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SITREP Saturday #48: Volatile Times



A SITREP?! But it's not Saturday! Feel free to wait until Saturday to read it, but it's here now so let's just all pretend it's Saturday.

Haven't done one of these updates since switching to generally only announcing releases, but it's been a while and there are plenty of people who probably don't check other sources of Cogmind news so they have no idea what's going on... Let's bring everyone up to speed :)

Say Goodbye to 2020


Following our Forbidden Lore ARG from last year, I wrote a post-mortem if you're interested in how that event was designed and panned out.



There's even a complete ARG walkthrough filled with spoilers, though it does offer a good shortcut to just obtaining all the Cogmind lore locked behind puzzles.



Congratulations to those players who managed to solve the entire ARG!

We also have Beta 9 stats summarizing the data submitted throughout that release series, including many new topics such as build types and causes of death as enabled by our expansive new scoresheets.



Cogmind 2


Just kidding, of course we're still on Cogmind 1 here, but Beta 11 is indeed shaping up to be the sizeable overhaul we always wanted to get to one day (talked about since like 2015 xD), one that revisits lots of parts and some mechanics with an eye towards tweaking and rebalancing to better integrate them into the whole that Cogmind has become--redesigning some, removing others, as well as introducing new ones to smooth everything out where necessary. Basically we're further improving on the experience in so many areas. And although new content isn't the focus of Beta 11, yeah we're definitely getting some of that, too ;)

This year so far I've been testing out experimental features with patrons, keeping the most successful concepts of the bunch while continuing to stream runs in these builds to explore the effects of changes. For example this latest crazy one looking at new infowar utilities (after having made other changes to existing ones in builds prior to this):

https://www.youtube.com/watch?v=w-oDntMLB3w

Others can be found on my YouTube channel.

So far we've revisited storage capacity, overweight mechanics, propulsion type balance, and plenty of specific part changes, with plenty more to come. Next up over on the dev blog I'll be covering some of the major changes, beginning with the adjustments to storage and propulsion, followed by a rework of some damage types.

Already though the blog has been covering some of the new stuff coming to Cogmind, including...

Item searching and filtering:



...perfect for finding just the right part (patrons voted for this one--lots more details and related features demoed in the article).



A map ruler and other overlays:



For the min-maxers out there: No more need to count cells or guesstimate the distance between two positions :)



New infowar utilities mentioned with regard to the stream above:



Dedicated Trap Scanners:



New Structural Scanner behavior:



And the almighty Machine Analyzer:



This is just the beginning...

There's no set schedule for Beta 11's release, since it's by far the most sprawling of any update before it, with less concentrated work in one or two major areas and instead lots of modifications and additions across the board, many of which need to all be integrated into the same update for best effect, but it's hard to say how long that will take given the scope.

Recent Events


More recently, I've been a bit sidetracked by doing a bunch of official 7DRL reviewing for this year (related streams now archived on YouTube), raising a little more money for development, and also doing a bunch of forced website updating due to a huge PHP upgrade by the host. Unfortunately the latter has made some parts of the wiki inaccessible for now (in particular info for some parts), but aoemica's Cog-Minder has you covered there :)

Last but not least, you may have noticed we have a little build update for Beta 10.2 available, but there's no changelog for it ;) ;) ;)

Beta 10.2 "Forbidden Lore: Cogmind the ARG"



It's a special event for Halloween, and more!

Starting today and for the entire next month, playing Cogmind automatically enters a new mode built as part of a Cogmind/roguelike/tech-themed ARG. Unlike previous special modes, this one doesn't actually make sweeping gameplay changes, but instead challenges you to hunt for clues with help from forbiddenlore.gridsagegames.com, scouring the game and internet for passwords to special lore. More on that later...

As you'll see in the changelog, this release is clearly much bigger than just the event, scoping larger than planned as I started early on work to make some of the balance adjustments scheduled for Beta 11. There is still a lot more to come on that front, but a few items were either more urgent, or just things I felt like prioritizing a bit to see how they pan out as considerations regarding the bigger areas of the upcoming rebalance continue to get hashed out on Discord and the GSG forums.

Beta 10.2 also includes a bit of new content, but I'll be leaving that for players to discover.

Cogmind Beta 10.2 "Forbidden Lore: Cogmind the ARG" (201030) changelog:
  • NEW: Unique Halloween mode for 2020, automatically activates on 10/29 for anyone who has played at least 10 runs (lasts through November)
  • NEW: Command line argument "-forceMode:Halloween2020" (or "-forceMode:ForbiddenLore") to enable the Halloween mode from 2020, regardless of system date
  • NEW: [Forbidden Lore mode] Hunt for clues with help from forbiddenlore.gridsagegames.com to scour the game and internet for passwords to special lore
  • NEW: 1 new prototype robot
  • NEW: 1 new weapon
  • NEW: Most door-access terminals in 0b10 converted to new Door Terminal prop
  • NEW: Hostile 0b10 bots that lose track of Cogmind raise alert
  • NEW: Relay Coupler [NC] combined with Signal Jamming RIF ability also blocks busy Engineer calls for reinforcements
  • NEW: Escape key recenters view on Cogmind if currently following drone
  • NEW: Advanced Commands help for message log includes Shift-Alt-z for note-taking
  • NEW: Version check now includes build number, allowing for in-game notifications about smaller unannounced updates
  • NEW: Screenshots of difficulty selection, title screen, and intro sequence have unique filenames
  • MOD: Special-purpose 0b10 terminal functionality limited to locally listed hacks, and special manual hacks where applicable
  • MOD: W base defenses changed
  • MOD: Data Cores can no longer be stolen by Master Tearclaws
  • MOD: Programmers require an active Remote Datajack to hack targets
  • MOD: Programmers no longer hack targets once disarmed
  • MOD: Sensor layout as learned from a certain NPC's data core behaves differently
  • MOD: Field Lobotomy Kit no longer works on unpowered, unconnected, or broken bots
  • MOD: Movement due to ramming and knockback makes all the same checks regular movement entails, ensuring the same results in terms of environmental factors
  • MOD: Ramming an adjacent target is no longer a valid way to immediately escape stasis
  • MOD: Ramming drones without destroying them no longer produces matter
  • MOD: Base chance for all Recall() hacks reduced by 10%
  • MOD: Master Thief encounters occur under different circumstances
  • MOD: Only Master Thieves capable of stealing from inventory and prioritizing target parts
  • MOD: Base steal chance of all Tearclaws reduced
  • MOD: Thieves have innate bonus to using Tearclaws
  • MOD: Nerfed CR-A16's weapon
  • MOD: Terrabomb reduced to 1 slot
  • MOD: locate_prototypes effect limited to a range of 15
  • MOD: Threat Obfuscation RIF ability level progression effect reduced from 25,50,75 to 25,40,50
  • MOD: Armor Integrity Analyzer effect description clarified to specify no impact on any area of effect attacks, rather than singling out launchers
  • MOD: Transmission Jammer toggle animation highlighting of jammed bots changed from red to yellow
  • MOD: Core Cannon critical hit chance reduced to 0%
  • MOD: Satisfying the conditions for a Warlord response from cave seals overrides the effect of core reset
  • MOD: Launcher-using bots take ally resistances into account when deciding whether to fire on targets in close proximity
  • MOD: Extended game C prefab added in Beta 10 reduced in size, composition adjusted
  • MOD: Map export images prefix filename with current world seed
  • MOD: Font config file format updated to maintain compatibility with engine changes
  • FIX: Murdering more than one Exile did not count any beyond the first in the scoresheet for the Uniques/NPCs Destroyed tally [zxc]
  • FIX: Hostiles would not attack unconnected drones [zxc]
  • FIX: Unconnected drones could follow through map exits [zxc]
  • FIX: Using a Reconstructor while standing on a Slip Node moved to the side instead of remaining at the same position [zxc]
  • FIX: Dormant bots ignored enemy cloaking effect when checking for wakeup [zxc]
  • FIX: C-40 Crushers might get stuck and fail to pathfind to otherwise reachable target [Valguris]
  • FIX: Was possible to simultaneously activate two Remote Datajacks by removing a launcher while autoUnreadyLauncher option active [Valguris]
  • FIX: Robots disabled while transitioning into/out of siege mode would allow the process to finish even while still disabled [Vectis]
  • FIX: Ally with PICKUP or COLLECT order could overflow inventory capacity if final acquired item is multislot [Vectis]
  • FIX: Recalled squads, coupler squads, and fabrication retrieval Haulers could be blocked by a Sentry standing on their intended exit [MTF, JackNine, Tone]
  • FIX: Beta 10 caused Transmission Jammers to no longer block non-combat robot calls for reinforcements in certain situations [MTF, JackNine, Terminus]
  • FIX: Core reset interactions with Beta 10's new extended endings was broken, fixed in earlier silent hotfix [GJ, Terminus]
  • FIX: Beta 10 part drop destruction warning system caused Go Naked command to leave one part attached if insufficient space to drop everything [GJ]
  • FIX: Self-destructing before depth -9 reused total score from previous full run in same session on game over screen [Hippasus]
  • FIX: Log messages for ramming terrain and machines did not match up with the type of method used [MTF]
  • FIX: Siege mode did not prevent ramming terrain or robots [NikolayAg]
  • FIX: Matter decay due to overheating was deducting energy instead [aoemica]
  • FIX: Beta 10 new endings broke game over screenshot tags for w8 and several types of losses [CaptainWinky]
  • FIX: [Player 2 mode] Player 2 situational dialogue typo [sterv]
  • FIX: Ally with a PICKUP order would move to nearby Scrap and Derelict Logs even though unable to acquire them


(I didn't highlight "more important" entries in the changelog like I normally do, since the vast majority were being highlighted anyway when I went to do that :P)

Saves from earlier versions are incompatible with Beta 10.2, but even if you're on Steam and Cogmind automatically updates, Beta 10/10.1 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

As with any other release, I might do quick unannounced hotfixes in the coming hours or days if players discover/report something new and urgent (the chance is somewhat higher with 10.2 because this release went without the usual prerelease playtesting by Patrons to keep it a surprise for everyone). We now have an even more specific version check system based on build number, so if you're playing and have the News feature active, it'll remind when you're playing without the most recent hotfix.



Let the ARG Begin!


Cogmind is pretty big on lore, creating a deeper world with its various factions, NPCs, and the stories they share. And there's so much more room out there! In the lore you can already find references to pieces of the world which don't currently exist, some of them likely to happen one day (some of them guaranteed :P), but reliable information is spotty. This Halloween event will fill a few gaps and also give glimpses of other locations and inhabitants of Tau Ceti IV.

Starting from the event's home page, at the bottom you'll see your first hint. Hints suggest where in the game world you'll find either a password or another clue as to how to obtain the password, and with that password you can follow the link on the event page to the next level, which will also reward you with FORBIDDEN LORE (and usually a bit of art to go with it). For simplicity the username at every level is always simply "cogmind", it's the password that will be unique each time and that's what you'll have to figure out. In-game clues can take a variety of forms, but are always presented as some sort of text, be it NPC dialogue, a special announcement, etc.

Note that you won't get additional clues for the same level, nor do you need to use multiple clues together--each is a completely individual and separate thing. For example, a hint might indirectly suggest you talk to an NPC, so you reach that NPC and they give you a clue, which is probably a cryptic puzzle to solve in order to get the password to advance.

Although I know at least a few people who could definitely complete this entire challenge on their own, not everyone will be capable of figuring out every step alone. Don't be afraid to ask the community for tips or additional hints along the way at various levels where you need it. I'm sure there'll be plenty of discussion and help available on the Discord.

Working together with others to solve the mysteries would also make it easier to rise through the levels more quickly, since multiple runs will be required to follow every hint. I suggest using a new password on the site immediately after discovering it, in case the next hint is somewhere still within reach in your current run, in order to achieve it more quickly.

This being an ARG, most of the passwords are actually found outside the game itself.

Good luck :)

ARG Addendum


Shout out to PlasticHeart for putting together the CogFont based on fonts developed for the game, which came in quite handy when making the event website :D

Forbidden Lore mode will automatically activate for you on new runs started on or after 10/29 (through November), if you've played at least 10 runs before.

If you want to play beyond the end of the event, or regardless of your run count, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:ForbiddenLore". Within Steam this is handled by going to Cogmind > Properties > Set Launch Options, like this example from Player2 mode earlier this year:



(Note that although the event mode will be accessible after the period is over, and likely also in future versions, but I can't 100% guarantee that it will be fully completable forever since, as an ARG, advancing relies on the presence of information found outside the game, elsewhere on the internet.)

If you want to play a regular run during the event*, you can suppress date-based event triggering by adding the "-noSpecialMode" command line parameter:



If the event mode is active, you'll see a notice in your message log on startup.

*(though again this mode doesn't really affect much in the way of gameplay, even though runs in this mode will technically go to a separate leaderboard)

Rebalancing


Beta 10.2 includes a fair number of nerfs, and the changelog itself isn't nearly as balanced as I like to keep it (an equal helping of both buffs and nerfs/new features is best), but we'll be getting plenty more buffs and fun stuff to play with in Beta 11, and in this release I just took advantage of the opportunity to prioritize responding to areas the community has been cheesing the hardest by moving up planned changes, or just increasing the overall challenge level of various parts of the game.

Also a number of the nerfed bits here were intentionally introduced as OP features with the intention of tweaking them after seeing how they were used.

On that note, against the trend there is a new potentially OP weapon you might be able to get your hands on ;)



To address some of the biggest changes here...

All those easily-hackable single-tile door terminals that were a major security liability for 0b10 are a thing of the past. They now do nothing more than open their door, as opposed to providing one after another weak backdoor into the mapwide system :P (i.e., no indirect hacks there). All such terminals now also have unique names so they're even more recognizable at a distance, the majority simply being called "Door Terminal," although this change also applies to the other instances of special-purpose terminals that control something nearby.



Prior to now, with assistance from door terminals a good hacker could very easily end up with far more terminal resources than they could reasonably need and exhaust, especially in certain branches with lots of blast doors. Now instead of simply running out of hacking target ideas, these builds may in some cases have to be a little more selective, or in some cases have a (slightly? xD) harder time getting access to a suitable Terminal on short notice.

This change does also negatively impact builds that could only effectively use low-level Terminals to begin with, but those builds have had numerous buffs over previous releases to begin with.

Another change related mostly to flight-hack builds is that alert is now also raised when enemies lose track of you! The primary hostile interaction for gaining alert has traditionally been through destruction, but if you're zipping all over the place frequently attracting attention then slipping away it makes sense that the Complex should respond to that, too.

I'm really interested to see the results of this change, which could add a bit of pressure to flight runs and make stealth approaches that much more enticing rather than simply outrunning everything but then safely remaining on the same map. The amount of alert involved here might be further tweaked, but we'll see how it pans out in the current release first.

Also the current result of high alert accrued via this method will be assault dispatches, as usual, but the response will be different in future versions--I just haven't gotten to that point and added this bit first.

Programmer allies were nerfed by making them unable to hack if disarmed, a sad loss because it was quite fun to have a disarmed hacker friend literally owning everything, when it happens naturally, but players were starting to intentionally create these OP allies so that behavior had to be removed and put them on par with hostile Programmers.

Master Thieves got a pretty significant overhaul. They've been in the game for a while now but no one was really taking advantage of them until much more recently. Even more changes are probably in order, but the related mechanics are no longer quite so abusable.

A range of individual parts were adjusted as per the changelog, mostly nerfs of various degrees, although you've also got single-slot Terrabombs now, which will make those a lot more enticing (technically that and a few other items on the list were modified as part of silent post-release 10.1 updates, but are included in the changelog this time around since they were otherwise not recorded or announced here).

There's not a ton of QoL like we usually have each release, but I did add Escape key support for recentering on Cogmind while cycling through multiple drone views with Enter:



News


Cogminder aoemica has built a wonderful tool, dubbed Cog-Minder, a very convenient site to filter and search through Cogmind's many items:



Notice the Spoiler button there which can be toggled on to include everything, even uniques and other special parts you'll only find in mid-/late-game branches or the extended game. You can leave that off if you're just starting out and want an unspoiled experience but would like to examine "regular" parts.

Over on my Twitch channel I streamed my first Beta 10 run, a hover run that eventually went on to obtain one of the new endings:

https://www.youtube.com/watch?v=-hr0_xUPiYg

That's the first of five videos, a looooong run because 1) it hit a ton of locations and 2) there was a lot of discussion along the way :P. (More recently on the channel I'm trying out the space roguelike Prospector, which is pretty cool.)

Starting this week over on Patreon we're also voting for secondary QoL features that patrons want to prioritize for Beta 11, so the results from that should probably be known by the time the next announcement comes around.

I leave you with the amazing Mobile Combat Recycling Unit by Zyalin!



We know what happened after a good year or more of players joking about the possibility of "Combat Swarmers" (TRACKERS!). Well, the long-running joke that followed that is "Combat Recyclers." Hmm...

Beta 10.1 "Warlord Forever More"



Not an especially huge changelog here, just a tiny addendum to last week's massive release. Seeing as I wanted to put out a couple of important fixes anyway, I decided to throw in a few other items from the short list that I could get done in a reasonable amount of time, so today we have a mostly QoL-oriented Beta 10.1!

Beta 10 saves from runs in progress are compatible with this release, so you can upgrade/switch over right away to get all the benefits immediately!

Cogmind Beta 10.1 "Warlord Forever More" (200921) changelog:
  • NEW: Removing or dropping a part that will be destroyed due to insufficient space gives a warning and requires confirmation
  • NEW: Matter/energy storage utility descriptions indicate that stored matter can also be extracted directly if on the ground at current position.
  • NEW: Simply waiting long enough in W base is enough to trigger the event without interacting with any other triggers
  • MOD: Field Recycling Units now only collect parts when activated a second time for new COLLECTING mode, also collect more quickly (once/turn)
  • MOD: Field Recycling Units no longer limit parts they'll collect based on remaining scrap storage, always top off regardless of waste
  • MOD: Borebot Coring immunity is now full Critical immunity
  • MOD: Swarm Drones now melt down if parent destroyed or lost bay
  • MOD: Updated core reset interactions with Beta 10's new extended endings
  • MOD: Transport Network Couplers and Trojans relaying 0b10 bot positions now only report active bots
  • FIX: Some conditions for a certain scoresheet history log message were not being checked against one of the new endings [JackNine]
  • FIX: [Player 2 mode] Crash on bringing Player 2 to one of the new endings [Minty]
  • FIX: Multitile robot AI update in Beta 10 caused Behemoths to sometimes fail to return to their original guard location after losing all targets [Tone]
  • FIX: Q-Series were unable to relaunch drones after the first retrieval
  • FIX: Direct dropping currently attached Storage Unit containing items did not give warning or require confirmation like unequipping to inventory did
  • FIX: Unequipping a part under certain conditions did not deduct energy
  • FIX: Beta 10 fix to improve rapid label closing via Escape broke both advanced options: disableEscMenuAccessKeyboard, disableEscMenuAccessMouse


QoL


Field Recycling Units have a new mode to help avoid accidental situations where it might eat something you actually wanted to pick up but forgot that your FRU was active and munching away. Now like overloading a part you simply toggle it a second time to go from activated (processing accumulated matter) to the next step, collecting (eating parts under you!). In this mode it will show in a brighter color as well have a special tag.



General FRU usage was made even more friendly by not caring about wasted resources--just run over stuff to suck it up, even if it will overflow the unit's capacity.

And hooray for yet more warnings! Dropping parts will now warn if there isn't enough room to do so, in which case the result will be to crush it.



As scheduled, leaderboards were reset just last week the day after Beta 10 released. No need to reset again--10.1 and 10 will remain on the same board.

Beta 10 "Warlord Forever!"



The full ambient soundscape is here, and it's not alone! In Beta 10 we also have expanded bothacking abilities, two more alternate endings, many more types of drones, and of course lots of other features to improve the overall experience.

Diving right in here...

(Note: Like Beta 9 before it, Beta 10 is far too large to fit the entire release notes on Steam--their system doesn't support it, so I've had to share the changelog here as an image rather than text. For a normal view of the full release notes, see this same announcement on the forums!)



Saves from earlier versions are incompatible with Beta 10, but even if you're on Steam and Cogmind automatically updates, Beta 9.6 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

Ambient Soundscape


You can now fully hear the world of Cogmind!

Cogmind has always had a ton of sound effects that help bring the world to life, but as far as continuous tracks go, for many years we've only had a few ambient sounds emitted by special machines and sample mapwide tracks in a couple maps as a test. Now all named machines have their own audio, as do all the maps!

Hear an array of Construction Platforms at work in the Factory, the rumble of a Megafabricator in the distance, Plasma Injectors down in the Mines, the hum of Power Conduits, busy Mainframes echoing throughout the Research branches, and so much more.

Aside from thematic mapwide drones that meld everything together, when you're not blasting robots and using the interface the audio experience is primarily defined by environmental factors, yet another new facet of Cogmind's emphasis on immersion.

Here's a debug shot visualizing the variety of machine audio across a Factory floor, where each unique sound is associated with a random color:



Any gaps or areas where no specific local machine can be heard will generally have a higher-volume mapwide ambient track to unify the floor's audio and maintain the theme, as you can see here in this visualization of mapwide ambient volumes (brighter is higher volume):



I wrote an in-depth article about the content and process behind Building Cogmind’s Ambient Soundscape:



Related to the expansion of Cogmind's audio content we have an important new advanced option, muteAudioOnFocusLoss, which you might want to turn on if you do a lot of Alt-Tabbing and prefer that Cogmind not continue playing its audio while you're in some other window. We might want that to be on by default, but it's off for now since I need to make sure it doesn't mess anything up first :P (it seems okay so far, anyway--I've been using it for a while now, but that's just me).

The soundscape is also fully accessible in text form as well, a new feature that will benefit both those who can't turn up the volume or simply want the extra visual reinforcement enabled by being able to also "read" all the audio sources. This is made possible via a new Audio Log, off by default but toggled in the options menu.

See the Audio Log in the top-right corner, listing all heard ambient audio sources and their relative volume as heard from the current location as I walk around a Materials map:



Here's another demo showing ambient sound sources alongside sound effects and the visual sound effect system as a battle rages outside this room:



There's a summary of Audio Log features and behavior in the manual, or if you want an even more in-depth look at how the system was built you can check out the article I wrote on the topic: Audio Accessibility Features for Roguelikes.



The install size of the game has definitely gone up as a result of all the new audio, by a whopping 50%! It wasn't exactly huge to begin with, but with Beta 10 we're going from 30MB to 45MB.

New Endings


We have two new endings, bringing us to a total of nine different ways to win! I won't spoil the new ones here except to say that they're both a part of the extended game, and to point out the obvious, that yes the "expanded Warlord arc" indicated in the changelog is what you've been waiting for if you're one of us Warlord fans. Warlord forever! (Hopefully...)

Each of the new endings presents new challenges beyond what was already in the game, and of course as with the other seven, they each come with their own unique animated ending sequence. A ton of work went into these endings as a whole, and based on initial feedback from patrons they seem to have turned out pretty well. I even had to add a whole new type of UI window to enable you to trigger access to one of the new endings--you'll know it when you see it ;)

On a related note, I've also expanded some NPC interactions that people have wanted to see over the years. Under the right circumstances it's been possible to get certain major NPCs to meet each other, but in the past they wouldn't take notice or otherwise react in any way. Now they do, usually with consequences :P

Drones and AI


There was a decent list of optional features to consider for Beta 10, and this time patrons voted to prioritize a drone mechanics rework together with a significant expansion of the types of drones available. It's turned out pretty nicely, resolving what I saw as some longstanding issues while adding fun new options at the same time.

Importantly, the new additions are not simply "drone with guns A, drone with guns B, etc.", or even drones using just standard tech, but instead come with unique features or behavior that can enable special strategies, or at least just be really fun to use--launch decoys, self-guided bombs, your own posse of thieves, drones that do your hacking for you, and more!



[h3]Drone Bay Basics[/h3]

The most fundamental change with respect to drones is that you must have an attached and functional matching type of bay in order to use them. The bay does not actually need to be active, however (activating a bay is simply a way to launch drones). There are a number of implied changes connected to this one, including:

  • Releasing a drone directly from a bay on the ground (e.g. with '>') can only be done if a functional matching type of bay is already attached
  • Zionite Recon dispatches now arrive as a Z-Drone Bay (since you can't have drones without a bay anymore :P)
  • Drone bays never autoactivate on attach, regardless of part autoactivation settings


If you remove the necessary drone bay (or it's destroyed xD), all related drones will take on the new "Unconnected" status and shut down. You lose the FOV info, but can gain it back again immediately by attaching an appropriate bay.

Drone connection demo:



Drone FOV connection demo:



This requirement really opened up the drone space for more possibilities and was pivotal in making the new drones much more interesting since the bay becomes a part of the requirement for using them, meaning we can get more powerful/numerous drones because the bay itself can be huge or heavy as a balancing factor to compensate :)

One surely welcome QoL under this new system is that if you have multiple matching drone bays and the attached one is full, drones can actually return to those which are currently in your inventory, as long as one has sufficient space.

[h3]Less Micro[/h3]

Overall there'll be less micromanagement involved with drones, and in some cases other allies as well, with the biggest change being the complete removal of the GOTO order! That feature just encouraged a lot of micromanagement to get the most out of allies, especially drones which could then be carefully moved around to explore manually in some cases, and would often be optimal but tedious (i.e. not good). (Even after the removal you can technically still get them generally where you want by using a combination of movement, waiting, and STAY orders, though this incurs a time cost which can be prohibitive except when very important.)

This encouraged me to make some improvements to the AI as well, most importantly that unarmed followers will slightly trail behind rather than gathering around your current location. And they'll be smart about retreating ahead of you if you're retreating, too, generally keeping them out of the line of fire (unless you're suddenly ambushed from behind, or surrounded, in which case good luck :P).

Implementation: Instead of following your precise location, unarmed followers will target a point lagging behind you, as demonstrated here during debug mode (you can't normally see the point itself):



Drones and all allies will also really do their best to avoid stepping on known traps now. It turns out that although they would never path through traps, they might sometimes decide to stand on one if you were hanging around near it long enough.

Fleeing drones will now always RETURN automatically, rather than running around wildly, so it'll be easier to get them back and they'll be much more likely to survive longer. By extension, any disarmed combat drones will also automatically return, possibly improving their lifespan as well. The potential drawback here is that they might lead enemies right back to your position! Of course if you're not there when the enemies finally arrive then it's all good anyway... (or you can choose to sacrifice the drone by removing the bay to disconnect it and then you'll be fine, too)

[h3]Drone QoL[/h3]

One long-requested new feature is the ability to have the map view follow a drone as it moves. You can easily cycle through your drones using the normal Enter key (or center mouse button), which highlights them and their FOV. You can just use this to more easily check where they are, or even pass turns while focused on them and watch as they explore even distant areas.

Drone cycling demo:



Drone following demo:



When active drones are offscreen, you also get a blue 'n' marker like the one you get when Cogmind is offscreen:



And there's a new type of dedicated intel marker to record the location of a drone that was destroyed when that happens outside your remaining FOV:



The allies menu system got some upgrades, too:
  • Opening an ally order list via the Allies console centers display on that ally if they are outside the map view
  • Accessing the ally order list via keyboard displays it adjacent to the ally rather than below the Allies console
  • Fleeing controllable allies appear differently in the allies menu, and explicitly refuse orders with a warning message


New ally order list location:



Returning drone cannot be ordered:



[h3]Acquiring Drones[/h3]

A majority of the new drone bays are available in the early game, although every single type except for one is a unique part, so you won't be seeing all of them in the same run. Less unique drones with similar mechanics might be available in the future (for example via Merchants!), but there's currently no good place to add them yet so I decided it would be better to make the bays unique so they could be especially useful or fun.

Many are available in the Mines via a new prefab encounter, and the rest are scattered about in other plot areas. One is a regular 0b10 prototype bay.

RIF Expansion


For all the Botlord builds out there, the pool of potential robot hacking abilities has been expanded from 9 to 15. Half of the new ones can be obtained multiple times to increase their effectiveness.

(Skip this section if you want to discover them on your own!)

Here's an overview of what's new...

  • Hotswap allows you to automatically swap in additional matching Couplers in sequence from your inventory when the effective code value of current attached Couplers is insufficient for the desired hack. (No this doesn't mean hacking directly from inventory Couplers, but it does reduce the need to free up utility slots and attach additional Couplers mid-combat, while also allowing you to more easily get the most out of your existing Couplers.)
  • With Command Fork you have a chance to duplicate each hack, also applying it to the visible applicable target nearest to the initial target, at no extra cost! It's compatible with most hacks, excluding generate_echo, map_walls, map_earth, map_route, or those that would have no meaningful effect. This is super useful because you can hack a combat bot and have the same hack affect a nearby different type of combat bot for which you don't even have a Coupler--very powerful under the right circumstances!
  • Threat Obfuscation reduces all influence increases by a certain percentage (depending on your ability's level).
  • Signal Jamming blocks local transmissions from visible hostiles while you have a matching Coupler attached, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps. Basically against bots it's like having a targeted Transmission Jammer, a nice little bonus for having a given Coupler.
  • Zone Cloak causes extermination squads to take longer to pinpoint your position for dispatching, essentially the same effect as taking out Garrison Access points, but you get it for free.
  • With any [NC] Coupler attached, Watcher Feeds makes it possible to tap into the visual feed data of all 0b10 Watchers within a range of 24! This basically gives you temporary access to free drones that can maintain visual contact with enemies without themselves being attacked. One less reason to destroy Watchers :P


Demo of a link_fov fork:



Demo of forking overload_power and streamctrl_high:



Demo of the Watcher Feeds effect (while applicable, the link range is highlighted in faint yellow):



Mechanics


You can ram walls and machines now! Doing this is will mess you up pretty bad and there are warnings against it, of course, to help prevent you from smashing your face into that adjacent nuclear reactor, although if you're getting really desperate and squads are gathering around, this might actually be a good idea ;)



So it's there if you need it. This also provides a last ditch way out of escaping situations in which you've accidentally allowed Engineers to entomb you without any weapons to escape :P

Ramming like this uses the same old force melee commands.



We also have a more controversial mechanical adjustment in terms of using melee weapons in dug out spaces. For a number of reasons being able to safely dig winding tunnels could be pretty cheesy, even more so using them to fight pursuers. Projectile weapons could cause instant cave-ins when used like this from within unstable areas, but not melee weapons. Now all weapons are treated the same in this regard. The chance of melee attacks causing a cave-in are lower than, say, a kinetic cannon, but it is no longer completely safe to do so.

In terms of tunnel combat I imagine the effect of this change is less of an issue for players since that practice probably wasn't as widespread, though this does also affect the ability to dig consecutively through multiple spaces with a melee weapon, which will no doubt cause concern for some stealth builds which will need to consider alternative options if they can't risk a cave-in.

In any case, we'll see how things turn out, but stealth is already super effective and melee digging in particular was only one small part of that effectiveness.

Balance


Trackers have been nerfed. See the multiple changelog lines regarding them :P

The changes essentially mean they'll be a bit slower to catch up to you, and also have to be within view before they can open fire. Technically this is also an indirect nerf to builds that liked to farm Trackers and take their OP gear to turn it agaist 0b10, but players who could do that were few and far in between (in Rogue mode, at least xD).

We also have some OP weapon nerfs, specifically the Firepult and Guided EMP Blaster. Both are still good, but were definitely way too good earlier. The Firepult nerf in particular was planned to happen eventually, but don't worry, it's still quite good, just can't be used indefinitely because the idea behind most EX-tech was that it's stuff which is fun and effective to play with through the early/mid-game rather than become something you stash away to help crush the extended game :P. Some other Exiles parts will likely be revisited in the next release for updating as well (they were intentionally made OP when first introduced basically just for fun, since you can't get them every run anyway).

Impact weapons got a situational buff across the board, since all walls and reinforced barriers are now weaker against them.

I made some changes to the Access garrison situation, namely removing the original extremely deadly result of visiting one, a nasty surprise for anyone doing it their first time that was probably not survivable for most builds. The origial effect (instant Max Security!), was my first reaction to Pimski trying to loop indefinitely since it was an easy way to use the game's existing content to mostly discourage or outright block that possibility. Now there's a much less deadly result specifically for that situation.

Going inside that garrison itself has gotten more dangerous, however--I mean it's Access, right?! :)

QoL


Our favorite three-letter combo around here!

We've got some useful new protective warnings, including most importantly a warning if you're attempting to attack from a position that might cause a cave-in as a result, since it can be easy to that accidentally in the heat of battle. (This warning also includes melee attacks, as per the earlier mechanical change mentioned earlier.) There's also a warning if your attempted line of fire is blocked by another robot, since a fair number of people don't seem to notice that as readily, especially if the situation is changing as a lot of bots are moving around during combat (note that the LOF indicator also changes color).

Previously used guided waypoints can now be recalled even if some were outside FOV:



By request, as long as you have Tactical HUD mode active, parts that have been damaged for whatever reason (like... being shot :P) now retain a box around their integrity display in your parts list until your next action, so that you can more easily recall what has just taken damage:



I've activated this behavior by default, but if it bothers you you can deactivate it in advanced.cfg using partDamageIndicatorsRetained.

Also by request, we now have the ability to add custom log notes!



Log notes could later be expanded in a number of ways depending on player needs, but the primary purpose behind its current form is to allow you to leave in-game notes about what you were doing at the end of a play session, making it easier to pick up where you left off next time.

This feature is currently only accessible via Shift-Alt-z, but we'll be later getting a new menu system for easier access to all Shift-Alt key combo features, including mouse accessibility.

And no, your notes do not appear in the final scoresheet at this time (they're excluded from log output and only appear in game).

I've updated any Mines reward encounters that required randomly visiting a hidden location, which encouraged the optimal tactic of scouring every inch of the Mines in search of them, especally in the hope of uncovering the famous early Exp. Sensor Array:



As you can see, the event is now triggered by rifling through some visible Scrap. The original behavior was meant as a placeholder until there was a better solution--now we have one :)

We've got a couple little special mode updates as well. First of all a dedicated indicator for when your built-in sensors are being jammed, since the normal indicator was attached to sensor parts, which you may not even need in RPGLIKE mode :P



Player 2 now displays their parts with raw integrity values rather than as percentages:



Community


I've been doing a lot of streaming over the past months, about half of it Cogmind-related. In fact, we'll be starting a new run today, not long after Beta 10 is officially released here :)

Past streams are archived on my YouTube channel, including the relatively recent Magneto run where we go for that achievement, some RIF runs, and others checking out the new ambient audio, including one dev testing stream.

Many others have been streaming lately as well, including MTF, Tone, Valguris and other top players. The Discord is a good place to get a heads up on streams and when people are planning to go live.

For those of you out there interested in the latest flavor of cheese, Pimski has put together an Exiles Kill Guide demonstrating a new pastime among Cogmind's more brazen and greedy (and evil!) players:

https://www.youtube.com/watch?v=aeIgKc_aozM

As per the announcement last month, the leaderboards are back in action and better than ever. I'll be continuing to expand their features down the line.

The next leaderboard reset will come tomorrow now that Beta 10 is out! All the current scores are from the Beta 9 builds (although the separate patron leaderboards include some Beta 10 and prerelease runs).

The Road to More


Thanks to all patrons and players for your support!

We've still got that OP rating, so the next goal still stands. Keep the reviews coming :D

Reminder: There will eventually be a big free expansion happening that adds Merchants (in fact there are a growing number of references in the game foreshadowing their arrival, including more in this release ;)), though I haven't yet decided for sure whether it will be before or after 1.0.

Regardless, we've got lots and lots of plans, both small and large, still out there just waiting for some attention...

Cogmind Leaderboards Reborn!

YES, the leaderboards are back in action!

With a big Beta 10 mostly done and coming soon, we really needed to get official Beta 9 leaderboards up and running. Not to mention there are plenty of people out there who enjoy either aiming to rise through the ranks, or maybe just browse the leaderboards or other runs to see what others are up to. And of course with Beta 9's incredibly detailed new scoresheets there's even more to see in that regard!

Since they've been silent for a while, the boards currently include all seven releases since Beta 8.




To celebrate, Zyalin drew a bunch of us "Climbing the Ladder":



Of course roguelike god GJ is always there waiting to put us in our place ;)



At the bottom of the leaderboards you'll find a section listing more info about the rankings, and the usual links to archived scores and stats. New in this updated version you'll also find links to one-time leaderboards for past special modes, as well as patron leaderboards for those playing experimental prerelease versions.









Also down there you'll find a link to this nifty new menu, where you can access all runs by all players by version. (Well, "all" meaning those who have opted in to score uploading, since that's all we have data for!)

Technically we had this feature before, but it was simply a bunch of text files sitting on a server and navigated via your browser's file browser. Not ideal! Now we have basic run data in table format, styled for even more convenient browsing :D



Maps are color coded, as are difficulty modes and even score. Plus you've got both the date and mode right there. Another excerpt from a different version:



The scoresheet link on the right gives full data for each run.

Looking forward to seeing new players and interesting runs pop up on the boards where everyone can check them out :)

As for Beta 10, it's just about done, but shortly before I was about to finish everything on the list I decided to add some pretty significant new content (we're suddenly getting two new endings :P) so it's taking longer than originally planned. Anyway, more dev time just means more stuff, so stay tuned ;)