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Cogmind News

Annual Review: Year 8 of the Cogmind



As Cogmind enters its 9th year of continuous development, let’s once again take a look at the past year of progress in our typical annual review, now available on the blog! Beta 11 is approaching completion, Patreon support is looking (really) up, and we've finally met the requirements for two new factions to come this year, as foretold by the Forbidden Lore ARG...

SITREP Saturday #49: A World Rebuilt



So what has Grid Sage Games (and by Grid Sage Games I mean me :P) been up to in recent months... Those who follow the dev blog, my streams/YouTube, or Discord will be familiar with most of what I'm writing here today, but I know some of you prefer to get your news here, so let's catch you up!

In the last SITREP wherein I half joked about this being "Cogmind 2," the summary of our next major update is still just as relevant:

"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 ;)"


Since then the previously mentioned revisiting of storage capacity, overweight mechanics, propulsion balance, and damage types have all been completed, and as promised I covered each of those topics on the blog...

Design Overhaul


On the blog this series is filed under "Design Overhaul," pretty significant game-changers coming to Beta 11 which you can read about in their respective articles:

There's Design Overhaul 1: Capping Inventory, which might sound like a nerf when framed with just those two words, but in practice ends up being a buff in most cases due to how things were changed ;)



Design Overhaul 2: Propulsion took quite a while to nail down due to that topic's complexity and far-reaching implications of any changes, but eventually settled on a significant flight and hover rebalance, leg upgrades, overweight penalty changes, and other tweaks here and there.



Design Overhaul 3: Damage Types and Criticals would have to be the one which boils down to the most "pure fun," adding a wide variety of critical strikes and other new related mechanics to further differentiate weapons and their damage types.



In with the New


On the completely new stuff front, for Beta 11 I finally got to add something I've been imagining for years: a way to view a sort of historical robot traffic data as a form of potentially useful intel. I go into how this data is calculated and presented in "Desire Paths" for a Robot World.



A WIP screenshot (the path system later became purple in practice):



The whole "desire path" thing came about as part of yet another infowar expansion, the Active Sensor Suite. Yes we already significantly expanded the infowar game in Beta 11, but you can never have enough infowar!

Active sensors have a number of big advantages and big drawbacks which you can read about in more detail here.



Just follow the purple brick road...



Even the content of primary maps is getting a bit (okay a lot) of love in this version, the first such addition being freighter dispatch events, which I detail in Spicing Up Primary Maps 1: Cargo Convoys.



As part of that article, to explain some concepts (but mostly for fun :P) I put together a sample Cogmind world map in which 1 pixel = 1 cell. It's just one permutation, of course, since there are different possibilities for a number of these connections, plus the ability to revisit other versions of the same map in a single run etc. (The map is also incomplete since it leaves out a number of areas considered redacted-level spoilers, though a full spoilers version is available via a link in the article.)



As if escorted convoys weren't enough, we're also getting more classes of 0b10 combat bots, because what's better than having new types of hostiles trying to stop you? ...perhaps aside from finding new toys to deal with them, but don't worry we've got that covered, too ;)

Right now I'm in the middle of reworking the fabrication system, which is looking promising and should add more strategies to the mix.

Cogmind Three


So what do we do once Cogmind Tw--I mean Beta 11 is finally done? Well, first of all of course we release it :P (no I still don't know when that'll be)

But seriously, that's going to be the beginning of a period of pure expansion, and mark a return to more reasonably-sized updates that don't take ages to complete xD

At this point I can announce that thanks to support from patrons, Beta 12 will feature a new mini-faction, the Unchained, which have so far appeared only in bits of lore here and there, and were further described in last year's Forbidden Lore ARG.

And assuming we reach the review threshold I mentioned back in 2019, which now seems possible, as promised that will trigger a new content update which will become the focus of Beta 13, built around a new faction of derelict scrappers with unique tech :D (another of those mentioned in the ARG)

(Note the Merchants Guild is still waiting on the sidelines, but they will happen as a much bigger expansion later on.)

Community


As usual I've been streaming Cogmind runs to introduce and test these new features, among them

https://www.youtube.com/watch?v=9tkY0Jwykoc

https://www.youtube.com/watch?v=LhCYve2wASc

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

https://www.youtube.com/watch?v=7gw1_BezQqQ

Some patrons have also been streaming their experiences, and will likely be sharing more, including Tone, Luigi, Plexion, Runia, Vectis.

Tone and MTF in particular did a co-op stream all the way into the extended game playing through a sort of tailored ARG which filled in a bit of hidden lore that people didn't uncover in last year's ARG. It was epic.

https://www.youtube.com/watch?v=aQ3aEfsZpvM

aoemica has been busy continuing to improve Cog-Minder, the Cogmind reference and theorycrafting tool.

Most recently aoemica added part comparisons:



And a build simulator with link sharing:



Also a heads up for some of you who might be interested: Cogmind player Runia is offering unofficial-but-sanctioned third-party merch in the form of 3D printed bots! Having discovered pretty much all the in-game bots and converted them to 3D form, he's been honing his craft and polishing his Fabricator over the past months, and it's been fun to see the results of this work (including printing these while streaming Cogmind :P)



An older shot from a few months ago showing some of Runia's bots (some since refined, and more added):



You can find Runia with us on Discord (where I also hang out every day as I work on Cogmind). I look forward to getting some of these myself eventually :)

Now it's back to work in the fabrication mines...

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.