos on YouTube.

In the meantime, folks on the Discord have been streaming Cogmind literally every day for the past couple weeks, so I imagine they'll keep doing that and some Polymind will be involved as well :)

If you missed it before, early this month I did my annual review taking a big-picture look at the past year and what's to come.



The current main project is following through on my promise to bring a significant expansion to Cogmind in the form of a new faction and corresponding maps/lore/NPCs/etc as a result of hitting one of our Overwhelmingly Positive threshold milestones on Steam a while back. We have since lost that status, but work is already well underway and it is happening nonetheless! (as will the promised Merchants expansion, but that one is likely a big post-1.0 thing, with only bits of them showing through via lore at present) On that note, it's been a very long time since I reminded folks to leave reviews, and it shows xD. Not something I really like to bother with, but they are certainly helpful for indie devs, especially those who work on their game full time like I do.

Lastly, a reminder to any of you in Argentina or Turkey: As described in an announcement on the forum earlier, Cogmind's price will be adjusted next month. Sorry about the mixup. Valve's currency system is not to be trusted xD

Oh yeah there's also the Steam Deck thingy mentioned in the changelog. Naturally it's not really recommended playing on the device itself with tiny screen and no suitable control scheme, but I know some of you wanted to experiment with it, and others wanted to use their deck as a console hooked up to external devices (and are already doing so with the specific versions that do work), so it should now at least be compatible with all versions of the SD software. Have at it!

Surprise!!!



Saves from earlier versions are incompatible with Beta 11.2, but even if you're on Steam and Cogmind automatically updates, Beta 11.1 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like. To be extra clear, even in the event of an automatic update on Steam, none of your saves would be deleted--older save files simply wait in your user data for the proper version to start up, so you can even safely try the new event out and roll back to finish an earlier run on the previous version.

Annual Review: Year 9 of the Cogmind



Time for another annual review! 2022 saw Cogmind's 10th anniversary, celebrated by its largest-ever release, and Beta 12 is still in development but getting quite large itself... Read about Year 9 of the Cogmind on the dev blog, concluding with the usual look at the months ahead.

WARLORD FOREVER!

SITREP Saturday #50: The Detour of Detours



Beta 12 development is well underway at this point, though I regret to inform you that it will contain even more than originally planned ;)

The idea was mainly to add a new map and new faction (in fact the one promised as part of this announcement if we got enough reviews), plus of course all the related features and content implied by such an addition. So, um, I haven't actually started on that just yet, and instead finished a huge Garrison expansion, a whole new multimap mechanic for interacting with one of the existing factions, and a crazy new randomized item system that seems to work, with plans for an actual three new maps, that new faction (and friends!), and a whole new ending (Cogmind's 10th!).

I've been summarizing some of the major features on the dev blog, but here's a shorter summary to fill you all in on progress.

Garrisons 2.0


The first order of business in Beta 12 was to implement what patrons voted for, an expansion of Cogmind's Garrison interiors, and it got waaaay bigger than expected :P



Overall the article provides a background on Garrison design, both the old and new, giving the reasoning behind the expansion and corresponding methodology.

Definitely one of the more time-consuming aspects was adjusting the unique map generation for compatibility with Cogmind's normal encounter architecture, so that we can greatly increase the variety of localized encounters. Here's an example of potential encounter rooms (dark gray) to expand upon a randomized original Garrison layout:



And a final Garrison layout after various encounters have been inserted:



That already looks quite different, with a greater potential for variation, than the original Garrisons, but there's more!

For years I've also wanted to tie Garrisons to one of the major Derelict factions (one in particular), and saw a revisitation of Garrison design as an opportunity to do just that, so expect more in that regard... In fact, most importantly the new mechanic I'm referring to (which I won't spoil here) offers a reason for non-RIF users to consider entering Garrisons as well! (aside from other possible normal reasons, which in fact there are even more now because Garrisons often contain even better loot)

Among the less surprising new features included with a Garrison expansion are a redesigned clock, several new Terminal hacks, and possible mapwide events to mix it up even more.

There are many other details covered in the full post.

The Scrap Engine


Those of you who have played Cogmind before will know that there are quite a lot of items (>1000, actually!), and without exception all of them have static stats. True there are a handful of items which can be transformed into something else, but item stats always remain the same from run to run, allowing you to build an understanding and expectations of what is available from various sources, and in the end meaning less time spent figuring out how good something is and more spent planning and adapting your build based on past knowledge.

This fact won't change on a large scale, but in another major detour for Beta 12 development I did spot an opportunity for a true exception to the "all items are static" rule, built it, played it alongside patrons, and it seems to be interesting and compatible with the rest of the game :pogmind:

As part of the background for this topic, on the blog I wrote about "Item Variants and Randomization in Roguelikes" giving a brief history of non-static items in past roguelikes, all the way back to Rogue itself.



This is quite the Angband randart:



The post includes screenshots from a variety of roguelikes while demonstrating how randomized items evolved over time.

Then it goes into depth about how items being static is of fundamental importance to Cogmind's design, in a number of respects.

Then there's this collage of ASCII art for ~800 of Cogmind's items, because it's cool-looking :P



Getting back on topic, considering that Cogmind was built over a decade while assuming that items are all static, obviously it could be problematic trying to edge some randomization in there, so the latter section of that post covers the architecture and design that would make it possible to realize this goal. I wasn't confident that it would even work well enough to justify including in the end, but it was interesting to at least try if the end result would be fun and make sense.

In short, by imposing just the right limitations on the system, combined with some creative workarounds, it is indeed possible!

The result is a whole new mechanic and build style designed around a new utility: the Scrap Engine.



This utility is pretty amazing, collecting power sources, propulsion, and guns/cannons to create "constructs," basically Frankenstein parts that draw on various attributes of the component items, for better or worse. Continuing to eat more items further modifies existing constructs, and repairs them in the process, in the long run turning Cogmind into a true monstrosity of evolving scrap, one that might sometimes be a little on the weak side, and other times an unstoppable beast firing some giant multiprojectile penetrating cannon that rips through entire armies.

You know you want it:



(yeah the heat was challenging--I ran this for a while during one of my streams, but a couple of injectors were usually good enough, sometimes retreating for a moment when necessary)

In any case, playing with this thing really calls for a whole new approach to many aspects of play, and can get pretty chaotic and surprising for those who enjoy that sort of thing. Honing and testing one's skill at adaptation has always been high on Cogmind's list of strengths :)

With the Scrap Engine it's DIY exoskeleton time! (sketch by Zyalin)



Quite a lot of work went into fine tuning the Scrap Engine, perhaps evidenced by the number of related mechanics you can read about in the full article, including armoring itself, part repairs, multislot constructs, construct stacking, and of course the unavoidable amount of underlying number crunching to get something like this operational.



Inevitably there are also some new UI and QoL features to support more effective use of the Scrap Engine, including a popup list of previously consumed parts it can currently use to create or modify constructs:



Feed it well and it will (likely :P) do good things for you!

Up next: A new cave branch found waaaay down low, a new faction that makes up in spirit what it lacks in cohesiveness, and a new late-game map (MAIN.C isn't one to be left out of all the fun).

Cogmind Beta 11.1 (220513)

Another Beta 11 update! This one is even more simply focused on fixes and stability, including addressing a long-standing multithreaded logging issue that could theoretically cause CTDs, but only recently started to rear its head, so I spent some hours rewriting the logging architecture to get around that.

The primary version number isn't increasing here--still 11.1, since saves are compatible. I was going to add a few extra things, but decided keeping saves compatible would help make this version an even smoother upgrade.

Cogmind Beta 11.1 (220513) changelog:
  • NEW: Option to disable Shift-Move Cursor map panning (advanced.cfg: disableShiftCursorPan)
  • NEW: All patron supporter names registered since Beta 11 added to in-game list (see Credits menu)
  • NEW: All patron item-attribution names registered since Beta 11 added to the item collection gallery
  • MOD: Cryocooling Ducts given more padding space to avoid blocking doors
  • MOD: Overloaded Potential Leg shows updated speed value in parts list info mode
  • MOD: Access door terminals now limited access
  • MOD: purge_threat cost increased (10->15)
  • FIX: Mobile Refinery had a superfluous word in its effect description [R-26 Lightspeed]
  • FIX: Imp. Signal Interpreter allowed manual labeling of specific variants within sensor range [R-26 Lightspeed]
  • FIX: Having map data wiped then detecting previously viewed cells via terrain scanning recalled original color instead of showing green [R-26 Lightspeed]
  • FIX: Natural alert decay could reset after many thousands of turns [Vectis]
  • FIX: Self-destructing parts did not apply to prototype robots in caves, most noticeable during a particularly large event [Vectis]
  • FIX: Some response squads in extended game map may eventually remain guarding their last approached position [aoemica]
  • FIX: Directional explosives fired at adjacent wall always deflected south [aoemica]
  • FIX: Machine SECURITY LEVEL header only color coded for Terminals instead of all interactive 0b10 machines [Infomantis]
  • FIX: Double-clicking on an item in search results did not path to it [the cat]
  • FIX: Could autoswap even unknown items into a full inventory if applicable target [MTF]
  • FIX: Custom tagging of multislot inventory item did not properly rename all relevant entries [Youngster]
  • FIX: Hammer maximum damage was not increased in line with Beta 11 rebalance plans [JackNine]
  • FIX: Certain autonomous weapon systems might still fire on creator-associated NPCs [Decinym]
  • FIX: Recent change to some part-targeting abilities including relevant traps, Saboteurs, Thieves, and Compactors had decreased their effectiveness [MTF]
  • FIX: Rare scenario possible inside certain DSFs could cause crash upon entry [laserbat]
  • FIX: Potential rare crash due to multithreaded logging
  • FIX: Overloading Potential Leg no longer highlights unchanged support value in parts list info mode


My last weeks were occupied by a lot of 7DRL stuff, so now that that's in the past, I'll be moving on to the next big things (for which I've intermittently been working on plans for, but letting those stew for a bit). Among the supplemental roadmap options, "Revisit garrison interiors" received the largest number of patron votes, so we'll be starting with that, adding new garrison layouts as well as a chance to encounter random events within, plus other updates like a new RIF ability!

Cogmind Beta 11.1 "Heavy Dawn"

We've got a little update for Beta 11, not the full 11.1 I was originally planning, but there are a number of fixes and tweaks here that'd be nice to have out sooner rather than later, so here you go! (I also threw in a rare new weapon for fun.)

Cogmind Beta 11.1 "Heavy Dawn" (220422) changelog:
  • NEW: 1 new part
  • NEW: Base slow move speed warning threshold now adjustable (advanced.cfg: slowMoveSpeed)
  • NEW: Containment Facilitator info includes effect description
  • NEW: Context help and manual explicitly indicate how multislot parts factor into target selection for impact damage
  • NEW: [Player 2 mode] Additional situations with more dialogue lines (total = 773)
  • MOD: Multiple Operators cannot be stationed at Terminals near one another
  • MOD: Part auto-replacement requires that two weapons deal same damage type rather than only belonging to same item category
  • MOD: DSF lockdown no longer triggered by extermination/assault tracking or Heavy class active sensor detection, requires direct hostile contact
  • MOD: Maximum security response to Exo build no longer triggered by extermination/assault tracking, requires direct hostile contact
  • MOD: All standard forms of jamming block DSF access lockdown response
  • MOD: Certain autonomous weapon systems will not fire on their creators
  • MOD: Asb. Focal Cannon integrity increased from 150 to 155
  • MOD: Loss of part data due to system corruption also removes custom tags on matching items not currently in possession
  • MOD: Attempting to recall newly-invalid guided waypoints instead clears them and shows warning message
  • MOD: Exo build purely exchanges lost slots for additional innate energy/dissipation rather than potentially overriding previous permanent modifiers
  • MOD: Exo build worth much more than usual formula for scoresheet peak state purposes
  • MOD: Explorer mode Fabricators no longer automatically trace and investigate BUILD commands hacked without an Authchip
  • MOD: Loading save/quicksave or entering new map blocks actions for 1 second to prevent potential issues prior to full UI initialization
  • FIX: Gallery item tile/ASCII color affected by knowledge loss in current run in progress [R-26 Lightspeed]
  • FIX: Dialogue during particular W base sequence of events might appear in unexpected situation [R-26 Lightspeed]
  • FIX: EMDS lore entry reflected pre-Beta 11 stats [R-26 Lightspeed]
  • FIX: W-25 Informer analysis referred to older sensor range [R-26 Lightspeed]
  • FIX: Mouseover labels for individual robots outside FOV positioned over unknown map locations did not show [R-26 Lightspeed]
  • FIX: Asb. Alloy Leg integration completion while in siege mode resulted in failure to update part name color [R-26 Lightspeed]
  • FIX: Exo build failed to report heat dissipation increase when activated [aoemica]
  • FIX: Enemies losing Cogmind position while out of view still flashed '!' when appearing in FOV, regardless of whether actually know about Cogmind [aoemica]
  • FIX: High/Max Security/Sterilization disabling of Chute Traps only affected the first in each array [aoemica]
  • FIX: Arrows and numpad were not properly scrolling item search result list [zxc]
  • FIX: Part range highlight showed on map while item search UI active and cursor hovering over part in underlying window [zxc]
  • FIX: Fabrication BUILD hacking without an Authchip was still capable of frying hackware as a feedback effect (unintended) [3.14]
  • FIX: Trap Detection section in manual still referenced old Structural Scanner mechanic [3.14]
  • FIX: New Special Commands menu "RIF Abilities" button could only successfully open the info using keyboard instead of mouse [Valguris]
  • FIX: GOLEM build rate had indirectly dropped from 3 to 2 [Valguris]
  • FIX: History log recorded parts stolen by any thief as if a Master Thief [JackNine]
  • FIX: Terminus 12x12 tileset missing new Cutter class (no affect on appearance in game) [Ape]
  • FIX: Manually setting alternative FPS cap aside from 60 would reset cap if toggled on/off again while running [Luigi]
  • FIX: Crash on using a Core Expander within milliseconds of loading save/quicksave [Mitchell]
  • FIX: Megawrench repair of attached faulty part did not immediately remove prefix in part list [[/\ ---===e]]
  • FIX: Could not mass label robot scan records outside FOV in some cases if detected purely via Sensor Drone [Youngster]
  • FIX: Possible crash on new Beta 11 behavior (spoiler) related to a particular rare NPC ally [Benjamin]
  • FIX: Particular broken NPC might be given a line of dialogue in a certain extended game scenario (spoilers) [MTF]
  • FIX: Tactical HUD composite energy upkeep values can now show values between -1.0 and 0, even though they will not be subtracted due to truncation [ktur]
  • FIX: Extended map (spoiler) could sometimes spawn a certain type of conditional robot inside a machine [Mitchell]
  • FIX: Fabricator LOAD chance always showed 100% if attached Authchip applicable to currently loaded schematic [Maiker]
  • FIX: Explosive machines outside unheard/unseen due to distance would set off explosion for each piece, rather than once for the entire machine
  • FIX: External commands customization file named one item search UI input "Scroll Down" instead of "Scroll Up"
  • FIX: New example in damage resistance context help had incorrect info regarding negative resistances


Saves are not compatible with Beta 11, but as usual if you're on Steam and it'll autoupdate you on the default branch, there's a new legacy branch you can roll back to to complete a run in progress if you like.

Have a cool animation put together by Maiker and shared on the Cogmind Discord :D