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The Future of Cogmind: Above and Beyond

About a year ago I put out an announcement dubbed "The Future of Cogmind," and seeing as another year of updates has gone by, plus there's a new development transition afoot, it's about time for another status announcement on this! (There was also a recent question about the duration of Early Access in the Steam discussion boards, though note that I do keep the EA info on the store page up to date.)

The good news is that even though the main content has been complete since 2017, and lots of free expansions have been added since, there are still plenty more to come. The bad news is I've got a lot of health issues (over 100 doctor visits last year alone xD), including a hearing problem which is still preventing me from finishing up the last bit of audio required for 1.0.

But postponing 1.0 isn't really too big a deal since I'm happy to continue providing new features and content, anyway. What is a big deal is that even though they'd be able to easily pay for themselves, I have no plans to release any updates as DLC--free updates only, but since sales revenue naturally falls over time (plus Steam and taxes take half the revenue :/), at some point there needs to be a way to pay for the work.

Don't worry, there is no immediate danger of discontinuing updates, and yes, 1.0 will certainly happen one day. Not quite this year, mind you, but one day ;)

As is I'm still working on Cogmind full time, halfway through the sixth year now, and I've decided to try something new to see how it works out in terms of enabling more updates in the long term. Large-scope roguelikes can continue development for quite a while, especially with such an active player base behind them, so it's always good to be ready for that long term :D

More specifically, the recent Beta 8 has been a lot of fun, and I'd like to do more of that in the future.



I've got plans for the Merchants Guild, more factions, the Unchained, many new maps, new game modes, intrinsics... basically a ton of stuff that I could work on for years.

So on that note I've started a Patreon:



It's completely optional--everyone still eventually gets the new Betas which will be released to Steam and the DRM-free system as per normal. It's also technically not purely for Cogmind--I do a bunch of roguelike-related stuff and it's really just to support me in everything, although as you can see on the page it clearly involves Cogmind-specific interaction and benefits :P (I mean, this is by far what I spend most of my time on so this makes sense!)

After talking about it with frequent players and taking suggestions, this seems like a suitable route to explore in order to maintain a healthy future for the game. The good thing is it's flexible--more support equals more extra stuff, period :)

Along with this new facet of development, there will be some other changes as well, including:
  • fewer progress announcements (the SITREPs that I've been doing) and instead having smaller progress announcements (with slightly different content) on Patreon, as well as a greater number of dev blog articles
  • earlier prerelease test builds, giving more time for feedback and adjustments before the official release goes out

Thanks to all you players who've joined with me on this adventure so far! I'm looking forward to the years to come :D

(In near-term version news, I've planned out most of the details for Beta 9, but am not working on that just yet because before that we're going to get a Beta 8.1 with some adjustments and a bit of new stuff :D)

SITREP Saturday #45: STATUS=WINNING

Beta 7 stats are in :D



You can read all about general stats, wins, run length, RIF use, and robot hacks over on the forums here.

Exiles and Golems


My new stream series has found its title, and we're in the middle of an Exiles Golem run. Unlike many of my past runs, this one's kinda spoilery if you've never been to the Deep Caves :P

https://www.youtube.com/watch?v=0FVDs5ElcBc

https://www.youtube.com/watch?v=3y5bbEs92pw

On that note, Valguris posted a new guide for a 2-propulsion flight hacker golem (included the extended game). It's a pretty extreme build and I'm not doing that--mine's more of a traditional blow-everything-up golem, but we're certainly seeing a lot of really unique builds recently, especially after the Beta 8 content expansion.

MTF has been streaming a lot of Cogmind, too.

and Rylan over on Discord drew a great depiction of MTF's Beta 8 "swarmer build" (another crazy new build!) being chased down on stream in Cogmind's extended game. This new build based on some Exiles tech really chewed through the end game though. (The pink one is a powerful ally.)



Dev Stuff


This week on the blog I posted a huge article on level design in Cogmind, taking the Exiles map as an example to share a complete rundown of the process and explain how it integrates with gameplay.



A Change of Pace?


I've been strongly considering starting a Patreon to accept subcription support, but I'm very undecided at the moment...

I think having something like that in the long term will be important for future Cogmind development seeing as I do a lot of extra releases without putting them into some kind of DLC, though the original plan was to maybe start that after 1.0. That said, it would take a while to build up a Patreon (or even see whether it's viable), so it might make more sense to start now.

In fact, it could even enable development of more features before 1.0, which might be better in the long run than leaving some of my ideas for later, when they're potentially less likely to happen. I have a lot of fun plans for Cogmind which I'm sure you'll enjoy one day, but I can see it also being advantageous to have all this extra stuff in the game before it reaches 1.0, if only because it'll be better received then, right? :)

In the end, I may be a commercial dev but I don't run my "business" in a commercial fashion, so that'll start to hurt in the long run. (The smart money-oriented approach would've been to release Cogmind as 1.0 by now, and collect content updates into one or more large DLCs, but I want to avoid DLC!)

So I'm thinking about possibly discontinuing the normal SITREPs and instead changing up the format in which I do things, with ideas including:
  • splitting out some some special design and progress topics to put them on the blog instead of hiding them in SITREPs
  • giving patrons advance access to blog posts
  • including extra dev stuff I don't normally talk about, for example even more future plans rather than always talking about features after they're already implemented :P
  • possibly some voting/polls
  • possibly some little rewards
  • free access to older Cogmind builds?

It'd also be less spammy than repeatedly posting public updates to Steam and elsewhere :P

I'm not really a fan of gating content, so maybe it could even just be a completely open/public thing with no gating at all, although I imagine this would mean less potential support. Starting simple could be nice, though.

I mean, it's almost cliche to think about it, but if only a portion of Cogmind owners pitch in just $1~2 each month, it really adds up and great things are possible :D

Anyway, still just thinking about it, wondering what others think...

PS: I wonder how many readers get the SITREP title :P

A note about SITREPs: These are regular progress updates where I often share features coming to the next release, but aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 7 and Beta 8.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.

Beta 8 "Forbidden Science"

!!! ALERT: FORBIDDEN SCIENCE DETECTED !!!



Beta 8 has landed, and with 38 new special items and a new mini-faction with long-term strategic implications, it's like we're back to the good old days of Cogmind Alpha where there's plenty of new content to explore and you're not always quite sure what's out there waiting :D

At this point even if you've found everything there was to see as of Beta 7 (though very few have), once again you'll be making new discoveries every run for many more to come.

Even better, most of Beta 8's features are accessible from the early game, so everyone can get to the new fun stuff right away.

But first, grab a snack and prepare yourself for The Changelog...

Cogmind Beta 8 "Forbidden Science" (0.10.190212) changelog:
  • NEW: Branch map "Exiles"
  • NEW: Special sensor ability obtainable early on, with long-term effects
  • NEW: 5 more unique named NPCs
  • NEW: 3 new robots
  • NEW: 38 new items (mostly uniques, many with completely new mechanics) (total = 936)
  • NEW: 2 more alien artifacts
  • NEW: 18 more sound effects (total = 890)
  • NEW: 29 new score sheet entries (total = 799)
  • NEW: Several dozen more lore entries
  • NEW: Potential random NPC encounter in Materials and Mines
  • NEW: Regular doors hit by EM now malfunction, remain open
  • NEW: DISPOSABLE weapons have a unique log message when expended
  • NEW: Quantum Capacitor and Weapon Cycler effect descriptions indicate incompatibility with autonomous weapons
  • NEW: All treads grant +2% accuracy per slot
  • NEW: Added random NPC encounter in Storage
  • NEW: Flight/hover speed now slowed by attached inactive non-airborne propulsion parts (see new "Drag" stat on treads/legs/wheels)
  • NEW: The fabled Hcp. Storage Unit has returned!
  • NEW: Activating Transport Network Coupler reports the number of Haulers across the map, and the number currently in view
  • NEW: -8/Mines map (inaccessible from -8/Materials)
  • NEW: Manual explicitly indicates heat-based accuracy modifiers only apply when heat is positive
  • NEW: Maximum Security, for times when High Security simply isn't enough
  • NEW: Option to disable Cogmind self-destruction (activate in advanced.cfg: noSelfDestruct)
  • NEW: Option to stop drag-dropping inventory item to non-slot location in parts list from applying autoequip assist (advanced.cfg: disableDragDropAutoEquip)
  • NEW: Option to replace per-move HUD net energy display with turnwise value including movement (advanced.cfg: hudEnergyPerMoveTurnwise)
  • NEW: Option to replace per-move HUD net heat display with turnwise value including movement (advanced.cfg: hudHeatPerMoveTurnwise)
  • NEW: Option to show real-time clock on HUD (advanced.cfg: showClock)
  • NEW: Option to show real-time run timer on HUD (advanced.cfg: showRunTimer)
  • NEW: Option to show per-weapon accuracy chances in parts list only while cursor over a robot (advanced.cfg: disablePersistentAccuracyInfo)
  • NEW: Option to have Scan window only show object info while cursor/examine marker is over an object (advanced.cfg: disablePersistentScanInfo)
  • NEW: Option to silence all sfx played for non-plot-related global alerts with on-map indicators, such as assaults (advanced.cfg: muteGlobalAlertSfx)
  • NEW: Part swap menu lists any currently disabled parts in orange, and known faulty prototypes in red
  • NEW: Part swap menu includes a removal option (button or 'z') as long as source is not an empty slot
  • NEW: Robots hacked with streamctrl_low/streamctrl_high now display a ring around themselves, inside which control can be maintained
  • NEW: no_distress robot hack also blocks calls for local garrison reinforcements
  • NEW: Item gallery export data marks non-repairable items
  • NEW: Three new advanced options for on-map indicators for Cogmind part loss (see cogmindPartLossMapIndicator in manual)
  • NEW: Right-click on machine hacks (or Shift-a~z) for context help describing the function of each (total = 95)
  • NEW: RMB over machine Hacking or Results window closes the hacking interface
  • NEW: Recycling Units automatically process parts once their contents exceed a certain threshold
  • NEW: Even when outside FOV, machines processing fabrication and repairs display their on-map countdown timer, and report completion to the message log
  • NEW: Having RIF installed removes one of the requirements for one of the special endings, and also affects the animation for that ending
  • NEW: RIF enables 100% chance to seal any Garrison Access
  • NEW: Closing an active robot hacking UI using any method other than the close button requires confirmation to avoid accidentally forfeiting the hack
  • NEW: Advanced option to automatically activate all non-launcher projectile weapons on detaching an active launcher (advanced.cfg: autoUnreadyLauncher)
  • NEW: Added a helpful alert message during a Warlord-related plot event
  • NEW: Scan window shows solid terrain armor value if cursor or examine marker stationary for 500ms
  • NEW: Scan window shows machine/prop armor value under name if sufficient space
  • NEW: Recalibrator info explicitly states inability to repair alien technology, and prototypes above rating 8
  • NEW: All Alpha supporter names registered since Beta 7 added to in-game list (see Credits menu)
  • NEW: All Alpha item-attribution names registered since Beta 7 added to the item collection gallery
  • MOD: Advanced option showMapBorders now activated by default for new players
  • MOD: Core reset also clears any known manual hacking codes
  • MOD: Maintenance intel markers changed from green to dark gray
  • MOD: Reduced delay on all stasis weapons
  • MOD: Instead of automatically opening adjacent Garrison Access doors, RIF gives 100% to open via Unlock Access command
  • MOD: Recycling Unit matter cap and other parameters differ by security level
  • MOD: First central database lockout check ignored, guaranteeing at least one successful indirect database hack (more guarantees on easier difficulties)
  • MOD: Z-hack mapwide cutoff threshold higher on easier difficulties
  • MOD: Treads minimum ability to escape stasis increased 50%, legs increased 25%
  • MOD: All armored treads slowed by 10
  • MOD: All tread coverage increased by 40, and base tread overweight penalty dropped from 30 to 20
  • MOD: Investigators don't start accompanying some high security assaults until -3/Research
  • MOD: Transport Network Coupler only works in 0b10-controlled maps, and ignores any inactive Haulers
  • MOD: DISPOSABLE part label includes number of uses remaining, which may be greater than 1 for some weapons
  • MOD: Can no longer swap positions with immobile allies, will push past them instead
  • MOD: Immobile allies no longer follow to another map, or into chutes, nor warn about leaving them behind
  • MOD: "The Most Popular Achievement" renamed to "First Step to Greatness"
  • MOD: "Explosive Specialist" achievement renamed "Launcher Specialist"
  • MOD: "Hehehe" achievement description explicitly indicates Datajack requirement
  • MOD: "Wheee!" achievement description more specific
  • MOD: "Curiosity Killed The Cat" achievement description less specific
  • MOD: "Brute Force" achievement awarded even for the one Force() hack that has a second test which might fail
  • MOD: Plasma Storm info displayed using same format as Potential Cannons
  • MOD: Warp Cannon eventually breaks down
  • MOD: Datajacks always disarm Alarm and Ambush Traps rather than have a chance to also reprogram them
  • MOD: Item info window no longer repeats part name across the bottom unless there is a prefix to expand, also now appears in parenthesis
  • MOD: Succeeding at hacking machine targets with an exact 0% chance no longer possible
  • MOD: Manually entered schematic hack targets simply indicate "unknown schematic" if N/A, rather than distinguishing between two possibilities
  • MOD: Attempted attachment of a Faulty part warns about that before most other potential issues
  • MOD: Phase Shifter part list info ('q') mode ability abbreviation changed from CLOK to SHFT
  • MOD: Intercept squad composition and behavior changed
  • MOD: Garrison Access Trojans have no effect on Prototype bots
  • MOD: Momentum damage modifier displayed in status window now rounded rather than truncated
  • MOD: Zion generation parameters slightly more constrained to improve layout consistency
  • MOD: Advanced renderFilter values for SHIFT_HUE now automatically wrap negative values to be within range
  • MOD: Manual updated to reclassify Cogmind core movement type
  • MOD: Manual clearer on conditions for increased detection chance when accessing an interactive machine multiple times (must have been previously hacked)
  • MOD: Thermal Generator effect now reflected in HUD net energy readout (though may not be completely reliable)
  • MOD: Traps manipulated via Terminals now count towards various trap-related score sheet stats
  • MOD: Options menu "Log Calc. Detail" renamed "Combat Log Detail" (existing player setting reset!)
  • MOD: Line-of-fire and explosion AOE visualization not shown on map while any info windows open
  • MOD: Autosaves no longer take place while machine hacking or evolution UI open
  • MOD: Autosave system restores game to turn prior to exiting a map if restoring a run that was force quit during evolution UI
  • MOD: Robot info page Integrity and Temp stats prefixed by "Core" instead of "Est."
  • MOD: Mass support range is inclusive before overweight penalties beyond the first penalty
  • MOD: Bonus points for fast wins reduced overall; curve is steeper and only awarded below 6000 turns
  • MOD: Keyboard examine mode no longer replaces weapon info ('q') mode with per-weapon accuracy readouts (only occurs in firing mode)
  • MOD: Updated context help for broadcast_data/disrupt_area robot hacks to indicate their effect stacks when installed on multiple bots
  • MOD: Removed Datajack Penetration from score sheet
  • MOD: RIF Influence readout in HUD moved below Location
  • MOD: Relay Coupler [NC] rating upped to 4
  • FIX: Derelict logs providing exit/entrance intel might end up identifying the wrong access points [Valguris]
  • FIX: Pre-learned intel for machines would not show log message on entering an applicable floor if no locations currently within map view [Valguris]
  • FIX: Beta 7 broke score sheet hit/miss streak tallies [Valguris]
  • FIX: Part list info ('q') mode did not update melee weapon damage display in real time while toggling propulsion when momentum positive [Valguris]
  • FIX: Fusion Compressors and Desublimators not factored into HUD net energy readouts [Joshua]
  • FIX: Random traps could spawn in special encounter rooms [Joshua]
  • FIX: Recycling Unit hacking interface crashed if attempt to list contents while more than 50 parts [Joshua]
  • FIX: Robots could still leave scan signal markers within FOV under rare circumstances [MTF]
  • FIX: Achievement threshold achievements not earned until completion of subsequent run if threshold was reached via a subset of run-end achievements [MTF]
  • FIX: "Guerilla Style" achievement could be earned via certain unintended means [Raine]
  • FIX: Watcher map_route hack did not ID exits under easiest difficulty mode [Raine]
  • FIX: Rare condition could allow armed hostile patrol to spawn within view at Materials depths on entering map [UlyssesB]
  • FIX: Crash while using an applicable Data Core and sabotaging an explosive machine which destroys the active Terminal [UlyssesB]
  • FIX: Opening part info via keyboard before hacking list appears while connecting to interactive machine superimposed item info over targets [Mojo]
  • FIX: Layout(Zone) Terminal hack did not ID exits under easiest difficulty mode [Mojo]
  • FIX: World seeds could randomly diverge for individual maps if a schematic or similar player-held data were also present on the map [kiedra]
  • FIX: Disabled/rebooting/shut down 0b10 bots might summon reinforcements from a nearby Garrison Access [PlasticHeart, kiedra]
  • FIX: Some renderFilter values for SATURATION advanced customization option could decrement by 1 when saved on exit [Bravo]
  • FIX: NPC dialogue referred to traps triggered on 0b10 robots raising alert, which was no longer the case since adding Trap Extractors [KernelPanic]
  • FIX: Melee attacks against aware targets still considered sneak attacks if true base hit chance is 120% [GJ]
  • FIX: Some types of map labels could appear below the HUD on certain resolutions [JackNine]
  • FIX: Certain renderFilter combinations could cause map to blink while accessing machine hacking UI [yoggo]
  • FIX: Performing a certain action within a few-turn window during a special event would result in an unintended line of dialogue (spoiler) [Decinym]
  • FIX: Allied robot info inventory list did not distinguish between faulty and non-faulty version of same prototype if contains both [Pimski]
  • FIX: Possible crash on exiting game while temporary popup info still visible on map [XenoFiery]
  • FIX: Potential crash if Borebot destroys itself while clearing an explosive machine [Tone]
  • FIX: Ramming a hostile bot off an exit with allies in tow but outside transfer range took the exit without warning about leaving them behind [whitenitro0]
  • FIX: Potential oddity during a particular extended game event interaction (spoiler) [lsend]
  • FIX: Original Wizard analysis text inconsistent with new robot hacking-related lore [Heavyrisk]
  • FIX: Simply targeting bots would aggro them even if outside range or the line of fire and sight are obstructed [Terminus]
  • FIX: Colemak keyboard configuration included an incorrect key assignment [ericmoyer]
  • FIX: Typos [Raine, Snelheid]
  • FIX: Auto-replacement skipped the usual warning when attempting to swap in a Faulty part directly from the ground
  • FIX: Ctrl-RMB and examine mode ('x') would not show info for open doors
  • FIX: Updated weapon cycling system introduced for Beta 7.1 incompatible with advanced autoReadyLauncher setting
  • FIX: Knockback resulting in triggering traps was excluded from some score sheet stats
  • FIX: Part swap menu failed to include manual item tag for unidentified items
  • FIX: A certain (spoiler) launcher's explosion radius visualization showed incorrectly when targeting positions near edge of map view
  • FIX: Imp. Core Analyzer art contained an extra character revealed only by animation
  • FIX: AI ignored additional time cost of attempting to escape various forms of stasis (Stasis Beams etc. now somewhat more effective)
  • FIX: An item on a newly-unlocked Garrison Access door or newly-created shortcut exit would be inaccessible (now pushed away)
  • FIX: wipe_record hack did not prevent ARCs from deploying


(Demo images no longer look crisp in Steam announcements, so consider viewing these release notes on the GSG forums.)

The Exiles


Wow, the last time we got a new map was back in May 2017! That was when the story was completed and the many locations planned for Cogmind 1.0 were all already in place. Apparently one of the post-1.0 plans has leaked into the world early ;)

The highlight of this release is the Exiles, a new mini-faction with which you can align yourself to obtain some benefits (and drawbacks, of course--this is Cogmind after all and there are tradeoffs everywhere!). They have their own map, which you can find hidden off the Mines. It can only appear at one depth, however, so if you don't find it at -10 it'll be on -9. I highly recommend visiting them, so try not to pass up exits to the Mines (but remember, also try to bring a Grenade Launcher along with you, to make the Mines... safer :P).

Having been working on systems and peripheral content for a long time, it was really exciting to get to add another map, and this time around I'll be doing something a little different as well: writing an in-depth blog post covering the entire map design and creation process. I haven't shared the entire process behind creating specific maps before, but this one presents a particularly good opportunity since it's not as spoilery, being at the beginning of the game while still hooking into all sorts of other content and strategic implications. (Update: Said article is now available here.)

That'll come soonish, but if you don't mind minor spoilers (stuff you'll discover before long in the new early-game map anyway) I'll at least cover some basics here to introduce the Exiles. Otherwise skip to the next section to continue with the rest of the release notes.

Upon entering the Mines containing access to the Exiles location, you'll see a log message about "something scanning the area." If you get that message, a thorough search of the map will eventually reveal the entrance. Inside you'll find many of the new NPCs and lore, as well as some new strategic options...

For one they can give you a form of "permanent sensor" ability called FarCom that's incredibly helpful since it identifies distant threats without taking up any of your precious utility slots. Beta 7 nerfed regular sensors a little bit with expanded Watcher jamming, but FarCom is an optional way around that :D (as well as some other sensor blocking mechanics). Although designed to help new players navigate and survive Complex 0b10, it does come with a serious drawback in certain optional late-game areas, so experienced players may not always want it.

That said, the Exiles also have something that both new and experienced players alike can appreciate: crazy advanced technology, some of it very... experimental.







Many of these parts have completely new mechanics. I'll leave you to discover most of them on your own, though I did previously share info about the PSU Rigger, which turns any power source into a proximity mine:



And here's an animation from a particularly powerful item which itself took three days to build!



Several of the new items actually took multiple days each because they really break the normal game rules or otherwise have rather unique effects.

In all, I think you'll enjoy working with the Exiles...



(Unless you're one of those prerelease testers who have clearly decided it's fun or worthwhile to make enemies of them xD)

There are a number of long-term strategic combinations you can work out with regard to the Exiles, but I'll go into more of those details for the blog post. Generally speaking, Beta 8 is about fun and tradeoffs, as many big decisions in Cogmind are, and the Exiles offer ways to trade an easier early game for extra mid- or late-game challenges, depending on your choices.

Beta 8, especially the Exiles, is kind of a preview of what I'd like to do a lot more of after 1.0 if there's enough support for it--add all kinds of more "extreme content" and yet more peripheral content including additional mini-factions that tie into various aspects of the world. A number of these potential elements are already referenced in the lore ;)

Mechanics


Beta 8 includes a few new mechanics and tweaks which are sure to affect some strategies.

All wheels, legs, and treads now have a "drag" stat which slows overall move speed while airborne, so the old "propulsion armor" strategy (as cheesy as it was) is no longer very effective. Here's a demo:



This will make certain stretches of speed runs (and some other types of runs) somewhat more challenging since slapping on tons of propulsion armor used to be the easiest way to protect your core and parts while flying straight for the surface, but at least core movement has been reclassified such that it isn't impacted by the drag effect, so that much is still an option, and still a potential life saver when things go south and you need to make a run for it after taking a serious beating.

On that note, the fast win score bonus formula has been tweaked again:



The bonuses were getting out of hand considering how good players have gotten at speed running. It now ramps up more quickly, but generally to a lower bonus overall, and doesn't even kick in until under 6,000 turns, so you have to be moving pretty fast to get anything, as opposed to even earning a bonus for a non-slow combat run.

If you want to read more about the drag mechanic and its background, I wrote about this topic for SITREP #41: Be The Tank.

That SITREP also covers another direct result of drag: better treads! In addition to their recoil reduction, treads now give an accuracy bonus and have improved coverage, helping them put all that integrity to good use serving as protection for other parts. Treads have always been good, but their slow speed still puts them at a significant long-term disadvantage in a lot of cases (compared to other propulsion types), so further improving their combat capabilities to make up for it is warranted. Technically this also counts as a buff to Sentries and any other bots out there on treads, many of which are already dangerous, so look out!

RIF builds continue to get improvements, too, and the latest buff for Beta 8 gives them a 100% chance to seal any Garrison Access (any security level! no hackware required!). I've been playing around with it and FarCom+RIF is a pretty neat new combination.

Quality AND Quantity


So many new options... I just noticed Cogmind has well over 100 adjustable features now! I've received a lot of requests for options over the past months, many of which now have a home in advanced.cfg for anyone else who'd like to use them.

You can find the full list in the changelog above, and below is a collection of previously demoed new options...

Machine hacks now have context help via the usual right-click or A~Z:



This puts the system on par with the item/robot stat info and the robot hacking system in terms of QoL, and could be useful for new players or infrequent players who may have forgotten certain effects :)

By request, the part swap menu includes a remove button:



With that we now have five different methods of removing a given part, because having options is nice!

The part swap menu also now shows disabled parts in orange, and includes manual tags added to unidentified parts (which originally only showed in inventory and the item info page):



The advanced autoReadyLauncher option has been super useful since introduced in Alpha 12, and now there's its opposite, autoUnreadyLaucher, to reactivate all weapons when a launcher is removed:



It's a common tactic to only attach a launcher to deal with a specific situation, then swap it out after firing--together these options remove most of the other commands involved in that process. You can generally just attach a launcher, fire, then detach the launcher, and it'll work as desired.

Active streamctrl_ robot hacks display a range within which you should stay to avoid losing control of the robot:



We've got three different advanced options for how to display Cogmind's part loss directly on the map: blinking red, blinking red 'X', or part's name in red:



Currently there is no explicit on-map display for that information to avoid potentially interfering with other indicators or tactical information nearby (plus we already have that info reflected in the log, sfx, and parts list), but this could be a pretty useful feature for some players, especially given that the majority of the combat focus has been designed to center around the map view.

Countdown timers for fabricator and repair station processes remain visible outside of FOV! \o/



There's also a log message reporting completion if not in view. Originally the machine would only showed this info while in view, but sometimes it could take a while to finish and players often prefer to leave the area and come back later, but would then be forced to calculate out the approximate turn on which it would be finished. Certainly always showing the info is better, though this wasn't done originally because it's a lot more work to separately record and display hypothetical information! I.e., the machine could be disabled or destroyed but you're not supposed to know that unless it's in view, and it has to keep displaying information as if it were still processing.

Quite a few times I've received requests for an in-game real-time clock. I've held off on it for a while since I wanted to be sure of where it could work in the HUD, and now it's found a home:



It's optional (off by default), and there's also a separate option to show a real-time run timer, for the real-time speedrunners out there.

Energy-adjusting utilities now factor into the HUD's net energy readout:



The Scan window also got some updates, including a new option to have it only show what's currently under the cursor (or kb marker), rather than the usual behavior of retaining the last object shown.



This is not default behavior, however, since keeping persistent data visible has the advantage of not losing that reference info simply by moving the cursor to perform other actions. Not to mention persistent robot scan info will update their heat/integrity values as they change, if they're still present in the window at the time, without having to put the cursor back over them or use some other method to check.

Speaking of easier access to object info, you'll no longer have to open solid terrain info to check its armor value, which appears under its name in the Scan window:



I didn't do this originally because constantly updating the Scan window as the cursor moves around would be really distracting, but later realized I could both avoid that annoyance and provide the info by only loading the terrain info after a short delay! So the cursor/keyboard marker has to be stationary for 500ms before it will show armor for that space.

Machines and other props will also show their armor value in the same place! Remember that you'll probably still want to take resistances into account before attempting to destroy something, but this is a good general reminder and should save some time.

Maintenance intel markers were switched from green to gray, so that they can be easily distinguished from Terminal markers:



I originally chose green since all the maintenance bots themselves are green, but Terminals are also green so if you have both types of intel it can be hard to spot the Terminals unless you deactivate the maintenance intel. In any case, gray is also a reasonable color for a neutral party.

Note that anyone using a higher detail level for their combat log will need to visit the options menu to reset their value on starting a Beta 8 run, because everyone's value has been reset since the option itself was renamed from the very-old-and-not-entirely-obvious "Log Calc. Detail".

Back in Action


The last few weeks of Beta 8 dev were completed while I was out of town, so it's been a while since I've been able to stream. I'm back now and clearly it's time to change that! This week I'll be streaming about 24 hours after this release announcement goes up, before returning to the normal Monday evening scheduled streams next week. Lots of new toys to play around with in Beta 8, and I wanna try out the new treads, too. Also RIF, I'm eager to do more RIF runs since I'm sure it's even cooler after the buffs in 7.1 and 7.2, plus this update.

I hope to be able to do even more releases like this in the future, though will have to focus on getting to 1.0 first and see if there's any money left to keep going! Certainly there are lots of plans to draw on, though :). In the meantime I'll be shifting gears to work on 1.0 necessities, which I'll talk more about in future SITREPs.

Special thanks to all our Beta 8 prerelease testers, who've helped ensure a smooth and balanced full release.

And thanks to everyone for your Steam reviews! In case anyone missed it, there's a pre-1.0 medium-term goal you can help with which could affect the future of Cogmind development. Check out the original announcement for more info. Reviews are very helpful for increasing Cogmind's visibility on Steam and by extension make it possible to keep bringing the updates :D

There is a week-long 10% discount on Cogmind to coincide with the Beta 8 release, available immediately on the website (includes DRM-free plus Steam key), but not until 2/13 on Steam due to limitations on their platform settings. As a heads up, this is the largest discount Cogmind will have during Early Access unless at some point Valve decides to again offer exposure for a larger discount like they did in December 2017, in which case I might take them up. (But I'm pretty sure that won't happen again.)

For Linux users, Cogmind may now be installed through Steam. Read more in the last section of SITREP #35.

As usual, this weekend will not have a SITREP so soon following a new release. The next will come the week after when we'll take the usual look at player stats from Beta 7, the huge robot hacking update with 65 hacks.

Beta 8 saves are not compatible with previous versions, but even if you're on Steam and Cogmind automatically updates, Beta 7.2 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.

SITREP Saturday #44: Code 403

Beta 8 is feature complete :D

It's not ready for release just yet, but a feature freeze is in effect as it goes into final testing. The next release is dubbed "Forbidden Science," and you'll be able to get your hands on this science when it releases the morning of February 12th (my time, which means the evening of the previous day for many players :P). I'll also be getting back to streaming that day and/or the day after.

Today I've got a batch of feature demos to share, mostly interface-related, along with art and other news.

Quality AND Quantity


The main new content for Beta 8 having been completed a couple weeks back, since then I've been able to turn my attention towards smaller matters, like a collection of UI options and other QoL features to continue improving the experience. Here we go...

Machine hacks now have context help via the usual right-click or A~Z:



This puts the system on par with the item/robot stat info and the robot hacking system in terms of QoL, and could be useful for new players or infrequent players who may have forgotten certain effects :)

By request, the part swap menu includes a remove button:



With that we'll have five different methods of removing a given part, because having options is nice!

The part swap menu also now shows disabled parts in orange, and includes manual tags added to unidentified parts (which originally only showed in inventory and the item info page):



The advanced autoReadyLauncher option has been super useful since introduced in Alpha 12, and now there's its opposite, autoUnreadyLaucher, to reactivate all weapons when a launcher is removed:



It's a common tactic to only attach a launcher to deal with a specific situation, then swap it out after firing--together these options remove most of the other commands involved in that process.

Active streamctrl robot hacks display a range within which you should stay to avoid losing control of the robot:



We've got three different advanced options for how to display Cogmind's part loss directly on the map: blinking red, blinking red `X`, or part's name in red:



Currently there is no explicit on-map display for that information to avoid potentially interfering with other indicators or tactical information nearby (plus we already have that info reflected in the log, sfx, and parts list), but this could be a pretty useful feature for some players, especially given that the majority of the combat focus has been designed to center around the map view.

Countdown timers for fabricator and repair station processes remain visible outside of FOV! \o/



There's also a log message reporting completion if not in view. Originally the machine would only showed this info while in view, but sometimes it could take a while to finish and players often prefer to leave the area and come back later, but would then be forced to calculate out the approximate turn on which it would be finished. Certainly always showing the info is better, though this wasn't done originally because it's a lot more work to separately record and display hypothetical information! I.e., the machine could be disabled or destroyed but you're not supposed to know that unless it's in view, and it has to keep displaying information as if it were still processing.

Quite a few times I've received requests for an in-game real-time clock. I've held off on it for a while since I wanted to be sure of where it could work in the HUD, and now it's found a home:



It's optional (off by default), and there's also a separate option to show a real-time run timer, for the real-time speedrunners out there.

Energy-adjusting utilities now factor into the HUD's net energy readout:



The Scan window also got some updates, including a new option to have it only show what's currently under the cursor (or kb marker), rather than the usual behavior of retaining the last object shown.



This is not default behavior, however, since keeping persistent data visible has the advantage of not losing that reference info simply by moving the cursor to perform other actions. Not to mention persistent robot scan info will update their heat/integrity values as they change, if they're still present in the window at the time, without having to put the cursor back over them or use some other method to check.

Speaking of easier access to object info, you'll no longer have to open solid terrain info to check its armor value, which appears under its name in the Scan window:



I didn't do this originally because constantly updating the Scan window as the cursor moves around would be really distracting, but later realized I could both avoid that annoyance and provide the info by only loading the terrain info after a short delay! So the cursor/keyboard marker has to be stationary for 500ms before it will show armor for that space.

Machines and other props will also show their armor value in the same place! Remember that you'll probably still want to take resistances into account before attempting to destroy something, but this is a good general reminder and should save some time.

The threshold for overweight calculations is now inclusive rather than exclusive, so everyone gets +1 support before going double/triple/quadruple(?) overweight...



Maintenance intel markers were switched from green to gray, so that they can be easily distinguished from Terminal markers:



I originally chose green since all the maintenance bots themselves are green, but Terminals are also green so if you have both types of intel it can be hard to spot the Terminals unless you deactivate the maintenance intel. In any case, gray is also a reasonable color for a neutral party.

The very last thing I did for Beta 8, since I had some extra time, was add a pair of new alien artifacts for fun, and science :)



Fun With Bugs


The last couple weeks of dev also involved some dedicated bug fixing, clearing out all the reports since Beta 7.

None were very difficult, although for one in particular I added a visualizer for the Entity (robot) spawn blocking layer of generated maps to confirm a suspected cause of unintended behavior. Technically, on maps belonging to 0b10, most armed enemies are not allowed to spawn within a certain distance of the starting point, but UlyssesB shared a screenshot of exactly that happening on the very first floor. This occurred right around a special encounter room (the part cache), so I initially thought it was simply not blocking spawns to that room. But the engine blocks all random spawning in those areas, so that couldn't be it... Then I checked the actual spawn order and noticed the patrol spawn location (based on its leader) wasn't even in the room itself as I'd thought, but just outside it. This particular encounter happens to clear away the nearby wall as part of its behavior, so what had happened was it cleared the wall, opening the way for a patrol to spawn right there where the wall had been!

The visualizer showing a patrol spawning next to the player:


(the squad leader spawned as the middle 's' there, and the others appear next to them since they're not constrained by that particular spawning rule)

Anyway, in the end the solution was to just additionally spawn-block any walls that are opened up (normally cells that start as walls don't need to explicitly block spawning since walls block spawning anyway!). For comparison this is the fixed version on that map:



And it's a good thing I had a visualizer because the initial solution I coded worked in this particular case but wasn't implemented well enough and still left a potential hole for different patrols (which I wouldn't have noticed had I not activated the visualizer again to look at the results).

For devs, the less here is that data visualization are super useful :)

In another recent happening in dev land, this isn't a bug but more a development goof, but check out this interesting looking "map"



This looks absolutely nothing like what was supposed to happen, but during my first attempt to enter a new area I was working on, something went wrong and I ended up in that place. It was supposed to be a certain static environment, but instead I got a sparse and windy weird cave system.

From The Fans




@nyrdal shared some really cool fan art depicting my winning ninja melee build streamed back in October:

https://www.youtube.com/watch?v=yy3_B8Qg4BY

And Zyalin has graced us with some Beta 8 hype art:



It's based on this song.

Fellow roguelikedev and Cogmind player VedVid pointed out last week that Poland's largest gaming portal did a quick video on "Games without graphics that will consume your life" xD

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

Cogmind is in there, along with other well-known roguelikes such as ADOM, Dwarf Fortress, and Caves of Qud.

And that's it for today. The next announcement will cover the true meat of this release, as we give you... FORBIDDEN SCIENCE!

A note about SITREPs: These are regular progress updates where I often share features coming to the next release, but aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 6 and Beta 7.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.

SITREP Saturday #43: Pwning the Early Game

Welcome to a new year of Cogmind!



It's been so long in the making I've started to have visions of even grander major updates, and we end up getting Cogmind 2019, Cogmind 2020, and so on until my permadeath, ha.

In the New Year's spirit I streamed Holiday Mode last week on January 1st, building around a very specific weapon available that day (and on New Year's Eve), the RPDS. Some very potent fireworks were on display, including plenty of unnecessary carnage.

https://www.youtube.com/watch?v=b7eXYtwqp-k

It was an interesting time with different challenges from a more regular run.

FYI an RPDS does... this :D



Or in ASCII:



Remember you can turn back your system clock to start a run on one of those days (or any of the other Holiday Mode days--potential drops are described here), and this feature will be available until the next release.

Note that even now that the event is over, the "ELF" variant bot is still in the regular game. That was an oversight while putting together the new build, in that the regular game picked up on that new bot and replaced the usual Saboteur class Imp with the ELF. Oops xD. They have the same loadout anyway, it's just a different name. Don't let their elfish charms disarm you--they're just as deadly and scary as Imps ever were!

Pwnage


For a long time now I've wanted to do a video that demonstrates how to reliably get through the early game, since it's not all that hard but some players have trouble figuring out how to overcome the various challenges there and end up either having to switch to another difficulty mode or playing the majority of their runs in the early game, which honestly is just the very tip of a much more varied Cogmind experience!

Once you're good at it the first few floors only take maybe ten minutes as you prep for the mid-game challenges, so I wanted to share some of the main tactics that ensure you'll make it through. We've had some other early-game tutorials on video before, but I wanted something of my own that I covered what I thought was most important.

Well we can check that off the list :D

https://www.youtube.com/watch?v=Ml0to9JTQqw

I streamed "Pwning the Early Game" this week, and already a bunch of players have been finding it useful, so that's reassuring.

Although I normally talk a lot of strategy in my streams, this was quite different from the usual since it was focused purely on the essentials for the first floors. I first spent about half an hour describing most of the main UI and basic mechanics, essentially an intro to the game, then did a slow run through the first several floors, talking about strategy, combat tactics, and different robots, systems, and AI. After that I concluded with four more quick runs through the early game, putting everything learned into action to reliably reach Factory. (There are time stamps in the YouTube description.)

Not Spoilers


Well, speaking of the early game... let's talk a bit about Beta 8! Why? Because that's its biggest area of focus :D

I haven't really talked about it yet, and while I want to wait until the main announcement to go into details, it's relevant here so let's go.

With Beta 8, in the the early game you'll often have a way to find unique items, and these items can affect your entire play style, if not for an entire run then at least for a while. I mean I guess even regular items and prototypes (and especially artifacts) can already do that for you, but any time unique items are added this is a chance to provide opportunities like that.

For example, among the new items that are being added, there's the PSU Rigger. As per its name, it can be used to rig any power source to explode like a proximity mine. This one's going to be pretty fun to use :D



I can already smell the cheese connoisseurs approaching now...

(Aside: I've actually teased this item in a couple previous screenshots, that and other Beta 8 features, and it's fun to do this without talking about them to see if/who notices ;))

This kind of stuff has always been part of my long-term plan for Cogmind (because having worked on it for over five years now we're apparently not quite yet in the "long term" xD). Basically expanding the game with new ways to experience and interact with the same world, adding smaller amounts of content with outsized impacts on a run, ableit optional, of course. I have tons more item concepts and avenues for obtaining them in various parts of the world, but these things will be introduced over time, mostly after the actual 1.0 (assuming I can still afford it :P).

Now don't get too excited about the Beta 8 gear--you won't be able to pick and choose items, but I can guarantee there are going to be some fun and interesting new experiences coming.

Work on Beta 8 has been pretty smooth lately, just time-consuming as there are some rather complex additions for this update. Some random dev snapshots...

Visualizing the ambient sound from a new area:



Hm, a curious new UI animation, what could it mean? :)



Other News


I was chosen for the "Best Developer" award by Spitball Sessions! You can read about that here, and check out their GOTY 2018 podcast. I am honored, and will continue trying to do my best :D. Thanks to everyone for your support (and reviews! they really keep the game going in Steam's algorithms so that I can add more features rather than having to worry about wrapping it up sooner).

And if you're using Proton to play Cogmind, it'd be great if you could contribute to the database.

I guess this is also a notice for those of you who didn't already know: Although Cogmind isn't marked as supporting Linux on Steam, manually activating it for Steam Play does allow you to purchase and download and play normally! There shouldn't be any issues as I've fixed the few Wine-related bugs on Cogmind's side before it even came to Steam, and have added other QoL features specifically for Linux players. (If you do run into the no audio issue there's a workaround--not sure if they've fixed that in Proton itself yet.)

The biggest "Other News" we've got here is that we'll be going on our annual family vacation next week for winter/Chinese New Year. I really wanted to have Beta 8 out by now, but it's still not there yet. Being out of town for a few weeks I won't be streaming for the next month or so, and although it's a long "vacation," technically it's more of a workcation since I'll still be setting up office and doing a fair bit of regular work on Cogmind as well.

It feels really good to be caught up on all the personal and/or non-Cogmind things that were getting in the way these months, though, and to have the Roguelike Celebration behind us, since that trip and preparing for my talk and all the other related work really ate up a ton of time and resulted in the additional backlog of other chores I had to get out of the way xD

A note about SITREPs: These are regular progress updates where I often share features coming to the next release, but aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 6 and Beta 7.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.